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bdubyah

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Everything posted by bdubyah

  1. ...\7 Days To Die\Mods\Bdubs Vehicles is what it should look like. And when you open the Bdubs Vehicles folder there should be Config, Resources, and UIAtlases folders. So make sure it's in the right folder, and that it doesn't contain any extra layers of folders.
  2. Sounds could be better, but aren't bad by any means. I will agree that every gun in the game not using the rear sight annoys the crap out of me. Some guns it isn't so bad on, but the Tac AR and auto shotty are the worst. It might be a "design decision" due to the rng on accuracy, bu it still looks bad. And from what I've seen adding in new weapons, the camera has an odd angle to it when aiming down sights, making it an absolute pain to line up the sights. Which makes me wonder if it was just easier to design all the new weapons without rear sights, rather than address the camera instead...
  3. Never heard of that happening. It uses the same storage as the vanilla 4x4.
  4. Huh, that's odd. Maybe someone else can chime in. I thought trees were treated the same, but might need different properties/tags. I haven't messed with them myself.
  5. I think one of the bigger benefits would be the ease of using workshop collections. Especially for servers running several mods. I do this for my group when we play ARK where I set up the server and get the mod list together in a collection so they can just click the link I give, go to the collection, and hit Subscribe to All and they are done. Everything downloads and they can join the server no problem. And that's talking about a game that can send all mod info from the server, unlike 7 Days. It's still just easier to grab it beforehand so you don't deal with timeouts and stuff.
  6. The last method is the correct way. The reference is to bundlename.unity3d/topparentname.prefab. So the first way where you use Tree01.unity3d?Palm01.prefab is wrong. Tree01.unity3d?Tree.prefab would be correct. And from what I can see from those screens, the Palm child has the collider, but isn't tagged. You want to tag the child that has the collider. I don't even see the tag area in the inspector on that part, so not sure what's going on there. But that is probably your issue.
  7. I remember thinking about that when making a POI before. I don't think it exists. Have you looked at more than one instance of the POI in a world? The grass placement is random AFAIK.
  8. Can you post a pic of what it looks like in Unity? And does it look right when you are holding it before you place it? Like, it's lined up and everything and not outside the ghost lines?
  9. You mean it doesn't get the punchable grass and other deco placed when a new map is made? Does the POI's xml file have <property name="AllowTopSoilDecorations" value="True" /> in it?
  10. Make sure the tags are on the child with the collider. And it's always a good idea to use unique names for bundle and prefab names. Having a bundle with a prefab that shares its name will probably cause you some issues. But even having the prefab named the same as the fbx it comes from can cause weirdness.
  11. Already made my list, just haven't released it as I have some more POIs being added. The one included with the mod will be updated when the mod is. I can't keep up with all of his changes. Lol.
  12. Yeah, Perk 0 is what a new character starts at. Goes up each level of Better Barter from there. The first group is what they will always stock, so anything that is in that group for a trader that you don't want will need to be removed.
  13. Yeah, went and tested B Mod HighLevel Perks and it is what breaks my mod. It loads before mine so I thought maybe it would be okay, but I noticed it makes the progression stuff from my mod not apply. So that's your problem.
  14. Probably get faster answers using his discord server: https://discord.gg/FcDrGvMHeT
  15. Could try turning the passthrough damage off and see if that helps. I don't think the game usually likes blocks that downgrade to themselves.
  16. Is this a new world you are testing on? Might still have the newbie buff going. Try giving yourself some xp and level up so that it goes away. Just a guess from my phone without being able to test it myself. Lol.
  17. Not at my PC to look, but whatever mod you have that added extra levels to all the perks is probably the issue. Would need to see how it accomplishes that to know what the fix would be. I'm guessing it is either using set on its xml or removing/appending the perks. I'll try and remember to look it up when I am home again.
  18. You are running a mod that is changing the perks. So there is obviously a conflict there.
  19. This section is more for published mods, not discussion threads or help. Either post in the specific mod thread, or post in Discussion and Requests.
  20. Just tested it and had no issues. Gonna need more info. Any other mods? DF perhaps?
  21. I suck at xpath myself. I knew there was a way to target specific nodes like that but couldn't remember the exact syntax so just went with the easier method. Haha. Glad you got it sorted.
  22. What does the configsdump look like? That perk has more than one effect group so that might be adding it to more than one or something. Could try appending your new stuff as a new effect_group instead of adding it to the current ones. Maybe something like: <append xpath="/progression/perks/perk[@name='perkBrawler']"> <effect_group> <requirement name="ItemHasTags" tags="perkBrawler"/> <passive_effect name="StaminaLoss" operation="perc_add" level="1,5" value=".2,1" tags="secondary"/> <passive_effect name="BlockDamage" operation="perc_add" level="1,5" value="2,10" tags="secondary"/> </effect_group> </append>
  23. Maybe try removing the space in tags="perkBrawler, secondary"/> ?
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