Jump to content

Puschpa

Members
  • Posts

    280
  • Joined

  • Last visited

Everything posted by Puschpa

  1. Did you put them correctly? Folder structure for icons is modfolder/UIAtlases/ItemIconAtlas.
  2. Do you use Compopack and it's prefablist for Nitrogen combined with the DF one? Compopacks Nitrogen prefablist above version 39 includes entries for custom town sizes as well as custom sizes for settlements and outbacks. Those entries will break the traders the way it happened for you. I had the same issue and fixed it by using the prefablist from Compopack 39 and adding new prefabs from Compopack 40+ and DF manually.
  3. That would be much appreciated, thanks in advance!
  4. If he installed Robelotos custom Zombies he will get errors, because the gamestage numbers will not go with to the DF ones. Those custom zombies can be added to DF, but their xml files has to be adapted manually. Which is possible, but a PITA.
  5. Integrating it into Darkness Falls is a PITA, because DF uses different Gamestage numbers. But it works with DF if done properly. Anacondas new texture looks pretty nice, even if it didn't make her more welcome ^^
  6. Killed bandits or survivors? Maybe they count as "players" since they are human.
  7. I use it for all vehicles, the vanilla ones and also all modded ones. You only need to add them to the vehicles.xml in the horn modlet, f.e. like this <set xpath="/vehicles/vehicle[@name='manux_vehicleMonoHog']/property[@name='hornSound']/@value">khelldonBikeBell</set> <set xpath="/vehicles/vehicle[@name='vehicleGuppyBoat2']/property[@name='hornSound']/@value">khelldonTruckHorn</set> <set xpath="/vehicles/vehicle[@name='vehicleDirtBike']/property[@name='hornSound']/@value">khelldonMotorcycleHorn</set> etc. I also renamed the modlet to XKhelldon-GetHorny to make sure it loads AFTER every vehicle modlet, so the new sound applies properly.
  8. Yep, best horn mod out there, I use it for all vehicles!
  9. loot.xml of the Cruiser contains a typo: <append xpath="/lootcontainers/lootgroup[@name='vehiclebars']"> should be <append xpath="/lootcontainers/lootgroup[@name='vehicleParts']">
  10. Thx Now I'm jealous for the testers!
  11. They only can be found in the radiated zone. Make sure you are playing on one of the DF Maps included in the mod download. If you create a world with Nitrogen, you need to add the Darkfall Zones by activating this option in Nitrogen.
  12. To make it work you have to change the progression requirements, since DF altered the Grease Monkey perk. I use Charger and Dirt Bike, both are working with some file modifications.
  13. Not by simply putting those mods together. You'd need to rework, balance and merge every single part of them manually to make them work together. Maybe doable, but a huge load of work. And you need to know what you are doing
  14. Did you try to fix it by changing their lootlist from 81 to something else?
  15. Yep, my crystal ball seems to be out of order
  16. The outputlog would be helpful to find your issue.
  17. I had the same issue with the small bin, switched to another mod where some loot containers get's destroyed after looting.
  18. You need to make a Workbench_Decor first, this will be the workstation to make the decorations.
  19. You need to create new folders for the icons and put them there: [ATTACH=CONFIG]30636[/ATTACH]
  20. I uploaded them to my drive until psousa4 will set up a link to the 18.0 files.
  21. Playermade recipes can use Snowberries. *hinthint
  22. Maybe you could provide a full outputlog.txt? I don't see a reason why a hud modlet should affect the biomes creation.
  23. It means, the ores will not be generated underground. Did you start a new map? Do you use any other mods which affect the biome creation? I use this modlet without any issues, no errors or warnings at world creation.
×
×
  • Create New...