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bdubyah

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Everything posted by bdubyah

  1. 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
  2. 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.
  3. 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.
  4. 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.
  5. Check my thread, I posted a fix for his issue there. Will be a nonissue once I update my mod.
  6. And in case you haven't found it, DisplayTypes are stored in ui_display.xml.
  7. Should be the 3 dots on the top right of your post.
  8. 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.
  9. 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.
  10. That must be DF content. It isn't mine. So that might be normal.
  11. 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.
  12. 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.
  13. That's not the full log. Pastebin it or attach the entire txt file.
  14. Just go to the first post....
  15. It would be better to post the whole log. Looks like at least one bundle is failing to load or missing. Probably why you get random NRE's afterwards. It's probably trying to spawn one of the missing ones into the world.
  16. Would need to see the full log. And good to know arramus. I might add it back to Nexus then and just tell people to not be dumb.
  17. Did you have the main AIO mod installed as well? I didn't see it in the log. Someone else on Nexus said they had a bunch of "Did not apply" warnings as well. Just wasn't sure if the DF patch was just borked or if it was user error. On Nexus, I always assume user error first. Lol. Either way, not my patch, not my problem. From looking at Mythix's mod, there is a lot more to it than I would have guessed. So I doubt I'll ever mess with making my own. Just need to know if it is the patch or user error.
  18. Google it. I know Khaine has install vids for DF, so check his thread. Process should be mostly the same for client/server. And do let me know how it goes once you get it setup. I just removed the DF patch from Nexus and will unlink it from here soon as I've gotten nothing but complaints about it. I really feel like there's nothing wrong with it, as Mythix made the patch and I would think they know what they are doing, and that it's just people being idiots. But I got more bug posts and complaints in the short time I had it on Nexus than I have in a looong time. Ain't nobody got time to listen to that mess. Lol. So let me know if it all works so I can just ignore them.
  19. Should work just fine with 19.4.
  20. Just a little change: All separate vehicle mods are back on GitHub, everything else will stay on GitLab. Sphereii said it was something with GitLab only showing 20 folders in a repo. So I decided to move them back as they won't be changing much, if at all. The links *should* be right. I hope. Lol. Found a few on here and a bunch on Nexus that either linked to A18 repos, or the original repo I made in the beginning that no longer exists. I do not plan on updating all the individual vehicle mods any longer as it's just way too much of a pain to deal with, especially when a new alpha drops. So any new vehicles and tweaks or changes made from here on out will probably only be in the AIO. Right now it looks like all GitHub mods are on the launcher, but sphereii was still testing stuff with GitLab, so they aren't on there at the moment. I assume they will be there shortly.
  21. From Steam <gamefolder>\7DaysToDie_Data\output_log__<DATETIME>.txt From Mod Launcher <gamefolder>\7DaysToDie_Data\output.log From .exe %AppData%\..\LocalLow\The Fun Pimps\7 Days To Die\player.log From dedicated through startdedicated.bat <gamefolder>/7DaysToDie_Data/output_log_<DATETIME>.txt
  22. That is absolutely not your log file. If you want help, maybe help us out and find your log file and post it, as asked.
  23. Into a "Mods" folder at the root, same as on the client.
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