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A20 Bugs
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Posts posted by Astralweaver
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Try getting rid of the LootGameStage line I think it is only LootStage now. I remember having to have to remove that from numerous mods.
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I just created a map with Teragon after updating it , and tried to play it and it said the map was still in Alpha 20 and I couldn't even start the game. When trying to start a game the map had Alpha 20 in big red letters and the start game button was grayed out. This was before I had read your statement about deleting the Read property list and pasting in the new one. Was that the issue or is it still not useable for A21?
Thanks:)
I forgot to change my version to A21 in the tools command:) It works now:)
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My personal experience with that dog territory group usually led to something not being edited correctly in one or more of the group files. Because I to had never touched the spawning.xml either. So double check all the animal stuff you edited so far and make sure there isn't an extra comma or bracket anywhere. Double check quotes and caps etc.
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Sorry Arramus but think I found another issue:(
ArgumentException: Type cannot be null.
at (wrapper managed-to-native) UnityEngine.GameObject.GetComponent(UnityEngine.GameObject,System.Type)
at EModelBase.createAvatarController (EntityClass _ec) [0x000e0] in <b9bc0d5ab478449782320d065c54704e>:0
at EModelBase.Init (World _world, Entity _entity) [0x000ac] in <b9bc0d5ab478449782320d065c54704e>:0
at Entity.InitEModel () [0x00061] in <b9bc0d5ab478449782320d065c54704e>:0
at Entity.Init (System.Int32 _entityClass) [0x0000d] in <b9bc0d5ab478449782320d065c54704e>:0
at EntityAlive.Init (System.Int32 _entityClass) [0x00000] in <b9bc0d5ab478449782320d065c54704e>:0
at EntityEnemy.Init (System.Int32 _entityClass) [0x00000] in <b9bc0d5ab478449782320d065c54704e>:0
at EntityFactory.CreateEntity (EntityCreationData _ecd) [0x004c2] in <b9bc0d5ab478449782320d065c54704e>:0
at EntityFactory.CreateEntity (System.Int32 _et, System.Int32 _id, ItemValue _itemValue, System.Int32 _count, UnityEngine.Vector3 _transformPos, UnityEngine.Vector3 _transformRot, System.Single _lifetime, System.Int32 _playerId, System.String _skinName, System.Int32 _spawnById, System.String _spawnByName) [0x0001b] in <b9bc0d5ab478449782320d065c54704e>:0
at EntityFactory.CreateEntity (System.Int32 _et, System.Int32 _id, UnityEngine.Vector3 _transformPos, UnityEngine.Vector3 _rotation) [0x0000c] in <b9bc0d5ab478449782320d065c54704e>:0
at EntityFactory.CreateEntity (System.Int32 _et, UnityEngine.Vector3 _transformPos) [0x00014] in <b9bc0d5ab478449782320d065c54704e>:0
at SpawnManagerBiomes.SpawnUpdate (System.String _spawnerName, System.Boolean _isSpawnEnemy, ChunkAreaBiomeSpawnData _chunkBiomeSpawnData) [0x0043f] in <b9bc0d5ab478449782320d065c54704e>:0
at SpawnManagerBiomes.Update (System.String _spawnerName, System.Boolean _bSpawnEnemyEntities, System.Object _userData) [0x00007] in <b9bc0d5ab478449782320d065c54704e>:0
at World.OnUpdateTick (System.Single _partialTicks, System.ArraySegment`1[T] _activeChunks) [0x001e6] in <b9bc0d5ab478449782320d065c54704e>:0
at GameManager.UpdateTick () [0x00073] in <b9bc0d5ab478449782320d065c54704e>:0
at GameManager.gmUpdate () [0x00336] in <b9bc0d5ab478449782320d065c54704e>:0
at GameManager.Update () [0x00000] in <b9bc0d5ab478449782320d065c54704e>:0That Avatar Controller thing in your entityclasses file is causing another error. The mod is still playable but wanted to make you aware of it.
Thanks:)
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Ok Arramus after i verified game files the mod appears to be working now. So the game must of updated something or did something and somehow it didn't update for me. There were like 16 files verified. Anyhow it works now:)
Thanks:)
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There is a bug in your Beehive mod. This error keeps coming up.
nvalid Layer Index '1'
2023-06-25T01:02:18 1127.269 INF Entity animalBeeStump3 423 killed
Invalid Layer Index '1'
2023-06-25T01:02:20 1129.279 INF Entity animalBeeStump2 424 killed
2023-06-25T01:02:36 1145.385 INF Time: 14.00m FPS: 58.41 Heap: 2427.0MB Max: 2536.4MB Chunks: 342 CGO: 233 Ply: 1 Zom: 4 Ent: 7 (36) Items: 0 CO: 1 RSS: 14462.2MB
2023-06-25T01:03:06 1175.401 INF Time: 14.50m FPS: 60.00 Heap: 2448.4MB Max: 2536.4MB Chunks: 342 CGO: 250 Ply: 1 Zom: 3 Ent: 6 (36) Items: 0 CO: 1 RSS: 14475.1MB
Invalid Layer Index '1'
2023-06-25T01:03:25 1194.267 INF Entity animalBeeStump 426 killed
2023-06-25T01:03:27 1196.140 INF SectionType change from None to TraderBob
2023-06-25T01:03:27 1196.140 INF Played TraderBob
2023-06-25T01:03:27 1196.140 INF Fading in TraderBob
2023-06-25T01:03:27 1196.140 INF Notified SectionSelector that music played
Invalid Layer Index '1'
2023-06-25T01:03:30 1199.153 INF fadeInCo complete on TraderBob
2023-06-25T01:03:30 1199.268 INF Entity animalBeeStump 430 killed
Invalid Layer Index '1'
2023-06-25T01:03:33 1202.268 INF Entity animalBeeStump3 432 killedJust wanted to make you aware of a bug. It is barely manageable in the game and if you quit out of game you get error null reference spam and the only way to exit out after that is to open task bar and end task the 7d2d game.
Thank for awesome mod:)
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So Stallion are you all super excited to localize and name all the wonderful POI's: included in Compopack)?
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Nm I figured this out this post can be deleted the prob was I had thought I had all my mods shut off and had missed one.
Thanks!
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I keep getting this error in prefab editor
2023-06-13T19:19:11 162.170 ERR XML loader: Loading and parsing 'blocks.xml' failed
2023-06-13T19:19:11 162.206 EXC Unknown mesh attribute 'cutoutmoveable' on block plantedCorn3HarvestPlayerThen it triggers a wall light torch and other stuff. This use to mean that there was something wrong in the blocks file and if it is fixed everything would follow suit. However, I have no mods activated and when I searched for this corn block it was actually in the A21 game blocks list. Not sure if this is a game bug issue or if it is just some way to keep people out of prefab editor until the A21 becomes stable. Any suggestions on how to fix this? Am curious to see the new prefabs and potentially fix some of the A20 ones to work.
Thanks,
Astral
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Have you tried
to convert them I know this one doesn't do them all but might get a majority of them fixed.
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Ia m pretty sure you need a crafting station for leather armor. The normal game lets you craft it at a workstation. I don't remember if WOTW made a separate station for armor but if they did that could be the issue. That would be the best advice I can give.
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They are unique to me there was a ton of buildings I liked in WOTW and RH that I pulled out and put in a poi folder I even pulled the blocks out needed for the pois it took awhile. There are also many dled from several different locations that I have to verify that are not in compopack before I move them over. I know it is going to be a big task and will take awhile, but now that I can play I want all the stuff I had before it was all set up nice and perfect than A20 stirred the pot and made a mess:)
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On 1/14/2023 at 12:41 PM, zztong said:
Version A20.6-ZZ013 is now available. This is mostly a maintenance release. Highlights:
- Teragon Support
- One new POI - Tier 4 for Old West Town
- 10 new Decorations
- Lots and lots of adjustments and bug fixes
- 4 Terrain Stamps for RWG
Thank you for your using Teragon help text file you put in your prefabs I used it to get compopack to work. I have a pretty simple question though. Should all the prefabs be put on one property list or can you import multiple property lists using the method in your Using Teragon help text? I have a bunch of prefabs from A19 I want to bring over to A20 and was wondering if I should make a copy of compopack list and ad add them in or make my own list and just load it up a second time the way your help file described. I haven't played 7D2D ever since wilderness bug and the in game generator kept making errors when I would try to make a map. Thanks to Teragon I can play again!
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On 2/20/2022 at 8:19 AM, stallionsden said:
Lol we are getting closer. As mentioned there was a wilderness bug found since a20.1.
It def is a vanilla bug tho. So only tfp can fix.
It is in testing at the moment but no date as yet.
Don't think tfp will do that to us prefabbers 2 alphas in a row lol...
Edging closer tho.
Any idea if this bug was fixed yet? Didn't see anything in update. Just tried to create a random map and got a divide by zero error dealing with an oldwest POI.
Thanks:)
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NM I figured it out had a loot.xml error that I missed.
Thanks
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So a lot of prefabs have loot container blocks in their build. Loot Containers were change from numbers to names. I was trying to fix the prefabs and the only way I found to do that is go through each prefab and punch out the loot containers and drop random loot drops in their place. For example, Punch out the backpack in the build go to creative editor find the random backpack and drop it in its place. Is this really the only way to fix this issue? I thought about finding the old blocks on old zips and changing the numbers on the loot block but that takes up block space and seems almost as tedious as punching out the old containers and putting in the new ones. Is there an easier way to fix these that I am unaware of? Even newer prefabs like zztongs has loot container issues.
Thanks for any help,
Astral
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Yes we do. Please keep them all in there I am one of the ones who enjoy the older POI's as well.
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Going through A20 xml code and trying to get stuff to work in A20 I have noticed some missing zombies. The Cheerleader, Football Zombie, and Farmer so far. They also took out a lot of the paper quests that say kill x zombies at x location. I wasn't a big fan of those quests only because I thought it was more fun to try and find them in the world. So going to be working on getting that back. Anyone know if they will bring these zombies back at some point. The football and cheerleader zombies were my favorite, I hope they are just out for a graphic update.
Thanks
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Append adds to already existing loot groups. You should use InsertAfter to add your own loot groups, than just build it like a normal lootgroup. So it would look like this:
<insertAfter xpath="/lootcontainers/lootgroup[@name='groupBuriedLootStashTreasure']">
<lootgroup name="Biker">
<item name="vehicleMinibikeChassis" prob="0.4"/>
<item name="vehicleWheels" prob="0.4"/>
<item name="vehicleMinibikeHandlebars" prob="0.4"/>
</lootgroup><insertAfter/>
So the last group in the list would be what is typed in the @name= spot.
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Thanks guys I am totally ok with fconverting mods my self been doing it since A16 updating them to A17, A18 etc. I was more looking for what paul was saying about loot Id and new attributes etc. I just couldn't find a thread that stated what he just stated. Thanks for the suggestion Paul also did that with A17, A18. I was just kind of hoping I wouldn't have too this time:)
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I haven't Updated to A20 experimental yet, before I do I wanted to ask people in the modding community if there have been any major changes to mods. If there has I would like to fix my current mod list before trying A20, meaning editing the necessary changes and such so they work correctly. Any information would be greatly appreciated. I don't really want to not use the current mods and prefabs that I have because it is so far just the way I want it.
Thanks!
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You have to add them to the nitrogen prefab list for them to work. It isn't hard but it is very time consuming. You need the numbers from the editor and the nitrogen zones you want them in. The list of zones is near the top. You entry should look something like this.
-A19-dwalls_Farm_Cocoa,Industrial;ResidentialOld,0,-1,11,3,13,farm
The numbers will be in the editor and the nitrogen zone would be on the end.
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Thank's so much Xyth love the Guppy Zombies and was hoping they wouldn't be gone for too long. Your time, effort, and work is much appreciated!
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Well thank you for that but a fresh install seemed to work. I used my backup prefabs after install and everything seems fine. Lots of extra work but feel much better now!
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Guppy Mods - A21
in Mods
Posted
Guppy all I did was this and it added them wherever an Arlene would spawn weather it be on the map or in a prefab. I been using them for awhile while I wait for you to update your A21 zombies. They do jitter sometimes when hit but assumed that was a physics issue. I haven't tried your A21 version yet because of the reports people been doing. So this was strictly me editing your A20 to work until you released your A21. Unless your are really thinking of going through all the groups I mean that would be a ton of work.
<csv xpath="/entitygroups/entitygroup[contains(text(), 'zombieArlene')]/text()" delim="\n" op="add">
zombieGuppyAbonimation
zombieGuppyAlma
zombieGuppyBaldCop
zombieGuppyBaldMan
zombieGuppyBeatCop
zombieBehemoth
zombieGuppyBelle
zombieGuppyBilly
zombieGuppyBiomechanicalWight
zombieGuppyBob
zombieGuppyCarmela
zombieGuppyCheerleader
zombieGuppyClot
zombieGuppyCreepyCrawly
zombieGuppyDoctor02
zombieGuppyDoctor02Feral
zombieGuppyGermanCosplay
zombieGuppyHungryGeorge
zombieGuppyHungryJeff
zombieGuppyHungryScott
zombieGuppyInfernalDog
zombieGuppyKennethClown
zombieGuppyLucy
zombieGuppyMalePatient
zombieGuppyNurse
zombieGuppyOldManZombie
zombieGuppyPest
zombieGuppyPete
zombieGuppyPoliceRalph
zombieGuppyProstitute
zombieGuppyRoland
zombieGuppySecurityGuard
zombieGuppySeth
zombieGuppySoldierLeader
zombieGuppySoldierLeaderFeral
zombieGuppyStripper
zombieGuppyThorton
zombieCopCityFemale01TSBX
zombieCopCityFemale01TSBXFeral
zombieCopSheriffTSBX
zombieCopSheriffTSBXFeral
zombieCopSwat01TSBX
zombieCopSwat01TSBXFeral
zombieHazmatFemale01TSBX
zombieHazmatFemale01TSBXFeral
zombieHoly01MUMPFY
zombieHoly01MUMPFYFeral
zombieMalacayFCiv01
zombieMannequinFemale
zombieSanta
zombieSantaFeral
</csv>