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scubahalo

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Everything posted by scubahalo

  1. I just realized you can boil water at a campfire without a cooking pot or can. Is that intended?
  2. Sure, no prob. I actually prefer it the way it was before. I'm just trying to understand why the code works the way it does. It bugs me.😣
  3. So I was going to enable the drone and spawn some to test your theory but then I realized I could just do it with Guard Captains since they're EntityNPC's, too. I ran out of space (Trader Protection is ON):
  4. Yeah, it's new. If you look back over the last few pages it's been discussed. Something TFP did with the AI screwed it up. I ended up removing the guards completely and turning Trader Protection back on. Unfortunately, you can't have both at the same time or you get constant NRE's. I'm trying to figure out a way around that now.
  5. Try playing around with /Data/Config/spawning.xml
  6. Hmm. That's odd. I have a working Trader AND a working Guard Captain in all my Traitor Joel's with Trader Protection turned on. No NRE's at all. I specifically wanted to keep the Guard Captains for quests. I only deleted the armed guards. I'll try the drone and see what happens just for the h*ll of it.
  7. Well, that means there's something common between those code templates that's causing the issue. So that's a clue at least. I'll run them through vimdiff when I get some more time and see if I can spot it. I've got everything working fine now without the guards. Even when I'm in the protected trader area those zombie @%$*#!s can still get in by climbing on top of each other and then toppling over the fence or wall or whatever World War Z style. Gotta stay vigilant at all times. At least I don't have to fix all the destruction they cause now.
  8. Ссылка для скачивания находится на первой странице.
  9. Just found this. Very useful tool. Thanks Pille!
  10. So after a couple of days of trying to hunt down the wonky AI issue with the guards I ended up removing them completely and turning the Trader Protection back on. That AI tweak that TFP did must be buried somewhere deep in the code that I can't get to. I would have left the guards in but when I turned on the Trader Protection I got the same NRE over and over. I couldn't track that one down either and I didn't want to play with the NoExceptionHijack option turned on as it seems to cause performance issues and I like to play with everything maxed out. It's not an ideal fix but at least I don't have to constantly repair sh*t which gets old REAL fast.
  11. I play on Insane so it's a lot more obvious probably. I've spent a few hours going through the code and trying various fixes with no luck so far. They seem to only shoot at targets at elevations between 62-63 for some reason which is why it seems so sporadic. I'll play with it some more today.
  12. You SHOULD remove them. Because as it stands right now they're totally ridiculous. They just stand there and do nothing while zombies rip the Trading Post to pieces. IMHO, they should either be functional like before or gone completely.
  13. It takes a looooooong time to load even when it's running perfect. Be patient.
  14. Are there any Desert spawn points left in Navezgane or am I going to have to set one manually? Tried about 30 different game names and never once a Desert spawn.
  15. Hey Khaine, just an FYI in regards to the HDHQ mod. Main packs DO NOT work, Textures DO NOT work, Lighting no longer works (including the 18.4 b4 version on Nexus). The modlets (I'm testing the Biome Pack, Biome Particles, and Plants-Wind) appear to work so far. We shall see. I think the particle effects are especially cool but who knows what kind of issues the modlets may cause down the road. We shall see.
  16. This happened to me as well. I just went to the meeting location and spawned her by opening the console and typing: spawnentity <playerID> <entityID> (actually you can use "se" instead of spawnentity for brevity). e.g., se 197 617 Hit enter and she'll pop in. Complete quest as normal. Just type se by itself to see a list of ID numbers. So I was 197 and she was 617. One caveat. Make sure all other quests are completed before you engage with her or they may reset and you'll have to do them again.
  17. Hey Khaine, Regarding Trader Bob, the Weapon Crafting part doesn't appear to do anything except take your money - LOL. The rest appear to work as advertised. But all the options will continue to take 1000 Dukes from you every time you click them once they're maxed out. Shouldn't those options disappear or grey out once there maxed? Or is ol' Bob just a con man in disguise and he just seems cool?😀
  18. That's awesome. Really adds to the experience. Thanks again!
  19. Apparently it doesn't matter. I read 4 out of 5 from the hotbar and got the new Trader dialogue. Cool sh*t! Is each Trader different?
  20. OK, thanks. I read one from the Hotbar and one I just used - so I guess we'll find out in three more missions.
  21. Do I have to read the Trader Faction books from the Hotbar or does it matter?
  22. Thanks! Also, the localization for the Trader Faction Books is missing for me, too. This is 18.4 Experimental downloaded from GitLab.
  23. Hey Khaine, Any idea what happened to the book icon on the trader menu? Noticed it was missing a few days ago. Even if they have books/schematics to sell it's not there.
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