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Everything posted by Destro

  1. In this mod you have to craft the mechanical part and electronic part with tech scrap.forged iron and scrap polymer. Sometime you can find them in loot but its better to craft them.
  2. Is there anyway to make this mod work with the sorcery mod? With apocalypse now and sorcery I get: "ArgumentOutOfRangeException: index was out of range. Must be non-negative and less than the size of the collection. Parameter name: Index", when I go to the skill menu and I can't navigate throught the skill menu properly after that. It might just be impossible but I don't know.
  3. There seem to be a bug with the wandering trader, whenever he appear I started to get non-stop the errors: FieldAccessException: Field 'EAIApproachAndAttackTarget:entityTarget' is inaccessible from method 'EAIApproachAndAttackSDX:CanExecute ()' If I manage to kill him the errors stop.
  4. You probably need to hit the plant for the perk to apply, pressing e to harvest does not apply the perk. Of course it also need to have finished growing. My favourite things to hit with is the hunting knife or steel knuckle since they hit pretty quickly.
  5. If you don't mind could you attach the progression.xml that allow you to say with confidence that the action skills are in, because the progression.xml I got was last updated(on the download page) 4 days ago and I can't see anything in it that allow me to believe that action skills are there, I also looked at the darkness falls progression.xml and there I could easily see what made the action skill available.(I usually use notepad++ to look at the files) edit: I just looked at the download page commits and it seem like the previous progression.xml(modified also 4 days ago) file did contain all the lines related to action skills, but they got deleted , I don't know why they were deleted but that explain why its not in the newest progression.xml.
  6. Thank you for the anwers, but just to be sure, am I right in thinking the action skills are supposed to be similar to the one in darkness fall with 100-200 level in a specific weapon skill that go up as you use things related to it. If you don't mind, could you tell me which progression.xml show that the action skill are in and write the line i'm supposed to see there. Just to be sure is it enough to extract the "Apo-now-Mod-2-0-main.zip" and put it in my 7 days to die steam installation folders and remove and replace the files when asked for a proper manual install.
  7. Yesterday I tried playing this mod, everything seem to work with 1 exeption, I don't have any action skills, I was playing with the apo 6k small map02(name not perfectly accurrate). I had the new zombie, new items, new recipe, starting kit and I guess everything else beside the action skills. I saw a recent video on youtube where they had 200 level for what would qualify as action skills and that the things that don't show up in my skill list. I can only do manual install since the mod launcher does not work with my windows 7 Does the gitlab.com/hiarythebest96/Apo-now-Mod-2-0/ contain everything your supposed to need to get everything including the action skills or is there an additional mod that get downloaded with mod launcher that not mentioned? Are towns supposed to be very small or was I just unlucky? Is it normal that I get red warning about 6 or 7 POI missing like "the village"(by stallionden)? Does every premade map contained some prefabs of the combopak mod, just curious?
  8. Is there a modlet that give you only the health bar with the zombie name that we have in darkness fall?
  9. Hello I am playing on 18.4 experimenttal on dfmedium2 map and am wondering: - as mining xp(when it come to player level) been removed from the mod? - is it normal that my trader can once again sell high end vehicle part like motorcycle or 4 x 4 parts, I'm curious if that is something that related to the war of the walkers mod I was playing before I decided to re-install darkness-falls.
  10. I hope you find it by looking at your map, the map I was using was medium3 so its not as big as a large map. For the red keycards, I don't actually remember if some zombies can drop it, the first one I got was from looting the burnt biome small bunker that not easy to find(the well alone) and then I found some more while looting the wasteland biome bunker that contain the laser worckbench and fusion forge, so if you could find the burnt biome bunker first it could help, but you can do some of the wasteland bunker even without red keycards and by looting there you might find red keycards. You just can't finish the bunker without red keycards.
  11. The big bunker where you find the laser workbench and fusion forge spawn in the wasteland, for me it was in the wasteland surrounding the middle radiation zone and in my case, I looked for it for like 8 hour looking around in the wasteland but I had actually already discovered it on my map while I was exploring the town close to the radiation zone I just didn't realized it because it was very close to the town I looked around, but it was not in the town. If you already revealed it on your map it should look like 5 brown rectangles in a row next to a bigger brown rectangle, the entrance is right under 1 of the small tent and it follow the rule of being next to a gravel road. You will need a lot of red keycards and some blue and green keycards to go through the bunker, you will be able to find some in the stuffs you can loot, but it might not be enough. There is also an other POI bunker you can find in the burnt forest and its only a lone well on the surface, inside you can find some future tech but there are no laser workbench or fusion forge in there. In my case I found it by looking around the burnt forest area surrounding the middle wasteland biome, its not easy to spot but you can look at you map to see if your map already revealed it if you look carefully.
  12. Thank you for the answer xyth, so there no problem, its was just a video I happen to watch and started to wonder if someone had tried to make a commercial product from the mod content. Now i'm going to remove the link in case people don't know or didn't read your answer and try to attack the dev. Once Alpha 17 version of starvation come out in a few month(just a guess 2 to 4 month) i'll be sure to play starvation again, I really like the browning m2, could be nice to move around with it with the exosuit and hopefully there won't be dissapearring belt items bugs with it(this was a bug in my alpha 15 playthrough I didn't reach the browning m2 in alpha 16 so it probably not there anymore).
  13. I didn't use a link since I wasn't sure what the rule is about link were, we see some of the zombie boss in here: edit: I removed the link in case someone don't read xyth answer we can see "wall crusher"zombie, the cop zombie at the very end of the video and some other I don't remember the name and it is a commercial product which is why I was wondering about where those zombie models came from. It might not be the best video to see those zombie, but we can see some of them with slight texture modification with colors. if they were bought or free then there probably no problem, it was just in case they were handmade by member of the starvation team that I decided to bring it up.
  14. I just saw a new video from jim sterling about a bad looking game and I was curious to know if the big zombie boss you have in starvation mod were made by the starvation team or just bought from the unity store, since we can see most of them in that video, if its just unity bought stuff then there probably no problem since they probably bought them too, but if they were made by the starvation team it could be important.
  15. I'm pretty sure when one of the dev said that he didn't mean that we on the map would be 0,0 and every coordinate would be based on that, that just the way he tried to explain the change. Its mentioned in the developer Diary: Alpha 17 on the first page In the section "A17 Changes and Fixes List:" What I said is related to where it say - "Added Dynamic Origin Point to prevent the shakes when far away from actual (0,0). 2/11/18". I don't know a huge amount about programming, but my interpretation of that change was that it would help with the stutter from the rad zones since its far away from 0,0 . there was a post from a dev somewhere in the topic but its somewhere in the last 300 page a least, so it might be a bit difficult to find, because i'm bad at using the search fonction I tend to always fail to find what I want. There is also the statement: - Micro-stuttering caused by UFPS camera and garbage collection has been fixed 4/24/18 that will probably also help with the stutter.
  16. I think the stutter in the rad zone is a vanilla game problem, I think its related to how far from 0,0 you are, so there not much to do about it, but I think I read in the developper diary of Alpha 17, that in alpha 17 you will become 0,0, so it might greatly help with the stutter, but once alpha 17 come it will probably take a long time before starvation get updated to alpha 17, since a lot will be changed. Lowering the video setting seem to help a little, but I doubt you can get rid of the stutter.
  17. Hello JaxTeller718, here are some feedback from my playthrought of 3.1.3 7 day horde, I am on Days 48 and i'm using 90 min. days, i'm level 85 and I faced and killed many zombie on each horde night. I have pistol, shotgun, rifle and survival class currently. I died 4 time, 1 was from a rocket 15m explosion and 1 from radiation. I also haven't done any serious mining. - right now i'm pretty much waiting to be able to craft trioxin to go to radiation biome, but for that I need a whole lot more levels since it require science 10 for the perk, I feel like science 8 would be better for the perk, now I will have to spend my time power levelling. - I got radiation poisoining from looting something inside the rad biome while I was outside the rad biome, its probably normal but that an annoying death because how quicky it kill you, I did manage to craft a bedroll and place it before death and after using 6 first aid kit, but would it be possible to get like a 30 to 60 seconds warning debuff before it transform into radiation poisoning if your still in the rad biome or rad container. - I have the pistol class but can't continue the quest since I never seen the five-seven, which was after the magnum killing quest, i'm guessing there will eventually be a desert eagle killing quest, I have a desert eagle, but I never seen the five-seven. - I have the rifle class and need to find hk g3 - I have the shotgun class and need to find boomstick shotgun. Are those weapon only in the rad biome or is it level locked in loot, i'm wondering because a lot of my looting was from gunsafe, safe, guncrate, millary zombie and I never any of those. I also killed many nightmares monster and nightime zombie. - We don't really need it but could it be possible to get a x5 or x10 recipe for the ammo supply box. Overall I felt like the progression wasn't too bad with the exception of needing science 10 which mean level 120 to get trioxin perk I probably had more to say but I forgot.
  18. It seems to me like you switched basket by accident or willingly, but if you were storing stuffs in your bike quickly with shift click and shift click on a different basket, it will switch it with the one you shift clicked, but since basket can't be removed when there are things in it, it will put everythings in the basket into your inventory and when your inventory is full everything that come out of the removed basket fall to the ground. If that what is is, then it just how the normal games worked, its not a bug, its mainly something to avoid doing once you realized it.
  19. I'm playing on version 5.2.0. How can we get the HD wrench recipes I thought its was from the trademan vending machine, but I have gone through 7 class shops multiple time and even made 2 additional trademan vending machine, but I have never seen the HD wrench recipe sold anywhere, I have completed every class and seen every recipes for the classes. i'm level 120 and have secret stash perk if that matter.
  20. This is a reply to Ruso post 216: "I tried expanding the backpack, but I couldn't... https://7daystodie.com/forums/showthread.php?34533-Backpack-Expansion" for some reason the reply did not work Just wanted to say I had no problem using the backpack mod you mentioned in my own singleplayer game here how: (this is a single player 90 slot backpack install) 1- get a fresh install of 7 day to die version 15.1 2- Install war of the walkers mod (overhaul) 3- get A15.1 SP Backpack.zip from the thread you linked 4- extract A15.1 SP Backpack.zip somewhere 5- go into A15.1 SP Backpack folder you extracted and copy Assembly-CSharp90..dll into "Steam/SteamApps/common/7 Days To Die/7DaysToDies_Data/Managed" 6- rename Assembly-CSharp.dll to Assembly-CSharp_original.dll (that a backup) and rename Assembly-CSharp90..dll to Assembly-CSharp.dll ( make sure to rename it correctly, for some reason the A15.1 SP Backpack.zip files have 2 ".." in the name you need to have only 1 ".") 7- In "Steam/SteamApps/common/7 Days To Die/Data/Config/XUi" open windows.xml in a text editor like WordPad or NotePad++ In windows.xml change <window name="windowBackpack" width="603" height="349" panel="Center" controller="BackpackWindow" > To <window name="windowBackpack" width="1128" height="496" panel="Center" controller="BackpackWindow" > <panel name="content" width="100%" height="303" depth="0" pos="0,-46" disableautobackground="true"> To <panel name="content" width="100%" height="453" depth="0" pos="0,-46" disableautobackground="true"> <grid depth="1" name="inventory" rows="4" cols="8" pos="3,-3" cell_width="75" cell_height="75" controller="Backpack" repeat_content="true" > To <grid depth="1" name="inventory" rows="6" cols="15" pos="3,-3" cell_width="75" cell_height="75" controller="Backpack" repeat_content="true" > Now you save the modification 8- in "Steam/SteamApps/common/7 Days To Die/Data/Config" open xui.xml and change <ruleset name="default" scale="1.255" stackpanel_scale="1.05"> To <ruleset name="default" scale="1" stackpanel_scale="1.05"> Save your modification 8- You can now play the game, but you have to turn off "Use EasyAntiCheat (EAC)" in the game launcher because this mod use modded .dll If you want to play multiplayer things might be different, but I can't help you there. I forgot to mentioned that you have to do additionnal changes if your using the option "drop your backpack" on death or you will lose items but I always use the option "toolbelt only" so I never had to use it, if you want to learn how read the thread you linked.
  21. Is that what you wanted, I never used pastebin: http://pastebin.com/Q59V3dWY I have not used the launcher after my third attempt like I said in my post, the log is what I got after opening the mod launcher to look at the log In the mod launcher, is the option "enable EAC" supposed to deactivate the anti-cheat for 7 day to die when you don't select it or does it do something else?
  22. Here my experience with the version (end result: I made it work without the custom zombie skin unless those were removed) - On my first attempt, after hitting play mod and waiting I got an microsoft.net framework errors saying the value of something can not be NULL I could choose to ignore I ended up choosing the other option by accident. - on my second attempt, I kept the force mod download just in case but I forgot what happen after - on my third attempt, I kept "force mod download" and "Launch with steam" selected, the game started, but it might have used the anti-cheat version of the game, so when the game started I got a black screen and nothing else. - on my fourth attempt, I just launched the game from steam with the "without anti-cheat" option an then started my singleplayer game and it seem to work I could use the new gun and I had the new quest line, but it seem the new zombie skin did not change, but this might be related to my computer, even with the other ways of installing headbangers I was not able to get the new zombie skins, I have no idea why that is. The End result is that I can play the headbangers mod just without the new zombie skin. Anyway thank you for the help by the way the link you gave me was still saying version in the down-left corner of the launcher, its not super important but some might end up thinking they don't have the right version of the launcher.
  23. I was using the, I downloaded your link and tried again with the from a fresh 14.7 install I still got the errors here the 7 days to die output log [ATTACH]16118[/ATTACH] i'm going to sleep now thank for the help output_log.txt
  24. I tried to play headbangers with the mod launcher I get some errors when loading the game, Is this the proper way to play it with mod launcher: 1- get fresh install of 14.7 2- open 7D2DLauncher.exe 3- in simple mode, go to file>load default 4- in sdx, select headbangers 5- select the steam game folder for 7 days to die 6- don't check any of the option on the right 7- click the Play mod button and wait when I do this I get in output_log.txt SDX: ResourceWrapper - Failed to load asset: #extweapons?sniper_zoom_overlay (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) 2016-09-01T23:39:12 14.220 ERR Loading and parsing items xml file (Unknown block name 'CannabisSprout1' in use_action!/ at ItemActionPlaceAsBlock.ReadFrom (.DynamicProperties _props) [0x00000] in <filename unknown>:0 at ItemClassesFromXml.CreateItems (.XmlFile _xmlFile) [0x00000] in <filename unknown>:0 ) 2016-09-01T23:39:12 14.222 ERR Loading of items aborted due to errors! 2016-09-01T23:39:12 14.222 ERR at ItemActionPlaceAsBlock.ReadFrom (.DynamicProperties _props) [0x00000] in <filename unknown>:0 at ItemClassesFromXml.CreateItems (.XmlFile _xmlFile) [0x00000] in <filename unknown>:0 Exception: Block with name 'MiningMachineStone' not found in block id 1 at Block.LateInit () [0x00000] in <filename unknown>:0 at Block.LateInitAll () [0x00000] in <filename unknown>:0 at WorldStaticData.Init (System.String _name, .XmlFile _xmlFile) [0x00000] in <filename unknown>:0 at WorldStaticData.V (System.String ) [0x00000] in <filename unknown>:0 at WorldStaticData+XE.MoveNext () [0x00000] in <filename unknown>:0 at GameManager+JL.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 (Filename: Line: -1) p.s: I use the release.zip download link, not the other 2
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