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arramus

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Everything posted by arramus

  1. Yes, these particular POIs can be rough. The creator gives fair warning for what's to come.
  2. Just as with rabbits in real life, you can't stop them all stealing your veg first time round. This used the highlight block and purged them all this time around. It should be reported as a potential bug to TFP, but since this is a custom feature it is typically frowned on to submit such posts and will be left as it is.
  3. Feel free to share feedback directly to Medusa in the Tallman Brad Discord linked in the first post. This thread is primarily just to share the mod in the forum. There is a little guide in the mod which describes Medusa POIs as being more challenging than others. This was actually a request by a majority during initial development and they were reluctant to lower the challenge to provide a more T6 feel. This was potentially influenced by discussion in the CP Discord as it appears there may be more focus in that direction as well. They have been revised here and there over the past month and the current build has been met with the most approval across the spectrum. While those during initial development felt they became a little too light for their liking, they could understand comments on the other side and compromised. I'm not sure what build you are using as the mod is updated quite regularly, including POI balancing. All I can suggest on that is don't select Medusa's POIs as a quest. And if there is a lot of heat from a POI you don't know, it could well be a Medusa POI and best to not enter. I'm not going to mention this to the team because it has received a lot of discussion and rebalancing and this current build has been accepted on both sides. As for the Fort, removing the rabbit may have introduced an issue. Checking all of the sleeper volumes in the Editor showed none are overlapping, all numbers and groups are appropriate, and all volumes are accessible. This POI was a specific request for the theme. The way it is laid out and the way the game handles spawning may not quite be as the Dev's intended as it is quite an open world type of POI with minimal scripted routing. I shall spend some time with the volumes and consider alternative more orthodox options to ensure it doesn't overwhelm the spawning. The number of spawns in that POI have been regulated to ensure there aren't too many at once as a players works their way through, but such is with open POIs.
  4. The Fort and Stallionsden's Ranch have also had their rabbit(s) removed in the latest update. I don't think there are any other POIs with rabbits in them and this should resolve it from hereon... hopefully.
  5. This warning ArgumentOutOfRange_MustBePositive often occurs when the RWG is trying to add certain features that it doesn't appear to be able to find. I'm sorry it's not working out for you. I am willing to assist in two ways: 1. Tell me the seed and specifications for the World you are trying to create. 2. Try this 8K RWG World (but customised to replace asphalt with gravel, hand place a few extra POIs that won't appear in regular RWG, and painted a little more of the biome to customise things). It has one spawn point on the East and next to a Travelling Trader on top of a hilly area. Looking down into the plain shows a first town. https://www.moddb.com/games/7-days-to-die/addons/wwm8k00
  6. 8K has been very successful in testing. In fact, the dev team are currently working on an RWG with a slight customisation for Biomes and POIs. None have received the following warning yet. Saying that, this type of error has been seen before, and showed up occasionally with the Not Medieval Mod. The best suggestion is to change the Seed to something else and try again.
  7. That would make a really nice Trader POI or Quest POI. It looks secure and like its own compound settlement. If you want to export it (or share the saves for this world) and send it over, I can show it off to the devs as a candidate for adding to the collection. That's some decent hours gone into that for sure.
  8. Ah yes. I went past my total allowance for forum uploads and was given a very generous allowance for a long time. I started to use imgur as it allows forum linking and provides the code tags for it to make it easier. https://imgur.com/user/arramus7d2d
  9. That is very unfortunate and also the first I have ever heard of it. The Wild West Mod only uses the Vanilla Wandering Horde settings and doesn't have any Harmony C# type patching .dll Mod to support it like some other overhauls are using (very effectively as well). I believe this would have happened in Vanilla as well on very rare occasions. Just a reallllllly unlucky occurance this time. Entities appear to be hooked up to only spawn on certain types of terrain such as dirt and grass and placing other types of blocks can stop it happening. There is a true/false setting which controls this. The Wild West Wandering Hordes are certainly a little bigger than normal and it is possible there was some spawn spill over. Apart from that, thanks for letting us know you're having a good time with it. Fun through variety and balance have been the priorities here so far. The Tallman Brad Gaming Discord is always there to meet up with other players and find servers depending on your game style.
  10. The last zombie is a rabbit in the Trapper POI in the middle in the back garden. This side gate is open for accessibility. I shall remove it from this POI in case it causes further misunderstanding because it is does not show up as a target even though it is part of the clear count. Please also report this to Stallionsden as his Ranch POI also has such rabbits in the front farm yard area.
  11. These models are basically attached to the player model as an overlaid item, while things like the spectacles are much more integrated into the character. It is something to do with the helmets and body armor and requires placing to fit your specific character.
  12. Ya, the armor came from an A19 mod and it was re-calibrated to A20 settings but it has worked well for some players but not for others. Best to find the best combination. I've been lucky that all Helmets looks great. Of the body armor 1 looks great and the other 2 look like they need to come forward a little.
  13. Nice to see the assortment of weapons being given a demonstration at Briston's.
  14. Here are some of the highlights of recent updates. 1. The balloons have been given dirigible features thanks to Oakraven. This provides a context to their propulsion. 2. A new 'Chuckwagon Dinner Bell Challenge' was added to the gun belt on player load out (found in creative menu for existing Worlds/Saves) and an accompanying small Quest. Placing the Bell with Catfish smeared around it will attract Scouts and in turn her friends. 3. Multiple small patches here and there for clearer wording, POI fixes, and icon updates.
  15. This part of the Mod was kindly shared by Laz Man. While it has been customised to match the Wild West Mod, the overall concept is staying as close to the original as possible. It sounds like the random placement of the Quest Marker was not very helpful on that occasion. That's unfortunate, but the original creator understood that such things may happen from time to time and ensured this Challenge would be accessible again from Notes found in Loot. The same issue can happen with the Gunslinger Challenge if the spawn happens on a Mountain/Hillside. They can spawn inside the Mountain/Hillside and disappear for good. A safeguard was added to ensure they also spawn in the Wasteland to allow this Challenge to be completed. Feel free to share such requests/feedback directly at the Tallman Brad Gameplay Community as these topics have been discussed and this thread is primarily for sharing updates. It's not really my place to comment on direct suggestions as it's a group decision. https://discord.com/invite/vc2XmnNWB8
  16. Some feedback on your useful observations and feedback. - Silencer The silencer is found in loot. The production date is too borderline for recipes, but finding a 'prototype' was considered acceptable. - Writeable Storage Crate. Made of wood and weak against acid and Score fire mod. Wild West version has the iron ingot requirement and is made of metal and strong against such attacks. This explains the recipe differentiation. - Domesticated chickens are part of Oakraven's Collection and have their recipes, even though they are currently very limited. Feedback is best added to the Oakraven Forest Collection thread on this incorporated mod. - Horses cannot be tamed in the New Frontier World and the patch effectively removes the taming capabilities with Note features removed for players using RWG and following best practice guide notes. Best to post in Telrics's thread about the horse taming in the Telric's horses thread as it is used without any changes to the core files for players who would like to experience everything it has to offer. Thank you for the constructive feedback and I hope the responses addressed them to some extent.
  17. Yep, those mods look painless and nothing seems to change the birds' nest. In the 1-WildWestMod loot.xml the probably of receiveing chicks can be increased in this area: <lootgroup name="groupBirdNest02" count="1,2"> <item name="foodEgg" loot_prob_template="medLow"/> <item name="resourceFeather" count="1,5" loot_prob_template="high"/> <item name="CaughtChick" loot_prob_template="veryLow"/> </lootgroup> Changing CaughtChick from veryLow to high will at least let you see if they are set up to appear. The Tallman Brad Gaming Community Discord is here. They'll appreciate the images for sure.
  18. Can you confirm there are no other mods in the background, and if so what they are? This has not been reported yet for the Wild West Mod, the Oakraven Forest Collection/Modpack, or other modpacks that bundled it in. The Chicken Coops mod was released over a year ago and has been very consistent. That is a Homestead if I ever saw one. Can I share this image in the Tallman Brad Gameplay Discord? It will inspire others to complete the Homestead Challenge and then continue onward.
  19. It is always possible. It was an early decision by the Tallman Brad Gaming Community to go with just Hugh and Joel, but Rekt does also make a showing. The POI do include custom assets that will prevent them from being use. However, there are a fair number which originally come from the Old West Migration Mod and were customised for the Wild West Mod. These add Old West POIs for Vanilla game play. It is possible that this will give you that extra variety you are looking for.
  20. The Moddb version is the stable one. The Github version is often slightly different with bug patches, updates, and rebalance testing before it's added to stable. Up to now there haven't been any reports about rendering issues. There are occasions where there is a small delay, and this is when one of the UMA entities (like the Snufkin zombies types) are spawning in. The only time I've noticed any consistent staggering state is when I'm riding the T2 horse with the speed increasing sugar cubes mod through a new town where the chunk has never been visited. In SP this hasn't happened but it can be noticable on a dedicated server and generally the network trying to synchronise everything and catch up. It's hard to diagnose what is happening in your own instance without understanding if it's related to being near a specific POI, area of the World, or certain entity spawning. We'll just have to keep monitoring comments and look for any commonality.
  21. Here is a small update for both the Github and Moddb versions. Players will see a small quest challenge note on their toolbelt as they spawn into the game. If accepted, it will ask the player to complete 10 activities split into 3 connected parts. The parts and number of stages per part are listed below. Homestead Challenge. A series of 10 stages split into 3 parts: - Pt. 1 - Home is where the hearth is (Cabin crafting in 3 stages) - Pt. 2 - From tiny seeds (Farm crafting in 4 stages) - Pt. 3 - Hay neigh hay (Stable crafting in 3 stages) The end result fills a small homestead with some unique Wild West Mod features and acts as a mini tutorial to accustom player to the new environment. These images show what can be achieved based on the instructions and rewards. It will allow players to settle into the first landing areas on the New Frontier World before venturing to more resourceful areas.
  22. Oakraven's mods are very awesome, and being used in a number of overhauls. They are being used in Age of Oblivion, Not Medieval Mod, and the Wild West Mod that I know of. They are also being used in the Oakraven Forest Modpack which contains much of the Collection as well as a lot more. This Collection was not made to support any other mod or overhaul. Some creators have made them support their mod or overhaul and they are given permission to do that. They cannot be made to support Apocalypse Now without the permission and support of the Apocalypse Now creators.
  23. Just sharing a YouTube vid for players who prefer to get an idea of what they're getting into, along with installation instruction. It was created by Tallman Brad and shows a play through with 3 of the developers. A small update for the Github Version for now as it is experimental: 1. Fish Trap The Fish Trap is unlocked with Living off the Land Skill 1 and allows players to craft a Fish Trap. It can be placed anywhere, but requires bait. The bait can only be added if a player is very wet. Being submerged in water up to the waist is the optimal method for this. Getting wet triggers a player buff which allows the bait to be added. The Trap goes through a sequence of Empty Fish Trap > Baited Fish Trap > Lootable Fish Trap. Once the cycle is completed, it requires baiting again. The Lootable Fish Trap contains a variety of items including Crawfish, Okra, Pinto Beans, Leather Boots ^^, and other goodies.
  24. Thank you for sharing! Can you also share the terms of usage for overhaul creators who are looking to integrate it, and what customisation is acceptable? For example, setting the year to something different. This is with the Wild West Mod in mind.
  25. Summary: (a short description of the bug) Corn Meal appears to be hooked up to introduce -3 water debuff. It is not functional. Game Version: (A20.6) Platform: (Steam) OS/Version: (Windows) CPU Model: N/A System Memory: N/A GPU Model and VRAM: N/A Screen Resolution: N/A Video Settings: N/A Game mode: N/A Did you wipe old saves? N/A Did you start a new game? N/A Did you validate your files? N/A Are you using any mods? N/A EAC on or off? N/A Status: NEW Bug Description: Eating dry Corn Meal, not that it is recommended ^^, has no water debuff. Detailed steps to reproduce the bug: 1) Eat Corn Meal Actual result: (description of what is occurring) No results. Expected result: (what you expect to occur) The current Corn Meal effect <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="-3"/> is typically <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyStats" stat="water" operation="add" value="-3"/> <display_value name="$waterAmountAdd" value="-3"/> in instances where this is functional for items such as foodCharredMeat.
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