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Finch55

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About Finch55

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  1. Working like a charm, doesn't heal concussion or infection but works the bones like an expert. I let a dog take me down to smidgen of health and she started the healing process before the next bite which would have been fatal had she not. Was back up to half health within minutes. She could do with a bit more walking speed and the ability to pick her up would be cool cos I dropped her in the wild and she refused to get in the car, preferring to walk around slowly in a daze I feel the recipe cost is very light in comparison to other mods but I'm not complaining. On the whole, very well done and a nice addition to the game. LOL, no need to pick her up, I can kill her. One steel crossbow bolt to the head.
  2. Error parsing qaulityinfo.xm for map DF-Small2. The whole thing is only snow and according to the biomes.png file Snow is only to the east, Burnt forest west, Forest Pine centre and Wasteland north. (sorry no output.txt as for some reason the game is not writing to a log, only the console. I would prefer not to have the wasteland, how would I achieve this?
  3. Yeah I can't figure it out either. A19 and I've tried 3 RWG plus standard Navezgane, so it's not the map. Only have 2 mods which also have ui_display.xml and they load fine. Removing them and all other mods has no effect, the error still occurs. This is also on a fresh install of the game, validated files and deleted saves folder. I might mess with it a bit, see if I can accidently fix it cos I don't know what I'm doing lol, but tis fun to try. @mr.devolver I believe that is a bug in the game where distant LOD's are rendering within the prefabs. I get that a lot and relogging seems to fix it.
  4. My Bad "The Wasteland" Current Build A19... I presume this is the full context of the error from output.log... 2020-08-22T03:26:21 312.449 ERR XML loader: Loading and parsing 'ui_display.xml' failed 2020-08-22T03:26:21 312.449 EXC Duplicate item_display_info entry with tag NukaDisplay1 Exception: Duplicate item_display_info entry with tag NukaDisplay1 at UIDisplayInfoFromXml.ParseItemDisplayInfo (System.Xml.XmlElement e) [0x0003c] in <d7c95f421d354b5e851d6f3126817769>:0 at UIDisplayInfoFromXml.ParseNode (System.Xml.XmlNode root) [0x0005e] in <d7c95f421d354b5e851d6f3126817769>:0 at UIDisplayInfoFromXml+<Load>d__0.MoveNext () [0x0002e] in <d7c95f421d354b5e851d6f3126817769>:0 at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__40.MoveNext () [0x00044] in <d7c95f421d354b5e851d6f3126817769>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) <>c__DisplayClass50_0:<loadSingleXml>b__2(Exception) <CoroutineWrapperWithExceptionCallback>d__40:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: <d7c95f421d354b5e851d6f3126817769> Line: 0)
  5. I'm getting duplicate of NukaDisplay1 error in Wasteland weapons... 2020-08-21T02:34:27 229.902 ERR XML loader: Loading and parsing 'ui_display.xml' failed 2020-08-21T02:34:27 229.902 EXC Duplicate item_display_info entry with tag NukaDisplay1 Exception: Duplicate item_display_info entry with tag NukaDisplay1 I've looked at ui_display.xml and can only see it there once as the following entry is NukaDisplay2 so I don't know what's going on.
  6. I've tested about a dozen hats, they now all work on each Helm available, this excludes Hazmat as it is classed as a Mask.
  7. Sad about the clothes but one could hope something turns up along the line to make it possible. Re Hats, Found a Ranger hat (Hat Model 14 Color 01) applied to news boy cap but was invisible on head. I'll look out for more in my travels and let you know if it is the same with others.
  8. Very nice indeed. Does this mean it is possible to add clothing also?
  9. Forgive me but I don't understand the update to airdrops as I have gotten parts from both vanilla and from mods such as AC's, Harry, Bdub and manux. Sometimes whole vehicles since A18.4. Out of the group above, the only mod which adds support for tiered loot group is Bdub, manux is in vehicleparts group while Harry is in schematicsvehicles. I removed AC a while ago but I do remember getting a sledge truck chassis from an airdrop. EDIT: I've just had a look and AC's is in the VehiclesPartsTiered group. I also remember getting scooter from an airdrop which is part of Oignon and he doesn't even have a loot.xml so I am somewhat confused lol.
  10. Your a18 vehicle mod has worked right through all a19 releases. I have it running beside manux a17 vehicle mod and Oignon vehicle pack. It also works with AC's and Harry vehicle mod (which I've recently removed) Only issue I had with it was it prevented other vehicles from displaying in the workshop unless searched. I've had a lot of fun with this pack tweaking the vehicles with Ragsy's various edits and adding my hacked values to the vehicle.xml. Its been a great tool for learning how the vehicles are setup in the game and toward my final goal of adding attachable weapons.
  11. Haha, MC, even better. Thank you
  12. Finch55

    Doughs modlets

    I don't TFP will pick it up any time soon, they have to get their priorities straightened out and concentrate on things like animal AI and animation which really shows the age of the game. Such as animals raising on an angle to walk up a slope and leaping 5' in the air to jump over a small rock lol.
  13. Finch55

    Doughs modlets

    I downloaded the Holy Grenade mod as the description had me in tears of laughter and HOLY CRAP! damn near took down a whole church (and me) with a single grenade. Couldn't play after that, was laughing too much
  14. Big Mumma to the rescue! lol was placing drones only to discover they didn't do anything except talk (so yea still broken). I couldn't target the Bee drone to pick it up so I shot it and normal sized junk drone burst through the door of my base and attacked me. I don't know weither I died of shock or died laughing. Btw, I'm also interested in that timid human template, where would I find it? Your creature effects gave me an idea that becoming a zombie is curable so I want to make infected humans who are friendly unless provoked.
  15. Finch55

    Doughs modlets

    FYI, Doughs Randomized Entities does work with modlet's which remove/replace zombies/animals such as REV678 Reality Check modlets. It also works very well with all Creature Packs (Standard and DMT Versions), Stallionsden's Zombie Modifications 2 and Stallionsden's Invisible Animal Fix. It is now a must have in my game because as you say, every zombie acts differently and therefore their actions are unpredictable, scary and fun. I hope TFP pick up on it and add it as standard fare because imo this mod is a must have asset.
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