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A20 Bugs
A21 Bugs
Bugs V1
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Posts 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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12 hours ago, corona9800 said:
no issues XYTH the mode works great in the zombie pack only issue in the animal pack is i never see the birds im about 100 hours in a new play through havent seen nothing flying.
I can increase the spawnrate on the birds. I plan on doing another polish pass soon.
11 hours ago, Dre said:@xyth Nice mod. Thank you. Really appreciate all the hard work. (running it on my server/game). A19 stable (all the ones that you had as a19 ready a few days ago).
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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I will watch for it. I do see vanilla zombies in a vanilla game sometimes do that. Might be a TFP thing.
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Sphereii pushed an update to the core late last night to possibly fix the having to rehire bug. I have not seen a falling off the world bug.... Ever.
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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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Confirmed. Maybe the CVar isn't saving again. Will dig into it today.
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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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A19 Stable release pushed. Some new characters like the ranged bee and WarWolf.
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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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We cannot currently add clothing to the player character.
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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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(A19) WalkerSim - Enhanced roaming zombies
in Mods
Posted
I poked Sphereii to update the DMT version used by the launcher.