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DUST2DEATH

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Posts posted by DUST2DEATH

  1. HDHQ doesnt touch the RWG mixer as that would make it incompatible with many things.

     

    DF however, does.

     

    If you open the rwgmixer.xml from DF, and go to line 1272, you will find the start of the section that handles the wasteland ring generation.

    It is commented, so it should be relatively easy with some testing to push the ring out on 16K maps.

     

    hakeGNY.jpg

     

    I hope that helps. :)

  2. HDHQ Vehicle v1.2 Available Now - Physics update.

     

    HDHQ Vehicles 1.2 is now available.

     

    This is a rather large update that brings many fixes to the vehicles, including progression unlocks (sorry)

    All vehicles have been reworked and pivot points are exact, so no more oscillating wheels, or pull left bugs.

    No more wheel spinning when not moving or uneven ground etc.

     

    All vehicles now have unique characteristics and Brand New Physics Profiles

     

    The APC:

    • Now exits through the top hatch and can be re-entered via top hatch whilst standing on vehicle.
    • High Torque levels.
    • 1 Gear System. Drive + Reverse.
    • Weight 12.3 tonnes.
    • Can run over and destroy fences, small trees, cars, sign posts, light poles.
    • Can Breach wooden buildings.
    • 50K health at Tier 6.
    • Shift button disabled, is full speed all the time.

     

    Monster Ute.

    • 3 speed, low range to high torque.
    • Stiff rear suspension keeps front wheels planted. This allows mountain climbing/rock hopping.
    • Shift Button acts as turbo and Slip key for drifting and high manoeuvrability.

     

    Monster Car

    • lightest of the vehicles.
    • fastest default of the vehicles (including vanilla jeep) even without turbo
    • lower torque than Ute
    • use full suspension travel
    • highly grippy

     

    School Bus

    • Slowest of the vehicles
    • 25K health at tier 6
    • weight 4 tonnes

     

    Monster Ute Climbing a Mountain

     

    HDHQ Vehicle Compatibility Patch for Darkness Falls. (only on launcher/gitlab)

     

    You will now find in the modlets section HDHQ Vehicles-DF.

    This is an official compatibility patch provided by me for Darkness Falls maintaining 100% compatibility within Khaine's vision.

    HDHQ Plants - Pick Up Patch by Ragsy.

    Ragsy has made a patch for the HDHQ Plants modlet so that you can pick them up instead of punching.

    Make sure it loads after HDHQ Plants.

     

    You can grab that modlet by Ragsy from:

     

    Ragsy's Modlets

    Download from the usual locations below

     

    7 DAYS MOD LAUNCHER

     

    DOWNLOAD FROM NEXUSMODS

     

    DOWNLOAD MAIN PACK FROM GITLAB 4K v1.1b A17.1 b9

    DOWNLOAD MAIN PACK FROM GITLAB 2K v1.1b A17.1 b9

     

    HDHQ MODLET REPO @ GITLAB

     

    - - - Updated - - -

     

    How do you get the recipes to make these got points in to be able to make a truck but wont let me make these cant find a book or anything to learn it so I can make them? Also trying to find out were to get the recipes for the lights and torch

     

    Fixed the vehicles, will look at the other 2 you mentioned.

     

    Ok so I've been playing with this mod which is awesome, but I have a slight issue. It's a personal one but an issue none the less. I attempted to do some underground mining and due to my colour blindness I have no clue what the special resources look like now. Could someone post some pictures of what each of the ores look like? Nitrate, iron, lead coal. It'd be greatly appreciated so that way I know what to look for.

     

    I'll get you some pics ASAP, most likely in the morning now.

     

    That APC looks sweet.

     

    Its even better now. :)

  3. Vehicle update 1.1b-apc

    New

     

    • Added HDHQ APC Vehicle. Exit is through top hatch of vehicle. In Gyrocopter loot spawns. Recipes added.
    • Illuminated Tail lights when lights are active. Monster Car, APC.

     

    Fixed

    • Wheel collision/physics on Monster Ute and Monster Car. Should be less skatey.
    • Icons for crafted items - accessories, chassis.
    • Bus Texture
    • Adjusted light settings

     

    hwV6Frq.jpg

     

    7 DAYS MOD LAUNCHER

     

    DOWNLOAD FROM NEXUSMODS

     

    HDHQ MODLET REPO @ GITLAB

  4. is it intentional that you can place the Torch on the walls (with the new light radius) but when you pick it up again it becomes a normal Torch?

    Is there a way to fix it?

     

    There is no new wall torch. The HDHQ torch is hand held only, so if you place it, it will become a normal wall torch.

    I will be making a new wall torch soon.

  5. Do you think there will be any potential conflicts between this mod and The Wild Land mod? As far as I know The Wild Land does some biome changes and stuff but I wanted to try both this mod and that one together once A17 isn't being worked on and updated anymore and they've moved onto A18.

     

    The bulk of this mod *should* be compatible with 99% of mods out there.

     

    The only thing with Wild Lands will be the Biome packs.

     

    mjrice has renamed the vanilla snow biome to alpine_forest, and added in a great_plains biome.

     

    You would need to write a compatibility patch for it so the snow biome knows where to look, or alternatively, patch wild lands so alpine_forest is renamed back to snow. either or. (or just dont use the snow biome modlet)

     

    The easier way would be for mjrice to use vanilla biome names, but, we cant expect everything to be compatible with everyone out of the box.

  6. I never saw a reply about this... do I have to cut down all original trees and replant to correct this issue?

     

    The Trees are only bugged when you install into an existing save in already explored areas.

     

    Trees in new areas that you havent explored/uncovered will be normal HP.

     

    New games have no such issue.

     

    - - - Updated - - -

     

    Is Terrian clipping possible with this mod? (digging and positioning your camera to see through the world) stupid question but I have to ask.

     

    If you can clip in vanilla, you will be able to clip in this mod.

    The mod doesnt do anything to cause or avoid such a thing.

  7. I did it the opposite way.

    I installed hdhq with the mod launcher and manually put darknessfalls in. Works.

     

     

    Dust- I did have 1 question, jungles are only in the baseline version (replaces forest I guess?). So using redux means no jungle? I'd like to see jungles while still having forests and redux version in the future =).

     

    Someone earlier in the thread ended up mixing the 2 packs together and it still works. The second modlet that follows will throw some warning because it tries to remove things the previous one did, but other than that it appeared to work fine.

     

    We will see what the future holds.

     


     

    Ive just added the start of a new modlet. HDHQ Vehicles.

     

    These are voxel like vehicles which I personally think is 1, fitting for the game, 2 Low poly, 3, just awesome. :)

     

    This first release includes a Monster Car, Monster Ute, and a School Bus. All vehicles are armored.

     

    I have just copied the 4x4 at this point, but we have to start somewhere.

    Recipes and loot groups included, same as 4x4.

     

    Q1M7nBI.jpg

    rT4CGRG.jpg

    p6mrhKz.jpg

     

    7 DAYS MOD LAUNCHER

     

    DOWNLOAD FROM NEXUSMODS

     

    HDHQ MODLET REPO @ GITLAB

     

    Note:

     

    The Wheel rim used on the Monster Car and Ute is based/modified off of Foulques Truck Wheel 4*4 which you can find here:

    Licence: CC Attribution.

    https://sketchfab.com/models/ba525a785073441f839fd7a57ecb5bf7

  8. Curious, I read in Darkness Falls discord that his mod works with HDHQ. How can I install HDHQ's textures/lighting/biome changes but keep Darkness Falls items/progressions/game changes?

     

    If you are using the launcher, a manual install of HDHQ would be easiest.

    There isnt anything that will conflict as far as Im aware after speaking with Khaine.

     

    So you are free to drop in the main pack bundles, and modlets you want to use as necessary without any worry.

  9. It was like that when I loaded the save today. Didn't install any new mods, or faff about with my game files in any way.

     

    Just tried reloading again after night had passed, now the map is back to normal. I'm also using Red Eagle LXIX's UIMENU_More24HourLengthOptions and using a 20 hour daylight setting, maybe it's related to that?

     

    Without testing, base on my own isolation test, I can only hazard a guess and say its possible.

    My map only got brighter when the sun was up as per the image.

     

    There was no change to the map with moonlight or not. Only the Sun.

     

    You could remove that modlet (I have no idea if it will break a save or not) and see if you can reproduce the issue with out it?

  10. Moon;936978']Few questions :

     

    - if i wanna use this on a client only do i have to install the 2k or 4k pack AND the modlets or can do i have to install only the modlets ?

     

    - If i wanna use this on a server and on clients. Do i have to install both modlets and 2k or 4k pack on server and clients ?

     

     

    What's the diference from installing the 2k/4k pack from the modlets only ?

     

    Thanks.

     

    For Single Player:

     

    on the client end you can pick and choose what you want, mix and match it how you want.

    Main pack is textures and lighting changes.

    Modlets do as described.

     

    For Multiplayer Dedicated Servers:

     

    You do not install the main pack to a server, it is client side only.

    Modlets must be installed on the client AND the server.

     

     

    Hi,

     

    (Apologies for my English, I'm from a non speaking English country)

     

    I read at the beggining of the thread that his textures are made for 2K or 4k resolutions? I mean.. Is there a way where I can use them playing at 1080p?

     

    If not.. is there any mod to distinguish easily the ores down the surface? Iron is easy... but lead or nitrate etc are to difficult for me to see them clearly, at least for me.

     

    You will get the benefit of the higher resolution textures at 1080p. Pick which pack is best for your machine based on your hardware.

    4K textures will have a small CPU hit, barely noticable.

     

    The iron/lead/potassium/coal/rare textures are all redone. You will find it *easier* to spot the ores underground using my textures.

     

    DUST...just as Zombo had said earlier...this mod is seriously legit. I'm rolling with the Redux files but I've used just the main files and I'm in awe at the detail of the trees, plants and how DENSE the forests are now...especially with the jungle. Exploring is so much more fun because you just can't seen anything unless you walk over there because the trees block everything. Simply amazing. Thanks so much for this boss.

     

    About the only issue I've seen is that some of the dungeon POIs and the quarry are up 4 or 5 blocks higher than the surrounding land. Not sure if it has to do with the mod or it's just and RWG thing. Not a major thing but just wanted to say something about it.

     

    Thanks :)

    Thats a RWG problem unfortunately, not the mod.

  11. After more time was spent using this mod-

    I just can't say enough how much I love this mod. I hope every modder strives to be compatible with this excellent texture mod you have here.

    Everywhere I go, I am treated to what feels like the sequel to 7d2d lol. Yes, it really does feel like a fresh new 7d2d game with more vibrant clear HD slightly cartoon feeling textures. The visual clarity is one of the strongest selling points here, but the drop dead gorgeous lighting especially at sunsets remind me of the most beautiful moments of the LONG DARK.

     

    I STRONGLY recommend this mod to EVERY 7d2d player, and give it 2 zombified thumbs up! I don't know if I can play the vanilla look again after playing this mod.

    I definitely recommend the optional modlets as well such as the lighting and redux biomes.

     

    Thank you so very much for making this mod, and I hope you keep up with it through the various alphas. =)

     

    :) I appreciate the kind words. Thank you. Im pleased you enjoy the mod.

  12. Awesome! Do the trees eventually correct over time?

     

    If you use an existing save:

    Trees in explored areas will have 1HP. Trees in unexplored areas will be normal.

     

    New Game has no problems.

     

    This mod is soo good it gave me cancer.

     

    But I don't see jungles ingame or the particle stuff or reworked forests. I installed with the mod launcher, does it not install the modlets and I have to do that manually or did I miss something?

     

    So I went to github and everything isn't in a nice pack, but at nexus it is, but the jungle isn't listed on redux, is that only on baseline? My head is spinning trying to make sense of this. Shouldn't the mod launcher just do it all if I want it? =)

     

     

    (and yes I made a new rng world for this, to test)

     

    So, the launcher needed to be updated to support Modlets from Gitlab. Sphereii has been working tirelessly to bring this functionality to the launcher.

     

    That has happened in the last day/hour. It still has some work to be done/polishing but the functionality is now there.

    So with that.

     

    Modlets are now finally available on the launcher!

     

    unknown.png

     

    Click the Blue Link stating the mod author has a list of modlets, from there you can select which modlets you would like to install.

     

    unknown.png

  13. Updates:

     

    • Main Thread Description - Biome Pack - Redux: Zero Pop Trees - You will only see shadow draw based on your distance setting in options
    • HDHQ Plants 1.1b - Fixes plant names appearing when focusing on the block
    • HDHQ Biome Pack Baseline - PineBaseline 1.1b - fixes rogue tree in alpine prefab - switched to dead
    • HDHQ Biome Pack Redux - PineRedux 1.1b - fixes rogue tree in alpine prefab - switched to dead

     

    Thanks to Ragsy for a point in the right direction on the plants.

     

    DOWNLOAD FROM NEXUSMODS

     

    HDHQ MODLET REPO @ GITLAB

  14. Im guessing this wouldnt work with Darkness Falls mod? I really love this make over but I really love DF mod lol

     

    Ive had a quick chat with Khaine.

    I dont see any real issues/compatibility problems with DF. You look good to go.

     

    If anyone wants to use the old A16 Method of pressing <E> to pick up the lovely new HDHQ plants here is some code to add to the blocks.xml of the HDHQ Plants Modlet , this also covers the other wild plants too.

     

     

    
    <!-- Ragsy2145 Add the <E> action to HDHQ wild plants -->
    
    <append xpath="/blocks/block[@name='HDHQ_Cotton']">
    <property name="Class" value="CropsGrown"/>
    </append>
    
    <append xpath="/blocks/block[@name='HDHQ_Goldenrod']">
    <property name="Class" value="CropsGrown"/>
    </append>
    
    <append xpath="/blocks/block[@name='HDHQ_Chrysanthemum']">
    <property name="Class" value="CropsGrown"/>
    </append>
    
    <!-- Add <E > back to non HDHQ wild plants -->
    
    <append xpath="/blocks/block[@name='plantedHop3Harvest']">
    <property name="Class" value="CropsGrown"/>
    </append>
    
    <append xpath="/blocks/block[@name='plantedYucca3Harvest']">
    <property name="Class" value="CropsGrown"/>
    </append>
    
    <append xpath="/blocks/block[@name='plantedAloe3Harvest']">
    <property name="Class" value="CropsGrown"/>
    </append>
    
    <append xpath="/blocks/block[@name='plantedBlueberry3Harvest']">
    <property name="Class" value="CropsGrown"/>
    </append>
    
    <append xpath="/blocks/block[@name='plantedPotato3Harvest']">
    <property name="Class" value="CropsGrown"/>
    </append>
    
    <append xpath="/blocks/block[@name='plantedCorn3Harvest']">
    <property name="Class" value="CropsGrown"/>
    </append>
    
    <append xpath="/blocks/block[@name='plantedGraceCorn3Harvest']">
    <property name="Class" value="CropsGrown"/>
    </append>
    
    <append xpath="/blocks/block[@name='plantedSnowberry3Harvest']">
    <property name="Class" value="CropsGrown"/>
    </append>
    
    <append xpath="/blocks/block[@name='plantedMushroom3Harvest']">
    <property name="Class" value="CropsGrown"/>
    </append>
    
    <append xpath="/blocks/block[@name='plantedCoffee3Harvest']">
    <property name="Class" value="CropsGrown"/>
    </append>
    

     

    Thanks Ragsy. Some people will find this useful Im sure.

     

    I generally stay far away from texture mods in games, but I'll have to give this one a try someday, it looks great and does more then just textures.

     

    Thanks :)

  15. Question... can the biome lighting and weather changes be added but the vanilla ground textures be retained? I really like the vanilla a17 desert and forest textures.

     

    These also require a new world generation, right?

     

    Yes you can.

     

    Download the MAIN PACK, but only install the resources.assets file.

     

    You dont need to regen anything when only using the main pack.

     

    Trees are the only things that will misbehave in existing chunks/saves that require a regen to fix.

  16. Sorry for adding it to your list, I just wanted to know if it was an "issue" or not :)

     

    Thanks

     

    Once I get the Nexus Page sorted in the same vein as this thread's OP's I'll be back on top of the things next in line

    (really need to get these pages done, such a time sink)

     

    thanks for the info

     

    blodo

     

    You're welcome. :)

     

    "If you had 1.1b Exp b9, you do not need to update anything." yay, was wondering if there were any hidden changes, was about to look through the github to see. but this saves time!

    Its mod update day, trying to organize update and resync all the servers mods, tweak them to work together, Customizing the localisation.txt and then get them out to the players on the server. ...so much fun /s. :miserable:

     

    [ATTACH=CONFIG]27226[/ATTACH]

     

     

    #Modlife :D

     

    I didnt notice any changes during testing. I tested b9 exp blocks against b9 stable and didnt notice anything. The ID's certainly didnt change between b9 exp and b9 stable on resources.assets.

     

    In the b9 Stable package I did redo the Blocktexture file just in case they slipped something into the array, or something else that wasnt in the patch notes.

     

    I like to be complete so if you do notice something(I dont expect any), grab the stable package.

  17. thanks for your great mod. i have a question: what is the different between the baseline and the redux modlet?

     

    thanks

    blodo

    Sorry for the late reply. I have *finally* updated the Main 2 Posts of the thread to help clarify the contents of this mod/modlets as well as the installation instructions. (tried to simplify the install instructions for Single Player and Dedicated Servers)

     

    Please let me know if anything is off.

     

    As TopAce6 mentioned the main difference is their tri count.

     

    The Baseline Biome Pack consists of trees that are from 50 - 300 tris.

    The Redux Biome pack consists of trees that are 2 - 3x heavier than the baseline pack.

     

    You should get a fps boost compared to vanilla with both. You could then reduce the spawning further and net more if you wanted to.


    I have uploaded v1.1b Stable B9 to all relevant locations for the sake of "being complete".

    If you had 1.1b Exp b9, you do not need to update anything.

     

    DOWNLOAD FROM NEXUSMODS

     

    DOWNLOAD MAIN PACK FROM GITLAB 4K v1.1b A17.1 b9

    DOWNLOAD MAIN PACK FROM GITLAB 2K v1.1b A17.1 b9

     

    HDHQ MODLET REPO @ GITLAB

  18. Hey Dust,

     

    I just fixed it a few minutes before you posted.User error. Apparently I was putting the modlets into the tempMods (created byt the launcher) instead of creating a new folder called Mods. After going through the forums I realized this even though instructions say to put into Mods folder. I just figured it meant tempMods folder since there wasn't a mods folder created. Thanks for responding and willing to take the time to look at it. By the way - it looks and runs great.

     

    Excellent! :)

     

    If i reinstall unity asset editor, would it be something I could update for myself? Or is complex, only asking because i hate the thought of bugging some about updating a very generous free gift.

     

    If you know what you are looking for you *could*. But, you also have to check for timing changes in regards to lighting.

     

    eg: the timing changed between b240 stable and b8 experi as such I had to adjust the timescale on the blood moon files.

     

    Some other things tend to change as well but are minor, generally not in patch notes type stuff.

    The longest part of updating, is the uploading of the new versions.

     

    Its no bother for me, just takes time :)

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