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dwallorde

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Posts posted by dwallorde

  1. Now when I test it again,BanditKane is also not working properly. Gets nose-to-nose with me but besides that - nothing else.

     

    Isn't the code from Stallion's Bandits better for this mod than what is currently implemented? I hear his AI code is pretty dang good. Worth a shot to ask him for it,I think!

     

    I was using that as a reference before but don't have the latest version. He has removed all downloads for it because he left for awhile, or something.

  2. Ok so this is my first time setting up a dedicated server as well as using a MOD. I am having problems with missing icons. All the icons for weapons, ammos and schematics that are not vanilla are missing as well as vanilla icon for menus like crafting catagories, skills, etc...... Even the icons in the HUD are missing so i dont know what the each bars represent. As i said this is my first time even setting up a server let alone trying to run a MOD. I am using server provided thru PingPerfect that has instant set up option where i go into mod configurations and select a Mod from a list and press install. All this was done before starting the server so that i would minimize possible errors. I understand not all Server providers have the capability to support all the different MODs out there so could that be the problem or am i missing something that maybe a simply fix. Also not able to using any commands in console menu, not sure if that is a conflict with the MOD or something i need to adjust throuh the server provider

     

    Custom icons folder needs to be installed client side as well. Same with the localization file.

  3. Rabbit traps appear to be disappearing about 30 seconds after being placed? Have others experienced this as well?

     

    Also, spelling bug report:

    Bated should be Baited

    IE: Rabbittrap(bated) should be Rabbittrap(Baited)

     

    Not sure why that's happening for you. Can any1 confirm this happening? And noted about the spelling...my bad

  4. Version 4.3.7 Released!

     

    -Fixed Shotgun Shell Crafting Group

    -Fixed Shotgun Slug Crafting Group

    -Changed Quest Dwalls Quest 1 Part 5 of 5 requirements

    -Changed Nerfed Overalls

    -Changed Nerfed Bandit Gas Mask

  5. That is a common error that is not caused by the mod.

    It is because two items have spawned in the same position and is colliding with each other. (Often cars)

    They essentially appear invisible, which is why you see nothing wrong if you visit the mentioned location.

    There has been discussions on the topic if you want to do a search and read up on it.

    Apparently if you shoot at the location with a rocket or something, it would make the car or whatever items it is appear before they explode.

     

    Ah OK.

  6. Getting this error spammed.

     

    ERR Block on position 398, 33, 500 with value id=1457 px=1 py=0 pz=-1 should be a parent but is not! (3)

     

    I have gotten that error too. Must be from a POI but I cannot figure out which one.

  7. Hey,

     

    I tried this Mod today but I got some NullExceptionErrors. I started a new game with this Mod and as I entered a Traitor-Building, a Survivor appeared. Since then, I had NullExceptionErrors every second until i left the Area. Since then, the game still worked fine. So maybe there is a Bug.

     

    But the reason why I am writing is: I wanna use this Mod as it is but without Bandits and Survivors. Which XML-File do I have to edit to remove them from the game?

     

    1. Reinstall mod. One of the xml files probably didn't copy over correctly

     

    2. Go to Spawning xml and comment out <!-- --> the survivors/bandits spawn groups. Or entity groups xml and comment out all bandits and survivors. Do not comment out entire groups but rather just the contents inside of group as the spawn group may still be in Spawning xml and would cause a error.

  8. Not sure if these are bugs but they do affect the game significantly:

    - overalls have much better stats than anything else that can be equipped in that slot.

    - bandit face masks also have much better stats than anything else for that slot

     

    Also the game is pretty easy even at insane with max zombie spawn, no airdrops and defeating every 7th day horde.

     

    The first week can be tough but after that it opens up fast. In my current game I got a complete quality 600 M25 sniper rifle on day 10 from a weapon crate in the middle of nowhere (if memory serves). Two days later I got the schematic for M25 from a bookshelf so no problem repairing it. Craft 300 7.62 bullets and the day 14 horde was wasted.

     

    I would recommend doing away with the crates spawning in the wilderness or at least have them spawn only weapon parts not complete weapons. Max quality should be say 300. These crates in the wilderness are undefended so the loot should be mediocre at best.

     

    Once you get gunsmith to 100 and the schematics the cost of weapon parts at 500 quality is trivial iron and clay. Make 5 barreta barrels and combine them for a 600 barrel. The cost should be steel/tungsten and lots of it with maybe some other rare items required for play balance.

     

    Maybe 100 skill in gunsmith only results in 300 quality weapon parts. After all your forge and workbench are not a state of the art weapons factory. A player could still combine parts but the cost for quality 500+ would be more significant.

     

    A quality 500+ advanced weapon should be a rare and wonderful beast that the player spent a significant effort of time and resources in acquiring.

     

    Thank you for the feedback. I'll look into this.

  9. Some bugs:

    - crafting shotgun shells yield gunsmith points not ammo crafting like all other ammunition

     

    -Dwalls quest 1 part 5 of 5 base defense requires you to craft 4 log spikes 10 wood spikes and some scrap iron mines but there is no such thing as a scrap iron mine. The quest list is all green but it does not complete.

     

    - far too many skill points received from leveling up. I am at level 141 and have 585 skill points banked even after manually buying some skills like heavy armor crafting to 100. Doing quests are a waste of time as you can just kill 20 or so zombies and get a dozen or more skill points from the level up. First step to fix this would be to remove the progression and keep a constant 5 skill points per level up from level 2 to 200.

     

    Noted. Thanks for the info.

  10. Can't seem to work out how to make cobblestone frames, i can see them but can't make them.

    Is it a skill to learn or is attached to my misc crafting level?

     

    Thanks, enjoying the mod.

     

    Requires woodworking station.

  11. Hey Dwallorde,

     

    As you already know, I am working on a combo pack using War of the Walkers as the base mod.

    Is it okay if I use your mod as the base?

    This is for personal use and maybe sharing with my friends, but I might release it for public use if it works well for us.

    Just wanted to know how "comfortable" you are with sharing your brain child. :)

     

    All good.

  12. Before you read the skill paper it says what the skill changes will be. The impact is minimal as there are no major skills involved. Builder gets things like claw hammer, wrench and miner 69er. Survivor gets pistol and 9mm ammo and run and health buffs. I am not sure what scholar gets but probably science and medicine.

     

     

     

    I have only ever found diamonds in a named treasure chest.

     

    1. The class system 2.0 is in the works. Will have exclusives and better descriptions. Won't say anymore now as its in early development. Also more than 3 classes

     

    2. Rare ores should be more abundant in the next v4.4 release.

  13. V4.3.6 Released!

     

    -Fixed Tungsten Frame Block Material

    -Fixed Tools not Upgrading Tungsten Blocks

    -Fixed Builders Forge Scrap Iron Recipe

    -Fixed Weapons Smith Station Scrap Iron Recipe

    -Changed Removed Duplicate Scrap Iron Recipe for Builders Forge

    -Changed Rest Rystem

  14. There may be a bug in the tungsten armor crafting. I have crafted leg etc... before but now I can not. No option in any workbench or in the back pack crafting menu? Not sure if its me missing something or not. Also I could not upgrade tungsten frames I found in a crate.

     

    PS. I have the Kevlar in inventory as well as forged tungsten.

     

    PPS. perhaps i should have posed a question in all that:) Dwallorde are you working on the tungsten stuff ATM? I am playing off line and just updated the mod.

     

    Tungsten Armor requires using a Armor Smithing Workbench. Have you tried there?

  15. That's the name of my sex tape!

     

    ( I'm sorry... not a modder, I just hit "Show New Posts" and read everything... I'm just exhausted from working so much and couldn't resist an obvious response.)

     

    Carry on and ignore me people! <3

     

    haha

     

    - - - Updated - - -

     

    A couple things I noticed while playing:

    - Tungsten frames don't smelt into tungsten, they say forge material iron but give nothing at all

    - In the builder's forge, taking out the iron by forging scrap iron comes at a big loss, it costs more than 1 per piece, unlike the regular forge.

    - The rest levels decrease way too slowly. I think till now I never even lost the well-rested bonus, and I maybe stopped by my base once a day (plus, you could whip up a bedroll anywhere if needed). So it still feels cheaty, it doesn't feel good to get that huge stamina boost permanently and for free, without any downside.

     

    Looking into

     

    - - - Updated - - -

     

    where are Survivors????

     

    Found in many Biomes like the Forest and Pine Forest. They are NPC's that won't attack you. Getting a fix for that soon

     

    - - - Updated - - -

     

    I did't yesterday. You must craft all (antibiotics in chemistration, you must see the moment of the crafting to count. The splint , First Aid Bandages and bandages on inventory).

     

    For the ones that require a workstation you have to have the window open before it completes to get credit for it. I believe this should be fixed in A16 as Madmole said that you will get exp from anything crafted in a workstation now as soon as you open it up, so in that sense you should receive the credit of crafting a item too. We will see

  16. May be a bug may not; Also may have been reported or not:)

     

    Dwall quest 2 part 3 of 4 will not trigger complete for me. I have tried 3 times and each time all works but when Crafting the antibiotics it triggers green meaning success then stays that way and won't trigger complete. I also tried crafting 10 too of everything to make sure with the same result.

     

    May be my ineptitude or not:)

     

    Quest Requires to gather 24 cloth, 10 Aloe Plants, 4 Moldy Bread, 3 Potassium Nitrate, 1 Bottled Water, 4 Wood.

    Craft 5 Bandages, 5 Aloe Cream, 5 First Aid Bandage, 1 Antibiotic, 2 Splints.

     

    Can you confirm that you see all that? It may not show full list on the tracking screen but should in the actual quest window.

  17. I used the random generation code from GNAMOD as a base and then played around with some of my own settings as well. It mainly affects the terrain and biome generation, in the sense of how even or uneven the terrain is. Mostly it generates less water and extreme mountains.

    I also surrounded the center city with a forest biome, because I like to build just outside the center city, but then I surrounded the forest circle with burnt forest and wasteland rings to make it a challenge to get to the center city.

     

    From the True Survival mod, I added fiber rope, purification tablets and sticks. The rope and sticks I use in various recipes like the bow and arrows, stone pickaxe, etc.

     

    I changed locked doors to not be destroyed when damaged, but rather downgrade to an unlocked door. Sort of like breaking the lock instead of breaking down the door. It can then be upgraded with a doorknob if you wanted to. I still want to merge in lockpicks as well, so that you can either damage locked blocks, or lockpick them.

     

    From the ComSenMod I used a few loot balancing ideas like having certain loot only showing up where you would normally expect to find it. Like never finding guns or ammo in trash, but rather in shotgun messiah crates, gun safes, etc. I also merged in some of the recipe ideas like using cloth and cotton for the sleeping bag and using the sticks from true survival with plant fibre, stones and a torch to craft a campfire. It also changes the biome generation by decreasing birds nests and the big rocks that gives stone, iron and nitrate powder.

     

    I also made the wasteland and burnt forest biomes spawn more loot and surface resources than the other biomes. It gives me a reason to go there :)

     

    Then I still want to merge in the skinning knife and butchers knife from valmod. I think the lockpicks are from Project Z, and I think from the same mod there are sewing needles, which together with thread can be used to sew up deep wounds that doesn't heal with band aids or med kits.

     

    That would about cover everything I can remember from other mods so far.

    I might remember some other stuff later and implement those as well.

    For now these will be the added features I will play with and then start tweaking the balancing of harvested resources and loot until I find a balance that I like.

     

    I can share the Xml files with you to check out later down the line when I feel "happy" with the changes if you want.

    I just copy the stuff the authors of those mods did, so I cannot claim it as my own, except for the small little changes I make.

     

    Sorry for the long reply.

    I hope you didn't fall asleep reading that! :p

     

    Thanks for posting, it didn't make me fall asleep. Some good ideas

     

    - - - Updated - - -

     

    Hey dwallorde thanks for the great update of your mod. Of all the mods I've tried yours seems to run the smoothest for me. Love the prefabs, NPC's, armor diversity, UI, etc. Between you, Spider, and spherii I can't move on from 7DTD. Will you eventually enable followers? I do appreciate seeing the other survivors in game even if we cannot recruit them. Keep up the great work it is very much appreciated.

     

    Followers maybe if I get time to do it before A16. Too much on my plate right now that may take around a month to get through. And I am hoping that A16 will be out before spring :)

     

    - - - Updated - - -

     

    Where are diamonds found? Been playing this mod for some time, and have yet to find any.

     

    They are in all biomes but the odds are really low. In V4.4 that will change! But in the mean time you can change the probability in biomes.xml to your liking.

     

    - - - Updated - - -

     

    Hey dwallorde! Kic Gaming started a youtube series using your mod! Just letting ya know!

     

     

    Sweet! Will be watching him

     

    - - - Updated - - -

     

    Hey guys, i found a bug with the casino coins.

    The max stack is 50.000 but the real max ammount is 32767, so if you stack 50.000, logoff and logon, your coins will disappear.

     

    To "fix" this, a change must be done in the items.xml:

     

    <item id="1435" name="casinoCoin">

    <property name="Meshfile" value="Items/Misc/casino_coinPrefab" />

    <property name="Material" value="organic" />

    <property name="HoldType" value="21" />

    <property name="Stacknumber" value="50000" /> <!-- STK resource -->

    <property name="EconomicValue" value="5" />

    <property name="EconomicBundleSize" value="1" />

    <property name="SellableToTrader" value="false" />

    </item>

     

    to

     

    <item id="1435" name="casinoCoin">

    <property name="Meshfile" value="Items/Misc/casino_coinPrefab" />

    <property name="Material" value="organic" />

    <property name="HoldType" value="21" />

    <property name="Stacknumber" value="32767" /> <!-- STK resource -->

    <property name="EconomicValue" value="5" />

    <property name="EconomicBundleSize" value="1" />

    <property name="SellableToTrader" value="false" />

    </item>

     

    Thanks for posting this, I put a fix in the V4.3.5 Release that changes it to a even 30 000

     

    - - - Updated - - -

     

    It's a game limitation, not just casinoCoins. Lots of things go wrong when you go above 32767. For example, change the hit points of a block to 50000 and try to destroy it. Unless they changed something since the last time I tried, it's impossible to destroy. It gets below a certain number and then jumps back up again.

     

    Good to know!

  18. I can confirm too that dying resets your character to Rest Level 0 and the Exhausted debuff.But as soon as you get to Well Rested and Rest Level 20,it stays there forever.

     

     

    Wouldn't putting each of the Rest Levels on a buff timer solve the problem with the buff temporarily? As in : Rest Level 20 on a 2 min timer(for example),when that expires,apply Rest Level 19 on the same timer and so on and so on until you reach the Rest Level that changes the Well Rested buff to the Rested buff,then continue the same way until there are no rest levels left and the Exhausted debuff is applied?

     

    Also,why don't the survivors attack you if you attack them?

     

    1. Rest system is actually unseen from in game, Those Buffs pop up when Rest Points Reach a certain level, etc. (Beer actually uses similar System) This is also why its hard finding out whats going on. I need to find a way to see the rest level from the player save file possibly, and see if its actually moving or not which will tell me if the Buffs themselves are bugged or its the Rest Code. Its boggling my mind why its not working as it did in A14 as it worked their fine but as soon as I ported it over (Without changing anything this happened). No changes from the TFP Side that I noticed.

     

    2. Known bug, not sure why they refuse to attack, got some ideas on what to do, just need time to try and implement them. At lease they aren't game breaking.

  19. Dying worked - I noticed that when I respawned afetr death, I immediately got the debuff tired/exhausted for the first time ever, that hadn't happened when I spawned at the start of the game and took your activation pills. Maybe that helps you track the bug?

    Yes I had a feeling that those pills may be the cause of it. Removed them in V4.3.5 Lets see if it continues :)

  20. I don't know if its a problem with my copy of the mod/game but wandering Survivors don't attack AT ALL if you attack them.:apathy:

     

    Ya its a known bug, I put it in the known Bugs section on first page. I will get it fixed

     

    - - - Updated - - -

     

    Hey, just wanted to ask a question if you had any prefab houses included into the files or was it all the vanilla ones. If they are all the vanilla prefabs, my friends and i can just keep using the prefabs we have on top of this mod. We have tried a great many mods for 7d2d but none have really stuck.

     

    Ya I use Magoli's Prefab Pack and include my own made Prefabs in it. Its in the latest Version

  21. It might be the Magoli pack you are talking about. I'm not 100% sure how many of the prefabs Dwallorde has included in the rwgmixer file, but there are 908 in the prefab folder (1816 in total).

    The mod is really great. I've been using it as the base, but then extending it with some of the ideas from other mods that I enjoyed.

    Have fun!

     

    What features do you like from other mods? I'm curious.

  22. Sorry I wasn't clear - I meant that I just re-started the game after updating and did *not* kill myself yet, I thought the new version was able to fix it without dying. That'll be my next try though.

     

    Oh ok. So the fix didn't do it. Good to know

  23. You caught me before I tried to kill myself ;) Unfortunately it didn't quite work for my existing character - it seemed to re-initialize (counted up the rest level intervals to 20 when I started up the game), but then during the day didn't degrade either, still stuck at 20.

     

    That's weird. Dying worked for me.

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