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drkstardragon
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Posts posted by drkstardragon
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Update Changelog
localization added for old vending machine
localization added for dragonbenchtable
localization for new dwarven deco blocks and elven statue
testosterone removed from bears
apache chest renamed
beer renamed to Dwarven Ale
new pois added 4 caves and jousting arena
chaos marauder added to bandit pois
random screenshot mod added
custom load screen and escape menu added - Big thanks Magejosh they are lovely
more entities added for variety an challenge trolls/ogres/dark elves/fungal zombies
custom beds can be picked up
custom ammo cost balanced
UI adjusted
vitamins added and called mage spores
custom elven and dwarven companions added with custom sounds
various other fixes/balancing to pois and xml
Same download links, new map is available again big thanks to arramus as well for putting it all together
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Will be a large update this weekend both content and fixes, will require a new game start to enjoy it all. We will try to keep the savebreakers down to a minimum. That being said, you dont have to update immediately and can wait for it as there are no critical fixes included, just alot of minor stuff.
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54 minutes ago, Lasher said:
Thanks - It's a fantastic mod though.
First person to get "Aliens" - ooops sorry Fox I mean "Xenomorphs" into this game gets maximum kudos...
Ive done that and more, terminators, resident evil characters, walking dead characters and warhammer stuff, but the possibilities for litigation are endless so not going to happen unfortunately. But if you were to learn how to do this yourself you could have whatever you want in the game for personal use. 🙂
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Working on more enemy variety and some unique companions to find.
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Here is a small update to fix some bugs and rebalance based on feedback-Recipes for Oil and Flax Tape are set to default format-Pegasus Friend vehicle added to Tier 4, and beyond, for tier completion bonus-All lootable carts switched to a new 'extend' to allow for consistent wrenching-Deco and placed carts give items appropriate for their type(Butcher gives a little meat, Ammo gives a little Flintlock/Blunderbuss ammo, Vegetablepossibly gives a pumpkin bun)-Vehicle replacement carts removed all car parts but give a little extra scrap iron tocompensate- A little localizationThanks to arramus for the update4
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2 hours ago, shizhiwen said:
Just keep in mind that these are purchased assets and not for reuse in any other form. Some of the packs used for nmm are included as downloads for npc mod, and many of oaks modlets are in separate form on another thread, but the assets that are not already in modlet form are not going to be offered as standalone modlets.
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3 minutes ago, Daijin_Heartlight said:
Cannot make a random world. This error keeps coming up.
196.918 EXC ArguementOutOfRangeExeption: Index was out of range. Must be non-negative and less than the size of the collection.
Paramenter name: index
I have tried random seed maps, that error comes up every time at varying create wilderness poi paths from 18 to 95% after INF Created township ID:nmmmedivalvillage.
I am on 20.5 and have rebooted the computer.
We encountered this issue while testing to see which parts/pois/tiles needed to stay in the game for rwg. I believed we had tackled it, but well look into it again. Have you tried the supplied map? Curious if youre getting any errors on starting with it.
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the 2 factions extensively used in the mod are bandits and whiteriver, enemy or friendly, can change those for each entity in entityclass xml, for example you would have to change the bandits to whiteriver and also remove the bandit tag in the same xml
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14 minutes ago, Cpt Krunch said:
Wow you guys test quickly. I wonder what all these buildings would look like painted to match the biomes they were in. Be interesting to see.
Playtesting really well yesterday and saw no reason not to post it, can get some reports and fixes in hopefully while working on some more content.
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Please keep in mind this is an "alpha" release, and we are looking for bugs and balancing issues as well as things that look out of place in this setting. Any feedback will be appreciated. Also, build is for A 20.5 exp.
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I was just using the skeletons and didnt have an issue with hitboxes, hit them in the head with a club or arrow fine.
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16 hours ago, magejosh said:
Oh that's a good idea.
<insertAfter xpath="//entity[starts-with(@name, 'zombieScreamer')]"><entity name="Harpy" prob="0.5" /></insertAfter>
you would think thats a great idea, a flying screamer ahahhahaaha
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7 minutes ago, Khayotik said:
Anyone know why i'm not seeing any of the CreaturePack zombies spawn? it says that the old creaturepack and npc mod were combined to this, but none of the creaturepack zombies are showing, only the secondary packs to like ganes and darkstar.
the old creaturepack zombies is not a default part of a20 npc mod, the only zombie additions are in the add on packs
other than the one zombie xyth added, there are 3 packs with added zombies from myself, khz and gan the grey, not counting the medieval zombies and skeletons pack i added
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2-GoblinzPack added, requires 1-OrczPack and 1-KnightzNPeasantzPack, these MUST also be loaded, thanks to arramus for the goblin shaman effects
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3 hours ago, Chunkimunki said:
Can't figure out what the dickens is going on with this NRE occuring.
Any help would be greatfully accepted. Cheers
Do you mind trying to load up the Score and NPCcore then add one pack at a time to see where you get the nre, would be helpful
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17 hours ago, swmeek said:
Do you by chance plan on adding back the voices like what was in the A19 version?
Not sure which voices you were looking for. Xyth has harley voiced and i have one of the soldiers and a couple of the gurls from the survivorz pack voiced. Its not really a feature thats had great feedback, most ive heard is can you please make them not voiced lol.
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You can use one of the hireable females from the survivorz pack as a template to change the raider gurlz over to being friendly.
Npc airforce or tattoogurl, just dont add their voice lines if you dont want em.
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Heres another pack i made, unfortunately its around 180 mb so cant be hosted on github, so im posting the google drive link here for anyone that wants to try it out
https://drive.google.com/file/d/1jtxwgL8NVtp7ReqrUQz8Qbz0_tw8q7Xi/view?usp=sharing
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adreden goes through installation in his video here as well
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18 minutes ago, DevEagle said:
The 2 google drive link not working...
yea, sorry , the main page was updated with new links files needed to be edited a bit, the robot pack only has the mech in it atm and only for testing with f6 spawning its not added to biome spawning
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testing my ability to post, wow worked this time
the robot is f6 spawn only for testing, posting these links here until main page is updated, enjoy
https://drive.google.com/file/d/1Ac2NHidfcHjrKoc1Fm-v4XeuhaFo7cpf/view?usp=sharing
Google Docs
1-RobotzPack
https://drive.google.com/file/d/1IKlvUu4pm8ZDQxzNybo5NzQ4NoZoXXIx/view?usp=sharing
Google Docs
1-VaultDwellerzPack.7z
wanted to post a pic for each pack to let you know whats in each one
https://steamcommunity.com/sharedfiles/filedetails/?id=2689922773
https://steamcommunity.com/sharedfiles/filedetails/?id=2693969307
https://steamcommunity.com/sharedfiles/filedetails/?id=2705584217
https://steamcommunity.com/sharedfiles/filedetails/?id=2699936373
and heres the mech
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your welcome, ill have some more packs ready soon, in the meantime there is a mech should be posted today for testing in 1-robotz pack, no spawn group set so just spawn him in with f6 let me know how its working please and thank you
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Just for you devolver, a sneak peak
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A21 NPCMod and Addons
in Mods
Posted
ahh yes, compliance to the logo, Big thanks again to magejosh for the title and pause screens