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khzmusik

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Posts posted by khzmusik

  1. 17 minutes ago, RipClaw said:

    Actually, in A21 you are guaranteed to be able to craft an M60 or a minibike at some point. Unlike schematics, you don't have to find a specific one, just enough of a specific magazine.

     

    For example, if you find 60 Machine Gun magazines, you should be able to make a Q1 M60 according to the screenshots. With the minibike I'm not sure how it's balanced but if it follows the same scheme as the weapons then the minibike should unlock at 11 vehicle magazines.

     

    There is also the boost mechanism. If you invest points in Machine Gunner, for example, you will find more machinegun magazines and parts.

     

    I'm not a big fan of the new system myself because you only progress in crafting when you loot and I'm unsure how it's balanced. But in general you should always be able to unlock everything you can make in the game. It just takes a little time.
     

     

    You're not "guaranteed" anything, because ultimately it's all dependent upon how often you go into new POIs and open containers. If you don't do this - or don't do this as often as the game thinks you "should" - then tough luck, buster.

     

    Compare this to what it is now. You mine a lot of resources, you get a lot of experience, so you can (optionally) invest that into skills that allow you to craft better mining tools.

     

    That entire mechanic is no longer available in A21. You mine a lot, you get resources but nothing else. (You get XP, but it doesn't allow you to craft better tools, so who cares.) You have to abandon your mining and go out looting to be able to craft better tools so you can get better at mining.

     

    You're forced to do something that you don't like, just because the game mechanics say you must do it, in order to do something you do enjoy, and have enjoyed in the current (A20) alpha and many more before it.

     

    EDIT: I have to clarify that I have not seen the A21 changes and am only guessing about what they are. If the "learning by looting" system ends up avoiding the "Minibikes for Dumb@%$#s" issue, then I will be OK with it. I only wanted to bring up my concerns in the hopes that the  7D2D devs would consider them, if they haven't already.

  2. On 3/16/2022 at 2:02 PM, Roland said:

     

    • Learn By Reading System
      • 23 new skills to govern crafting (photo in gallery below)
      • 23 new magazines added to loot
      • Perks no longer unlock recipes or govern crafting at all
      • The only schematics that still unlock recipes are mod attachments. 
      • Crafting skill is increased by finding and reading magazines
      • Skill increases unlock recipes at certain points as well as increase quality of crafting for items with quality
      • Each tech level has a separate range in the skill spectrum so that you have to work up through primitive tech and then iron tech and then steel tech and being able to craft a blue stone axe no long means you automatically can also craft a blue iron axe.
      •  Some skills have 100 levels but others have less depending on how many unlocks there are for recipes and quality tiers.
      • A new skill page showing your progress has been added to the player interface (photo in gallery below)
      • Skill magazines can be found, bought, and/or received as quest rewards. The topic of the magazine matches the location you would expect to find it in the world.
      • Perks slightly affect the probability of finding like-themed magazines and parts for those recipes. Perk into shotguns and you will notice more shotgun magazines and shotgun parts appearing in the world. It isn't a significant bonus but it does prevent the player from being screwed over.
      • When you max out a skill, that slight probability bonus granted by perks for finding the corresponding magazine for that skill drops off. The magazine will still show up randomly in loot but no longer have a boost. The probability boost for finding matching parts will remain.

     

    Recently, I've been replaying a lot of A20 7D2D games, including mods with different mechanics... and I have come to the (personal) conclusion that this change is bad, and you should feel bad.

     

    My hunch is that these changes will be in A21, but then abandoned immediately in A22 and will never be seen again.

     

    Remember when you had to unlock crafting options through reading schematics, and didn't even have the option of unlocking them with skills? This change is taking that mechanic and doubling down on it.

     

    One of the things I hated the most about alpha 16 was the "Minibikes for Dumb@%$#s" book. You couldn't craft a minibike without it (and at the time that was the only vehicle). No matter how many hours I spent looking for that book, I was not guaranteed with one, because of RWG. It was a constant pain point, and I gave up on a few game saves specifically because of it.

     

    I still feel that annoyance now with being able to unlock weapon crafting. I want to be able to craft an M60 because I chose the ability to craft it, not because the game's RWG decided that I was "worthy" enough to give me an M60 schematic.

     

    This change feels like a return to "Minibikes for Dumb@%$#s", except for everything. It's a return to mechanics that you guys already determined was very bad (or at least abandoned).

     

    I'm really hoping you reconsider it.

  3. New progression update

     

    A little while ago, I was testing a world where various NPC packs were installed. I found the NPC biome spawning experience to be severely imbalanced.

     

    From my experience, the problems were:

    • Far too many NPCs spawned. When travelling from one town to a neighboring town, I randomly encountered between five to ten NPCs (that I was aware of).
    • NPC weapon types were unbalanced. I could encounter an NPC with an M60 with the same probability of encountering an NPC with a club.
    • There was no difficulty scaling. The same NPCs spawned in the forest biome as the wasteland.

     

    As a result, I routinely got killed before I even completed the "Whiteriver Citizen" quest (the first one to find a trader). I would invariably get chased down by a couple of NPCs that could one-shot me, when all I had was a wooden club and a bow with a couple arrows.

     

    So I decided to fix it. Here is what I did:

    • Lowered the chance of NPCs spawning. A vanilla-to-NPC spawn ratio of about 7.5:1 turns out to be about right. That meant encountering one (or rarely two) NPCs as opposed to five to ten.
    • Scaled NPCs by difficulty: wasteland > snow > desert > forest; night > day; and downtown > everywhere else. There's no chance of encountering rocket launcher NPCs until you go to a downtown area that's not in the pine forest, and even then it's very rare.
    • Each NPC pack has an equal chance of spawning overall. For example, there is an equal chance of spawning one of my Rogues and one of DarkstarDragon's Raiderz, despite the fact that my Rogues have more characters and wield a greater variety of weapons.

     

    If you want the technical/mathematical details, read this section of the README that deals with the NPC Core characters:
    https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/blob/main/2-XNPCCore_khzmusik_Progression/README.md#how-probabilities-are-calculated-for-npcs

     

    I already had one "Progression" modlet, per NPC Pack authored by someone else, which adjusted the probabilities of entities spawned into sleeper volumes. Rather than create an entirely new series of modlets, I put the fixes into the existing modlets, since they do the same thing except for biome spawns.

     

    Since my own NPC Packs put NPCs into biome spawn groups, I also adjusted those rates to be in line with the "Progression" modlets.

     

    Hopefully this goes without saying, but this only modifies spawning into vanilla biome spawn groups. If you're playing an overhaul that adds new ones (like War of the Walkers) then you probably won't see any difference. You'll need to make your own changes, if you haven't already.

     

    I also fixed the Psychos' random "pain" sounds so they don't play inside the player's head. (It was an unrelated changed but it annoyed me immensely during testing.)

     

    Hope you find these changes useful!

  4. 12 hours ago, Ganeshakw said:

    @khzmusik

    @xyth

     

    Khzmusik, We have discussed this too.

    Also, you too have seen the DMT Wandering Traders post mentioned in the NPC mod forum. There is absolutely no doubt about the great work you guys have done and you are doing. At the same time, if you watch the wondering traders video, you will see that their behaviour is very organized. They use melee as well as guns too. While shooting, most of the times, they take a knee and then shoot. It feels good to see those animations.

     

    As we have discussed this already and someone else is also pointing at  it, I dared to write about it again. sorry to jump in like this.

     

    The Wandering Traders were Xyth's project, and he hasn't done them since I believe Alpha 18 (or maybe 19).

     

    There were significant changes between A19 and A20, both in the NPC mods/modlets and in 7D2D itself. Between the two, wandering traders would have to be rebuilt from scratch. Given the A20 trader changes (e.g. identifying traders by the trader protection area in their POIs), I'm guessing that rebuilding them was so impractical as to be impossible.

     

    But you'd honestly have to as Xyth about this. I don't have his Unity assets so I can't revive those wandering traders. He's also the one that created the Unity controller used by all NPC Core characters, and that includes the animations.

  5. 6 hours ago, Truckerwil said:

    Hi there, I'm a novice when it comes to modding and the like.  I've been watching the GNS WotW series and want to have play thru on my server with the additional mobs that you offer here, but the other admins and I are not keen on having the Rocket Launcher mobs spawning in and potentially creating havoc on the server (random spawned or even worse hired).  I've see in the main NPCMod forum that 'magejosh' created a modlet that disabled the rocket launcher, which I have installed, but after loading a fresh game, I was wondering round the Wasteland to come across a Psychos with a RL.  Are you able to advise how I can remove the RL from spawning in?  Thanks.

     

    War of the Walkers completely replaces the entity groups used to spawn entities in biomes (and wandering hordes, and blood moon hordes...). I'm pretty sure that's why Magejosh's modlet didn't work. (And in general, if you're trying to mod an overhaul - War of the Walkers, Darkness Falls, Undead Legacy, etc. - then you can't expect mods to work unless they're specifically written for that overhaul.)

     

    WotW doesn't include my Whisperers or Rogues and Psychos NPC packs, that's all done by the GNS WarMod. So, if you want to remove rocket launcher NPCs, you need to modify the WarMod.

     

    Look in the GNS WarMod\Z-WotW-Master\Config\entitygroups.xml file. Remove (or comment out) any entities with "RocketL" in their names.

     

    Example - in the entitygroup named "PsychoGroup", there is an XML entity tag with the name "FemalePsychoSkinnyKhzRocketL":

    <entity name="FemalePsychoSkinnyKhzRocketL" prob="0.03" />

     

    You can either remove it, or comment it out. If you're not familiar with XML, this is what the commented-out XML tag would look like:

    <!-- <entity name="FemalePsychoSkinnyKhzRocketL" prob="0.03" /> -->


    You can also create your own modlet to do this, but if you've never written an XPath modlet before, it's probably easier to comment out the XML tags in the WarMod file. Keep in mind that if you update the WarMod, you'll have to do this all over again.

     

    Note, this won't kill off any rocket launcher NPCs that are already spawned into the world, it will just prevent more from spawning in later.

     

    EDIT: I missed that this was on a server. If you do these changes to the XML on the server, they should be pushed to clients. Clients will still have to install the modlets as well (WotW, Compo Pack for WotW, GNS WarMod), but the server should push XML changes to the client. (It won't push anything else, like POIs or images or Unity assets, which is why clients still need to install all the mods.)

  6. 6 hours ago, smithsguild said:

    Is the SmarterEntities property in SCore what allows (both hired & unhired) NPC's to open unlocked Base doors? I was playing solo before I had the tokens to hire anyone and was rather shocked/spooked when a random Joe opened my base door and took an unsanctioned tour. Is this a function Raiders, Whisperers, & Psychos also share?!?

     

    I'd also like to ask if SCore supports 'leadership', IE where you make a 'Boss' and it's minions are tethered to follow the Boss around? Small squads of Soldiers, & groups of Marauders lead by a (slightly) tougher leader would be amazing if possible.

     

    I'm pretty sure the "SmarterEntities" property is an attempt to have NPCs avoid traps. I don't think SphereII ever got that to work.

     

    I'm fairly certain the thing that allows them to open doors is the "HumanTags" property, under "AdvancedNPCFeatures". If an entity has any one of the tags listed there, then it's considered "human" and (I believe) can open doors. But being "human" allows a lot of other behavior too, so I don't think that should be messed with.

     

    It should apply to any NPCs, as far as I know, since all of them have the "npc" tag (at least) and that's always been a "human" tag.

     

    If you don't like it, then you can always lock your doors. :) 

     

    The notion of "leadership" has been talked about for quite a while (since at least A18, probably earlier). But there are a lot of technical challenges, for example with spawning "squads" from entity groups, and I don't think anyone got it even close to working.

  7. I can confirm that. I looked in the C# code when replying to this thread:

    https://community.7daystodie.com/topic/29189-traders-how-best-to-config-them-to-set-real-quests-instead-of-treasure-hunts-that-ruin-the-map-near-the-lobby/?do=findComment&comment=490593

     

    There is a replacement (which I wrote) in 0-SCore called "RandomTaggedPOIGotoSDX". It is a drop-in replacement for "RandomPOIGoto", except:

    • you can optionally specify the POI tags ("Tags", not "QuestTags") to include and/or exclude;
    • it supports a "distance" property (either max distance, or "min-max" like in buried supply quests); and
    • most importantly for your purposes, it does not rely on a trader protection area to determine which prefabs to send the player.

    Once you install SCore, you could use XPath to substitute "RandomTaggedPOIGotoSDX, SCore" for "RandomPOIGoto" in all vanilla quests. It should just work.

     

    It is C# code, so it needs to be installed on both clients and servers, and EAC needs to be turned off. But if you really want to put quest-givers outside trader-protected areas, then I think this is your only option.

  8. On 1/29/2023 at 4:15 PM, work22 said:

     

    First, this NPC Mod is incredible, thank you to all the creators. You are amazing.  This has made the game more fun and interesting for so many, myself included.

    I’m trying to do my little part with a nearly completed storyline chain of quests (https://community.7daystodie.com/topic/31075-new-storyline-quest-mod-looking-for-feedback/https://community.7daystodie.com/topic/31075-new-storyline-quest-mod-looking-for-feedback/) , and the NPC Mod is perfect to incorporate.  I did have a few questions that are probably simple and easy to those who know, but remain difficult for those like me who are still trying to figure the code out:

     

    1.        How do I spawn a friendly NPC that can be hired near the player?  As perhaps, say a quest Reward?  Like, you kill 25 zombies, and afterwards two hiding survivors emerge from the woods to join you and are suddenly standing a few feet away, ready to be hired. 

     

    Something like <reward type="Item" id="SurvivorSoldier1TRifle" value="2"/>  ?

    Or at the beginning of the next quest something like

    <action type="SpawnNPC" id="Bob,Brian" value="2" phase="1"/>?

     

    2.       Can you spawn a friendly, hireable NPC into a nearby POI?  Kind of similar coding to the various White River trader “Fetch” quests except instead you are to rescue the NPC (and not a satchel of goods) in the nearby POI?  One could easily see the Final Version of the game having White River Traders dole out “rescue” missions of stranded civilians in POI’s, but I’d like to try and do it myself now.  Has someone already done this?

    3.        Is there a way to check that the player has hired an NPC, like an “objective type” that would also fit into quests.xml?  That might be impossible but worth an ask and relates to question #2.

    4.       Is there a max number of NPC’s under player control you recommend?  Like under 10 or something?

    5.       Is there a way for the game to check how many NPC’s are in an area?  As an “objective type” again?  Let’s say one of the storyline quests is “Find and bring back 10 NPC’s to your base and put them on Stay.”  Once you have rescued 10 NPC’s and put them in your base, you have completed the mission etc.  Or have each NPC disappear as they cross into your base to reduce lag (if having that many NPC’s is a problem). 

    6.       Lastly, is there a way (didn't see any in Localization) to change a line of the NPC’s dialogue.  Like, obviously there is a need for the dialogue options to be “Guard” and “Stay” etc, but one that is just “Hi, I’m a survivor like you.  I’m desperate, please take me back to your base.” 

     

    Please if you can help in anyway or steer me in the right direction, thank you!

     

    1. There is a quest reward in SCore called "GiveNPCSDX" which should do the trick:
     

    <reward type="GiveNPCSDX, SCore" id="entityGroup" /> <!-- Spawns in an entity from the group to be your NPC -->
    <reward type="GiveNPCSDX, SCore" /> <!-- Hires the current NPC -->

     

    2. I don't know if this is possible. I created a very similar quest ("defend Whiteriver") in my "Human faction reputation and quests" modlet, but it is not enabled, because it requires POIs that spawn in Whiteriver NPCs (and have the "whiteriver" tag). That is here:
    https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/blob/main/1-khzmusik_Human_Factions_Reputation_Quests/Config/quests.xml#L2338

     

    3. I'm not sure about this one. There is a "HiredSDX" dialog requirement in SCore, but it shows/hides dialog options according to whether the NPC you're talking with is hired by you or not, so I don't think it would work for traders. But here it is if you want to experiment:

    <!-- True if the NPC is currently hired by the player -->
    <requirement type="HiredSDX, SCore" requirementtype="Hide" /> 

     

    When you hire an NPC, you also get a cvar that represents that NPC, but you have to know the NPC's entity ID in order to check it. I don't think there's any way to get an NPC's entity ID via XML, so it's probably not useful in this case.

     

    4. Incredibly subjective. :) I personally go for less than 5, but I know players that want to wage wars and have 20 hired NPCs. Basically, whatever your computer can handle is the upper limit.

     

    5. I suppose you could find some way to keep a cvar of hired NPCs (I haven't researched how but it should be possible). Having them disappear as they enter your base is not currently possible.

     

    6. Look in dialogs.xml in the 0-XNPCCore modlet. You can change the phrases there. But I do agree that they should be translated.

  9.   

    16 hours ago, Ganeshakw said:

    I asked this because, eg. the rocket launcher dide is helpful when you decide to raid a rogue base but he starts destroying your base sometimes or can hurt other NPC companions when he is in the base when it comes to shooting. So as long as he is in the base, he can be instructed to use "Melee Only". That way, he can be kept inside the base too if required.

    This has ref to "War of the Walkers series by Guns Nerd & Steel" LOL.

     

    Gotcha. You could issue a "stay" command and have them facing a wall. NPCs are like zombie cops, if they can't see enemies they won't shoot them. It's not a perfect solution, but it's better than nothing.

     

    3 hours ago, valorsofmen said:

    hi i wanna know if u have made a npc POIs prefab that work with the npc quest u did because atm we wan play with that mod but looks lke we miss some pois for those quest reputation 

    (no hide i try make your mods work with DF so far that work but not thise one 

     

    Not yet, but I'm working on it. When I do have NPC POIs, I intend to announce them in the "Prefabs" section of the forums (since that seems appropriate), and I will link that forum post here.

     

    I don't want to spoil anything, but other people may be working on NPC POIs as well.

  10. 16 hours ago, Ganeshakw said:

    @khzmusik

     

    Hi, its about the NPC Character equipped with a  Rocket Launcher. The player usually places him away from the base once hired for obvious reasons. Can this character be modified for a command like  "melee only"  or something like that as long as the player requires. Is it possible ?

     

    Anything's possible, but it wouldn't be easy. It would require a new kind of order in SCore, and the AI would have to be modified in NPC Core. Plus there would be other miscellaneous changes, like there would have to be UI changes to the dialog window to get all the dialog options to show up.

     

    You could ask Xyth if he's interested in creating that feature, but I have a suspicion he'll say no. It's questionable whether this could be done before A21 drops, and at that point much of NPC Core will have to be reworked anyway. Plus, if you're not going to be using the rocket launcher ranged attack, then why hire a rocket launcher NPC in the first place?

     

    Doesn't hurt to ask though.

  11. 13 hours ago, work22 said:

    Anyone else having trouble with the popular NPC Mod (this one specifically: https://7daystodiemods.com/npcmod-a-community-project/) lately?  I'm getting the "streaming red lines of death" error messages, Null this and that and I tried even after removing all mods and doublechecking the folder paths. 

     

     

    Just to get the basics out of the way - that mod is dependent upon SCore. You installed that too, correct?

     

    Also, I personally get mods from these forums. I'm pretty sure the 7daystodiemods site is run by one person who updates everything by hand, so it's often out of date. Here is the forum topic for the NPC Core mod:

     

  12. Just FYI for everyone, there was a bug in the Enemies Fight Horde NPCs modlet. This was causing mutated zombies to throw exceptions and not be spawned.

     

    I have fixed the bug. If you are using that modlet, please download the latest version (1.0.1). There should be no risk to saved games.

     

    If anyone is curious, this is the bug: I mistakenly added an extra ",0" to the "ApproachAndAttackTarget" value for the "zombieMutated" entity. The game was trying to read "0" as a C# type, which of course doesn't work.

  13. 4 hours ago, Roland said:

    So if you’re thankful why do you sound so aggressive against the people who made it all possible?  Why do you say it shouldn’t be this way?  Usually when folks feel thankful they just say….”thanks”. 

     

    I don't think it's about gratitude, it's about feeling justified in their opinions. It's the mindset of "if people mod it back in, then people want it, so I am justified in complaining about removing it."

     

    Sadly, I think that there is a valid criticism buried in there somewhere. Specifically: TFP have chosen to make 7D2D be in early access for nearly a decade, so it's about time that they choose the core game mechanics. (It's not a criticism I would make, but it's reasonable.)

     

    Of course, we can't open that line of dialog, because the OP chose to make his post about vague statements like "the direction this game is going and has been for years has taken so much of what made the game unique away" or "they don’t care what their players want, but 'active player count says otherwise!!!' Right." alongside some generic criticism about the game that has been brought up a hundred times before.

     

    Too bad that guy can't back up his statements by legitimate data, like the number of people who played the game last year vs. this year. Or the change in how many people play with mods now vs. a  year ago.

     

    Well, c'est la vie, that's the internet for ya.

  14. 27 minutes ago, excali said:

    I haven’t posted here in awhile, but I’m just going to speak my mind and say this seems like the worst alpha to date…

     

    I’ve gotten my money worth out of 7 days with it being my most played game (thanks to Ravenhearst & darkness falls), so thank you TFPs for the years of fun. But the direction this game is going and has been for years has taken so much of what made the game unique away.


    Of course this is subjective but why are you redoing skill for the 4th time? Loot for skills is awful and punishes so many different play styles. You had a good skill system in A16-17, ALL you had to do was tweak and refine. But it seems TFPs would rather take features away people enjoyed: guns parts anyone?

     

    Thankfully there’s mods to fix most of the issues people have with the direction the game is going but shouldn’t be needed. And it’s clear from the interview with Rick and madmole they don’t care what their players want, but “active player count says otherwise!!!” Right. When the negative reviews start bombing the steam page you’ll know then. 
     

    but hey congrats you removed glass jars (nobody asked for this) and added a couple QoL features! It’s only taken over a year…

     

    Catching flies with vinegar confirmed in A21

  15. 41 minutes ago, Taien said:

    Now if only I could get this quest to appear in the list (I must have refreshed the trader 100 times).  No more error, but no quest either.  I suppose I could just make notes to start the quests, but I REALLY wanted it to be a trader start.

     

    Did you take @BFT2020's suggestions? Make sure you're at the proper quest tier with the trader (the "difficulty_tier" value) or else it won't show up. Alternatively, make the quest a Tier 1.

     

    And obviously, double-check the XML to make sure the XPath worked they way you thought it did, and look in the logs or console (F1) to see if there were any yellow warnings or red error messages.

  16. Just now, Taien said:

    Is there a tutorial you'd recommend on how to get started with Harmony?  I'm an experienced C# coder and also have experience with Unity.  I'd be willing to code something to do this but I'm still a bit baffled as to how the modding api works.  I've been following some advice from another user about using dnSpy to look at the game's source code but I just started with that so I'm still pretty green to this whole thing (I've never modded before, only coded my own games from scratch).  If there were more documentation on modAPI and how to do things I'd be a bit farther along but there seems to be a big lack of documentation on 7 days modding :(  Mostly it seems people directly transfer knowledge through forum posts or other means. :p 

    Anyway, I'm rambling, but it shouldn't be out of my wheelhouse to make a BlockHarvest objective type.  I just need to get more familiar with this stuff.

     

    ...I was just coming here to mention that it's already been done.

     

    Of course, it was SphereII who did it (he's pretty much the reigning C# guru around here). If you use his 0-SCore mod, it includes an objective called "ObjectiveBlockDestroySDX" (so you would reference it in the XML as "BlockDestroySDX, SCore").

     

    I don't know why I never check SCore before telling people what C# code they'd have to write. He's usually done it already. :)

     

    You can get SCore here:
    https://github.com/SphereII/SphereII.Mods/tree/master/0-SCore

     

    And, if you want to learn how to do C# coding specifically for this game, SphereII also has a sample project to import into Visual Studio to get you started:

    https://github.com/SphereII/SphereII.Mods/tree/master/SampleProject

     

    I've never seen any documentation on IModApi but it's pretty trivial to use. Nearly everyone makes a file like this, pretty much verbatim:
    https://github.com/SphereII/SphereII.Mods/blob/master/SampleProject/Harmony/Init.cs

     

    As long as the game sees that in your .dll it will load it into the game, so you don't even really need to use Harmony other than that if all you need is additional classes.

     

    But if you do want to use Harmony, here's the documentation:

    https://harmony.pardeike.net/articles/intro.html

     

    The reason to use dnSpy is so that you can look through the code, to know which classes to either patch or extend. Any C# decompiler will work (like dotPeek), but dnSpy works really well if you want to browse the full code of a .dll at once.

     

    If you want to set up Unity, Xyth is the guy for that. He has a basic project and tutorial here:
    https://community.7daystodie.com/topic/17477-a20-consolidated-guide-to-modding-with-unity/

     

    (It's what I use for my NPC Packs.)

     

    It's a lot of information - but if you've already written a Unity game, then you should be able to pick it up.

  17. 7 hours ago, Taien said:

    @khzmusik Thank you so much for your help.  May I ask one more question after this one?  The question is this:  

    Is there a way to remove an item from the player's inventory once it has been acquired?  The quest makes the player find some mythril, but the player can use any mythril they have already mined to finish the quest by holding it in their inventory.  Or maybe there's a better way to track mining the ore than having it in your inventory.  I do have terrain blocks in the world that are made of the ore...is there a way to track breaks of a specific type of block instead of checking for 100 mythril in the inventory?  (See the OP above for the current objectives)

     

    I'm pretty sure doing what you want would require custom C# code.

     

    I don't think it is possible to remove the items from the player's inventory after they have fetched them. There is a "Fetch" objective (which is unused in vanilla quests) that seems like it will remove the fetched items from the player's backpack - but not if the quest objective succeeds, only if it fails or is cancelled. I never messed around with it, so I don't know for sure that's how it works, or even if it works since it's not used.

     

    Also, the fetch objectives trigger when an item is added to (or removed from) the player inventory or toolbelt. How it got there is not even considered.

     

    There is another objective type, "BlockPickup", which is similar to "BlockPlace" and "BlockUpgrade". In essence it works like a "fetch" objective, except the object must be a block rather than an item, and it must be picked up (using the "E" key, i.e. not mined). But this objective is also not used in vanilla quests, so I don't know for sure how/if it works. It's also not all that useful since only certain blocks can be picked up (those with a "CanPickup" value of "true" - look in blocks.xml).

     

    What you really want is some kind of "BlockDestroy" objective, and/or one that removes the items from the player's backpack or toolbelt when finished. You could do that but you'd need to write a Harmony patch and add a new C# class (a subclass of BaseObjective which adds one of its methods as a delegate to QuestEventManager.Current.BlockDestroy). That's a lot harder than writing XML (like months of learning harder), so I don't know if it's worth it.

  18. 19 hours ago, Ganeshakw said:

    Ask this question in the following forum. You will find experts there.

     

     

     

    No, this is the proper place. This has nothing to do with Darkness Falls, that forum should only be used to ask questions about Darkness Falls.

     

    23 hours ago, Taien said:

    I've created a new quest on my server as an attempt to learn how to make new quests. :p  The problem is that once I add it to the list of trader quests, the server throws a null reference exception each time it tries to get the list.  It's not game-breaking but it is annoying and so I'd like to solve it.  I'm certain it has something to do with the quest I added.  Here's the xml:
     

    	<append xpath="/quests">
    		<quest id="quest_FindMythril">
    			<property name="name_key" value="quest_FindMythril"/>
    			<property name="subtitle_key" value="quest_FindMythril_subtitle"/>
    			<property name="description_key" value="quest_FindMythril_description"/>
    			<property name="icon" value="ui_game_symbol_mining"/>
    			<property name="repeatable" value="true"/>
    			<property name="category_key" value="quest"/>
    			<property name="offer_key" value="quest_FindMythril_offer"/>
    			<property name="difficulty" value="medium"/>
    			<property name="difficulty_tier" value="3"/>
    			<property name="statement_key" value="quest_FindMythril_statement"/>
    			<property name="response_key" value="quest_FindMythril_response"/>
    			<property name="login_rally_reset" value="true"/>
    
    			<property name="completiontype" value="TurnIn"/>
    			<property name="completion_key" value="quest_FindMythril_completion"/>
    
    			<objective type="FetchKeep" id="resourceMythrilPowder" value="100" phase="1"/>
    
    			<objective type="ReturnToNPC">
    				<property name="phase" value="2"/>
    				<property name="nav_object" value="return_to_trader" />
    			</objective>
    
    			<objective type="InteractWithNPC">
    				<property name="phase" value="2"/>
    				<property name="nav_object" value="return_to_trader" />
    			</objective>
    				
    			
    			<reward type="Exp" value="5000"/>
    			<!--<reward type="LootItem" id="groupQuestMods" ischosen="true" value="1"/>-->
    			<reward type="Item" id="casinoCoin" value="800"/>
    		</quest>
    	</append>
    	<append xpath="/quests/quest_list[@id='trader_quests']">
    		<quest id="quest_FindMythril" />
    	</append>

     

    And here's the error I get from the server:
     

    NullReferenceException: Object reference not set to an instance of an object
      at EntityTrader.PopulateQuestList () [0x00074] in <f6e64c46c798481d83242e5018924c0b>:0 
      at EntityTrader.OnUpdateLive () [0x00013] in <f6e64c46c798481d83242e5018924c0b>:0 
      at EntityAlive.OnUpdateEntity () [0x0001e] in <f6e64c46c798481d83242e5018924c0b>:0 
      at World.TickEntity (Entity e, System.Single _partialTicks) [0x00127] in <f6e64c46c798481d83242e5018924c0b>:0 
      at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <f6e64c46c798481d83242e5018924c0b>:0 
      at World.TickEntitiesSlice () [0x00000] in <f6e64c46c798481d83242e5018924c0b>:0 
      at GameManager.UpdateTick () [0x00026] in <f6e64c46c798481d83242e5018924c0b>:0 
      at GameManager.gmUpdate () [0x00305] in <f6e64c46c798481d83242e5018924c0b>:0 
      at GameManager.Update () [0x00000] in <f6e64c46c798481d83242e5018924c0b>:0

     

    For now I'll remove the quest from the list again, but I'm baffled as to what I'm missing.  I've added the appropriate entries in Localization.txt and even if I hadn't that wouldn't cause a null ref exception.  Any insight from someone who is an expert in the field of adding trader quests?

     

    I've run into this before. You're getting a null reference exception because you're appending your quest after everything else in the <quests> node. That includes the <quest_list>, <quest_items>, and <quest_tier_rewards> nodes.

     

    So the trader quest list has an entry for your quest, but it can't find it, because it hasn't been loaded yet. (EDIT: this is because the XML is parsed from the top to the bottom, not all at once.)

     

    You should either add your quest before the first quest, or after the last. I personally do the second option by inserting it before the first <quest_list> node, and not after the last <quest> node. That avoids cases where someone else makes the same mistake (it happens surprisingly often) and your quest goes after theirs.

     

    Example:

     

        <insertBefore xpath='/quests/quest_list[1]'">
            <quest id="quest_FindMythril">
                <!-- ...snip... -->
            </quest>
        </insertBefore>
        <!-- This should work now -->
        <append xpath="/quests/quest_list[@id='trader_quests']">
            <quest id="quest_FindMythril" />
        </append>

     

    EDIT: If you want to make sure it works, when the game starts, open the console (F1) and type "exportcurrentconfigs" (no quotes). It will dump the XML files to your save folder, and tell you the exact location where it saved them.

  19. 10 hours ago, gwydion62 said:

    Hi Guys, what a great job...

    3 observations:

    The NPC's are alwas running on my spikes and barbed wires - lot of uhs and ohs and then the are dying... any idea to fix that?

    The guys with the rocket aunchers are a disaster - destroying everything randomly. Maybe skipping that - I did and it's much better.

    If your paid NPC is behind a fence or bars and Z's are coming they do not shoot regulary only sometimes. 

     

    And is there a possibility to rename them? I mean in game? Would be great for animal friends...

    Talking NPC's are a bit a pain - repating alwas the same and very loud - especialy some officers 😉 

     

    Thank's for makinging the game more fun.

     

    I don't think there is any way to make NPCs avoid spikes. It's baked into the game's pathing algorithms.

     

    It is possible to make NPCs destroy spikes when they walk on them. I'm not sure that's what you want, but if it is, then add the "StompSpikes" property to the "npcMeleeTemplate" entity class in the NPC Core entityclasses.xml file. If you're using XPath, this is the code:

    <append xpath="//entity_class[@name='npcMeleeTemplate']">
        <property name="StompsSpikes" value="true" />
    </append>

     

    If you don't want the rocket launcher NPCs in game, then you can remove them from the entity groups in entitygroups.xml. Note, you'd have to do that for any NPC Packs too. For that reason, a modlet using XPath probably best because it can remove all the rocket launcher NPCs, as long as the modlet is named such that it will load after all of the NPC Packs. This is the XPath to use:

    <remove xpath="//entitygroup/entity[contains(@name, 'RocketL') or contains(@extends, 'RocketL')]" />

     

    The issue with bars and fences might have to do with visibility issues. If an NPC can't damage an entity because there is a block in the way which blocks their attack, they behave as if they can't see the entity. (Or at least that's the idea.) Also, NPCs have a view cone, they don't see 360 degrees around them. If they didn't do this, stealth against them would be impossible, they'd run after enemies they can't even reach, etc.

     

    Renaming them is not currently possible. (Maybe next alpha?) For entities that haven't spawned yet, you can re-define the list of names that they can spawn with. They are in the "Names" property of the character's entity class in entityclasses.xml. Each entity has a different list of names, so you'd have to hunt down which one(s) you want to change.

     

    You can change the frequency of NPCs making their random sounds. That is in the "SoundRandomTime" property of the entity's class in entityclasses.xml. The NPC Core template sets the default as 200 seconds (real time). But NPC Pack authors often override this, especially when they use custom sounds, so you might have to hunt down which specific NPC is making the sound you don't like, and modifying that.

     

    Hope this helps!

  20. 14 hours ago, Ganeshakw said:

    What happens if the NPC goes "Where I am standing" and no enemy shows up. For how long he/she will remain at that position ?

     

    @Canute has it right. If you tell an NPC to guard where you are standing, and no enemies ever show up, they'll just remain there.

     

    Of course, you can always talk to them again and issue a different command. (Or even issue the "Guard and return" command again if you want to give them a different guard position.) You can also talk to them while they're in the process of going back to their guard position, if you want.

  21. As promised, here are details about the new guard functionality.

     

    Guard and return

     

    This command shows as "Guard and return to where I am standing" in the NPC dialog (or "Guard and return here" for companion animals like the fox). When the command is issued, the NPC will initially go to where you were standing and will face the same direction you were facing (like the "Stay where I am standing" command).

     

    But unlike the "Stay" commands, the NPC will leave its post to attack enemies. If it doesn't die from the fight, the NPC will return to its guard position and resume watch.

     

    Be forewarned, NPCs can have a tendency to jump off of high places when they are going after enemies. This might leave them unable to get back to their guard positions. So if you want things like guard towers, the existing "Stay" commands are probably a better choice. But the "guard and return" is a good choice for guard dogs, melee NPCs, or just NPCs that are in places they can easily return to.

     

    For POI designers, you can issue that command to NPCs that spawn into sleeper volumes, using the SCore pathing cube. Just put "task=guard" as the text of the pathing cube.

     

    This requires the very latest versions of both SCore (20.6.381.1359) and NPC Core (20.6.01.03).

     

    The latest version of SCore also fixes an NPC-related bug with the vanilla drone code. A drone that was shot by a ranged NPC would cause an exception, and afterwards the NPC would become invulnerable. This has been reported by a few people who installed the GNS WarMod (from the Guns, Nerds, and Steel series), so if you're one of those people, you definitely will want that version.

  22. 8 hours ago, Lucian said:

    Thanks. I copied the output log.  Apologies for the long string of text I have noticed some errors as I pulled up the test world. I followed the instructions from that group you mentioned earlier. 

     

     

     

    Mono path[0] = 'C:/7D2D/alpha20/war_of_the_walkers/war_of_the_walkers_v20.x.x.x_stable/7daystodie_Data/Managed'
    Mono config path = 'C:/7D2D/alpha20/war_of_the_walkers/war_of_the_walkers_v20.x.x.x_stable/MonoBleedingEdge/etc'
    Initialize engine version: 2020.3.14f1 (d0d1bb862f9d)
    [Subsystems] Discovering subsystems at path C:/7D2D/alpha20/war_of_the_walkers/war_of_the_walkers_v20.x.x.x_stable/7daystodie_Data/UnitySubsystems
    GfxDevice: creating device client; threaded=1
    Direct3D:
        Version:  Direct3D 11.0 [level 11.1]
        Renderer: NVIDIA GeForce GTX 1660 Ti (ID=0x2191)
        Vendor:   
        VRAM:     5979 MB
        Driver:   31.0.15.2756
    Begin MonoManager ReloadAssembly
    - Completed reload, in  0.111 seconds
    D3D11 device created for Microsoft Media Foundation video decoding.
    <RI> Initializing input.

    <RI> Input initialized.

    <RI> Initialized touch support.

    UnloadTime: 0.930600 ms
    2023-01-17T21:50:56 0.014 INF Version: Alpha 20.6 (b9) Compatibility Version: Alpha 20.6, Build: WindowsPlayer 64 Bit
    2023-01-17T21:50:56 0.015 INF System information:
    2023-01-17T21:50:56 0.015 INF    OS: Windows 10  (10.0.19044) 64bit
    2023-01-17T21:50:56 0.016 INF    CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (cores: 12)
    2023-01-17T21:50:56 0.016 INF    RAM: 16223 MB
    2023-01-17T21:50:56 0.016 INF    GPU: NVIDIA GeForce GTX 1660 Ti (5979 MB)
    2023-01-17T21:50:56 0.019 INF    Graphics API: Direct3D 11.0 [level 11.1] (shader level 5.0)
    2023-01-17T21:50:56 0.044 INF Last played version: Alpha 20.6
    2023-01-17T21:50:56 0.047 INF Local UTC offset: -5 hours
    2023-01-17T21:50:56 0.069 INF Command line arguments: C:\7D2D\alpha20\war_of_the_walkers\war_of_the_walkers_v20.x.x.x_stable\7daystodie.exe -logfile C:\7D2D\alpha20\war_of_the_walkers\war_of_the_walkers_v20.x.x.x_stable\7DaysToDie_Data\output_log.txt -savegamefolder=C:\7D2D\Saves\War of the Walkers\War of the Walkers v20.x.x.x Stable -nogs -noeac
    2023-01-17T21:50:56 0.082 INF [Platform] Init
    2023-01-17T21:50:56 0.127 INF [Platform] Using native platform: Steam
    2023-01-17T21:50:56 0.129 INF [Platform] Using cross platform: EOS
    2023-01-17T21:50:56 0.129 INF [Platform] Using server platform: Steam
    2023-01-17T21:50:56 0.129 INF [Platform] Using server platform: XBL
    2023-01-17T21:50:56 0.136 INF Starting PlayerInputManager...
    Fallback handler could not load library C:/7D2D/alpha20/war_of_the_walkers/war_of_the_walkers_v20.x.x.x_stable/7daystodie_Data/Mono/XInputInterface32
    Fallback handler could not load library C:/7D2D/alpha20/war_of_the_walkers/war_of_the_walkers_v20.x.x.x_stable/7daystodie_Data/Mono/XInputInterface32.dll
    Fallback handler could not load library C:/7D2D/alpha20/war_of_the_walkers/war_of_the_walkers_v20.x.x.x_stable/7daystodie_Data/Mono/XInputInterface32
    Fallback handler could not load library C:/7D2D/alpha20/war_of_the_walkers/war_of_the_walkers_v20.x.x.x_stable/7daystodie_Data/Mono/libXInputInterface32
    Fallback handler could not load library C:/7D2D/alpha20/war_of_the_walkers/war_of_the_walkers_v20.x.x.x_stable/7daystodie_Data/Mono/libXInputInterface32.dll
    Fallback handler could not load library C:/7D2D/alpha20/war_of_the_walkers/war_of_the_walkers_v20.x.x.x_stable/7daystodie_Data/Mono/libXInputInterface32
    2023-01-17T21:50:57 0.310 INF InControl (version 1.8.2 build 9357, native module = False, XInput = True)
    2023-01-17T21:50:57 0.324 INF [Platform] Initializing Steam
    2023-01-17T21:50:57 0.452 INF [Steamworks.NET] SteamAPI_Init() ok
    2023-01-17T21:50:57 0.454 INF [Steamworks.NET] Registering auth callbacks
    2023-01-17T21:50:57 0.457 INF Not running in Big Picture Mode, no on-screen keyboard available
    2023-01-17T21:50:57 0.457 INF [Platform] Initializing EOS
    2023-01-17T21:50:57 0.484 INF [EOS] Initialize: Success
    2023-01-17T21:50:57 0.506 INF [EOS-ACC] Not started with EAC, anticheat disabled
    2023-01-17T21:50:57 0.513 INF [Platform] Initializing XBL
    2023-01-17T21:50:57 0.683 INF Localization language from platform: english
    2023-01-17T21:50:57 0.685 INF Texture quality is set to 1
    2023-01-17T21:50:57 0.686 INF Precaching...
    2023-01-17T21:50:57 0.687 INF Precaching file: 7DaysToDie_Data/resources.assets
    2023-01-17T21:50:57 1.002 INF Precaching file: 7DaysToDie_Data/sharedassets1.assets
    2023-01-17T21:50:57 1.005 INF Precaching file: Data/Bundles/blocktextureatlases
    2023-01-17T21:50:58 1.236 INF Precaching file: Data/Bundles/terraintextures
    2023-01-17T21:50:58 1.504 INF Precaching done
    2023-01-17T21:51:05 8.374 INF Loading main scene
    Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
    UnloadTime: 0.677200 ms
    2023-01-17T21:51:05 8.418 INF [GSM] Disabled...
    2023-01-17T21:51:05 8.428 INF Awake IsFocused: True
    2023-01-17T21:51:05 8.428 INF Awake
    2023-01-17T21:51:05 8.474 INF Occlusion: Awake
    2023-01-17T21:51:05 8.480 INF ApplyAllOptions streaming budget 5381.1 MB
    2023-01-17T21:51:05 8.480 INF ApplyAllOptions current screen 1920 x 1080, 144hz, window 1920 x 1080, mode FullScreenWindow
    2023-01-17T21:51:05 8.481 INF Texture quality is set to 1
    2023-01-17T21:51:05 8.481 INF ApplyTextureFilter 1, AF Enable
    2023-01-17T21:51:05 8.483 INF ApplyTerrainOptions 2
    2023-01-17T21:51:05 8.610 INF [MODS] Start loading from: 'C:\Users\15714\AppData\Roaming/7DaysToDie/Mods'
    2023-01-17T21:51:05 8.614 INF [MODS] Start loading from: 'C:/7D2D/alpha20/war_of_the_walkers/war_of_the_walkers_v20.x.x.x_stable/7daystodie_Data/../Mods'
    2023-01-17T21:51:05 8.615 INF [MODS] Trying to load from folder: '0-Quartz'
    2023-01-17T21:51:05 8.759 INF [MODS] Found ModAPI in Quartz.dll, creating instance
    2023-01-17T21:51:05 8.761 INF [MODS] Loaded Mod: Quartz (A20-v1.4.1)
    2023-01-17T21:51:05 8.761 INF [MODS] Trying to load from folder: '0-SCore'
    2023-01-17T21:51:05 8.946 INF [MODS] Found ModAPI in SCore.dll, creating instance
    2023-01-17T21:51:05 8.947 INF [MODS] Loaded Mod: 0-SCore (20.6.368.1433)
    2023-01-17T21:51:05 8.947 INF [MODS] Trying to load from folder: '0-XNPCCore'
    2023-01-17T21:51:05 8.954 INF [MODS] Loaded Mod: 0-XNPCCore (20.6.01.02)
    2023-01-17T21:51:05 8.954 INF [MODS] Trying to load from folder: '1-FantasticBeastz'
    2023-01-17T21:51:05 8.960 INF [MODS] Loaded Mod: 1-FantasticBeastz (20.4.01.01)
    2023-01-17T21:51:05 8.960 INF [MODS] Trying to load from folder: '1-GansSpecialZombies'
    2023-01-17T21:51:05 8.968 INF [MODS] Loaded Mod: GansSpecialZombies (20.0.1)
    2023-01-17T21:51:05 8.968 INF [MODS] Trying to load from folder: '1-GansStandardZombies'
    2023-01-17T21:51:05 8.974 INF [MODS] Loaded Mod: GansStandardZombies (20.0.0)
    2023-01-17T21:51:05 8.974 INF [MODS] Trying to load from folder: '1-khzmusik_NPC_Rogues_and_Psychos'
    2023-01-17T21:51:05 8.976 INF [MODS] Loaded Mod: 1-khzmusik_NPC_Rogues_and_Psychos (1.0.0)
    2023-01-17T21:51:05 8.976 INF [MODS] Trying to load from folder: '1-khzmusik_NPC_Whisperers'
    2023-01-17T21:51:05 8.978 INF [MODS] Loaded Mod: 1-khzmusik_NPC_Whisperers (1.0.0)
    2023-01-17T21:51:05 8.978 INF [MODS] Trying to load from folder: '1-khzmusik_Zombies'
    2023-01-17T21:51:05 8.984 INF [MODS] Loaded Mod: 1-khzmusik_Zombies (2.0.1)
    2023-01-17T21:51:05 8.984 INF [MODS] Trying to load from folder: '1-KnightzNPeasantzPackAlpha'
    2023-01-17T21:51:05 8.991 INF [MODS] Loaded Mod: 1-KnightzNPeasantzPackAlpha (20.4.01.03)
    2023-01-17T21:51:05 8.991 INF [MODS] Trying to load from folder: '1-NPCXBirdPack'
    2023-01-17T21:51:05 8.997 INF [MODS] Loaded Mod: 1-NPCXBirdPack (20.3.0.0)
    2023-01-17T21:51:05 8.997 INF [MODS] Trying to load from folder: '1-NPCXSpiderPack'
    2023-01-17T21:51:05 9.003 INF [MODS] Loaded Mod: 1-NPCXSpiderPack (20.3.0.0)
    2023-01-17T21:51:05 9.003 INF [MODS] Trying to load from folder: '1-OrczPackAlpha'
    2023-01-17T21:51:05 9.009 INF [MODS] Loaded Mod: 1-OrczPackAlpha (20.3.02.01)
    2023-01-17T21:51:05 9.009 INF [MODS] Trying to load from folder: '1-PitFighterzPack'
    2023-01-17T21:51:05 9.016 INF [MODS] Loaded Mod: 1-PitFighterzPack (20.3.02.01)
    2023-01-17T21:51:05 9.016 INF [MODS] Trying to load from folder: '1-RaiderGurlzPack'
    2023-01-17T21:51:05 9.023 INF [MODS] Loaded Mod: 1-RaiderGurlzPack (20.3.02.01)
    2023-01-17T21:51:05 9.023 INF [MODS] Trying to load from folder: '1-RaiderzPack'
    2023-01-17T21:51:05 9.030 INF [MODS] Loaded Mod: 1-RaiderzPack (20.3.02.01)
    2023-01-17T21:51:05 9.030 INF [MODS] Trying to load from folder: '1-RobotzPack'
    2023-01-17T21:51:05 9.036 INF [MODS] Loaded Mod: 1-RobotzPack (20.0.0.3)
    2023-01-17T21:51:05 9.036 INF [MODS] Trying to load from folder: '1-SoldierPack'
    2023-01-17T21:51:05 9.042 INF [MODS] Loaded Mod: 1-SoldierPack (20.3.02.01)
    2023-01-17T21:51:05 9.042 INF [MODS] Trying to load from folder: '1-SurvivorzPack'
    2023-01-17T21:51:05 9.049 INF [MODS] Loaded Mod: 1-SurvivorzPack (20.3.02.01)
    2023-01-17T21:51:05 9.049 INF [MODS] Trying to load from folder: '1-VaultDwellerzPack'
    2023-01-17T21:51:05 9.055 INF [MODS] Loaded Mod: 1-VaultDwellerzPack (20.3.02.01)
    2023-01-17T21:51:05 9.055 INF [MODS] Trying to load from folder: '1-YeOldeUndeadPack'
    2023-01-17T21:51:05 9.062 INF [MODS] Loaded Mod: 1-YeOldeUndeadPack (20.4.01.01)
    2023-01-17T21:51:05 9.062 INF [MODS] Trying to load from folder: '1-ZombiezPack'
    2023-01-17T21:51:05 9.068 INF [MODS] Loaded Mod: 1-ZombiezPack (20.5.01.01)
    2023-01-17T21:51:05 9.068 INF [MODS] Trying to load from folder: '2-GoblinzPack'
    2023-01-17T21:51:05 9.074 INF [MODS] Loaded Mod: 2-GoblinzPack (20.3.01.03)
    2023-01-17T21:51:05 9.074 INF [MODS] Trying to load from folder: '2-OrczPackBeta'
    2023-01-17T21:51:05 9.082 INF [MODS] Loaded Mod: 2-OrczPackBeta (20.4.01.01)
    2023-01-17T21:51:05 9.082 INF [MODS] Trying to load from folder: '2-RaiderGurlzPack_Friendly'
    2023-01-17T21:51:05 9.089 INF [MODS] Loaded Mod: 2-RaiderGurlzPack_Friendly (2)
    2023-01-17T21:51:05 9.089 INF [MODS] Trying to load from folder: 'Bdubs Vehicles'
    2023-01-17T21:51:05 9.093 INF [MODS] Loaded Mod: Bdubs Vehicles (4.22)
    2023-01-17T21:51:05 9.093 INF [MODS] Trying to load from folder: 'CCTV'
    2023-01-17T21:51:05 9.099 INF [MODS] Loaded Mod: CCTV (20.2.0.0)
    2023-01-17T21:51:05 9.099 INF [MODS] Trying to load from folder: 'Compopack Zs On Streets'
    2023-01-17T21:51:05 9.105 INF [MODS] Loaded Mod: Compopack Zs On Streets (A20)
    2023-01-17T21:51:05 9.105 INF [MODS] Trying to load from folder: 'CP48.6 Complete'
    2023-01-17T21:51:05 9.112 INF [MODS] Loaded Mod: CP48.6 Complete (20.6.48.6)
    2023-01-17T21:51:05 9.112 INF [MODS] Trying to load from folder: 'KHA20-15SlotToolbelt'
    2023-01-17T21:51:05 9.132 INF [MODS] Found ModAPI in 15SlotToolbelt.dll, creating instance
    2023-01-17T21:51:05 9.133 INF [MODS] Loaded Mod: 15 Slot Toolbelt (1.0)
    2023-01-17T21:51:05 9.133 INF [MODS] Trying to load from folder: 'Locks'
    2023-01-17T21:51:05 9.139 INF [MODS] Loaded Mod: Locks (20.2.0.1)
    2023-01-17T21:51:05 9.139 INF [MODS] Trying to load from folder: 'OcbPinRecipes'
    2023-01-17T21:51:06 9.200 INF [MODS] Found ModAPI in PinRecipes.dll, creating instance
    2023-01-17T21:51:06 9.200 INF [MODS] Loaded Mod: OcbPinRecipes (0.6.2)
    2023-01-17T21:51:06 9.200 INF [MODS] Trying to load from folder: 'Ragsy_Better_Gyro_Handling_A20'
    2023-01-17T21:51:06 9.205 INF [MODS] Loaded Mod: Ragsy_Better_Gyro_Handling (20.0.2.0)
    2023-01-17T21:51:06 9.205 INF [MODS] Trying to load from folder: 'SMXcore'
    2023-01-17T21:51:06 9.416 INF [MODS] Found ModAPI in Quartz.dll, creating instance
    2023-01-17T21:51:06 9.416 INF [MODS] Loaded Mod: SMXcore (r20.rc11)
    2023-01-17T21:51:06 9.416 INF [MODS] Trying to load from folder: 'SMXhud'
    2023-01-17T21:51:06 9.463 INF [MODS] Found ModAPI in SMXhud.dll, creating instance
    2023-01-17T21:51:06 9.464 INF [MODS] Loaded Mod: SMXhud (r20.rc7)
    2023-01-17T21:51:06 9.464 INF [MODS] Trying to load from folder: 'SMXui'
    2023-01-17T21:51:06 9.498 INF [MODS] Found ModAPI in SMXui.dll, creating instance
    2023-01-17T21:51:06 9.499 INF [MODS] Loaded Mod: SMXui (r20.rc6)
    2023-01-17T21:51:06 9.499 INF [MODS] Trying to load from folder: 'ZMXhudCP'
    2023-01-17T21:51:06 9.505 INF [MODS] Loaded Mod: ZMXhudCP (r20.rc7)
    2023-01-17T21:51:06 9.505 INF [MODS] Trying to load from folder: 'ZMXhudCPOCBPR'
    2023-01-17T21:51:06 9.512 INF [MODS] Loaded Mod: ZMXhudCPOCBPR (r20.rc2)
    2023-01-17T21:51:06 9.512 INF [MODS] Trying to load from folder: 'ZMXhudCPTB15'
    2023-01-17T21:51:06 9.516 INF [MODS] Loaded Mod: ZMXhudCPTB15 (1.0)
    2023-01-17T21:51:06 9.516 INF [MODS] Trying to load from folder: 'ZMXhudCPTHB'
    2023-01-17T21:51:06 9.522 INF [MODS] Loaded Mod: ZMXhudCPTHB (r20.rc2)
    2023-01-17T21:51:06 9.522 INF [MODS] Trying to load from folder: 'ZMXuiCP'
    2023-01-17T21:51:06 9.529 INF [MODS] Loaded Mod: ZMXuiCP (r20.rc6)
    2023-01-17T21:51:06 9.529 INF [MODS] Trying to load from folder: 'ZMXuiCPBBM'
    2023-01-17T21:51:06 9.535 INF [MODS] Loaded Mod: ZMXuiCPBBM (r20.rc3)
    2023-01-17T21:51:06 9.535 INF [MODS] Trying to load from folder: 'ZMXuiCPSCBC'
    2023-01-17T21:51:06 9.542 INF [MODS] Loaded Mod: ZMXuiCPSCBC (r20.rc1)
    2023-01-17T21:51:06 9.542 INF [MODS] Trying to load from folder: 'Z-WotW-Master'
    2023-01-17T21:51:06 9.547 INF [MODS] Loaded Mod: WaroftheWalkersMod (V20.6.3.7b)
    2023-01-17T21:51:06 9.547 INF [MODS] Initializing mod code
    Fallback handler could not load library C:/7D2D/alpha20/war_of_the_walkers/war_of_the_walkers_v20.x.x.x_stable/7daystodie_Data/Mono/data-000002099B9FF910.dll
    2023-01-17T21:51:06 9.712 INF [Quartz] Loading Patch
    Fallback handler could not load library C:/7D2D/alpha20/war_of_the_walkers/war_of_the_walkers_v20.x.x.x_stable/7daystodie_Data/Mono/data-000002090C5BA4A0.dll
    2023-01-17T21:51:06 9.939 INF Updated culture for display texts
    2023-01-17T21:51:06 9.946 INF [Quartz] Loaded Patch
    2023-01-17T21:51:06 9.946 INF [Quartz] Loading ActionSets
    2023-01-17T21:51:06 9.951 INF [MODS] Initialized code in mod 'Quartz' from DLL 'Quartz.dll'
    2023-01-17T21:51:06 9.952 INF  Loading Patch: Harmony.SphereIICoreInit
    2023-01-17T21:51:08 11.432 INF [MODS] Initialized code in mod '0-SCore' from DLL 'SCore.dll'
     Loading Patch: FifteenSlotToolbelt_Init

    Patching PUBLIC_SLOTS()

    Adjusting 10 to 15

    Adjusting 20 to 30

    Done With Patching PUBLIC_SLOTS()

    Patching PlayerMoveController.Update for shift and number on 15 slot toolbelt

    Done with patching PlayerMoveController.Update

    2023-01-17T21:51:08 11.587 INF [MODS] Initialized code in mod '15 Slot Toolbelt' from DLL '15SlotToolbelt.dll'
    2023-01-17T21:51:08 11.587 INF  Loading Patch: PinRecipes
    2023-01-17T21:51:08 11.744 INF [MODS] Initialized code in mod 'OcbPinRecipes' from DLL 'PinRecipes.dll'
    2023-01-17T21:51:08 11.745 INF [MODS] Initialized code in mod 'SMXcore' from DLL 'Quartz.dll'
     Loading Patch: SMXhud Mod: SMXhud

    2023-01-17T21:51:08 11.858 INF [MODS] Initialized code in mod 'SMXhud' from DLL 'SMXhud.dll'
     Loading Patch: SMXui Mod: SMXui

    2023-01-17T21:51:08 11.927 INF [MODS] Initialized code in mod 'SMXui' from DLL 'SMXui.dll'
    2023-01-17T21:51:08 11.927 INF [MODS] Loading done
    2023-01-17T21:51:08 11.941 INF Pack 3752 us
    2023-01-17T21:51:08 11.984 INF Pack 24243 us
    2023-01-17T21:51:08 12.005 INF Pack 2991 us
    2023-01-17T21:51:09 12.254 INF Pack 82328 us
    2023-01-17T21:51:09 12.332 INF Pack 17810 us
    2023-01-17T21:51:09 12.407 INF Pack 17048 us
    2023-01-17T21:51:09 13.083 INF Pack 132249 us
    2023-01-17T21:51:10 13.216 INF Pack 14516 us
    2023-01-17T21:51:10 13.271 INF Pack 4913 us
    2023-01-17T21:51:10 13.295 INF Pack 4420 us
    2023-01-17T21:51:12 15.337 INF Pack 519022 us
    2023-01-17T21:51:12 15.353 INF Pack 952 us
    2023-01-17T21:51:12 15.354 INF [MODS] Creating new atlas 'hudElements' for mod 'WaroftheWalkersMod'
    2023-01-17T21:51:12 15.390 INF Pack 9880 us
    2023-01-17T21:51:18 21.348 INF Pack 757905 us
    2023-01-17T21:51:20 23.380 INF Pack 338391 us
    2023-01-17T21:51:20 23.381 INF [MODS] Loading localization from mod: Quartz
    2023-01-17T21:51:20 23.390 INF [MODS] Loading localization from mod: 0-SCore
    2023-01-17T21:51:20 23.396 INF [MODS] Loading localization from mod: 0-XNPCCore
    2023-01-17T21:51:20 23.401 INF [MODS] Loading localization from mod: GansSpecialZombies
    2023-01-17T21:51:20 23.405 INF [MODS] Loading localization from mod: GansStandardZombies
    2023-01-17T21:51:20 23.409 INF [MODS] Loading localization from mod: 1-khzmusik_NPC_Rogues_and_Psychos
    2023-01-17T21:51:20 23.416 INF [MODS] Loading localization from mod: 1-khzmusik_NPC_Whisperers
    2023-01-17T21:51:20 23.422 INF [MODS] Loading localization from mod: 1-khzmusik_Zombies
    2023-01-17T21:51:20 23.427 INF [MODS] Loading localization from mod: 1-RaiderGurlzPack
    2023-01-17T21:51:20 23.444 INF [MODS] Loading localization from mod: 1-RaiderzPack
    2023-01-17T21:51:20 23.468 INF [MODS] Loading localization from mod: 1-RobotzPack
    2023-01-17T21:51:20 23.472 INF [MODS] Loading localization from mod: 1-SoldierPack
    2023-01-17T21:51:20 23.477 INF [MODS] Loading localization from mod: 1-SurvivorzPack
    2023-01-17T21:51:20 23.480 INF [MODS] Loading localization from mod: 1-VaultDwellerzPack
    2023-01-17T21:51:20 23.485 INF [MODS] Loading localization from mod: 1-ZombiezPack
    2023-01-17T21:51:20 23.490 INF [MODS] Loading localization from mod: 2-RaiderGurlzPack_Friendly
    2023-01-17T21:51:20 23.498 INF [MODS] Loading localization from mod: Bdubs Vehicles
    2023-01-17T21:51:20 23.503 INF [MODS] Loading localization from mod: CCTV
    2023-01-17T21:51:20 23.507 INF [MODS] Loading localization from mod: OcbPinRecipes
    2023-01-17T21:51:20 23.513 INF [MODS] Loading localization from mod: SMXcore
    2023-01-17T21:51:20 23.518 INF [MODS] Loading localization from mod: SMXhud
    2023-01-17T21:51:20 23.523 INF [MODS] Loading localization from mod: SMXui
    2023-01-17T21:51:20 23.529 INF [MODS] Loading localization from mod: WaroftheWalkersMod
    2023-01-17T21:51:20 23.613 INF Loading permissions file at 'C:\7D2D\Saves\War of the Walkers\War of the Walkers v20.x.x.x Stable/serveradmin.xml'
    2023-01-17T21:51:20 23.617 INF Loading permissions file done.
    2023-01-17T21:51:20 23.639 WRN Command with name "quartz" already loaded, not loading from class ConsoleCmdQuartz
    2023-01-17T21:51:20 23.696 INF GameSense server not found (no props file), disabling
    2023-01-17T21:51:20 23.696 INF Awake done in 15268 ms
    Fallback handler could not load library C:/7D2D/alpha20/war_of_the_walkers/war_of_the_walkers_v20.x.x.x_stable/7daystodie_Data/Mono/libc
    Fallback handler could not load library C:/7D2D/alpha20/war_of_the_walkers/war_of_the_walkers_v20.x.x.x_stable/7daystodie_Data/Mono/libc.dll
    Fallback handler could not load library C:/7D2D/alpha20/war_of_the_walkers/war_of_the_walkers_v20.x.x.x_stable/7daystodie_Data/Mono/libc

    Unloading 2317 unused Assets to reduce memory usage. Loaded Objects now: 5964.
    Total: 51.253400 ms (FindLiveObjects: 0.354000 ms CreateObjectMapping: 0.305600 ms MarkObjects: 48.651800 ms  DeleteObjects: 1.941400 ms)

    2023-01-17T21:51:20 23.920 INF [XUi] Instantiating XUi from default prefab.
    2023-01-17T21:51:20 23.925 INF [XUi] XUi instantiation completed in 4 ms
    2023-01-17T21:51:20 24.009 INF [XUi] Loading XUi asynchronously
    2023-01-17T21:51:21 24.363 INF Reloading serveradmin.xml
    2023-01-17T21:51:21 24.363 INF Loading permissions file at 'C:\7D2D\Saves\War of the Walkers\War of the Walkers v20.x.x.x Stable/serveradmin.xml'
    2023-01-17T21:51:21 24.363 INF Loading permissions file done.
    2023-01-17T21:51:21 24.736 INF [XUi] Parsing all window groups completed in 570 ms total.
    2023-01-17T21:51:22 25.807 INF [XUi] Initialized all window groups completed in 709 ms total.
    2023-01-17T21:51:22 26.045 INF LoadTextureArraysForQuality quality -1 to 1, reload False
    2023-01-17T21:51:23 26.522 INF Loaded (local): rwgmixer
    2023-01-17T21:51:23 26.599 INF Loaded (local): archetypes
    2023-01-17T21:51:23 26.628 INF Loaded (local): color_mappings
    2023-01-17T21:51:23 26.662 INF Loaded (local): loadingscreen
    2023-01-17T21:51:25 28.617 INF WorldStaticData.Init() needed 3.000s
    2023-01-17T21:51:25 28.626 INF [Steamworks.NET] Login ok.
    2023-01-17T21:51:25 28.627 INF [EOS] Login
    2023-01-17T21:51:25 28.858 INF AchievementManager: Received stats and achievements from Steam
    2023-01-17T21:51:26 29.778 INF [EOS] Login succeeded, PUID: 00026cca96334b2696934b453184507b
    2023-01-17T21:51:26 29.778 INF [EOS] Getting native user for 00026cca96334b2696934b453184507b
    2023-01-17T21:51:26 29.781 INF [EOS] CopyIdToken result: Success
    Clearing SphereCache...

    2023-01-17T21:51:27 30.611 INF [EOS] TransferProgress: News.xml, 2118 / 2118
    2023-01-17T21:51:27 30.717 INF [EOS] Read (News.xml) completed: Success
    Clearing SphereCache...

    Clearing SphereCache...

    2023-01-17T21:51:52 55.636 INF NET: Starting server protocols
    2023-01-17T21:51:52 55.664 INF NET: LiteNetLib server started
    2023-01-17T21:51:52 55.664 INF Started thread SteamNetworkingServer
    2023-01-17T21:51:52 55.664 INF [Steamworks.NET] NET: Server started
    2023-01-17T21:51:52 55.665 INF [EOS-P2PS] Server started
    2023-01-17T21:51:52 55.665 WRN [GSM] GameSparks Not Initialized...
    2023-01-17T21:51:52 55.666 INF StartGame
    2023-01-17T21:51:52 55.666 INF NetPackageManager Init
    2023-01-17T21:51:52 55.715 INF [XUi] Instantiating XUi from default prefab.
    2023-01-17T21:51:52 55.725 INF [XUi] XUi instantiation completed in 9 ms
    2023-01-17T21:51:52 55.735 INF Persistent GamePrefs saved
    GamePref.AdminFileName = serveradmin.xml
    GamePref.AirDropFrequency = 72
    GamePref.AirDropMarker = True
    GamePref.AutopilotMode = 0
    GamePref.BedrollDeadZoneSize = 60
    GamePref.BedrollExpiryTime = 60
    GamePref.BlockDamageAI = 50
    GamePref.BlockDamageAIBM = 50
    GamePref.BlockDamagePlayer = 100
    GamePref.BloodMoonEnemyCount = 6
    GamePref.BloodMoonFrequency = 7
    GamePref.BloodMoonRange = 3
    GamePref.BloodMoonWarning = -1
    GamePref.BuildCreate = False
    GamePref.ConnectToServerIP = 127.0.0.1
    GamePref.ConnectToServerPort = 26900
    GamePref.ControlPanelEnabled = False
    GamePref.ControlPanelPort = 8080
    GamePref.CraftTimer =
    GamePref.CreateLevelDim = 8
    GamePref.CreateLevelName = My Level
    GamePref.CreativeMenuEnabled = False
    GamePref.DayCount = 3
    GamePref.DayLightLength = 18
    GamePref.DayNightLength = 60
    GamePref.DebugMenuEnabled = False
    GamePref.DebugMenuShowTasks = False
    GamePref.DebugStopEnemiesMoving = False
    GamePref.DropOnDeath = 1
    GamePref.DropOnQuit = 0
    GamePref.DynamicMeshDistance = 1000
    GamePref.DynamicMeshEnabled = True
    GamePref.DynamicMeshLandClaimBuffer = 3
    GamePref.DynamicMeshLandClaimOnly = True
    GamePref.DynamicMeshMaxItemCache = 3
    GamePref.DynamicMeshMaxRegionCache = 1
    GamePref.DynamicMeshUseImposters = False
    GamePref.DynamicSpawner =
    GamePref.EACEnabled = False
    GamePref.EnemyDifficulty = 0
    GamePref.EnemySpawnMode = True
    GamePref.FavoriteServersList =
    GamePref.FragLimit = 20
    GamePref.GameDifficulty = 4
    GamePref.GameGuidClient =
    GamePref.GameMode = GameModeSurvival
    GamePref.GameName = @%$#ing Betches
    GamePref.GameNameClient = My Game
    GamePref.GameVersion = Alpha 20.6
    GamePref.GameWorld = GNS War of the Walkers World
    GamePref.HideCommandExecutionLog = 0
    GamePref.JoiningOptions = True
    GamePref.LandClaimCount = 5
    GamePref.LandClaimDeadZone = 50
    GamePref.LandClaimDecayMode = 0
    GamePref.LandClaimExpiryTime = 30
    GamePref.LandClaimOfflineDelay = 0
    GamePref.LandClaimOfflineDurabilityModifier = 4
    GamePref.LandClaimOnlineDurabilityModifier = 256
    GamePref.LandClaimSize = 71
    GamePref.Language =
    GamePref.LanguageBrowser =
    GamePref.LastGameResetRevision = 13
    GamePref.LastLoadedPrefab =
    GamePref.LastLoadingTipRead = 9
    GamePref.LootAbundance = 125
    GamePref.LootRespawnDays = -1
    GamePref.LootTimer =
    GamePref.MatchLength = 10
    GamePref.MaxSpawnedAnimals = 50
    GamePref.MaxSpawnedZombies = 64
    GamePref.MaxUncoveredMapChunksPerPlayer = 524288
    GamePref.NoGraphicsMode = False
    GamePref.OptionsAllowController = True
    GamePref.OptionsAmbientVolumeLevel = 1
    GamePref.OptionsAudioOcclusion = False
    GamePref.OptionsBackgroundGlobalOpacity = 0.75
    GamePref.OptionsControllerVibration = True
    GamePref.OptionsControlsResetRevision = 6
    GamePref.OptionsDisableChunkLODs = False
    GamePref.OptionsDynamicMusicDailyTime = 0.45
    GamePref.OptionsDynamicMusicEnabled = True
    GamePref.OptionsForegroundGlobalOpacity = 1
    GamePref.OptionsGfxAA = 2
    GamePref.OptionsGfxAASharpness = 0
    GamePref.OptionsGfxBloom = True
    GamePref.OptionsGfxBrightness = 0.5
    GamePref.OptionsGfxDOF = False
    GamePref.OptionsGfxDynamicMinFPS = 30
    GamePref.OptionsGfxDynamicMode = 0
    GamePref.OptionsGfxDynamicScale = 1
    GamePref.OptionsGfxFOV = 65
    GamePref.OptionsGfxGrassDistance = 2
    GamePref.OptionsGfxLODDistance = 0.5
    GamePref.OptionsGfxMotionBlur = 1
    GamePref.OptionsGfxObjQuality = 2
    GamePref.OptionsGfxOcclusion = True
    GamePref.OptionsGfxQualityPreset = 2
    GamePref.OptionsGfxReflectQuality = 1
    GamePref.OptionsGfxReflectShadows = False
    GamePref.OptionsGfxResetRevision = 3
    GamePref.OptionsGfxResolution = 0
    GamePref.OptionsGfxShadowDistance = 1
    GamePref.OptionsGfxSSAO = True
    GamePref.OptionsGfxSSReflections = 1
    GamePref.OptionsGfxStreamMipmaps = True
    GamePref.OptionsGfxSunShafts = True
    GamePref.OptionsGfxTerrainQuality = 2
    GamePref.OptionsGfxTexFilter = 1
    GamePref.OptionsGfxTexQuality = 1
    GamePref.OptionsGfxTreeDistance = 4
    GamePref.OptionsGfxUMATexQuality = 1
    GamePref.OptionsGfxViewDistance = 7
    GamePref.OptionsGfxVsync = 1
    GamePref.OptionsGfxWaterPtlLimiter = 0.5
    GamePref.OptionsGfxWaterQuality = 1
    GamePref.OptionsHudOpacity = 1
    GamePref.OptionsHudSize = 1
    GamePref.OptionsInterfaceSensitivity = 0.75
    GamePref.OptionsInvertMouse = False
    GamePref.OptionsJournalPopup = True
    GamePref.OptionsMenuMusicVolumeLevel = 0.1515152
    GamePref.OptionsMicVolumeLevel = 0.75
    GamePref.OptionsMouseSensitivity = 0.5
    GamePref.OptionsMusicVolumeLevel = 0.6
    GamePref.OptionsOverallAudioVolumeLevel = 1
    GamePref.OptionsPlayChanceFrequency = 3
    GamePref.OptionsPlayChanceProbability = 0.983
    GamePref.OptionsPlayerModel = playerMale
    GamePref.OptionsPlayerModelTexture = Player/Male/Player_male
    GamePref.OptionsPOICulling = 1
    GamePref.OptionsScreenBoundsValue = 1
    GamePref.OptionsSelectionBoxAlphaMultiplier = 0.4
    GamePref.OptionsShowCompass = True
    GamePref.OptionsShowCrosshair = True
    GamePref.OptionsStabSpawnBlocksOnGround = True
    GamePref.OptionsTempCelsius = False
    GamePref.OptionsUiFpsScaling = 1
    GamePref.OptionsVehicleMouseSensitivity = 0.5
    GamePref.OptionsVoiceChatEnabled = True
    GamePref.OptionsVoiceInputDevice = {fd4bcc66-3b88-4e9f-9aeb-f38013b6c79e}
    GamePref.OptionsVoiceOutputDevice = {0.0.0.00000000}.{c874937e-8d8d-4a18-a98b-6f5963341081}
    GamePref.OptionsVoiceVolumeLevel = 0.75
    GamePref.OptionsWeaponAiming = False
    GamePref.OptionsZoomMouseSensitivity = 0.5
    GamePref.PartySharedKillRange = 10000
    GamePref.PersistentPlayerProfiles = True
    GamePref.PlayerAutologin = False
    GamePref.PlayerKillingMode = 2
    GamePref.PlayerName = ChaosRjr
    GamePref.PlayerSafeZoneHours = 7
    GamePref.PlayerSafeZoneLevel = 5
    GamePref.PlayerToken =
    GamePref.PlaytestBiome = 3
    GamePref.RebuildMap = False
    GamePref.Region = NorthAmericaEast
    GamePref.SaveGameFolder = C:\7D2D\Saves\War of the Walkers\War of the Walkers v20.x.x.x Stable
    GamePref.SelectionContextMode = 0
    GamePref.SelectionOperationMode = 0
    GamePref.ServerAdminSlots = 0
    GamePref.ServerAdminSlotsPermission = 0
    GamePref.ServerDescription =
    GamePref.ServerDisabledNetworkProtocols =
    GamePref.ServerHistoryCache =
    GamePref.ServerIP =
    GamePref.ServerIsPublic = True
    GamePref.ServerLoginConfirmationText =
    GamePref.ServerMaxAllowedViewDistance = 12
    GamePref.ServerMaxPlayerCount = 8
    GamePref.ServerMaxWorldTransferSpeedKiBs = 512
    GamePref.ServerName = Default Server
    GamePref.ServerPort = 26900
    GamePref.ServerReservedSlots = 0
    GamePref.ServerReservedSlotsPermission = 100
    GamePref.ServerVisibility = 1
    GamePref.ServerWebsiteURL =
    GamePref.ShowFriendPlayerOnMap = True
    GamePref.TelnetEnabled = False
    GamePref.TelnetFailedLoginLimit = 10
    GamePref.TelnetFailedLoginsBlocktime = 10
    GamePref.TelnetPort = 25003
    GamePref.TerminalWindowEnabled = True
    GamePref.TwitchBloodMoonAllowed = True
    GamePref.TwitchServerPermission = 90
    GamePref.UNUSED_LastLoadedPrefabSize =
    GamePref.UNUSED_OptionsBloom =
    GamePref.UNUSED_OptionsDOF =
    GamePref.UNUSED_OptionsFieldOfViewNew =
    GamePref.UNUSED_OptionsGamma =
    GamePref.UNUSED_OptionsMotionBlur =
    GamePref.UNUSED_OptionsObjectBlur =
    GamePref.UNUSED_OptionsReflectionBounces =
    GamePref.UNUSED_OptionsReflectionCullList =
    GamePref.UNUSED_OptionsReflectionFarClip =
    GamePref.UNUSED_OptionsReflectionRefreshMode =
    GamePref.UNUSED_OptionsReflectionShadowDistance =
    GamePref.UNUSED_OptionsReflectionTimeSlicingMode =
    GamePref.UNUSED_OptionsSSAO =
    GamePref.UNUSED_OptionsStreamingMipmapsBudget =
    GamePref.UNUSED_OptionsSunShafts =
    GamePref.UNUSED_PlayerId =
    GamePref.UserDataFolder = C:\Users\15714\AppData\Roaming/7DaysToDie
    GamePref.WorldGenSeed =
    GamePref.WorldGenSize = 8192
    GamePref.XPMultiplier = 100
    GamePref.ZombieBMMove = 2
    GamePref.ZombieFeralMove = 2
    GamePref.ZombieFeralSense = 3
    GamePref.ZombieMove = 1
    GamePref.ZombieMoveNight = 1
    GamePref.ZombiePlayers = True
    GameStat.AirDropFrequency = 0
    GameStat.AirDropMarker = False
    GameStat.AllowedViewDistance = 12
    GameStat.AnimalCount = 0
    GameStat.AutoParty = False
    GameStat.BedrollExpiryTime = 45
    GameStat.BlockDamagePlayer = 100
    GameStat.BloodMoonDay = 0
    GameStat.BloodMoonEnemyCount = 8
    GameStat.BloodMoonWarning = 8
    GameStat.ChunkStabilityEnabled = True
    GameStat.CraftTimer =
    GameStat.CurrentRoundIx = 0
    GameStat.DayLightLength = 18
    GameStat.DayLimitActive = False
    GameStat.DayLimitThisRound = 0
    GameStat.DropOnDeath = 1
    GameStat.DropOnQuit = 0
    GameStat.EnemyCount = 0
    GameStat.EnemyDifficulty = Normal
    GameStat.EnemySpawnMode = True
    GameStat.FragLimitActive = False
    GameStat.FragLimitThisRound = 0
    GameStat.GameDifficulty = 2
    GameStat.GameDifficultyBonus = 1
    GameStat.GameModeId = 0
    GameStat.GameState = 0
    GameStat.GlobalMessageToShow =
    GameStat.IsCreativeMenuEnabled = False
    GameStat.IsFlyingEnabled = False
    GameStat.IsPlayerCollisionEnabled = True
    GameStat.IsPlayerDamageEnabled = True
    GameStat.IsResetMapOnRestart = False
    GameStat.IsSaveSupplyCrates = True
    GameStat.IsSpawnEnemies = True
    GameStat.IsSpawnNearOtherPlayer = False
    GameStat.IsTeleportEnabled = False
    GameStat.IsVersionCheckDone = False
    GameStat.LandClaimCount = 1
    GameStat.LandClaimDeadZone = 30
    GameStat.LandClaimDecayMode = 0
    GameStat.LandClaimExpiryTime = 3
    GameStat.LandClaimOfflineDelay = 0
    GameStat.LandClaimOfflineDurabilityModifier = 32
    GameStat.LandClaimOnlineDurabilityModifier = 32
    GameStat.LandClaimSize = 41
    GameStat.LoadScene =
    GameStat.LootTimer =
    GameStat.OptionsPOICulling = 0
    GameStat.PartySharedKillRange = 100
    GameStat.PlayerKillingMode = KillStrangersOnly
    GameStat.ScoreDiedMultiplier = -5
    GameStat.ScorePlayerKillMultiplier = 1
    GameStat.ScoreZombieKillMultiplier = 1
    GameStat.ShowAllPlayersOnMap = False
    GameStat.ShowFriendPlayerOnMap = True
    GameStat.ShowSpawnWindow = False
    GameStat.ShowWindow =
    GameStat.TimeLimitActive = False
    GameStat.TimeLimitThisRound = 0
    GameStat.TimeOfDayIncPerSec = 20
    GameStat.TwitchBloodMoonAllowed = True
    GameStat.UNUSED_ShowZombieCounter =
    GameStat.XPMultiplier = 100
    GameStat.ZombieHordeMeter = False
    2023-01-17T21:51:52 55.756 INF StartAsServer
    2023-01-17T21:51:53 56.565 INF Set Microsplat diffuse: MicroSplatConfig_diff_tarray_1 (UnityEngine.Texture2DArray)
    2023-01-17T21:51:53 56.565 INF Set Microsplat normals: MicroSplatConfig_normal_tarray_1 (UnityEngine.Texture2DArray)
    2023-01-17T21:51:53 56.565 INF Set Microsplat smooth:  MicroSplatConfig_smoothAO_tarray_1 (UnityEngine.Texture2DArray)
    2023-01-17T21:51:53 56.594 INF Loaded (local): materials
    2023-01-17T21:51:53 56.712 INF Loaded (local): physicsbodies
    2023-01-17T21:51:53 56.781 INF Loaded (local): painting
    2023-01-17T21:51:53 56.952 INF Loaded (local): shapes
    async texture load: failed to load vehicle_generic_burnt_out from archive:/CAB-b43c179973179ee4f8b6904cc70622a4/CAB-b43c179973179ee4f8b6904cc70622a4.resS

    The referenced script (Unknown) on this Behaviour is missing!

    The referenced script on this Behaviour (Game Object '<null>') is missing!

    The referenced script (Unknown) on this Behaviour is missing!

    The referenced script on this Behaviour (Game Object '<null>') is missing!

    The referenced script (Unknown) on this Behaviour is missing!

    The referenced script on this Behaviour (Game Object '<null>') is missing!

    The referenced script (Unknown) on this Behaviour is missing!

    The referenced script on this Behaviour (Game Object '<null>') is missing!

    The referenced script (Unknown) on this Behaviour is missing!

    The referenced script on this Behaviour (Game Object '<null>') is missing!

    The referenced script (Unknown) on this Behaviour is missing!

    The referenced script on this Behaviour (Game Object '<null>') is missing!

    The referenced script (Unknown) on this Behaviour is missing!

    The referenced script on this Behaviour (Game Object '<null>') is missing!

    The referenced script (Unknown) on this Behaviour is missing!

    The referenced script on this Behaviour (Game Object '<null>') is missing!

    The referenced script (Unknown) on this Behaviour is missing!

    The referenced script on this Behaviour (Game Object '<null>') is missing!

    2023-01-17T21:54:23 206.612 INF Block IDs with mapping
    Unloading 3 Unused Serialized files (Serialized files now loaded: 114)
    2023-01-17T21:54:23 206.628 INF Block IDs total 23120, terr 53, last 23319
    2023-01-17T21:54:23 206.650 INF Loaded (local): blocks

    Unloading 75989 unused Assets to reduce memory usage. Loaded Objects now: 125636.
    Total: 913.498200 ms (FindLiveObjects: 19.958400 ms CreateObjectMapping: 27.695200 ms MarkObjects: 805.915200 ms  DeleteObjects: 59.928800 ms)

    2023-01-17T21:54:24 207.901 INF Loaded (local): progression
    2023-01-17T21:54:26 209.250 INF Loaded (local): buffs
    2023-01-17T21:54:26 209.374 INF Loaded (local): misc
    2023-01-17T21:55:55 299.127 INF Loaded (local): items
    2023-01-17T21:55:56 299.494 INF Item IDs with mapping
    2023-01-17T21:55:56 299.495 INF ItemIDs from Mapping
    2023-01-17T21:55:56 299.627 INF Loaded (local): item_modifiers
    2023-01-17T21:55:59 303.103 INF Loaded (local): entityclasses
    2023-01-17T21:56:00 303.187 INF Loaded (local): qualityinfo
    2023-01-17T21:56:01 304.684 INF Loaded (local): sounds
    2023-01-17T21:56:04 307.431 INF Loaded (local): recipes
    2023-01-17T21:56:04 307.564 INF Loaded (local): blockplaceholders
    2023-01-17T21:56:05 308.368 INF Loaded (local): loot
    2023-01-17T21:56:07 310.190 INF Loaded (local): entitygroups
    2023-01-17T21:56:07 310.341 INF Loaded (local): utilityai
    2023-01-17T21:56:07 310.565 INF Loaded (local): vehicles
    2023-01-17T21:56:07 310.652 INF Loaded (local): rwgmixer
    2023-01-17T21:56:07 310.738 INF Loaded (local): weathersurvival
    2023-01-17T21:56:07 310.838 INF Loaded (local): archetypes
    2023-01-17T21:56:07 311.090 INF Loaded (local): quests
    2023-01-17T21:56:08 311.245 INF Loaded (local): traders
    2023-01-17T21:56:08 311.360 INF Loaded (local): npc
    2023-01-17T21:56:08 311.467 INF Loaded (local): dialogs
    2023-01-17T21:56:08 311.559 INF Loaded (local): ui_display
    2023-01-17T21:56:08 311.655 INF Loaded (local): nav_objects
    2023-01-17T21:56:08 311.797 INF Loaded (local): gamestages
    2023-01-17T21:56:08 312.025 INF Loaded (local): gameevents
    2023-01-17T21:56:08 312.145 INF Loaded (local): twitch
    2023-01-17T21:56:09 312.213 INF Loaded (local): twitch_events
    2023-01-17T21:56:09 312.319 INF Loaded (local): dmscontent
    2023-01-17T21:56:09 312.387 INF Loaded (local): color_mappings
    2023-01-17T21:56:09 312.464 INF Loaded (local): XUi_Common/styles
    2023-01-17T21:56:09 312.534 INF Loaded (local): XUi_Common/controls
    2023-01-17T21:56:09 312.617 INF Loaded (local): XUi/styles
    2023-01-17T21:56:09 312.776 INF Loaded (local): XUi/controls
    2023-01-17T21:56:09 313.152 INF Loaded (local): XUi/windows
    2023-01-17T21:56:10 313.285 INF [XUi] Loading XUi asynchronously
    2023-01-17T21:56:10 313.323 INF Loaded (local): XUi/xui
    2023-01-17T21:56:10 314.044 INF Loaded (local): biomes
    2023-01-17T21:56:11 314.375 INF Loaded (local): worldglobal
    2023-01-17T21:56:11 314.746 INF Loaded (local): spawning
    2023-01-17T21:56:11 315.098 INF Loaded (local): loadingscreen
    2023-01-17T21:56:12 315.235 INF createWorld: GNS War of the Walkers World, @%$#ing Betches, GameModeSurvival
    2023-01-17T21:56:12 315.236 INF Occlusion: Enabled
    2023-01-17T21:56:12 315.271 INF Started thread ChunkRegeneration
    2023-01-17T21:56:12 315.271 INF Started thread ChunkCalc
    2023-01-17T21:56:12 315.272 INF Started thread ChunkMeshBake
    2023-01-17T21:56:12 315.363 INF World.Load: GNS War of the Walkers World
    2023-01-17T21:56:12 315.370 INF Loading base world file header...
    2023-01-17T21:56:12 315.377 INF BloodMoon SetDay: day 9, last day 0, freq 7, range 3
    2023-01-17T21:56:12 315.391 INF BloodMoon SetDay: day 9, last day 0, freq 7, range 3
    2023-01-17T21:56:12 315.401 INF [XUi] Parsing all window groups completed in 1583 ms total.
    2023-01-17T21:56:16 319.515 INF ShapeControllers: 96
    2023-01-17T21:56:20 324.000 INF [XUi] Initialized all window groups completed in 2763 ms total.
    2023-01-17T21:56:40 343.942 ERR Prefab loading failed. Prefab 'xcostum_Fachwerkhaus_Bamberg_Karolinenstr1(by_Horst)' does not exist!
    2023-01-17T21:56:40 343.943 WRN Could not load prefab 'xcostum_Fachwerkhaus_Bamberg_Karolinenstr1(by_Horst)'. Skipping it
    2023-01-17T21:56:45 348.408 ERR Prefab loading failed. Prefab 'xcostum_Fachwerkhaus_Bamberg_Karolinenstr1(by_Horst)' does not exist!
    2023-01-17T21:56:45 348.408 WRN Could not load prefab 'xcostum_Fachwerkhaus_Bamberg_Karolinenstr1(by_Horst)'. Skipping it
    2023-01-17T21:56:46 349.513 ERR Prefab loading failed. Prefab 'xcostum_Fachwerkhaus_Bamberg_Karolinenstr1(by_Horst)' does not exist!
    2023-01-17T21:56:46 349.513 WRN Could not load prefab 'xcostum_Fachwerkhaus_Bamberg_Karolinenstr1(by_Horst)'. Skipping it
    2023-01-17T21:56:59 362.408 ERR Prefab loading failed. Prefab 'xcostum_Mall_DOD_Dungeon(by_CaptainWhiskerBiscuits_Mentalninja33)' does not exist!
    2023-01-17T21:56:59 362.408 WRN Could not load prefab 'xcostum_Mall_DOD_Dungeon(by_CaptainWhiskerBiscuits_Mentalninja33)'. Skipping it
    2023-01-17T21:57:02 365.897 INF Started thread GenerateChunks
    2023-01-17T21:57:03 366.676 INF Calculating world hashes took 758 ms (world size 414 MiB)
    2023-01-17T21:57:04 367.313 INF Loading dtm raw file took 1408ms
    2023-01-17T21:57:05 368.808 INF Biomes image size w= 10240, h = 10240
    2023-01-17T21:57:10 373.414 INF Loading and creating biomes took 6100ms
    2023-01-17T21:57:14 378.003 INF Loading and creating shader control textures took 4589ms
    2023-01-17T21:57:17 380.433 INF Loading and parsing of generator took 2429ms
    2023-01-17T21:57:17 380.492 INF Started thread SaveChunks C:\7D2D\Saves\War of the Walkers\War of the Walkers v20.x.x.x Stable/GNS War of the Walkers World/@%$#ing Betches\Region
    2023-01-17T21:57:22 386.041 INF [DECO] read /
    2023-01-17T21:57:22 386.049 INF Decorating chunks
    2023-01-17T21:57:24 387.529 INF Dynamic Music Initialized on Server
    2023-01-17T21:57:28 391.426 INF Dynamic Music Initialized on Client
    2023-01-17T21:57:28 392.001 INF AstarManager Init
    2023-01-17T21:57:29 392.663 INF WeatherManager: Init 8 weather packages
    2023-01-17T21:57:32 396.107 INF createWorld() done
    2023-01-17T21:57:32 396.111 INF Loading players.xml
    2023-01-17T21:57:33 396.896 INF Activating One Block Crouch
    2023-01-17T21:57:33 396.898 INF Created player with id=171
    2023-01-17T21:57:33 396.944 INF Loaded player
    2023-01-17T21:57:34 397.388 INF Setting for 'BloodMoonEnemyCount' does not match the default (server will go to the modded category): current = 6, default = 8
    2023-01-17T21:57:34 397.388 INF Setting for 'BlockDamageAI' does not match the default (server will go to the modded category): current = 50, default = 100
    2023-01-17T21:57:34 397.388 INF Setting for 'BlockDamageAIBM' does not match the default (server will go to the modded category): current = 50, default = 100
    2023-01-17T21:57:34 397.388 INF Setting for 'LootRespawnDays' does not match the default (server will go to the modded category): current = -1, default = 7
    2023-01-17T21:57:34 397.388 INF Setting for 'LootAbundance' does not match the default (server will go to the modded category): current = 125, default = 100
    2023-01-17T21:57:34 397.526 INF [EOS] Registering server
    2023-01-17T21:57:34 397.541 WRN [EOS] [LogEOSSessions - Warning] Session will be created, but user lacks permission to advertise presence.
    2023-01-17T21:57:34 397.564 INF Starting Broadcast Manager
    2023-01-17T21:57:34 397.566 INF Starting Fire Manager
    2023-01-17T21:57:34 397.566 INF  :: Fire Interval Check time: 20
    2023-01-17T21:57:34 397.694 INF [DECO] written 205759, in 64ms
    2023-01-17T21:57:34 397.702 INF [DECO] write thread 8ms
    2023-01-17T21:57:34 397.792 WRN No chunk for position 608, 38, -3550, can not add childs to pos 607, 38, -3550! Block decoComputerMonitorKeyboardMousePC
    2023-01-17T21:57:34 397.793 WRN No chunk for position 608, 39, -3546, can not add childs to pos 607, 37, -3546! Block doorSciFiGate
    2023-01-17T21:57:34 397.794 WRN No chunk for position 608, 42, -3546, can not add childs to pos 607, 42, -3546! Block signShopTraderJoel1x3Wall
    2023-01-17T21:57:34 397.794 WRN No chunk for position 608, 38, -3542, can not add childs to pos 607, 37, -3542! Block garageDoorMetal_v3
    2023-01-17T21:57:34 397.794 WRN No chunk for position 591, 41, -3539, can not add childs to pos 592, 37, -3540! Block statueAngel
    2023-01-17T21:57:34 397.825 WRN No chunk for position 620, 38, -3553, can not add childs to pos 620, 37, -3552! Block tarpFenceRed
    2023-01-17T21:57:34 398.027 WRN No chunk for position 608, 38, -3568, can not add childs to pos 607, 37, -3568! Block garageDoorMetal_v3
    2023-01-17T21:57:34 398.028 WRN No chunk for position 608, 39, -3564, can not add childs to pos 607, 37, -3564! Block doorSciFiGate
    2023-01-17T21:57:34 398.028 WRN No chunk for position 608, 43, -3564, can not add childs to pos 607, 42, -3564! Block signShopTraderJoel2x5Wall
    2023-01-17T21:57:35 398.619 INF OpenSpawnWindow
    2023-01-17T21:57:35 398.945 WRN No chunk for position 545, 19, -3633, can not add childs to pos 546, 19, -3632! Block looseBoardsTrapBlock3x3
    2023-01-17T21:57:35 399.043 WRN No chunk for position 704, 38, -3624, can not add childs to pos 703, 37, -3623! Block rockResource
    2023-01-17T21:57:36 399.853 WRN [GSM] GameSparks Not Initialized...
    2023-01-17T21:57:36 399.853 INF Loading dymesh settings
    2023-01-17T21:57:36 399.854 INF Dynamic Mesh Settings
    2023-01-17T21:57:36 399.854 INF Use Imposter Values: False
    2023-01-17T21:57:36 399.854 INF Only Player Areas: True
    2023-01-17T21:57:36 399.854 INF Player Area Buffer: 3
    2023-01-17T21:57:36 399.854 INF Max View Distance: 1000
    2023-01-17T21:57:36 399.854 INF Regen all on new world: False
    2023-01-17T21:57:36 399.855 INF Dymesh: Enabled True
    2023-01-17T21:57:36 399.855 INF Dymesh: Distance 1000
    2023-01-17T21:57:36 399.855 INF Dymesh: LCB Only True
    2023-01-17T21:57:36 399.855 INF Dymesh: LCB Buff 3
    2023-01-17T21:57:36 399.855 INF Dymesh: Imposters False
    2023-01-17T21:57:36 399.855 INF Dymesh: MaxRegion 1
    2023-01-17T21:57:36 399.855 INF Dymesh: MaxItem 3
    2023-01-17T21:57:36 399.861 INF Dymesh: Prepping dynamic mesh. Resend Default: True
    2023-01-17T21:57:36 399.861 INF Dymesh: Mesh location: C:\7D2D\Saves\War of the Walkers\War of the Walkers v20.x.x.x Stable/GNS War of the Walkers World/@%$#ing Betches/DynamicMeshes/
    2023-01-17T21:57:36 399.862 INF StartGame done
    2023-01-17T21:57:37 400.226 INF [Steamworks.NET] GameServer.Init successful
    Calling Animator.GotoState on Synchronize layer

    2023-01-17T21:57:37 400.444 INF [EOS] Server registered, session: 885727ef35e04042b335a995fbe1417d
    2023-01-17T21:57:37 400.451 INF [EOS] Session address: 69.244.188.26
    2023-01-17T21:57:37 400.458 INF [Steamworks.NET] Trying to create Lobby (visibility: k_ELobbyTypeFriendsOnly)
    2023-01-17T21:57:37 400.628 INF Dymesh: Warming dynamic mesh
    2023-01-17T21:57:37 400.628 INF Dymesh: Creating dynamic mesh manager
    2023-01-17T21:57:37 400.632 INF Dymesh: Awake
    2023-01-17T21:57:37 400.633 INF Dymesh: Mesh location: C:\7D2D\Saves\War of the Walkers\War of the Walkers v20.x.x.x Stable/GNS War of the Walkers World/@%$#ing Betches/DynamicMeshes/
    2023-01-17T21:57:37 400.634 INF Dymesh: Loading Items: C:\7D2D\Saves\War of the Walkers\War of the Walkers v20.x.x.x Stable/GNS War of the Walkers World/@%$#ing Betches/DynamicMeshes/
    2023-01-17T21:57:37 400.635 INF Dymesh: Loaded Items: 0
    2023-01-17T21:57:37 400.636 INF Dymesh: Loading all items took: 0.0029926 seconds.
    2023-01-17T21:57:37 400.639 INF Meshlist count is now 1
    2023-01-17T21:57:37 400.639 INF Meshlist count is now 2
    2023-01-17T21:57:37 400.640 INF Force load took 0 seconds
    2023-01-17T21:57:37 400.642 INF Clearing queues.
    2023-01-17T21:57:37 400.642 INF Cleared queues.
    2023-01-17T21:57:37 400.643 INF Dynamic thread starting
    2023-01-17T21:57:37 400.644 INF Dymesh door replacement: imposterBlock
    2023-01-17T21:57:37 400.777 INF [Steamworks.NET] Lobby creation succeeded, LobbyID=109775243451048900, server SteamID=, server public IP=6*.24*.18*.2*, server port=26900
    2023-01-17T21:57:37 400.786 INF [Steamworks.NET] Lobby entered: 109775243451048900
    2023-01-17T21:57:37 401.004 INF [Steamworks.NET] GameServer.LogOn successful, SteamID=90168367374997508, public IP=6*.24*.18*.2*
    2023-01-17T21:57:37 401.011 INF [Steamworks.NET] Exiting Lobby
    2023-01-17T21:57:37 401.015 INF [Steamworks.NET] Trying to create Lobby (visibility: k_ELobbyTypeFriendsOnly)
    2023-01-17T21:57:38 401.449 INF [Steamworks.NET] Lobby creation succeeded, LobbyID=109775243451048925, server SteamID=90168367374997508, server public IP=6*.24*.18*.2*, server port=26900
    2023-01-17T21:57:38 401.457 INF [Steamworks.NET] Lobby entered: 109775243451048925
    2023-01-17T21:57:40 403.635 INF Respawn almost done
    2023-01-17T21:57:40 403.645 INF PlayerSpawnedInWorld (reason: NewGame, position: 652, 36, -3500): localplayer
    2023-01-17T21:57:40 403.677 INF Checking for Stale Hires
    2023-01-17T21:57:40 403.718 INF 8927+1 Origin Reposition (0.0, 0.0, 0.0) to (640.0, 32.0, -3504.0)
    2023-01-17T21:57:42 405.780 INF MinEventLogMessage: XP gained during the last level:
    2023-01-17T21:57:42 405.780 INF CVarLogValue: $xpFromLootThisLevel == 0
    2023-01-17T21:57:42 405.780 INF CVarLogValue: $xpFromHarvestingThisLevel == 0
    2023-01-17T21:57:42 405.780 INF CVarLogValue: $xpFromKillThisLevel == 0

     

     

    In general, it is encouraged not to post full logs on the forums. You should use Pastebin or similar, and provide a link to the logs instead.

     

    TFP ask for this for their bug reports:
    https://community.7daystodie.com/a20-bug-database/bug-pool/before-you-post-a-report-r1/

     

    I'm also not sure what you're asking me about. The errors in the logs don't seem to have anything to do with my NPC packs, AFAICT.

     

    The "referenced script on this Behaviour" errors seem to be related to something with a texture called "vehicle_generic_burnt_out" but I don't know what that is. The "Prefab loading failed" errors are due to the world containing references to missing prefabs from the Compo Pack.

     

    Per chance, did you load an existing save after adding/removing mods, or use an existing world after removing prefabs? Either one is a bad idea, the first can lead to all kinds of weird bugs, and the second means the world might become corrupt.

     

  23. 2 hours ago, Lucian said:

    Appreciate the response. I'm pretty much new to modding and wanting to create a server rich in activity between the factions giving players plenty of interaction is there something in the files that I can alter their spawn rate?

     

    As I scour through the test world I have not seen a single bandit and I'm using the war of the walkers overhaul.

     

    I just looked in the WotW code.

     

    I think the problem is that WotW is using its own custom entity groups. It's replacing the entity groups used in biome spawners, in wandering hordes, in blood moons, and even the one that is most commonly used by POI designers.

     

    The only entity groups that spawn NPCs in that mod are biome spawners, and they have "NPCs" in their names (appropriately enough). There's one for each biome. Those entity groups spawn in animals (snakes, penguins, or rabbits) at much higher rates than humans. So it's not surprising that you aren't seeing any.

     

    If you want to increase the chances of seeing an NPC, then you can mess with the probabilities in those entity groups. They're in Mods/Z-WotW-Master/entityclasses.xml.

     

    If you've been watching Guns, Nerds, and Steel's latest series, he added my Whisperers and Rogues and Psychos packs to WotW. If you go to his Discord, you can download his "GNS WarMod" and look at what he did to add them to the WotW entity groups.

     

    Oddly enough, this weekend I played a game with a bunch of the NPC packs installed, but installed into vanilla. I had the exact opposite problem: there were far too many NPCs spawning in biomes. Furthermore they weren't balanced, so I ran across as many NPCs with M60s as I did NPCs with clubs. This was mainly in modlets that weren't my own. I was thinking of changing that, and including those changes in the "progression" modlets for those packs.

  24. On 1/16/2023 at 7:04 PM, Lucian said:

    Hello there,

    Been doing some testing on the whisperer / bandits mods only I have yet to encounter them in early game stages. On survivalist mode currently am I to assume they won't spawn due to game stage?

     

    No errors reported on the F1 screen that i can see.

     

    Thanks for the help and let me know what other information you need from me.

     

    I assume you're talking about spawns that have nothing to do with POIs (because I don't think anyone has distributed NPC POIs yet). That means either biome spawns or wandering horde spawns.

     

    The Whisperers don't spawn into biomes, they only spawn into wandering hordes. I have them set up to spawn into wandering hordes at all gamestages, and with different probabilities, but other modlets have been known to set their own values.

     

    The "Bandits" (Rogues and Psychos) spawn into different places. The Rogues spawn into Forest and Downtown spawners. The Psychos spawn mainly in the wasteland. Of course, mod authors can modify these values without me knowing anything about it.

     

    None of these spawners are gamestaged, at least not in the modlets themselves. Perhaps they are in overhauls souch as WotW which do their own calculations and update everything afterwards. I haven't checked that yet.

     

    If you have found a way to gamestage biome spawns, then I'm all ears.

  25. 6 hours ago, khzmusik said:

     

    I've seen people mention "invincible Whisperers" in your Discord but I have never received a formal report, nor have I encountered it myself.

     

    If anyone is curious, it turns out to have been an issue with the drone. The vanilla code assumes anything that is attacking with a ranged weapon is a different player. If it isn't, then the game throws an exception.

     

    There is a Harmony patch that will be added to SCore soon which should fix the issue.

     

    In other news:

     

    The Rogues and Psychos pack has been updated with a new feature: New sleeper volume groups that are specific to either Rogues or Psychos. No other NPCs will spawn into those groups.

     

    They can be used like any other sleeper volume group. If you need instructions, I updated the Technical Details section of the README.

     

    (The Rogues will still spawn into the NPC Core sleeper volume groups, exactly as they always have.)

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/1-khzmusik_NPC_Rogues_and_Psychos

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=1-khzmusik_NPC_Rogues_and_Psychos

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