nickuk01
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Posts posted by nickuk01
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43 minutes ago, nickuk01 said:
I'm sorry did not note which ones in particular. I remember one was a tall dude in dungarees i think
edit: vest top not dungarees
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On 3/29/2021 at 2:45 PM, xyth said:
They should all catch fire. Some need a different particle included in the effectspack. I should move that to the main zombiepack I guess. Which zombie isn't catching fire?
I'm sorry did not note which ones in particular. I remember one was a tall dude in dungarees i think
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how do you repair the vehicles? Or is that a spoiler?
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Would I be correct in assuming that the zombies in this pack do not catch fire for some reason? Hit some several times with my lit torch and no fire. Hit vanilla normal zombie couple times and will always catch alight?
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20 hours ago, stallionsden said:
Can you please go in dm in console. Then after exiting console press f3 and take a screenshot of this trader please as well as the duplicated trader.
Some of our traders there are 2 traders. Sometimes 2 of the same just wanna make sure that isn't what is happening here as well
Please find screenshots of the trader post plus both traders as requested. Its trader hugh.
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HI Guys, I went into a traders post and the trader was duplicated, Ie. there was 2 of him standing in front of me. I am using some mods but dont use any trader mods and am not aware of any of my mods touching traders. I wondered if it may be something in the compo pack i'm using with nitrogen has got duplicated somehow (latest compo 47) although im guessing would only affect buildings? Just trying to narrow down what issue could be. Any help gratefully received
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Just wanted to update and say all working great. Appears to have sorted out sleepers once cleared POI. Essential mod for me otherwise respawning sleepers kills immersion. Thank you so much dude !
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Getting weird error on the buff infection mod. First noticed when started game red errors flagged up as would not load. When go into buffs.xml file just shows "10800 10800" which is clearly why not work. Figured must have corrupted when downloaded it so tried again. Still same. Weird part is if go to edit the file the whole xml data suddenly appears as it should but when try save the xml or come out of file it goes back to "10800 10800". Any ideas?
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21 hours ago, ExtremeLurker said:
You're welcome! I hope that you enjoy it.
The folder structure should be something like
7 days to die directory/Mods/StayClear/ModInfo.xml7 days to die directory/Mods/StayClear/Harmony/StayClear_SleeperVolume_UpatePlayerTouched.dll
Great got it.. File structure looks good. Thanks again. Essential mod for me
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2 hours ago, ExtremeLurker said:
Hey. This mod requires DMT in order to use it. If you are using a client that has DMT pre-applied (such as if you are using an overhaul like Darkness Falls or Undead Legacy), you need only to put the mod in your mods folder. If you are not using DMT, then you will need to download DMT, create a mods folder somewhere outside of the game folder where you will put all the mods you want to use (your current existing ones and mine), and then you will use DMT to manage your mods. In DMT settings, you would input the path of the new mod folder you created along with the path of your install folder, and then you'd press the build button and then you'll be good to go. Please let me know if you run into any issues or need help setting it up.
You do not need to start a new game, my mod will work with any existing game. If you visit a POI, provided that you have fully cleared it in the past, nothing should respawn. This should not conflict with any quests or anything, but feel free to let me know if you run into any issues.
I'd be happy to hear back from you here if you get it working successfully!Thank you.. i use the 7d2d mod launcher which manages DMT so will place your harmony folder in my mods folder as you suggest. thank you for your much appreciated work
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could i check do I just drag the harmony folder into my mods folder within 7d2d like other modlets?
Oh and does it need new game or will it work when added to existing save game?
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Update: yes does exactly as you explained on the tin... items can craft now visible and brighter. Perfect. Love it... great job!!
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1 hour ago, Sirillion said:
It is not random it’s a design choice I am testing. It is actually based upon availability of resources, so items that are grayed out are items you do not have enough resources to craft.
I think it would be worse to see if not for the new backdrop but you can change its color if you want to see if that helps for you. Try editing the styles.xml in SMXlib, iirc it’s the first color code.
Aah ok greyed out due to lack of resouces to craft makes sense... thank you
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Hey Sirillion, thanks for latest update. Only slight constructive feedback is certain items in crafting screen on left hand side can appear dark with new backdrop. Example attached. It would be cool if items were greyed out like that until unlocked then became brighter once unlocked. Seems pretty random at moment. As you can see corn (bright yellow) and duct tape (grey) same dark tone but grey pipe vivid and easy to see? The inventory items on right hand side are fine just number of craft items on left side?
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17 hours ago, gpcstargate said:
nickuk01
quick question .. did you update the Game to A19.2 on the Mod Launcher? That is not an Automatic feature of the launcher. Just wondering.
Have a good one .. take care and be safe
Not yet....left vanilla game at 19.1 but may look to update now Khaine says his mod is upated on the launcher
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Hey Khaine do you know roughly how long before you mod is updated on the 7d2d mod launcher? Still shows 19.1
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17 hours ago, gpcstargate said:
The best one that I have found is on Nexus by PhDGaming .. https://www.nexusmods.com/7daystodie/mods/388
and he has several others that I use also, Nexus is a Free site and Download .. just have to register .. been there many years with no issues.
awesome thanks dude.. i am a nexus member but must confess must missed that mod. cheers bro
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gpcstargate - Where do you get the wireless junction boxes?
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C'mon Lurker pls update.. the community needs you!
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20 hours ago, Mumpfy said:
ok so... mr.devolver found a bug i wasnt aware of. i used the same buff on my skins set 1 and 2. so the skins load fine, but if you are using both sets at the same time the buff conflicts so its not loading, its only a visual thing. the radiated versions of my skins use a buff applied particle that guppy made, its just some green vapor comming from their mouth. so i just changed the files in the original download link. if you want this sorted you can redownload the skins set 2 or if you want you actually only need to replace the xml files buffs and entityclasses.
or keep using it as it is, is not a huge loss, but yeah, looks better if fixed.
Thanks Mumpfy that should resolve issue I reported
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Sorry to post again but had situation with several zombies walking over mines which exploded but didn't affect any of them. No blowing up in air or dismemberment. They just appeared to walk through them. Know you were looking at that (which is doubtless caused by headshots only) and just wondered if that could be improved? Unless governed by Spherii core mod which is outside your control. Just miss blowing them Z's up lol
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Hey Khaine.. loving your mod. On the 2 pipe weapons you added have crafted both. The pistol is fine but the rifle is little difficult to use ADS (i disable crosshairs btw) as characters hand slightly obscurs the sight at end of the rifle. Any way to alter that slightly so have clear ADS?
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15 minutes ago, KhaineGB said:
They spawn out of sight and path towards your last known location.
So that does sound like it's working correctly. They don't GPS to you like bloodmoon does.Ok cool thank you
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Hey Khaine.. loving the mod. I have hordes set as standard every 6 hours but only seeing one or 2 a day. Is that expected because they spawn in various parts of map or should they appear near me every time?
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(A21) bdubyah's modlets
in Mods
Posted
Hi not sure what problem is but when try start game with latest version of this mod the game refuses to load. In debug menu after message saying "loading localization from mod: Wasteland, I get the following red error... "Index out of range exception: Index outside bounds of the array."
I know have installed all POI correctly with nitrogen because without wasteland mod game starts fine and POI are loaded.. just get red errors because game does not know what certain containers are inside POI for example which are located in main mod of course. With wasteland mod game refuses to even get past main menu. So can only assume something in main mod files causing problem?