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KhaineGB

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Everything posted by KhaineGB

  1. It's a rare quest. I am pretty sure it can be found in bookshelves, definitely on zombie kills. May look at altering the probability because it isn't dropping as often as I'd like.
  2. That sounds like your PC is incapable of playing the game properly rather than an issue with the mod. Seirously. Pills, first aid kits, etc are a known VANILLA issue. Though I am trying to fix it where possible. The rest? That's definitely nothing to do with me.
  3. Yes, Random Gen only. The fixed spawn point mod ports you outside of the navezgane map, which is why you get stuck in an endless loop. You CAN get out of that by hitting F1, typing DM, hitting Q to fly and then teleporting yourself to 0,0. But you'd miss out on all of the new POI's and some content.
  4. Yep, that's correct. They always spawn in the large bunkers (which are in the wasteland).
  5. No idea on that one. I'd make sure you have steam running, make sure you are NOT running EAC and if that doesn't work, try validating the initial 7DTD install and then reinstalling the mod. But that doesn't sound like a mod-related issue.
  6. I've tried something out on Survival MP and didn't have any errors. Threw the edited file in the discord so server owners can try out it and let me know.
  7. V1.8.2B is on GitHub and your launchers! Changes as follows: Laser Multi-Tool issue in multiplayer SHOULD be fixed. Fusion Forge and Laser Workbench have unique recipes only now to help with lag. Tweaked loot again to reduce the chances of double weapons. Fixed a bug with the Super Coffee quest. Changed XP. Most zombies give slightly less, feral rads give more, behemoths give a LOT more (at least double). XP required to level slightly decreased. (from 11,000 to 10,000) Level cap increased to 250 to help with lack of skill points. Spikes should slow down zombies a little more. "Buzzed" buff no longer makes you immune to stun! You need to be "Drunk" for that. (6 beers, or 1 grain alcohol, and it slows you down) Increased the range of the sledgehamer, cos it's a 2-handed weapon. (still less than the spear but more than all the clubs) Increased behemoth spawn chance in the wasteland. Grain alcohol is now scientist mastery only. (first aid kit doesn't use it) Cleaned up lots of localization issues. Reduced Research Note cost to make the Future Technology book. That's it! Go have fun.
  8. Really? Huh. It should be locked. I will double check that. Making it 0 means you'll just always be stunned. Right now I have it tied to the "drunk" buff, so you have to be drunk (6 beers or 1 grain alcohol) to be immune to stunned... but it SHOULD also reduce movement speed by 50%.
  9. The problem is, I CANT make it not 100%. It's either 0 or 100. And grain alcohol is only easy to make for a Scientist class. No-one else can.
  10. Alright, so I did a tweak. I added a second stun buff that isn't as severe as the first. Only grain alcohol makes you immune to BOTH, but it also makes you slower because you become instantly drunk. Should be interesting to see how that goes.
  11. Hey, they're good ideas. I just need this headache to bugger off so I can think properly.
  12. Well I can't make it a 30% resist chance. What I can do is make it so alcohol only reduces the speed penalty of being stunned. So you still get it, but you can possibly get away from a stun lock (which is the main thing that most people hate). Speed I need to play around with. I have to do something like increase the max speed allowable before I can increase speed even more.
  13. You've actually given me an idea. Going to look into it.
  14. Honest answer? I don't know. With the way buffs are NOW? Nope. Stun resistance is a buff that basically makes the player completely immune to the stun condition. So I need to see what they do for the buffs system. What I COULD do is leave it as-is for stuns, but make the player slower. So you regen stamina, you're immune to stuns, but you're a slow and staggering drunk. (I wish I could implement a stagger effect in terms of movement as well)
  15. This is quite interesting too. // Token: 0x040015F5 RID: 5621 public const float kScoutSpawnAnotherScoutChance = 0.1f; // Token: 0x040015F6 RID: 5622 public const int kScoutHordeSizeToSummonPerScream = 5; // Token: 0x040015F7 RID: 5623 public const int kScoutHordeMaxTotalZombiesToSummon = 25;
  16. I haven't touched the DLL regarding the zombiescout code. From what I understand, ANYTHING in the ZombieScout group will spawn zombies if they spot the player and play their "alert" noise. The problem seems to be that the game just likes spawning spider zombies instead of actual screamers. So what I need to do is just tweak the probability. EDIT: Cut the list down and now it seems to be 50/50 on which one you get, so that's an improvement.
  17. They've been working for me, but I'll have a poke at it. I know spider zombies DEFINITELY work.
  18. Had a quick look anyway. Windows.xml and XUi.xml say it should be 3 slot.
  19. Should still have 3. I didn't touch the windows.xml. Will double check that later after sleep.
  20. Research Notes drop from Scientist zombies (found in military camps) and research desks (In the burnt forest bunker and the wasteland bunker). May need to tweak the drop rate on them, but that's where they are.
  21. V1.8.2 is out! Already on GitHub so you can download from the links on the first page, or via the mod launcher. No restart required! Changes as follows. Gas can schematic has been REMOVED. This means it is no longer mechanic-locked. Biofuel added! Scientist Mastery required to make it. Anyone can still make Gas Cans from Oil Shale. Amount of gas received from Oil barrels has ben reduced (amount needed to craft them also reduced). Tweaked the trader defense quests (see below). Coilguns added! Pistol, carbine and sniper rifle. Also have their own ammo and own perk. Loot list changed for multiple zombies! (see below). Trader Defense Quests: They have been changed as follows. First quest is kill 20 zombies. Second quest is kill 15 radiated zombies. Third quest is kill 10 feral zombies. Weapon requirements have been removed from the quests and the Hard quest now grants a SKILL POINT instead of skill notes. Loot tweaks. Hazmat and Soldier loot tweaked. Normal soldier doesn't drop the M4A1, radiated can, feral and feral radiated have a chance to drop coilguns. Hazmat is similar. Farmer and Fat female zombie loot tweaked. Higher chance of dropping "home made" food and better quality tools as the zombies get tougher. Nurse/Doctor loot tweaked. Tougher zombies have a better chance of dropping higher quality meds, like medkits and antibiotics. Normal zombies will be more like bandages and pain killers. Zombie Cop loot tweaked. Most junk items removed. Normal cop likely to drop pistols, then P225, Shotgun and finally the Combat Shotgun (for Feral Rads). Zombie Cowboy loot tweaked. Doesn't drop 2 rifles anymore. Winchester more likely to drop off tougher zombies. Snow zombie loot tweaked. Better chance of decent tools (like chainsaws and steel axes) off tougher zombies. Bomber zombies should've been using feral loot lists, and they weren't. Now they are. Toilets should no longer drop 2 guns at the same time... all the time. So... lots of changes, and also not a lot of changes. The mod is still very similar, but with new guns and loot list tweaks to make the tougher ones more rewarding.
  22. Honestly? I want it more like Vermintide 2. So normal zombies won't show health bars. Anything considered a "boss" (which would be special zombies, feral rads, etc in this mod) does have a health bar. If I can make it do that, I will be VERY happy.
  23. I'm gonna be leaving it off. I decided that a while ago. However, I will mod in the ability for people to turn it on... if I can.
  24. Sounds like your DLL isn't patched with SDX properly so it's not loading the mesh file. Make sure you copy the 7DaysToDie_Data/Managed folder and overwrite when prompted.
  25. Okay. Try this. Delete everything in the 7DaysToDie_Data folder EXCEPT for the Managed folder (this is the version downloaded manually or the version downloaded from the launcher). That will get rid of the menu music and the new background for a start. Also make sure you have the UMATextures folder downloaded. If you don't, that causes SUPER lag in the menu and in the game. EDIT: For the record, I'm developing and running it on a mid-range gaming laptop from 2013. So pretty much any PC from then onward SHOULD be fine.
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