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rev678

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Everything posted by rev678

  1. The latest version of this modlet is fully compatible with and has successfully passed testing for the latest STABLE version of 7DTD, Alpha 19.0 b180 Stable. 1. Per my previous message, Admin Skill Points 279 is now the highest item and corresponding quest. 2. Updated the extended version number within the modlet (which is visible in the console output as the modlet loads), to help users know at a glance which version(s) they have installed. 3. Updated the System Requirements/Fine Print section of the original post. 4. Renamed the attached zip file in the original post, corresponding to the version of 7DTD this modlet requires. Hope this helps, and cheers! REV6:7-8
  2. Thanks @Zyamaia for the update. I've managed to get Alpha 19 working on my Mac again (bypassing the Launcher), so will be releasing an update to the AMIN SKILL POINTS modlet when Alpha 19 Stable is released. - TFP revamped the Skills/Perks system, so 279 skill points are all that are needed to fully "max out" all of the various perks. - I'll be removing the unnecessary Admin Skill Points 500 item and its corresponding quest. - I'll be renaming the Admin Skill Points 304 item to 279, and adjusting its corresponding quest to give 279 skill points. Hope this helps, REV6:7-8
  3. FYI... I'm having issues getting the experimental release to even launch on my Mac, so I'll be only be updating these modlets after the first Stable release of Alpha 19. Hope this clarifies, REV6:7-8
  4. FYI... I'm having issues getting the experimental release to even launch on my Mac, so I'll only be updating this modlet after the first Stable release of Alpha 19. Hope this clarifies, REV6:7-8
  5. I'll agree with you that the console version needs some long-overdue love, but there are still several solid defensive tactics available to you beyond spikes. As the console version is still something like Alpha 15, you can still use all the cheesy tactics from that same version of the PC game... Zeds couldn't climb over the back of a wooden chair facing outwards, so place 4 rows of wooden chairs in a square or rectangle. In each of the four corners where the rows meet, plant a tree. In that version, zeds couldn't attack trees yet. That makes an impenetrable enclosure that you can still easily jump over, but leave zeds frustrated. Also, an underground hole with a hatch was still fairly safe, as zeds couldn't dig down yet. Safely build the underground bunker of your dreams.
  6. Something changed/broke with inline attachments, so please download this modlet package by using the URL located at the bottom of the original post, in the Attached Files section. Hope this helps, and cheers! REV6:7-8
  7. I too was having difficulties downloading the ZIP file, even after removing the attachment and re-uploading it. Seems to be an issue with inline attachments, so please download this modlet package by using the URL located at the bottom of the original post, in the Attached Files section. Hope this helps, and cheers! REV6:7-8
  8. The Alpha 18.1 b8 Stable version of this modlet has passed testing for and is still compatible with the latest stable version of 7DTD, Alpha 18.4 b4 Stable. Hope this helps, and cheers! REV6:7-8
  9. The Alpha 18.1 b8 Stable versions of these modlets have passed testing for and are still compatible with the latest stable version of 7DTD, Alpha 18.4 b4 Stable. Hope this helps, and cheers! REV6:7-8
  10. Glad you were finally able to download the zip file. Cheers, REV6:7-8
  11. If you're hosting a dedicated server, this gets installed in the Mods folder on your SERVER. When CLIENTS connect to your SERVER, they automatically get what they need... whether or not they have none or any or even all of these modlets already installed on their end. Also, SERVER side Mods subfolders take precedence at game load time over CLIENT side Mods subfolders of the same name. So even if they already have an older or newer or otherwise different version of a same-named subfolder, your SERVER side version of that specific subfolder "overrules" theirs. If your question is where specifically to install modlets on your SERVER in general, I don't have dedicated servers to play around with (and my MacPro 4.1 doesn't really have spare system resources to run the client and server concurrently), so you'd need to locate other resources to help you with that if needed. I was able to successfully download the rev678_realitycheck_Alpha_18.1_b7_Stable.zip file this morning, using both the link under step 1 of the Installation section AND the link in the Attached Files section at the very bottom of the original post. Please log all the way out of the 7DTD forum, close your browser, maybe clear your browser cache/history, and try again. I did have some login authentication issues the very first time I tried connecting to the forums after the board was updated recently, so that may be the case for you as well. Hope this helps, and cheers! REV6:7-8
  12. FOR THE RECORD... I really don't like the new forum/board layout. So apologies in advance if you post here and I'm not as quick to respond. Please rest assured that I'm still involved with 7DTD and actively supporting my modlet packages. I just don't find the notification controls as straightforward for me, as a content creator, to quickly monitor the threads about my products (like this one) for new activity. Hope this clarifies, REV6:7-8
  13. FOR THE RECORD... I really don't like the new forum/board layout. So apologies in advance if you post here and I'm not as quick to respond. Please rest assured that I'm still involved with 7DTD and actively supporting my modlet packages. I just don't find the notification controls as straightforward for me, as a content creator, to quickly monitor the threads about my products (like this one) for new activity. Hope this clarifies, REV6:7-8
  14. Glad you like them. Cheers, REV6:7-8
  15. The existing Alpha 18.1 versions of these modlets are fully compatible with and have successfully passed testing for the latest STABLE version of 7DTD, Alpha 18.3 b4 Stable. Hope this helps, and cheers! REV6:7-8
  16. The existing Alpha 18.1 version of this modlet is fully compatible with and has successfully passed testing for the latest STABLE version of 7DTD, Alpha 18.3 b4 Stable. Hope this helps, and cheers! REV6:7-8
  17. Did you start a new game? That's usually (99% of the time) the "problem."
  18. [ATTACH=CONFIG]31046[/ATTACH] ... If you need modlet support for any of my modlets, please contact me in the forums only. I do have a life outside of modding for 7DTD, so prefer to limit my non-7DTD communications to people I know personally. Thanks! REV6:7-8
  19. ... If you need modlet support for any of my modlets, please contact me in the forums only. I do have a life outside of modding for 7DTD, so prefer to limit my non-7DTD communications to people I know personally. Thanks! REV6:7-8
  20. The existing Alpha 18.1 versions of these modlets are fully compatible with and have successfully passed testing for the latest STABLE version of 7DTD, Alpha 18.2 b5 Stable. Hope this helps, and cheers! REV6:7-8
  21. The existing Alpha 18.1 version of this modlet is fully compatible with and has successfully passed testing for the latest STABLE version of 7DTD, Alpha 18.2 b5 Stable. Hope this helps, and cheers! REV6:7-8
  22. @stallionsden, 1. For starters, thanks for your input. I really do appreciate the chance to interact with my "customers." Along those lines though, I just want to make a couple of minor clarifications. 2. This line in my NO VULTURES modlet's Modinfo.xml file... <Name value="REV6:7-8's Modlet ... REALITY CHECK ... NO VULTURES" /> ... should be considered "cosmetic" for the purposes of this sub-thread, as it has nothing to do with the load sequence of modlets. 3. What you're describing as a possible work-around for @Melkor (changing the modlet load order by renaming my NO VULTURES modlet) can be accomplished entirely by renaming the rev678_realitycheck_no_vultures sub-folder to something like zzz_rev678_realitycheck_no_vultures... ... as long as zzz_ would be further down the list, alphabetically, than the sub-folder name of whatever modlet you're trying to have my modlet load after. 4. Someone could theoretically accomplish the same thing by renaming any or even all of the sub-folders in their own Mods folder to a through z, and then the modlets installed on their system would load sequentially in alphabetical order a through z. 5. In either scenario, nothing must be edited or changed in any of the Modinfo.xml files, unless the end-user is really OCD about having the Name values as displayed in the console output perfectly match the corresponding sub-folder names... in which case, they really need more "help" than I'm prepared to give them. 6. I tested and verified this by renaming the rev678_realitycheck_no_vultures sub-folder in my own Mods folder to zzz_rev678_realitycheck_no_vultures, without modifying anything in the Modinfo.xml file, and everything loaded as expected... with the NO VULTURES modlet loading at the end of the modlet loading sequence as I don't have any other z-named modlet sub-folders installed. 7. As my published modlets are right now, they all have sub-folder names starting with rev678_ while the Name values in their corresponding Modinfo.xml files all begin with REV6:7-8's Modlet followed by a human-readable descriptor. 8. All of the above is current as of 7DTD Alpha 18.1 b8 Stable. Future releases of 7DTD could change any or all of this. Hope this clarifies and helps, REV6:7-8
  23. @Melkor, 1. From the Known INcompatibilities section of my original post: "These modlets DO NOT work properly with any other mods, modlets, or customizations that add, change, remove, or replace NPCs from the 7DTD game." 2. What you posted is not an ERROR, but is actually a WARNING. It's basically saying that the modlet named Stallionsdens Invisible animal fix did not apply 2 specific changes to the entitygroups.xml file... likely because my modlet that ran before it (modlets load in sequence alphabetically, and mine start with rev678_) had already removed vultures from the entitygroups.xml file. 3. FORTUNATELY, @stallionsden threw you a bone and gave you a couple of work-arounds. 4. The EASIEST "fix" is to simply remove that modlet of mine (NO VULTURES), and utilitze the functionality of Stallionsdens Invisible animal fix. 5. An ALTERNATIVE is to simply remove Stallionsdens Invisible animal fix, and utilize the functionality of mine. 6. If you are willing and able to use a TEXT EDITOR (I use TextWrangler on Mac, or Notepad++ on Wintel PCs), NOT a WORD PROCESSOR (things like Microsoft Word), then you can quite simply look for the "vultures" code lines in the entitygroups.xml file of the Stallionsdens Invisible animal fix modlet. Removing those "offending" lines maybe will work. 7. I'm guessing that @stallionsden may agree with me on this one, but options 4 and 5 should probably be considered the "supported" remedies for your situation. 8. I can't speak to YOUR SPECIFIC text editing and/or code troubleshooting KSAEEs (Knowledge, Skills, Abilities, Education, and/or Experience), so can't really tell you how easy option 6 might be for you. Hope this clarifies and helps, REV6:7-8
  24. The latest versions of these modlets are fully compatible with and have successfully passed testing for the latest STABLE version of 7DTD, Alpha 18 b155 Stable. 1. Added a new modlet: NO FOOTBALL PLAYERS - Replace football players with zombieMoe The zombie football player will still run at players, even if zombie speed is set to walk. Bench this guy permanently, if you want. 2. Consolidated two modlets (NO VULTURES STANDARD and NO VULTURES RADIATED) into one new modlet that covers them all (NO VULTURES). If you want standard vultures but not radiated vultures, use the NO RADIATED modlet. I can't think of a reasonable situation where someone might want radiated vultures but not standard vultures. 3. Consolidated two modlets (NO WIGHTS FERAL and NO WIGHTS RADIATED) into one new modlet that covers them all (NO WIGHTS). If you want feral wights but not radiated wights, use the NO RADIATED modlet. I can't think of a reasonable situation where someone might want radiated wights but not standard wights. 4. Replaced the attached zip file in the original post with the new version that has these changes. Hope this helps, and cheers! REV6:7-8
  25. The latest versions of these modlets are fully compatible with and have successfully passed testing for the latest STABLE version of 7DTD, Alpha 18.1 b7 Stable. 1. Updated the extended version numbers within the modlets (which are visible in the console output as the modlets load), to help users know at a glance which version(s) they have installed. 2. Updated the System Requirements/Fine Print section of the original post. 3. Renamed the attached zip file in the original post, corresponding to the version of 7DTD these modlets require. Hope this helps, and cheers! REV6:7-8
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