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bdubyah

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Everything posted by bdubyah

  1. Can be several things, such as a typo in your hierarchy in Unity or something else. A pic of the fully expanded hierarchy in Unity would help, as well as your xml from items, entityclasses, and vehicles.xml. Also, if you use Discord, you can join Gup's server to get help. Makes sorting these kinds of issues easier. You can find it here:
  2. There are some POIs changed and 1 removed so I'd grab this update before doing anything. This update needs a new game to be safe! !!!EAC MUST BE OFF!!! Game Version: 21.1 Wasteland Version: 21.1.2.7 -Mod Dependencies: SCore v.21.1.97.930+ NPCmod v.21.1.0.13+ FullautoLauncher v.1.2.2 RandomMainmenuBackground v1.0.2 -----WL FIXED/CHANGED----- -Changed: Traders swapped back to SCore spawn blocks to prevent them from respawning -Changed: New Age Cowboy now controls the crit chance with energy ammo. Can look at the ammo itself to see your current chance -Changed: Changed Chemist values to be a bit less OP(now each level is +20% duration) -Changed: Beo 50 has different material from the legendary version now -Changed: Tinted Vehicle Repair Impact Driver green so it matches icon and looks different from the normal one -Changed: Find POI quest notes swapped back to SCore xml since RandomPOIGoTo is bugged on dedicated servers atm -Changed: Reworked both bombshelter POIs to try and make the sleepers a bit better(will be doing this to more NPC POIs as I have time) -Changed: Made pine forest more dense, snow slightly more dense -Changed: Increased biome spawns(2x) -Fixed: Add-Free had some incorrect cvars(may have not been working properly) -Fixed: Some vanilla drugs weren't swapped to use Chemist perk -Fixed: Removed remnants of prison_02 POI and it is now prison_04 to not conflict with new vanilla POI(this may cause some issues on existing worlds so make backups or don't update!) -Fixed: Several weapons iron and reflex sights were off -Fixed: Raider sleeper group names weren't changed in POIs(should fix the no enemies spawning in these POIs) -Fixed: Custom zombies using better shader and shouldn't be overly dark at night/inside POIs -Fixed: Deathclaw egg localization missing -Fixed: Snowberry harvest was the seed, not the food -Fixed: Several blocks not showing HP when hitting them (may still be more) -Fixed: Raging Nerd 4&5 weren't giving health bonus on kills properly -Fixed: Some foods had wrong cook times -Fixed: Super Vegetable Stew recipe missing -Fixed: Anvil unlock level was incorrect
  3. If possible I would wait for v21.1.2.7 as there are some POI changes that would work best with a fresh save, as well as the fixed sleepers. I hope to push that update tonight if nothing else pops up. Do you know how to use F3 when in DM mode to check player buffs? If you could get me a screenshot of your active buffs that might help. Type dm in the console, close the console and hit F3. Check the box PLY and it should open a panel on the right side showing your buffs and cvars. Post a pic of that here if you can.
  4. I feel that. My main storage SSD died some months back. Luckily I was able to extract most of my modding assets, and when combined with the last backup I had, I didn't lose much, thankfully. Good luck getting everything up and running again. Haha, perfect song choice for that mayhem. Looks great.
  5. Why would they worry about fixing somewhat trivial things instead of getting the last of the needed additions into the game? Also, you want all the artists and everyone else that wouldn't be working on your proposed issues to just sit on their hands while the few programmers that would likely be working on your fixes? The stuff you are whining about is something more for the final polish/bugfix stage of the game, which they aren't quite to yet.
  6. I actually just made some changes for the sleepers to hopefully sort that issue. Those other xml warnings are likely due to other mods changing things. If you are running other mods with Wasteland that's on you to deal with.
  7. Looks like it isn't applying the amount properly. I just changed to to do instant health and seems fine now. Thanks for the heads up. I just tested it and it seems to work for me. In this pic I maxed out Early Bird to get 3 levels of Agility, and used the statue for a fourth level: Strength also seemed to function as expected.
  8. Try grabbing SCore v21.1.97.930 from this morning and try that out.
  9. Yeah, and if you only needed to kill 2-3 deer for an entire playthrough's worth of food, that would be bad. And meat doesn't spoil, so you could just sit on it forever till you needed it. That's not realistic either, is it? Using realism as an excuse to change something in a zombie game is dumb. If you want to argue your points then that's fine, but using realism is never going to work.
  10. Probably what you were thinking of. Those aren't easy like doors because the door is a simple class swap in xml, where that isn't possible for workstations.
  11. I think you can just add the class to it. The only issue before was the wires connecting in weird spots, but since you don't see them normally now it shouldn't matter. I made powered versions of those doors in Wasteland. Honestly haven't tested them in A21 but I'd imagine they still work. Let me go test them real quick. Edit: Yeah, they seem to work just fine still. Here is the xml from one of them. Pretty sure the class is the only real change from the unpowered ones, other than the Type icon. <block name="rollUpDoor3x3WhitePoweredWL"> <property name="Class" value="PoweredDoor"/> <property name="Material" value="Mmetal"/> <property name="CustomIcon" value="rollUpDoor3x3White"/> <property name="ItemTypeIcon" value="electric_power"/> <property name="StabilitySupport" value="false"/> <property name="StartDamage" value="0"/> <property name="PassThroughDamage" value="true"/> <property name="LightOpacity" value="1"/> <property name="Shape" value="ModelEntity"/> <property name="Tags" value="door"/> <property name="BlockTag" value="Door"/> <property name="Model" value="Entities/Doors/RollUpDoor/rollUpDoorSmallPrefab"/> <property name="Place" value="Door"/> <property name="PlaceEverywhere" value="true"/> <property name="PlacementDistance" value="7"/> <property name="DisplayType" value="blockMulti"/> <property name="MultiBlockDim" value="3,3,1"/> <property name="OnlySimpleRotations" value="true"/> <property name="ModelOffset" value="0,0,0"/> <property name="ImposterExchange" value="imposterBlock" param1="35"/> <property name="MaxDamage" value="14000"/> <property name="MeshDamage" value=" DMG0, 14000, DMG1, 9000, DMG2, 4500 "/> <property name="OpenSound" value="door_rollup_small_open"/> <property name="CloseSound" value="door_rollup_small_close"/> <property class="RepairItems"> <property name="resourceForgedIron" value="10"/> </property> <drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/> <drop event="Harvest" name="resourceScrapIron" count="100" tag="allHarvest"/> <drop event="Destroy" name="resourceSpring" count="2,6" tag="salvageHarvest"/> <drop event="Destroy" name="resourceMechanicalParts" count="2,7" tag="salvageHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="Group" value="Building,advBuilding"/> <property name="EconomicValue" value="500"/> <property name="FilterTags" value="MC_building,SC_doors"/> <property name="SortOrder1" value="7060"/> <property name="SortOrder2" value="0100"/> </block>
  12. I just used them as a smaller range sprinkler as there weren't better options. As long as they are connected to pipes that run to water they should work. I think they have a range of 2, so in between just a water block and the sprinkler. You don't need a sprinkler with them, they extend the range on their own.
  13. Yeah, arramus repro'd the issue on a dedi as well. I passed it on to sphereii to see what he can do with it. Also, do the valve blocks for the pipes give you any range increase either? Wondering if they are broke on dedis as well.
  14. It seems to not think it has a water source, or else that sprinkler would be active and moving. Notice how in my pic it has particles around it, that means it is working. I didn't test with the bedrock connection though, so maybe that's where the problem is. EDIT: Did a quick test and bedrock seems to work fine: And this is what I see when looking at the pipes:
  15. Seems fine to me. You do have it attached to a water pipe that is connected to water, right?
  16. I hope they are making new animations for the animals as well. The current ones are...rough. The new zombie dog looks great, and I think it actually has new animations but it still looks pretty goofy to me if you just sit and watch it walk around.
  17. I also did those same changes. Haha. A pipe pistol would be okay in 9mm but with it being a revolver it only makes sense to be .44.
  18. Yeah, I think maybe that's remnants from a vanilla change from A20->A21 that I missed. Either way, all drug type items should fall under the Chemist perk now and not Iron Gut as vanilla even describes it to be for food, though the ranks do mention consumables. I'll probably tweak the descriptions to make it clear.
  19. That's why I mod the lever action rifle to use .44 instead of 7.62.
  20. Ah, my bad. One, are there any errors/warnings when loading into a game to test it? Two, check the ConfigDump for the game save you are testing on and look at craftingElectrician in its progression.xml to make sure your changes went where you want them. You can find these in \AppData\Roaming\7DaysToDie\Saves\[MAP NAME]\[GAME NAME]\ConfigsDump
  21. Server seems fine, but you have errors coming from 000-ModManager on that client. So try removing that mod. Also, RandomMainmenuBackground isn't loading and throws an error, but I don't think it's causing any of the issues. But I would also update it as well, as it seems you aren't using the latest version, should be 1.0.2 I believe.
  22. Try removing the comma from the end. It isn't needed since it will be the last entry. Just use the one in front.
  23. Can you get me the logs so I can look them over? If on a server, the server's log and a client log that was on when the issue happened would help.
  24. No, I got rid of the monotonous starter quest. Allocate your SPIFSAL points and you get your 4 skill points and off you go. Eh, Khaine has dealt with him before. That's just how he is I guess. Oh well. I'd rather people like that not even play my mods. Makes my job easier. Lol.
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