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dwallorde

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Posts posted by dwallorde

  1. Version 5.0.3 B23 Released

     

    Change Log:

    -Changed Broken Leg Buff now has Mutex against Advanced Splint

    -Changed Resource Rocks Resources

    -Changed Tungsten Tools can only get Tungsten Fragments from Resource Rocks

    -Changed Diamond Tipped Tools can also get Tungsten from Resource Rocks

    -Changed Planted Mushrooms now only has Simple Rotations

    -Changed Updated Title and Description for Categorized Storage Container Perk

    -Fixed Mod Guns having 0 Damage

    -Fixed Construction Perk Level requirements for Scrap Iron Construction, Concrete Construction and Tungsten Smithing

    -Changed Steel Smithing also now requires Construction Level 5

    -Fixed Scholar Class Training Level 3 Quest

    -Changed Updated Mod Guns with A16 Features like light level, aiming sounds, etc.

    -Changed Balanced Mod Weapon Damage

    -Updated Prefab Pack with Magoli's Prefab Pack _28

    -Added Missing Custom Icons for new Power Icons for UI

     

    -End of Notes -

  2. Found a Magic house

     

    Location: 2616 N 616 W

    Seed: harmonite

     

    Ya checked that out, that is weird. That is not one of my prefabs so its from the Mag Combo Pack. Can't tell which one so hopefully someone else has caught it and its fixed in the newest version which will be included in next mod update. By the looks of it is the mesh file got loaded that is used for distant terrain but the actually prefab itself did not load.

  3. Dwallorde, it'd be great if you could add distant meshes for your POIs - at the very least for the campsites, since those won't be surrounded by other POIs and will be very hard to find in the wilderness without that.

     

    Yes I want to but haven't found out how to do it yet.

     

    - - - Updated - - -

     

    Anyone know what perk controls repairing cowboy hats?

     

    Your looking for Schematic Tailoring Cowboy Hat. Unlocks recipe for crafting Cowboy Hat as well as for repairing it.

     

    - - - Updated - - -

     

    I found two class papers in loot. You can than make the class quest's. Also there must be a kind of class-poi. But I never found one or know how they look like.

     

    You will know when you see it, It does say on building that its a class building. Front Door should be unlocked and then Class Key is used to open the doors. No Zombie spawns or anything like that. I have been playing around with the idea of adding a trader to it or at least giving it trader protection so no one can grief the building. Even though I did make it hard with extremely high max damage on those blocks.

     

    - - - Updated - - -

     

    yes...you can loot all of them i think....i started with tradesman class and i found scholar and survivalist

     

    The ones found in loot are the specific Class Papers for that class. Traders sell the Class Paper where you then craft that into your own class your interested in.

  4. This might sound stupid but is it possible to eventually get access to all of the class papers while playing the game? I ask this because there are some skills/recipes that are locked behind class perks. I don't want to miss out on something and really don't want to start a new game just to have a new recipe.

     

    Yes class papers can be looted in the world and found at traders.

  5. I started combining nanashis npc mod with wow but then i noticed all kinds of survivor and bandit xml in the files? Are they enabled yet? Disregard, answered my own dumb question lol. Noticed food and water goin down super fast. Will you be adding your pois to the compo pack? They are quite nice.

     

    My Poi's are in my mod with Magoli's pack included. I can't give my POI out for Mag to add because my POIs have blocks that require my mod in order to play.

     

    - - - Updated - - -

     

    -after scholar 2 quest didn't get scholar 3 quest

    -no icon for bandit pistol

    -desert eagle has a damage of 0

     

    Thanks for the info. I'll take a look at all Modded weapons.

     

    - - - Updated - - -

     

    Is fishing working? I made a pole and right click water but it keeps splashing. Tried on shoreline, in deep water. Sometimes i get a yellow box where it shows i can place something but i tried placing on shore and in water and nothing happens.

     

    I'll take a look at it.

  6. Great mod dwallorde! One question - when I download the latest update, the download button on Envul is labeled V5.0.2 B20, but when I extract the folder it is named V5.0.1 B20 - is the folder name just not updated to 5.0.2 or is the dl buttton still linked to 5.0.1? Thanks!

     

    Probably folder name is just wrong. It should be fine. See what it says in game.

  7. Also want to say is I haven't forgotten about the Mod Launcher App, that will be updated this weekend with either a new link (To save A15 Mod Version) or override A15 one with A16 Version.

  8. Version 5.0.2 B20 Released!

     

    Change Log:

     

    -Fixed Quest Icons Missing

    -Changed Requirement for Builder Class Training Level 3 Quest from Craft to Gather 300 Cobblestones

    -Fixed Science Skill Gains from Schematics

    -Fixed Ammo Crafting Skill Gains from Schematics

    -Changed Wall and Desk Safes Max Damage to 1500

    -Fixed Error when opening Loot Crates from Wilderness, Flare Spawned Crates and Air Drops!!!

    -Changed Mod Folder Name from WarofthewalkersIcons to WaroftheWalkersMod (You can delete the old one as its no longer needed.)

    -Changed Moved War of the Walkers Menu Icon from Icons Folder to New Textures Folder

    -Changed War of the Walkers Top Right Corner Icon now is Local in Textures Folder and not loaded from a Online Source

  9. Hi! I also have a bug to report lol...the Marksman quests...the second one does not register the zombies you kill. It stays on 0/10

    Btw love the mod XD

     

    You killing Zombies with a Hunting Rifle? It should only get credit when using that weapon. Similar to Kill the Wabbit Vanilla Quest when you need to use a shotgun

  10. Okay this is odd, not sure if any1 else has this but doing Building Class Training Level 3 Quest when crafting cobbletones it gets to 200 something and then resets the counter... Idk what that is all about. Never seen that happen

  11. So I downloaded the new update. When I unzip the file I found version 5.0.0 B15. I checked the files with diff merge. Nothing has changed. I think you might have the incorrect file linked.

    Try again now. I have re uploaded it.

  12. Compo pack got an update, any hope they will make it up into the next patch?

     

    NO! Because I just saw that and I just released V5.0.1 .....

     

    On a side note...

     

    V5.0.1 B19 Released:

     

    -Fixed Magazines weren't readable

    -Changed you now start with a torch awarded during the starter quest instead of a torch

    -Fixed Duplicate Bacon and Eggs Recipes

    -Fixed Animals turning into Gore Blocks after Harvesting or entity decaying

    -Changed Removed Old Pig Code

    -Updated SMX to latest Version

    -Changed Adjusted Seed Drop Rates from Planted Trees

    -Changed Stack Sizes for many items

    -Fixed Duplicate Wood Stairs Recipe

    -Fixed Odd Ball Leather Boots Recipe

    -Changed Increased Damage on Scrap Iron Axe

    -Changed Increased Damage/Balanced Scrap Iron Shovel

    -Added War of the Walkers Mod Logo to In game menu (WIP V1.0)

    -Changed Reduced Mushroom Spawn chance in forest Biome

    -Fixed Builder Class Level 3 Training Quest Bug resulting in Nul Ref and Failed Quest Chain

    -Changed Removed Magazines from Store Bookshelves

    -Changed Reduced Chance for Paint Magazines in Magazine Loot Group

     

    =End of Notes=

     

    NOTE: The Bug for opening Flare Crates and Supply Planes and Wilderness Crates was not fixed. Did not have time today so I will have a fix for that soon. It wasn't obvious so I need more time. So I figure I get these fixes out to you. I am pretty tired right now from a long night at work, so I must rest. Talk to you all later

  13. oh and just found out the ones from the flares end up doing the same, no loot due to the error, other than this little annoyance enjoying the mod in A16 so far.

     

    Ah makes sense to me now. They both actually are the same loot crate. I'll look into it.

     

    I just got the latest SMX version in my internal build and got a nice new logo at the in game menu coming :)

  14. Silly question but, i am unable to use the skill magazines, is there some requirement for them?

     

    Also, the random loot crate POI's seem to have an error whenever they're opened, resulting in no items spawning inside them.

     

    The ones found in the wilderness that inside of a trap is a box you break to get to the loot container? I'll look into it.

     

    Should have a patch out tomorrow with some fixes. I'll see if I can reproduce this to find the fix

  15. V5.0.0 B15 Released!

     

    -Includes Prefabs, with Magoli Prefab Pack

    -Includes SMX UI Mod by Sirillion

    -Includes Valmar's Valmods UI Layout

     

     

    New Game is required when installing mod, Mod Launcher Version is still A15.2 one as I need to get a new link for that. That will occur tomorrow or soon. For now its only released here.

     

    Known bug is a red index error that may popup around POI, its not game breaking and you should just be able to hit escape to get out of it. Other than that minor things may happen or unbalanced loot etc as this is the first release and I still need to polish.

     

    Please Post any bug reports with your output log please!

  16. Alright folks, at last Content Lock is here! All Features are now in. Now is in final bug fixing and polish stage.

     

    IF....IF all things go well within the next 48 Hours I will release a early version. Details soon

  17. I have a question when when will the mod be ready I want to play it?

    ich habe mal eine frage wann wird der mod fertig sein ich mِchte ihn spielen ?

     

    Still don't have a exact timeframe. But soon. Prefabs are the last thing holding it back. But good progress is being made on that daily.

  18. i am excited about the npcs as well, they make the game less lonely having them around. A16E NPC Survivor and Bandit MOD took a stab at adding them in but only got updated to 16.1 Perhaps theres some code in there that could help getting your walker version going when you get the time.

     

     

    Is there any plans to add the behemoth to your mod down the road? I spawned one in the experimental to see what hes like and hes very terrifying. I was dead so quick

     

    Only way I can if someone can add hitboxes to it or whatever it's called again. Because as the fun pimps didn't get that far so it was un killable in experimental. But I haven't looked at it sense so who knows.

  19. Several problems with this .. WHAT VERSION are you trying to run .. and " War of the Walkers" is not A16.1 (b1) Ready .. He .. Dwallorde .. is still working on it

     

    I don't think he was trying my stuff from a15. He at least never said so. Probably using the code that everyone has with a16. Either way I'll get to that when I get to it but I got a feeling that NPCs won't be the initial release bit hopefully added later in 5.1

  20. Progress Update:

     

    -Game Stages are Done!

    -Bandits and Survivors our now out of the current test build as the AI ♥♥♥♥ is happening which i currently haven't the time to fix

    -Working on the prefabs which is the last major thing to do but its a big task as a lot of block changes occurred in A16

     

    DreamSmith from the community has been helping me test the mod so far and has been helping find some major bugs, so please thank him for his time.

     

    I hope to have this out soon!

     

    - - - Updated - - -

     

    Any new features for this other than just merging and generalized updating? Such as new weapons / enemies?

     

    Not anything NEW really for the first release. But soon yes new features may come :)

  21. Hey guys. It's currently in testing and things are still getting sorted. Prefabs are in progress and the gamestages still have to be updated. So no release for sure this week. I'm doing my best. :)

  22. Progress Update 7/18/2017:

     

    -Just Traders.xml is needed to be merged for xml files

    -Localization has been merged

    -Custom Icons Have been updated and Loaded in

    -Bug Fixing Has started now, even with features incomplete. Remaining features shouldn't cause too much trouble.

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