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ShoudenKalferas

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About ShoudenKalferas

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  1. I like your suggestion of BlackBart! I'll work to see if I can shift this modlet around (and provide backwards-compatibility on the rename) for the next release. Thanks for this and for sharing your additions. Your elite level addition has inspired me to add some new items to this modlet pack too. Work in progress. Thanks again
  2. I'm interested in the Elite quest line and the crossbow, and would be open to expanding on the other quest lines to provide more Elite quests. If you could please raise a merge request on the GIT repo, that would be most ideal and I'll pick and choose. I'm obviously not going to change the Bambi questline to name it after you, though. And Freya the goddess had nothing to do with digging, so not interested in changing that one either. But I would be open to changing it to something else if a better suggestion is sent my way. If you dont know how to raise a merge request on GIT, please PM me a zip file with your version of the mod pack. I'm also on the 7DTD official Discord server if you want to send it that way.
  3. Magoli -- I have a couple prefabs I'd like to donate to the COMPOPACK. What's the best way to provide it to you for inclusion?
  4. I've got the Lights modlet working as intended now and the Parts modlet has been reported by players as working. The only modlet not tested at this point is signs. Once I let this lights release bake in a bit as far as release, I'll then circle back around to the signs. Enjoy working wrenchable POI Lights giving you usable placeable lights!
  5. I'm happy to report that Im over the blocker that was preventing me from getting the Lights modlet working. It may take me some time to work through the needful across all the lights.. but I will definitely be able to make this work!
  6. Hope there is some word on localization.txt push from server for Modlets soon..
  7. Sadly, it looks like the lighting mod is not working properly. I am able to wrench off lights and obtain items.. However, when I go to place the light somewhere, even with power connected up the light does not turn on. Oddly, I do have the switch enabled so you get the option in-game to turn the light on and off.. but the actual light does not come on. I'm not sure why this is and will have to dig around further to see if I can come up with a way to fix this. If anyone has any modding experience and has an idea on this, I would greatly appreciate any suggestions. I've tried asking on Discord without any luck.
  8. Here is a Modlet pack I've been working on. This is a Work In Progress (WIP), so please be kind with any problem reports. It kept annoying me that I would pass a military base with a generator ("destroyed") and be unable to wrench on it and have at least a CHANCE at recovering a working unit. The same with solar panels. Just because the world went to crap and everyone turned to Zombies doesn't mean all the electronics of the world stop functioning. So I'm working through a Modlet pack that will allow the players to wrench at any electronics (solar, generator, battery, signs, lights, and misc parts), and at least have a chance at obtaining a usable item that they can place in their own base. TESTED as working: Battery Bank Generator Solar Bank Lights Parts UNTESTED: Signs I've split this into multiple Modlets to make it easy for you to enable/disable any specific category of items: Salvaged Electronics - Battery Bank (tested) Salvaged Electronics - Generator (tested) Salvaged Electronics - Lights (tested) Salvaged Electronics - Parts (tested) Salvaged Electronics - Signs (untested, use at own risk) Salvaged Electronics - Solar (tested) Current Download: A18.3_1.1 - https://github.com/XelaNull/7DTD-SalvagedElectronics/archive/A18.3_1.1.zip Previous Download: https://github.com/XelaNull/7DTD-Sal.../A18.3_1.0.zip
  9. I raised a merge (pull) request against your GIT repo with fixes for A18. A couple recipes for Deco Pillars had to be commented out (I couldn't find it in Vanilla code for A18), one perk was changed, some models were updated, and empty can was removed from usage for filling with water. With the changes I've proposed in the pull request, the modlet loads with no errors. Enjoy! https://github.com/OrbitalBliss/HOME_DEPOT_7D2D_MOD/pull/1
  10. !! BUGFIX RELEASE !! I'm sorry to say, I found another bug in the Deschain's questline that was preventing proper completion. In the loot list for the books that drop, one of the books was missing and never would drop for the player. This has been fixed in the 1.7d release. Please see the first post for the latest update.
  11. This is a tough thing you are asking for PandaTea. The game throws Null Reference errors if localization is used and the Modlet isn't installed locally on each player's game. I wanted this Modlet pack to specifically be supported ONLY through installing it on the game server. Once the code stabilizes a bit and I have some confidence we've found any bugs present, I may go back through and duplicate the entire Modlet pack to support localization. But as it stands right now, I can't do this without also requiring everyone to install the pack on each player's machine too. 7DTD Doesn't support providing BOTH the non-key and the key (localization) configuration of quests and items. It's one or the other. This has been a long-standing "feature" of 7DTD. I am hopeful with their most recent localization release of 18.3 that they may be changing this and improving it in the near future. *update* It does appear from their release notes for A18 that they intend to add proper push of localization in the future. The update reads: "Support for localization from mods – not pushed from servers yet"
  12. !! BUGFIX RELEASE !! I've removed all Localization from the Modlets and double checked through all of them to ensure that the Quests all have a description defined and no "key" references to Localization. It appears the game still does not push the Localization file from the server to the players. One of the original goals of this modlet collection was the ability to add it to a server and NOT require the players to download the modlets too. Please have a go on the latest version posted to the first page and let me know if you run into any trouble.
  13. DelStryker -- Thank you for these modlets. I especially like the Combiner. However, I appear to have an issue with this modlet that's taken me quite some time to track down. It appears when I have the Combiner enabled on my server it is causing new players who just entered the game to craft level 3 items before they add any skill points. I suspect that this is related to the entityclasses in the Combiner, but looking over your code, I have to admit I'm not entirely sure WHY. But it definitely is the Combiner mod that is causing this behavior. I'd appreciate it if you could have a look at this to see if there is anything you can do to correct this behavior.
  14. Okay guys, so I've got some good news and bad news... The Bad News.. I found a severe typo that I managed to overlook previously that will prevent anyone from actually receiving the revolver when they collect the reward from the Trader. On top of that, to fix the NPE error, I had to change all the item names.. so it's going to take me another day to work through ensuring that the next version is also backward's compatible and won't break anyone's games that already have the current version of the mod installed. The Good News.. I found the cause of the NPE. It stems back to not properly utilizing the Localization file for all created quests, items, blocks, etc. I do have a fix in place for Deschain's Revolver questline and I've worked through testing it start to finish and all items work properly, have descriptions, and the quests don't generate NPE when viewing the quest log. Give me another day I'll create an emergency release before I move on to fixing the Localizations on the other quest lines. While I do have the NPE fixed at this point (along with the quest reward severe bug), it would do no one any good to install this version without me also applying some backwards compatibility support. Really sorry about this! I hope no player is able to work through the quest line before we get the patched version released!
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