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arramus

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Everything posted by arramus

  1. We shall see if TFP implement this into A21. There is some xml code which gives the Drone guard attack features. We didn't really want to start adding things like that to it before TFP do.
  2. Creating a world using the in-game RWG will allow parameters to be set for Biome percentages, flat amount, mountain amount, and hill amount. This can then be uploaded directly to the Data / Worlds folder and assigned in the serverconfig folder. 'Repainting' the biomes.png in the World you create will allow you to assign western towns to a certain Biome. It's outside the scope of this thread though. Instructions on how to do this can be shared in the Tallman Brad Gaming Community as that is something they specialise in. https://discord.gg/vc2XmnNWB8
  3. @kinsem Nepharyel suggested simply renaming the folder with ZZ in front was sufficient.
  4. Hello kinsem. There is no plan to release a compatibility patch because SMXui prefers not to support patches at this time. Renaming Oakraven Mods with ZZ at the front has helped some users to allow Oakraven content to load after SMX and ZMXuiCP since it will allow them to load last.
  5. Here is a small update that adds an additional POI: Bank 01 (A T3 Quest POI hooked up for Fetch, Clear, and Restore Power) It is a more challenging POI with some stronger type entities but the rewards are also worth the effort. It is a strip type POI at 25 x 50 and uses both ground level and underground to route players to the end loot. There are plenty of keys to unlock to keep in context with the Bank style location. Here it spawned across from the Sheriff and next to the Gold store. ^^
  6. Hello, welcome, and thank you. As you are really new at this, here is a common way of sharing mods, or edits to another creators' sharings. 1. Make the amendments and ensure it fully checks out. 2. Contact the original creator(s) and check for permissions on sharing in public. There are certain assets and features that are made a certain way to match the creator's concept or to balance alongside existing assets and veering from that may upset the balance. 3. If permission is granted, share in the knowledge that the creator is good with everything and that there may be other players who will find value in it. It's not really good courtesy to accept removing only if a complaint is made. This puts it into the league of something like a .gif trawling website that take anything they can as their own, and ask the creators to contact them if they do not approve.
  7. Pushed a small update to both versions. There was 1 missing decorative Prefab which has been added to the Prefabs folder and all is resolved. It was not critical but would show a warning. It was also an opportunity to add Zipcore to the Credits for MapToolz as it was a very helpful tool in the creation of 'New Frontier' world. Someone asked where 'New Frontier' world was located, and if their friends would need to download it. 'New Frontier' world is already bundled into the Wild West Mod and located in the 1-WildWestMod / Prefabs / CustomWorldPOIs folder. In Single Player games, it will appear in the world choice area just like Navezgane. Servers will typically add it in their own Worlds area and often push it to players as well.
  8. I've seen you've been very active with a great variety of mods on the forum, and give decent feedback where it's needed. The bulk of the 7D2D dynamics are there, but what has been removed has been replaced with alternatives which keep a nice balance and bring in a different layer of game-play. I think you'll find some fun in the Wild West Mod.
  9. Here are two download links for the Wild West Mod - 7 Days in the Wild West Select the link which matches your preference. 1. Moddb Version (Stable and will only change periodically for updates or critical fixes) https://www.moddb.com/games/7-days-to-die/downloads/wildwestmod (A21) version can be found here. https://community.7daystodie.com/topic/34328-a21-wild-west-mod/ 2. Github Version (Development build and will change more often for testing purposes) https://github.com/Tallman-Brad/Wild-West-Mod Click on the green Code tab and select Download Zip. For Github Desktop users, there is an option to synch. Posts to this thread will typically just be updates because the Developers do not frequent this forum. Please ask questions, share bugs, or offer feedback directly at the Tallman Brad Gameplay Community. This community also has a channel to find a 'posse' to party up with. https://discord.com/invite/vc2XmnNWB8 And here is an optional Mod Oak's Wild West Mod Guards (with just the guard feature) customised from the Oak's Pets and Guards Mod. These can be found in Balloon Drops and at the Traders. This additional Mod can be downloaded here. https://github.com/arramus/Oaks-Wild-West-Mod-Guards --------------------------------------------------------------- ABOUT The Wild West Mod rolls back time to around the Mid 19th Century 'Wild West America' (+/- 20 years). It attempts to remove features which are not time appropriate and introduce additional features to expand and complement the overall experience. A few examples include: - Only the 'Old West' type tiling system will appear when using the RWG, with age appropriate POIs. - Asphalt has been replaced with gravel throughout the whole world. - Car assets have been overwritten with wagons. This continues to allow wrenching. - Some items have been renamed such as electrics to connectors and given an appropriate icon. - Weapons have been rolled back with customization, and a return of the Hunting Rifle from earlier 7D2D builds. - Age appropriate food items. - Custom lighting, traps, vending machines, and other features. - Hooked up for Telrics Horses, and an Oakraven Steam Horse. The Mod Pack is bundled with both a Guide, with a more detailed overview, and a Custom World called 'New Frontier' that began as a totally flat RWG, just to add in the Old West tiling system. It was then built up with valleys, mountain ranges, an extinct looking volcanic crater, a populated river, and all the POIs the Wild West could ever want. Here are a few images to show some of the highlights. A multitude of custom POIs to Quest Treasures Transportation (shared by Oakraven) And Telric Revolvers Tomahawks (and A19 sustainable farming) There are a lot more surprises to be found inside and that's enough spoilers for now. CREDITS Individual assets and know-how are provided by (From Z - A): Zipcore - MapToolz to assist with custom world creation. Zeebark - Multiple custom POI submissions. Telric - Kind permission to update Telrics Horses to A20 and add a patch to match the Wild West Mod features. Tallman Brad - Created and administered a hub for the concept to come alive, game direction planning, developing xml, POI, and the New Frontier Custom World. Syco54645 - A19 Farming For A20. Brings back seedlings upon harvesting to replace the A20 system of non sustainable negative returns. Stallionsden - Assisted with community relations, technical advice on a number of topics, and submitted a Ranch POI. sphereii - SphereII Legacy Distant Terrain to remove Asphalt in RWG Worlds. Oakraven - Wild West Lighting, replacement blocks, balloons, weapons, storage, and an absolute abundance more in all capacities. Always goes far and beyond to assist overhaul type Mods. MPLogue - Custom POI submissions, game direction planning, and additional custom block integration. Mistress Medusa - Custom POI submissions, game direction planning, assessment and evaluation, quality control support, and general consultation at every stage. Magejosh - Kindly did the NMM mod groundwork template support with environmental features that crossed over to the Wild West Mod. LazMan - Eliminate the Horde Mod with Wild West updates. KhaineGB - Kind use of lockable and expanded inventory mod. JaxTeller718 - Expanded Wandering Hordes. Haidr'Gna - Invisible Dye mod to assist with hiding inappropriate armor. Guppycur - Provided a hub for development and sharing, the Guppy Vulture, as well as technical know-how where appropriate. Darkstardragon - Template support with expansion features, and quality control consultation. closer_ex - Random Main Menu Background. Chaz916Gaming - Old West POI pack. bdubyah - Template code advice and support. arramus - Assisted with xml compilation, mod integration, and general support for returning close to the mid 19th Century. And anyone else who has chipped in with advice and support.
  10. The Junk Sledge is a combination of item for the handheld version and Entity when it is placed. The model/meshfile could potentially be added to a custom block. Its function is limited to Class. Good to post this in the general modding requests/discussion area as it is outside the scope of this mod.
  11. https://www.youtube.com/@TomGirlGamer/streams TomGirlGamer has streamed 12 or so live streams showing different aspects of The Wasteland over the year and they add up to make a somewhat comprehensive overview of the main features and highlights. It is certainly not complete, but The Wasteland is revisited time and again. You'll see some regulars in the forum getting involved in the chat or even in game. https://www.youtube.com/@takayan_kai/streams Takayan did about 15 streams about 6 months ago. His streams rotate between mods and he did a similar number when the Wasteland was first released and then revisited with the update. Not in English, though. Fun to watch his gaming buddy repeatedly save him from difficult situations. There are plenty of one off streams, but these streamers are more noticable for sticking with it.
  12. 1-OakModpack\Config\XUi\windows.xml Here is an update for the Oakraven Forest Modpack. 1. 0-Score has been updated to 20.6.381.1359 2. 0-XNPCCore has been updated to 20.6.01.03 3. Automobile Workshop In addition to the custom Snufkin type vehicles that can be made on the Workbench, there is now an 'Automobile Workshop' with a selection of custom vehicles. This can be unlocked in Skill 1 of Grease Monkey. The custom vehicles are truck/4x4 type vehicles and their parts unlock at Skill 4 of Grease Monkey. They are not hooked up to schematics/loot as A21 is going to make some changes to how things work. They will be updated to match A21 format soon after that is released. There are 5 new custom vehicles to choose from. 4 are 'civil service' type vehicles and 1 is a classic type of steam powered 'Steam Horse'. img]https://i.imgur.com/dAe4Np1.jpg[/img
  13. An interesting concept. There are a number of things we can change using xml because the code provides that flexibility to toggle changes. There are also a number of things that are hardcoded, that may not always be possible to change with xml because they do not have flexibility or are only hooked up in a certain specific usage format. You would like to: a) Add a vehicle storage capacity mod that increases storage capacity in a similar way the Drone Cargo Mod functions. b) Increase the number of slots or columns/rows by a set amount. In that case +2 slots or doubling depending on how the base_add functions. c) And naturally, upon removal it would restore the vehicle back to its original base value. Consider the drone which shows as the template to model your own idea. Its entity has roboticDrone as the LootListAlive. A comment next to it suggests <!-- used to determine container X/Y size -->. This is a pretty unique comment from as far as I can see. It gives the impression of a special feature for special use scenarios. The modifier tags of modifier_tags="droneStorage" are also very unique to their purpose. From what I've experienced, these tags are hardcoded features that are not flexible and need to be hooked into. It means they perform a highly specific task and modifier_tags="seat" will hook up to vehicles.xml whereas modifier_tags="droneStorage" hooks up to LootListAlive and in turn roboticDrone for the loot.xml. The modRoboticDroneCargoMod doesn't show us any passive effect but something is certainly hardcoded in the background. It is not apparent for this class of mod. It increases capacity from 8,2 to 8,3. If this is hardcoded, then there is always the possibility of using the roboticDrone as the LootListAlive for the vehicles you would like to benefit from it. You could always amend the size of that loot container. However, it would be a one size fits all change the drone and anything else that takes the drone's loot container. And it would require testing to see if it's hardcoded to add 1 extra row or a 0.5 increase to base size. For the 4x4 9,9 this would be challenging due to limitations. For something like the bicyle, it would be enough just to switch to the drone's loot list as it would increase base capacity and allow more if it was hooked up to receive the drone Storage Mod. For other vehicles there would be a lot of juggling. Another pair of eyes to see if there is anything showing how the extra row is applied, and if there is a generic cvar/tag hooked up to allow it beyond the drone, would be helpful. This is an very interesting concept for a Mod and may well require a Harmony patch from coders who can understand the workings of this mod class in better detail. The Guppy's Mod Discord is the place where that level of discussion often takes place.
  14. This can occur with any entity and has been reported as a potential bug. It is more prevalent with entities that cause high rates in a short space of time. It has been seen in a number of mods where this is a feature.
  15. An additional set of slider options for town types, like we have for biome percentages, would be helpful to give that option directly built into the game's RWG. Just before A20 was released a few other RWG options were discussed and I hope they make it into A21.
  16. The Fox, and a lot of the NPC Mod helpers have a bit of an issue with teleporting from time to time. It seems the Fox sees it the most. It has been reported to the creators of the NPC Mod and they are looking at ways to stop it happening. It is possible to find a 'new' Buster again as the Trader supplies them. Once the NPC Mod team share a fix for this issue it will be updated. It could be totally removed as it is not helpful to have a helper dies this way but some players have requested the Fox to stay. The trader sells a small item with a Fox item in the secret stash. It acts like a Fox Quest and a new one will appear to be hired again. It will undoubtedly fall again but that's the way it is until it can be patched.
  17. The Server Tools Discord is very responsive. This area is more for Mod development and not really Mod support. You may get a quicker response and more details assistance here. https://discord.gg/ZsZdy4xC
  18. The Wasteland area uses some custom textures. These need to be installed in the Mods folder in the main game directory and not the appdata Mods folder. If the mod is installed in the main game directory folder, then you will see some custom textures on the ground in the Wasteland. However, it is not all grey with pink shadows. I have not seen that before and it has not been reported. The player log file can sometimes show if there are errors when you load. I hope you can find a way to share that.
  19. The disappearing hired NPC issue still stands. It appears to be linked to chunk loading/unloading where the NPC is potentially falling under the World. They are either totally disappearing for good with all hire status removed or get trapped in the chunk to reappear at a later date. The hire status can remain or be removed in that instance. This is a Vanilla thing. The traders also appear to have this issue, but have a safeguard in place to respawn them. This shows up in the server log periodically. There has been much testing and attempts to find a workaround. Attempts come and go in phases depending on what other priorities exist. In fact, there is some testing going on right now that considers the trader safeguard. If anything comes of it, it'll naturally be pushed to the community as this has been a long standing issue from the outset.
  20. It seems the image has not attached to the forum in a way that lets it be shown.
  21. A few updates: Army Truck. This vehicle has a chance to spawn randomly in certain areas and will act as a spawn portal for army types. Once the spawned entities are taken care of, the vehicle can be 'unlocked' and looted. The same system applies for an Ambulance. The interface has a few new icons for hunger, thirst, etc. There is also a new tree out in the desert. Coconuts! The first axe attempt will harvest coconuts. The second axe attempt will destroy the tree. Leaving the tree after the first harvest will allow it to grow back to a lootable version. Coconut Milk for decent hydration.
  22. These animals are split into two systems; free roaming kinds which do not breed, and a Chicken Coop and Rabbit Trap kind. The Chicken Coop kind can produce new chickens which can be placed. New rabbits can be caught. That is as sophisticated as it gets. WareZUK's Farm Husbandry Mod or Farm additions to Age of Oblivion Mod may have what you're looking for. https://7daystodiemods.com/war3zuk-farmlife-v3-enhanced/
  23. Pushed the second/final update: This updates includes some spawning Portals for a Spider's Nest and beast Portal. They appear at all times in the Wasteland but only at night in the Pine Forest. These portals will spawn spiders and mutants as the player gets closer to them. The portals can be unlocked by damaging them. They can then be looted. Once looted, they can be harvested to extract Spider Web or left to respawn and reloot over time. They will continue to spawn in different places over time and destroying them will not stop them appearing again. There is also a flying spider out there somewhere. ^^
  24. Pushed a first update for the Oakraven Forest Modpack: - Starter Chest Quest Players spawn into a new World with a key box card. All starter quests have been removed and players can head straight to the trader. The trader will reward the player with a Starter Chest of their choice, a little XP, and 4 Skill Points. There are currently 5 chest classes to choose from; Builder, Scavenger, Doctor, Army (Soldier), and Hunter. Once selected and taken, the player will receive their 4 Skill Points. Place your chest on the ground and right action with the Key Card to unlock. The chest will contain your class starter equipment. Destroy the chest and it will be added back to your inventory as a Secure Lockable Chest that acts like your Wooden Chest. However, if you totally destroy it, first by breaking to insecure, and then destroying, it will be placed in your inventory again to use elsewhere. Naturally, it needs to be emptied first.
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