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mpking

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Everything posted by mpking

  1. A a workaround, I did find that "Cloud's Trader Protection Removal" from Nexus Mods did fix most of the Trader issues. It does make it so that the Trader only offers buried treasure quests. In the comments there is reference to another mod that replaces all basic quests, and this does fix the buried treasure issue. Not optimal, but it all works now.
  2. Running a hosted server of this and it seems to be mostly fine, but getting one issue with traders. It seems like protection is only partially off. Walls etc. are destructible (and the zombies love crashing through the gates), but are not repairable, and I can't put down blocks to fix holes either. Can't even put down a campfire in the trader area. Trader is open 24x7, but won't trade during off hours.....has the "press E" dialog, but nothing happens until the opening bell. Is this just a glitch with my install, running on a server, or is this a current bug in 21.1?
  3. The Romero Mod is not a full overhaul, it's just a collection of mods....there is no data folder. If you already have a mods folder, copy the contents of the downloaded mods folder into it, otherwise copy the mods folder to the top level directory (parallel with DATA, etc). Copy the downloaded .xml file there as well (top level directory). That's it.
  4. Anyone know if there is a way to get the "Stay Clear" mod (https://forums.7daystodie.com/forum/...wn-18-3-tested) working with Darkness Falls, or edit the install to similar effect? I've really wanted to have a server game with no loot or zombie respawn. Setting the loot to like 10000 days will work, but stopping respawn in POIs is another issue entirely.
  5. Ok, so...I am running a server with Darkness Falls installed, which as far as I can tell is already using/including DMT. Other than just dropping this into the MODS folder, what else do I need to do to make this mod work? It seems like there is another, probably crucial step...
  6. Long shot but, there wouldn't happen to be a modlet out that that just added Darkness Falls style traders and guards, would there? IE, open all night, but not damage proof, and all that goodness. Looking at firing up a kind of "newbie" server to go with the mix of 17 and 18 DF servers I already have, for folks who aren't quite Darkness Falls ready. Yet.
  7. Well, going forward, use the mod launcher. http://7d2dmodlauncher.org/ If you've been on the forums and doing modded games I'm sure you've caught references to it. With the launcher you can have a separate install for each modded game, and keep the versions intact even when "vanilla" or the mod itself updates. The supposition that you updated is probably correct, but you might as well check to see what versions each of you are on. If you are indeed on a later version of 7DtD, you can probably go into STEAM and set your game version to an earlier one, to match the coop game.
  8. It's the second level of the WORKSTATIONS perk, iirc. I believe the prerequisites are TOOL MAKING at level 2, and CONSTRUCTION TOOLS at 30. If you haven't been doing a lot of block improvement you are probably shy on the constructions tools......
  9. Well, I haven't started playing the new WotW yet, but I will hazard a guess....in most mods quest type crafting requires you to keep the crafting window open until the crafting is complete, not start the crafting and walk away until it completes. Did you try that?
  10. Well, as a guess, you need to complete the class quest first. Assembling the fragments is the last step.
  11. Those are the "Class Stores" and they are very much still in the game. Actually, IIRC, there is a new, larger one with two traders inside...but I have yet to find one of those. The Regular building is pretty tally, and square, with one single entry way up a short flight of stairs, and no windows. They can be in cities, and they can be out in the middle of nowhere. As far as fragments...it's all random (AFAIK), so there really is no way to find a specific type of fragment. I've gotten quite a few from book shelves/magazine racks, so you might hunt for some of those. I know I've done well from "pirate" ships, and Canuck Super Stores too....
  12. I believe you need the Weapon Smithing Station, not the forge or workbench for those parts.
  13. Pretty sure this has been traced to survivors. If there is a survivor within a certain distance of the trader (either class or regular, AFAIK) the null references will start to pop up if you are also in the vicinity. I'm not sure it is 100% of the time, and I have no idea of the exact distances, but there it is.
  14. Good plan, the wastelands can be brutal, particularly early on. I've run into cops on day 1 in the wastelands, not to mention dogs. Way too many dogs.
  15. Well there you have me... but I tend to find them with about the same frequency as regular traders. Usually in the vicinity of a city, etc. Then again, most of the time I use the map viewer to scope out the area I am in, so there it is. Personally, I find the "fog of war" uncovering of the map to be non-immersive. From an RP view I figure I am trying to survive in a region of the world I lived in BEFORE everthing went to hell, so I should have at least a rough idea of where everything is... If you see them from a distance though, they will be a big square building with no windows, and one set of doors in.
  16. Try to find one (or more) of the Class Traders. The Scholar Class vending machine has a reasonable chance of having coffee seeds (and mushroom, and other seeds you can't ,make yourself without mastering Scholar first). Buy the seeds, plant them, harvest coffee.... Remember to check BOTH Scholar Vending machines, and if you are lucky, other nearby Class Traders. Plus all the other options mentioned by other folks. The class traders, by the way, are the best early source for concrete too (Builder).
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