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A20 Bugs
A21 Bugs
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Everything posted by xyth
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You dont need anything else, but War3Z loads the some of the creaturepacks and then does some edits on the xml to remove many of them. Loading both is likely your issue.
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I can increase the spawnrate on the birds. I plan on doing another polish pass soon. Thanks. Glad you like it.
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By the silence I take it that so far this modlet is bug free? I have new zombies and humans to push to the mod but am waiting for confirmation that whats here so far is stable. Thanks.
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Perhaps it has something to do with the number of mods your running? If you interested in finding a solution, since your the only one at this point seeing the issue, maybe remove all mods but those in the CP's and retest. Then add mods in one by one and retest. I know that's time consuming, but there is no way for us to fix something we cant repo.
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So far you are the only one mentioning that happened. I have never seen it, but i do see vanilla zombies doing it, so its likely not a mod related bug. Just bad luck. The rehiring bug was patched, need confirmation that works consistently.
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There were no changes since the initial A19 stable release 4 days ago. That version underwent some testing but so far no bug reports I can act on. I have a huge update that I'm working on, but I won't plan to release it until i know the current version is verified stable.
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Yup, working as intended. Highly experimental but seems stable. I have the reverse process working too but there is no quest yet for testing. The NPCs if hit by a zombie can become infected. Right now they turn really fast into zombies, like in a minute, but thats configurable. I will change it to longer once someone besides me tests it for bugs. "Humanpack ones also turn but wont attack the player since factions dont work in vanilla yet.
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Its not needed for either. It adds additional walktypes and the infection process to humans.
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A19 Stable versions of all CPs pushed. Added a BanditWolf and added a new zombie made by Malacay.
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Your welcome to use my SteelBars modlet https://github.com/7D2D/A19Mods/tree/master/SteelBars
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I like the Emu we have.
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Creating and Exporting Models from Unity for use in 7D2D
xyth replied to xyth's topic in Tutorials & Guides
We cannot currently add clothing to the player character. -
All the templates are at the top of the entityclasses.xml
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That's the price of adding mods during experimental releases. Many changes will break things as we adapt to TFP codebase changes. The A18.4 version is stable.
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You may need to start a new game. Invisible zombies happened in prior updates due to changes in the base game and maps.
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Pushed update for B177. Reduced ammo damage to stop crits for 1 shoting players. Reduced spawning 3x as those previous values were for testing. Various tweaks.
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Pushed update for B177. Reduced ammo damage to stop crits for 1 shoting players. Reduced spawning 3x as those previous values were for testing. Added NPC animals for testing. Various tweaks.
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The 7DaystoDie ModLauncher is the easiest way to download,install and run DMT modlets. You can also use the DMT tool itsself to compile the modlets manually, but that is more difficult. Just load the individual mods folders in the Github Repos Master Branch, don't load all the files found in the master branch.
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That's not enough information to help you. We will need to see your player log. Are you using the mod launcher to load these mods as they are DMT mods so need to be compiled first. OUTPUT LOG LOCATIONS Windows: From Steam or Launcher <gamefolder>\7DaysToDie_Data\output_log__<DATETIME >.txt 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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Maybe use the modlancher to pull the packs one by one.