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ShoudenKalferas last won the day on October 4 2020

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  1. I have to admit, I'm a bit surprised to hear this considering how little I changed from the previous version. I'm sorry that this happened to you. I've added a disclaimer to the download link on the front page warning that this is always a risk and to make sure to backup save game files. This is an alpha version, after all. Did your original issue go away? Are containers lootable? When I tested the loot drop rate on the citizenship card from the zombie lootbags, I was seeing something around 30% drop rate.. so I'm a bit surprised to see you indicate that it's dropping on every single bag. I'll take a second look at this today and recalculate the real-world drop rate again.
  2. I do a run-through test of Kuva's Armor tomorrow to make sure there isn't any issue with the base quest pack. If there are any other quests you've seen this behavior on, please let m eknow.
  3. @SugarfreeAre you running other modlets or just this quest pack?
  4. White River Tools of Citizenship A19.6_1.0: Modified the way a new player obtains the +Declaration of Citizenship quest starter to kill 10 zombies. Instead of it being craftable, now you are given one of these from the trader initially, or you may find one randomly in the loot inside a zombie lootbag. This means this questpack can still be either dropped into a new game or an existing game. I *DID NOT* retest the Darkness Falls compatibility modlet with A19.6. I do acknowledge the above report that there might be an issue with the compatibility modlet and I'll take a look at that for the next release. I wanted to make sure to pus this bugfix out first to eliminate the exploit that was possible. TFP changed the quest code between A19.4 and A19.6 which is what allowed that exploit to occur. Many apologies for the long delay since my last posts earlier this year. Like many families in this pandemic, I experienced loss that took time for me to come to terms with. CHANGELOG: Changes: Reduced all citizenship quest skillpoint rewards by 1, effectively ensuring the 10z quest no longer gives players a skillpoint. Bugfixes: Fixed bad exploit that was allowing players to create infinite number of declarations of citizenship, then killing 10 zombies, and obtaining infinite skillpoints. Now the player is given ONE Declaration of Citizenship from the trader when they start. Beyond that, they may randomly find other previous citizen's cards in zombie lootbags.
  5. @raymondbarberjr Okay so HighHope's Red Dye mod appears to add a ton of new dyes to the game that have the same visible name as the existing dyes. There are actually TWO different items that show up in the admin list of items with the name "Dye: Red" item# 1157 is the correct item to use with the mod. I don't see any evidence that his mod removes the original vanilla dyes... but he adds all his to the loot table.. and there are MANY more of them than the original. So this greatly decreases your chances of finding the "correct" red dye. Sadly, there isn't anything I can do about his mod working that way. Even if I were to create my own dye item in my mod instead of using the vanilla, that would not increase the chances of finding this dye instead of HH's. On top of that, I am sadly now able to confirm that with the 19.6 version, the game now allows players to turn in countless/infinite number of the zombie quest.. making this modpack exploitable. Even setting repeatable=false on the quest does not prevent this. The only way I can see around this is to give new players the declaration of citizenship quest item, and make it so they can NOT craft new declarations. I can also add the base citizenship card to the world with a low drop rate. This should ensure no one can abuse this mechanic until they fix the repeatable=false flag on the quest code.
  6. Pretty harsh criticism here. The game currently does not let you complete more than one quest at a time that are named the same. So hypothetically if you created 20 citizenship quests to kill 10 zombies, then went out and killed the 10 zombies.. the game would only let you turn in one quest. Although with that said, you aren't the first person to suggest it is a bit OP to have this specific quest give a skillpoint. I'll take another stab at seeing if I can come up with some way to restrict this quest somehow. At the moment, offhand, I don't know of any way to do this. If you have a suggestion here, I'd appreciate it. It does seem a bit unfair to call the entire modpack broken and exploitable because one quest in it gives out 1 SP. You can easily change that one quest to not give a skillpoint out and fix this. The code being bloated and redundant. I am aware that there is some duplication of vanilla code when I create a custom weapon, for example. But this doesn't affect the usability of the modpack and as best as I've seen in my testing doesn't affect the playability or performance of even a moderate gaming machine. I'll take a look at this soon and let you know what I find.
  7. @Souhank -- I just ran through this again and the quests only ask you to craft one declaration of citizenship and when you do, it gives you one quest, which when you complete.. completes properly. The game mechanics (And the quest pack) *do* allow you to hold more than one of the same quest at the same time. But the in-game mechanics don't work properly if you complete more than one of the same quest at the same time. It ends up breaking one or more of the quests, requiring you to drop those quests (as they aren't completable). The quest pack is functioning properly and as designed. This is left this way on purpose so that if you lose your citizenship card or would like to pursue a 100Z or 1000Z card, you have the ability to do the basic quest again a second or third time. The trick is to stagger them so they don't complete at the same time. Say if you are working on two 100Z quests, start one, kill 50 zombies, then start the second one, and kill another 50 zombies, then turn in the first quest which completed, kill 50 more, then turn in the second quest.
  8. At long last, I've completed the release and have quite a bit packed into it. Sorry for the long wait on this one. As mentioned before, I would recommend you use this on a new game. But if that is not possible or undesirable, please be aware that anyone with an active quest will have to drop it and start the quest over. There is a critical bugfix in this release that closes a loophole that previously was allowing players to craft a writ for a quest, without ever having started the quest. This loophole is fixed by handing the player a token coin when they first start the quest, and requiring them to use that token when they craft the writ item. As usual, please let me know if you find any bugs, typos, or otherwise have any issues. White River Tools of Citizenship A19.4_1.0: CHANGELOG: German localization translated by sechsterversuch & Zeeeni. Big thanks to them for this! All other language translations generated via IBM Watson Language Translator New Quests Added: Amelia’s Gyrocopter Molino Bulletproof Glass Created Darkness Falls Compatibility Modlet, that allows this quest pack to be used with Darkness Falls. Additions to Existing Quests: Added a Remington’s Steel 762 Auto Turret to the Remington Steel Ammo quest. This turret fires slower, aims slower, and has a smaller turn radius, but uses the steel 762 ammo and does more damage in turn. Bugfixes: Writ exploit/loophole fixed. No longer can players endlessly craft writs without having worked through the quest itself. The fix implements a token coin that is provided to the player when they accept the quest that is an ingredient in crafting the writ. A player without this token coin would be unable to craft the writ. Fixed bug with quest pack’s lootable books. Fixed multiple small typos in various Localization.txt files. Added the proper perk enhancements to the Deschain’s Revolver, Bambi’s Bow, Daryl’s Crossbow, and Rick Danger’s Augers quest items. Tuning: Completely re-tuned the Dundee’s Knife as it was substantially over-powered in comparison to vanilla. The intention of this quest pack has always been to only provide items that are a notch better than vanilla, so as to not throw off overall balancing of the game. Reduced the amount of bicycle parts and overall higher tier loot provided by the citizen’s crates. Adjusted the loot in BlackBart’s coffin to be gold & silver instead of dukes to better follow the storyline. Made the steel ammo more difficult to craft. Repair kits are easy to come by, so weapon damage alone is not enough of a detriment to the extra damage and ease of crafting that steel ammo provides. Also tuned the ammo to cause more weapon degradation. Adjusted the AI behavior and difficulty of the Spirit of Vengeance boss. Added longShaft tag to Bunyan’s FireAxe, Jason’s Machete, and Rick Danger’s Augers to allow them to hold the burning shaft mod. Added sneak damage bonus to Jason’s Machete Reduced the probability of finding the dark tower books. The item is supposed to be a legendary item, so it should be extremely difficult to collect all the books to obtain it. Reduced the block damage on both Rick Danger Augers as they were too over powered.
  9. I accept requests through any means most convenient to the submittor: reply to this thread private message here on the forum GIT pull request 7dtd Official Discord Server Your request makes sense to me and I'll make sure to include it in this 19.4 release. Although its worth noting that I did lower the requirements for basic Leon's. Here are the current requirements: Basic Level: 2 Pistols (results in Tier 3-4 Leons SMG) Veteran Level: Degraded Leon SMG + 10 Pistols + 5 SMGs (will now result in Tier 5-6 Leons SMG) When I play through this on my own server, I usually skip fixing the Degraded Leon's SMG from the Basic level and use that to work through the Veteran level version of the quest. Although this is really more of a "pro tip" of people who know the quest and have been through it. Average players would probably work through obtaining the Basic Tier3-4 Leons SMG first, then realize later they need another Degraded Leon's SMG item to kick off the Veteran's Level quest. It's a round-about way of making the Veteran's level a bit more complicated to work through. Thank you
  10. Sorry for the delay on this, but I ran into an issue last minute and ran out of time to get this release out today. All other test checked out other than this one detail. I will be able to wrap up this last item and publish a new release later today (Thursday).
  11. FYI -- I'll be running through final 19.4 validation of the quests tonight and will then post a new version of this quest pack that is 19.4 tested. Please be aware this next release I publish has a fix for a loophole that was allowing players to craft writs without having accepted the quest initially. This bugfix and change to how these quests flow will mean if you update to the new version of the quest pack on a live server, anyone with a quest will need to drop it and start it over. I'm going to recommend on the release notes that the new version be installed onto new games. This isn't a hard requirement, but just a suggestion. Again, just to reiterate, if you install the 19.4 release onto a live server, anyone with an active Tools of Citizenship quest would have to drop that quest and do it over again (as they wouldn't have the token coin in their inventory to craft the writ to complete the quest)
  12. Published new release: A19.3_1.0d Changelog: Bugfixes: Endless Screamers, caused by heatmap generation from Death by Campfire. Adjusted the mod to remove this feature. Fixed Localization on H7SB Seats & Storage Removed: more recieps by wolfbain5, as they were mostly duplicates of recipes other modlets were providing zStorage (Big) by Eihwaz, as the storage containers were large enough without this Added: JaxTeller718_IncreasedBiomeZombiesx2 MorePaintTextures by Eric Beaudoin White River Tools of Citizenship - Molino Bulletproof Glass Weapon Repair Mod by Survager, to change weapon repair to take weapon parts
  13. I've literally been spending days and days trying to track this one down. I've had numerous people complain that its too OP and causes endless screamers. In my testing I'd get 4-6 screamers at once and if I didn't kill them fast enough get as massive horde that followed. Now that I think about it more, each location I was testing was somewhat near a campfire that was running cooking food. Thank you so much for drawing attention to this. Admittedly, I added this modlet in the most recent additions and thought it'd be safe enough to add without much testing. I do love the idea of it, but now that I realize the "extras" in it, I'll need to create a variant of it to match the goal of this pack. As always, I'll keep the credit/author info. The entire collection modlet (or modlet collection) is server-side modlets only. You only need to load them on the server if you run a dedicated server.
  14. @Sal I sent you a PM asking for some help troubleshooting this. The only time I've seen this happen was before Neopolitan even existed. And it seems to only happen exceedingly rare. There also are others who have posted this error and have indicated it seems to happen in vanilla game without mods installed.
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