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Posts posted by stallionsden
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UPDATED STARTER CLASS
Fixed
rifleman starterclass now receives rifle as required in quest.
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UPDATED EVERYTHING IS SELLABLE
Added Extra stuff by Renejant to items.xml.
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1 hour ago, dorensnow said:
The Starter Classes Mod starts off the Rifleman with an Marksman rifle but the first rifleman class challenge requires a hunting rifle to get the thirty zombie kills. I just changed it to the marksman rifle in the mods quests xml as below. seems to have fixed it for me. just thought you should know if you wish to make the change yourself
as was
<quest id="challenge_rifleman1" group_name_key="quest_rifleman" name="Rifleman Quest" subtitle="Rifleman Challenge" description="Snipe some zombies" icon="ui_game_symbol_rifle" repeatable="false" category_key="challenge" offer="A single shot is all it takes, show your skill with your rifle and kill some zombies. " difficulty="easy"> <requirement type="Holding" id="gunRifleT1HuntingRifle" /> <objective type="ZombieKill" value="30" /> <reward type="Quest" id="rifleman_visit_trader" /> </quest>
the change
<quest id="challenge_rifleman1" group_name_key="quest_rifleman" name="Rifleman Quest" subtitle="Rifleman Challenge" description="Snipe some zombies" icon="ui_game_symbol_rifle" repeatable="false" category_key="challenge" offer="A single shot is all it takes, show your skill with your rifle and kill some zombies. " difficulty="easy"> <requirement type="Holding" id="gunRifleT2MarksmanRifle" /> <objective type="ZombieKill" value="30" /> <reward type="Quest" id="rifleman_visit_trader" /> </quest>
sorry if I brought this up in the wrong way or format I dont post very often. Thanks for keeping Vals mods alive.
No, much appreciated thank you.
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1 hour ago, Hexywoman79 said:
Okay so I just tried it, same thing happened - just tried going into closest neighbouring building where I know there should be zombies. The console bar popped up with a thousand "null reference exceptions" and screen froze. Used Task Manager to end process, removed zombie mod, restarted game. In the same building, no console appears, no crash, zombies spawned as expected.
Uploaded my log file for you in case that helps.
output_log__2020-09-20__19-05-53.txt 925.46 kB · 0 downloads
7daystodie site i really wouldnt download mods from there. They never keep mods up-to-date so i always recommend grabbing the downloads from the mod author themselves. Also they get money for our mods and they dont ask to post our mods up nor do we see any of the money they make.
Donovan longer loot bags will interfere with the mod as my mod does the same thing.
The gk walk run and swimming fast never seen it but if it edits entityclass possibly.
Try running my zombie modifications by itself. If it works then try adding one mod at a time you have til you get the same error.
Also dl the mods from here if you gotten em from the other site originally
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32 minutes ago, Hexywoman79 said:
Hey no worries! I'll just wait to play until I hear from you, as I just fixed my base again and its horde day, so I don't want them to break it all again (its crazy that zombies are so unrealistic as to be able to break concrete and brick with their bare hands, climb ladders, etc).
Also, if it would be easier if I provide you the whole log file, just let me know 🙂
ok I tested both so please redownload my mods from my thread here and let me know how you go
What other mods are you running,
did you dl mods here or from an external site like 7 days to die mods etc.0 -
11 hours ago, Hexywoman79 said:
Thanks so much for your mods! Just a quick one though, having a problem with both the Zombie Modification and Zombie Modification 2. I tried each of them, and I keep getting "null reference exception errors". During the 2 hours or so that I played, no zombies spawned at all (I was in my home during that time) and when I went outside, I got all of the errors and still no zombies spawned. Log states:
2020-09-19T21:24:12 3882.001 ERR Could not load file '#Entities/Zombies?Zombies/zombieStandardCocktailWaitressHDRagdoll.prefab' for entity_class 'zombieStripper'
NullReferenceException: Object reference not set to an instance of an object
at AvatarZombieController.LateUpdate () [0x00019] in <d7c95f421d354b5e851d6f3126817769>:0
at AvatarZombie01Controller.LateUpdate () [0x00000] in <d7c95f421d354b5e851d6f3126817769>:0as well as this over and over again:
(Filename: <d7c95f421d354b5e851d6f3126817769> Line: 0)
NullReferenceException: Object reference not set to an instance of an object
at AvatarZombieController.Update () [0x00081] in <d7c95f421d354b5e851d6f3126817769>:0
(Filename: <d7c95f421d354b5e851d6f3126817769> Line: 0)NullReferenceException: Object reference not set to an instance of an object
at AvatarZombieController.LateUpdate () [0x00019] in <d7c95f421d354b5e851d6f3126817769>:0
at AvatarZombie01Controller.LateUpdate () [0x00000] in <d7c95f421d354b5e851d6f3126817769>:0Hoping you can help, as I'm really wanting to use your mod. 😉
Hi hexywoman79.
Sorry just got your post. Shall take a look in the morning and dee what its doing. Apologies for the trouble
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UPDATED
Zombie Modifications & Zombie Modifications 2 & No Digging Zombies
FIXED
Updated models to new models
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UPDATE
Updated all modlets to remove the extra rubbish google added lol.
Thanks @falcon470 for picking that up.0 -
1 hour ago, falcon470 said:
yeah i gues there are duplicate files however that wasnt the issue loot ids overlaping with antoher mod was the probelm
delete the (1) files lol stupid google drive added that crap lol sorry about that,
Just went thru all vals mods and removes the files with (1) just then lol. Again sorry for the inconvenience
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On 9/15/2020 at 2:50 AM, kanealpha said:
the "no diggingZombies prevents the new shiny Zs from spawning, i still get the old models
will take a look at it. and get a fix out for you
On 9/16/2020 at 3:51 AM, KaitoX said:Question. The mining machine, does it actually dig and collect the ore under it? or is it just... spawning in new ore?
it just spawns new ores lol. no digging holes unfort.
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Hi @NLBlackEagle your notredame has a bad link as i cant seem to dl it.
And is it ok for me to pass your great pois to magoli for consideration into the compo pack 🙂0 -
2 hours ago, frozenoj said:
Hello! I just made a few chicken coops on our server tonight for the first time and noticed an issue. I read here it should take a few days to go upgrade to each stage? They went from me placing them down to birds nests within just a few hours! After looting them I just stood there and watched as one turn to the second round stage. This would obviously be a little bit over powered. 🤣 I see where it says this in the block.xml but I just wanted to make sure the 3 is what would be fiddled around with before I change anything.
<property name="GrowthRate" value="3" />
Yeh should be will double check when i at computer in a bit. Max is 63 tho
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13 minutes ago, falcon470 said:
yes it is working now quests.xml was accidently misnamed cant beleive i missed that 2 issues remain that i wouldnt be good with but thats up to you i would love for you to offically re release this as it is one of valmars mods all credit goes to him i just copied and pasted the code, then beat my head aginst the wall for why it wasnt working.....
the loot tables and the description on the items themselfs are the issue they may drop more or less then valmar intended to begin with i am not sure
heres the working file if you want to add it to the list after balenceing entirely up to you if you want to do so
Oh thats great. Yeh i was looking at that 1 then gotn side tracked with the output.log lol. Will def put it up with credits to you for it. Altho I will have to rename it as have the Survivor notes already there.
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1 hour ago, falcon470 said:
just output.log
Can you just try the valmars mod without any others. cause the errors in the output.log point to the xui and valmars on yours dont have a xui addition.
NullReferenceException: Object reference not set to an instance of an object
at ItemActionEntryUse.RefreshEnabled () [0x001ed] in <d7c95f421d354b5e851d6f3126817769>:0
at ItemActionEntryUse..ctor (XUiController controller, ItemActionEntryUse+ConsumeType consumeType) [0x00118] in <d7c95f421d354b5e851d6f3126817769>:0
at XUiC_ItemActionList.SetCraftingActionList (XUiC_ItemActionList+ItemActionListTypes _actionListType, XUiController itemController) [0x007f4] in <d7c95f421d354b5e851d6f3126817769>:0
at XUiC_ItemInfoWindow.SetInfo (ItemStack stack, XUiController controller, XUiC_ItemActionList+ItemActionListTypes actionListType) [0x00319] in <d7c95f421d354b5e851d6f3126817769>:0
at XUiC_ItemInfoWindow.SetItemStack (XUiC_ItemStack stack) [0x00080] in <d7c95f421d354b5e851d6f3126817769>:0
at XUiC_ItemInfoWindow.SetItemInfo (XUiC_ItemStack stack) [0x0000f] in <d7c95f421d354b5e851d6f3126817769>:0
at XUiC_ItemStack.HandleItemInspect () [0x00022] in <d7c95f421d354b5e851d6f3126817769>:0
at XUiC_ItemStack.Update (System.Single _dt) [0x0030d] in <d7c95f421d354b5e851d6f3126817769>:0
at XUiController.Update (System.Single _dt) [0x0004f] in <d7c95f421d354b5e851d6f3126817769>:0
at XUiC_Backpack.Update (System.Single _dt) [0x00000] in <d7c95f421d354b5e851d6f3126817769>:0
at XUiController.Update (System.Single _dt) [0x0004f] in <d7c95f421d354b5e851d6f3126817769>:0
at XUiController.Update (System.Single _dt) [0x0004f] in <d7c95f421d354b5e851d6f3126817769>:0
at XUiController.Update (System.Single _dt) [0x0004f] in <d7c95f421d354b5e851d6f3126817769>:0
at XUi.OnUpdateDeltaTime (System.Single updateDeltaTime) [0x0014d] in <d7c95f421d354b5e851d6f3126817769>:0
at XUiUpdater.Update () [0x0003f] in <d7c95f421d354b5e851d6f3126817769>:0
at XUiUpdateHelper.LateUpdate () [0x00000] in <d7c95f421d354b5e851d6f3126817769>:0
(Filename: <d7c95f421d354b5e851d6f3126817769> Line: 0)ALSO in your items.xml remove the id="####" on all the items you have.
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13 minutes ago, falcon470 said:
heres the output.log however i dont know where the player.log is i couldnt find it youll have to tell me where it stores that one
output_log__2020-09-08__17-07-59.txt 755.39 kB · 0 downloads
Player.log is in same place as output.log if not there output_log is fine
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2 hours ago, falcon470 said:
sure sorry for the late reply, just woke back up. Most of it seems to work problem is the quest.xml. also it needs balenceing you origonally found them off zombie loot, was a slim chance prob 0.12 in the origonal files up to .15 for harder stuff. I had to peice it together from his overhaul expansion, It works if i add the quest.xml directly into the main file other wise i get object referance not set. Also cant quite get the description to show up in game, even once i get it working. It does however when i do that give you the skill points its supposed to.
can you also send your output.log/player.log with the error please
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3 hours ago, falcon470 said:
in valmars overhaul expansion that he used to release you got a chance to get a survival note from a zombie it wasnt the notes that you have on here it allowed you to read them and get a perk point thats what im trying to get back got it working except had to modify quest.xml directly in the main configs wont work as modlet, hope that makes more sence this time
Can you upload the xml entries you have and i will take a look for you.
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30 minutes ago, falcon470 said:
valmars survival notes not the ones that give you recipies but the ones that give you perks ive gotten them to work by injecting them into the xmls but not by making them into a modlet get object refernce not set to an instance of object i missed the perk point drops from alpha 16 valmar over haul expansion if you could add that or guide me into fixing it wasnt in modlet form from the overhaul expansion im trying to make it that way thanks if your willing to do so i can upload to you what i have and im sure you can fix it quick but i alas only have a vauge idea of what im doing lots of cutting and pasteing
I am sorry i dont understand your question.
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1 hour ago, fnfear said:
Any way I can make the home brewery all lootable instead of just some?
You alcoholic you lol 😛
a few ways -1. In all xmls remove all empty references.
in blocks remove this -
<block name="wineBarrelEmpty"><property name="Extends" value="wineBarrel"/></block>
<block name="wineBarrelSetEmpty"><property name="Extends" value="wineBarrelSet"/></block>
<block name="wineBarrelPlainEmpty"><property name="Extends" value="wineBarrelPlain"/></block>
in blockplaceholdersremove the empty versions and change prob of full to 1.
in localisationRemove all instances of empty versions
That should work.
or
2. blockplaceholders you can put prob of full barrel to 100 and empty to 0.000000000000009 i think will work. can try 0 to
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4 hours ago, mythal said:
Just a quick question - does this work with alpha 19 stable?
Thank you for such a great tool!
Yes it does
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also did you dl new fixed version from here or 7daystodiemods site cause i only update mods here on this site.
Try this one - HERE
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3 hours ago, DCPoker said:
Ok will check my old brain didnt upload old version and not fixed version.
Can you try removing all other mods and just try the nuke mod to see if no other mod is interfering.
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8 hours ago, DCPoker said:
Same for me, updated the NUC Mod, Generator shows no output, Hooked up to light bulb.
Do you need to Make New Generator or the old Nuc Gen should work now?
Blitz18-BearableAuger
KHA19-96BBM
KHA19-LockableInvSlots
Ragsy_Brighter_Headlights_V2
Scomar82_MunitionZerlegen-A19
Stalliondens Nuclear Power
TelricsBiplaneAndHelicopterA19
Toad_DoorSmasher
Valmars Survivor Notes
War3zuk HD Katanas
War3zuk Move Speeds
War3Zuk Vehicle Addons
War3zuk Weed Wacker 5000
z_FRK_Schematics
zz04_Zombieanpassungen
I hooked it up to a turret and it gave power. Try a new generator. See if that works.
Will recheck again and check i uploafed the correct one to lol in the morning.
2 hours ago, flipvszero88 said:I had nothing but errors with warzuks modlets - i decided to go with my fan and mess with my own modlets - just saying
I tested each warzuk plugin stand alone and it errored on php 7.4 linux just saying - sorry warzuk i love the plugins but i got nothing but console errors on EVERY plugin with custom icons you made .... sad cuz i wanted a bunch of em
War3zuks???
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8 minutes ago, Zerocool said:
Sorry, I cannot confirm this. The generator still does not supply energy
It does on mine. Did you hook it upto something that requires power like a turret
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STALLIONSDENS & VALMARS A21 Modlets
in Mods
Posted
You both are correct.
But it isnt misleading it is meant to be everything as it works in unison with my shop mod and was created for this.
The reason i listed every item and block (obviously missed some haha my bad) was due to i didnt want people to make fortunes off of for example stone axes and was going to see if i could add in a price for each that was reasonable. Unfort i dont think we can create the price per item/block)
So thus life_for_dead way is correct for the whole purpose of this mod. Thus also rejenants way is correct also so I will make both ways available due to the need for the shop mod everything needs to be sellable as players can set up shop and sell to other players.