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Ragsy 2145

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Everything posted by Ragsy 2145

  1. Hey nice to see you finalised this what a fantastic use of vehicle entities , impressive work
  2. This post is actually done here in discussions https://7daystodie.com/forums/showthread.php?116786-Working-boats&p=992501&viewfull=1#post992501 A little fubar on my behalf , but this is why i have been a bit quieter on forums lately .. Enjoy !! Ragsy
  3. Update Random Safe States Modlet. I have found that certain POI's do not seem have the changed wall safe states , most notable is the ole A16 bank as there seems to be no affect on the placeholders in that POI or at least I have found no changed safes in several test worlds. Probably not a bad thing as Banks are more likely to be more security concious ... I tested this modlet out on the compopack 38 and that seems compatible with this modlet as I was finding the changed safes in some of the POI's. Tweaked probabilities and it is now more likely that you can find more looted and insecure GunSafes in the world too ... Version 2 is available on github and new download link here Random_Safe_States_V2 Again if you install this modlet to replace previous one you will require a new game start ! Enjoy Ragsy !!
  4. Good news to hear REV6:7-8 glad that you have tracked the cause of the random cast issue This may explain why I had no problems at all with horde nights because I adapted the modlet and I took out animalStag as I wanted less meat available for my personal tastes, never occurred to me that I avoided the problem from day one Great Mods Cheers Ragsy !!
  5. Random Safe States First of all I would like to thank HaidrGNA for putting up with me whilst making this modlet After having a wisdom tooth pulled a week or so back whilst I was in the middle of this modlet Haidr was there to keep me on track and I did manage to get it right in the end after managing to undo the modlet when it was working fairly well in the first place lol. HaidrGNA is currently updating the GNA Horde Mod from A16 to A17 for us all so you can blame me if he's delayed on getting it out, so sorry for that but it's going to be worth the wait. Gnamod Thread is here please check it out Modlet Info Are all the safes in the world really locked in the aftermath of the zombie apocalypse ? I think not !! This modlet adds the possibilties of finding insecure safes as well as safes that have already been looted along with regular locked safes. **** Warning **** This modlet requires a brand new save game as it changes game blocks and will throw errors if you try to use it on a existing save game Updated version can be found here !! Enjoy Ragsy !!
  6. Ragsy 2145

    A19 NPCs DMT Mod

    Great news .... thanks for the update Xyth
  7. Ragsy 2145

    A19 NPCs DMT Mod

    I was told about this mod by Xyth when asking wether i could put birds into A17 , apparently was a thing in previous alpha's that somehow i missed completely , I hope this is really an A17 version of better life ?
  8. Hi delukard Yes you can leave the screamer in the game by commenting out the following line in the entitygroups.xml Using <!-- --> as shown below [color="#FFA500"][b]<!--[/b][/color] <set xpath="/entitygroups/entitygroup[contains(@name, '')]/entity[contains(@name, 'zombieScreamer')]/@name">zombieMarlene</set> [color="#FFA500"][b]-->[/b][/color] Or if you like I can send you a modified version of the file ? I have also added this instruction to the modlet description so others who read can be aware that they can alter this modlet to suit their needs. Regards Ragsy !!
  9. 4x4 Rally Drift Extreme Here is a modlet that changes the feel of the 4x4 and makes it more into a drift machine, purely for fun and the learning process whilst investigating vehicle physics and making the 4x4 climb steep inclines and hills/mountains. Use the mouse to steer as normal and use left (a) and right (d) to drift or correct slide, at present reverse is a little tricky but I am looking to try and improve this modlet over time. There is another less extreme version on my git but this one is by far the most fun so far and although not strictly realistic I do believe occassionally with having a bit of fun as well Download
  10. About time too Great job on the Nuka project ...
  11. Pics from 1st page of OP's Ragsy
  12. Guppycur and myself had a forum exchange on ideas to make tires more useful in game and we talked about using tires to make whole wheels and he took that route for his project so rather than duplicate his work ........ I saw other modlets that gave the whole wheel from harvesting but to me a tire is a tire it is not a wheel and in my mind and way of thinking was that rather than make the tire a press E to pickup it was feasable that harvesting gave probabilities of the steel and oil also. My personal alternate take on this is that if you are lucky enough to get one tire from harvesting you get the bonus of being able to scrap the whole tire in inventory for the polymers instead of just getting a few polymers from harvesting the vanilla method. This way you can still get XP from harvesting the tire from the ground and make them a more useful game asset especially early game when steel is rare and expensive to buy. I was thinking also at the time to add forged iron in the mix but I went for steel based upon the way tires are manufactured. Hope this helps clarify my thinking Ragsy !!
  13. 1. What a simple and effective idea Very clear and precise as usual and I hope that things are OK with you REV6:7-8. Ragsy !!
  14. Thank you very much for supporting my efforts and commenting this is much appreciated. Ragsy !!
  15. Find Vehicle Parts in Air Drops Added a small change to airdrop loot, small depending on your point of view that is. Now a possibility of finding vehicle parts in air drops... from a request in the forums by forum member Sevryn. Ragsy_Vehicle_Parts_In_Airdrops I have also removed the dismemberment tweaks from the Classic Zombies Modlet as that part of the game is now fixed in Alpha 17.3 Stable. Ragsy !!
  16. All Modlets appear to be ok on 17.3 Experimental .... and as suspected the above change to the classic zombies modlet gives too much dismemberment on A17.3 ... that change will be removed when 17.3 goes stable. No new modlets planned for a while but working on a few things Bikers World Turbo Vehicle Modifiers Some Gas related stuff A request or two from the request threads . Ragsy !
  17. Well my timing was poor on this one lol ...... but good news for those A17.3 Experimental users, dismemberment appears to have been fixed by TFP on this experimental version. Note: This Modlet has not been tested on A17.3 experimental yet !! , it may well be that the changes are now overpowering in A17.3 ... if you stay on 17.2 Stable then the current version works as originally intended . Ragsy !
  18. Custom Materials D/L The material download is seperate its on the top of OP .... HH asks users to download the custom materials before using the mods.
  19. Update: Classic Style Zombies Modlet (Original Post Updated to reflect the changes) Also now added zombie dismemberment modifier so you have a better percentage chance now to blow off heads and it is also possible to dismember arms and legs as of Version 2. The focus still is favoured towards head shots. Enjoy ! Ragsy
  20. I have a few ideas I will put them up in Discord ....
  21. You are welcome glad you found a use for one of my modlets
  22. Ragsy_Brighter_Vehicle_Headlights_V2 After using manux custom vehicles modlet and Guppycurs Vehicle Madness I decided to add support for both. Download Brighter_Headlights_V2 [/url] The Links : manux A17 Custom Vehicles Modlet Will work with both the SDX and the Modlet Versions of Guppycur's Vehicle Madness Guppycur's Vehicle Madness Modlet Guppycur's Vehicle Madness Overhaul SDX
  23. Guppy's Vehicle Modlet I have been working on updating Guppy's Vehicles Modlet. Guppy's Vehicles Modlet soon became Guppy's Vehicle Madness Modlet as it is now a almost a complete copy of the SDX Version without the SDX Scripts , this modlet uses the slightly flawed vanilla spawn option. More info : Guppycur's-Modlets
  24. Classic Style Zombies This Modlet makes a few changes to zombie behaviour to make them more in the classic style and is best used with other modlets that increase zombie counts, Jaxteller has a couple of Modlets that will allow for larger amounts of spawns ... check them out here Jaxtellers Modlets Zombie Changes Reduced zombie sight range to fit with zombies more sensitive to sound than sight. Zombies can now hear you from a lot further away. Reduced view angle of zombies to let sound be the key. Adjusted maximum aggro speed to apply to 'all types' of zombies so they will shamble around until they hear you , this can catch you out as you may think you are ok then suddenly they converge on your position and seek an audience with your body parts . *** Recommend Server/ Game setting at Walk on all options *** Dumber Zombies Added AI pathing changes courtesy of Tete1805, HaidrGna, Khaine, Zyth and HAL9000. Zombies will now be much dumber than before and will path directly toward player and walk into spikes more often. Classic Zombies - no specials Also following the theme of more traditional classic style zombies I have adapted REV6:7-8's reality check zombie replacements to suit this modlet. REV6:7-8's Reality check modlets can be found here This is (my) version: My personal thoughts are wolves,bears,dogs,vultures,cougers and mountain lions could be viable in the Apocalypse but not glowy screamy or super strength versions. Snakes i hate so they are out . REPLACE zombieScreamer with zombieMarlene REPLACE animalZombieBear with normal animalBear REPLACE animalSnake with animalChicken REPLACE zombieFatCop with zombieFatHawiian REPLACE zombieSpider with zombieSoldier REPLACE Feral Zombies all types replaced by zombieMaleHazmat REPLACE animalZombieVultureRadiated with animalRabbit REPLACE Radiated zombies replaced with zombieBiker REPLACE animalDireWolf with animalStag If you prefer to keep the original zombie of your choice then you can by commenting any line out in the entitygroups.xml Using <!-- and --> as shown below Example <!-- <set xpath="//entitygroup[contains(@name, '')]/entity[contains(@name, 'zombieScreamer')]/@name">zombieMarlene</set> --> Note: If you are using REV's Zombie Replacement Modlets and prefer them then simply delete entitygroups.xml in my modlet's Config folder. Classic Zombies - Other Also adds a 'perk' for headshot system and this is also PVP friendly - Original Code credits to Spider (JZ_Mod), adjusted damage modifiers to suit this modlet. Not working in A19 as method changed ...there are alternative mods if you still require the headshot option. Zombies will not climb ladders included ... Please remove any previous version of the 'no ladder climbing' modlets Now at Version 3 ... Modlet works with Both A17.4 and A18 I will look to improve this modlet as time goes by... Ragsy Classic Style Zombies Download
  25. I use DownGit Go to the repository and navigate to page ...... copy link in browser and paste into that page .... https://github.com/7D2D/A17Mods/tree/master/ZombiePinups You can then click on download on that page and download just the zombie pin ups as a zip.
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