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mr.devolver

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Posts posted by mr.devolver

  1. 32 minutes ago, Reckis said:

    That's weird, I haven't personally seen it since the A19 EXP started and have yet to see it since stable dropped. I thought it was getting better 😕

    Current stable is actually the last experimental, no change of data.

  2. 17 minutes ago, Finch55 said:

    Yeah I can't figure it out either. A19 and I've tried 3 RWG plus standard Navezgane, so it's not the map. Only have 2 mods which also have ui_display.xml and they load fine. Removing them and all other mods has no effect, the error still occurs. This is also on a fresh install of the game, validated files and deleted saves folder. I might mess with it a bit, see if I can accidently fix it cos I don't know what I'm doing lol, but tis fun to try. 

    @mr.devolver
    I believe that is a bug in the game where distant LOD's are rendering within the prefabs. I get that a lot and relogging seems to fix it. 

    Thanks, but I doubt "relogging" will help as this is what I encountered shortly after loading into the world. I haven't seen any of this before in Alpha 18. Sure, we had to manually copy all prefabs into game's own prefabs directory, but at least in game it worked as expected. In the meantime I had to close the game, so I will try again and see if it really fixes the problem.

  3. Hey @bdubyah, this is probably unrelated to your mod, because I've seen similar graphical bugs in different POIs as well, but do you have any idea what could be wrong here? I'm not too experienced with POIs.

     

    QNOQSu2.jpg

     

    This is a screenshot from Nuka Factory that was added automatically by the in-game random world generator when it generated the map for me. As I said, I've seen similar graphical issues in a different POI that I added simply through Mods folder, the other one was Magister's Mansion. The only thing I could think of as a possible cause is that I missed to move the Prefabs directory to the game's own Data/Prefabs directory, but then again I was under impression that we don't need to do that in Alpha 19 anymore, so I'm clueless. :classic_unsure:

  4. 10 minutes ago, bdubyah said:

    Look up a few posts, there is a link to GitHub which has A19 versions. "The Wasteland" is the new, combined mod.

     

    I just haven't updated all the links or posts yet as I'm still doing some tweaks and stuff. So they could be updated several times at any minute.

    Thank you! And I actually do hope they will be updated "several times at any minute" - I love new stuff from you! :)

  5. Hey @bdubyah, I'm sorry for disturbing, but I was just wondering how far are you with your plan to merge Wasteland Weapons with Nuka Cola mod for Alpha 19? Practically ALL of your mods are a must have for me with every new Alpha and I haven't tried any mods in Alpha 19 yet, waiting patiently for Alpha 19 compatible versions of all of my favorite mods including yours! :)

  6. 23 hours ago, Gamer_62 said:

    @gpcstargate

    Stop hounding Subquake..This is a time where people need to care for there family first and not be hounded about a mod..

     

     

    So ....sit back and wait Like the rest of US .. it will get here .. When it gets here.

    Subquake wants the game Right and not a thrown together bunch of crap that doesn't work ..

    I'm sorry for jumping into your conversation, but you're talking about "the rest of US", so that includes me as well. Where exactly did he mention the mod? All he really said there was that he hopes Subquake is doing well during these hard times in real life. On the other hand, it'd be fair to add that if he opened Subquake's profile, he would see that Subquake is actively visiting this forum - "last visited 6 hours ago" at the time of writing this message, so it's not like Subquake lost interest in these forums or anything of that sort and I don't know how about you guys, but I do have a good faith that this also means that he's doing well in real life, even if he's quiet here and I'm pretty sure that he will come here to speak as soon as he has anything to share with us.

  7. On 6/29/2020 at 5:51 PM, xyth said:

    A testing version (limited characters, current DMT code base) based on the experimental drop will likely be pushed within the week assuming I can resolve the significant issues in the A19 build.

    When YOU start talking about issues that might be hard to solve, I'm getting worried. What are the issues about?

  8. 57 minutes ago, Deacon of Undead said:

    Sooo we getting close? Hopefully the New 19 wont cause you too much headache. You do an incredible job!

    What's the hurry? Alpha 19 will be out tomorrow, Subquake may as well wait for Alpha 20 if it needs to be that way, because everyone will be busy playing Alpha 19 anyway - vanilla or with their favorite mods from Alpha 18.

  9. 12 hours ago, PallyLove said:

    I have a question about this mod. I placed a bunch of blocks down and I need to remove it. I spawned tools using admin and I can't remove the blocks. Help please

     

    Use admin smg to remove blocks under them. This will cause that they will lose stability and get destroyed. You can then fix the missing blocks of terrain or any other type of blocks that was removed in the process.

  10. 38 minutes ago, Pra3t0r 0f R0m3 said:

    Yes, I know of the SDX/DMT upgrade, however BackpackButtonsSDX was included with Khaine's d/l of "10 slot Toolbelt" deposited into the GitLabMods folder, so I assumed it was used in Darkness Falls.

    That said, I  know War3zuk has a version included in a mod which I'll try.

    What I was trying to say is basically that BackpackButtonsSDX is not the mod I'm using and it's most likely the one KhaineGB mentioned as the one for Alpha 17, so I would be surprised if it worked without issues in Alpha 18...

     

    Anyway, if you want to try the versions of these two mods that I'm using and that actually work, you can find them here:

    10 Slot Toolbelt

    Backpack Buttons

  11. 1 hour ago, Pra3t0r 0f R0m3 said:

    That's where I got it from, as the launcher will not d/l it at all.

    Of note, when I throw the folder into my mods folder, and start the launcher, then hit play mod, since the modinfo.xml is missing, it creates another folder to stick it into. Thing is, the names don't match. One is "10 Slot Toolbelt" with the Modinfo.xml, and the other is "10SlotToolbelt".

     

    So I fixed it through trial and error, by moving the Modinfo.xml from the newly created folder to the "10SlotToolbelt" folder, deleted the second, now empty folder, and renamed the remaining to "10 Slot Toolbelt"

     

    So, all that remains is to see why "BackpackButtonsSDX" aren't showing in game...I may have to use War3zuk's mod.

     

    Edit: The launcher does d/l it, except it only goes into the GitLabMods folder, which is where I snagged the "BackpackButtonsSDX" from.

    BackpackButtonsSDX? You know SDX mods are no longer used, SDX was replaced with DMT, so if you're using a deprecated SDX mod, it might cause some issues, especially when combined with a more recent DMT mod like 10 Slot Toolbelt. Not saying this is what's happening in your case, but it's quite possible, I would check that out. I believe there's a new version of a mod which does the same as BackpackButtonsSDX, except it doesn't require SDX. The thing is that the backpack buttons are already there, just not visible and so the new version which is xml only is just making those buttons visible. You should try that newer version instead and see if it has any effect on your 10 Slot Toolbelt mod. It's from the same author as 10 Slot Toolbelt mod and I've been using both with no issues.

     

    By the way, it is possible to have a custom folder name, you just have to make sure the mod name inside ModInfo.xml is the same as the name of the folder where it's located. Doing so also prevents Mod Launcher from creating empty mod folders with only ModInfo.xml in them.

  12. 1 hour ago, Pra3t0r 0f R0m3 said:

    OK well I no longer get spammed by that error, however...the 10 slot still isn't working.

    I have the health bar from 0-SphereIICore working, so that's fine. Don't understand why the slot one isn't.

    Tried only 10 slot as well with no luck..on a new d/l from steam install.

    Unless I am missing something else I need for it in the mods folder.

    What was the location you downloaded 10 Slot Toolbelt from?

     

    Try the one from this link. It's KhaineGB's official gitlab repository.

  13. 4 hours ago, Pra3t0r 0f R0m3 said:

    Ah good,  thank you, I'll give that a try.

    You're welcome, just to be clear I meant the 10 Slot Toolbelt mod. Just replace the whole mod with a freshly downloaded copy and it should work again.

     

    The problem is definitely in the pdb file as it's the only file that has changed over time. Sphereii was mentioned as one of the authors of the mod, so I asked him what's wrong with that mod. He checked it out but couldn't reproduce the issue. Then I informed him that the problem is probably in the pdb file, but he never replied to my message, so I kinda gave up on a chance for a better solution than just replacing the whole thing every time it may act up again.

  14. 14 hours ago, Pra3t0r 0f R0m3 said:

    Hey all, not sure if this is in the right place but, after installing 7 days (Stable) through the mod launcher ( I usually had played it directly through Steam, but wanted some Harmony/DMT features that come with 0-SphereIICore), and now starting a new game, and proceeding to the "Creating Player" stage, the console is spammed by the following:

     

    FieldAccessException: Field `PlayerActionsLocal:InventoryActions' is inaccessible from method `SphereII_PlayerMoveController_Patch/SphereII_PlayerMoveControllerUpdate:Prefix (PlayerMoveController)'

      at (wrapper dynamic-method) PlayerMoveController.Update_Patch1(object)
     
    (Filename:  Line: -1)

     

    Of note, this doesn't happen when I use that specific "modlet" with Darkness Falls. So am I to understand that it doesn't work with the "Vanilla" game, or is something else the culprit?

     

    Edit: Turns out it was the 10 slot tool belt. No idea why that would cause that error...

    Same happened to me. It's the pdb file that causes this problem. Not sure what's wrong with it, but I solved it by downloading a fresh copy of the mod and replacing the one in the Mods folder with this fresh copy.

  15. 3 minutes ago, xyth said:

    Patrol changed to using pathing blocks to define a route.  Maybe Mr. Devolver can explain that process.

    No idea there, sorry. :o

  16. The thing is that if you go too fast ie you just keep teleporting, the chance of finding them is very low. The game must first actually spawn them into the world for you to be able to find them and spawning takes some time after loading the chunk of the world, so if you are switching places quickly, the game won't be able to let them spawn around you, so it will look like if there are no NPCs at all. I've figured this out the hard way wasting several real world hours fast exploring / flying / teleporting all over the map only to realize I'm doing it wrong and I should go much slower so that the game has actually enough time to spawn some NPCs around me. Try it, you will see it will work.

  17. On 5/15/2020 at 1:25 AM, yepitschristinaa said:

    I don’t know if anyone will see this but I’ve been trying so so hard to write up a modlet that will make it so hostile animals will still spawn with enemy spawning turned off, I know I’m looking at entity classes and the hostileanimalstemplate but when I load in to game I get the error ‘element does not contain attribute’ 

    Instead of turning enemy spawning off completely, make a mod that will remove zombie groups from spawning and only leave animals, assuming that is what you're after.

  18. 16 hours ago, xyth said:

    I'm not sure the Maslow xode is even working in A18.  You would at least need to add the maslow Aitask to the xml to get it working.

    If it's supposed to be disabled, it's disabled - I believe. Maybe people are simply expecting that this feature is enabled while it really isn't. I guess having some feature tracker would help people to see what's already implemented, what isn't, what is enabled and what is not enabled yet.

  19. Ugh, I wanted to try that peaceful approach to resolve this situation so that we all would come to agreement and understanding. I guess my approach to prevent the escalation of the situation failed... :(

     

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