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bdubyah

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Everything posted by bdubyah

  1. Bdub's Vehicles Updated to 3.8 for A19.5 Download at Git or Nexus -----FIXED/CHANGED----- -Changed: Tweaked custom vehicle sounds to work better on servers -Added: LMTV -Added: Old Semi -Added: Willy Jeep color variants On Git and the Launcher, Nexus is on the way.
  2. I've had it say that before, but there are still traders on the map. I think they are just too far out from spawn or something. Can always look in the world folder at the prefabs.xml. Search it for "trader" POIs and you'll see if there are any or not. Can use the coords to find one, or not if you'd rather discover it yourself.
  3. Just goes into the Mods folder. ...\Steam\SteamApps\common\7 Days To Die\Mods
  4. Don't play the mod, but it's possible 19.5 broke some things as they added a ton of new vanilla loot IDs for all the Twitch stuff. So it's possible this mod was using some of those same IDs and will need to be fixed. I'd follow his discord for updates.
  5. Yup, installing my mods is the same as installing WotW. Gotta install them on server and client. Guess I need the giant colored banner at the top of this thread like I have on Nexus.
  6. Servers have a max zombie setting. You can up that some, but it can create lag pretty quickly. And obviously make sure the BM Zed per player setting is maxed. But with 14 people you are just gonna have that happen. Game only technically supports 8 people right now. So with 64 zeds per, that's up to 8 at a time for 8 players. Which is decent. But with 14 people you're almost halving that.
  7. Speaking of radiation, would it be possible to say, tag a POI in the list so that when it gets placed, it adds to the radiation.png automatically? I have some POIs in my mod that I want to be radiated no matter what and this would be nice for that. I'm currently just using entities, but this would be cleaner.
  8. I have pushed a few small updates to fix incorrect localizations and a wrongly named POI. I also included a KingGen list, but I didn't have time to sort it to just mine as I made it to use for testing, so the included list currently has my POIs as well as vanilla's. I have finished cutting out just mine and it will be in the next update, but I'll paste it here for now in case anyone needs it. army_barracks_1,51,40,97,-5,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/wilderness,industrial Bombshelter_lg_02,27,22,37,-10,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/wilderness/town,residentialold Bombshelter_md_02,29,22,34,-12,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/wilderness/town,residentialold garage_4,28,10,39,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,industrial/downtown garage_5,26,11,40,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,industrial/downtown gas_station_04,33,24,44,-10,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,industrial/downtown House_Modern_5,45,20,72,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,residentialnew House_Old_Pyramid_4,40,27,52,-5,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,residentialnew House_old_spanish_1,31,25,49,-15,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,residentialnew House_old_tudor_07,56,66,45,-30,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,residentialold/residentialnew House_old_tudor_1,56,66,45,-30,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,residentialold/residentialnew House_old_victorian_1,49,27,56,-10,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,residentialold Installation_red_mesa1,72,43,83,-23,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/wilderness/town,industrial/downtown junkyard_lg_1,74,19,89,-3,0,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,industrial NukaFactory,120,36,86,-17,0,burnt_forest/snow/pine_forest/desert/wasteland,rural/wilderness/town,industrial NukaFactory2,120,36,86,-17,0,burnt_forest/snow/pine_forest/desert/wasteland,rural/wilderness/town,industrial Nuka_Factory,120,36,86,-17,0,burnt_forest/snow/pine_forest/desert/wasteland,rural/wilderness/town,industrial Old_House01,34,23,29,-2,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,residentialnew police_station1,42,17,38,-1,1,burnt_forest/snow/pine_forest/desert/wasteland,city/town,downtown Prison_02,38,19,48,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/town,industrial/downtown remnant_business_06,70,26,39,-5,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,industrial remnant_business_07,56,21,42,-7,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/rural/industrial/city/town,residentialnew/downtown remnant_business_08,35,14,28,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/rural/industrial/city/town,residentialnew/downtown remnant_business_09,56,14,34,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/rural/industrial/city/town,residentialnew/downtown remnant_business_10,52,23,51,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/rural/industrial/city/town,residentialnew/downtown remnant_wasteland_01,69,36,59,-1,3,burntforest/snow/wasteland,wilderness/rural/industrial/city/town,residentialnew/downtown School_k6_02,49,18,79,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/town,residentialnew/downtown settlement_1,38,19,38,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/town,commercial skyscraper_05,54,59,40,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,city/town,downtown store_arcade,32,11,50,-2,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/town,commercial store_arcade2,32,11,50,-2,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/town,commercial store_arcade3,32,11,50,-2,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/town,commercial store_bank_1,41,17,47,-6,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/town,commercial store_grocery_03,99,23,99,-8,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/town,commercial store_gun_1,55,14,86,-3,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/town,commercial store_pharmacy_2,45,20,72,-9,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/town,commercial survivor_site_7,25,16,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone survivor_site_8,25,23,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone UFO_Crash,50,13,107,-7,2,forest/snow/pine_forest/burnt_forest/plains/wasteland/wasteland_hub,wilderness,any UFO_Crash_desert,50,13,107,-7,2,desert,wilderness,any Vault_101,105,47,168,-32,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,any I haven't had a chance to really look at these yet, so let me know if there are any issues. I was mainly generating maps to see how many of each POI I would get.
  9. Yes, you'll need to delete the individual mod when you install the AIO. Should be seamless from what I've seen.
  10. I'm also fine with the upgrade changes. And especially the downgrade changes. It was always dumb to see a block cracked to hell, only for it to magically turn into a new block when destroyed.
  11. Currently pushing the 2.2 update. Seems fine on 19.5. Will be on GitLab soon, Nexus in the morning. -----FIXED/CHANGED----- -Added: Ice Cream Truck vehicle -Added: Police Car vehicle -Added: Arcade POIs -Added: Nuka Factory POI variants -Added: Rad Z rad resistance meds -Added: Radiated POIs -Added: Rad Adder weapon mod -Added: Several new wrecked/burned car variants -Changed: Hazmat suit protects from radiation damage and poisoning -Changed: Mesh for loot bags for Raiders/Soldiers and Mutants/Ghouls -Changed: Removed ability for trigger mods on the Incinerator -Fixed: Missing loc for nuclear material -Fixed: Incorrect path for modLongRifleBarrel -Fixed: Sound conflict with Tactical Action mod
  12. Exactly. If you can't see why that's a good change, then I don't know what to tell you. Everyone complained when they reduced wild zed counts and went to sleepers. This seems like about the best compromise.
  13. If you want it so bad, why don't you study the code and try and update it yourself, instead of spamming every thread that is even remotely related to your request? Like arramus said, post a request in the appropriate area. As I know you've already seen, someone else is wanting to get that old mod updated for a19. Maybe you could collab with them to try and make it happen.
  14. Can you get his full log file? If you fixed it on the server, it should be fine for everyone. Sounds like there could be other conflicts somewhere.
  15. Check my thread, I posted a fix for his issue there. Will be a nonissue once I update my mod.
  16. And in case you haven't found it, DisplayTypes are stored in ui_display.xml.
  17. Should be the 3 dots on the top right of your post.
  18. Yeah, maybe edit out that massive wall of txt. Lol. Easier to link to the log or just attach the file here directly. I'm gonna grab the Zed and Human packs from Git and try and load them up.
  19. 1. You need custom sleeper groups. Look at the ones that are already in the game and copy them. Just change the included zeds to whichever ones you want. They are referenced in entitygroups and I believe gamestages.xml. 2. You can add new or replace existing wandering hordes in gamestages.xml. They have values for amounts. I believe anything using the zombie entity class can be used in these. So animals might not work. 3. Not sure this is possible. At least not with simple xml. 4?. Sleeper volumes are what trigger the sleeper spawns. If you have sleepers placed but no volume, nothing will spawn. If you have an empty volume, nothing will spawn, unless it shares an ID with a volume that does include sleepers.
  20. That must be DF content. It isn't mine. So that might be normal.
  21. Glad to hear. And now you know when you have errors, always look at the log and find the very first one. That's always where you should start.
  22. First error I see is a duplicate m16_fire sound clip name. Arramus mentioned to me before that Both mods have a sound clip named that. So that might be your problem. I've fixed it in the version I'm working on atm, but it won't be out for a bit. So you'll need to fix it yourself. If you have N++ it will be easy. Just need to open sounds.xml and find m16_fire and change it, I've made it m16_fire_b in my version. Then change all entries of m16_fire to that in items.xml as well.
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