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gavin11489

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  1. That's all your opinion mate. I didn't say 1 to 1, I said 'realistic'. There are plenty of real world 16KM places that work fine for game maps, or it's a simple case of scaling to your needs. Oh and of course I "prep" heightmaps in software other than KG/Nitro. I'm aware of the limitations. No offense intended, but your reply was not helpful and came across a bit elitist. I'm just asking for features to software we all enjoy...
  2. Great work so far with this! I've used Nitrogen for a while and only just come across KingGen - initial impressions are great! I love the 'city painting' feature. A couple of questions / suggestions; 1) Can we have an option to change water start height and also city spawn height range please? I like to use real location heightmaps and being able to adjust these values allows for more 'realistic' placement of certain locations. 2) As mentioned the 'city painting' map is great - Can we also do the same for roads? My goal is to re-create real world locations with somewhat accurate layouts of roads/pois/etc. Cheers!
  3. Hey Khaine! Great mod mate, really good experience so far! Couple of questions if you don't mind; 1) Can I remove / disable the health bar on the UI for Z's etc? 2) Can I remove / disable the shift + number functionality? Extra slots are great, and scroll wheel is fine IMHO, but shift is not a great choice of keys. Cheers!
  4. Non of these things need to be done if you use the 2 files I keep posting... Why do you insist on making things complicated? More than one person has asked for simple 'fixed' files, which both you and I have posted -- I've not tested yours, but I assume they work? Why not just post updated files with these changes made?
  5. This is what i;ve been using for weeks with no issues (my edits). I gave details previously as to what I've changed to make things work inline with the new tiered loot system, but ask if you want more details or want to know how to adjust anything to your style of play - my group of 6 have been using this for a few weeks now without any problems. To use the attached xml files, just download the mod from page 1 and replace those original xml files. loot.xml recipes.xml
  6. The way I see it is any updates / changes / fixes or whatever are fine so long as they are posted here for everyone to use, and no one starts re-packing parts of other peoples mods/changes etc.. Saying that, if you know how to update the textures, I say go for it dude! I'd do it myself if I knew how..
  7. Exactly my point, thank you - I just want to avoid confusion and for everyone to be on current changes. The one on the right is my latest changed loot.xml. I stated before I didn't want to re-package the mod as I don't own any of the assets or know where they come from, but I'm happy to keep updating any of the xml files as needed since I enjoy this mod too. I just hope anyone who does re-package (I have no issue of course) checks the full forum post and provides enough info (a link back here) for anyone trying to use the mod..
  8. It does not. I have attached a quick view of the loot xml included in the link you posted (left), and my latest edits (right).
  9. Just an FYI to everyone -- I didn't upload this. I have no problem of course, it's not my mod. BUT, from what I can tell it does not include my recent fixes, so I would not consider it the same as what I have done. The poster does mention this forum in the comments, but until Sykriss gives his update, please use what I have posted before commenting here to avoid confusion. Not sure what you mean exactly? the m9 carbine is working using the 2 files I have posted previously, can you provide more details?
  10. You're welcome! I really like the variety this mod adds too. I shall keep updating/fixing what I can until the mod author gives a proper update. So far though, I think that latest loot.xml spreads out the weapon variety to a decent degree, but do let me know your thoughts.
  11. Hello Everyone, I spent some time today learning the a19 loot system a bit more, and I've put together a much more balanced loot.xml for the mod! You will only find mod weapons when you find a vanilla weapon in chests and what not. (This is what was causing the chests full of guns!!) I've now changed each mod gun to have a 0.3 probability when you find a vanilla gun, which seems to have fixed the over spawning. Also, i've added the a19 loot tiers (0 to 3), and 'balanced' the mod guns a bit. For example, you shouldn't find a mod desert eagle with a vanilla 9mm pistol... But you might find a 9mm revolver or a makarov. To use this, just replace the loot.xml in the mod directory (or rename it for backup if you wish). Any questions, feel free to ask! loot.xml
  12. So yeah, I'm in the same kind of mind set with this mod - I love it, adds a great bunch of additions to the game, but it is in no way mine to re-publish or re-release... However, yeah I'm happy to keep sharing any 'fixes' I make with you guys until someone tells me no! In the mean time - yes, it's a case of replacing the xml's in the modlet folder with the ones i've uploaded (go from the last page and work backwards for latest). I encourage all of you to look at the xml's though, they make modding to your needs/wants so easy with this game! Happy to help if anyone has questions I still have no idea why on a19 occasional chests are full of mod guns by the way... I don't really want to have to nerf the value of all the mod guns to balance this somewhat, so if anyone does know why that might be, please let me know!
  13. Haha, I know exactly what you mean... No, that file won't fix it, i'm still trying to figure out exactly what's causing the behavior 😕 Glad you guys are enjoying the mod also! I'll keep going with tweaks and post them on here. One work around I thought of was changing the value of the mod weapons to 0 (or near 0), and the scrap return to 1 (or none) parts? that way even when you come across a chest full, the return isn't massive... thoughts?
  14. Hey! I figured I could fix this since it's in the xml, but I cannot replicate the scope being messed up on the SVD. Are you guys using other mods or anything? This is what my SVD looks like with 8x and 4x scope mods attached. That's using this item_modifiers xml (I haven't changed it) - replace yours and see? item_modifiers.xml
  15. Hey mate - so if you use the dedicated server with the console window thing, you get all the errors listed with whatever mod you're testing. So with this mod, the console tells me the 2 files with errors, then it's a case of reading through the vanilla loot.xml and the mod loot.xml (same for recipes), and comparing what's changed... it's a tedious process of find/replace for the most part, but the console from the server will often tell you exactly what failed. With a19 the loot structure had changed a fair bit (for the better I think), so that took some time to get used to. Recipes was easy though, just check the vanilla gun recipes and compare. Out of interest, which mod are you wanting to fix? Hope that helps!
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