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arramus

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Posts posted by arramus

  1. Things are a little bit shuffled up in there but it all balances out quite nicely with how it's all done after checking it for multiple playthroughs.

     

    Go to your Perception Attribute, and add some Skill to your Rifleman. That kind of acts as a replacement for the specific Shotgun Perk. Saying that, you'll also have the Laser Shotgun governed elsewhere. The Strength attribute governs the dismemberment side of Shotguns though based on the Attribute description.

     

    Ya, once you find yourself Le Fusil Terribles none of that matters too much anyways. lol

    The shotguns are also hooked up to the Kill Streak bonus +10% - 50% based on Skill and that really works out well for Horde Night and clearing an Infested POI.

  2. 1 hour ago, DuhWolf said:

    I'm working on an Overhaul and want to include a few Oak Raven goodies. I'm having an issue with bee log spawns causing "invalid Layer index -1" warnings. I noticed they are very rare to spawn. For the moment I disable the Bee Log spawns "0" to stop the error so I can still use the hives. I fairly new to unity so I haven't looked into it other than narrowing down the error and putting a band-aid on it.  Any chance you could take a gander at this? I ran the mod stand alone for testing and still got the errors so no conflicts. Thanks. So happy you shared these Modlets! PS:srry for being long winded just wanted to be thorough.

    The logs spawn in just the Forest biome and the invalid layer warnings is caused by a snake turning into a log block on an unacceptable surface since it is looking for ground and not asphalt road, etc. It happens with a few Vanilla game blocks as well and can be seen when travelling over a town in Q when debugging and generally references 'childs'. It is a Unity reporting feature that remains in the main game. Removing the log feature entirely and using trees or stumps to drop Queen Bees instead has been a workaround for some overhauls who prefer not to see these warnings. As soon as the overhaul is in a release condition, feel free to request permission to use whichever collection mods are being considered as per the opening post and I'll let Oakraven know. This ensures any use of the paid for content is kept up to date with the original modeller where applicable. They have a pretty open license, but like to be kept in the loop.

  3. On 10/11/2023 at 9:17 AM, ParkAir024 said:

    Any chance that you'll update the torches and workbenches mod you had for A21?

    The intention is certainly to update each mod, with those being used in overhauls first (the electrics for AOO, hives/coops for Wild West Mod, etc) and then the whole collection where appropriate.

  4. Pushed a last update for Preppocalypse for now since it appears to have reached an A21 balance, and planned additions were realised.

    Additional updates for the future will be:

     

    - More custom POIs.
    - Rebalancing or bug fixing where necessary.

     

    1. Trader Preppo-Tech Trio

    This trader supports 3 traders at once and can appear in the commercial tiles or gateway tiles at the 'entrance' to a town type tiling system.

    The traders are Jen, Hugh, and Joel. Bob already has his own Trader area in the Old West and Rekt is supported by the A19 type farming.

    The trade off is reduced appearance opportunity. Where a regular Trader has a distance of 1000 between similar types, this one is increased to 1200 to reduce the chances of appearing, but to still ensure it is a feature.

     

    The front is a simple looking compound with surrounding car parking area. The teleport for closing time covers the whole internal compound, a truck and container, as well as a rear ranger tower to ensure they aren't exploited.

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    There is an entrance to the rear as well and that also shows the two Helipad landing areas.

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  5. Here is a small update for Preppocalypse:

     

    1. Archery Reload Mod

    This mod further expands the ability of Bow weapons to be used in higher Game Stage. When attached to a Bow or Crossbow as a Mod, it increases reload speed by 15% in a similar way the Bandolier Mod increases reload speed for rifles, handguns, etc.

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    Four very specific Mods for the Bow provide reload speed, additional entity damage, accuracy, and velocity.

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  6. Here is a small A21 update balance.

     

    1. Increase Quest Magazine rewards box from 3 to 5

    A number of players have commented that crafting books are becoming redundant for certain skills since they are finding better tiered weapons in loot way before reaching the same crafting level. They also tend to skip purchasing from traders since the pricing is not favorable for the minimal gain they'll receive. From T2 quest rewards, the crafting book quest reward becomes common place and this update makes it more worthwhile with the potential to receive 5 types of magazine (2 each), instead of 3. The A21 blocks for construction and additional items opened up in the recipes for Preppocalypse appear to be keeping that side of things comfortable, and this small tester will see if it puts a little more weighting on the crafting side of things for weapons and tools as well, since Preppocalypse is a little more weighted on self reliance.

  7. Oakraven Collection Mods are not made to be compatible with SMX or custom recipes. However:

     

    1. The very first post has a link to a compatibility modlet made by a community member which will integrate the Stoves into how SMX handles them.

    2. It is possible to add custom recipes to the Stoves and it has been discussed in some of the posts in this thread by community members who kindly shared their workarounds.

     

    The Oakraven Collection Mods were released to work with basic 7D2D features. They have been integrated into certain overhauls and expanded to match their recipes, progression, and custom features. It is not possible for the creator of these mods to ensure they are compatible with other mods and overhauls because updating and maintaining compatibility would require constant collaboration patching. The time required would make that a project in itself.

  8. Here is a small update for Preppocalyse.

     

    1. Snow Biome Deco POIs.

    Here are a couple of deco POIs which appear randomly in the snow biome. They are small additions to complement the new A21 POIs that were added to perform a similar feature but through the regular RWG POI placement. The difference with these ones is they are random and can appear multiple times but placed far apart. These have also been added to the Old West Migration Mod which is integrated into Preppocalypse.

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    2. Other deco POIs for the desert and pine forest were given a small update, and spawning chance, since A21 new items are competing for space and deco POIs were very rarely appearing.

  9. Here is a small update for the Old West Migration Mod.

     

    1. Snow Biome Deco POIs.

    Here are a couple of deco POIs which appear randomly in the snow biome. They are small additions to complement the new A21 POIs that were added to perform a similar feature but through the regular RWG POI placement. The difference with these ones is they are random and can appear multiple times but placed far apart.

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    2. Other deco POIs in the desert and pine forest were given an increase in spawning chance. This is because A21 added some additional decorations and they are competing quite aggressively for space.

  10. Here is another entity for Preppocalypse.

     

    1. Fragger.

    The predecessor for Fragger was Snufkin's Juggernaut. The emphasis for Fragger is fragmentation damage where the Juggernaut was both fragging and high explosives. Fragger will certainly cause damage to a base, but will not melt it. As such it will make occasional appearances rather than the Juggernaut's rare appearances.

    It can be found in all of the biomes but only at a very low rate, unless you visit the Wasteland. It will also appear during Horde Night at about 20% the chance of a Scorcher. It's chance to appear will increase proportionally as Game Stage increases. As with the Scorcher, its ability to detonate has been removed. Since it will appear less, it's chance to drop a 'boss' loot bag is at 50% upon elimination. It can also be harvested in the same way as other entities.

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  11. Here is a not so small update for the Server Side PLUS Zombies.

     

    1. Fragger.

    This is a lighter version of the rocket launching base wrecking Juggernaut. His base is the Demolisher.

    He can fire 2 flurries of rockets in a burst of 3 at a time. As a Fragger his rockets are primarily set to cause entity damage while his hand held auger will cause the base block damage. A full on hit from the burst of 3 is going to hurt a lot and has the potential to be lights out. A single hit or even two may be critical but not life ending. With 2 flurries at a time, well...

     

    Since the rocket is focusing more on Frag, he will appear at a rate of a third of the Scorcher and be more noticable, but will certainly not be the rule.

     

    As with the Scorcher, the Fragger cannot donate like a regular Demolisher.

     

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  12. Here is a small update for Preppocalypse.

     

    1. Prepper Paindeer.

    This creature will appear in all biomes, but has the best chance to be found in the Snow Biome. It will also appear during a Blood Moon event. It has been added to the Animal Hunting Quest at the same stage as the Stag. It is easy to spot at night since its nose is a beacon on light. It can be harvested for rotting meat just as with the other 'animals' of this nature. It is quite fast and best not to get too close until you are ready for it.

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  13. Here is a small update for the Server Side Zombies PLUS.

     

    1. Paindeer

    Paindeer rejoins the PLUS zombies from A20 since it doesn't use any overlays and fits in well with the other types. It will appear at the same frequency as the other challenging animals, like Gory Grace.

     

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  14. Here's a small update for Preppocalypse.

     

    1. Evil Zed Cabin

    This is a T2 hooked up to fetch, clear, and infested. It is modelled on the Knowby Cabin from Evil Dead 1 and 2 and any variants thereafter. The left side copies the layout in Evil Dead 1 and the right side is more like Evil Dead 2. The cellar is what it is. ^^ And other things...

     

    This is just a harmless little cabin in the wilderness. The path disappeared for some reason.

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  15. The blue boxes and lack of icons are generally symptomatic signs that not all of the files are installed appropriately. For example, a folder may be double nested during the unzip process. Each mod has a ModInfo file. It is needed for the game to recognise a mod is attempting to load. It is placed in the very first top layer folder. If it sinks to a lower layer it will not allow the mod to appropriately load. Sharing or comparing a player log who that has been fully successful and not fully successful will contrast the differences. The Chicken Coop Mod is used in the Wild West Mod and Preppocalypse Mod and I can confirm both are working as intended, as is the stand alone Mod. As such, it appears to be an installation issue. Since one player suggests everything is working perfectly, it sounds like the server is set up as it should be, and this is potentially a client side issue.

  16. Here is a small update for the Cooking Station Mod for the Stoves/Cookers.

     

    1. Stoves have 3 states for 'idle', 'burning but not cooking', and 'burning and cooking'.

    This image shows the burning but not cooking. Each Cooking Station will show flames or an illuminated bob area.

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    During the cooking process, steam will appear along with the flames or illuminated hob. As soon as the cooking process is complete, the steam will stop and let players know it is time to turn off the Cooking Station (or not depending on if it's used for ambient lighting).

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  17. Here is a small update for Preppocalypse.

     

    1. Old Smokey (Tobacco Store) POI

    This is a T2 POI in the Old West, and one of a few which are given the chance to appear with a vehicle. To keep in context, most will be Pickups. These are not guaranteed though and appearances will be random. Resetting a Quest POI that has a vehicle may remove it and best to wrench before hitting that Quest Marker if not done so already.

    A few scattered junk cars will appear here and there. Vehicles will continue to be the exception than the rule but it will at least allow players to set up base in the extended Old West Towns and find an engine. Old Smokey is hooked up to all Quest types and is a refurbished TFP POI based on the remnant Clutter Chest.

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    A possible appearance of a police car but not guaranteed.

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  18. Here is an update for the Old West Migration Mod.

     

    1. Old Smokey
    This is a T2 POI for all Quest types. It is based on the TFP's 'The Clutter Chest' which is a remnant POI of mostly decorative value.

    This gives that POI style greater function with its own unique tobacconist appeal.

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    2. The Old West Migration Mod has very few vehicles with the odd token gesture in Lyttle Trippers. A few more Old West Migration POIs have have received a Pickup Truck since it is in context with the location. These are added with a random chance to appear and are not guaranteed. There will also be a very small chance to see a junk/complete vehicle here and there but it will be the rare exception. One context placement is outside the Liberty Bank and Sheriff's; the chance to see a police car. ^^

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