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Posts posted by stallionsden
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Nice tutorial vid for nitrogen and compo pack. 👍
Lol not really he is wrong at around the 2.35 min mark lol.
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if its nitrogen causing it i'd like to know how, i didn't replace the default skyscraper and the LOD is loaded from the prefab itself not from the map. thinking it may be something related to the last update rather then nitrogen, I've only seen it with the one skyscraper, what have you seen it with?
Any prefab that is taller then a certain height. But it was there prior to recent release of 18.2 b5. It could be the game engine but with nitrogen creating the world I don't know which.
I have only just started another map yesterday all keep an eye if it happens again. I did notice it was when I was in god mode also and looking into the distance..
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These mods sound awesome, I've got "MORE OPTIONS" Mod installed but I don't see the additional options, does it need patching for the latest version of 7 Days To Die? or am I missing something?
Nope still works. Simply when filling in the options prior to launching game keep pressing the right facing or left facing arrows
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I dont know if its nitrogen that is doing this or something else but some distant POI's look like spikes of blocks going way in the air, then as you get closer it turns into a sky scraper ?
I dont remember this happening in before. Im using the "Default" prefabs.
Thoughts? Thanks
Yeh doesn't just happen on skyscrapers to. Def nitrogen. Possibly a rwg and nitro issue but it see doesn't just happen with skyscrapers
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I not to fussed on the wasteland I don't mind it. It still has a bit of work left to do on it as it's spose to be a really hard biome to be in.... But it isn't lol. But what they need is more varieties of biomes rather then the 5 or 6 that there is possibly less lol
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Pille mate
I am trying to fix some textures missing on blocks in my prefab. Yeh every time I do it it doesn't work :'( are you able to take a look for me at all please
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Sorcery A18 News
A crucial game function (onSelfEquip) is currently broken in the vanilla game that is hindering the progress and release of Sorcery A18.
This function is required for a vast number of reasons and cannot be "worked around" without breaking/removing multiple features and systems. Luckily, the vanilla bug has recently been acknowledged by TFP and is on their radar to be fixed.
Rest assured, Sorcery A18 and beyond will be released above what was originally intended and announced!
Yes, it may take some time yet but I have faith that TFP will resolve the issue soon-ish (it's an important function).
Here's one of the confirmed bug reports for anyone interested in reading up on it:
https://7daystodie.com/forums/showthread.php?132908-onSelfEquipStart-Bugged
(Please do not ask if X,Y,Z workarounds are possible; We need the function fixed to perform accurate cvar magic. Thank you for trying to help anyway)
A VERY SPECIAL THANK YOU TO THE SUPPORTERS THAT MAKE ONGOING DEVELOPMENT POSSIBLE!
(Your patience is greatly appreciated! Sorcery A18 would not be possible without your support)
Supporters make ongoing development possible!
We can wait... this is a amazing mod and a must have. Ps. Replied to that thread also
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I have never tried to do traditional farming on a splat map world, then enabled the distant terrain. And yes, the new farming should still work. it's just growing in a box.
True point sorry localization issue brains I have tonight lol. My fps is at 60 and I happy with that lol better then 2 or 4 and having to use gfx at 0 and gfx pp enable o. But I do like splatmaps to lol but til they get the fps able to be alot better this right here will suit 100% thank you
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And so you need to start a new world
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Nothing wrong with that. Good luck
You want The Legacy Distant Terrain mod in a separate folder than your build target's Mods folder, then have DMT point to that separate folder, with the target pointing to a vanilla version of the game. DMT will take care of copying all the files it needs to the target folder.
can you still farm the new way with this or
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also... one question, why are my water area's ending up with trees / bushes spawning in them?
Ya can't just control mother nature lol. Not even god dares to intervene in some of the ♥♥♥♥ she does let alone where she decides things to go lol 😜
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@Melkor,
1. From the Known INcompatibilities section of my original post:
"These modletsDO NOTwork properly with any other mods, modlets, or customizations that add, change, remove, or replace NPCs from the 7DTD game."2. What you posted is not an ERROR, but is actually a WARNING.
It's basically saying that the modlet named Stallionsdens Invisible animal fix did not apply 2 specific changes to the entitygroups.xml file... likely because my modlet that ran before it (modlets load in sequence alphabetically, and mine start with rev678_) had already removed vultures from the entitygroups.xml file.
3. FORTUNATELY, @stallionsden threw you a bone and gave you a couple of work-arounds.
4. The EASIEST "fix" is to simply remove that modlet of mine (NO VULTURES), and utilitze the functionality of Stallionsdens Invisible animal fix.
5. An ALTERNATIVE is to simply remove Stallionsdens Invisible animal fix, and utilize the functionality of mine.
6. If you are willing and able to use a TEXT EDITOR (I use TextWrangler on Mac, or Notepad++ on Wintel PCs), NOT a WORD PROCESSOR (things like Microsoft Word), then you can quite simply look for the "vultures" code lines in the entitygroups.xml file of the Stallionsdens Invisible animal fix modlet. Removing those "offending" lines maybe will work.
7. I'm guessing that @stallionsden may agree with me on this one, but options 4 and 5 should probably be considered the "supported" remedies for your situation.
8. I can't speak to YOUR SPECIFIC text editing and/or code troubleshooting KSAEEs (Knowledge, Skills, Abilities, Education, and/or Experience), so can't really tell you how easy option 6 might be for you.
Hope this clarifies and helps,
REV6:7-8
Great explanation...
If your modlet was put after mine it would work as intended as your modlet is meant. So it would remove the vultures that mine edits. Is another option and probably save time to more a easy fix.
Simply rename revs modlet folder then go into modinfo.xml and change it to what you changed the folder to.
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I tested the link after you posted this and works.
Thats cause he fixed the link lol :-D
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I want to use this with another mod called Stallionsdens Invisible animal fix.
But I get this error message ingame
Is there a way to make them work together.
I want to have a lot of animals roaming the land but only remove the vultures.
ok on the pc is easier lol.
You would have to either remove the changes made by rev678 in regards to theanimalZombieVulture and the animalZombieVultureRadiated
OR
Remove any mention of those 2 mentioned from my mod
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I want to use this with another mod called Stallionsdens Invisible animal fix.
But I get this error message ingame
Is there a way to make them work together.
I want to have a lot of animals roaming the land but only remove the vultures.
No one can see the error lol it is so small
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go to click on the link to the github and it takes me to a 404 page not found
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Small request if possible. Is there a spawn point option to spawn near your custom_town_25 at all
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Am I missing something, i generated a map with the compo pack 39 poi's but none of the buildings are spawning where they say they should be in the generated prefab list. Is there something else I need to do?
Did you add to the games prefab folder the compo packs prefabs lol
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Is it just me or the mod is broken now? Tried installing both manually and 7d2d Mod Launcher. "null reference exception object reference not set to an instance of an object".
If you read the first post and
Read like 2 posts above yours before you tried installing and several other posts lol you will have seen it's not a18 ready lol
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Correct me if i am wrong, but doesn't verifying the game cache clear out the junk files? I know that fixes a lot of modding issues with various games.
No it doesn't clear everything. We talking saves worlds character profile etc. You can also use the 7dtd launcher click on tools and clear everything (the bottom button) then select all boxes also
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Well I made a copy of the game, tried Xyth's and Darkstardragon's suggestions, and still no movement. Although now instead of only everything not moving, all zombies I spawn seem to have broken legs and are lying on the ground now. Please do make an installation video, not just of the mod manager but DMT as well. I've gotten more than 1 migraine trying to get all this working. I make mods for multiple other games, and for 7DTD I've learned to create recipes, edit what zombies spawn and how many, and some other things. My point being while im nowhere near as experienced as Xyth or Sphereii, but I do have a fair bit of experience with these kind of things, and this has just been a nightmare for me.
Edit: If you do make a tutorial, might want to also add in steps for things like if someone were using other mods as well, like the firearms modlet for example.
Ummm do you have ALL the requirements for the npcs as stated in O.P. there are dependencies for this mod that requires other mods by sphereii to work
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Added: STAINLESS STEEL RETURNS
New mods are now in a separate post, because I reached the max. amount of text
You can get more slots allotted under your main post by reporting your O.P to a forum moderator and asking them to allow you How ever many spots you require extra
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Even after reinstalling the game, looking through the player log it said it could not read the resources.assests, its says it cannot open the file for read. However, that's only when I launch the game with the NPC, Bandit, and Sphereii mods. Whenever I launch without the mods, it all works fine. So to sum up, whenever I start the game with the SDX mod files, my game cannot open resources.assests.
I had that error with another mod. I simply went into the mods folder and rmb clicked each modlet went to properties then removed the read only and haven't had an issue since.
Actually come to think of it I did have double up mods folders so the one in the desktop which DMT looked for then one in the game folder as well. I believe you need the mods folder in the game folder but not the mods correct as dmt then writes the mods to the game folder mods folder yes or.
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New update ? Nice start to the weekend,thanks Xyth.
Could you explain what is faction based targeting and how it affects the NPC?
Also ,and im pretty sure your aware but will point it out anyway since this might just be a new Alpha18 issue...but NPCs using melee have a very hard time targeting crawling zombies,infact i think its impossible for certain NPCs such as frankie the farmer to hit them at all.
Yeh I noticed them struggling to hit crawlers to lol. Haha Harley Quinn is hot haha I mean ummm cool lol....
But any way of reducing the amount that spawn lol around my base I have like 100 npcs lol I can stand still go for a 12 yr sleep come back and I still safe bahahahaha. Pretty cool But Yeh lol
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A16 - STARVATION Mod for A16
in Mods
Posted
Yeh unfortunately since Pacco (R.I.P) things haven't been the same.