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nickuk01

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Posts posted by nickuk01

  1. 11 hours ago, Hells_Janitor said:

     

    yeah, sounds like changing the city spawn multiplier is messing with the day time spawns. Thanks for the heads up :) 

    No problem hope you find fix or I guess update notes to leave that setting alone. BTW your mod is so good when it works how it should.. the nights are truly terrifying!

  2. Hey HJ so by way of update reinstalled and left out the bloodmoon server mod files that were packaged (as don't think I personally need them playing solo only). Plus I turn bloodmoon off. 

     

    I don't know if or why that would be the cause of the issue I was experiencing with wild spawns but so far the mod has been behaving as it should be... no wild Z at all! 

     

    EDIT: after testing above started new game and Z appeared in wild again. The only thing I changed in game settings was the city multiplier. I changed to "1" and I remember when first tried mod and got Z spawning in wild I had also changed the city setting that time to "2". I have since restarted game leaving that setting at 0 and have not had any Z spawn in wild so far. I wonder if that is the cause of the fault?

  3. 10 minutes ago, Hells_Janitor said:

     

    Yeah, I don't know why you'd be getting wild spawns from the get-go. They're only supposed to spawn at night ...

     

    Not to be presumptuous, but you have definitely NOT got any other mods running with this one? It's the only thing I can think of that might make the mod not function as intended ...

    Hi HJ I did have but only QOL  ones that not affect spawning. Just to make sure I ran your mod vanilla and was the same with wild spawns happening. I just watched Youtube streamer who showcased your mod 4 weeks ago and he has same issue with daytime spawns happening. So does not seem to be just me having same issue? Not sure why though 

  4. If the headshot only feature is active from options menu, do Z still take normal damage from fire, electricity & explosives etc?

     

    EDIT: think the answer is no as used spike trap and Z took no damage.

     

    Also after starting game I am coming across Z in the wild. Is that usual at start (they just don't respawn after death) or should there be none outside at all?

    After playing for while coming across loads of Z in wild and outside in town? 

     

    Playing with some mods but only QOL and UI. Nothing to change spawns. Stripped out all mods just in case and started fresh game with just legend modpack. Getting wild spawns from the off?

  5. Loving your overhaul and liking the latest updates.  The extra sounds really add to immersion. Adding more health to robots makes sense, why not, they are machines after all! Thanks for change to recipes on anti-rad pills as was finding those sandwiches tough going! Had edited my data before your latest update to rotting flesh as that was easier to find.  Have made small donation as token of my appreciation for your work and hope you continue to develop your mod. All the best

  6. 11 hours ago, Zilox said:

    Do you mean the books stop appearing in loot? Also the auto miner will be lootable after some time, the animation will completely stop, although it goes through a few cycles of the animation before then.

    Honestly not sure why you haven't found any, people are finding more than enough in loot. I can add it to the traders though if it's not there already.

    Maybe just been RWG unlucky? Never thought would be so happy to find a dodgy sandwich!  lol

  7. So bout week in with my character. Doing pretty well and used to dealing with the robots. Doing ok with food and drink. Main issue is the radiation. I'm in forest biome only and already in the red. Have only found total of 7 sham sandwiches so have managed to make one anti-rad pill so far which have used. Not found any pills in loot or POI including "popping pills" which thought may have some. Also forces you to perk early in medic so get more chance to find mags to get skill up high enough to craft pills in first place (which don't mind actually but steep learning curve on that one!).  No pills at traders including Jen who is medic. Until get chemistry station (far off) costs me 4 sham sandwiches to make 1 pill. Think gonna die as seems have to find loads sham sandwiches to craft pills on campfire but not finding very many? .  Is the threshold on this set too high at 4 sandwiches or maybe more chance to find pills/sham sandwiches in loot or traders? Just some feedback. 

  8. Having played bit more of your overhaul I wanted to congratulate you on a really interesting and different experience which I am greatly enjoying. I hope you continue to develop the mod. Thank you for your hard work.

  9. Yeah regular bandage. I was only on about 20hp when tried use it but would not let me. So can only use to stop bleeding? Ok thanks.

     

    What is best food to get as no animals btw? |Finding that hard at beginning and also to find meds for radiation sickness.

     

    Been killed quite alot early on though so not had much chance to explore POI's.  Hard with just stone weapons against the robots!

     

    Liking the challenge though. 

  10. Quick Question - when install files in the mods folder in 7d2d do I need to make Harmony folder like did in your A19 modlet so dll files go inside Harmony folder ? File structure then: Stayclear/Harmony/dll files? Or just chuck them in a stayclear folder within mods folder  with no harmony folder, ie. Stayclear/dll files

  11. On 1/16/2022 at 12:41 PM, khzmusik said:

     

    They should still function in A20 - with some minor bugs.

     

    There isn't any place to put the Twitch-related icon, so you probably won't see one. There might also be some animations that were added in A20 that weren't in A19, but I don't know of any offhand.

     

    The only thing that will be truly "broken" is that you won't see the zombie cowgirl, and you'll see yellow warnings in the console about that. I was spawning her with the "zombie old timer" (cowboy), and that zombie was removed from the game.

     

    On that subject - in general, that's how I set my zombies to spawn: find a vanilla zombie of the same "theme" and put them in the same entity group, with a lower chance of spawning. This doesn't affect the spawn rates, or the number of zombies spawned at one time, it just adds my zombies to the "pool" that will be considered.

     

    I was planning to update them to A20 anyway. I now have the tools to merge meshes, which means a) I can support vanilla flame particles now, and b) they will have to draw fewer things on the screen, so will have better performance. I can fix their spawning when I do that. I've just been extremely busy helping with NPC Core, so I haven't had time.

    Understood. I hope when you have bit more time you will be able to update them to A20. I personally would like them to add to the spawning rates so they are additional to the vanilla zombies as I like more rather than less but I leave you to decide how best to implement them. Thanks again for your continued support to the community. I really appreciated your adjustments mod to the creature pack. I totally agreed with your adjustments and it made for a better experience IMO

  12. Hey K hope you are keeping well. Could I ask if the creature pack zombies with your adjustments mod and your own modelled zombies work with A20. Used them on A19 but I was not sure if still good for A20? 

     

    Also, if they do still work do they add to the vanilla zombies (ie. increased spawns) or do they replace so the spawning numbers are the same.

     

    Thank you

  13. OMG Khzmusik thank you so much for such fast work and trouble you went to. Amazing.

     

    I have installed update. FYI in the mod launcher the modlet screen is out of sync as it says for both your new zombies modlet and adjustments to creature pack modlet that updates are available. However,  it says I have v1.0.1 installed for both and 1.0.0 is available which is, of course, the older version. May need to make SphereII aware.

  14. Hi Khzmusik, I use your edit modlet for the creature pack and also your new zombie pack. Like both very much.

     

    One thing noticed ingame which is probably related to the creature pack (not your edits) is that the zombies do not catch fire. When hit vanilla Z with lit torch for example, it will catch fire usually within 4 hits. For the zombies from creature pack they do not. 

     

    I appreciate probably their issue to fix not yours but as you know what to do with edits and your own zombie models, would you be able to fix this in any future update?

  15. New user of KingGen as always used Nitrogen in past. One thing I cannot see that could do with Nitrogen was set North and South borders so have snow in north and desert in south. Just how I like my maps. Is there option which I am missing or, if not,  will this possibly be included in future version of KingGen?

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