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AuroraGiggleFairy

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Posts posted by AuroraGiggleFairy

  1. Hello there!

     

    Glad you are enjoying it. The HUD that is used is whatever the host is using. So whoever is hosting needs my mod installed. 🙂 Hope this helps.

     

    Aurora

  2. On 11/7/2017 at 3:20 AM, JaxTeller718 said:

    Riles/Scomar/Sirillion - Various Selectable UI's

    Hey there, I was wondering if you could update my name? I go by AGF (short for Aurora Giggle Fairy) instead of Riles? Also, I'm not quite sure if you have some of my updates for the HUD. I know you are using the variant that Draconis did.

  3. Welcome to the modding community Poly!!!

     

    I do have an edit suggestion which makes your mod more compatible with any other mod that also edits progression.xml.

     

    On your progression.xml, you have essentially created a NEW perk section, so when another mod tries to add one to the perks, it tries to add it twice. Sorry if that was complicated.

     

    Essentially, by doing these three edits, your mod still works and is more compatible with others:

    1.) Delete line 87    which is the </perks>   specifically the perks that is plural with an S.
    2.) Deleted line 8   which is the whole <perks line.
    3.) Within line 7, where it says "/progression" I added inside of that "/perks"... so it now reads <append xpath="/progression/perks">

     

    And it is good to go! 🙂 Nice work all around! 

  4. Oh my goodness! I just realized I have NOT been updating this page.... 

     

    I recommend contacting me on Discord as I am easier to get a hold of, but it is up to you.  https://discord.gg/Vm5eyW6N4r

     

    1.) I do have a very different and updated version of this mod, HOWEVER, it is bad to update it to an existing world. You would want to start new with it.

     

    2.) IF you don't want to start a new world, here is what I recommend:

         Step 1: Under blocks.xml, put those lines of code back in. <--this may fix those stone blocks that has appeared.

         Step 2: Under entityclasses.xml, delete the section that is titled with: <!--gore blocks after death-->

                     -This will stop NEW gore blocks from showing up.

     

    And that "should" do it! Let me know if this works or need help with translating my words.

     

     

     

     

  5. 29 minutes ago, Dracconis69 said:

     

    @Riles Wanted to show you the revamp I did on your hud. In this particular instance I removed the PVP stat as it is a single player game and I also added the "Always" HP bar to the file.

    spacer.png

    Cool! Glad you got something that works for you. 🙂

    On 8/29/2021 at 10:58 AM, shcelin said:

    love the hud vary use full though am wondering is there anyway to increases the toolbelt slots after playing a bit of the darkness falls mod those extra 5 toolbelt slots where vary nice XD

    Yes indeed..... 5 extra toolbelt slots!!! holy crap. I'm guessing to do that, they would also have to be "resized." But if you are interested in looking at the code, it is under the windows.xml file. Or is this something you would like help with? I will add this to my "make a compatibility version" list. Not sure how soon I can get to it.

  6. perhaps this line of code will help? Zombie bodies I believe default is 30 seconds. This code below puts it to a minute and gives some other time examples.

     

    Publishing I am hoping will be done by the end of next week.

     

    <set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='TimeStayAfterDeath']/@value">60</set> <!--Seconds, 1200 = 20 minutes, 600 = 10 minutes, 300 = 5 minutes, etc.-->

     

  7. On 8/28/2021 at 6:04 AM, MonolithPreacher said:

    Hello Riles! I would like to thank you for making this mod its awesome and i enjoy it alot! But i have a question how do i remove Entity Death plus? 

    Hello! The entity death is a problem, but it is fixed for the future. I'm getting closer to publishing 2.0 of vanilla plus which is basically a serious revamp and adds corrections and removes useless features (like zombie guts and crap). I can hand you a "beta" version of 2.0.... AND/OR under entityclasses.xml there are a few lines related to how long a corpse sticks around and what is left behind. Just delete those.

     

    8 hours ago, chikuwa said:

    Thank you as always
    I would like to play with only ALL BLOCKS. Please tell me how. 

     

    Well, in the version of my mod that you have, that would be extremely difficult and tedious. For the 2.0 I'm trying to wrap up with, you may find it more to your likings. But with 2.0, the code is organized so well that you can easily FIND the other features and remove them.

     

  8. On 7/31/2021 at 7:23 AM, Talyrius said:

    Option A works much better alongside the Twitch integration.

    Oh Sweeeet! I haven't tested that one out. Are there any adjustments needed for the Twitch integration or do you feel it is all good? Or rather, could you send a photo of what it looks like when you use it? I greatly appreciate the feedback and help.

  9. On 6/15/2021 at 6:37 PM, GoatBoySteve said:

    He Riles, just downloaded the mod, digging it so far. We also run PaintJob by Ericbeaudoin and I've noticed your mod doesn't work with any of the colored cars (each one is a separate asset). I've figured I can copy and paste your code over and over and replace the name in <append xpath="/vehicles/vehicle[@name='vehicleMotorcycle']"> with the name of the colored motorcycle. It works. I was just curious if there is a cleaner way to do it. Like, can you list multiple names in that one line of text? LOL, I'm a total noob at editing xml.

    Whoa, you posted this like 2 months ago! Sorry for my delay! There should be a cleaner way. Could be two ways, 1.) if all the assets have a similar "contains xyz" in their name, you can do one line. OR 2.) I haven't done this one as much, but I believe you can do something like [@name='vehicle1' and @name='vehicle2'] etc. But I honestly don't remember if the word in between should be "and" or "or".

    5 hours ago, Talyrius said:

    Is there anyway to restore vehicle sounds to the extra passengers? They hear complete silence which breaks immersion.

    I wish! Well, a lot of the sounds are not exactly editable without having its own assets. And I am not familiar with that kind of editing, unfortunately.

  10. 5 hours ago, Father said:

    edit the damage for steel and stainless steel

    Yes, that should be relatively simple. Can you send me the link of the "max damage" mod you are referring to? Then I can make sure they work together.

  11. Vanilla Plus 1.01 BETA version A

     

    The readme file has more specifics and details of the updates/changes. Here is a summarized version:

     

    1. Many localization fixes, including making the localization file have a capital "L" lol

    2. Stack sizes below 500 increased

    3. Removal of Zombie Gore Blocks, but zombies are now harvestable

    4. Master Pistol and Master Compound Bow added.

    5. Master Rocket Launcher and Master Compound Crossbow fires normally now

    6. 5th crafting slot and a 3rd forge smelting slot.

    7. Many many many fixes and updates.

     

    Let me know what you think! Also, feel free to join my discord for more direct conversations and requests. https://discord.gg/efKm2JgS22

     

     

  12. On 6/5/2021 at 1:30 PM, gpcstargate said:

    time frame of next update

    Goodness, that is a great question. To be honest when and how I publish an update is tricky in my head. So many features and subtle changes I don't really want to publish something that I haven't "tested enough." 

     

    So instead, I'm working on creating "beta" updates as an option. These will include MANY MANY fixes and some new stuff as well. These "betas" will have been tested at least to the point of loading in correctly and doing basically what I intended.

     

    Before I provide that beta, I need to update a few things for my Bundles/Supply Blocks along with additional Master Items that were not included before. I hope to get this beta up here in this chat soon! Thanks so much for your patience!

  13. 5 hours ago, pepek112 said:

    Is any way to fix this?

    You found my discord, and discovered that the "problem" for some was that my "localization" file needed to have a CAPITOL "L".... ugh, all this time! lol. Thanks for clearing that up! 🙂

     

  14. On 5/30/2021 at 5:35 AM, susumu0607 said:

    Can I add it to the sourcery mod?
    I get an error when I add it to the sorcery mod. The skills tab also stops working.

    Yes, with a compatibility patch..... uh here it is:

     

    SORCERY COMPATIBILITY MOD

     

    🙂

    5 hours ago, gpcstargate said:

    but you might want to check it out.

    Thanks!

     

    Good news is, I already fixed it. 🙂

  15. On 5/24/2021 at 12:04 PM, SugarBeeBri said:

    having is it bugged the books.

    hmmm.... depends on the issue. I wonder if it is something I have fixed for the "update" that isn't officially out yet, but I'm not sure.

     

    Are they any of the vanilla books? or are you talking about the combined collections book/encyclopedia? 

     

    Other possibility is my mod conflicts with another one, and I would be willing to help make a compatibility patch. Do you have any other mods that changes how you view the books you have read? or adds/removes features of the vanilla books?

    16 hours ago, chikuwa said:

    is there any problem other than Living off the Land? 

    I recently got a heads up about a few Master Items under the Master Agility tree I didn't update correctly... lol, but have corrected for the update. For most of the "known" problems, I have worked them out for the upcoming update. But if you do find some others, let me know! Takes a community to make a good working mod. 🙂

  16. Oooof! Nice catch! I did find the problem! When I post the updated version, it will be fixed. In the meantime, if you are comfortable with it here is a quick fix for now:

     

    1. Open progression.xml

    2. Search for: <passive_effect name="CraftingTier" operation="base_add" level="1,5" value="1" tags="perkLivingOffTheLandCrafting"/>

    3. Delete that line.

    4. Save and DONE! 

     

    🙂

  17. Hello all! Final Beta version of my HUD1.08 is here. Hopefully will officially publish both soon. The focus of this update is the Chatbox. 

    1. It is BEHIND all the other windows.

    2. It is now on the RIGHT side

    3. The background of the text now fades away WITH the text

     

    Two Options. A and B.

     

    Option A puts the chatbox ABOVE the quest tracker (and moves the quest tracker down a bit.)

    Option B puts the chatbox BELOW the quest tracker.

     

    HUDPlus1.08a Download

     

    HUDPlus1.08b Download

     

     

    ....perhaps I should also make an Option C... for leaving the chatbox where it is but with the added features? Thoughts?

     

  18. 2 minutes ago, magejosh said:

    get back to you shortly. 

    Cool! Know that since posted that, I have made some changes/additions/fixes. As usual in "beta" type things. And thanks! 

     

    Currently trying to write up the changes and descriptions.

     

  19. @Roeulogy

     

    Hello! It "should" be safe to upgrade as I did not mess with the order of codes with my changes. Keep in mind, the link above is not the "official" VanillaPlus1.01. I'm still testing and making corrections before official publish. I intend to continue to keeping my mod as safe as possible for upgrades. As far as the gore blocks, new ones will not appear (Except a small chance of the exploding guts). Let me know your thoughts. I hope to have it published later this week with official notes of the changes.

     

  20. Hello!

    @gpcstargate @magejosh

     

    If you are up for it, I have a possible finish to version 1.01 of VanillaPlus that I hope fixes up the whole corpse situation. If you are willing to test it out I would greatly appreciate!

     

    (SEE LATER POST FOR MOST UP TO DATE 1.01 BETA)

     

    I'm still working on writing the "updates" that were applied but there are many localization errors fixed, added paper to the bundling system, zombie gore blocks are not a thing anymore (exploding corpse is but much lower chance of falling and can easily delete that line of code), but the zombies are harvestable with some variety based on the zombie itself, along with lots of adjustments to wasteland harvesting (it was waaaaayyy to much), and other odds and ends. Let me know your thoughts!

     

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