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bdubyah

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Posts posted by bdubyah

  1. 58 minutes ago, hiloboys said:

    TYVM just downloaded and installed update. Confirmed trader talks to me at night too now. :D

    Good deal. Though I just pushed a real small update that fixes the spawns of my custom zeds and stuff, so make sure you have 21.0.2.2.

  2. Alright, pushing a small update to fix a few issues.

     

    -----WL FIXED/CHANGED-----
    !!!EAC MUST BE OFF!!!
    
    Game Version: 21.1
    Wasteland Version: 21.0.2.1
    
    -Mod Dependencies: 
    SCore v.21.1.39.1623+
    NPCmod v.21.1.0.6+
    FullautoLauncher v.1.2.0
    RandomMainmenuBackground v1.0.1
    
    -Added: SPIFSAL books can be a reward for T4+ tier completion quests
    -Added: Supply Run quests return with a few small tweaks
    -Changed: Tweaked the death penalty a little: Halved the duration, though it will reset if you die multiple times in a short time. Otherwise the timer will keep going down if you've lived for long enough after a death
    -Changed: A few small loot tweaks to zombies
    -Fixed: Utilitron FarmBot unlock causing NRE
    -Fixed: Utilitrons not using new controller, causing animation issues
    -Fixed: Removed trader open/close times so they can still be talked to at night
    -Fixed: Ranged NPCs that can be hired cannot use corpse looting, so I added back loot bags to those entities

     

  3. 20 hours ago, hiloboys said:

    So far for me at least I can confirm the cause of the Trader Joel's A20 Compound issue is caused from being in the compound during night time (when its closed). Once it opens up in the morning, (5am i believe) if you leave the compound and come back in, the npc starts working as usual. Worked all 3 times I tried it. It appears that using A20's closed times kickout the npc is inactive. (The Trader Joel A20 Compound Version anyway)

    Okay, I think I fixed the trader issue. I had never changed their open/close times as in A20 it didn't seem to make a difference. I'll hopefully push a small update soon with that and a few other fixes.

  4. 5 hours ago, hiloboys said:

    Awesome thanks. I just found the trader, its Joel and hes using the old base style. (A20) and he doesnt want to interact with me. Trying to get the logs.

     

    Edited. Nope cant get the log file. I tried but apparently my game is not making a log file. Just wanted to say that Trader Joel spawns at his old A20 base for me. Not sure if anyone else is getting this.

    The interaction issue is known, but the cause is not. Thinking it might be a vanilla issue, but not sure.

     

    They can either be in the new or old compounds. This is normal. There will likely be more variants of their POIs added over time.

  5. 2 hours ago, hiloboys said:

    After doing the basic blackout screen spend points quest, there are no additional quests given. (usually I get one that will lead me to the very first trader.) Is this intentional? Just wondering. Thanks!

    This is intended. Traders are usually close enough you don't need a marker to find them anymore. 

  6. 7 hours ago, Winkiss said:

    Mod Wasteland After two game days, the merchant broke down - it is not possible to interact, neither quests nor inventory. The sound of a merchant spawning and falling from the air is heard. There are no errors in the console,

     

     

    2023-09-11T02:35:27 173.364 INF Executing command 'weather fogcolor .255 .255 .255'
    2023-09-11T02:35:28 173.868 INF Executing command 'weather fogcolor .26 .26 .26'
    2023-09-11T02:35:28 174.364 INF Executing command 'weather fogcolor .27 .27 .27'
    2023-09-11T02:35:29 174.864 INF Executing command 'weather fogcolor .28 .28 .28'
    2023-09-11T02:35:29 175.369 INF Executing command 'weather fogcolor .29 .29 .29'
    2023-09-11T02:35:30 175.864 INF Executing command 'weather fogcolor .3 .3 .3'
    2023-09-11T02:35:30 176.356 INF Executing command 'weather fogcolor .305 .305 .305'
    2023-09-11T02:35:31 176.864 INF Executing command 'weather fogcolor .31 .31 .31'
    2023-09-11T02:35:31 177.375 INF Executing command 'weather fogcolor .315 .315 .315'
    2023-09-11T02:35:32 177.864 INF Executing command 'weather fogcolor .32 .32 .32'
    2023-09-11T02:35:32 178.364 INF Executing command 'weather fogcolor .325 .325 .325'
    2023-09-11T02:35:33 178.904 INF Executing command 'weather fogcolor .33 .33 .33'
    2023-09-11T02:35:33 179.414 INF Executing command 'weather fogcolor .34 .34 .34'
    2023-09-11T02:35:34 179.914 INF Executing command 'weather fogcolor .35 .35 .35'
    2023-09-11T02:35:34 180.414 INF Executing command 'weather fogcolor .36 .36 .36'
    2023-09-11T02:35:35 180.914 INF Executing command 'weather fogcolor .37 .37 .37'
    2023-09-11T02:35:35 181.414 INF Executing command 'weather fogcolor .385 .385 .385'
    2023-09-11T02:35:36 181.914 INF Executing command 'weather fogcolor .39 .39 .39'
    2023-09-11T02:35:36 182.414 INF Executing command 'weather fogcolor .4 .4 .4'
    2023-09-11T02:35:37 182.872 INF BlockSpawnEntity:: Spawn New Trader.
    2023-09-11T02:35:53 198.811 INF Time: 1.63m FPS: 57.80 Heap: 1988.6MB Max: 1988.6MB Chunks: 169 CGO: 114 Ply: 1 Zom: 2 Ent: 7 (7) Items: 0 CO: 1 RSS: 7563.6MB
    2023-09-11T02:35:53 198.872 INF BlockSpawnEntity:: Spawn New Trader.

    Odd. I do remember someone just using SCore and NPCmod having something like that happen. Will do some digging and see what I can find. I do believe they said going a ways away from the trader and then coming back would sometimes fix it, if only temporarily.

     

    33 minutes ago, Artemis27 said:

    Is it possible to get an update for zAlert? It doesn't seem to work anymore, would love to use it

    I haven't even tried it with A21. Odd that it would be broken though. Will give it a look.

     

    EDIT-Updated the modinfo.xml and loaded it up. Seems to work fine? What issues are you having with it?

  7. 7 hours ago, Shemasheko said:

     

    How can I plant in The Wasteland?
    I have built beds but can't plant seeds. Does anyone know how this works?
    Because unfortunately it doesn't work according to the instructions in the game itself :(

     

    image.thumb.png.258a7301b8da5c758456c7e16ddb6fad.png

     

    Works as expected for me. The farming tip in the journal explains how it works. I did notice the hold E for info seems to be broken. Other than that it seems fine. Well, the water range seems broken as well, but not in a way that would negatively affect gameplay. It actually makes it easier. Lol.

     

    2 hours ago, Ru Melin said:

    Hy, thank you for Opening the Wasteland Mod for us! I have to thank a lot!

     

    Is there a chance to deactivate the black screen at the beginning?

     

    Some players may wand to change later what they wand to skill and not at the start. 

     

    Furthermore on what way we can raise up the SKIFSAL Points later in game? Is there a special Book?

     

    Best regards!

    No, that's how I want it. It's similar to FO games where you kind of setup your character in the beginning. There are always respecs once you can afford it later on. There are statues you can find that raise each attribute by one point, clothing items like glasses that boost them, and drug items for temporary boosts. There also rare SPIFSAL books in loot, and I just added them as potential quest tier rewards for the next update.

  8. 43 minutes ago, Lucantis said:

    First off, let me say I appreciate you taking the time to help me out on this matter. 

    I had deleted and redone that file structure so many times I didn't see what was missing. I added it back and launched the previous save, which was from the start, and it didn't load properly, so I created a new game, and the objects are now working correctly, which is great progress. 

    The only error I see, and it could be nothing to worry about, which happens, but I am unfamiliar with this mod, is when it's trying to load a Prefab Trader_Mechanic.

    It shows up on the prefabs.xml when the map was generated, and it appears not to be a special one from the mod, so it should be fine. Or maybe I should generate another random one? 

     

    2023-09-07T20:20:37 86.923 INF createWorld: Old Gecidaha Territory, NukaCola2, GameModeSurvival
    2023-09-07T20:20:37 86.924 INF Occlusion: Enabled
    2023-09-07T20:20:37 86.958 INF Started thread ChunkRegeneration
    2023-09-07T20:20:37 86.959 INF Started thread ChunkCalc
    2023-09-07T20:20:37 86.959 INF Started thread ChunkMeshBake
    2023-09-07T20:20:37 86.978 INF [XUi] Parsing all window groups completed in 581 ms total.
    2023-09-07T20:20:37 87.064 INF World.Load: Old Gecidaha Territory
    2023-09-07T20:20:37 87.071 INF BloodMoon SetDay: day 7, last day 0, freq 7, range 0
    2023-09-07T20:20:37 87.116 INF Started thread WaterSimulationApplyChanges
    2023-09-07T20:20:38 88.310 INF ShapeControllers: 96
    2023-09-07T20:20:39 89.418 INF [XUi] Initialized all window groups completed in 929 ms total.
    2023-09-07T20:20:42 92.899 ERR Prefab loading failed. Prefab 'Trader_Mechanic' does not exist!
    2023-09-07T20:20:42 92.899 WRN Could not load prefab 'Trader_Mechanic'. Skipping it
    2023-09-07T20:20:43 92.924 ERR Prefab loading failed. Prefab 'Trader_Mechanic' does not exist!
    2023-09-07T20:20:43 92.924 WRN Could not load prefab 'Trader_Mechanic'. Skipping it

    That's a POI from my vehicle mod. Not sure how that got there unless you were using it before. But shouldn't be on a newly created world unless you reused one or something. Either way, that shouldn't really cause any issues. 

  9. 3 hours ago, Lucantis said:

    Hello everyone,

     

    I also have had the same issue, but with any object, I also have several errors when loading into a new world. 

    I have no other mods loaded, I recreated the map several times, and copied a clean version of the main install game files with no change in the results. 

    Also, the terrain does not properly load. I am playing on my desktop solo and not hosting on a server, if that needs to be stated. 

    Some highlights from the log file with a full link to the log file.
     

    https://pastebin.com/NqitNShZ

    You're at least missing the FullAutoLauncher mod. 

     

    12 hours ago, tyabu6789 said:

    i can't loot anything, and when i try to loot a zombie corpse i got stuck, can't move but still can press Tab or M. 

    I need a log to help. 

  10. Alrighty people, think I'm ready to finally turn it loose. Thanks to arramus I have fixed quite a few bugs in the last couple days, but don't be surprised if there are still others around. But hopefully nothing game-breaking. So, here it is:

     

    The Wasteland

    Updated to 21.0.1.1, for A21.1

     

    Built on:
    SCore v.21.1.34.952+
    NPCmod v.21.1.0.6+
    FullautoLauncher v.1.2.0
    RandomMainmenuBackground v1.0.1

    Download at Git or Nexus

     

    -Added: Custom menu music
    -Added: Corpse looting/gore blocks
    -Added: Energy weapon and Heavy weapon crafting skills
    -Changed: Adapted to A21's crafting skill system
    -Changed: Installing mods no longer increases an item's damage by default
    -Changed: Removed my custom doors as they are mostly redundant with A21's new doors
    -Fixed: Rad blocks used in Clear Radiation quests not being reset when activating rally markers(Rad POIs will show up for normal Clear quests now though, but will be marked as "Radiated" in the quest list)

     

  11. 4 hours ago, Ru Melin said:

    Hello together,

     

    please forgive me, if I ask again what the status is about "The Wasteland mod". My friends and me don´t wand to start a new map without it and we wand to start in some days. Whats the progress status?

     

    Best regards.

    Got a testing version out at the moment. Have a few small things I wanna get added in and then hopefully I can release it. Maybe within the next few days.

  12. 3 hours ago, PrydeZealot said:

    Hmm... It doesn't seem like the vanilla game likes XNPCCore creating blocks and buffs. The whole game would fail to place the player in the world due to all of the blocks being skipped from the game. I've tested it out with and without SCore. 

     

    2023-08-29T20:46:13 31.591 WRN XML patch for "blocks.xml" from mod "0-XNPCCore" did not apply: <set xpath="/blocks/block[@name='ConfigFeatureBlock']/property[@class='AdvancedNPCFeatures']/property[@name='AllEntitiesUseFactionTargeting']/@value"  (line 3 at pos 3)
    2023-08-29T20:46:28 47.178 ERR XML loader: Loading and parsing 'blocks.xml' failed
    2023-08-29T20:46:28 47.181 EXC Could not find Extends block SpawnCube
      at BlocksFromXml.CreateProperties (System.String extendedBlockName, System.String excludedPropertiesList) [0x0001f] in <d7dcfa4979674f179c13273f8b30b551>:0 
      at BlocksFromXml.ParseProperties (System.Xml.Linq.XElement elementBlock) [0x0000a] in <d7dcfa4979674f179c13273f8b30b551>:0 
      at BlocksFromXml.ParseBlock (System.Boolean _bEditMode, System.Xml.Linq.XElement elementBlock) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0 
      at BlocksFromXml+<CreateBlocks>d__0.MoveNext () [0x000c2] in <d7dcfa4979674f179c13273f8b30b551>:0 
      at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__51.MoveNext () [0x00044] in <d7dcfa4979674f179c13273f8b30b551>:0 
    UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
    Log:Exception(Exception)
    <>c__DisplayClass52_0:<loadSingleXml>b__2(Exception)
    <CoroutineWrapperWithExceptionCallback>d__51:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

     

    What do you think went wrong here? EAC is off and it's a clean install. Or does the game need to have an Overhaul of the vanilla game?

    NPCMod requires SCore. If it isn't working with SCore properly installed then post the log from that. But that error is due to SCore not being there.

     

    And use pastebin or something similar and post the full log, not just a snippet. Will makes finding the issue easier.

  13. 11 hours ago, WWF80sKid said:

     

    I have this same problem. I downloaded the mod. And absolutely love them.

     

    On my old Alpha the Willie Jeep was my favorite vehicle ever. But yeah, on this alpha, they all go walking speed. I don't have that many mods, and can't imagine that any of them would slow down the vehicles...

    Do a test for me if you don't mind. Start up a test save, type dm and cm into the console. Spawn a Willy and a vanilla 4x4. Hit F3 and watch your player speed at the top left of the box that opens. Then test out both vehicles and see how it goes. As I said, the Willy does take a bit longer to get going, but actually cruises a touch faster than the vanilla 4x4.

    A21.1_2023-08-25_20-03-24.thumb.jpg.258db78729b5fd8c7adc1b4772223279.jpgA21.1_2023-08-25_20-03-59.thumb.jpg.ebad7196ee3552716cca800bc16481a8.jpg

  14. 4 hours ago, ALo said:

    yes, im using a lot of other mods. as to which one is conflicting will take a lot of effort to track down especially if i have to go through them eliminating them in groups.

    if it works for you and many others then it must be a mod conflict. im not running any other vehicle mods perse, but i do have a handful that affect vehicles such as khaines vehicle damage patch maybe? probably not, "saminals car respawner" which actually touches quite a bit, and the only other vehicle mod i can see is "nanashi_vehicle be tough" which only affects the degradation.  idk, im very new to this game but i have run a valheim server for a couple years so im not new to modding in general. im not running any other vehicle mods besides.

    hang on, i just noticed that donovan's AiO mod has a better vehicles patch which messes directly with the velocity. could that be the one?

    All I can say is try it and see. A21 slowed vehicle acceleration a bit and people seem to think vehicles are slow now when they are still about the same. I compared my Willy Jeep to the vanilla 4x4 and it does accelerate a bit slower than the 4x4, but the top speed is the same. And as an example, the 4x4 cruises at around 9 m/s while I think the normal player run speed tops out at around 6.5 m/s or so. So not a huge difference even in vanilla. Obviously you can turbo in the vehicle though.

  15. 3 hours ago, ALo said:

    hi. im using your vehicles pack and really like the look of it. Im new to 7dtd so maybe this was asked somewhere before but for my friends and i on our server the vehicles only go about walking speed. we cannot figure out why.

    is there a keyboard combo we need to press? is there some special settings to be tweaked?

    to be clear the mod loads fine, and we have some of the vehicles in our possession, but we cannot make ANY vehicle go faster than walking speed. idk enough about the game to know if its the same for the vanilla vehicles but theres a motorcycle and minibike which work well. bicycle works too. just not the modded vehicles.

    any ideas what we are doing wrong?

     

    I keep getting these types of posts but I just don't understand the issue. They work just fine for me. They accelerate a little slowly but are certainly faster than walking speed. Are you using any other mods that might affect them or something?

  16. 15 hours ago, EchoD said:

    Hi there, apologies if this has already been asked I can't find it anywhere

    I've downloaded your vehicle pack for my server, I got my buddies to download it too

    Everything works fine aside from the fact that my friends can't see what vehicle I'm driving 

    They can see everything in the workbench but not my newly crafted golf cart 

    Any ideas on a fix? 

    I'd imagine they didn't install it correctly. Can they see them in the crafting lists and stuff? Can they place them themselves? Without logs or more info it's hard to say, but if it's installed on the server correctly and you've installed it correctly, and it works for you but not them, I'd say the problem is them.

  17. Well, I'm assuming we will get the ability to buff vehicles back, as that's a big thing for modders, and even something TFP might could use. I know it has been reported to TFP, but we haven't heard much on their thoughts or any progress on it being fixed. But the new vehicles they've shown for A22+ look to do the same as that mod you linked to with visual parts maybe becoming a mod item in the game. So that may be an option. But even his mod had new assets and wasn't serverside only as I believe he had ripped the vanilla vehicles and repacked them. Though that does make me wonder if it would be possible to make vehicle specific mods that activate/deactivate certain transforms that would accomplish the same thing. I may see how that works. Would give you a bit of variety while staying serverside.

     

    I kind of figured you were coming from a serverside perspective. But the mod arramus has is about all you can do to stay serverside only. So hopefully TFP returns the ability to buff vehicles sooner rather than later. :)

  18. Because they would probably end up being about the same amount of work as just making a new vehicle. I mean, for the 4x4 as an example, if you found a vehicle mesh you could use that lined up perfectly size wise then it wouldn't be too much work, although the easiest method to do it currently is broken as vehicles cannot be buffed at the moment. But there's only gonna be so much you can do with that, and there is no easy way to adjust other things such as wheel joints and stuff without taking into Unity. And once you do that, you may as well just make a separate, new vehicle.

     

    And my biggest question to yours is, why does it matter? It would require the same amount of work from a user's side as far as installation goes. So who cares if they add new vehicles or just edit vanilla ones? There was a server side vehicles mod that arramus kept updated, but again, it's currently broken due to not being able to buff vehicles. That might would be the closest thing to what you are looking for in terms of function, but most of those aren't normal vehicles to my knowledge. And also this method just attaches meshed to the vanilla vehicles, but one issue here is collision as meshes attached this way don't support colliders as far as I know. So say you used a buff to attach a school bus mesh to the 4x4, it would act like it is still the normal 4x4 size, which wouldn't look great when colliding with things.

  19. 7 hours ago, Banshee.Queen said:

    Mod is Bdubs Vehicles

     

    My friend is renting a server through a provider. I don't know the name of it. She states she did install the correct folder into the server configs and we both have the mod folder in our mods for 7d2d. However when we build one of the vehicles and set it down there is nothing there, it disappears and an error shows up.  She is the only one building them at this time and with her at work I'm trying to figure out how we can fix this so we can actually use the vehicles we love. 

    Any suggestions?

     

    Ok just got some more information from her. 

    She is using the 7d2d.net server host. She can make the vehicles but they are invisible when she does. When she tries to place them on the ground or have them in her toolbelt she gets error messages and the vehicle she made disappears. 

    We had the vehicles working on A20 but so far nothing on A21. 

     

    Probably not installed correctly on the server or her client I'd bet. Can watch the server log when starting it up to see what mods are loaded, or pull the output log and check. But one side must be missing it. 

  20. 4 hours ago, Beelzybub said:

    Does it matter which Mod folder bdubs vehicles is placed in? (userdata/Mods vs installfolder/Mods).

    I don't think it should matter. I haven't personally test the appdata one though. Install one works for sure.

  21. 1 hour ago, darvie187 said:

    I installed the md500 heli and im getting an error message when i load the server and also it shows up n CM BUT theres no image ..

     

    https://ibb.co/FsfLJTk

     

    please see image

     

    Can you please not post here and then PM at the same time? Just post here and I'll get to it. Make sure the mod is installed on your client end as well.

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