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doughphunghus

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Everything posted by doughphunghus

  1. yeah, i like the "mostly gloom and doom" too because (mostly) it makes it harder to see far (for planing where to go), and enemies come out enough to see only when they are very close and you sometimes don't know its a horde, and also you have less time to prepare for them. And driving gets harder. And its a more "horror feel". There have been times it was so dark/foggy/rainy i have had to just sit in a garage and crouch, slowly starving while i can barely see a few shadows of zombies shuffling very close by, but i know there are more of them somewhere because of noises. And theres a wolf too but its simply too dark. Anyway . For the other issues: Interesting. Hmm, there is not a biome or trader level config thing i have seen... but then again, maybe there actually is something special about them. For the snow biome, i might be able to figure that one out unless it has something do do with the "whiteness of the snow" or something similar that makes the snow biome "special" (like falling snow does something, or the ambient light or something is adjusted for that biome). for the "kicking in" aspect: i have noticed that for "weather stuff" there does seem to be a delay. Like if you start a game with "all rain" it takes a bit for the rain to start, its "default blue skies" for a minute or two. Biome transitioning has usually a tiny bit of delay for weather/effects, but its more like 5 seconds. So im leaning towards "something special about traders" i did not (or cannot) account for. thanks for the input! Ill poke around and see if i can figure the snow and trader weirdness out. edit: ah, you meant "looked removed and then stays and only changes back to miserable skies after being in trader.". Hmmm
  2. Yes please! Bloodstain blocks (flat on one side like road decals or letters) or something would be a nice way to set a tone for some areas.
  3. Thanks 😊Now I really hope it works like it should/as desired. It shouldn't conflict with any of those as it's only modifying the biomes. Good luck and ill check it out!
  4. Updates: - Added mod: "Ambiance: Sky Is Burnt Forest In All Biomes" per request by @Arez here: miserable sky mod request NOTE: This mod is likely not very compatible with my "Weather: Core" mod. but there is an untestd possible workaround (by renaming this mod) listed in this mods readme file. Also: the smoke effect in the burnt forest is not added to all biomes, just the sky spectrum so its grey and smoky looking. - Small patch to "Lights: Harder To Craft". I believe a recent vanilla patch? changed how some meshes were referenced. Something I read on the forums. - Merged Github pull request by 👋IronSharkInc for refactor to "Ailment: Infection Is Random And Quicker". Mod is more efficient in how it works (less random rolling), and also should work more as advertised with respect to infection percent chances as I never knew much about storing variables in buffs so I didn't do that with the original version. - Did some recoloring/editing of my main mod page (see first page in this thread) and added some likely compatibilities/incompatibilities with the District Zero v2.0.1 overhaul, which I am currently "play testing" with several of my mods added.
  5. @Arez: First attempt at the mod is here: 7D2D-Doughs-Mods-a21 main page. the mod is called "Doughs-Ambiance-SkyIsBurntForestInAllBiomes". Let me know if its what you were trying for or if you think it needs tweaks/fixes/etc. I just did the basics/obvious stuff I think needed to be done and only tested for like 5 minutes on the navezgane map with no other mods loaded or weather like rain/snow happening. I'm not sure how all the weather/bloodmoon, etc will conflict or affect it. If you load it with my "Weather-Core" mod it likely will not work well (Weather-Core will override it), but I put notes in the README file in the mod on how to possibly load them both together, but I did not test it.
  6. - The thunder sounds awesome. - The zed color variants (for me) do make a difference, it's not just eye candy. I think with the old standard colored zeds, once you get used to knowing the zeds sounds/movements the "surprise" element when you see a zed wears off as you start just seeing their color (like "yellow" for example) and you know immediately which zed it is, and how to respond to it as a threat/target. Now its a bit more mental processing to figure it out, and thus more of a surprise. It did seem that the old colors were spawning more often than the new ones though? I would love to know/see more "special clothing" variants like the camo shirt I saw the moe? zed wearing. - Small point: I notice opening a dew collector resulted in some... very non dew collector items like the magazine. Dew collectors in the wild are fairly rare so I would want them to yield filters or water/parts to make dew collectors... though maybe that's the drop when they are harvested. but still: just put water/sand/etc in the loot group? - A trophy block appears!! - I really like the balloons and "strung lights" look in the wedding? poi. I assume "strung lights" is a new block but if not that was a very creative design/build. It seemed there were more POI lights on (in general in an area, in the distance, etc) than usual so I hope "lighting" is less of a drag on the game and more lights than before will be available to be "on" in pois/bases without FPS issues. Additionally, turning "on" the dance floor poi didn't seem to trigger a bunch of zeds, it was just "for fun/effect" and that was a nice change from the normal "push button, prepare for swarm".
  7. I ran a quick and dirty test and it appears this is probably just the "spectrum" of the wasteland sky, which looks to be: <spectrum name="burnt_forest"/> I added this spectrum to the forest biome in biomes.xml and it looked similar, as if the sky was very smoky/hazy/grey. Anyway, I might (if time is available) be able to throw something together this weekend that might work, basically adding or replacing the spectrums of all biomes with the burnt forest one. The only thing I'm not sure of is that there are "subbiome" weather specific spectrums, basically defined when its rainy or stormy. I assume those would be dark (enough) as well and would need to not be changed, but it may change the tint of the sky when it rains/storms.
  8. I have not done this in awhile, but I believe you can do something like this. Note: it may not be the best way, and may not work at all, just how I would try. Essentially: have the game replace the question mark blocks with some other block that you can then then delete/replace with normal methods. 1. you need to find (or know) what blocks the question marks are in your prefab. Maybe use admin tools to determine what blocks the question marks are (maybe point at them, being up some menu in the editor that lets you see block types?) or maybe "load up the prefab, then check the game log to see what blocks its erroring on that are blocks it cannot find"? 2. Go into the games files/main install directory and go into this folder: Data/Config. In this folder there will be a file called "BlockUpdates.csv". I believe this is the file that is loaded and used when you do the "prefabupdater loadtable" command @Riamus mentions above. To be safe, first make a copy of this file somewhere, so you can put the original back if needed (fyi: a Steam "Validate files" will also put back the original file)" Then: open the file (with notepad or excel or something). The contents of the file look something like this: OLD Block Name,Combined Shape Name,Converted On,Status,NOTES awningBlock,awningShapes:cube,Alpha.20.0.122,Replaced, awningCNRFull,awningShapes:rampOutsideCornerFull,Alpha.20.0.122,Replaced, awningCNRRound,awningShapes:cornerRound,Alpha.20.0.122,Replaced, awningCNRRoundTop,awningShapes:cubeCornerRoundTop,Alpha.20.0.122,Replaced, If you know what blocks are "question marks" in your POI, you can add them to this file. Lets assume a question mark block in your POI was named "woodenBlock123". If you searched for it in this file, odds are it would not be in the file (because it was not replaced in your POI = there was no line saying what block "woodenBlock123" should be converted to). So; you need to put in the file a line that has "woodenBlock123" and the block you want to convert it to. But... what block to convert to? its likely (as @Riamus indicates) the old woodenBlock123 block "...may not fit the POI as well" if a conversion/update block was listed. BUT: you just want to have a block there, so you can go into your POI and delete/replace it manually, so in theory you can choose "any" block you want... but might as well make it something sorta reasonable (like a plain wooden cube block or something) so maybe it "works well enough" and you don't have to manually replace them all. It's kinda your call on this based on what you know about your POI. Anyway... Searching the file, I found this line, which is probably the "standard wood block" woodBlock,woodShapes:cube,Alpha.20.0.122,Replaced, so I'm going to copy that line, make the change below, then add this new line to the file to replace block "woodenBlock123" with "woodShapes:cube" woodenBlock123,woodShapes:cube,Alpha.20.0.122,Replaced, Then save the file (make sure you save it back as the original "csv" format), and do the steps in the posts above to load the POI/replace the blocks, and you should see that now all the question mark blocks where "woodenBlock123" were are now "woodShapes:cube" blocks, that you can either leave, delete, and/or replace. NOTE: I had this happen to a POI in a previous version, I think certain "fence' blocks were not in the file. I did a replacement like this to put back the "exact" same new fence block definition and it was wonky as yeah, the new blocks were angled differently, and I had made rotations the the old fence blocks. Basically it was no longer a nice looking fence, especially at the corners. But with "blocks I could now delete manually" I cleaned up the corners and just made some changes where things were weird and left the rest. If you really love your POI and want it "perfect/as designed" it can be a bit of work, but I kinda like having some quirks left over so this method works well enpugh for me
  9. Maybe: Make "solder" out of it. Maybe silver for tier lower tier things, gold for higher. like... - make a forge recipe to use the smelted lead with a silver chunk to fabricate a "bar of solder".? Maybe reuse icon for forged steel and recolor it a little - use workbench to turn it into ... strips of solder. ReUse any thin long object as graphic. - make "tree sap" a drop from chopping trees. Reuse fat graphic, color it orange - use chem station? To turn solder strips and tree sap into solder wire? Or "soldering kit"? Not sure of icon to reuse for this. Maybe "repair kit" ? then make that final part an ingredient to craft things.
  10. 1: amazing stealth bonus 2. must also have recipe to use it to make yucca juice smoothie. 3. Now i kinda want "yucca themed armor set" like the grass set.
  11. Title says it all. why? When you dont have +20k of dukes, so you quickly see what you are able to buy from the trader (if i have 298 dukes... sort.... ahh these are the 5 things i can buy). alternate idea: like recipe crafting works today: anything you can buy "now" with existing dukes in your pack/belt: highlight with bright white text, auto sort to top. Rest of items you cannot buy get text dimmed. Obviously : both options only apply to dukes actually held, not possible value of unsold items in pack/belt
  12. I have on my grump face on today so...I have no idea how "true" this is but I *feel* (in my observations, I know nothing about the internals of the game) that its almost as if the RNG for lockpicking "changes/updates" slowly. Meaning: if you have bad "luck" its because the RNG has chosen a low % of success at that moment... and it stays that way for (example) a minute or so. So if you keep trying, you keep most likely failing. Once I break about 3 picks, I go do something else (loot a room for a few minutes) and come back and it always seems to open in a few tries. A "total 0 evidence but it feels like it" thing. But also: I agree: having it break over and over (and over, always at that last "15% or so" that you get once you get near the end) is quite annoying. I wish it felt better, maybe progressed differently or had "something" else I had to do to know it helped improve unlock success ( I don't know maybe "a set of tiered lockpick sets" so you just expect the lowest tier to break a lot. i mean: the timed charge/super pickaxe is "the top tier", why not have a middle tier that takes more resources to craft... or "buy/loot only"?). Additionally: sometimes with low lockpicking skill it just opens the first time and "yay!"... but also... it kinda feels wrong. I only want it to unlock on the first try when I'm super skilled or have super tools.
  13. Just me thinking of idea and things I have seen...if I know a mod specifically I'll list it (some are old),, else "I knew of or saw one"... NOTE: I'm not saying "take stuff from these mods" I'm just suggesting mods and/or "examples": of mods that had some mechanic or effect that was neat, obviously implying you can either ask permission to use their mod/XML, or "roll your own using that unique survival concept someone else did" 1. Fishing: There have been some mods that had a "fishing" element in them. Telrics had a working fishing pole and I believe MeanClouds just used "place fish catcher, block "grows" into a caught fish basket with random loot". 2. Grass/bush/soil harvesting: Some mods (Telrics had the worms?) have had "dig soil", and randomly find (items)" like worms and grubs. Others have "hit grass/shrub... you may get grasshopper or other bug like dead roaches". You could simply use these in recipes or maybe "bait' or food for animals? I think some chicken coop mods have you "feed" the chickens to "reset" the chicken coop block (block then "grows" into a coop with harvest-able chicks/chickens"). I think some mods have a baby chick you can find by looting birds nests. 3. Outdoor Ambiance, Animals: There is/was/were mods by Spherii? That had "butterflies and small insects flying around", and possibly fish in the water...("A better life" mod?). Also: the NPC mod has a Bird pack where they fly around, never attacking. 4. Outdoor Ambiance, Plants: I believe Gnamod and the Asia mod? both had some very nice "plants and other things" in them that really made the ground cover (and roads) look "rougher/fuller" with all sorts of plants and things that were "at different heights" than the standard grasses and small bushes in the vanilla game. SO when you were "not on a road" there was much less visibility and it looked "much more natural looking". Additionally there's OCB's mods for "custom textures" (seems to only be on Nexusmods? (https://www.nexusmods.com/7daystodie/mods/2788) . where there are examples of using this to get some outdoor "different shades for outdoor vanilla plants". personally: I wish someone would make a mod to must have "many different heights of grass and bushes/plants" because I think it wodul really amp up wandering off the trails experience. The PS4 console version seems to do this by lowering the player camera (or something... maybe plants were taller in old versions?) and it feels "good" 5. Boat mod. I think there is a primitive raft in it (feasible to craft as wilderness person)? but to really use it you will have to generate a map with quite a bit of water on it/long distance islands. 6. Ambiance: looting. Ravenhearst? and some otehr mods have made "trash containers" containers you can collect and store stuff in. like "this is my base for the first week.. yes, all my stuff is in trash bags and trash cardboard boxes" is kinda a fun look/feel. 7. Weather: Currently, being hot and cold will not really "kill you", just take stamina I think. There are some mods that make the weather lethal. too hot or cold and you are not dressed for it: you die. There is/was also an acid rain mod, might be a fun idea. 8. Fear/Mental struggle?: Ewhiaz? had a "fear" and stress mod (Stressed out?) and there is another mod.. (28 Alphas later?) that have mechanics to basically make you have to handle being stressed or scared or under duress. Basically it keeps building up ( s an amount) and if not mitigated in some way (being by a fire/in the light/smoking a cigarette/being dry etc) you eventually just "give up on life" and die. The "mental state" having to be a manageable thing a nice survival mechanic IMHO. 9. Animals: Iceburg71 has a "baby animals" mod. its just all the vanilla animals, but scaled down so you have tiers of them (babies, teens, adult: each with different health points, probably attack strength, speed, etc.). This way "every bear or dog or wolf is not a huge adult" and its fun to see an animal and have to put a second of thought into it be fore attacking or fleeing. but if you're planning "all different kinds of meats" for animals, you could probably tweak "amounts given" based on animal size. 10. Fire mod: wood catches fire. Explosions cause fires. I think trees might be exempt? survival goodness, especially if you are making a lot of things out of wood. However: I think the "put the fire out" items are fire extinguishers, but maybe there is a bucket of water in there.. if not you might have to make one. 11. SCore mod: There is a LOT of configs you can do in the blocks.xml file. You need to have it for the birds NPC add on, and you also probably? need it for the food spoilage mod, and need it for the fire mod. Things you can do in this mod: turn off nerd poling ability, have it generate caves (have to make a new map), make punching things with bare hands hurt you, etc. 12. Polluted water: There are mods to add "polluted water" to all "water sources" (by khzmusik?) that must be processed more than just "boiling murky water", if you want to make water a struggle. 13. Loot %: You can load a few mods to allow dropping the loot% way down. Personally, it seems making it 10% might be a good target for what you are looking for, but there may be a "more perfect number" (so when you perk up, loot is more abundant). Anyway: when you drop loot% waaay low you find that "looting" (without perking high the looting skill) is very pointless unless you are desperate or just want to mindlessly loot while in a POI. The point is: it forces you to harvest resources and craft. 14. No traders: There are mods for this... anyway: either "removes" the trader, or trader POIs or ( some overhaul...) makes the traders have no quests. 15: Misc crafting: There have been some mods (Khelldon had some) that add "little bits of items" to craft things. Things like nails, nuts and bolts. Things you have to scavenge/loot. Since you don't seem to want a forge to be "available easily" , then why not make it "I cannot upgrade or build a door without nails, bolts, doorknob" or "I cannot upgrade this frame without nails, cannot build a hatch without hinges/bolts. etc. Make looting and scavenging more "looting for basic parts" and then require those parts to build the simplest of things. If you want to go further,: make every block upgrade take substantially more than just "material". example: there have been mods requiring you to make mortar to make/upgrade wood to cobblestone. In this way, making all block upgrades "really painful", you kinda force players to build from wood and/or live in POI's and fortify them with wood for a long time, until you want to allow them to forge nails, or maybe "harvest/loot more efficiently" to find a lot more nails/screws/bolts
  14. Yep! All my mods for a21 are "public domain" and anyone can take them, make changes, and use them freely! I don't even mind (as long as any actual, meaningful changes are made to them, then I would mind a tiny bit but .. its "public domain" so it's still ok) if you rename them as yours and post them for others. Of course, I'd like a mention somewhere in the mod but the license I set on them does not require it . Also: The TFP modding agreement has restrictions on all mods, no matter what I say about mine
  15. Im not sure if ive missed this being talked about but: Will any of the POis and look/feel (like placing blocks/different assets) of the "7 Days to Die Bloodmoons" that i have already wishlisted and is listed as "coming soon" "in 6 to 12 months" on Steam be in a22?
  16. ummm... did I totally miss an announcement or something? I knew this "was coming someday" but it appears its on steam (coming soon) with some videos/images.... Search steam for "7 Days Blood Moons". I tried posting a link but it auto blocks me...
  17. Personally: the magpies have a bit high hit points for a bird. They killed me a lot, which is fun, but thats my only input so far edit: other than i love/appreciate any mod that adds any new animals/zeds. Snufkins server aide zeds used to have a "geist" flying zed that shot at you and had like ... 1200? 1800? Hit points and yeah i dropped that down to 600 i think. I couldn't handle that day 1 with stone arrows, and it hunted you mercilessly
  18. I want a few sets of "i was not a serious survivalist but i am managing thank you". Kinda like the cloth armor set we have today +flannel shirt +jacket +football helmet, basic shoes/boots etc. kinda a "i am living off stuff i salvaged and made" look. having a nice "set thats all put together" is cool once you spec into something and work at it or achieve a high level and buy/make everything, but i really like the "looting and dumpster diving" look and feel. In theory: its the junk clothing we have today that you actually use for the first week or so in game before you can craft/buy/loot better things. But making a few sets out of this "look" would be nice. Benefits? Maybe ... err... speed or looting or something... but the sets they have probably cover all the stats so maybe a hybrid non OP skillset of the "nicely put together" sets? and yes: wearing pieces of "the other sets" will kinda look like this but its not the same as "human who just started out"
  19. This link is weird, it just shows a "doc"? With 3 more links. I opened the top one and see there are several errors that are similar to this one: " 2024-03-10T16:39:45 1334.432 ERR XML loader: Loading and parsing 'blocks.xml' failed 2024-03-10T16:39:46 1335.742 EXC Class 'PassiveCollector, IDCCoreV2' not found on block cntAdvancedDewCollector! at BlocksFromXml.CreateBlock (System.Boolean _bEditMode, System.String blockName, DynamicProperties properties) [0x00078] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0..." anytime you have a "loading and parsing" and its a "xyz.xml" file, odds are high the game wont even start, or if it does, it will start streaming red console errors and be unplayable. You have several .xml files that are having this error. one thing i dont like about the modding/debugging that comes with the game is that they dont say what mod the "thing" that causes these types of errors comes from, so it can be hard to track down.BUT my guess for this specific error is its in the "IDCAdvancedDewCollector' mod (because of the "IDC" beginning in the mod name and the IDC text in the error. Fyi: you are loading a lot of mods, and it can be difficult to get this many to all "play nicely" together. There is no way (today at least) mods to easily be able to tell if they are compatible/incompatible with other mods and send a visible warning or "not load".... other than just having failures in the log as the warning. Most modders (i personally believe) make all their own mods to work together, but generally dont put much thought in them being compatible with those written by all the other modders and on top of that theres no real way to quickly check compatibility of a mod with "all known/released mods", so when adding mods its a good idea to add "some" (preferably by the same author) and load the game and make sure everything looks good, then shut the game down and add the next batch from another author. Repeat until you get errors and then you have a smaller list of "mods that might not work well together" to troubleshoot.
  20. He's the guy i wish was present on the board when Arby's was deciding to stop selling potato cakes. Because then i would still be able to buy potato cakes. Maybe: Nicolas Rage? it does look really good though, a very nice upgrade.
  21. Just posting to say: IMHO the fire mod is awesome. Random unplanned chaos/terror occurs at the worst of times. Simply Wonderful. Thanks for (you and spherii and whomever else contributed) for making/posting it!
  22. Just a thought: maybe it's possible the graphics quality is being automatically lowered by the game because additional assets are being loaded. Like the mod loads and memory usage hits some threshold and the game downgrades graphics quality? If this was the case, i would assume it would be only depend on the available memory (possibly graphics card memory?) capacity of the machine running the mod, not "everyone" (meaning it would only affect someone running the game with less memory available when the game starts up). I know there are "graphics sliders" in the game options and some get auto set (to lower amounts) based on the system available cpu and memory.... but not sure if loading mods (any mods with new assets) causes it to auto adjust downward in quality.
  23. If the 4x4 could be made to "drive forward forever with no driver" (still using gas) could imagine some sort orshort block (flat, like a 1/2 block) that could be used to "guide it" in between its wheels as a "track" in a straight line, and for turns you would have to have a tunnel or "walled slow turn" it could be sent into and guided back onto the "track". Then.... reskin the 4x4 as a train (or maybe use the bus vehicle). ? Or maybe just leave it as the 4x4. in this way, you have a train. Not a fun train, prob not a good train) except maybe you could be in and shoot from it. You would need a way to fill it up and stop it (manually). Also: hilarious if it gets off track as unless "caught" it just keeps going, i guess ramming into something or flying off the map. The only part i find unappealing is not being able to build on it, but the vehicles already have "storage" (which could be increased) so that might be nice As you could "send the train off" from a mine and the at the end just have it hit a wall and "stop at the station" where another person could turn it off, unload, pick it up and send it back. not sure about the chunk loading being an issue.... maybe the train would not go far until a player got near it to load the next chunk of track, so maybe you would always have to "ride the train" to get it to move around the map. But not having to drive manually would be fun (and shoot zeds from it as it moves and a great "massive base mover" for a large storage. Even if you didnt put down a track it might be fun if its block damage was high (just jump in and let it go straight until you hit a building "found a new town!" Or fall into a pit and die. Gotta pay attention while riding. anyway: just thoughts Addendum: if it could pull anything at all... it would have to be the big "propane tank" prop that blows up when damaged. Then you could use the train as a remote zombie destroying device (release and shoot at it... or modify the timed charge to go off after a long time, attach it to the propane tank, send the train off.) and: yeah it needs a train horn sound and the chugga chugga chugga sound while its running.. all see very do-able. so: just need vehicle to travel forward but not player controlled? Option to have large propane tank/block attached behind it?
  24. Edit 2:also i believe with ravenhearst loaded you cant just "start the game" from steam, you have to have steam running, then start the game from a special executable (see the ravenhearst docs). I think its "bepinex.exe" or something but i havent played it in awhile so maybe thats changed.
  25. On top of the other suggestions: this error here may be one (of many) things causing the issue. Basically: you have added too many mods that add new blocks (probably the deco mods) and its just too many blocks (block types/definitions/etc). Maybe try removing the deco mods (or the ones adding a lot of new vehicles?) first. The error: 2024-02-24T04:13:20 319.280 ERR XML loader: Loading and parsing 'blocks.xml' failed 2024-02-24T04:13:20 319.302 EXC Specified argument was out of the range of valid values. Parameter name: Too many blocks defined (48326, allowed 32768 Parameter name: Too many blocks defined (48326, allowed 32768 Usually when you get a "loading and parsing xyz.xml failed" the game is going to not load and possibly hang on loading. Its basically "mods did some changes and the file cannot load/parse, and this file is necessary for the game to run". Blocks.xml is very important to load properly because... its a voxel game and the world is made of "blocks". Also: - it looks like you are adding mods to the "Ravenhearst" overhaul mod. While its possible to add mods to an overhaul mod, it can be tricky as overhauls change a lot of things in the game, and the smaller mods (modlets) are generally only made to mod the vanilla game. Its generally recommended to jot add mods to any overhaul mod unless you know a bit about modding (or how the game and overhaul works) to know if a mod may conflict with the overhaul. An example is i see you are loading some UI mods. I rarely have gotten a random UI mod to work when an overhaul mod is loaded as overhauls usually change up the UI a lot. - my "guess" is that adding additional POI mods is unlikely to cause any issues, but may be pointless if the overhaul mod comes with its own maps. So check the docs on ravenhearst and see if making your own custom map is ok (so additional pois may be put on the map) - i have added a lot of mods to games (i have gotten up to about 120) but with this many i have always had to go in and manually "fix" mods as they generally start stepping over each other. Loading issues/errors/warnings. Similar to the issue you are having. Generally i will first start removing "groups of mods" from a single modder, just to make troubleshooting easier. You seem to have a lot of mods from bdubs, and JT and a few others. So i would just remove all of JTs (for example) and see if the problem goes away. or maybe remove ravenhearst? Just saying again: with ravenhearst being in there, any modding can still "load the game" but something in the game may break (like something not work, like "oh i cannot use this ammo" or something.). Its always an issue with modding (especially in a game in alpha) but for this game there are not tools for modders (yet) to put in checks to handle incompatibilities with other mods. Like a modder cannot make their mod "not load" because it sees ravenhearst and knows its not compatible with ravenhearst. All mods try to load (and make their changes) regardless if they work with other mods. Also: i think i saw an "improved hordes" mod in there. Just a guess but its probably not going to play well with ravenhearst as i think it has its own custom horde stuff (just from playing it). It probably isn't adding any extra blocks, but i would also remove it if you're going to keep ravenhearst.
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