
AnsontheToad
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Posts posted by AnsontheToad
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Modding the UI in general is a pain in the ass. I wish someone could make a program for UI positioning.
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I'm not positive but I don't believe duration is a second value. So your 900 is not 900 seconds I believe it is 900 ticks or in game cycles. I do not know what the games tick rate is though.
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They either have admin privileges on the server or they have a modified dll aka cheats. If you run the server enabling eac would most likely prevent them from working. There are ways to bypass eac but it is much more difficult.
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10 minutes ago, nickuk01 said:
So after some initial testing it plays ok if no DMT. When launching as standalone modlet through 7d2d launcher it does work but oddly the launcher says modlet not installed (which it is) in the manage modlets section and also refers to it as toad-incendiary instead of toad_incendiary. Dont know if that issue? However it does show ingame when use launcher. However after install any DMT mod it does not want to load your modlet and it does not appear in game. Shame as looks a cool mod but cant use it at mo.
Thanks for letting me know. I will download and test with DMT and see if I can fix issue.
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On 9/3/2020 at 1:30 PM, nickuk01 said:
I see your using DMT. Are you putting my mod in the folder with the DMT mods? I haven't used DMT myself so am unsure but I can see my mod was not loaded. My mod normally should go in the Mods folder located in the main steamapps/common/7 Days To Die folder.
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47 minutes ago, -Holo- said:
Trying to change when we get the warnings/debuffs on food, but can't get it to work,
<set xpath="/buffs/buff[@name='buffStatusCheck01']/triggered_effect'[@buff='buffStatusHungry01']/requirement[@name='StatComparePercCurrentToMax']/@value">.3</set>
gives an error about invalid token
Having too much of an headache today to figure out whats wrong >.<
You have a extra apostrophe after triggered_effect.
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Great Idea!
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Hmmm... Can you upload your most recent output log? It's in your 7DaysToDie_Data folder.
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3 hours ago, nickuk01 said:
Hi Toad, did as you suggested.. ram CM mode... nada. Nothing showing for your mod I'm afraid
Ok. Something must have gone wrong with install. Make sure you unzip the file and place the Toad_IncendiaryRounds folder into your Mods folder in your Steam\steamapps\common\7 Days To Die folder.
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The modlet does not modify any vehicles itself. It simply adds the in game mods for vehicles that were disabled back into the game. The Vehicle Speed Mod, Fuel Saver Mod, Vehicle Mega Mod, and the Vehicle Light Mod. They are all fully functional maybe just not balanced.
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I would like this too. I'm not sure but I think you would have to modify the actual model in unity.
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0-3 is your rotation. I believe 0 is North and it should be clockwise so it would be N,E,S,W? I think the prefab guys should know for sure.
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Ah ok.
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Which Poi was it am currently trying to fix it myself.
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If you hit F1 and type in cm it will enable the Creative menu then U will bring it up. You should see the mod and the schematic in there. If not the mod didn't get installed correctly. Also when you hit F1 if you scroll up you should see a line that says Loaded Mod: Toad - Incendiary Rounds (1.0)
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Does it show up in the creative menu?
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Sadly no... You just have to make changes and start the game and test. You don't have to shut the game down completely just to the start screen and reload your save after changes. You can check the xml's in the ConfigsDump folder of your save and see the actual changes your xpath has made. The game will put a copy of the xml in there and have a comment marked where the change is made.
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60 slot backpack is a must for me makes inventory management much less of an issue. Along with Lockable Inventory Slots, 3 slot forge and 12 slot crafting queue. Major convenience mods. But I guess it all depends on how you like to play. Any mod that only edits the xml's should be server side. Mods that have a resources folder or UIAtlases folder will be client side.
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Or even "E" and still get harvest bonus and xp. Punching plants is annoying feels dumb. I miss the hoe and fertilization.
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It adds the vehicle mods Vehicle speed mod, Fuel saver, light mod, and vehicle mega mod into loot and be sold at traders. They are vanilla mods but were disabled by the fun pimps.
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Added the Door Smasher Mod.
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Is there a way to guarantee a prefab is included? I know you can set up settlements but i have a number of prefabs that i have tagged as unique since I only want one per map but they don't always get picked by the generator. So i have to generate multiple maps and check the prefabs.xml to see if they spawned. Getting multiple unique buildings to spawn on a decent random map is proving to be difficult. For now I have been using the world editor to get results but is very time consuming.
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Need to define a icon. The default items are given icons based on their names. Modded items need to have the icon defined.
<property name="CustomIcon" value="gunHandgunT1Pistol"/>
That should work. You can make your icon look different by adding an icon tint using hex color values.
<property name="CustomIconTint" value="ff9f9f"/>
Or you can make a custom icon of your own, but that's a lot more work.
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Added a couple other mods.
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COMPOPACK PREFABS VOTING 2020
in Prefabs
Posted
I agree about the locked doors. I don't mind most doors but the locked upgraded vault doors and iron doors in some poi's are annoying. I go through most of the poi's for my server and unlock the majority of those.