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Evil_Geoff

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Everything posted by Evil_Geoff

  1. Not sure why someone would want to put magic rings in a Fallout/SF themed mod, seems like they would fit better, thematically, with an overhaul like Sorcery or Not Medieval Mod. But I've seen players modding up Darkness Falls with Sorcery, so it's all good. Whatever makes your game good for you is cool! I can't answer for bdub about his making a patch, but I can offer a couple of suggestions. 7 Days to Die (and Windows for that matter) sorts and loads mods in alphanumerical order. That is to say 0-SCore loads before 1-SCore, and both of those will load into the game before Freds_Extra_Zeds. As mods load in, they change certain aspects of the game, and those changes can be over-written by a mod that loads in later. So, suggestion #1 - Rename the mod folder for Rings of Potential so that it loads AFTER The_Wasteland folder. If it is already later in the load order than The_Wasteland, rename it so it loads in before The_Wasteland. If that doesn't work, you can try Suggestion #2 - If you can do copy and paste, make note of the .xml files in the Rings of Potential. Examples might be items.xml, loot.xml, recipes.xml... Open each .xml file and copy everything between the first set of <brackets> and the last set of </brackets>. Examples: the code starts with <xml> and end with </xml>, or <configs> and </configs>, or something else. An easy way to do that is to look at the last line of the file. If the last line is </configs>, then you copy everything above that until you find the <configs> at the top. Open the corresponding .xml file in The_Wasteland. Scroll to the bottom of the file, and insert a line above that last </bracket>, then paste the copied code. Save the changes. Start a new game. Look for the error codes. One day, I hope to see the kinds of modding tools for 7DtD like there are for Bethesda's Skyrim and Fallout games. Until then, we are stuck with doing it "old school" and manually troubleshooting, sorting, and patching conflicts.
  2. Not sure that zombified children is an actual problem. Look at the mods for Skyrim LE and SE, or the Fallout games that make children killable. Anime and manga, particularly horror and psychological ones, often kill kids. And that seems to be fine. At worst they get slapped with an Adult Content rating for Violence Against Children. But definitely on the same page as khzmuzik about the character models. DBD has licensed the use of the character models from the original intellectual property owners. When they get a new property licensed, they release a new character update so you can play Resident Evil, or Halloween, or Friday the 13th or [insert favorite horror franchise here] characters. The best a modder could do, legally, would be to put a goalie mask on a zombie and give it a machete. If they rip the model, or create one that is visually identical to the character, or call it "Jason Voorhees" or identify it as being from Friday the 13th, they will get slapped with a take-down order, and possible prosecution. IPs are pretty fiercely guarded in the gaming industry now.
  3. Have you tried asking Subquake? In the forum FOR Undead Legacy?
  4. One of my players has maxed out Grease Monkey, has the materials, but can't craft the Apache parts in the workbench. It shows the unlock items as being Grease Monkey and AH-64 partname Schematic. As server manager I went ahead and cheated in the schematics for him since his Grease Monkey is level 5. But any idea what might break the crafting? Once he had the schematics he could craft the parts and made two Apaches. Both players using them report they are working fine (with missiles too), so I'm pretty sure the modlet was installed correctly on both server and client sides. Will also post this in the Discord to cover the bases.
  5. That is short-hand for "Alpha 20 version of 7 Days to Die". A20.6 is the current stable release version. Previous versions of the game can be installed through Steam via the BETAS tab in the Steam Library for your game. Unless you are playing A19.5 or earlier it wouldn't work anyway. This mod (and others by Snufkin) have been abandoned and are no longer being updated. @arramus has been kind enough to maintain and update some of the mods he had access to before Snufkin went MIA, but I don't think this was one of them.
  6. I'm using 1-SurvivorzPack and 1-VaultDwellerzPack on our server. From the player perspective, the only difference between hireable and non-hireable is if the NPC has a dialog option or not when you approach them.
  7. The same bodies are used multiple times. You might find 5 identical nurses, and two have names and you can hire, and three may not be hireable. Or all 5 can be hired. Or none of them can be hired. It's all random.
  8. Yes, you can hire multiple NPC's. However, keep in mind that not all NPC's are hireable. Depending on what NPC packs you have installed, you may find more, or less, NPC's you can hire.
  9. Last used in A19, I'm pretty sure you saw the YT video where we used it as a "Rivet City" in TomGirlGamer's 7 Days to Fallout run. Once Teragon is usable, and I can do a DC heightmap, you know I'm going to put that rascal in there! This is an amazing POI from the radar mast to the keel. ❣️ 💥
  10. This jumped right out at me as I was reading the thread, so "what ZZTong said!" You might want to check with Nitrado's tech support also. They may be able to shed some light on the sharing permissions for that folder (or filepath).
  11. Evil_Geoff

    Tigr Jeep

    💯👆 Because high speeds & sand dunes!
  12. You will need to post your output log, not just the error messages. The log will have information on which file has the error, and usually what line of the code the error is on. The default location for output logs should be C:\Users\yourusername\AppData\Roaming\7DaysToDie\logs 7DtD sorts and loads files in numeric and alphabetic order. So a mod named 0-SCore would load before 1-Addon, and BadZombie would load after BadMonster... The game is looking for those items, but they have not loaded in at the time the game is looking for them. Just a guess at the moment, but it might be an issue with the order that your mods are loading.
  13. As Telric noticed, my comment was directed at the use of "giveself" - a command console code used, in my experience and observation, almost exclusively to cheat in items in game. I have little to no patience (or sympathy) for cheaters complaining about bad code that messes things up for them. About as much sympathy as I have for people complaining about mods not working right in hacked/cracked games they are using. And the OP came across, to me, as the equivalent of "Hey modders and cheaters! Don't use this guy's site because the cheat codes don't work!" Obviously, that was not your intent. It would appear that you and I are of similar age. I'm old enough to remember George Wallace standing on the steps at the University of Alabama, and Kennedy's assassination. I grew up in an age where if you wanted a computer at home? You built it yourself. From the circuit board up. The last time I did any serious programming, Fortran77 was the brand new "OMG! Hot shyte!" programming language. I won't claim to be a coder, or a programmer, or anything of the sort. I do some XML editing and drop in some .png files here and there, maybe to add recipes, an item I want in a game that isn't available, adding a CanPickUp property to an item/block that players should be able to pick up in game but can't... I can see where a comprehensive item list would be useful for someone doing a lot of that kind of thing and making custom mods. Having incorrect item names in a list that you thought might be useful would totally gum up the works. I stick with the vanilla files, and the files of any mods that I find useful for my own pet projects. While Google is my friend, for the game I limit my searches for how to do things in XML. My apologies for giving offense.
  14. Evil_Geoff

    Tigr Jeep

    OMG! Is the MG operated by the driver, or can a passenger use it?
  15. After watching jamesandmichelle on Twitch this past weekend, that fire mod was AMAZING! I am really looking forward to seeing how it can be used. 👍
  16. If you are going to use a giveself command to cheat in items, why not just toggle creative mode? Jeebus, why make things difficult?
  17. Bump! Because this mod deserves more using, commenting, and popularity because it's gorgeous!
  18. The SPIFSAL attributes and books are integrated into The Wasteland to make the attributes system act in a manner that closely resembles the SPECIAL system of Fallouts 3, New Vegas, and 4. The SPIFSAL attributes are very tightly worked into the perks and buffs associated with Fallout related weapons, the Power Armor, and everything else. Basically, what you are asking for, is for bdubyah to completely re-write The Wasteland to where it was with A19. It might be possible to just use the blocks, items, and loot, but crafting the weapons (and pretty much anything else Fallout themed) without the Attributes and Perks to enable the crafting skills will become impossible. The only way to learn how to craft those items would be to get the schematics for them. If you want to roll back to 7DtD A19, you can still download The Wasteland versions 2.3 or 2.4 from Nexus Mods. https://www.nexusmods.com/7daystodie/mods/1043 But the older versions compatible with A20 will still have the SPIFSAL system, and will be needed to use the tiles, blocks, and parts that A20 added or changed in the update from A19. Edit to add: The A19 versions, 2.3 & 2.4, will probably work for the items like the Nuka-Colas, and the weapons, maybe the power armor too. But the NPCs, prefabs, and other things that are in 2.75 or 2.98 may cause serious problems because of the differences made in A20 .
  19. Yup, I don't have any issues with snow at altitude. I got stuck in snow driving up the access road going to the Mt. St. Helens observation point. It was sunny driving to the mountain, and we were in falling snow about 3/4 of the way up. I rather liked the feature in KingGen of setting snow biome to high altitudes.
  20. I know how deserts work. I also understand temperature gradients. Which is why you can find snow capped mountains above otherwise arid terrain. And a wasteland biome is what you will get after a few nukes or massive conventional bombardment (see pics of Dresden, Hiroshima, Nagasaki immediately post WW-II as examples). Yes, nature will, over time, reclaim the wasteland, and human intervention can speed up recovery. Even though radiation levels are still dangerously high in some areas, the Chernobyl Exclusion Zone is prime example of how nature will come back. So back to why snow and desert biomes should never border directly... You are standing in a desert. It's 12:00 noon. The sun is shining, and you are sweltering because it is 100 degrees The saguaro and prickly pear don't give you any relief because that shade just isn't doing the job . So, you decide to walk 1 meter. Just one. That's all it takes. It's 12:01. You are standing in snow. Ah, blessed relief from the heat. It is below freezing. It's foggy and /or snow is falling. You change out of your duster and cowboy hat and tank top and shorts into a winter parka, a hoodie, knit cap and long pants. Oh my, it's still cold. To cold, because you are wet from the snow fall. So.... At 12:02, you walk 1 meter back the way you came. The sun is out. You are in desert. It's 100 degrees. Strip out of all that cold weather gear and get back in your hot weather clothing. Does. Not. Happen. Anywhere. Except in this game. It's jarring, and breaks the hell out of immersion for me. As for "predictable" biome placement? I don't care where the snow goes. North, south, east, west, tops of mountains, diagonal swaths across a map... As long as it isn't bordering a desert, it's all good in my world.
  21. In Arizona, snow can be found at altitude. Meaning on mountains, if they are tall enough. Because as altitude increases, temperature decreases. But even doing TDY's courtesy of Uncle Sam, I never saw 100 degree F desert bordering 32 degree F snow biome. Juuuust sayin'...
  22. No. Well, OK, IF you are a masochist, then you might think so... 🤣
  23. My solution is to use an elevated horde base and kill the zombies as they come up the stairs or ramp to get to me. You can make your fighting position 6 - 10 blocks above the ground, and that lets the bags fall off to the sides without clogging your firing lines. Make sure that you make the bottom of the steps accessible on the three sides that approach your position so the Z's run up to you instead of beating on the stairs. Another fix is to use 4 - 5 hatches for the floor of the corridor closest to your fighting position, with a "loot pit" underneath. Open the hatches just before the horde starts. If you use a wedge or ramp block going down at the approaching end, they will run and fall off into the pit if you don't kill them. Again, the bags can fall off into the pit for looting later.
  24. That's a question that you need to post in: https://community.7daystodie.com/forum/17-general-support/ And post your log.
  25. Alright, Preston. Chill out. I get it. "Go to Diaperville, help the settlers, and they will join the Commonwealth..." Oh, wait. Wrong game. Never mind. 🤣
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