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Canute

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Everything posted by Canute

  1. KhaineGB, i just got an idea about the traders. Currently the POI of the trader's are fixed but not invulerable anymore. They got mosttimes all kind of destroyed workbenches and with some luck even working ones. My idea are now, the Trader POI's improve while you support the trader with quests, buying/selling, or gifting cash/resources. Tier 1 would be just a trailer or shack with 1-2 guards, maybe with a barbwire fence. While Tier 5 would be have concrete/steel (Caitlin maybe titanium) wall's with traps around, 4 (6) guards each side, working workbenches of all kind. And ofcouse the stuff the trader offer would be scale with the tier.
  2. Small1 map work fine at my side. Just started a new game with it. I suggest that you should delete the 7D2D steam installation, not uninstall because uninstall don't delete files that don't belong to the current version but might cause trouble. Delete the used copy for 7D2D . Reinstall 7D2D with steam, and install the mod manualy or with the Mod-launcher.
  3. Yes, most of them need some other requirements. You should seek the cement mixer at the skill page, then you prolly see a red hash (or how this is called in engl.) at the right side. Move the mouse over it, and the tooltip will show you what else you are missing. When it just display "Requirement not met" it is level limit, like for all Master skills you need lvl 50. I would say it is that you installed it not correct, or you use other modlets that cause problems.
  4. Nice ! 🙂 If you wouldn't add that lock's modlet by yourself i think many would add these core+locks modlet by themself. I realy like these lockpicking 🙂
  5. I think Scavenger allow you to build medium backpacks and with Master Large backpacks at the tailor bench. But that is a class not a perk.
  6. Eugene0565 i would suggest that you try to start at first a singleplayer game, just to check if anything is fine at the client side. When you got errors/problems you havn't installed it right ,use additional mods that cause trouble or maybe didn't use 7D2D 19.3 . And just a question to you, can YOU read something at the picture you posted ? Beside there is something red, it don't contain any information. Inside the 7DaysToDie_Data folder you can find the output_log.txt the logfile. You could copy&paste the error's from there or attach the whole file.
  7. Put them at the hotbar, then the equip menu point don't show and you get access to modify.
  8. Any other mod installed ? Did you use the 3.2 version before and then installed 3.3 over it ? (Then you should delete all beside Mods folder and do a fresh 7D2D copy ). The filestructure got changed with 3.3 and old 3.2 files might be still there. Just tried it myself, 1 point into robotic inventor unlock the robotic sledge turret (the one with the hammer) but not the robotic turret (the one that shoot). For the shooting turrets you need level 3 at robotic inventor.
  9. You mean the sights on the MP ? That should be a reflex sight, even vanilla got one.
  10. Just notice a bug/curious thing. When i craft padded armor at my backpack i made quality 41 ones. At the tailoring bench just quality 1. Leather or Military armor are at the correct quality at the tailoring bench. Shouldn't feral,radiated,mutanted soldier drop better weapons then pipe pistol/rifle ? The loot generel is very low on firearms anyway. Get plenty of mellee weapons, some combount bow/iron crossbow, rare combound crossbow/pistols/p225 other fireamrs are ultra rare. While chest loot drop steel mellee/armor i got from backpacks mosttimes just scrap iron stuff. Not sure if that is intended for 3.3(a).
  11. Open the mod page, with clicking at "Goto" then you got the "Pre-sync mod" button. Captain and Trader could have been killed, but should respawn after a while (maybe a day?). I found "lost" trader settlements, full of zombies, but they had no guards. I don't think they got killed, it was the first time i arrived at that location/area. KhaineGB, just 2 idea's for you. - Trader quest menu overhaul. After you select jobs, you got a selection about Tier 1-5, then a selection about availble mission for these tier. I think many people would like to do other tier mission rather then allways the highest ones. Special Tier5 clear take pretty long. - There are allready survivors at the game, why not recruit/hire them. You could interact with them, they show your their level and how much they wan't each week. If you accept you would get a mannequin you could place on ground (if you place it at your homezone you should be able to pickup it too like workbenches). You can dress up the mannequin with equipment you own. They could gain XP and level up during their dutty, but they loose XP/level if they die. Respawn at the mannequin after awhile once they get killed. If you can't made it that they return to the mannequin after they killed some Z's at range, They should respawn every 6 hours at the mannequin to reset their position.
  12. Normaly you should a quest to open a new traderoute after each level update. When you could allready do lvl 4 quest you should have got 3 traderroute quests. I am currently playing on the smallmap 2, and my first 2 traderoutes lead into the wasteland, and ofcouse i didn't have a hazmat suit to reach them . Isn't Caitlin the wanderin trader ? Not sure if you get a quest to find her since she is moving around. I only found her once at a previous playthrough and couldn't even find her again. You only need to change the trader for quests, if you are looking for special stuff from a trader, like vehicles. Other thing. I just found a new trader POI, or at last it looks like a trader POI, flag, guards but no captain or trader. Is this just a fake trader (like the burned down trader POI with full of zombies) or maybe a bug that no captain/trader are there ?
  13. Nope i doesn't. When i was below 50 the tooltip just show "Requirement not met"
  14. Ok looks like it was a level requirement (50).
  15. Master Mechanic Finished the Mechanic quest, made the Master Mechanic book and read it. But i can't activate the skill, "Requirement not met" but nowhere a hint what these requirements are. Stealth damage bonus. Bow class weapons got a +200% bonus. I got Stealth Assasine 5 what give +200% too. But i got the 4x sneak damage message when i use non-bow weapons too. And i think they do 4x damage too.
  16. - Do you have maybe other mods installed before ? - did you update 7D2D to 19.3 before ? - did you copy the 7D2D install for DF or did you install DF at the release version ? Another thing: Does anyone salvaged some headlights (the one you need for lantern/vehicle) with 3.3 so far ? I salvaged alot of cars, got plenty of engines and batteries but no headlight. Salvaged other light source i found, but just got electric parts and scrap. What's about the Banit's ? Did you remove them, i didn't saw one yet. Or did you buff them up and they come later at the progress ? And a suggestion These grumpy cart is better then nothing, but could you maybe change the sound ? I don't think that thing got a transmission that fit the sound. 🙂
  17. Doh, you are right. Compound xbow was default stone bolt, while the iron xbow got iron bolt. Didn't know the arrow/bolt get into that stats sheet too.
  18. You crafted them with animal feed +resources if you don't remember, so they are allready ready to use. Once the snare catch an animal, you can rearm the trap while holding Animal feed and right click at the snare. Shouldn't Compount crossbow have more damage then iron crossbow ? Stats are without mods. Combount Crossbow (32) 35 dam 322 dura Iron Crossbow (22) 43 dam 223 dura. At last with bow's it is the case. Combount bow (29) 22 dam Wooden bow (41) 23 dam (i think with just 29 quality it would be lesser damage then the combount bow)
  19. Then maybe you should change that if you think the mod launcher isn't the best to install the mod (anymore) ! 🙂
  20. You place the animal trap on natural ground like dirt, after a while the trap catch something and you can loot it. To rearm the trap, hold the animal feed and repair the trap with it.
  21. But you are the mod author, maybe contact and ask the author of the mod launcher why the launcher is doing this.
  22. I can verify that. The steam 19.3 install don't have these map. But the DF3.3 installation copy got them at /data/worlds and Mods/0-DarknessFallsCore/Worlds. Installed with the Mod-launcher.
  23. Pickup with E is allways 1, only when you harvest (punch,axe on tree) the skill count in. Be careful some planted plants could be pickup with E too, you need to punch the,
  24. Be sure you update 7D2D to 19.3 before. Then just do the installation like you did before. Don't take over modlets you might have installed at the regular game. I just tried it myself and it is working fine.
  25. Select the recipe, then check the description. You should see what table and tool you need.
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