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KhaineGB

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Everything posted by KhaineGB

  1. Mine isn't for my mod because I spent the ENTIRE day playing XCOM 2 when the latest experimental came out. I regret nothing
  2. Quests are made in the radio. Basically think of it as you tuning in to radio broadcasts and writing down crap that people need help with.
  3. Not gonna lie, the guard thing is REALLY annoying. It's almost like it's a debug message, so if I could just turn that off, it'd solve the issue temporarily while I try to work out what the ACTUAL issue is.
  4. No problem. Glad you're enjoying it.
  5. ooooh. There's multiple things going on here. Ok, so this one... Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh. I'm still not sure what that's from, but it always seems to be worse around electric poles/electric wires. Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak (Filename: Line: 372) To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations This looks like the game just cleaning up memory leaks. The last stuff is all related to nVidia PhyisX.... which I didn't even know the game USED. So I'd maybe consider reinstalling your GPU drivers. The 2 things you mentioned are intended on servers. The mod only used to give folks 1 class book, no matter which version you played. SP users said they felt the game was too MP focused because of the classes, so I gave the SP version of the game 2 class books while servers remained getting only 1. The guards have been disabled on servers because it keeps spamming something about Layer 1. I still have no idea what it is, or why it's doing it, but it was causing server lag and making the output_log file quickly grow to 1GB in size. That's why they've been turned off. Doesn't happen on single player though, which confuses me.
  6. These only showed up AFTER I posted, so apologies. White screen = You're trying to run the mod on 17.2. It's not for 17.2. It's for 17.1. 17.2 is NOT a stable release and the version of the mod on the launcher is only for stable releases of the game. It's been working just fine for me. But that sounds like you might be using a 16k map. The one I use doesn't really like that and generates huge amounts of wasteland on 16k maps.
  7. Probably not, but I DID put the big log spikes back in. They were only missing recipes.
  8. That'll be because github screwed me and said it had uploaded all of the files. It didn't. I was lied to. In other news... anyone for a waterworld mod?
  9. That's the launcher log file, which shows it has all copied over and seems to be fine. I'd need the actual log file from the game.
  10. The NRE thing I have no idea on... never ever had that problem on the starting quests and locating the trader. Also FYI for everyone, the world has been removed for the moment because GitHub doesn't like files more than 100mb. Currently testing out another way to get the mod to you all. If it works, then I'll be using that from now on.
  11. Important note. All following replies are just after waking up and before coffee. They may sound worse than they are intended to be. You know how I said gore blocks are turned off? THAT is what I turned off. Which means you didn't update. Not intended. Will double check later to see if harvestoverdamage is on, though it may not work on tree's since it was disabled in the XML. You're trying to run the mod on 17.2 Experimental. It's not compatible wiht 17.2 Experimental. Go download 17.1 Stable. Will double check github later because it was being REALLY bad on uploading files, so it may not have properly uploaded the dtm file. The world is also here as a seperate download. https://drive.google.com/open?id=14A8UWLlkZyJoZMn6iduj3mU7HPN0Oz7A
  12. Another small update... Darkness Falls V2.03C is now on github. Changes as follows. - Fixed titanium arrows. - Hunger/Thirst buffs fixed to properly show up at 50/10 now, or VERY close to it. - Bones added to animal snare loot list. - Generic skill point book added and quest fixed. - Added a pre-generated 8k world with custom biome distribution and player spawn points. To use the new world... Click Start A New Game. When you see the box that allows you to select Navezgane or Random Gen, use the arrows to scroll right until you see DFalls-Small. That is the name of the world. I will be looking at doing several of these worlds. It might not be perfect, but initial feedback has been positive.
  13. I also just threw that fix in discord for folks to test out, so you're faster than me. It's not a bad idea. Will edit the loot lists. I also have another idea but waiting on something...
  14. 1) Armor Usage is currently not working. It's there to remind me to fix it. I just haven't done so yet as I don't consider it a critical bug. The light armor and heavy armor skills work, however. 2) Turn some settings off or down. I get 70-90fps on the laptop I use to make the mod (i7-4710HQ CPU, 32GB RAM, GTX 980M) and 150-200fps on my main gaming machine (Ryzen 7 2700X @ 4.2ghz, 32GB DDR4-3000 RAM, GTX 980Ti). Shadows, Reflections and Sun Shafts are the worst offenders, so make sure those are off. 3) It was like that in the A16 version of the mod and no-one complained, so I left it like that, and probably will continue to do so. However I did find out that a book I intended to be in the mod... isn't. So I need to re-add that. I am pretty sure I know what that is. The hunger/thirst is ALSO in other buffs, so I need to tweak it there rather than just in the constant firing buffstatusupdate. Can't scale HP and damage of the behemoth as you level. Just don't go in the wasteland. That's the only place they spawn as NORMAL, other than wandering hordes... if you get really unlucky. They're not getting turned off. In fact, there's going to be stuff WORSE than that, so better get used to it. What I can tell you is someone went up against one in full steel armour with an appropriately levelled skill and they were doing 20hp per hit. Thirst thing is already known about and will be looked into. Scrap tools is a new one... that should work so I don't know why it isnt. You can get bones from the random ribcages you find on roads. TFP added that to vanilla. Animals are also an option.
  15. Gore blocks are turned off in V2.03B. Mostly because they were apparently causing a LOT of lag on horde nights. Bone piles may return. I feel like I should apologise if this is your first playthrough in over a year.
  16. Security Mastery. No idea. I didn't change the underground ore distribution other than adding in Titanium. I think most folks used to find it closer to the surface in A16. No idea if that logic holds up in A17. No above-ground spawns though.
  17. How the hell did they disappear when I set it to 10 minutes? But yeah, look for this in entityclasses... <entity_class name="EntityLootContainerCopRegular"> And change this line. <property name="TimeStayAfterDeath" value="600"/> It's in seconds, so 900 would be 15 mins, 1200 would be 20 mins, etc. Just don't set it too high. They count as entities so it MIGHT get really laggy. You also need to do it for every entitylootcontainer.
  18. Huh, can you get a screenshot of the church? Then I can go through the POI editor to find the file name and then tweak it in RWG. Yep, sticky arrows are off to stop issues with SDX entities like the Hornet. Yes removal of gore blocks is intended since people were complaining about lag from them.
  19. It's also on nexus. It's honestly the best reply I could think of at the time. Hadn't had my morning coffee yet.
  20. Huh. Shouldn't be spawning more water barrels... that's odd. See if it happens when you kill a zombie. I'll check the code later.
  21. No you don't need to purchase them. It works like the magazines in vanilla, the ones you read for a 30 min boost to a perk, except it's not 30 mins, it's permanent.
  22. Get lucky with loot in suitcases or nightstands... Or be a survivalist and make one when you finish your class quest.
  23. 1) That amusement park is gonna get removed because it's INSANE. 2) That does happen. I was pretty sure it was fixed in a later release as I think it's due to loot gamestage not liking decimal numbers. Will look into it some more later. With great power comes great responsibility? Same places. Sewing kit and tanning rack ALSO have a chance of being in night stands and suitcases.
  24. Small update to fix some niggling issues. Pushed V2.03B to github. Changes as follows. - Rebuilt DLL files... AGAIN. - Nerdy Glasses now give +1 intellect instead of a flat crafting tier bonus/crafting speed reduction. - Treasure Radius effect moved OFF scavenging and onto PERCEPTION since it didn't like decimal numbers and thus wasn't working properly.
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