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Pra3t0r 0f R0m3

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Posts posted by Pra3t0r 0f R0m3

  1. 9 hours ago, KhaineGB said:

    There won't be a mod release until A19 STABLE at the very least. If previous alphas are anything to go by, it might not even be until A19.1, because what happened in A17 and A18, is I got the mod ready for an experimental release, then A17.1/A18.1 experiemental dropped and I had to update all my stuff again. :D

    There definitely won't be anything like nuclear power plants (tried to add that, broke the code REALLY badly), jet packs or helicopters.

    I am working on a potential quest line, but have hit a bit of a snag. 3 of the POI's for it are done, though.

    And since TFP removed the "increased gamestage from higher difficulty" thing, i'm working on my own difficulty modifiers right now.

    Just curious, but what will you be starting updates on? UI first? Or something deeper?

  2. 50 minutes ago, KhaineGB said:

    Probably? But eh... I don't see the point. The stone hammer is fast enough for building in the start

    Is that in response to my question?

     

    if so, what I meant was a nailgun that can replace the hammer, axe, shovel/auger and wrench...sort of a "one tool to rule them all" type thing...I realize there is something of the sort out there, but the exp gain is astronomical. So much so that I essentially had to pre-build my base in the editor, and place it via the prefabs.txt list, to avoid all the levels I'd gain from building with said tool.

    I'd edit the xml's, but I've no idea where the exp gain code is located when building.

  3. 31 minutes ago, MrSamuelAdam said:

    So would you use Nitrogen with combo pack or just the regular DF pre-made maps? 

    I have used Nitro by itself, and with Compo Pack in DF.

    The DF maps are good, but I wanted 16k maps to use DF on.

    Had no issues, other than, as I stated, the large amount of irradiated craters, which bar you from exploring a good portion of the map early game.

  4. 51 minutes ago, MrSamuelAdam said:

    Can you use NitroGen and use Special Zones "Add many Darkness Fall Zones" with Combo Pack 43 and use that map with the Darkness Falls Overhaul mod in the ModLauncher?

    Nitro+ CP works fine with this mod.

    The only issue I found was there were far too many irradiated craters, and I haven't figured out how to reduce their number as yet.

  5. 8 hours ago, hardlymick said:

    Question for anyone reading: Is there a type of POI that has a better chance of dropping a Tool and Die set? Been checking the obvious Pass n Gas and Working Stiffs and have found more calipers and welding torches than I can use. No luck with the TnD yet. Suggestions?

    Best way to find Tool & Die sets, from what I have found are wandering traders. I have never actually found any inside crates TBH.

    Could be just me though...

    6 minutes ago, Shyathlis said:

    First allow me to say that I am enjoying your mod, but, I need help with a problem (not a mod problem, but a problem my dumb butt created lol).  I was messing around with some of your added stuff from the mod, and I placed one of your scifi doors (unlocked), but I cant remove it, nothing seems to damage it.  I even tried the Admin Hammer, no luck.  Is there a trick that Im not doing?  Thank you for any help.

    There is a way to remove blocks with the z selection which takes a fair bit of explanation if you aren't aware of using it, however Khaine may have an easier solution.

  6. Heya

    Running into an issue with a prefab I inserted into the prefabs.txt file.

    Here is the code:

    Altered_Sample,DOWNTOWN;WILDERNESS,0,-2,44,22,62,alone;unique

     

    My issue is that (from my understanding) using alone;unique should give, at the very least one instance of the prefab upon generation.

    Except that it's not happening, rather one of five gens this morning so far (as I am trying for somewhat center, and in forest) has the intended prefab.

    I know I could just slap it in there in world editor, but I want the location to be somewhat unknown, as searching for it is half the fun.

  7. 6 hours ago, Damocles said:

     

    COMMERCIAL here is the original RWG zonetype. Its not used in NitroGen. Its kept in as a convenience when manually editing prefablists.

     

    "downtown" is the zone determining the placement.

    Ah good, thank you for responding.

    Is the rotation and height assumption correct?

  8. So, trying to figure out the correct coding and such.

    In this example, the number 2 would be rotation, and the -4 is height from ground level?

    skate_park_01,COMMERCIAL,2,-4,44,16,44,downtown

     

    Also, what is the "COMMERCIAL" a designate for, if the word downtown is the group? Or do I have that backwards?

  9. Heya

    Been using your vehicles for a long while now, I'm curious if you are eventually going to add custom audio for them, as TFP's 4x4 sound reversing, really grinds my gears (pun fully intended). I don't understand why it gets up to what sounds like 5th, when reversing, and only accomplishing a slight and slow roll backwards.

    Or...is it just me?

     

    Oh also, is it possible to somehow make the fully enclosed vehicles kind of, well, impervious to most standard nasties? Of course, an even better idea would be to somehow add an auto turret to certain vehicles...we can only dream lol.

  10. 20 hours ago, mr.devolver said:

    BackpackButtonsSDX? You know SDX mods are no longer used, SDX was replaced with DMT, so if you're using a deprecated SDX mod, it might cause some issues, especially when combined with a more recent DMT mod like 10 Slot Toolbelt. Not saying this is what's happening in your case, but it's quite possible, I would check that out. I believe there's a new version of a mod which does the same as BackpackButtonsSDX, except it doesn't require SDX. The thing is that the backpack buttons are already there, just not visible and so the new version which is xml only is just making those buttons visible. You should try that newer version instead and see if it has any effect on your 10 Slot Toolbelt mod. It's from the same author as 10 Slot Toolbelt mod and I've been using both with no issues.

     

    By the way, it is possible to have a custom folder name, you just have to make sure the mod name inside ModInfo.xml is the same as the name of the folder where it's located. Doing so also prevents Mod Launcher from creating empty mod folders with only ModInfo.xml in them.

    Yes, I know of the SDX/DMT upgrade, however BackpackButtonsSDX was included with Khaine's d/l of "10 slot Toolbelt" deposited into the GitLabMods folder, so I assumed it was used in Darkness Falls.

    That said, I  know War3zuk has a version included in a mod which I'll try.

  11. 57 minutes ago, mr.devolver said:

    What was the location you downloaded 10 Slot Toolbelt from?

     

    Try the one from this link. It's KhaineGB's official gitlab repository.

    That's where I got it from, as the launcher will not d/l it at all.

    Of note, when I throw the folder into my mods folder, and start the launcher, then hit play mod, since the modinfo.xml is missing, it creates another folder to stick it into. Thing is, the names don't match. One is "10 Slot Toolbelt" with the Modinfo.xml, and the other is "10SlotToolbelt".

     

    So I fixed it through trial and error, by moving the Modinfo.xml from the newly created folder to the "10SlotToolbelt" folder, deleted the second, now empty folder, and renamed the remaining to "10 Slot Toolbelt"

     

    So, all that remains is to see why "BackpackButtonsSDX" aren't showing in game...I may have to use War3zuk's mod.

     

    Edit: The launcher does d/l it, except it only goes into the GitLabMods folder, which is where I snagged the "BackpackButtonsSDX" from.

  12. OK well I no longer get spammed by that error, however...the 10 slot still isn't working.

    I have the health bar from 0-SphereIICore working, so that's fine. Don't understand why the slot one isn't.

    Tried only 10 slot as well with no luck..on a new d/l from steam install.

    Unless I am missing something else I need for it in the mods folder.

  13. 3 hours ago, mr.devolver said:

    You're welcome, just to be clear I meant the 10 Slot Toolbelt mod. Just replace the whole mod with a freshly downloaded copy and it should work again.

     

    The problem is definitely in the pdb file as it's the only file that has changed over time. Sphereii was mentioned as one of the authors of the mod, so I asked him what's wrong with that mod. He checked it out but couldn't reproduce the issue. Then I informed him that the problem is probably in the pdb file, but he never replied to my message, so I kinda gave up on a chance for a better solution than just replacing the whole thing every time it may act up again.

    Yes, I realized you meant the 10 slot, and I d/l a new copy from Git, but have yet to see if it's changed.

    One other thing that may have been connected is, after the errors, I had to, of course, shut it down via task manager. Then upon restart, new world etc. I spawned in with nothing, no food, torch, or quests...but went with it anyways lol. Trying to locate a trader was a PITA.

  14. 3 hours ago, mr.devolver said:

    Same happened to me. It's the pdb file that causes this problem. Not sure what's wrong with it, but I solved it by downloading a fresh copy of the mod and replacing the one in the Mods folder with this fresh copy.

    Ah good,  thank you, I'll give that a try.

  15. Hey all, not sure if this is in the right place but, after installing 7 days (Stable) through the mod launcher ( I usually had played it directly through Steam, but wanted some Harmony/DMT features that come with 0-SphereIICore), and now starting a new game, and proceeding to the "Creating Player" stage, the console is spammed by the following:

     

    FieldAccessException: Field `PlayerActionsLocal:InventoryActions' is inaccessible from method `SphereII_PlayerMoveController_Patch/SphereII_PlayerMoveControllerUpdate:Prefix (PlayerMoveController)'

      at (wrapper dynamic-method) PlayerMoveController.Update_Patch1(object)
     
    (Filename:  Line: -1)

     

    Of note, this doesn't happen when I use that specific "modlet" with Darkness Falls. So am I to understand that it doesn't work with the "Vanilla" game, or is something else the culprit?

     

    Edit: Turns out it was the 10 slot tool belt. No idea why that would cause that error...

  16. On 5/18/2020 at 7:09 AM, Troyballs said:

    So I found In army camp in the east with a white river flag but i didnt get to explore most of it because i was alone scared and it was night time. Is she in there or is this just a trap?

    Ok, here is the info on Caitlin's location on DF-Medium2

    I'll attempt to put in a spoiler tag...if it doesn't work, I don't know what to say lol

     

    Spoiler

    She is located in the crater just south of the winter biome in the NW at 2632 N by 3661 W

     

  17. 1 hour ago, Troyballs said:

    Looking for some info on the wasteland trader on the df medium map 2. Cant seem to find the wasteland just patches. Also there are no rocks to mine titanium in the wasteland patches I do find. Thanks in advanced for any help 

    I found Caitlin on the DF-Medium2 map just yesterday in fact, and if you were searching for her by using the map preview, then you'd never have found her. Her POI doesn't actually show on it.

    I'll wait till Khaine sees this, and comments before informing you of where she is exactly, to avoid spoilers for other people. If I get the go ahead, I'll post the coords.

  18. Just curious, I saw a mod from way back A14/15/16-ish which went about giving the cross hairs some color...

    I'm not so concerned about those as much, as I have cross hairs disabled when aiming, however a colored reticle...now that's what I'm after.

    Something a little more contrasting than that grey scale looking mess lol.

    Is there a way to accomplish that easily?

     

    Someone on a forum pointed to the xui, but I had a look, and couldn't find anything related, unless it's under a different name.

    Also, the mod in question had entries in the item_modifiers, which again, I don't see a reticle entry. 

  19. 4 hours ago, Caravaggio said:

    Thank you i found something like this in the "snowy" part of the map  No flag No guards.  

    PS  Playing on the "large" map on a friends server ( so i can't try any of the spawn stuff) 

     

    Thank you everyone for answering my nOOb Questions.   First time playing  7D2D ... Ever  so just trying to find all the Cool stuff in this  Mod when i dont know the Vanilia version :)   Found Eve... 3rd time now  Hoard's keep killing her ... So we walled her in ( that seemed to help, thus far) 

     

    Is there a "set"  Re-set timmer  for "quest" POI's ?  i have 2 quests for the same "building" when i do it i can't  re-do it again.  What is the Timmer? 24 hour?  (this was just a Guess)  

     

    When I had two identical quests in the same location, all I did was go back to the trader to turn the first one in, then once I returned to the POI, the second was available.

    There may be another method by leaving the chunk the POI is in, but it is far more convoluted lol.

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