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Posts posted by stallionsden
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20 minutes ago, RoPa said:
Asking for a friend.....is NEPA going to be in the new Combopack?
it will always be in the cp 🙂
replying for friend 😛1 -
Yes and type cm to be able to use creative enu to get weapon
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You simply need to add the sleeper blocks to the prefab and add in sleeper volumes
In the escape.menu on the right there are 5 tabs hit the 4th tab a cube icon and hit sleeper volume
Then your zs appear in game. Make sure the Mon ax is not higher then total zs placed
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29 minutes ago, Reytag said:
Really, wow, and most of those properties apart from the allowedbiomes I got from the a21 base game poi xml's.
Thanks for the quick reply, I will start with the tag property and do some experimenting.
yeh they been in the xmls for many alphas but havent worked since a19
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24 minutes ago, Reytag said:
Where can one find a list of possible values for each property?
I have found interesting properties in the poi xml of both base game and third part poi's I am willing to explore but it's very inconsistent.
For example there is:
<property name="Zoning" value="" />
<property name="AllowedTownships" value="" />
<property name="EditorGroups" value="" />
<property name="Tags" value="" />
<property name="AllowedBiomes" value="" />
My issue is for example if one wants a wilderness poi, so far I have examples where some people have wilderness in the "tags" section, others under "zoning", some in "allowedtownships". It just seems very inconsistent and I also cannot find a source of all possible values for each header. Makes learning how to do things properly difficult. Is there an official source of material I am just not finding?
All of those don't work except Tags.
Just add wilderness to the tag and it will spawn in wilderness
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18 minutes ago, Reytag said:
That's a shame, sure would be a great feature, thanks for the response.
No worries been a request by many. Haven't ruled out hope tho rwg changes still happening there's hope
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2 hours ago, Reytag said:
I am trying to better place custom and third party mod prefabs in their appropriate biomes and zones.
I was able to find out how to control the number of spawns of certain biomes but I have not found examples of how to control location or biome placent.
For example in my rwgmixer.xml I have the following:
<append xpath="/rwgmixer"><prefab_spawn_adjust partial_name="Svalbard_Seed_Vault" min_count="1" max_count="1" bias="10"/>
</append>
Does anyone know how I would for example force that as a wilderness only spawn and also only in the snow biome?
Biome placement doesnt work in vanilla.
editing the dll would be needed.0 -
6 minutes ago, MrSamuelAdams said:
Alright. So just the entity class data one. Not anything in MODS correct?
Wait the vanilla already been done by tfp.
You need to find the mod/s that are throwing this error
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45 minutes ago, MrSamuelAdams said:
Thank you so much
Thank you so much.
So we still have to do it manually?
Is it mod related? Or just a TFP thing?
I'm a21 tfp changed these to the new format. All mods and overhauls had to adjust
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9 minutes ago, MrSamuelAdams said:
SORRY. Don't think it's your beehive.My apologies.
You have more then 1 mod that calls on the beehive lootist i would say
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1 hour ago, Cratoor said:
Thanks for all your hard work Mr stallionsden holding off playing 21 until pack drops absolutely makes the 7 days experience for me.
Vanilla POI.s are ok but its nice to be challenged with some insanely huge and tough Compo Pack POI,s.
Thank you look forward to releasing it. The pack def is alot bigger then 48.
Lots of great things coming to.
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5 minutes ago, Blackmadman said:
Ok, I downloaded your mod from GitHub 5 hours ago, there was still the entry in items.xml (lines 79-81) and an old ModInfo.xml.
Now I have re-downloaded and apparently only now get the updated mod.
Well then that's done :D.
Evil GitHub.Glad it sorted for you.
I haven't used github for a long time tbh back with it and still learning it again.
I will check maybe I got some old versions in there from like a18/19 or something maybe
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1 hour ago, Blackmadman said:
Hello,
great that your mods have been adjusted.
I have found two small errors in the mod: Stallionsdens Stack Size Increaser.
1. your ModInfo does not match the new system.
2. this entry causes errors:
<append xpath="/items/item[@name='meleeToolSalvageParts']">
<property name="Stacknumber" value="150"/>
</append>I searched the stack size increaser for [MeleeToolSalvageParts] and got no hits on this and checked the modInfo.xml that looks correct to and not getting any registering of legacy modInfo in the console.
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1 hour ago, Blackmadman said:
Hello,
great that your mods have been adjusted.
I have found two small errors in the mod: Stallionsdens Stack Size Increaser.
1. your ModInfo does not match the new system.
2. this entry causes errors:
<append xpath="/items/item[@name='meleeToolSalvageParts']">
<property name="Stacknumber" value="150"/>
</append>Hi @Blackmadman
Thank you will get it resolved straight away.
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2 hours ago, MandyCMoore said:
Perfect timing for us! Lol! THANK YOU!!!!!!!!
No worries enjoy and please let me know any issues
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Mine and Valmars Mods have been updated to A21. Please enjoy and let me know if any issues.
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ok managed to get alot updated. just got to get them uploaded over the weekend.
Have updated the O.P to which has been updated, which have been deprecated due to tfp adding them already. and others that need a full re write or extra work.
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On 8/3/2023 at 6:38 AM, Ru Melin said:
Hello, greetings Communizy. May I ask when you @stallionsdencan give us the Compopack for A21? To play without doesn't makes fun. Thanks that ypu work on this Project. Best regards.
Thank you for your support. ..
It is progressing and parts of the cp are in testing phase.
No eta atm tho regards
Stallionsden
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11 minutes ago, MrSamuelAdams said:
I know. I'm saying for whatever reason when I install NPCCore, Vultures (all kinds) are unkillable.
The vanilla vultures.
Must have some cross code or something.
Because when I remove NPCCore vultures are killable again. Something in the NPCCore is causing vanilla vultures invulnerable. Since when I remove it. It's fine.
argh yep i get you sorry. I am sure the guys in the npccore score will be able to help more on that one.
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20 minutes ago, MrSamuelAdams said:
Yeah, I posted in that forum post.
And yeah, SCore and NPCCore both installed.
Even tried the pervious version, seems to only happen with the vultures, tested all other zombies don't have issues.
score and NPCcore have npcs not vultures and zombies . What else did you have installed or was it just those 2
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1 hour ago, MrSamuelAdams said:
I know, i'm saying to include NPCCore they did an update and for some reason when I add just that mod it makes vultures invulnerable/invincible to kill.
Did you report it
You need both score and NPCcore also not just noccore . But will pass on that info
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8 minutes ago, MrSamuelAdams said:
Okay I will. Ill try it.
I just can't use NPCCore right now with 20.0 since it makes vultures invulnerable for some reason unfortunately.
These pois are a21 pois.
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Umbrella Corp
in Prefabs
Posted
They had zs when I went thru.
Are you getting zs in other pois.
You should only have it in the mods folder as it comes with a config and modinfo