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mr.devolver

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Everything posted by mr.devolver

  1. Cool, thanks! Will you also implement recipe for the machine? It would be nice to have recipe for slot machines too, you know for those of us who feel bad about "cheating" using creative menu lol
  2. You're welcome. This would be actually pretty cool. Right now I am using a different mod (alongside this one) that is only there for vehicle "decorations", meaning it places different vehicles including flying ones and motorcycles, but they are only lootable and harvestable, not useable in any other way. Together with this mod it gives you so much variety that when you're in the city, it feels very realistic. If this was all in one mod, I could stop using the other mod to save some memory.
  3. Just a heads up, there's a warning regarding the localization file, something about missing keys so the localization file is ignored by the game on load.
  4. Yay, thanks our very own Guppy and thanks our very own Xyth lol [video=youtube_share;2ZLr9dZUJX0]
  5. Forum acts weird again. It shows Xyth's post as the last one, but it's obviously not the last post here. The old forum was much better... -_- EDIT: Also, when you see stuff like this, you know something is not quite right here LOL...
  6. Weird, during my testing, I haven't noticed any trouble with hostile animals. Oh well, I hope fixing one thing won't break something else.
  7. So, it looks like I managed to fix the error. What I did is simply replace the local copy of the mod with that fresh new copy that I downloaded, which brings me back to my post here: Apparently replacing my local copy of Harmony-10 Slot Toolbelt.pdb with the default Harmony-10 Slot Toolbelt.pdb did the trick. The question is why was my local copy changed in the first place? So not knowing what's going on behind the scenes in this mod, I would guess this file is changing because it's storing any changes done in those two extra toolbelt slots done by the player which would be normally fine if it didn't store some things that perhaps no longer exist in the game files, perhaps items from mods that were temporarily removed for testing purposes? But there's also another thing that comes to my mind as a possible conflict maker. I actually had to use world editor and I had this 10 Slot Toolbelt loaded during that time. World editor loads certain items into the toolbelt automatically on start, so that could be probably when this file was changed and if these items were unavailable in normal game, that could probably throw some errors, right? Just guessing, giving you ideas, not really knowing how this mod works. I do hope that you can figure out how to fix this problem, because I believe that sometime in the future this could give some other people headaches too.
  8. I haven't used DMT Viewer itself, just Mod Launcher with the manual download of the mod I believe, not sure if it can be downloaded through Mod Launcher, but Mod Launcher did the rest for me in the past and adding it manually and then starting the game through Mod Launcher seemed to be enough to make it work and the mod was installed alongside the NPC and Core mods with no problems, only recently it stopped working. I'm sorry, I don't know which update broke the compatibility, but I'm pretty sure I haven't updated 10 Slot Toolbelt mod itself, as there was no update for it that I would know of.
  9. SphereII, it could be this one. I don't know for sure, because I just downloaded it using the link in that thread and for some reason one of the files there is different in size than the file I have in my local copy. The one file that is different in size is called Harmony-10 Slot Toolbelt.pdb, but the version in the ModInfo.xml file is the same. I'm confused.
  10. Um, here is the ModInfo.xml if that helps: <?xml version="1.0" encoding="UTF-8" ?> <xml> <ModInfo> <Name value="10 Slot Toolbelt" /> <Description value="Increases toolbelt to 10 slots" /> <Author value="KhaineGB and SphereII" /> <Version value="18.1.0.11" /> <Website value="" /> </ModInfo> </xml> Unfortunately, I can't remember where exactly I got it from, but I believe it was somewhere here in the forum. It mentions you as one of the authors, so I guess you should know better than me lol
  11. I'm sorry for trouble, but you know that Core is an essential part of the mod list if you want to use this awesome NPC mod, so it kinda is related lol By the way, is there any specific connection between your avatar and the fact the developers added this monkey emoticon to the smiles list? Just asking lol
  12. I removed most of the other mods in hope it would make it easier for you to check out what's wrong. You can find the log here.
  13. Hi Xyth and SphereII, I spent long hours trying to find what's the problem with my mod load order because I was getting this error: Using the method of adding mods from the list one by one, I finally tracked the problem down and found out the incompatibility. It's 10 Slot Toolbelt mod that's causing this red sea that doesn't ever let me enter the game world! Could you please take a look and see if this can be fixed on your side? It used to work in some of the previous versions of NPC mod and 10 Slot Toolbelt wasn't really updated, so I guess it has to be something in NPC mod itself. Thanks!
  14. Ok, so it works now. I guess? Just to make sure. The only Nuka vending machine outside that works is the one next to the entrance door, there are two vending machiens in the corner outside, one of which is non working Nuka vending machine and the second one is fallen vanilla vending machine. Is that correct? I will check the one inside. EDIT: So the one inside is a working Nuka vending machine as well. I guess it works then?
  15. I thought that it always downloads the new thing when you let the launcher download. Where is it grabbing the files from if it doesn't grab them from the actual repository? That's a mystery. Anyway, I downloaded the whole thing again and replaced the Prefab files in the Data/Prefabs directory (I placed it there, because if I just leave it in the Mods folder, I can't find the POI in the world editor's list of POIs). I will soon find out if this did the trick.
  16. That launcher cache thing would be nasty if it turned out to be true. I just downloaded Nuka_Factory.blocks.nim file from Github and it's definitely a different file!
  17. cntNukaVendingMachineBroken and cntNukaVendingMachine are there in blocks.xml. When I open the Prefabs directory and then open Nuka_Factory.blocks.nim and search for the machine, I can only find references to: cntVendingMachine2 and cntVendingMachine2Broken. No "Nuka" in its name.
  18. There is wooden wall outside, but not the right machines. Could it be that I placed the POI wrong?
  19. Warnings are yellow, errors are red, by the time I fix it, everyone's dead. ?
  20. I'm not really good at reading the logs. Also, there was a red sea in the console pointing to some issue with NPC mod, but the mod itself works fine alone, so I guess I need to find whatever it is that makes it go crazy.
  21. Thanks Ragsy, I don't know what's wrong, but right now I'm literally adding mods one by one waiting to see when that incompatibility occurs. It's annoying to test over 80 mods like this, but I guess I have no other choice.
  22. While I'm trying to fix the mod load order, I removed everything that could probably affect the look of the vending machines and the building looks like this from the outside: As you can see, all three vending machines outside are vanilla. I don't know why. This should be the POI that comes with the Nuka Cola mod itself.
  23. I was like first to notice this new mod here, I was first to reply and believe it or not, I still had no chance to try it! My mod load order is giving me headaches since yesterday, I'm pulling my hair out and going crazy, it doesn't work and I don't know what's wrong.
  24. I've been playing pre-made world called Hub City. It has some cool areas and a lot of space for inserting new prefabs, so I placed it into the desert. I did everything I could think of to bring the map to "default" state, so that no visited areas or saved player data are stored with the world files and it loaded correctly, but what I saw were two different vending machines. First one was fallen one which looked like vanilla one and the second one was the one that was added by War3zuk through his AIO mod and it looks like the red real world Coca-Cola machine. If your mod replaces it too, perhaps it is in direct conflict with that other replacement that is inside the War3zuk's AIO mod. I don't know, but if that's true, then mod load order certainly is worthless, because your mod was supposed to load AFTER his mod, so I have no idea how this could be possible.
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