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Guppycur

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Everything posted by Guppycur

  1. I don't think you understand. Nitrogen doesn't touch those things. The only thing it does with biomes is draws a picture, that the game then uses to read ITS biomes.xml (where those things you're talking about come from) to generate them. So no. Since the program doesn't do /anything/ with said decorations, only prefabs, it doesn't have any hidden features to change them. This is the case in both rwg AND nitrogen. Both generate the world prior to reading the other xmls. Height, roads, water, prefabs and biome /type/, not plants, weather, decor prefabs, loot blocks, etc... That's all handled in biomes.xml in both instances, unaffected by the system that creates the world itself. There is no modlet that loads before world generation.
  2. I'm /guessing/ that the entitygroups has a typo on the solder names, were there any mod load errors? Try f6 spawning in the new soldiers manually to eliminate the error is caused by them. If they spawn in fine, check their references in entitygroups for spelling errors.
  3. Nitrogen won't care. It only gens the worlds files, the mods will still run.
  4. Gamefolder/data/worlds/worldname/any file that has processed in it. Unfortunately it sounds like you already started the world so this won't work, unless you also delete the region files in the save folder as well. In which case people will lose their changes.
  5. Uh, well, that's what I was going to tell you to do.
  6. ...gonna teach you about densities and help you get rid of the qbert hills ...
  7. Delete those processed files from the world folder prior to joining.
  8. I do not, yet, but I've asked him for it.
  9. Change your road settings and city layout. Sounds like you have few roads and irregular city layout.
  10. Sure. Use that biomes.png and draw a mask over it. Cpt Krunch has a video on that. Think he recently posted it.
  11. Because Spears have a quality level and you can't stack quality items.
  12. Well the good news (in theory) is that going forward, mods like War3zuk's will be compatible in future versions, or at the very least, he'll need to load the new version of unity a19+ is on and re-export... so no more "abandoned mods", hopefully. I hadn't realized the other modders were not keeping up.
  13. The unity3d files are the bundled packages someone would need to call in the XML, and it looks like the manifest provides the names for the assets in the bundle so that's doable, but I'm afraid without the actual fbx/obj files, fixing things (like that blacked out scope, or holdtypes) wouldn't be doable. It's also not a very interesting mod to me personally, since there are already many "add lots of gun" mods. War3zuk's comes to mind. So basically you'd need to try each weapon, see which ones are "good as is", then make the XPath mod to use only those weapons. But yeh you'd need all of the .unity3d files. Interesting they kept them seperate... Wouldn't be too hard of a project for a somewhat experienced modder, or even one who wants to get their feet wet for the first time. I'd be happy to help answer questions but have no desire myself. Adding new entities without sdx/dtm code at the moment, and that's taking all my time.
  14. Run exportcurrentconfigs and post your entityclasses.xml Player log as well. Also, the npc mod and this mod are not compatible I don't believe.
  15. Yeh I opened it the next post. Mod could be redone using Xpath now, so was hoping he had access to the unity files. Sadly not though.
  16. You run the biomes.png through the fixer tool?
  17. You'd have to break it down by a feature list to get that answered... Custom blocks and items and creatures yes, custom code like sanity no... But as a whole you could probably reproduce 80% or more using current available modding techniques, if I had to pick a number.
  18. At the moment, but he's got a fix in mind last we spoke that should handle this. In the interim consider this a proof of concept. I played extensively with this and it definitely is going to add more to the game than subtract. - - - Updated - - - Oh, animal spawns are not affected.
  19. Kk, I'll run it through Pilles and have it random populate, in the interim.
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