Jump to content

mr.devolver

Members
  • Posts

    2,040
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by mr.devolver

  1. Depending on which type of character you are referring to (bandits, survivors, wandering traders), you will probably need the DMT version to give them specific tasks like that.
  2. Oh, so we will actually be using both mods (in case of DMT version), right? So that would mean the DMT version will also have those extra characters like animals etc. And I'm not really talking about possible third party mods here, just the base version of the DMT mod created by you and sphereii, because so far I haven't seen many attempts from other modders to build upon these mods.
  3. From my experience with the original SDX (later DMT) version of the mod, the only thing that works is exit and load the world again. EDIT: Not sure, but if you play in multiplayer, your friend may be able to pick it up, but we haven't tested this.
  4. Not sure. It kinda sounds like all the current DMT mods - Bandits, NPCs, Wandering traders will be merged into one reduced DMT mod to provide just the extra C# code for features like follow, guard, etc. and the rest will be handled by the character pack modlet. Is that what you mean? PS: I'm sorry if my reaction generated a facepalm moment for you, I'm just trying to understand it to know better what to expect in the future. I would like to get as many cool features in these mods as possible.
  5. I'm glad to hear that. I wouldn't mind if we had to combine both mods to get all the features from both, but you already mentioned possible incompatibility issues. I hope that both mods will be able to work together one day. Those extra characters from the character pack and animals would be cool too.
  6. Please tell me you can make this work in DMT version too.
  7. In that case, I guess I will have to stick with DMT? But can we somehow get best of the both worlds? Like animals and other characters (like those baker bandits and such) in DMT version too?
  8. Do you mean the vanilla version of the mod? I saw Guppy's video and I must say I was surprised, I didn't expect you could push it this far in vanilla, but what about the features like follow, guard, etc? Are they already in, or is that something we will have to wait for little longer? Also, how about the randomized look of spawned characters? Is that planned too?
  9. Source: renderhub: Source: cgtrader:
  10. Oh! Thanks for explaining, I see. I thought it was some kind of joke or a game bug. It's totally fine if it helps you test, I'm fine with it, it's just that I wasn't aware of it and wasn't sure where to ask for help lol. What a bizarre fix though lol. I was already planning to recommend TFP to add a statement into minimum requirements for the game to start which would say "Scroll Lock must be turned off" lol. It reminds me of another player who made a funny note about game progression, can't remember his exact words, but it was something like: "You have to kill zombies to learn how to boil an egg" lol, so now we have: "You have to turn off your scroll lock to play the game!" Oh man, thanks for help, you're my hero!
  11. Ok, you caught me using my scroll lock on, but ... What? Is this an actual fix or a joke? LOL
  12. Sphereii, I ran into another issue and this is the first time I've seen it. It's probably unrelated to these mods or Mod Launcher, but still I don't know how to fix it. When I install mods through Mod Launcher successfully and start the game, for some reason it's always trying to load previous world that I played before, if it finds it (if I allow it to use my default profile from unmodded game), it automatically loads into the world that I played in unmodded game. If there's no previous world (for example if it's a fresh local save directory), it just shows me the empty world list (continue game list) and when I hit Back button, game instantly exits. If I delete the local save directory completely, it starts by asking me to create a new profile, which is fine, but then it asks me to choose the world (continue game list) which is again empty and clicking Back button again exits the game, there's no way to get into main menu and start a new game! Do you know how to fix that?
  13. Thank you very much for quick reply! That makes sense, but is there any way I could do this conveniently through Mod Launcher, or must I download these and install manually through DMT? If Launcher can do the trick for me, that would be awesome!
  14. Hey all, after some time I decided to try these mods again, this time on my older PC (my main PC is currently being repaired). I ran into some issues. I was trying to install Wandering traders, NPCs and Bandits through 7D2D Mod Launcher and I got some errors: Scanning for Harmony C:\7D2D\Alpha18\My_Mods\PotatoFun\Mods\0-SphereIICore\Harmony Scanning for Scripts C:\7D2D\Alpha18\My_Mods\PotatoFun\Mods\0-SphereIICore\Scripts Scanning for PatchScripts C:\7D2D\Alpha18\My_Mods\PotatoFun\Mods\0-SphereIICore\PatchScripts DMT Scripts Detected. Downloading DMT... SDX Downloaded. Checking SDX Dependencies. Starting SDX Launcher: C:\7D2D\Alpha18\My_Mods\PotatoFun\SDXRepos\DMTViewer.exe /Silent /ScriptOnly /GameFolder ../ /ModFolder ../Mods /EnableAllMods 0|Parsing arguments 0|Auto Build process started /InitialPatch /GameFolder "../" /ModFolder "../Mods" /ScriptOnly /EnableAllMods Parsing arguments Running BackupFiles Backup dll found: C:\7D2D\Alpha18\My_Mods\PotatoFun\SDXRepos/Backups/SP/18.3b3/Assembly-CSharp.dll Running DeployDlls Deploying DLLs Running LocalisationPatch Localisation no longer handled in DMT after A17 Running InitialPatchTask Compiling PatchScripts assembly for InitialPatch... Built patch file in 1927ms PatchMods compile successful Found patcher mods: 3 Hooking console commands Running CreateModDll Compiling Mods.dll... Built in 2498ms c:\7D2D\Alpha18\My_Mods\PotatoFun\Mods\0-SphereIICore\Scripts\MusicBoxes\MusicBox.cs(121,40): error CS0117: 'GUI_2.UIUtils' does not contain a definition for 'GetKeybindString' c:\7D2D\Alpha18\My_Mods\PotatoFun\Mods\0-SphereIICore\Scripts\Blocks\BlockMortSpawner.cs(187,9): error CS0023: Operator '!' cannot be applied to operand of type 'Block.DestroyedResult' Failed to compile Mods.dll Build failed process exited with error code -1 SDX Exit Code: 0 Launching \7DaysToDie.exe -popupwindow -logfile 7DaysToDie_Data\output_log.txt -configfile=\SaveConfig.xml Game Started I also tried to build it manually with DMT tool directly (the one that was automatically downloaded by Mod Launcher), but it failed there as well. I'm out of ideas, please help!
  15. Sorry to hear that. Apparently there's more than just a few things broken.
  16. You didn't give much information to go on, but I tried some popular mods from this pack and they worked for me pretty well in 17.4. Using some of these isn't too straightforward and may require some extra mods to be installed as well and some advanced knowledge of how exactly you need to install them, especially when you choose the less automated way.
  17. Thanks, I will try. By the way, is there any way to get bronze other than scrapping bronze tools? They are super hard to find and I need a lot of bronze to get that Middle Forge. I'm on day 25 and so far I only found 3 bronze tools. One of them was bronze sledge hammer which I didn't want to scrap because it is required for certain recipe. There must be a better way to get bronze, right? EDIT: I tried fishing again. Standing in the water, holding fishing rod with bait in hand, holding or pressing left mouse button does nothing, holding or pressing right mouse button does nothing. I think fishing does not work. Are you sure this mod is compatible with Alpha 17.4 ?
  18. Ragsy, will you please update the thread as soon as you release the update? I want to get it as soon as available, thanks! As for the speed of the boat, as long as it's faster than just swimming, it IS my favorite feature!
  19. Thank you guys! You are making a good game even better!
  20. Ability to learn skills by skill book was already in Alpha 17. It wasn't frequently used by mods, but I'm pretty sure it's there. One example is Experimental Recipes mod.
  21. I know many people disliked Alpha 17, but isn't Alpha 18 just extended version of Alpha 17? I mean, there probably won't be any major system changes, so waiting for Alpha 18 won't make much difference in terms of what was good and bad.
  22. Why the heck every cool mod makes us wait for Alpha 18? Oh well...
  23. True, but is it long enough for him to rework everything for Alpha 18 and will there be enough time for everyone to enjoy everything this mod has to offer once it's finally released?
  24. He may end up waiting forever because if Alpha 18 was released today, it will take a long time to rework everything for Alpha 18 and by the time the mod is ready for release, Alpha 19 could be already around the corner, so... Of course, he can work at his own pace, I'm just saying that taking new Alpha version release date into consideration for a mod release may be a double-edged sword in the end.
  25. Does fishing actually work? I crafted fishing rod, with bait and it doesn't seem to work at all. I checked the xmls and it seems like fishing rod itself has no action at all and fishing rod with bait has only one action - eat. Eating fishing rod with bait is not only unrealistic, but also shows that it's probably just a place holder. Just in case I'm missing something, I decided to ask directly here.
×
×
  • Create New...