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strummer_92

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Everything posted by strummer_92

  1. is there a way to export preview in a21 without maptoolz?
  2. Most of my almost 2000 hours of 7dtd were playing PVP (I always played with my brothers in a local server, so we only played when both of us were avaliable to play) The main issues that bothered me: - render distance : a player can be seen only 90 meters away, although the vehicle render distance can overlap 1km - unrealistic sound system: a gun shot cannot be heard up to 250m away. - unbalanced damage against humans: not rarely a player can be killed with a single bullet, no matter how strong his armor be. Other adjustments like a map with a single trader, itens prices, fuel consumption, XP earned; I think XML/mods provides the enough to set.
  3. I think the title is enough to clarify my request. I dont like to have the possibility of store my vehicles into my bag. Any way to remove it via xml? Tks in advance
  4. Hey guys! Recently I've seen that in Ravenhearst mod, you can crouch through one block instead of two. Despite the visual bug that it causes (you can see under the soil), i think it could break some PVP defensive systems. Can somebody helpme how to remove this? Not sure if it has to do with entityclasses.xml Tks in advance.
  5. Well, I deleted both Removal's book and ZPallets modlets and seemed to work.
  6. The only way to figure it out is looking at each modlet folder individually ?
  7. Not sure if I did something wrong, but the error persists: ************** Texto de Exceção ************** System.NullReferenceException: Referência de objeto não definida para uma instância de um objeto. em _7D2DLauncher.frmModDownloader.ReadLocalModInfo(String strReadFile, String Filter) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 849 em _7D2DLauncher.frmModDownloader.FindLocalUnlistedMods(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 269 em _7D2DLauncher.frmModDownloader.SetDataTableToGrid(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 204 em _7D2DLauncher.frmModDownloader.RefreshGrid() na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 190 em _7D2DLauncher.frmModDownloader.frmModDownloader_Shown(Object sender, EventArgs e) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 104 em System.Windows.Forms.Form.OnShown(EventArgs e) em System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj) em System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) em System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme) em System.Windows.Forms.Control.InvokeMarshaledCallbacks() Also, made the change as said:
  8. @sphereii, after installing Ravenhearst from the Launcher, I'm having the following issue after clicking on "manage modlets": System.NullReferenceException: Referência de objeto não definida para uma instância de um objeto. em _7D2DLauncher.frmModDownloader.ReadLocalModInfo(String strReadFile, String Filter) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 849 em _7D2DLauncher.frmModDownloader.FindLocalUnlistedMods(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 269 em _7D2DLauncher.frmModDownloader.SetDataTableToGrid(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 204 em _7D2DLauncher.frmModDownloader.RefreshGrid() na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 190 em _7D2DLauncher.frmModDownloader.frmModDownloader_Shown(Object sender, EventArgs e) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 104 em System.Windows.Forms.Form.OnShown(EventArgs e) em System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj) em System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) em System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme) em System.Windows.Forms.Control.InvokeMarshaledCallbacks() Where you read "linha" means "line" Can you help me to fix it ? obs: I've already tried to run as admin tks
  9. I dont know how to fix it and this are preveting any respawn. Not even a single chicken is appearing.
  10. I play with enemies spawning set as "off" and still dont see any human bandit/friendly npc spawning at all. Have to mention that I have already edited entityclasses.xml and set IsEnemyEntity as "false". Does anyone can help me? Thanks @danielspoa sabe como resolver?
  11. in others words, I mean: can I play against NPCs (bandits, soldiers, etc) setting enemy spawning as "off"? If do, how?
  12. Hi folks Despite is a zombie game, I play 7dtd on lan with my brother with zombies off (PVP, being just us and the environment the enemies). Just to clarify: I've just downloaded the animals and humans packs. My doubts are: In order to allow the human npc respawn (be they hostile or not) is it just enough the set'em only as "IsEnemyEntity=false" just like we do with Hostile Animals? Or I also have to change the npc class? I started playing yesterday and, at day 3, still didnt see any new animal or npc. Besides that, overcome this stage, to increase the chance and volume of respawn, where do I change? entitygroups.xml in Mods folder or the Data's one? Thanks in advance
  13. How near of the realease are we?
  14. Hey everyone! I'm currently playing the 17.1 version. Does anybody know how do I set the zombie block damage to 0? I tried to figure out in XML (entity classes I presume) and didn't find where to set. thanks in advance
  15. Np! Till where I know, any xml change you eventually make, you wont have to start a new game, cept If it'd have to do with rgwmixer. Sorry bout my english, it is not my native language, hope you get what i meant. Cheers!
  16. You dont need to start over. What happens is that the launcher refreshes the mod so all the changes you've done are overwrited by the original files. Do what you did, but instead of starting the game by the launcher, start it by the 7dtd .exe file inside the ravenhearst folder. I'm pretty sure it will work the way you expect
  17. Did someone get a seed 4x4 with high density of POIs?
  18. Jax, You've done an amazing job! Congrats! Your mod is stunning. I dont wanna bother you with useless askings, but would you add the Manux ATV on Ravenhearst? Its a compact and usefull vehicle. Consider this, pls. Cheers
  19. I cannot wait, Jax. When 16.4, my two favorites mods were Starvation (RIP :/) and RH. You and your team has made an amazing job, and I'm pretty sure in 17 it wont be different. Any chance to drop RH today/this week? Cheers
  20. It seems to be incompatible, but I'll check it out. Last time Ive tried It didnt work
  21. Hey, Khaine, love your mod. Congrats for the amazing job Can you insert some of the new playable vehicles from others modders to yours? It would be awesome!
  22. Sphereii, congrats for the amazing job. But I have an issue: My launcher isnt downloading the Darkness Falls files. What am I doing wrong? Cheers
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