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mr.devolver

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Posts posted by mr.devolver

  1. I found the problem and it WAS completely different thing, but seeing what's causing this problem doesn't make me feel any better. UGH! It was SphereII's Core mod that's causing the following problems: vehicles cannot be picked up, their inventories cannot be accessed. I'm not sure if this is going to be addressed in the official Core release, but I hope it will, because this is not good!

     

    @sphereii, please?

  2. Thank you for looking into this Ragsy, in the meantime I realized I cannot open the inventory on the raft and not only that, I can't open any vehicle inventory, neither can I pick up any vehicle placed in the world. I'm starting to suspect these other issues might be caused by something totally different. I will try to disable some other mods and report back with whatever I manage to find.

  3. 15 minutes ago, Ragsy 2145 said:

    I have not changed anything on the Raft other than change the lootid to loot name ....   a couple of physics tweaks in xml as initally was too low in water on A20 .     I am going to re do the raft completely at some point soon ....    I have a feeling the old style of vehicle seating might be the cause of why player damage occcurs  .... willl switch it all over to the new system as soon as i can .     I have not seen the issue with inventory though although might be linked to that maybe .   Will check it out tonight and see what i can reproduce .  

     

    Ragsy!!

     

    Thank you! If you're sure the raft should be pickable, then I guess I might have a mod conflict, because my raft cannot be picked up. Still, I don't know what could it be, because I don't have any other vehicle mods, just your raft and jet ski.

  4. 3 minutes ago, Ragsy 2145 said:

    Not had the issue during testing ...will look into it .   Odd ineeded.  

     

    Cant see any reason to for the Raft to cause an inventory sorting issue either ? 

     

    Ragsy !!

    Also, just to make sure. Did you make the raft so that it cannot be picked up again? In these situations where raft is moving away from me, I wish I was able to pick it up quickly to prevent that lol

  5. 18 hours ago, Ragsy 2145 said:

    Just waiting on MP tests so should not be long ...

     

    The Raft will get some more love when i get some time to fully update it but for now its working as before with a few tweaks ...  

     

    Ragsy !!

     

    Speaking about the raft Ragsy, I'm afraid I found some unexpected behavior with the mod. I crafted it, placed it near the water and when I entered the raft, as soon as I tried to drive it, it almost killed me, I quickly started to lose health for some reason. I quickly jumped off, the raft started drifting away fast. Luckily it got stuck at the other side of the shore, so after a long swim to catch it, I was finally able to get it back. Not the type of sail trip I had in my mind when I was placing the raft LOL :classic_laugh:, but to that point, it would all be bearable, bad things happen, but then something even worse happened. I opened my inventory and realized I cannot move anything around my inventory, cannot sort the inventory with the quick sort button either. I'm pretty sure this happened after placing the raft. Any ideas, please? 🥺

     

    EDIT: The inventory fixed itself when I went back to menu and then back to game, but I imagine the same thing could easly happen again. I hope we can fix this.

  6. 5 minutes ago, ktrain said:

    They are indeed loaded from my webserver...I would not have a problem doing it for ingame assets as well if it means the client doesn't have to install anything.

     

    That is the MAIN goal

     

    I understand what you mean, but I think the reason why they didn't do it for assets was that with pngs from external links, it's just an image that's shown to the client, technically, nothing is really "pushed from the server" in terms of assets.

  7. 39 minutes ago, Subquake said:

    I have been actively working on next update of Undead Legacy for over 4 months now and next compatible version for A20 most likely will be released as an experimental version first, sometime in January, 2022, because currently not only I have to finish whatever I am working on, but also update and make the mod compatible with A20. If it's gonna happen sooner, great, if not, don't be mad.

     

    I will be mad!

     

    But I know you won't be delaying it longer than necessary. 😉

  8. 12 minutes ago, xyth said:

    You are correct.  Properly prepared mods with code can just be placed in the Mods folder and should work as expected.  That is why the CP mod is discontinued in favor of the full featured NPC mod.  

     

    The A19 lockpicking works but it seems to snap lockpicks very easily, and i noticed some artifacts on zoom in on 1 lock, but if you can live with those issues, enjoy.

    Well, that's a real game changer then! So it seems like we are actually getting back in time in terms of development of this mod. If I remember correctly, you started with a single NPC mod, then you made it to two different mods, one DMT NPC and the other vanilla characters that weren't interactable. Now we are going back to one mod again lol. I guess from long time perspective, it's probably tidier this way, but I imagine it will be a lot of extra work for you. 🙁 I just want you to know it's all very appreciated, I love your mods, you know they are must to have for me!

     

    As for the lockpicks, of course I would love an updated version if possible, that is if the issues that you have mentioned there are something you can fix on your side. I will see how it works in game. Yesterday I tried to open one door on my new character. I only had 3 lockpicks and I broke all of them, but then again it was early in game and I didn't have any points in lockpicking skill yet, so maybe that's why. I haven't found any more lockpicks yet.

  9. 18 minutes ago, ktrain said:

    Is there ANY hope that we get a server-side only fishing mod EVER? I still don't understand why the server can't push assets but we can push external pngs for logo's etc...

     

    Fishing is the only thing my users request that I have been unable to get working...

    Aren't those pngs loaded from external links? That would be probably what makes the difference. As far as I know, Alpha 19 and before only pushed configs, so whatever you could come up with using the vanilla assets and configs, it would be pushed to the clients. Alpha 20 might just work the same way.

  10. On one hand, I like when the base game finally receives that new update, on the other hand I hate that all of my favorite mods stop working and need to be updated as well. I played vanilla Alpha 20, but it gets old quickly lol so I think it's about time to drop in some mods.

  11. 3 hours ago, xyth said:

    Private repo while I work on things.  Pretty much just focused on NPCs since thats a huge undertaking.   Lockpicking will be next, not sure I will release other mods unless there are requests.

     

    Is it true that now we can simply drop the mods into the game and they will / should work even if we don't install DMT? Devs mentioned something about Harmony being a part of the vanilla game so that mods that require it won't need it as dependency, or something along those lines. Since you mentioned that lockpicking should work as is, I was a little bit impatient there and just grabbed Sphereii's latest Core for A20 and dropped it along with the lockpicking mod from A19 into my A20 game. I didn't install anything else and it seems to work, so I guess we don't need to modify game files anymore? That would be super cool AND, if your lovely NPCs worked that way out of the box too, that would be even better. You know, my niece lacks the technical experience, but she wants to mod her game, but when I explained to her how to do it, she gave up, so I guess the easier it becomes, the better for everyone.

  12. I found it funny because it kinda reminds me some of the bizarre things seen in Dead Rising games or similar. That's classic. I think it would be hilarious to randomly find zombies with weird stuff on their head like a box or a paper bag. Kinda makes you wonder: Oh boy what were they doing before they died? 🤣

  13. 4 hours ago, iicecube said:

    @psouza4, I getting this error from the fish mod, can I just remove both item from the loot tables at the moment?

    fishing.jpg

    The last version of this mod was made for Alpha 19. If you're playing Alpha 20, it may not be compatible, in this case you should wait for an update for the mod.

  14. 59 minutes ago, drkstardragon said:

    Just for you devolver, a sneak peak

     

    I love it! Especially that they can now go with you into the trader's area, yay! It seems like they are a bit trigger happy, but that's alright, better that way, at least they will be able to defend themselves better. You know, back in Alpha 18-19, I was trying to keep them alive for long periods of time, but somehow I always failed, they got killed easily, so I definitely like to see that they can now fight better.

     

    59 minutes ago, xyth said:

    Lockpicking mod works, but oddly the picks break too easily now unless you highly perk into lockpicking.   On the list to fix.

     

    The NPC code has improved even more since that video, so stay tuned!

    Thanks! Could it be that they changed the lockpicking chances? I remember in previous Alpha that it was pretty hard to open a lock with a single lockpick and you really had to level up that perk to maximum to avoid breaking hundreds of lockpicks lol. I think chances are a bit higher now in vanilla, or maybe I was just lucky so far.

     

    As for the NPC code, it already looks great, I can already see many many more hours of gameplay with that, simply for the fact it gives you so much more to do, so much potential for roleplaying and stuff. 😃👍

  15. 3 hours ago, xyth said:

    No, we extended the UAI codebase that TFP originally used for bandits.  We will likely snip some code from the drone and reuse that, but since drones have a builtin AI, and flys, its less than ideal base for walking humans.

     

    Fair enough, flying humans would be unrealistic, but I do think it would be cool if you could still reuse whatever you can from drones. It's a shame they ditched the attack part of the code from drones, that would be probably a big help. :(

     

    By the way, are you planning to update lockpicking mod for A20, maybe? :o

  16. 2 hours ago, xyth said:

    We are working on a new version now.  The CreaturePack Mod, the NPC mod, the character effects mod, and NPC dialog mods are all merged into 1 now for A20.  

    Awesome! Guys, are you going to take advantage of the drone code this time, or maybe later? I'm sorry, I haven't followed the development of this mod for some time, but I was under impression this was the plan. Is that still the goal?

  17. 5 minutes ago, praekokion said:

    If it was on a server, there are multiple server adming mods, that allow the removal of entities with their entity ID. I have the ID of the drone, but sadly none of these options work on singleplayer as there is no built-in console command to remove an entity afaik. 

    Hmm, you're probably right, I don't have a personal experience with these server tools. Anyway, this sounds like an old issue with entities. I know for sure that Sphereii's and Xyth's NPC mod (the DMT version) had a similar issue which caused your followers to disappear if you weren't careful and took them with you into the trader's area.

  18. 15 minutes ago, meganoth said:

    In the savegame there is a file drones.dat. Stop the game, delete that file, start the game again and get a new one from creative menue. No guarantees though, I haven't tried this myself. You are the guinea pig 😁

     

    Even if this could do the trick, if this drones.dat file contains saved information about the user's drone, it would only apply for local game. If this happened on a server that isn't owned by the person having this issue, or simply if it isn't on their local computer they have an easy access to, they may be unable to fix it this way. Then again, if this was on a server, there's a chance that under the map, there's already quite a few more drones that belonged to other users.

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