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xxx73's Achievements

Zombie Hunter

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  1. After more testing I find the setting that control reverse start speed, its the same setting that control start acceleration, unstickForce. If unstickForce is increased, acceleration both forward and revers is increased also.
  2. xxx73

    Sam's Special Ammo

    Nice mod, thanks for sharing
  3. Thanks for your quick reply. Ok then I know what it is, in the end it dont really matter so much since it often work and give plenty of resources. I hope you will make more quests since this is so great.
  4. Hi again After setting it up so the thumper events do not happen too often this quest mod is amazing. Its so cool seeing those broken thumpers falling from the sky, even more great to see the excavating thumper, and the voice on top of that, just amazing, love it. Just one thing, the excavating thumper is sometimes disappearing after finished. After the voice say: "excavation is now complete, thank you for using thumper industries" instead of folding up its just gone. I have tested with zombies hitting thumper and not being hit at all, and sometimes it disappear in both situations. Can it have something to do with whats on the ground where it land, brush, dead bodies or something else?
  5. About version, I have no idea, not sure where I downloaded from. I removed all fantasy zeds from the game, was not sure who that caused the errors. This is the ModInfo file: <?xml version="1.0" encoding="UTF-8"?> <xml> <ModInfo> <Name value="0-CreaturePackFantasy" /> <Description value="Fantasy Creature Pack Base Modlet" /> <Author value="XythCommunityProject" /> <Version value="" /> <Website value="" /> </ModInfo> <DMT Hash="b53e312d4ea0271a517226a87b55fad0"> <dependencies /> <conflicts /> </DMT> </xml>
  6. Hi guys One thing that annoy me is the reverse speed of vehicles. I can drive pretty fast forward, but the moment I hit something or need to go reverse, it is barely moving. So I hope it is a way to improve this in xml files. Anyone know if this can be done?
  7. Download link dont work. Anyone have a mod to share or a working link?
  8. aha thanks, I did not know that, I guess that's why I got those error messages. No more guards in trader then Thanks a lot.
  9. Hi and thanks for your reply. Ok thats great to know, Im just worried if it will cause any issues in my real game. I placed them on top of the trader wall, trader Rekt, then I killed them and put new on the grass around the trader. Im playing with more than 90 mods but I I have never seen this error before so, I guess it was caused by something I did with content of your mod. I have used guards before without issues so maybe it was some weird occurrence of something. From what little I know of spawning, they way it work in your mod is what I understand the proper way to do it, and the way other mods like darkness falls do it with animals. About removing the, is the best way just to shoot them, or is there a better way? Anyway I love the mod, keep up the great work
  10. Great mod, thanks for sharing. I was placing 3 guards today but had to shoot them due to bad placement. Then short time after I started getting this red error when entering are where those guards was. This is a test game so I was just placing them, not by spawn menu but from what you get after reading the book. Now I cant get into the game without getting this errors continuously: IndexOutOfRangeException: Index was outside the bounds of the array. at UMACharacterBodyAnimator.assignLayerWeights () [0x000cb] in <8966b1f384fe4ecab81b938f521bef70>:0 at BodyAnimator.Update () [0x00000] in <8966b1f384fe4ecab81b938f521bef70>:0 at UMACharacterBodyAnimator.Update () [0x00000] in <8966b1f384fe4ecab81b938f521bef70>:0 at AvatarMultiBodyController.Update () [0x0013d] in <8966b1f384fe4ecab81b938f521bef70>:0 (Filename: <8966b1f384fe4ecab81b938f521bef70> Line: 0) So is this mod safe to use, and is there something I can do to avoid this error? Can it cause issues just placing them without reading the book first?
  11. Thanks for your reply. I love that they fall from the sky at random times, only challenge is to balance it. Right now I'm using it in my game and I balance it on the way. Thanks again for a great quest mod, really nice way to do it. Keep up the great work, your mods adds a lot of value to my game, thanks.
  12. I really like Telrics Thumper 2.0 so I like to give some feedback. The great: Innovative and fun way to make quests. Make more like this Nice with new resource to craft things we need. Things that need more balance: The event is happening too often, making it annoying instead of something rare and fun. The crafting of things should be in accordance with normal requirements or it will become very unbalanced, like making ammo with no perk.
  13. Included HD Forge in my current game, still problem with location of fire, anyway to my surprise resourceScrapIron had changed to resourceIronFragment when mining iron. Please inform about what mod does do, it just becoming annoying instead when gameplay get changed with no information.
  14. I have done a lot of testing with subbiome probability and there is something that seems weird. If I reduce probability of all subbiomes there is less subiomes spawned, if I increase all the there is more. But the balance between the subiomes seem to stay the same even if i set probability in some very low, or increase some others, the composition of the different subbiomes seem to stay the same. Is the composition/balance between the different subbiomes hardcoded?
  15. Here is an update so far on my testing. 1. 8 different subbiomes seem to work fine. 2. As I expected the layers and decorations at the bottom of each biome seem to behave like filler when no subbiome is selected. Reducing subbiomes probability cause more of this bottom layers and decorations to spawn. 3. It work well to add stones to a vein to have other fill materials than gravel.
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