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xxx73

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Everything posted by xxx73

  1. Hey guys In A20 I can select what quest tier I want quests from, can that functionality be added to A19 also? I have briefly looked around inside quest, trader and Xui files, but since Im not sure what to look for I could not identify anything related to this. Anyone have any idea how this work and if I can add it to A19? Have fun
  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="19.2.1.9" /> <Website value="" /> </ModInfo> <DMT Hash="b53e312d4ea0271a517226a87b55fad0"> <dependencies /> <conflicts /> </DMT> </xml>
  6. 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.
  7. 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
  8. 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?
  9. 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.
  10. 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.
  11. 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.
  12. Thanks for information, I also hear people experience issues with weather in A19.
  13. Hi again We have really enjoyed these packs on our server, and everything work fine. But there is one big issue, one of the fantasy creatures create problems, we get this error message: NullReferenceException: Object reference not set to an instance of an object at BlockDamage.OnEntityCollidedWithBlock (WorldBase _world, System.Int32 _clrIdx, Vector3i _blockPos, BlockValue _blockValue, Entity _targetEntity) [0x000a5] in <8966b1f384fe4ecab81b938f521bef70>:0 at ChunkCluster.CheckCollisionWithBlocks (Entity _entity) [0x0023f] in <8966b1f384fe4ecab81b938f521bef70>:0 at World.CheckEntityCollisionWithBlocks (Entity _entity) [0x0002b] in <8966b1f384fe4ecab81b938f521bef70>:0 at Entity.ccEntityCollisionResults () [0x001ce] in <8966b1f384fe4ecab81b938f521bef70>:0 at Entity.ccEntityCollision (UnityEngine.Vector3 _vel) [0x00016] in <8966b1f384fe4ecab81b938f521bef70>:0 at Entity.entityCollision (UnityEngine.Vector3 _motion) [0x0001c] in <8966b1f384fe4ecab81b938f521bef70>:0 at EntityAlive.DefaultMoveEntity (UnityEngine.Vector3 _direction, System.Boolean _isDirAbsolute) [0x00275] in <8966b1f384fe4ecab81b938f521bef70>:0 at EntityAlive.MoveEntityHeaded (UnityEngine.Vector3 _direction, System.Boolean _isDirAbsolute) [0x002c1] in <8966b1f384fe4ecab81b938f521bef70>:0 at EntityZombie.MoveEntityHeaded (UnityEngine.Vector3 _direction, System.Boolean _isDirAbsolute) [0x00124] in <8966b1f384fe4ecab81b938f521bef70>:0 at EntityAlive.OnUpdateLive () [0x001a8] in <8966b1f384fe4ecab81b938f521bef70>:0 at EntityEnemy.OnUpdateLive () [0x00000] in <8966b1f384fe4ecab81b938f521bef70>:0 at EntityZombie.OnUpdateLive () [0x00000] in <8966b1f384fe4ecab81b938f521bef70>:0 at EntityAlive.OnUpdateEntity () [0x0001e] in <8966b1f384fe4ecab81b938f521bef70>:0 at World.TickEntity (Entity e, System.Single _partialTicks) [0x0015d] in <8966b1f384fe4ecab81b938f521bef70>:0 at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <8966b1f384fe4ecab81b938f521bef70>:0 at World.TickEntitiesFlush () [0x0000c] in <8966b1f384fe4ecab81b938f521bef70>:0 at GameManager.UpdateTick () [0x00033] in <8966b1f384fe4ecab81b938f521bef70>:0 at GameManager.gmUpdate () [0x00265] in <8966b1f384fe4ecab81b938f521bef70>:0 at GameManager.Update () [0x00000] in <8966b1f384fe4ecab81b938f521bef70>:0 Sometimes it break the game so we have to restart, other times it slow down the game for many seconds, but if we mange to kill the right zombie everything is working fine again. I think it is fantasyNightmare02 but not sure. Im currently using a version 19.2.1.9 of the mod.
  14. Thanks for your lengthy reply. Global weather was unknown to me, so if we have no rain or no fog, it is a global weather issue and not your mod fault right? Also I copied your mod into original files to avoid any problems, so there is no links to your mod in ConfigsDump. Do you have any why global weather get stuck?
  15. Hi again Im running a server with only your wind, temp, cloud, fog, temperature and precipitation settings from your core weather mod. It work great in singleplayer, so much varitations, But on my server it is sunny all the time and only temperature is changing, I never see rain or fog or much cloud changes. I removed your mod from server and weather is till "stuck". So I have 2 questions: 1. Is your weather mods working on servers? 2. Is there a way to restart/reset weather on server to get back to normal weather behavior?
  16. Hi, I tested the HD Forge and the fire effect is wrongly placed on top of the forge and not inside window with firewood. Is there version where fire is placed correctly?
  17. Nice mod I wonder if it possible to change it to set respawn delay yo 15 days instead of disabling? I see in your mod this setting, can this be tweaked to 15 days? ___respawnTime = _world.worldTime + 120000UL;
  18. If installed correctly this mod is working fine. I personally installed it both on server and client, but should not be needed.
  19. Finally solved the purple effect from nail mine, it was the particle effect, I guess no surprise there. Just replace Explosion.ParticleIndex" value="1" with 11 or 12 or try something else. Looking forward to using this traps now in my next game
  20. Bloodmoon is based on gamestage, so the higher gamestage the more hard zombies you get.
  21. Is that the EntityType you talk about, or is it tags "zombie"?
  22. About the adhesive traps using pressure plate prefab and not taking any damage, I have done some more testing and it is working now. I Just had to add a class to the traps. I have no idea what class that is proper, I just took one you used on another trap, and one xyth mentioned in another thread. Class "Damage" and "TrunkTip" both seem to work.
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