Jump to content

CrypticGirl

Members
  • Posts

    236
  • Joined

  • Last visited

Everything posted by CrypticGirl

  1. Okay, vicious "criticism," aside, I have a question. If I'm opted into 18.3 EXP and I try to install the mod from Steam, will it install with the experimental version, or the latest stable? (I'm currently opted into experimental, and I kinda don't want to go back to stable until 18.3 becomes stable if I can help it...)
  2. Well, I'm stumped then. Here's the output log... [ATTACH]31197[/ATTACH] output_log__2020-01-17__20-39-21.txt
  3. Double checking the entitygroups.xml (and your instructions, in case I misread), the JoelTrader is currently commented out. Just to make sure I have it right, it's only the JoelTrader entity I'd need to comment out of the entitygroups.xml? Or do I need to comment out the JoelBandit entity as well?
  4. I did start a new game, but the error still persisted. So if we stop sticky arrows in the items.xml, does it affect all arrows, or just the bandit ones?
  5. Well, commenting out the JoelTrader from the entitygroups didn't work, as I'm still getting the NRE's. Also, is there a way to remove the bandit arrows that get stuck in you when the bandit archer shoots you?
  6. Interestingly, it works just fine in 18.2. But I'll comment it out for 18.3...
  7. Well, I tried this for 18.3, but I get NRE's when near a trader (I think it's Joel's place), but the errors stop when I go far enough away from it. I'll try 18.2...
  8. For the selling machines, do the items ever clear out of it? It doesn't seem to do that for me. I'm just wondering what I'll need to do when it maxes out on stuff filling it, since it only takes three stacks of any item, and I believe there's a general max cap as well.
  9. I might stream it at one point in the near future with the Brutal Spawning Tweak modlet. I'm just testing and tweaking a few things with the other modlets I use. XD
  10. You are my hero. The Lucky Looter modlet is awesome! I still have to try the other ones, but I'll do that tomorrow... XD
  11. I wouldn't shoot nails from the nailgun anyway, so it makes no difference there...
  12. Well, maybe we should wait for the TFPs' divided loot abundance option then. XD
  13. Ah, the loot abundance makes me miss the way loot abundance was in the game prior to A17. (Meaning it only affected the quantity of the items found in the container, rather than the number of slots that were filled.) I wonder if there's a mod to go back to the old way of loot abundance...
  14. Nice, I'm digging the friendly husky mod. I have a question though... Does this mean friends who will heal you, or the ability to heal these friendly huskies?
  15. I personally think it'd be worth it to create a FAQ page of sorts. I don't think newer players would know that the question had been answered dozens of times within the last 10 pages of this thread, and I, for one, wouldn't want to search 160 pages of mod discussion, bug reports, other questions to find the info I'm looking for...
  16. I have the same thing with the lingering electric and fiery sound effects, and I don't have the BorderlandZ mod. (Though I should probably try it at some point.) But it sounds like the lingering sounds happen with zeds that are killed with that shocking effect from the guns too, so it might be an audio glitch in the game itself...
  17. Ohh, I see. And the username/password fields would be your Steam login info?
  18. I'm curious about something. How exactly does the launcher work when you try to install any of the previous alphas through the launcher?
  19. Hey, the HelmetCam is nice. It just stinks that you can't equip that and the helmet light mod at the same time, making the mining helmet the only useful helmet to equip it to. Is that intentional?
  20. Hey, thanks. And for those others, despite saying "[Modlet name] did not apply," they still work.
  21. Okay, let's see if this will do it... [ATTACH]27810[/ATTACH] output_log__2019-02-28__01-22-36.txt
  22. I'm getting an error... Patching 'entitygroups.xml' from mod 'RobelotoCustomZombies_Hard' failed yyUnexpectedEof Also occurs with the 'RobelotoCustomZombies' version. Haven't tried it with the Easy, but I'm sure the result would be the same... Does EAC have to be on? Would it conflict with other modlets?
  23. Apologies if this has been answered/addressed already, as I only scanned through the last five pages of this thread or so. But how exactly do you use the Advanced Forge? It doesn't need fuel, but you still need to smelt materials, and there's no "turn on" button, so I can't smelt anything to make the forged steel. Granted, I don't think my DF mod is up to date (it only says V2 in the pause screen). So let me know if it's been addressed?
  24. This looks like it'd be an awesome addition to the Medieval Mod. I definitely have to try this out sometime...
  25. I'm also getting the "blank gray bar" with the enemy hp bar modlet. However, it only works properly when god mode is enabled. I don't know how to fix that...
×
×
  • Create New...