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YaSo

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  • Biography
    YaSo = Yet another Steve (online) = NewOrderrr
    PC gamer and builder since 1992
    Vaping on and off and on again since 2011
  • Location
    USA, New Joyzey
  • Interests
    PC Gaming, Biking, Tech Stuff, New Wave, Odd-ball Action films

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  1. 1) Manux's Quad bike and 'antler-handlebars' 'HellGoat' bikes seem to be better suited to actual rough road (everything post-apocalyptic) than the 'cowcatcher' front ends on the built-in motorcycle and 4x4 truck. At least the Quad and 'Hell Goat' bike should be able to drive over bridges without scraping their nose on them. Makes me wish the 'cow catcher' front end was optional for the built-in motorcycle and 4x4. (Though the 'Beast' 4x4 looks like it DOES have this problem.) 2) The little bubble car in Manux's modlet is just so awesomely redonkulous in a zombie game! Pleeeease??? 3) I would love to see someone's MOD for an electric 4x4 Power Wheels toy car in this overhaul. Needs to be able to use up to 6 car batteries, have a max speed potential of 90 MPH with perfect parts, and be as fragile as a Ming Vase. Because insanity rules the mad kingdom. 4) Manux's Human-powered Gyrocopter? Flight AND a workout at the same time? Who could say no to that? (OK, maybe a bit redundant...) 5) And Manux's Monster Beetle just seems like too much fun!
  2. Howdy! I have gotten a 'script not found' error after installation of Launcher 2.0.21. ( https://photos.app.goo.gl/8MJw7pMAh4YjED8R6 ) I am trying to install a Darkness Falls overhaul for a17. -I cannot figure out how to install it. I clicked on 'install game copy' with no results. -Settings only offers shortcut editing, it does not let me enter the path for my game install, shouldn't it? -Right-clicking on the Darkness Falls mod in the tree list only offers me the option to 'Add My Mods' (?), 'Copy My Mod to clipboard', 'Delete this mod(s), 'Edit My Mod', 'Play Mod'. Only 'Add My Mods' is selectable. Under 'My Mods', I can do all but 'Play Mod'. -Bottom right, it shows 'Installed modlets' and enabling or disabling buttons have no effect. What am I doing wrong? If you need more screenshots, let me know. thanks in advance. I double checked that this path is not created, C:\7D2D\Alpha17\Darkness_Falls\Darkness_Falls, and I have the PC updated, with .Net 4.7 installed. (oops, I thought I clicked submit a few days ago. Good thing I save open tabs...)
  3. Umm... I noticed that a link to download the A17 version of the overhaul directly is not in the first few posts. At least, I can't find one, just the 16.4 versions on post #3. I copied the link from the 7D2D Launcher that displayed at the bottom of the info when I selected Alpha 17. I figure that if the Launcher uses this for a17, then it's what I should use, right? https://github.com/KhaineGB/DarknessFallsA17Client/archive/master.zip To double check, I should be using 7 Days To Die with a17.0 installed, not a17.1 or experimental, correct?
  4. Howdy! I have gotten a 'script not found' error after installation of Launcher 2.0.21. ( https://photos.app.goo.gl/8MJw7pMAh4YjED8R6 ) I am trying to install a Darkness Falls overhaul for a17. -I cannot figure out how to install it. I clicked on 'install game copy' with no results. -Settings only offers shortcut editing, it does not let me enter the path for my game install, shouldn't it? -Right-clicking on the Darkness Falls mod in the tree list only offers me the option to 'Add My Mods' (?), 'Copy My Mod to clipboard', 'Delete this mod(s), 'Edit My Mod', 'Play Mod'. Only 'Add My Mods' is selectable. Under 'My Mods', I can do all but 'Play Mod'. -Bottom right, it shows 'Installed modlets' and enabling or disabling buttons have no effect. What am I doing wrong? If you need more screenshots, let me know. thanks in advance. I double checked that this path is not created, C:\7D2D\Alpha17\Darkness_Falls\Darkness_Falls, and I have the PC updated, with .Net 4.7 installed.
  5. Thanks for replying SphereII, yes, I downloaded it this morning, I'll comment in the Launcher thread with the issues I'm having. Thanks KhaineGB, I'll hold off for now with multiple mods. I wasn't sure how a17 handled multiple mods being combined together. (I know an overhaul is more than a simple mod, but I still was not sure how modding changed for a17.)
  6. Is it possible to add this mod with something like Guppycur's modlets? If so, in which order would you suggest? I am just about to get back into 7DTD after a few months away after playing a16.4, and would install Darkness Falls manually. (I always had issues with the Mod Launcher and cannot get it to install mods since upgrading my PC to Win 10 from 7) Thanks in advance!
  7. @Sa-Matra: Have you used Hal9000's prefab editor? I ask because if you are at all familiar with it, then you and I (and maybe some others) could help each other start modifying a few of the prefabs and test them to see that they would be good for it's use in a new pack release. (v7, v8, etc) I know the luxury house with the glass side windows is structurally weak, (go near the roof and it collapses) and some others could possibly be tweaked as well. (I don't know if Magoli or others would want 'outsiders' tweaking' the prefabs for the pack, but I would be interested in 'fixing' things like the loot containers (not locked) and structural fixes. It would also be a way to learn how to make / tweak a prefab mod.
  8. Thx LT & Mag for the replies, I hoped to be able to find a POI and figure out it's coordinates to get the file name and help with screenshot naming. Oh well. Hey @LT, after finding almost ZERO info about modding on the official forums, I happened across the one you use for your modpack. Was that wiki setup just for your mod, is it intended as a SDTD modder's wiki? Do any other mods have info there? @Magoli, I'm sure you know, but in case I am wrong, there are loot containers in various buildings that are 'locked' and can't be accessed. They're usually the ones that a player can craft. (food, health, ammo, etc) Making them the generic ones from Shotgun Messiah, Shamway, or the first aid plane airdrop crate would work better from a 'looting' perspective. I have only opened Hal9000's editor a few times, but is it pretty easy to use that to change the loot containers in the prefabs without screwing things up? I saw Hal's small shack video, but haven't used the tool yet. I know you (Mag, and someone else) have mentioned the way the City buildings align their 'front' to the street, could you or someone who knows how to fix it set it so the buildings face properly? I understand it can be set, but have no clue how to do it. I ask to have it added to the list of 'stuff to do'. @everyone who wants a different spawn setup than what comes with the pack. How about getting together to make an alternate RWG xml file setup the way you want it? I mean, if a few people want lots of POIs, or few, or to remove building X, Y and Z, set that up as an alternate XML for people to using instead of the 'standard' one in the pack. Obviously someone would have to create / tweak it and post it. (which can be done at GitHub or elsewhere easily for free) Thanks Y'all
  9. Some random questions & comments: 1- Is there a easy-ish way to know what prefabs are in a loaded map at a certain x,y point? If so, we could load a map, find a prefab and by knowing it's x,y coordinates, get the prefab name and then edit the xml, or make a screenshot and name it for the mod-pack screenshot list. 2- Is it worth it to add any of the info on the threads to the 7 Days wiki? A list of prefabs in it, with screenshots, could be easily added there, as well as a simple tutorial on editing the xml, along with links to other tutorials for more information. (I've had mixed experience with game wikis, sometimes they are great with community input keeping them updated, but other times one person ends up doing the work and when that person gives up, the wiki gets outdated quickly. Personal pages may get griefed / spammed, but probably not in this case.) 3- With Magoli's Prefab-Componist, I see screenshots for most vanilla prefabs, I see filenames (like xcostum_Cabin(by_Sudo)a12_v1) and some settings, but only get "Photo Coming Soon" for the screenshot. Is my path wrong, (I am using the default path) or are they just 'not there'? 4- If anyone is loading Magoli's Prefab-Componist, and you get a pause during the text scrolling on the dos-box as it loads, wait a bit. It;s doing some background stuff (thinking) before the GUI window loads. 5- I'm just curious as to how many of the original mod authors are still updating the prefabs for later Alpha releases. Seems that Mag has taken it upon himself to keep them up to date. 6- For those who wish modding the game was easier, like with another companies games ('Bethesda' for example), remember this game was running Unity 4 a month ago, and lots of things are still changing as the game is still being developed. The devs are not going to prioritize making modding easy while they are still trying to get the game finished. Every game update will probably break something, requiring modders to reverse engineer the update to fix stuff. If you were to make mods for Fallout 4 right now (if you had access to an alpha of the game) I bet many mods would have problems by the time the game came out. Just sayin'.
  10. Well, I finished the tweaked XML. I got a few console errors with line numbers so I could fix some typos (not having a closing --> on a comment, a double </ruleset> line, etc.) After removing a line regarding a brownstone that was not in the prefab folder, I got this error: INF SelectionBoxManager.Instance: SelectionBpxes (SelectionBoxManager) INF Started thread thread_Generate Chunks nullreferenceexception object reference not set to an instance of an object Game stops loading in the new map, and I have to ALT-TAB and force-quit 7D2D exe Unfortunately, a new log didn't get created, (last one was in September 2014) and I don't know what is causing the error. Thoughts anyone?
  11. @ Mag, if TFP are changing how the rotations work from patch to patch to tweak, it may be better to leave them alone for now. Is if worth it for you (or another mod-maker) to make a bug report about it, regarding how constant changes are messing up the ability to properly place prefabs? Just a thought... Also, I'm taking the time to add my own comments (is this right? <!-- Changed width FROM 100, 200 TO 300, 400 --> ) so people will know WHAT I changed from LT's XML into your Pack V6 xml. I am NOT (yet) using LT's (excellent) comments that state WHY the values and lines are changed. Look up his pastebin link on the previous page for some of his notations. (I'm only 1/2 way done, and it will need to be tested anyway. If my changes work, maybe I'll add in his comments for a combined Mag/LT values xml)
  12. @ LT: OK, I thought that some prefab names in your version were different than in Magoli's, requiring me to sift through and determine what the names would have to be changed to. If it's a matter of copying - sorting - pasting the lines into the pack's RWG, I can try tweaking it. @ Magoli: If a prefab spawns in a 'city', where you have the city blocks 'quartered' with the small path-roads inside the block, you will sometimes have the 'front' of the building facing towards the center smaller path-roads instead of to the main streets. Is there a trick to get the 'front' of a prefab facing the street? I would think that just making them face 'north' (for example) would not work if the prefab spawned in one of the 'southern' corners of the block. Thanks!
  13. Still not sure what to change, there are so many (good) comments in LT's RWG file that I'm a little overwhelmed as to what to tweak. I'm going to hold off until I look up some more tutorials on what does what in there before trying major modifications, as opposed to changing some lines around.
  14. I have minor experience tweaking the RWGmixer, but am looking over Magoli's version from the v6 pack and LT's. Not entirely sure what I'm looking for however. I still have tweaks in my own RWG file, even though the game updated to 12.2, so I don't 'think' it was changed. (unless I was playing solo while it updated, or had the file open with my changes in notepad++ and overwrote it when I shut down the PC last night) Was the RWG file updated with the 12.2 patch? What do I need to look for to tweak on Magoli's version with LT's 'repeated spawning' settings? (I've got a few hours to kill this morning to test in SP.) (edit: I've tweaked game files in the past, going back to Rainbow 6 & Ghost Recon way back when, up to Fo3 & New Vegas, but only for personal use, so I'm a little rusty)
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