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xyth

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Posts posted by xyth

  1. By default, a dedicated server starts up with a Unity start parameter called -nographics.  If the server starts with this parameter, then it doesn't load the video decoding components, leading to a full server crash.  I just discovered this yesterday, as I had a moment to relook at this mod.  My dedicated server has a video card, so by removing that startup param, the mod works as expected.  With it left in default, it crashes.

     

    I asked some folks to test if a server without a video card or chip will load the game properly with this default param removed.    Anyway, while waiting, I updated the mod to have 12 video slots.  

  2. 16 hours ago, shizhiwen said:

    How to use the unity tutorial? I didn't find any instructions to use it

    There are a ton of tutorial videos linked in the Tutorial and Guides section of this modding forum.

     

    11 hours ago, Kingston621 said:

    I want to say that you and your team has done a wonderful job with this project.  Just want to let you know that your hard work is appreciated. 

    Thanks!  We appreciate words of encouragement.  

     

    Pushed a tiny update .07 to fix a bug when NPCs fired a sniper rifle under water.  Noted all NPCs can fire guns while swimming under water, will look into a fix for that eventually 🙂

  3. The adding a control area to the UI is planned, and perhaps a pet bar.  The only animal so far is the fox in the base pack but you can expect more expansion packs in the future.  This mod is basicly a resource for the large mods like Wasteland, rebirth etc but can be used standalone with some adjustments to suit.  So expect some new animals that might be exclusive to those mods.  

     

    The NPCs get better based on their kills and on the level of their owner.   They do more damage,have more armor etc.  Right now there is no way to change weapons or armor manually.  They have custom, adjustable AI so you can do a lot with that as is.  Looting is a work in progress, only the fox has it enabled now as I was using his to test.  The fox hangs at times when looting but that should be fixed at some point.  I wanted him to gather feathers and eggs and maybe some shiny things he finds.  

  4. Pushed a new NPCMechs pack, many of the mechs from A19 are in there, and some new ones. 

     

    There is also a vomiting Bee and a flying ranged template (drone with ranged, and ranged "melee" ) that are not in set to spawn yet, as they are works in progress.  

     

  5. 1 hour ago, ubai said:

    First off, thanks for a great mod, this is a huge improvement to vanilla lockpicking! Just wanted to report that I ran into the same graphical glitch as ddraggy, and I have no other lockpicking mods at all. It worked fine yesterday, but today it's not working and I haven't made any changes.

     

    Thanks!

     

    Are you using the latest version of SCore?   I flew around and checked out dozens of safes and door, and one 1 door I got an artifact of another doors corner.    i few out of the chunk and back then it was gone.  I have no idea whats going on, its like an image is occasionally being cached on that camera or in the UI window.  I will explore but right now I have no idea what's happening.  Thanks for the report.

  6. Haha.  Harley is a member of the bandits faction and they hate most other factions.  

     

    You can go into the entity classes.xml and change Harleys faction from bandits to whiteriver.  You will need to change her AI packages and add the hired package if you wanted to also hire her.  She likely only has the basic AI packages as well so if you want to control her more you would need to replace those AI packages with the advanced packages.

  7. Mods should keep their SCore updated, at least to a semi current version.  Not much I can do about that though.  The breaktime is configurable in the blocks.xml of the SCore.   So is the success angle settings. 

     

                    <!-- 4 types of locks based on difficult. Easier to most difficult. -->
                    <property name="MaxGiveAmount" value="10,8,6,4" />
                    <property name="BreakTime" value="1.2,1.0,.8,.6" />

     

    The easiest locks (based on the HP of that door or container) have a 10 degree success angle and a breaktime of 1.2 seconds.   Each perks increases the success angle 2 degrees and gives and extra .2 seconds breaktime.

     

    So max perks into lockpicking makes the hardest lock the same as the easiest, and make easy locks very easy.

     

    You can also damage the door, which will made a hard container easier.   The more its damaged, the weaker the lock.  

     

     

     

  8. EXP version just promoted to stable 20.2.02.03

    No new exp version is currently available.  We need more testers, but so far this build seems stable enough.  Need new save game as several changes are not save safe.

     

    As always, please let us know if you find new issues.  SCore is currently undergoing many changes so please use the latest public release, which is linked on the first post.

     

  9. Bakers are Hirable in the Exp version.  That version will be pushed to stable soon.

    On 2/15/2022 at 12:00 PM, Kazina said:

    ok i had the server people to install this for me .. since i can not do it cause of the dill... i get errors. 

     

    ould not instantiate classEntityAliveSDX, SCore' for entity_class 'npcNurseDPistol'
    2022-02-15T08:54:41 93.459 ERR Could not instantiate classEntityAliveSDX, SCore' for entity_class 'npcNursePipeMG'
    2022-02-15T08:54:41 93.461 ERR Could not instantiate classEntityAliveSDX, SCore' for entity_class 'npcNurseAK47'
    
    

     

    Looks like the 0-SCore mod didnt get loaded

  10. 7 hours ago, Hayran said:

    Hi you forgot update it. The link/file is from 5 days ago xD. 

    Fixed

     

    6 hours ago, ate0ate said:

    Is there a way to make the nurses killable? They drive me nuts shooting around POIs when I am trying to explore them stealthily. I'd like to be able to silence them:) I am playing singleplayer and have the player kill setting on 3 "kill everything" so I'm not sure why I cannot simply shoot them, but I cannot. Is there a setting somewhere that I can tweak?

     

    In the Entityclasses.xml file in this mod, you will find a commented out section around line 140, which I pasted below.  

     

            <!--  This effect group sets a cvar on the player called "DamageRelationship" which is the faction relationship at which the player can damage NPCs. 1001 means "everyone." 400 is the default, and what is in effect when this effect group is commented out.  This is only for faction targeting - it doesn't affect allies (hired NPCs), and other players and their NPCs are governed by the server's "Player Killing" setting. If you want to adjust the value: 800+ is "Love", 600+ is "Like", 400+ is "Neutral", 200+ is "Dislike", and 0+ is "Hate". -->
                <!--<effect_group name="Damage All NPCs">
                    <triggered_effect trigger="onSelfFirstSpawn" action="ModifyCVar" cvar="DamageRelationship" operation="set" value="1001" />
                    <triggered_effect trigger="onSelfEnteredGame" action="ModifyCVar" cvar="DamageRelationship" operation="set" value="1001" />
                    <triggered_effect trigger="onSelfRespawn" action="ModifyCVar" cvar="DamageRelationship" operation="set" value="1001" />
                </effect_group>-->

     

    Uncomment just the effect group, and make sure the values are set to 1001 like in the example above.  With that effect group commented out, the default relationship value is 400, so you cant harm Neutral characters, or those with even more positive faction relationships.  

  11. 47 minutes ago, ddraggy said:

    Yes, it's a new savegame with both mods running.  I don't know what it is that triggers the graphical bug, or what it is that fixes it -- it seems that if the first lock attempted is fine, it'll be fine for the entire session.  If it glitches, then it stays like that for a while until x happens, at which point it sorts itself out.  Mysterious.

     

    I have not seen that happen in my gameplay, but I will look for it.  

  12. 35 minutes ago, mnjparks said:

    I pretty much changed all entity groups to .25 and I honestly don't feel like it changed too much. Survivors I feel should be rare,  and there are in my opinion too many still.

     

    Its impossible to balance this mod due to all the expansion packs.  I have no idea how many packs you might load.  This mod, unlike other mods, is primarily a framework resource for modders to include in their large mods.  If individuals want to use it, and want to add many packs, the burden falls on those folks to take a moment to balance the spawn rates to suit.  If that is beyond the persons skill, then it is best if they play a mod like the wasteland, war of the walkers, etc.  that use this mod as its NPC engine.   

  13. 15 hours ago, ddraggy said:

    I was playing as usual today when I tried to pick a door and instead of a lock, this zoomed in texture popped up:

     

    spacer.png

     

    I still heard the "picking lock" sounds, but there was no visual feedback.  This had happened in a previous game session, but the issue fixed itself somehow when I tried to unlock a safe later on in the POI.  I'm also running a mod that lets you pick open vending machines (https://7daystodiemods.com/free-lunch-machines/). Could that be causing some kind of conflict?

     

    Thanks!

     

    Well this mod should disable vanilla lockpicking so I would imagine its not compatible.   I looked at his mod, and it shouldnt really impact lockpicking if you started a new save before adding both.

  14. In entityclasses.xml, she will have an entry with sound properties like these (there are others too, this is a sample)          

     

       <property name="SoundRandom" value="HarleyRandom" />
       <property name="SoundRandomTime" value="60.0"/>

       <property name="SoundSense" value="HarleySense"/>

     

    Change the value to an empty value "" so like:

     

    <property name="SoundSense" value=""/>

     

    Then they wont say that.

  15. 10 minutes ago, cookie1996 said:

    The mod is incompatible with lootable zombies. i apologize for how dull i am, corpses work now and everythings killable, incredible work! im sorry again. Thank you for making the mod

     

    Enjoy!

  16. To offer a fix we would need more information.  Please link your games logfile.

     

    LOG LOCATIONS
    Windows: 
    From Steam 
    <gamefolder>\7DaysToDie_Data\output_log__<DATETIME>.txt

    From Mod Launcher
    <gamefolder>\7DaysToDie_Data\output.log

    From  .exe  
    %AppData%\..\LocalLow\The Fun Pimps\7 Days To Die\player.log

    From dedicated through startdedicated.bat 
    <gamefolder>/7DaysToDie_Data/output_log_<DATETIME>.txt

    Linux
    From Executable
    <homefolder>/.config/unity3d/The Fun Pimps/7 Days To Die <- Dedicated>/Player.log

    From start scripts or Steam
    <gamefolder>/7DaysToDie_Data/output_log__<DATETIME>.txt

    From server with management scripts
    /home/sdtd/instances/<instancename>/logs/output_log_<DATETIME>.txt

    MacOS
    <homefolder>/Library/Logs/Unity/Player.log

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