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GneX

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Everything posted by GneX

  1. hahaha I know exactly what you mean im sitting here waiting since 6 AM lul Well he didn't give a specific time and I dont know which timezone he lives in so we'll just have to be patient
  2. Yeah I agree SMX is more unique and fitting for what the game is Z2 is an amazing take on a clean UI I think so I usually have the line set to transparent
  3. This mod is amazing! still needs more "polishing" but amazing for what it is. Sometimes I come across mods that kinda surprise me that they are even possible and this is one of them I hope ZehMatt continues to support & develop this mod for a long time
  4. GneX

    Ravenhearst Mod

    Nice work. My favorite Overhaul atm as others that im highly interested in are still more WIP like GNA. Also looking forward to SotD
  5. Any chance for an A19 update for the Action Skills Modlet? Or will it still work?
  6. Should be fixed now ... Like I said I'm still new to xml & coding in general so sorry about that But thanks for the helpful answers it helps me learn ♥
  7. Note: I'm new to modding and I'm learning as I go! So go easy on me I'm gonna add more Mods in the future hopefully ... Better Goggles Adjusting the stats of some Eyewear in the game that feels more fair. All Goggles have +10% Exp Gain & +4 Loot Bonus Aviator Goggles have +1 Fortitude Treasure Radius -1 still exclusive to Aviator Goggles Crafting Time -10% still exclusive to Nerdy Glasses Note: Might be adding Cold Resistance to Ski Goggles & Heat Resistance to Shades in the future so that they all have an additional exclusive Stat. Pictures https://imgur.com/a/bMfXnb3 Better Goggles.rar
  8. Actually I like the look where he has 2 different eyes one blank & the other hazed
  9. Amazing! I love this Would be nice to see a secondary version of C4 that deals high block damage and only damages the block it is attached to is or atleast have a super tiny explosion radius for raiding doors or bust open safes Also question do the traps work with Advanced Engineering? for the Exp gain I mean
  10. open your configPrefablist.txt in the resources folder and add a line with your compopack 43 prefablist for it to show up as an option in Nitrogen
  11. It wont change an existing map. You have to generate a new map after changing the prefablist and it will be fixed for all maps you generate after the change.
  12. Simple Fix: - open the compopack prefablist with a text editor - search for xcostum_Canyon_Cave(by_War3zuk) - and change the line from xcostum_Canyon_Cave(by_War3zuk),Commercial;Downtown;Industrial;ResidentialNew;ResidentialOld,0,-45,56,58,44,farm into xcostum_Canyon_Cave(by_War3zuk),Commercial;Downtown;Industrial;ResidentialNew;ResidentialOld,0,-45,56,58,44,alone;mountain problem solved now it will spawn at higher altiture so the depth is not a problem
  13. Do you use the Compopack Prefablist? If yes do you have the compopack prefabs installed?
  14. Another Suggestion: Let us determine min/max count of specific prefabs in the prefabslist would be neat
  15. quick question: the "unique" marker for prefablist if I have citycenter;unique does it mean it will spawn only once per city or only once per map?
  16. Looks indeed amazing! And yeah i noticed that Nitrogen doesnt take the mask too seriously sometimes Custom Biome that im working on how do you think it looks so far? https://prnt.sc/qfmfmc I'm tempted to make a handmade map but I have no clue about doing custom heightmaps and stuff ...
  17. Mhh so you technically just need a way to convert PNG back to .raw right? I mean there are converters for that online & programs but idk if its that simple
  18. I'm not 100% sure but just copy the prefabs.xml from your current one and replace it with the new generated one coz the prefabs.xml has all the POIs + their Positions in them. Btw any chance your sharing the map when its done wanted to do a few SP runs for ravenharst since its out for A18 now and I really like your map Edit: Also after you generate a new one maybe you should also take your old splat3.png and manually remove the roads or whatever you have in the water connecting the islands coz if you have the same POIs you want the same roads except the ones in the water right? Dont forget to run it through your Splatfixer tool aswell. Edit2: Not 100% sure it will work though coz during the generation nitogen plays with the terrain to place the pois and that might become an issue you have to test it out
  19. Thanks that helps alot How is your Walking Dead Prison doing Lazman? IIRC it was still missing sleepers etc? there are quite some interesting prefabs being made by the community
  20. Anyone know what values im supposed to use for this POI in a Nitrogen Prefablist? HNMALL,COMMERCIAL;DOWNTOWN;RESIDENTIAL,1,-1,58,68,48,citycenter the [ face north, y-offset, x, y, z ] values how do I define these? (the above a copied from another POI) Edit: Got Face north = 2 & y offset = -7 from the Prefabs xml but the x y z values I still dont know how to figure these out
  21. I want to add a POI to my prefablist for citycenter wanted some explaination about these values name,COMMERCIAL;DOWNTOWN;RESIDENTIAL,1,-1,58,68,48,citycenter I know what they are ( face north, y-offset, x,y,z ) for but how do I determine which values to put in for these?
  22. I love you ♥ Now I just need TFP to give the game higher resolution vanilla textures (Photogrammetry / Megascans would be dope) and I'm in heaven Also would love to see some of the bigger prefab / map projects to be continued
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