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Everything posted by Gouki
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Hi Everyone Finally the mod GK Old System Upgrade is updated. After much trial and error (and heartache), it's done. GK Old System Upgrade The scrapIron block has been replaced by the corrugated one. Adjusted MaxDamage in blocks. Three blocks have been removed due to errors. 1-- Reinforced Concrete 2-- The two poured concrete blocks The recipes for AcceleratorConcrete and SteelPolish are not under unlock, but require a little more resources. Regards Gouki
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Hi everyone Here is a preview of the GK Old System Upgrade mod. It remains to fix the MaxDamage for the blocks and add a replacement for the ScrapIron block (I hope it works). Blocks not seen in the image have been removed. Regards Gouki
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Hi DanielHazmat I can't give you an estimated time to finish, it could be tonight or tomorrow afternoon, but I'm working on it. I'm glad you like this mod. Regards Gouki Hi Wolverine576 The mod is ready and finished, link in the main post. I'm glad you like my mods. Regards Gouki Hi GreyMantle You're welcome, I'm glad you like the mod. There is a new version that fixes lootcontainers. Regards Gouki
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New updated mods Clean money ATM Pickup Grass and More Walk,Run and Swimming Fast Old Farmland Because the Hoe asset does not appear, I decided to put the iron shovel, it does not have the animation when improving the terrain, but it works. There are changes in the craft of Farmplots, it does not return them when harvesting them either and finally I added a new crop (Peanut), plus three foods with peanut. Cannot be harvested with (E). There are three fertilized terrains, each one gives more quantity. Example: terrain 1-- 3 mushroom terrain 2-- 4 mushroom terrain 3-- 6 mushroom Some crops give more quantity than the mushroom. The third terrain has the texture of ForestGround. Can Boiled Water Return New v0.2 Fixed a WRN with lootcontainers. Added the recipe to craft the Can in the forge. DrinkJar Return New v0.2 Fixed a WRN with lootcontainers. Snowberry Returns and Herbal Painkillers New v0.2 Fixed a slight ERROR with the new unlock system, the ERROR doesn't open the console, but I decided to fix it.
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Hi DanielHazmat Of course I will update my mods, I have some ready to share, others will take a little more time, TFP changed a lot with A21. Regards Gouki
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Hi everyone Is it possible to add xml code to the Hired NPC so that they give you the experience when they kill zombies? Or do you need to add C# code to make it possible or is there any code in SCore or XNPCCore to make it work? Any response is appreciated. Regards Gouki
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Hi Noisy Pants The ItemIconAtlas folder name is wrong by one letter, you put "m" instead of "n" in the word Icon. It remains to add this property to the block, open blocks.xml with notepad++ : <property name"CustomIcon" value="ArmoredLantern"/> , if you want a different color use the option given by @a_jp. Also remove or uncomment this line: <property name="Tags" value="ArmoredLantern,light,tool,attStrength,perkMiner69r,perkMotherLode"/> The name of the progression.xml file is misspelled, in that same file open it with notepad++ and leave it like this in the tags name: tags="ArmoredLantern". Regards
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Hi BatShevaSida The fertilizer works with the Hoe tool (Action1) to be able to fertilize the land. The first fertilization does not require fertilizer, the second does. You can't make fertilized blocks, in a future version I might add it. Regards
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Hi Subject4056 The folder you put is wrong and you need to add one more. The folders for the icons is: UIAtlases - ItemIconAtlas, in the second folder is where you put your images of your mod (png format and size 160x160), that's why it doesn't show you anything. Regards
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Hi everyone I have the Mumpfy mod running without any problem on A20.6. To solve the problem that Shadow47 mentions, you just have to deactivate a line in entityclasses. Look for this entity: zombieMoeRadiatedV1 and leave this line like this: <!--<property name="Mesh" value="#Entities/Zombies?Zombies/zombieStandardMoeHDRagdoll.prefab"/>--> With that, the mod loads without errors. Regards
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Hi Taien Did you also add a new xui.xml? Because in the windows.xml code that you posted the input is called "windowMasterForgeInput" and if you expect it to work with the normal forge input "windowForgeInput" won't work. You need to change it to the new name you put. Here is an example of the xui.xml that I have for my forge. <append xpath="/xui/ruleset"> <window_group name="workstation_Forge Clone" controller="XUiC_WorkstationWindowGroup" open_backpack_on_open="true" close_compass_on_open="true"> <window name="windowCraftingList"/> <window name="craftingInfoPanel"/> <window name="windowCraftingQueue"/> <window name="windowToolsForge Clone"/> <window name="windowForge CloneInput" /> <window name="windowOutputForge Clone" /> <window name="windowNonPagingHeader"/> </window_group> </append> Regards
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That's right, you can try it and it has to work.
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Hi Taien The error I see is in unit_mythril and unit_adamantite. If you look at the example of my mod, the code is different, that's why the forge doesn't melt the material. Regards
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Hi Taien In materials.xml I have this: <material id="MresourceGrafenoFragment"> <property name="damage_category" value="stone"/> <property name="surface_category" value="stone"/> <property name="forge_category" value="grafeno"/> <property name="Experience" value="4"/> </material> <material id="Mgrafeno"> <property name="damage_category" value="stone"/> <property name="surface_category" value="stone"/> <property name="forge_category" value="grafeno"/> <property name="Hardness" type="float" value="1"/> <property name="stepsound" value="stone"/> <property name="stability_glue" value="120"/> <property name="Mass" type="int" value="10"/> <property name="MaxDamage" value="500"/> <property name="Experience" value="2"/> </material> If you look closely, unit_graphene has Mgraphene as material and resourceGraphene has MresourceGrapheneFragment as material, that's what I meant, adding a material for each item, with that it should work. Regards
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Hi Nubasik90 With the deletion of the saved games and reinstallation it should work without problems. I hope you have not used any of the backup items you made, if you managed to use them again, there is the error. Another thing you can do is play the Tactical Action mod again and it fixes itself as you mention. Regards
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Hi Taien Checking your code, the units and the resource have the same type of material: Mmythril and Madamantite. You could add a new material type for the resource, something like MresourceMythrilFragment and MresourceAdamantiteFragment, that should now fuse them. Another thing that I notice is that the units must be different in characteristics from the resource, I will give you an example of my mod: <item name="unit_graphene"> <property name="Extends" value="unit_iron"/> <property name="CustomIcon" value="Graphene"/> <property name="Material" value="Mgraphene"/> <property name="CreativeMode" value="None"/> <property name="DescriptionKey" value="resourceGrapheneFragmentDesc"/> </item> <item name="resourceGraphene"> <!-- scrap material --> <property name="Tags" value="graphene"/> <property name="HoldType" value="40"/> <property name="CustomIcon" value="Graphene"/> <property name="DescriptionKey" value="resourceGrapheneDesc"/> <property name="Meshfile" value="#Other/Items?Crafting/rock_smallPrefab.prefab"/> <property name="DropScale" value="6"/> <property name="Material" value="MresourceGrapheneFragment"/> <property name="Stacknumber" value="6000"/> <!-- STK resource --> <property name="Weight" value="5"/> <property name="EconomicValue" value="40"/> <property name="SellableToTrader" value="true"/> <property name="Group" value="Resources"/> </item> That should work, good luck. Regards
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Hi Nubasik90 The error starts with this: ERR XML loader: Loading and parsing 'recipes.xml' failed EXC No item/block with name 'gunRifleT3MSG90A1' existing That weapon does not exist in the pack, it can be from the Warzuk mod or any other that you have installed and the trace remains. Also those traces remain when you uninstall a mod in a late game and can reset your character to level 1, so be careful. You can try making a backup of your saved games and then delete the games and start a new game and see if the error is fixed. Regards P.D. Checking the Tactical Weapons mod I found that weapon, surely you deleted that mod and that is causing the error.
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Hi Khzmusik I found out what the problem was. I installed the mods in a game that had already started and that's why I couldn't hire anyone and everyone was attacking me. I haven't had any problems with your civilian and zombie mods, thanks for sharing them. Regards
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Hi everyone Does anyone know how to hire NPCs and not get attacked by any survivor? I have the latest version of SCore, XNPCCore and some NPCMod installed, but when I want to hire someone, I can't interact with the E key and it attacks me, when I find a survivor, it immediately attacks me. Do I have to enable or disable something to prevent this from happening? Any help is appreciated. Regards
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Hi SpikeyWombat The ammobench is located in the Resources folder with the name alt. Regards