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KhaineGB

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Posts posted by KhaineGB

  1. Right... now i've got some time...

    Pickup plants and pumpkins fixed locally.
    Cannot reproduce issue on 3 slot forge and the lockable slots mod. This is on a CLEAN game with absolutely no other mods installed, nor is it on a server. It's on SP only.

    If you're having issues, you likely have other nonsense installed. I recommend checking both mod folder locations and ensuring they're clean.

    3 hours ago, Agame said:

    Love the Dangerous Cities mod, amazing idea and really adds to the immersion in game when cities have most of the zombie population. Except I am seeing NO zombies, ever in the wilderness. It would be cool if it was at least a very minimal chance that they can spawn out in the country, just so we have to be a little wary when out mining/chopping.


    That's the point of the dangerous cities modlet. It makes cities dangerous, NOT the wilderness.

  2. 6 hours ago, ozmods said:

    greetings, i was wondering if this mod will work with https://7daystodiemods.com/ztensitys-unnecessarily-beautiful-but-immersive-ubbi/

     

    the mod itself works with undead legacy, but as much as i try to like that mod, i just cant, it's too restrictive, and blocks things that shouldnt be, so i'm just wondering if anyone can tell me, if it's possible to use both in tandem, the mod itself is no longer supported, so asking the mod developer, would be rather pointless, can anyone advise, as to whether it works with darkness falls, much thanks.


    I know some folks in my discord have made that work with DF. I dont think it works out of the box

  3. On 6/24/2023 at 3:30 PM, Dagger Digwillow said:

    Getting an error with the 3slotforge causing the forge to pause and a line of yellow text to be across the resource being smelted. The forge does not progress until the forge is turned off and then back on again and the resources picked up and placed back into the slots. 

     


    Will check it later but it was working just fine for me.
     

    11 hours ago, CrazyDave66 said:

    Regarding the 96 Slot Backpack  how do you unlock the slots?


    JUst loot something. Vanilla has a much lower backpack size that doesn't take effect until you loot something. It's been a problem since A17.

     

    6 hours ago, wolverine576 said:

    Could you make a patch for your 15 slot toolbelt to work with SMX - SMXhud, SMXmenu, SMXui (Alpha21)?


    No

     

    4 hours ago, pApA^LeGBa said:

    After playing a while in MP Coop now we realized the changes with the skill magazines are horrible for our group. We have 3 who go out looting, no issues here, we get enough magazines and parts for our skills. But we also have 2 people who don´t enjoy going out at all and we don´t get a lot of magazines for them, it´s even more of a problem with the parts. They do the mining, crafting, farming, cooking and the very extensive building and they are far behind in progression (so much for TFP and the mods constantly saying this won´t be a problem when people where critizing exactly that problem months ago already) 

     

    So, is there any chance we get a mod for a skillsystem like in DF for vanilla?


    I started working on putting back the A20 system. I'll probably work on that again later when I need a DF break.

  4. On 6/17/2023 at 3:18 PM, Zeinath said:

    Hey Khaine, since you have the wonderful Tool Belt and and Backpack size changing mods, any chance you might slap one together for vehicles as well? I know Lam's got one, but the one he's got doesn't work with A21, and he's stated he's not planning to do any mod updating till things become stable, lol.


    I wasn't planning to.
     

    On 6/18/2023 at 8:34 AM, Dagger Digwillow said:

    Getting an issue on A21 3forge Slots mod

    EXC MissingMethodException Method not found: void .itemvalue.ModifyValue(EntitiyAlive.ItemValue.PassiveEffects.Single&.Single&.FastTags.bool)


    The 3 slot forge moe doesn't mess with anything like that. It's just UI.

     

    On 6/18/2023 at 10:51 AM, Overkillengine said:

    Thank you for the hard work, Khaine. I do have a question, how would I go about restricting the headshot mod to only altering the basic zombies? I was wanting to customize the mod to make those be akin to Romero zombies while leaving ferals and radiated to be more like other movie types like 28 days later, while also not touching spiders, zombie animals, or other special zombies with boss tags. I've been looking through tutorials on how to set conditionals but I am not sure I am grasping it.


    You'd need to add extra tags to the zombies you don't want to be affected and then exclude them from the effect via a requirement.

     

    On 6/18/2023 at 1:03 PM, ryan8438 said:

    Khaine,

     

    Love DF and thanks much for the modlets!  Sent you a coffee - enjoy!  Downloaded several modlets, loaded and worked great.  Then went to download the 15-slot backpack modlet, and got a caution warning from google that This file is not commonly downloaded and may be dangerous.     When clicked on "Keep," it then warned me that even if I've downloaded files here before, this file might have been hacked.

     

    Is this some sort of benign artifact, i.e., characteristics of this file trigger this warning somehow?  If it had been hacked, wanted to call it to your attention as a help.  Please advise.  And thanks again for all you do to keep this game fun and fresh for the rest of us.  


    Thank you for the coffee. :) That's a normal warning because the mod uses a DLL file to make the toolbelt bigger and DLL's are normally where dodgy code reside.

     

    16 hours ago, ktrain said:

    Is there any way to adjust the pickup plants mod to respect trader protection?


    Probably not. I was pretty sure it already did though since you couldn't pick up stones in trader protection in A20.

     

    13 hours ago, TonyPL said:

    Hello, I have a problem with a larger backpack for 96 places, the size of the backpack increases but there are only 50 slots and the rest of the places are not even highlighted as blocked, only empty space. Do you know how to fix it??spacer.png


    It doesn't do this on my machine. I'd check if you have any other mods messing with the backpack.
     

    9 hours ago, Dangergirl said:

    Hello Khaine thank you for all your hard work. I have a question about the headshot mod. I want to play on insane and turn up zombie numbers, but I want headshots to kill immediately.  Is there a way that someone who isn't an expert on editing files can make that happen? Thank you in advance ☺️ 


    You could take the headshot only mod and tweak it to massively increase damage on a headshot rather than lowering damage on a non-headshot.

  5. 7 hours ago, gpcstargate said:

    Good day Sir

    You might want to check "Max Animals/Zombie & Claim Blocks Mod .... I've tried all setting above default 64 and not getting anything more than default and after b317 update ... I saw almost No wandering z's in game ... just the normal POI ones and I'm based in a big city.

    Have a Great Weekend and Enjoy. The OldGamer😌

     

    PS: Will be you be working on "Wandering Horde Frequency" in the near future or waiting until game goes Stable?


    GamePref.MaxSpawnedAnimals = 75
    GamePref.MaxSpawnedZombies = 100

    That's from my log, so it seems to be working correctly. Wandering horde is going to take time.

     

    3 hours ago, mrblueplaydoh said:

    I'm sorry but looks like I'm the only one with an issue, I have a number over the top of a number where you select how many slots you want to lock, also you can not change the number of locked slots while you're in a storage box.

     

    Not sure what is wrong with mine.


    Cannot reproduce. My guess is that it's the dukes display. I'll move it to the left side

    -------------------------------------------------------------------------------------------

    Ok...

    Updated the Zombie Reach modlet for the new alpha as it didn't work correctly (it should now).
    Moved the arrows and numbers for the lockable inventory slot mod to the left side of the backpack so the dukes counter can't get in the way

    Both updates pushed.

  6. 10 hours ago, Euzio said:

    Thanks so much for all the QOL mods Khaine! Big fan of your work~ I'm stockpiling the mods for when A21 stable hits so that I can jump into it for a good long save~ 

    On another note though, does your Persistent Infection mod work for A21 as well? Ever since I started using it in A20, I've been loving the additional challenge of it~ 


    Haven't tested it, but it might

     

    9 hours ago, ZOOT said:

    TY for the A21 mod updates.  Big fan of your work!  Any chance you could make the 15 slot toolbelt 20 slots for full use of SHIFT + 1 through 0 ?  Also, add numbers to the Toolbelt slots?  I always seem to hit the wrong number and seeing numbers would greatly help.  For SHIFT + , you could use S1, S2, S3.....S0.


    Probably not. It's a bit too big IMO.
     

     

    6 hours ago, BigB0iiiJ0nes said:

    Not sure if its possible but is there any way to get blood spilling mechanics that happen when running over zombies happen with regular melee and ranged combat? It'd be cool to see blood go everywhere on impact.


    I'd have to look into it. I'm gonna guess it's an impact particle so i'd have to find the right one.
     

     

    3 hours ago, Gazz said:

    The birdnest crash/explosion sound annoyed me a bit so I turned that off.

    I can't be arsed to do a "release" for a mod of that size so if you want it, you're welcome to it. =P

     

    blocks.xml

    <configs>
        <append xpath="/blocks/block[@name='cntBirdnest']">
            <property name="Material" value="Mcorn"/>
            <property name="MaxDamage" value="100"/>
        </append>
    </configs>

     


    Get to work with the big boys and then too lazy to make modlets now gazz? ;)

    That's not a bad idea though. I may turn that into a modlet this weekend when I get 5 mins.

  7. 30 minutes ago, Arsomang said:

    Thanks for getting these modlets up so fast great work.   

    Another note seeing peoples comments on the poi titles and skull pop removable modlet. I hope you keep them as a modlet and not force use to not have them in Darkness Falls i kinda like them even thought i don't need them. Just would be nice to still have the option to keep them or not.


    I'm likely getting rid of the in your face popup in DF as basically most of the discord don't like it.

    But the box in the top right might be staying

  8. 1 hour ago, Cypherdiaz said:

    Your wandering horde frequency mod, there's no link in the list. I mean I see the mod listed there but nada for a link. Didn't know if this was cause it was still being worked on or just missed. Figured I'd alert ya either way


    That one is VERY broken and gonna take time.

    Anything without a link is not done yet. I left them up here to remind me to get them working because i'm stupid. ;)

  9. 5 hours ago, Greymantle said:

    Can you add visual numbers on the toolbar slots, please? Would make it a lot easier to access them, being 15 of them.


    I'll look into it. I remember I did try before and the numbers just kinda faded into the toolbar. I'm bad with UI.
     

    5 hours ago, gwensparkle said:

    Thanks.  I found the video "7 Days to Die - How to Install Modlets Easy".   Recognize your voice from Neebs gaming!  

     

    I'll second the mod to stop the nests and trash exploding.  I do break them afterwards, but the exploding is very non-immersive!


    I'll look into it
     

    4 hours ago, DanielHazmat said:

    Hi , can you make and this ?
    A20_ServerSideVehicles


    Not my mod, so no.

     

    3 hours ago, seven said:

     

     

    I think it's almost as easy, at least for the top right one.

     

    I also like having the POI name but not the skulls. I just did a remove xpath for windowLocation, then an append with a modified version without the grid. Took a minute and seems to work. I didn't look at the pop up since I don't want that at all.

     

     

    I think you can just remove the skulls in windows.xml
     

    1 hour ago, canadianbluebeer said:

    I'll grab the updates, but surprising, the old mods are still working.

     

    I did have to fiddle with another mod,  as you won't do the really really big backpack/storage.  😛

    (steadmans old backpack size worked ok, but not the storage. seems the ID numbers changed.  bah.  11,13 for the major storage boxes/safes and it's good)

     

    heh.

     

    (even with a backpack that large, I STILL fill it up!)

    lol.

     


    Yeah, some just worked but needed their modinfo.xml updating for the new standard.

  10. 3 hours ago, wolverine576 said:

    Can ya remove the nests and trash blowing up when we loot them? 

     

    Probably? I dont know why though. Most players want that

    1 hour ago, gwensparkle said:

    Thanks for the POI name popup remover and the poi/biome tracker.    I've been on servers that have mods, but I've never used them myself for single player. Is there a link I can go to that explains what to do with what I download?


    I think there's a good video on youtube for it

  11. 3 hours ago, bigt1315 said:

    Sorry if this has been asked but is there a way to just remove the skulls but keep the pop up for the POI name and everything else? Just don't like knowing how tough something is but enjoy knowing the name of the location.


    Yes but the two I made were much easier to do
     

     

    2 hours ago, RAGE PVE said:

    sorry if its a daft question but there are larger than 96 slot backpacks?


    Not by me. I'm sure someone will make one later because there was a 120 slot at some point.
     

     

    1 hour ago, AtlasP said:

    Does 'Always Open Traders' remove the restriction on horde nights as well? Or if it does, is it possible to get a version that removes the restriction every other night but still retains it on horde nights (so people still get kicked out of the trader on horde nights)?


    I think it does, and no. You would need to use a server manager for that functionality.

  12. 2 hours ago, Moldy Bread said:

    Sweet work! Definitely adding that POI name remover.

     

    Any chance of adding a mod that readds bottles? I think it's stupid that your player in a survival scenario can't boil and bottle up water and smashes each bottle after use.


    Maybe later. Have a lot on my plate atm.

    FYI, the pickup plants mod has an issue. Will fix tonight. Need to run the shops before the storm hits.

  13. On 6/11/2023 at 8:54 AM, Balthazod said:

    I have access to announcements  and the rules but "
    If you want to talk or discuss anime, keep it out of general. Instead use the channel ⁠No Access for it, you can get access by clicking on the emote below. (edited)
    [1:45 PM].." After this there is no emote to click.  

     

    Seen as you are going to be very busy with A21 its bad timing to bother, sorry.


    The tick is definitely still in the rules and information channel. I just checked
     

    36 minutes ago, Daemya said:

    Khaine, do you intend to add more quests in the main story of your mod after the release of A21?
    My husband and I finished the whole quest and we got the impression that something bigger was missing to be added at the end. I was in doubt if we skipped something in the quests to seal the portals scattered around the wasteland area or if dr. Anna was going to give more details of what happened in the laboratory or if that UFO was more than a simple POI... But that's just my curiosity, I'm not complaining.
     

     

    Hopefully we will be adding more to it, yes.

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