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Donmegawatt

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About Donmegawatt

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    Refugee
  1. @xyth ... Well ... deleted those files ... loaded up my game ... and the damn thing is still there. Maybe I just mislabeled it ... Veiny dog with a predator face = Animalzombiedog ??? Two hits ... killed me again. ha ha. Thing is a nightmare.
  2. @xyth ... OK great! ... I tried removing the "gupyyZombieAnimals.unity3d" from "Resources" ... and that did not go well. In the "entitygroups.xml" I found four instances of "animalzombiedog" ... so I'll delete all of that stuff and give it another try.. Thanks again!
  3. Hey Team, Love the additions! Great mod packs. I included the zombies, humans, and animals in my current playthrough. However, there is this "dog zombie replacement" thing. Veiny mole-headed monstrosity that can take down a metal door with a few hits, take 20 bullets to the face, and then two hit kill me while I'm sprinting away. It's spawning in low level buildings (sometimes two together) early game and that's a bit too intense for me. I have little experience with modding ... Is there any way to remove that one zombie without removing the rest.
  4. @Dre ... Thanks again. Made the changes.
  5. Thanks @arramus ... I think I'll give @Dre suggestion a try and use yours as a fall back. and @Dre ... apologies ... I have little experience editing game files. So I should change the bottom three intensity values to "0" ? ... Like this? </passive_effect> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Blur"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Radiation" />
  6. Excellent mod. Really cool man! ... I'm a solo player that enjoys running trader missions on Compo/Nitrogen maps. This has added a lot of spice to my nightly excursions. On the Bloodmoon ... I like to get my hands dirty behind standoff points built by double concrete wedges of triangle blocks (hard to explain) that allow me to sledgehammer/shoot/pipe bomb zombies through a two by one opening that only dogs and spiders can get through. If one pinch point gets compromised ... I retreat to backups and try to keep fighting. On Day 14 horde night some very nasty customers a
  7. @Magoli … Thanks man! … Great stuff! … Going to start a new game now
  8. Confused. I'd like to experience the new "CompoPack 43" on a new Nitrogen map. - Copied the new prefabs to my 7DaysToDie folder - Replaced the "rwgmixer" file … per "Farket" YouTube tutorial - Found and Replaced the "configUI" and "prefablist" in the Nitrogen "resources" folder Run Nitrogen: … but in the Advanced section in the top right-hand corner … the "Prefab list" still only offers "Vanilla" / "CompoPack 42" / "Custom" If I click on "CompoPack 42" … will I actually get "CompoPack 43" content? Thanks.
  9. Confused. I'd like to experience the new "CompoPack 43" on a new Nitrogen map. - Copied the new prefabs to my 7DaysToDie folder - Replaced the "rwgmixer" file … per "Farket" YouTube tutorial - Found and Replaced the "configUI" and "prefablist" in the Nitrogen "resources" folder Run Nitrogen: … but in the Advanced section in the top right-hand corner … the "Prefab list" still only offers "Vanilla" / "CompoPack 42" / "Custom" If I click on "CompoPack 42" … will I actually get "CompoPack 43" content? Thanks.
  10. Loving this Mod!!! It has added so much exploration and diversity to the game. The "Nitro" method is definitely superior to conventional methods. I have explored dozens of the prefabs in this pack … lots of cool ideas … but had to give a special shout-out to the "NAGGcommunity's" "ColonyShip". So creative!
  11. Yeah ... ha ha. @Magoli I packed up all my stuff and found two more traders. Unfortunately, both are still referring me to the Insane Asylums almost exclusively for Tier V missions because the town they are in is centrally located. Is there anyway that I can manually remove maybe 8 of those 10 Insane Asylums from the pool that traders are offering missions from? Maybe that way I can force some more diversity into the quests. Thanks again.
  12. I'm enjoying the pack … thanks! But … the randomizer may need some tweaking cause the town south of where I spawned has 10+ Insane Asylums. They take up 40% of the east side of the town. One after another … which kind of defeats the purpose of a mod meant to add variety. Literally ALL of the Level 5 quests offered by the trader 2km north are in Insane Asylums … I'll work on packing up my things and moving to another area. Small inconvenience. Good luck with the project
  13. Hello ... Thanks for the pack … I've installed it and am on Day 6. In a previous randomgen map I got a few hours exposure to the new POIs that came with Alpha 18 vanilla … and was enjoying them. Does your pack replace all of the vanilla POIs with the prefabs made by your crew? … or does it mix in with the ones that come stock with Alpha 18? … I can't tell. Thanks
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