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Pra3t0r 0f R0m3

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Everything posted by Pra3t0r 0f R0m3

  1. Heya, D/L the a19exp, and moved the core, and distant terrain into my mods folder, however, upon launching the 7D2D launcher, and going to manage modlets, it shows them as A18.4 and A18.3 respectively. Is something wrong, or is it supposed to state that?
  2. Just curious, but what will you be starting updates on? UI first? Or something deeper?
  3. Lol no, default nailgun animation works fine, a tad slow but is fine.
  4. 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.
  5. Is it possible to have an alternate one which replaces all the pioneer tools...and gives zero exp for building?
  6. 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.
  7. 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.
  8. 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... 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.
  9. 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.
  10. Ah good, thank you for responding. Is the rotation and height assumption correct?
  11. 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?
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. Ah good, thank you, I'll give that a try.
  18. 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...
  19. I suppose since the craters emit rads, they are wasteland. Also fits any made up lore lol.
  20. 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
  21. Hey Khaine, I mentioned to that Troyballs user, that I'd give the co-ords for Caitlin on DF-Medium2, but wanted to inquire of your position on spoilers first.
  22. 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.
  23. 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.
  24. 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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