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Evil_Geoff

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Posts posted by Evil_Geoff

  1. 20 hours ago, warmer said:

    Is there anything special I need to do to enable spawn? It feels like it's broken. When I use "spawnw h" I can get it to register a horde should spawn but none have shown up. When I use "spawnw b" for bandits it says that is an unknown entity.

     

    Hmmm...


    You should not have to do anything to enable spawns.  Are you sure you have the mods unzipped properly, and installed in the correct folder?  Can't really diagnose what else is going on without a log file, or the config dump to see what mod changes have been applied.

  2. On 10/15/2023 at 1:37 PM, Lostyouthkhat said:

    Where is my german shephard? :(

     

    Have you tried looking around the Red Rocket outside Sanctuary Hills?

    Also:

    Not sure if this is an NPCCore issue, a mod conflict glitch, or what.  Using bdub's The Wasteland overhaul with the Friendly Raider Girlz and KHZ Civilians NPC packs.

    When using the "Show me your inventory" command to have hirelings/employees/followers/whateveryouwanttocallthem (I swear I hear Lydia saying "I am sworn to carry your burdens" every time I use it 🤣 ) to carry stuff, I have discovered that hirelings (at least some of them) repair items if they were at less than 100% durability. I have recreated this with weapons and armor items.
     

    HOWEVER! If you put mods on the items before giving the items to the follower to carry, the item will be returned without the mods installed. I lost a reflex sight and extended magazine on a 10mm SMG that way.  Not gonna complain at all about the auto-repair feature at all!  LOL  And now that I know about the mods disappearing off of items, I can deal with that as well.  I used creative and got my mods back.

    No error messages thrown but maybe someone will be able to duplicate the issue and see what's going on.

     

  3. 20 hours ago, JustCallMeKD said:

    I have a question about the wasteland mod, do raiders and other npcs and stuff come on the horde nights or not?

    Raiders and human NPCs - No, at least not yet.
    Supermutants, ghouls rad scorpions - Yes, when you get to the gamestage that triggers them.  At least they did in A20.  I haven't gotten past the 3rd horde night yet.

     

  4. On 9/18/2023 at 9:39 AM, smedic55 said:

    ... There are currently no mods that add zombies for a21 that I know of. Thank you for your work!

     

    NPCCore adds a bunch. 

    @TormentedEmu - Do your zombies require/work with NPCCore?  I don't want to end up crashing if they conflict with the one's I already have installed.

     

  5. Couple of quick questions - I don't see the Vault Dwellers pack listed on page 1, and the 5 hits I got doing a search of the topic didn't pull up a link either.  Soooo...

    #1 - Will the earlier Vault Dwellers pack work with the current NPCCore?  I'm using bdubyah's A21 update of The Wasteland, and you know I have to have my Vault Dwellers.


    #2 - What about the older Mechs/robots packs as well?

     

  6. 2 hours ago, pApA^LeGBa said:

    We just tried the dirtbike and it´s basically useless now. Hitting a tree with full speed and it´s totaled. It´s basically impossible to hit nothing when driving it and in it´s current state you need like a full stack of repairkits per day and the wasteland is basically not possible at all to drive. 

    I get where you are coming from.  I am easily distracted while driving and do the same thing with the pedal bicycle.  Mostly with boulders, not trees though.  😵‍💫  And no headlight makes nighttime driving a real pain in the butt.  Still, dirtbike is a fun scout vehicle.

     

  7. I think, after reading several pages of back-and-forth, I understand this whole "TASTES GREAT!" vs. "LESS FILLING" argument.

    On the one hand, we have a group of players, who (like me) find the entire concept of adding an utterly arbitrary, nonsensical, artificial concept of "heat" to an item that under no circumstances imaginable, would, in fact, generate heat. 

    On the other side of the argument, those who feel that, from a game mechanic standpoint, anything that produces resources or items should have some level of a zombie attraction factor.  In the game this zombie attraction factor is called "heat". 

    Game mechanics or logic be damned.

    The solution is obvious.  Elegant.  Simple even.

    Rename the zombie attraction factor.

    Draw, lure, bait, pull, ohshiny...

    Those factor names would not offend those of us who feel that things that do not, in any sort of reality, produce "heat", are given a property called "heat".  I mean, c'mon, some of y'all remember when the smell of meat would attract zombies... (That's been reintroduced, with zombies in the area when you kill an animal nose diving on the carcass before you can harvest it.)  Can zombies being attracted to meat in your backpack be far behind?  Personally, I like the idea of zombies going all "Oh!  Shiny!"

    And no can argue that it doesn't make any...

    SQUIRREL!

     

  8. 5 hours ago, bdubyah said:

    Yes, they reworked the torque and turbo properties for vehicles. I have the AIO pack good to go I think but the individual mods might have to wait a bit. That's a lot of headache for something that could be broken again tomorrow.

    I was about to say "TFP broke the turbo, torque and max speed properties with the decreased rear movements and stuff"

    I just changed my own QoL tweaks this afternoon, and was banging my head, saying "And bdub JUST finished his!" 

     

  9. There are overhauls/mods already that take crafting to T6 (and higher). 
    Legendary items don't need a "Tier".  They would be unique (or super-rare) items that are Legendary through their given properties/stats/built in mods.

    Example:  Legendary sniper rifle - "OSOK" - One Shot One Kill - Entity damage 300, effective range 200 (plus player buffs/perks).  Built in 8x scope, extended magazine, suppressor, bipod.

    Done.  No crafting necessary.

     

  10. Forget rarity... How much volume does a unit of gasoline take up?  Is a unit 1cc?  1 ounce?  A pint?  A liter?  How much?

    If a molly is based on a 1cc volume, then using a 500cc bottle as a basic molotov, 300 units of gas would be within a reasonable proximity.  If a unit of gas is an ounce, then 12 to 15 units for a 1 pint bottle would be reasonable.  24 - 30 for a quart bottle.

    As long as the unit is unknown?  ANY point cost can be argued as "reasonable".

     

  11. Multiple endings?  There aren't *any* endings.  This isn't a story/quest driven game like Skyrim or Fallout where you are on a mission of somekind.  This is entirely "stay alive as long as possible, be as creative as you want to be" driven. 

    Maybe, eventually, TFP will implement an "end game" of some sort, but 7DtD is a truly *open* world, *open ended* game.

     

  12. Never used cans for water, always collected them for smelting down later.

    If players aren't crafting them or collecting them, where do the jars that show up in the dew collectors come from?  Do they just magically appear?

    If lake water is so toxic that it can't be collected and purified, it should be a "very-short-time-to-death" if consumed unfiltered, no saving or at least a VERY rare/expensive cure.  Otherwise?  You build a freaking STILL and make DISTILLED water. 

    Oh, and while I'm thinking about stills... Those at least would have a logical explanation for generating heat, unlike the dew collectors that have no moving parts, don't use fire, don't use electricity...

     

  13. 49 minutes ago, AllTheGoodNamesAreInUse said:

    What next, are dew collectors going to require electricity?


    I learned a long, LONG time ago while playing tabletop D&D (1st edition, mind you, not even AD&D yet...)

    Don't give the GM ideas!

     

    2 hours ago, theFlu said:

    They come from the same dimension your spent brass goes to. The dimension that donates leather whenever you scrap an office chair. And the extra water whenever you use a bucket.

    I'm going to roll with the "extra water dimension"... 

    But only because office chairs can have their seats and backs covered in leather.


    While I spent much time recovering brass on the firing range, I don't seem to recall anyone pausing to recover spent brass in a firefight.  But there should absolutely be a "brass catcher" mod available.

     

  14. Personally, while I voted for "Learn by Doing", ideally I think a combination of Learn by Doing and Learn by Reading would be the more "realistic" way of increasing skills.

    You make things, you do things, you learn from that experience.  You read books or magazines with "How to..." tips gives you more knowledge and things to try.

    I slaughtered a bunch of zombies!  Now I know how to make cars!  *NOT*!

     

  15. Speaking of dew collectors, anyone else wonder...

    WHERE DO THE FREAKING JARS COME FROM?

    We can't make jars, we can't collect jars, we can't retain jars from water we drink...  But somehow, magical mystically supernaturally... Dew collectors collect jars from thin air.

    Whiskey Tango Foxtrot, TFP?

    Seriously.  If you want dew collectors to make any sense at all, put jars back in the game and add a Jar Storage to the dew collectors.  No jars, no water.  THAT would be...  "Immersive AF".

     

  16. The Xbox version was ported from PC by Telltale Games.  Telltale Games went bankrupt and is no longer supporting the console ports of 7D2D.

    The Fun Pimps have ownership of the console IP again after the bankruptcy, but have stated several times that console ports and support will wait until the PC version is ready to go gold.  They don't have the time or resources to do PC and console development at the same time.

  17. I get the following error, and it repeats 62 more times before the game continues through the start up process:

     

    2023-06-15T02:28:13 116.936 ERR Loading AssetBundle "C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/../Data/Bundles/Other/Items" failed: Parent folder not found!


    In the 7DaysToDie_Data folder, there are 4 subfolders:  Managed, Plugins, Resources, and StreamingAssets.
    Plugins has a single subfolder, and StreamingAssets has two.  Drilling down the subfolders I find nothing like the indicated Data/Bundles... path.

    In the Data folder, I have a Bundles subfolder, but not the rest of them.  Any ideas on what might be making that call for assets, or what is going on?

     

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