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arramus

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Posts posted by arramus

  1. 2 hours ago, Ganeshakw said:

    Which mods has these 5 Trader POIs and Trader below another Trader ? Never heard or seen anything like this. Seen 4 Trader Pois though. 

    This Modpack does have a 5 Trader POI and there are 2 on the sample World. They are very far apart though and do not cross over other traders or POIs.

     

    Bring and Buy Multi Trader. The gain is 5 traders at once and the trade off is they are out in the Wilderness somewhere and need to be found. There are a limited number of quest POIs close by as well. Not too bad in the Whirly Bird or for some servers using teleport features.

    KN6vTqa.jpg

     

    A small push for the Modpack.

    Added a 42 x 42 POI for the Old West. The Buck's Den is themed on a Fall Out 76 POI and was made primarily for the Wasteland Mod since it contains Fall Out type assets.

    This version is part of the Old West Migration Mod which is bundled into the Modpack. The sample World has also been updated and this image shows it has spawned in the updated World.

    srxKNdF.jpg

     

    In addition, Score received an update. This update was also for the Wasteland Mod which now contains a working clock but was pushed for all Score users.

  2. Here's an update for the mod:

     

    - The Buck's Den

    This is a 42 x 42 T2 POI covering all quest types. There are two tiles in the mod which accept 42 x 42 and this brings in a 3rd POI of this size to keep them mixed up in each town. It is a replication of a Fall Out 76 POI which is built into one of the quest compounds. The whole compound is quite large and built on a slope in the hillside and not really appropriate for this mod. The Buck's Den makes for a decent T2.

     

    It was made primarily for The Wasteland Mod as it contains assets which are better suited but also fits with the theme of the Old West even with purely 7D2D default assets.

    Y7j2PsA.jpg

  3. There are the regular 5 trader POIs with the custom traders. Each trader has 1 trader and these ones are placed on town 'gateway' tiles. These ones do not overlap.

    There is 1 multi trader that is placed in the Wilderness. These are not overlapping on the sample world.

    Maybe sharing an image and explaining if any other mods have been added will help understand what is happening.

  4. On 1/3/2022 at 7:22 AM, magejosh said:

    Sorry i solved this conflict with NPCmod last night and forgot to share. 

    Anyone using both needs to open the utilityai.xml and change the line 3 i believe it is which i have commented out here to the uncommented version. The name had a one character change which causes this mod to fail to load this utilityai.xml file.

     

    
    	<!-- mjedit to harmonize with NPCmod -->
    	<!-- <insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='Zombie_Dumb']" > -->
    	<insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='Zombie Dumb']" >

     

    @MandyCMoore This solves the conflict with using the NPCMod and Oak's Pet Animals and Guards at the same time.

  5. 59 minutes ago, tyabu6789 said:

    Thanks for your help. My first trader quest is underground in another trader's zone, and i can't do anything to complete 1st quest. im using mod's map.

    Do you mean it's a 'Buried Supplies' quest?

     

    This is a known issue that was shared with the game developers (treasure hunt) and was posted somewhere in this forum. Unfortunately, it appears to be chosen at random and this time was unlucky. That same sample mod World should give different results each time that quest is chosen. Sometimes this happens underwater and under tarmac road systems as well.

     

    If it is not a 'Buried Supplies' quest, please explain more about it.

  6. 42 minutes ago, tyabu6789 said:

    Zip file is corrupted, i can't extract it

    This is reported from time to time and I shall add about it to the first post.

    Using the GitHub Desktop Application resolves this issue for those who have reported it.

    https://desktop.github.com/

    Since it is updated quite frequently at the moment, it hasn't been added elsewhere because it is quite a large upload and takes time.

    GitHub allows just the changed files to be uploaded and is pretty much instant.

  7. The 'magic' school bus was added back in upon request and given some extended seating for up to 9 players.
    It was originally left out of the A20 server vehicles update because of the Unity model error warning that players receive when attempting to place it.

     

    This is something you also noticed and posted about recently to see if it was possible to remove that warning. It was to avoid this concern that it was not originally added either. Adding another vehicle with this warning\error has the potential to exacerbate this issue on dedicated servers and take away processing services to deal with this every time a player uses it.

  8. 1 hour ago, MandyCMoore said:

    @xyth@sphereii@Darkstardragon@arramus@GanTheGrey@khzmusik@stallionsden May I have permission to use your NPCs/mods in a pack I am working on? I originally put it together for myself & my husband, but people who have been watching us play it have been asking for it so thought I would tweak it a little, add a list to credit everyone properly, & put it out. It will be called CMS World Restoration, & the whole point is to restore the world, build settlements, & add back in some of the best parts of A16. I just want everyone's permission before I include their work in it. Thanks!

    For the NPC Mod, the limited things I have submitted were dependent on another creators' additions. Feel free to include in a modpack.

  9. 11 hours ago, MandyCMoore said:

    Hi, guys! looking for some advice. Been playing with this mod for a few years now, & I used to be able to edit certain aspects of the NPCs, but now, whenever I try to edit what they accept for hire, the game throws errors & the mod won't work. For example, I want to change some to accept boiled eggs & others to accept grilled meat, but it causes issues when I try. Wondering what I am doing wrong. Will appreciate any & all tips to try. Thanks!

    Please share what property you have added that is being rejected.

     

    In the NMM mod, Darkstardragon wanted some of the special characters to be hired using custom weapons/items and used:

     

    <property name="HireCurrency" value="SkullSword" />
    <property name="HireCost" value="1" />

     

    These match the item in the mod and hiring is successful with that Skull Sword.

  10. A small update from the Old West Migration Mod being added to the Oakraven Forest Modpack:

     

    A T2 clear, fetch, and restore power POI with another Duke faction theme. The sample World has also been updated to reflect the change.

    1bHJ9MM.jpg

  11. Another small push for the Old West Migration Mod:

     

    - T2 POI 42 x 42 - Duke Power

    This POI supports clear, fetch, and restore power. It has more generators than usual and serves the Town in place of traditional power stations that bring power from a distant location. It is another one of the Duke 'enterprises' and further strengthens this factions grip on 'power'.

    1bHJ9MM.jpg

  12. 2 hours ago, a_jp said:

    Details are unknown, but please report.

    There was no Kadota before,

    Last night, when I set it to multiserver,
    other mods
    (Edited just because I want other people's MOD)
    do you compete with

    Admin player data and
    A user property at a specific point
    disappear.
    ・Administrator privileges are maintained
    ・Unknown because other players are not in


    No matter how many times you do it, it will disappear,
    If there are no similar cases
    Doesn't need to be analyzed.

    A16

    The translation has possibly lost some details...

     

    However, 'Kadota' is the intransitive verb for 'to disappear' or 'be lost' and is possibly the main feature of this message.

     

    It is a known issue that player save data can corrupt from time to time and keeping regular save data backups to replace the corrupted data is an essential task for Server Admin on community servers.

     

    Admin privileges are governed in the serveradmin.xml are separate from the save game files which contain player saves.
    Admin and Player saves can all be corrupted from time to time.

     

    This can happen on any server and does not appear to be specific to any one mod or combination of mods.

  13. On 10/4/2022 at 5:56 PM, Ganeshakw said:

    I think, Athena being a queen, we should make some difference here. Like Banshee and Banshee Queen has different screams and effects. Also, the entities she attracts when screaming and some powers to her. I am not a modder so obviously its on the experts if they wishes to make it happen. (Sorry) 😇

    https://github.com/arramus/QueenAthena

     

    She's been added to the Screamer group as well as being able to spawn during a Horde Night and possibly in the Wasteland if players are also using the Snufkins because the Demolisher also appears there.

    She will appear along with or in place of the regular screamer and is able to attract other entities while screaming.

    There are no other screams to choose from in the regular game and as she is Server Side only, that is a limitation.
    However, her scream and sound pitch has increased to be closer to the one in the movie. The only way to give her a different scream is custom audio.

  14. 2 hours ago, Dulciphi said:

    Apologies that I haven't looked everywhere for a donate link yet. I want to get back to the game. I'm really liking it, though, so where can I donate?

    Welcome back.

     

    Mmmm, Oakraven has never shared any intention for accepting donations, and unless he personally replies, enjoy it for what it is.
    If you ever find any bugs or want to share feedback about any features that aren't quite working out then that's all good as well as it helps keeps it all as issue free as possible.

  15. Pushed a new POI for the Old West Migration Modlet:

     

    Duke Patrol is a T3 for Clear, Fetch + Power Restore.

    This brings T3 choices to 6 for the Old West and each new addition reduces quest choice duplication.

    There is very little damage in this POI on the premise that it was established after Z day and acts as the local faction in control.
    It is well stocked inside to reflect their access to resources. It also has a high zombie count and covers quite a large area as each floor is split into separate areas and it goes up 4 storeys. A bit of Duke lore on this one.

    m4ZTZkc.jpg

  16. 2 hours ago, Evil_Geoff said:

    Unless you are playing A19.5 or earlier it wouldn't work anyway.  This mod (and others by Snufkin) have been abandoned and are no longer being updated.  @arramus has been kind enough to maintain and update some of the mods he had access to before Snufkin went MIA, but I don't think this was one of them.

    Correct on that. I no longer have a copy of the last version but did test it for A20. The main issue was a reworking of the Xui xml more than anything and it wasn't to be. I put in a request for access to the files but the hiatus continues for this Alpha.

  17. Pushed a small update:

     

    - T3 Woodpecker POI for the Old West area.

    It is a timber/carpentry/construction POI on a 25 x 25 area. It has a high density of Z's and will offer a challenge. Not one for low GS on higher levels. ^^
    The sample World has also been updated to match.

    YBl0mTf.jpg

  18. A small update.

     

    - Woodpecker (25 x 25 Clear & Fetch T3)

    This POI makes the most of the small area and has a high density of Z's. As the name suggests, it is a timber merchant/carpentry/construction store.

    YBl0mTf.jpg

  19. 7 hours ago, paul cornwall said:

    because u added guppys burnt vulture into this modpack i cant use guppys fire mod as the burnt vultures in that mod so it conflicts 

    Guppy is away for a while. Apart from removing all references to one of the guppyVultures, the conflict will remain for the foreseeable future. Easier to remove it from this Modpack as it's only in the entityclasses (guppyVultureBurnt), entitygroups (guppyVultureBurnt), items (meleeHandgupBurntVulture), and resources folder (a20burntvulture.unity3d).

  20. Pushed a small update:

     

    - New corner_02 tile for the Old West area. This removes a 42 x 42 and replaces it will a 25 x 25 POI to avoid over duplication since there are only 2 POIs for 42 x 42 and the Old West Town has grown a little.

    - New sample RWG which contains 2 x corner and 2 x corner_02.
    - A small update for 3 POIs (1 needed fetch bags on GFV, although it would still complete by default without - additional deco for the Crater Field - small water source on the School since corner tile water source may not always be available with corner_02 as a periodic replacement)

  21. 37 minutes ago, paul cornwall said:

    because u added guppys burnt vulture into this modpack i cant use guppys fire mod as the burnt vultures in that mod so it conflicts 

    Name changing is not sufficient because the entity is bundled within a resource asset which remains identical even with the base resource name change.

    It will require some deeper intervention. I shall see if guppy is willing to split the vulture from the fire mod as a stand alone asset or make a specific version for this Modpack.

  22. 16 minutes ago, paul cornwall said:

    because u added guppys burnt vulture into this modpack i cant use guppys fire mod as the burnt vultures in that mod so it conflicts 

    Avoiding the conflict will potentially require some renaming of the assets. Sticking Oak at the end of every guppy vulture reference should suffice and fortunately there are not too many of them. This is going to remain an issue for the future and I'll start tinkering as there'll be a Mama guppy vulture in there soon enough.

  23. 6 hours ago, Rave_gaming_jj said:

    Where can we find the update??

     

    The very first post has a list of all of the mods and direct links to their storage location on Moddb. Existing content uses the same link even if it is updated because Moddb maintain the links. This particular mod remains in the Moddb list here:

  24. 2 hours ago, Ganeshakw said:

    @arramus You said you have watched the trailor. Have you noticed the beasts ? The pack is really looks more dangerous  than the alpha Zs. 😀

    I saw one of the beasts biting into a man's head towards the end. Yes, they are Alpha beasts.

    Queen Athena has the Screamer scream but she doesn't have the effect. It is also possible to add her into the Screamer group so her scream calls in other entities just like her scream in the movie can attract other Alpha Z's and beasts to battle.

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