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nickuk01

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Posts posted by nickuk01

  1. Hey Mumpfy getting following red error using new stable alpha19.1 when starting game:-

    "guppyParticleRadiationExposure.unity3d" failed to load.

    In HD_Mumpfyskins1/Resources file

     

    Don't know if due to latest stable update or not.

  2. 11 hours ago, KhaineGB said:

    Since I can't sleep, worked on a potential workaround for molotovs, flaming arrows and anything that shocks zombies (which I think is just the electric fence and the stun baton?) so they'll do proper damage.

    Will test later.

    Sounds awesome... but get some sleep my friend!

  3. Hey Khaine, gonna install your mod and give it a whirl. I believe Spherii core mod has been updated slightly to your version. Can I replace yours with his newer version or would that break anything in your mod?

     

    In settings for number of zombies in world I am bit confused as to how this works and best settings? Is it the total number on screen at any time or something else?

  4. 20 hours ago, sphereii said:

    You may have to click on the "Attempt Harmony Auto Update" to convert it over to the new DMT format.

    Sorry I have no idea how to do that.. the mod in zip folder has harmony folder containing dll, pdb and cs files. Other than dropping it into mods folder within 7d2d how do you "update" as you mention?

     

    I use 7d2d mod launcher. NB: does need update as hangs game otherwise. Launcher cannot compile that particular harmony patch in its present format (alpha 18.4)

  5. Slightly off piste but as this is the place for DMT is there any possibility of having a no sleeper respawn option for alpha 19 as ones used in past upto alpha 18 rely on harmony code but cant find anything for current alpha build. Have 5 zombie dogs respawn regularly in hut next to my base which drives me crazy. If not anyone know of current mod which does this for alpha 19 pleaseeee? Just want to be able to clear a building and it  stays clear

  6. Could someone kindly explain how to use nitrogen specifically for this overhaul mod. I use nitrogen with vanilla game so familiar on how to use it. Never played Ravenhearst before. So downloaded the Prefablist for Ravenhearst which assume is placed in the nitrogen resources folder along with the other prefab lists. But when fire up nitrogen and use the drop down menu for prefab list in top right corner the ravenhearst one is not appearing?

  7. On 9/11/2020 at 5:10 AM, KhaineGB said:

    Lockable slots, 60 slot backpack and food/water on the left side are included. However, these are in modlet form and can be removed if the user wants to add a custom UI. :)

    Hey kaine i use a couple of your modlets already and like the sound of this core modpack you created. I do however use a custom UI. If i want to change to that from yours which modlets exactly should i remove from your pack?

  8. 23 hours ago, 14U2NV said:

    Yep, trader sells both the water cooler bottle and the full water cooler, just keep an eye on his stock and it'll eventually rotate in. Same for stoves, grills, ovens, lots of nice things.  Cheers!

    Thanks dude 👍

  9. 16 hours ago, 14U2NV said:

    Ah, good catch! To be honest I've only ever used the working sinks and filtered water so never paid much attention to the saw requirement, but yeah, you can change that to whatever requirements you like since the tablesaw is indeed gone now. Good luck! :rockon:

    How do you craft the filtered water cooler? The materials required include a water cooler bottle and an actual original water cooler (both of which you cannot craft separately). I see you can purchase the bottle from traders but do traders also sell the actual water cooler as could not see such in the mod code? It does not appear you can just pick them up in the world 

  10. 1 hour ago, sphereii said:

    The Advanced Scrapping recipes make a new in-memory recipe to handle giving the output. I'll take a look and scrap a can and see what I can get, and see if it makes sense.

     

    It should be possible to toggle on and off, with only a restart for the effects to take effect. 

    You can toggle on and off but when turned it off and restarted save game still had recipes such as cooking pot requiring unit iron materials so had to toggle back on to try get some relevant iron ingame so could craft. On very odd occasion have got unit iron from can but only every 20-30 cans i scrap. mostly i get nothing

  11. Using the advanced repair option in the core pack but when scrap cans I am getting nothing at all... no iron or the unit iron. Is that normal?

     

    I did try to change by reverting that option back to false but it appears the advanced recipes are now baked into the game and still appear so am guessing have to switch back to using advanced repair for this game? But the lack of unit scrap is concerning me a bit as alot of recipes require it.

  12. On 9/1/2020 at 5:51 AM, 14U2NV said:

    There is a v1.4.19 for Alpha19 on the github. I've been running it and haven't had any issues, I did however need to make a small change to the progression.xml because it's still set for the perk "Yeah Science" to unlock the Filtered Water Cooler and Yeah Science perk no longer exist. I just made it unlock from Advance Engineering along with the usable stoves and ovens. Good luck, great mod! 

    Thanks 14U2NV and for the heads up re change needed to water cooler. Will download and hopefully enjoy mod. Thanks again

    On 9/1/2020 at 5:51 AM, 14U2NV said:

    There is a v1.4.19 for Alpha19 on the github. I've been running it and haven't had any issues, I did however need to make a small change to the progression.xml because it's still set for the perk "Yeah Science" to unlock the Filtered Water Cooler and Yeah Science perk no longer exist. I just made it unlock from Advance Engineering along with the usable stoves and ovens. Good luck, great mod! 

    Also noticed some of recipes require tablesaw. You know that no longer in alpha 19 so probably need to change to workbench?

  13. On 8/25/2020 at 11:48 PM, Greymantle said:

    You made my day! Hope there is a trader balance modlet that would rock. Looking forward to what ever you bring.

    Would also like to see trader balance mod similar to what you did before. Reduce xp given on quests etc

  14. On 8/25/2020 at 11:03 PM, JaxTeller718 said:

    Working on getting these re-sorted and updated and confirmed working on stable, along with some new ones to add. Stay tuned guys and sorry for the absence, its been a rough week.

    Glad to see you back Jax...... the zombie apocalypse is a much sadder place without you!

  15. 18 hours ago, sphereii said:
    
    [HarmonyPatch(typeof(XUiC_CollectedItemList))]
    [HarmonyPatch("AddIconNotification")]
    public class SphereII_XPIconRemover
    {
        static bool Prefix()
        {
            return false;
        }
    }

    You could create your own Harmony Modlet with this code. 

    Thanks for your reply Sphereii. Unfortunately i have no idea how to create a modlet as you suggest? Most modlets have different folders, config, resources etc. Could you give me dummy guide on what need to do and what type of file it needs to be? Once created does it go in mods folder like other mods? Sorry but im a noob!

  16. 22 hours ago, nickuk01 said:

    installed on alpha 19 stable but does not seem to be working?

     

    I was using previous version of your mod for alpha 19 but items were not appearing using recent stable version of game. Your latest update appears to have resolved it. Thank you 👍

  17. On 7/18/2020 at 6:21 AM, JaxTeller718 said:

    The update broke everything. I'll try to get it fixed soon but rh broke too and I'm going to be honest I'm reaching a breaking point with this game.

     

    Might be time to move on until they go gold if they ever do. Redoing mods every 5 days especially something like rh is no longer fun.

     

    I'm fixing more than playing and with rh by the time I fix last patches breaks a new one drops. At this rate I'm not sure when rh will be ready.

    Hey Jax I feel your pain. I hope you find strength to update though as your mods are awesome and me and thousands of others really appreciate them and you for all the hard work. Just suggestion but maybe ignore modding stuff during experimental and wait for stable versions like alpha 19 now so don't get so many updates and hassle. Thanks again for all you do for the community

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