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mr.devolver

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Everything posted by mr.devolver

  1. Troll mode enabled? Lol. I would probably laugh hard if that happened to me. I guess you guys had some fun that night with the increased wandering hordes AND bloodmoon hordes...
  2. Technically it should be possible. Realistically though, you would normally have to remove every single reference to that mod before removing it for proper transition. Now imagine removing hundreds of cars all across the map. I would just start a new world at that point lol
  3. If it's related to the following lines: <!-- A separate entry for this one, so if the Bambi mod isnt included this line will only generate a warning in the server logs --> <append xpath="/items/item[@name='Bambis Terminator Crossbow']/property[@class='Action0']/property[@name='Magazine_items']/@value">,Bolts of Everdeen</append> then as the comment implies, it will only generate a warning in the server log. If it's a yellow warning, it's not as bad as red errors could be. I guess you can ignore it for now and see if it has any real impact on the gameplay.
  4. @bdubyah, do you think we could get supermutants eventually too? That would be fun lol Someone was working on them for Alpha 18, but unfortunately, they were a part of the Creature Pack which had to be reworked for Alpha 19 and a lot of the Falloutish creatures didn't make it.
  5. I always like alternatives, but I wouldn't say it's unrealistic the way it is in vanilla game. There are traders all around the world who might be operating these vending machines. The idea was that you couldn't easily break them open either, because they would be protected with electric trap that's automatically activated when the machine is damaged. Sure, there are just a few traders in a relatively huge open world, but there are also other players and more NPCs coming to the game to fill the world. That should be enough to create an illusion that someone is actually still operating these machines. Not to mention, some of them are non-functional. Perhaps it would be cool if you could turn those non-functional ones into lootable ones, I would like that.
  6. It's probably because that quest didn't have an NPC who would give it to you in the first place. If you assign that quest to a trader, that ReturnToNPC should send the player back to the trader.
  7. This is a little bit confusing. If you want to send the player back to the trader he got the quest from, the game does it this way: <objective type="ReturnToNPC"> <property name="phase" value="4"/> <property name="nav_object" value="return_to_trader" /> </objective> <objective type="InteractWithNPC"> <property name="phase" value="4"/> <property name="nav_object" value="return_to_trader" /> </objective> obviously property phase would have to be adjusted accordingly with your quest, but yeah this should work.
  8. Some of the mods I'm using are not just small modlets, but little overhauls on their own that are carefully hand picked to ensure that they will not break each other. Some of them already alter some base settings of the game differently than Romero Mod does and that's one of the major problems with overhauls, they simply can't be used together, because they offer different gameplay, but you still might want to have some of their parts in your game, like the items I mentioned earlier. I'm also using Creature Pack as well as DMT NPC mod which requires Sphereii's Core. Your Romero comes with its own modified version of Sphereii's Core which may not be fully compatible with the latest feature set required for proper function of the said mods, so there's quite a few reasons to be skeptical to say the least, but I respect your decision to not release them individually, I had to ask though.
  9. Hey, any chance to get the parts of the overhaul as separate mods? I would like to be able to use things such as scrap tools and pipe guns separately in my custom mod list that may not be compatible with the overhaul such as Romero Mod.
  10. You're welcome! If you need any help with testing, debugging, let me know. I've been working on some quests of my own, so I had to learn a thing or two specifically for quests. I also like your projects, so maybe we could team up and make something together eventually, if you'd like.
  11. I'm very happy that you're improving The Wasteland mod. I finally found the crash site today, and let me tell you that it took me couple of real world hours to generate a map that contains both Nuka Factory and the crash site lol, because I was either getting Nuka or the crash site, but not both at once for the most time and now I finally found one that has both, so I'm exploring and having fun so far, still trying to troubleshoot some incompatibilities between the mods I installed though, but your mods work perfectly. You know what I think we as modders would need to make some cool progress? I think we need more advanced quest system, so that we could add our own quests, because what we have right now is pretty much barebones. We can add some interesting NPCs to the game, but making new quests for them to give you is not as easy and straightforward, not to mention the quest system is pretty much barebones at the moment as it has just couple of actions available, that's not much to create some immersive stories. Imagine random encounters - save a friendly NPC from zombies or bandits, supply crates surrounded by bandits / zombies you have to fight to get the supplies, send the players to a specific POI, let the quest creator to choose which NPC to return to (it's just trader by default), etc..
  12. @ShoudenKalferas, ModInfo.xml in WhiteRiverToC_Pavlichenkos_Rifle contains name and description for Taza's Axe.
  13. Thank you for testing this! 💗 I was going to re-test with the usual CP + NPC bundle, because the last time I tried it with this WalkerSim was A19.0 and I was getting errors in the console, I couldn't even load into the world. At first I thought the problem was in CP + NPC bundle as it was just updated at that time, but it turned out it was actually the WalkerSim incompatibility with the CP + NPC bundle, because everything worked fine when I removed WalkerSim. I guess this means there's no point in re-testing if it doesn't work properly with the base CP alone without DMT NPC code. You're absolutely right, DMT NPC mod itself will have to wait for the second phase of testing, once the base mod works as intended.
  14. The last time I tried both mods, I had console errors and the game was practically unplayable.
  15. @ZehMatt, it would be cool if you could make it compatible with CreaturePack and DMT NPC mod.
  16. Just like in Fallout! Raiders shouldn't be easy targets in the beginning!
  17. Hide and seek game? Nice! Not sure what happened to this drunk npc, but the last time I saw him, he was hiding in a bus. Maybe he's on his way to play hide and seek with Arlene over there...
  18. What? Missing links? Missing pictures? And what is this?!! This forum is haunted!
  19. Xyth! Check this out from 19.1 exp announcement: Could this solve the problem I had with hired NPCs falling off the world? Also, do you think the current version of the mod is perfectly compatible with 19.1 ? I haven't tested it yet, but I would definitely like to see if that fix above could also solve the issue I had with hired NPCs.
  20. This is because you're most likely running dedicated server from a regular game installation, not a dedicated server installation and yes, you can actually start a dedicated server with a regular version of the game, in which case you would have no folder called "7 Days to Die Dedicated Server"...
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