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arramus

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Everything posted by arramus

  1. Here is an additional Mod for the Oakraven Collection and a workstation from A20 that was requested. https://www.moddb.com/mods/oakraven-forest-collection/downloads/a21-oakraven-cement-mixer Oakraven Cement Mixer The Oakraven Cement Mixer unlocks at crafting skill level 40 for Workstations, following the regular T3 Cement Mixer at level 30. It expands on a regular Cement Mixer by mixing Stacks of 1000 Concrete Mix for 30% less resources than single units. It also mixes in 30% less time. The Output area is also expanded to allow it to be used as a storage container. Thank you to Oakraven for sharing a custom workstation with a balanced gain for a later unlock level.
  2. This is an additional optional mod for Preppocalypse. 1. Fast Forge Fill And Empty A request to remove the need to smelt resources and fill the forge was suggested. This reduces the speed of filling the forge since resources are taken from inventory instead of directly from the forge. It also removes the need to empty the forge should a time come to relocate and bring workstations with you. This is possible by removing all forge smelt recipe items and replacing them with their best alternative. However, there are two issues with this: a) There is a ratio on some units such as resourceClayLump is 1:5 ratio with unit_clay and resourceCrushedSand is 1:4 ratio with unit_glass. Scaling the replacement recipes to be proportional requires a lot of juggling values. b) Replacing the recipes no longer allows them to benefit from the passive_effect from increasing skill in Intelligence > Advanced Engineering. Juggling new proportional would no longer allow such passive_effect benefits to be offered. This is an issue we sometimes see in custom food mods that have very low values that cannot receive the passive_effect. An alternative to this is go directly to the source which is the values for unit_clay, unit_glass, unit_stone, unit_brass, unit_iron, and unit_lead. This optional mod provides 2 features to address the need to empty the forge quickly and reduce the time it takes to fill the forge which a no smelt mod will address. Adding base materials for clay, sand, stone, brass, and scrap iron to the forge will be smelted quickly. In addition, they will be able to be removed very very quickly. This may not be exactly what was suggested but adding the no smelt format will bring its own set of issues which will be commented on in the future and cannot be addressed due to resource:unit ratios. Emptying the forge will sound like the ringing of a fire alarm bell, and it is easy to further amend the timings in the mod as the process is based on simple core values. This has been added to the optional mods in the opening post. A no smelt forge causes issues with Advanced Engineering Skill Perk for recipe amounts. An alternative optional mod has been added to the optional mods in the opening post that allows the forge to be emptied very very quickly and also filled quicker using base resources. Adding a no smelt forge will cause posts in the future about losing Advanced Engineering Skill Perk benefits and replacement recipes cannot gain the benefit since the values are too low to begin with. https://github.com/arramus/A21-Preppocalypse-Optional-Mods
  3. I have not considered making it a permanent built in feature. I shall add it as optional mod just as with the 96 slot inventory, and always open trader which are linked to in the opening post.
  4. Ah... the burnt zombie wearing a stove and 'fondly' referred to as Crispy. He is pretty much a boss type zombie and can certainly run. Watching him run with the fire particle tailing behind him is quite something...unless you're the one being chased.
  5. Here are a couple of updates for the Coops and Hives. 1. Set crafting time added to some recipes since A21 increases some of them quite dramatically. 2. Chicken Stew recipe had 5 chicken rations as a requirement but the combined food value was less than the sum. This has been re-balanced. 3. New recipe in the Hives for Blueberry Bread Pudding. This was added to Preppocalypse to give the Old Sham Sandwich an additional purpose and couples with the Honey Comb for that Infection assistance. 4. The display for food items has been customised to allow all of the primary values to be seen. A couple of images to demonstrate. Blueberry Bread Pudding with all of its beneficial values displayed, and an icon to reflect the majority of the ingredients. Honey Pumpkin Pie and other recipes that use less complex ingredients have a set recipe time of 60 - 90 seconds which will also benefit from cooking skill time reduction. This should have ironed out any A21 requirements and brings that 'homestead' bread pudding into the mix with an ingredient that has limited scope.
  6. Thank you, and regards to Nocloud4u for making the Patches. Individual links to the Patches have been added in the first post for the 4 mods that required them.
  7. The Wasteland Mod basically overhauls the whole Progression system and there will be some compatibility issues attempting to use Oakraven Collection Mods in The Wasteland. Using the Oakraven Collection Mods without any other overhauls or UI Mods has not shown any issues with crafting, and is how the Collection was intended to be used. It really depends on what mods are installed alongside the Oakraven Collection.
  8. Here's a small update for Preppocalypse: 1. Boss Fragger and Scorcher The regular Fragger and Scorcher are joined by a boss version with more health, damage resistance, additional damage, and a few cosmetic changes to distinguish. They will appear in the Wasteland and Burnt to replace the 'regular' kind from Day 1. They will also replace the regular kind for Horde Night at the same stage the Demolisher appears and from GS 100 in the boss POIs. They will offer a greater challenge, but also provide a guaranteed loot bag.
  9. That's correct. SMX uses its very own specific xui/ruleset for workstation window_group. An example for the Cooking Stations Mod where: Default <window_group name="workstation_OaksCooker" controller="XUiC_WorkstationWindowGroup" open_backpack_on_open="true" close_compass_on_open="true"> <window name="windowCraftingList"/> <window name="craftingInfoPanel"/> <window name="windowCraftingQueue"/> <window name="windowToolsCampfire" /> <window name="windowFuel" /> <window name="windowOutputBig" /> <window name="windowNonPagingHeader" /> </window_group> is converted to the SMX format <window_group name="workstation_OaksCooker" controller="XUiC_WorkstationWindowGroup" open_backpack_on_open="true" close_compass_on_open="true"> <window name="windowCraftingListWorkstation" /> <window name="craftingInfoPanel" /> <window name="windowOutputWorkstationFuel" /> <window name="windowCraftingQueueWorkstationFuel" /> <window name="windowFuel" /> <window name="windowToolsCampfire" /> <window name="windowNonPagingHeader" /> </window_group> by way of a post loading mod that loads after the original and removes the default with a <remove xpath="/xui/ruleset/window_group[@name='workstation_OaksCooker']"/> before applying the SMX integration update. For more information, consult with the SMX community as it's not supported by Oakraven since the Oakraven Collection is released for compatibility with the base game.
  10. The no-smelting forge mods remove the windowForgeInput in the XUi/windows.xml For Preppocalypse, it has been changed to windowThreeForgeInput as it is using Khaine's 3 slot forge. Changing it from: <remove xpath="windows/window[@name='windowForgeInput']" /> to <remove xpath="windows/window[@name='windowThreeForgeInput']" /> will remove the requirement for smelting. In addition, Preppocalypse also adds 3 of its own recipe items to the forge. Steel Nails, Fish Hooks, and Clear Bullet Proof Glass. They use base materials taken from the smelt area and will need to be removed in the same way a no-smelt mod does it, and then readded with the new recipe alternative. A no-smelt mod will show you how to do that by using its existing method as a template. If you need more assistance with that, there is an area in the forum just for that purpose here in Discussions and Requests. https://community.7daystodie.com/forum/40-discussion-and-requests/
  11. Here is an update for the Wild West Mod. 1. New Frontier 3 - Crater Upgrades With the addition of the T6 Infested Quest, and the extra challenge that brings due to a higher volume of entities, a number of POIs have received a further upgrade with hybrid zombie/zombie boss inhabitants or even pure boss inhabitants to provide a T7 feel when selecting these POIs as T5 or T6 Infested. This extra challenge addresses a common comment from players who have reached a very advanced game stage, but still want something more. These POIs will certainly provide that... Medusa's Crook-ed House. Those who have visited the Snake Pit can understand volume. This POI provides less volume but more ferocity and is a very balanced challenge for those who wish to accept it. The Crater Caverns is a subterranean mining system that shares some similarities to an existing one, but with its own expansions and customisations. It is 100% boss type entities only. There are additional POIs in the Crater offering greater challenge, as well as some decorative features to offer some landmarks and help players get their bearings. 2. Pump Action Shotgun The pump action shotgun remains a very popular weapon, and has a slightly faster reload speed to offset the loss of the auto shotty. It has been given a more aged look for immersion. Thank you to Oakraven for setting it up and bringing it to the Wild West Mod. It looks the part. 3. Decorative Item Updates There has been a continual process to replace certain items with their aged counterparts. This update replaces the modern looking sport's bags and holdalls with alternatives. 4. Entity Updates There are also a number of entities that could benefit from an update to roll back how they look. This update replaces the Biker with a 'Rider'. Multiple other zombies have seen updates such as the soldiers, hazmat entities, nurse, screamer, and cop. The combination of entities in one place, such as a Horde Night, really shows off the modern zombie replacements and adds to the immersion and Wild West theme. Thank you to Oakraven and Tallman Brad for taking on that project from concept to completion. There are still a few more to do, but it's really looking good.
  12. Migrating existing World saves, including all of the player data contained within it, has been documented as being unstable and unreliable over the Alphas. SP saves data is stored in the Saves folder while SavesLocal generally keeps all the online server data for external servers you join. It really doesn't seem you are missing anything as that's just the way it is at times. Player Saves may become corrupted or reset. One method that has been proposed, that I could use successfully when migrating server hosts, was to strip the player back down to nothing. This means placing all inventory, toolbelt, and clothing/armor items in a crate before leaving the game and starting the transfer. I could do this in A21.1 when switching to a different server location. Upon joining the new location, the player save retained past level, skills, and other progression stats.
  13. Medic Perk is a mod from Guppy Modding Community member closer_ex. closer_ex is known for supporting mods which power the overhaul mods, but this is a sophisticated stand alone, or combination mod. It can be downloaded here: https://www.nexusmods.com/7daystodie/mods/4325 About Killing Floor 2 themed medic weapons and perk skill are brought to 7 Days to Die as a mod. It is fully customized vroid compatible first person animation included. It can also be used with the NPC Mod to heal and buff your NPC helpers. Provides It provides 4 basic Medic Weapons with a Killing Floor 2 theme; namely the Pistol 101, SMG 201, Shotgun 301, and AR 401. The Medic Grenade and more will come in future updates. These weapons are fully integrated into Progression Crafting Skills and have their own Magazine to read. It is fully customized with first person arms animation with a KF2 theme. VRoid arms compatibility included, as long as your arms are well adjusted. Unlockable alternative mode for each weapon which fires medic darts to heal team mates or poison enemies. This requires a Medic Module that is installed in Medic Weapons. It can be found in loot or the traders as a Mod or Mod Schematic just as with regular Mods. It can also be given as a Quest reward. Sgt. Knox is being well cared for with Alt Fire Mode. The Feral Soldier is being poisoned with the same dart. Be careful not to shoot Neutral NPC Mod helpers that haven't been hired yet, as they'll not appreciate a dart and will turn hostile. KF2 style perk tree and Medic Perk for full immersion. The KF2 style selections for The Healer and The Survivor can be toggled without using up any Skill Points once the Medic Perk Skill reaches the required unlocked skill level. The control settings also support custom binds for the Toggle Weapon Mode to allow the Medic Guns to switch between Medic and Combat Mode as the need arises. The default key is currently set to X. This showcase video gives an introductory overview of how it all works. This image is purely a concept to show the KF2 connection. Those who know will know. ^^ Thank you to closer_ex for sharing this with the community, and for supporting so many overhauls with background mods such as the Full Auto Weapon mod that makes The Wasteland Mod weapons so much more.
  14. Here is a small update for Preppocalypse: 1. Spartan Sledge Stamina Mod This mod can be attached to the Stone Sledgehammer, Iron Sledgehammer, and Steel Sledgehammer for a 15% reduction in stamina use for primary and secondary hits. It will assist players going head to head with the Sledgehammer Tourist. It can be found in loot as a Mod or Schematic, or purchased from a Trader for a fair price. The recipe requires some Preppocalypse basics. And allows players to do more of that before needing a break to recover some stamina. This was tested on an existing server play through without issue. As always when adding new items, make a back up first just in case a roll back is necessary. The worst that can happen is one of your items will shift to something different so the risk is there. Since nothing is being removed, experience shows nothing critical will happen. Consider the risk before attempting an update.
  15. There are a few potential locations to place maps in 7 Days to Die. Here are some options for The Wasteland. 1. This appears to be the preferred location for the game developers moving forward. Users\(Your own personal user name\AppData\Roaming\7DaysToDie\GeneratedWorlds However, if you have never generated a World before this will not exist. Generating a World first in game will create this folder. Adding %AppData% into your folder explorer will take you directly to the user AppData/Roaming folder where you will see 7DaysToDie. If a GeneratedWorlds folder does not exist, you can also manually make it yourself and place the World file in there. It is also possible to access this location when starting the game in Steam with 'Show game launcher'. Select the 'Tools' tab and 'Open savegame folder'. 2. The second location, is within the Game Directory. The default location is generally here. C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Worlds You will see Navezgane and the Pregen Worlds in that folder. That is where you can place a World folder. You can also access that location with the 'Show game launcher' when starting the game in Steam and selecting 'Open game folder'. Visit the Data and then Worlds folder. 3. The third is within the mod itself, or as a separate stand alone mod. For this method, within the mod itself is most appropriate. Make a 'Worlds' folder within the Mod 'The_Wasteland' and place the World folder map in there. The Worlds folder is created directly inside the first layer. You will see other folders in there such as Config and Resources. In either of those examples, the World will be selectable just as with Navezgane for Single Player.
  16. That was an interesting and theatrical play through from the feller at Guns Nerds and Steel and certainly introduced The Wasteland to the gaming community. Unfortunately those files are a little out of date now, and won't really show The Wasteland in the best light or reflect updates since then. Here are some instructions to download the essentials, jubylives. 1. Go here for The Wasteland Mod https://www.nexusmods.com/7daystodie/mods/1043?tab=files and download Version 21.2.2.52 2. In addition to The Wasteland Mod, are 4 other Mods that allow it to function appropriately. a) These are Full Auto Launcher: https://www.nexusmods.com/7daystodie/mods/2062?tab=files and download Version 1.2.3 b) NPC Mod - 0-XNPCCore https://github.com/7D2D/A21Mods/blob/main/0-XNPCCore.zip and click on the downward pointing arrow that looks like it has a tray underneath it on the far right side. When your mouse touches it, you will see Download raw file. Click it and it will start downloading it. Don't follow the one that is prompted on the Nexus Mod page as it takes you to an unzipped location without a download option. It used to work but no longer. c) Random Mainmenu Background https://www.nexusmods.com/7daystodie/mods/2120/?tab=files and download Version 1.03 d) NPC Mod - 0-Score https://gitlab.com/sphereii/SphereII-Mods/-/archive/master/SphereII-Mods-master.zip?path=0-SCore Clicking on this link will automatically download it. Don't follow the one that is prompted on the Nexus Mod page as it takes you to an unzipped location without a download option. It used to work but no longer. I think those instructions are correct. The contents of your Mods folder should look similar to this: As for a World to play on. You can generate your own using the in game Random World Generator or use one which has been provided here by Bdubyah. https://dev.azure.com/bdubyah/_git/Mods-A21?path=/Wasteland_Maps Go to the right side of one of the entries and it'll show three dots lined up vertically. Clicking on that will allow a download option to appear. An alternative 8K World guaranteed to have each and every The Wasteland POI can be found here: https://www.moddb.com/games/7-days-to-die/addons/wasteland8k01 That should cover all of the things you need. If it's wrong, others will put you right.
  17. Here is a small update for Preppocalypse: 1. Stone axe block damage increases by about 10%. 2. A limited number of regular default POIs have been 'upgraded' with a Preppo Security Corporation theme to increase their Tier Level and challenge as well as provide additional Preppocalypse immersion. They will not replace the original POIs, but RWG will have additional versions to chose from. These include the Working Stiff Superstore with a Preppo Working Stiff Superstore variant. Pass 'n' Gas #9 and #10 given the same naming format. A Kiosk and overhead Bridge have also received a small update and will be most noticeable when passing through the towns and cities.
  18. Thank you for asking, and sharing the intention. Oakraven gives permission to use the 'Ammo Press Bench' in a weapon overhaul mod. All he requests is that it is credited and used in a non commercial manner.
  19. Thank you. I shall add a link to your post in the opening post, so players are aware they exist.
  20. To answer, or respond to the observations. 2. Harley Quinns come directly from the NPC 0-XNPCCore and act as a template 'bandit' entity. They are hostile. 8. The 1-NPCXBirdPack: https://github.com/7D2D/A21Mods/blob/main/1-NPCXBirdPack.zip just received an update with the same entitygroups.xml as suggested. This allows them to appear at a regulated amount for general gameplay. In your case, for both the birds and entities, it sounds like you would like to see them appear more often. They are regulated because players often felt they appeared too often and the current amounts keep them balanced. To increase their appearances, we can change their chance of appearing compared to other entities and even add them to areas they may not be appearing. For example, the Birds. Current entitygroups.xml This shows that the Crow will only appear in the Burnt Forest and Desert. This shows that the Eagle will only appear in the Snow and Forest. This shows that the Penguin will only appear in the Snow. This shows that the Bat/Bats will only appear in the Wasteland and Forest at night. This shows that the Alcatraz will only appear in the Forest. This is how the creator intended for the birds to be distributed throughout the biomes. They will also be competing with regular TFP animals in these biomes as well to ensure rabbits, chickens, and other timid/hostile animals can appear. <configs> <!-- <remove xpath="//entitygroup/entity[starts-with(@name, 'animal')] --> <csv xpath="/entitygroups/entitygroup[@name='EnemyAnimalsBurntForest']/text()" delim="\n" op="add" > animalCrow, 3 </csv> <csv xpath="/entitygroups/entitygroup[@name='EnemyAnimalsDesert']/text()" delim="\n" op="add" > animalCrow, 8 </csv> <csv xpath="/entitygroups/entitygroup[@name='EnemyAnimalsSnow']/text()" delim="\n" op="add" > animalEagle, 5 animalPenguin, 5 </csv> <csv xpath="/entitygroups/entitygroup[@name='EnemyAnimalsWasteland']/text()" delim="\n" op="add" > animalBat, 8 animalBats, 8 </csv> <csv xpath="/entitygroups/entitygroup[@name='WildGameForest']/text()" delim="\n" op="add" > animalRobin, 8 animalEagle, 8 animalAlcatraz, 8 </csv> <csv xpath="/entitygroups/entitygroup[@name='WildGameForestNight']/text()" delim="\n" op="add" > animalBat, 8 animalBats, 8 </csv> </configs> If you would like to see them more often, and possibly see them appear in other Biomes as well, here is an example that can be tried and compared to the original. <configs> <!-- <remove xpath="//entitygroup/entity[starts-with(@name, 'animal')] --> <csv xpath="/entitygroups/entitygroup[@name='EnemyAnimalsBurntForest']/text()" delim="\n" op="add" > animalEagle, 10 animalCrow, 10 </csv> <csv xpath="/entitygroups/entitygroup[@name='EnemyAnimalsDesert']/text()" delim="\n" op="add" > animalRobin, 10 animalEagle, 10 animalCrow, 10 animalAlcatraz, 10 </csv> <csv xpath="/entitygroups/entitygroup[@name='EnemyAnimalsSnow']/text()" delim="\n" op="add" > animalRobin, 10 animalEagle, 10 animalPenguin, 10 animalCrow, 10 </csv> <csv xpath="/entitygroups/entitygroup[@name='EnemyAnimalsWasteland']/text()" delim="\n" op="add" > animalEagle, 10 animalCrow, 10 animalBat, 10 animalBats, 10 </csv> <csv xpath="/entitygroups/entitygroup[@name='WildGameForest']/text()" delim="\n" op="add" > animalRobin, 10 animalEagle, 10 animalCrow, 10 animalAlcatraz, 10 </csv> <csv xpath="/entitygroups/entitygroup[@name='WildGameForestNight']/text()" delim="\n" op="add" > animalBat, 8 animalBats, 8 </csv> </configs> The same applies for NPCs. Increasing their probability chance to appear will make them appear more often in the biomes. The 0-XNPCCore entities such as the Nurse, Baker, and Harley have a lower chance to appear than those in Add On packs. This is by design to ensure Add On pack NPCs can appear more frequently.
  21. I added in the 0-CustomParticleLoader and 0-Quartz. I also added in the Birds and the NPC Mod Prefabs because such Prefabs are needed to allow some of the entities to spawn in the POIs. The 0-CustomParticleLoader is an updated version of the one in the log. 2024-02-13T14:49:14 2.453 INF [MODS] Trying to load from folder: '0-CustomParticleLoader' 2024-02-13T14:49:14 2.474 INF [MODS] Loaded Mod: CustomParticleLoader (1.4.5) 2024-02-13T14:49:14 2.474 INF [MODS] Trying to load from folder: '0-Quartz' 2024-02-13T14:49:14 2.477 INF [MODS] Loaded Mod: Quartz (2.2.0) 2024-02-13T14:49:14 2.477 INF [MODS] Trying to load from folder: '0-SCore' 2024-02-13T14:49:14 2.478 INF [MODS] Loaded Mod: 0-SCore_sphereii (21.2.54.843) 2024-02-13T14:49:14 2.478 INF [MODS] Trying to load from folder: '0-XNPCCore' 2024-02-13T14:49:14 2.479 INF [MODS] Loaded Mod: 0-XNPCCore (21.1.0.19) 2024-02-13T14:49:14 2.479 INF [MODS] Trying to load from folder: '1-DarksRaiderz' 2024-02-13T14:49:14 2.479 INF [MODS] Loaded Mod: 1-DarksRaiderz (21.0.1.7) 2024-02-13T14:49:14 2.479 INF [MODS] Trying to load from folder: '1-DarksZombiez' 2024-02-13T14:49:14 2.479 INF [MODS] Loaded Mod: 1-DarksZombiez (21.0.1.5) 2024-02-13T14:49:14 2.479 INF [MODS] Trying to load from folder: '1-EndZ-AustralianEntityPack' 2024-02-13T14:49:14 2.480 INF [MODS] Loaded Mod: 1_EndZ_AustralianEntityPack (21.2.0.1) 2024-02-13T14:49:14 2.480 INF [MODS] Trying to load from folder: '1-GansSpecialZombies' 2024-02-13T14:49:14 2.481 INF [MODS] Loaded Mod: GansSpecialZombies (21.0.0.0) 2024-02-13T14:49:14 2.481 INF [MODS] Trying to load from folder: '1-GansStandardZombies' 2024-02-13T14:49:14 2.481 INF [MODS] Loaded Mod: GansStandardZombies (21.0.0.0) 2024-02-13T14:49:14 2.481 INF [MODS] Trying to load from folder: '1-khzmusik_NPC_Civilians' 2024-02-13T14:49:14 2.482 INF [MODS] Loaded Mod: 1-khzmusik_NPC_Civilians (21.1.1.2) 2024-02-13T14:49:14 2.482 INF [MODS] Trying to load from folder: '1-khzmusik_NPC_Rogues_and_Psychos' 2024-02-13T14:49:14 2.482 INF [MODS] Loaded Mod: 1-khzmusik_NPC_Rogues_and_Psychos (21.1.1.1) 2024-02-13T14:49:14 2.482 INF [MODS] Trying to load from folder: '1-khzmusik_NPC_Whisperers' 2024-02-13T14:49:14 2.482 INF [MODS] Loaded Mod: 1-khzmusik_NPC_Whisperers (21.1.2.0) 2024-02-13T14:49:14 2.482 INF [MODS] Trying to load from folder: '1-khzmusik_Zombies' 2024-02-13T14:49:14 2.483 INF [MODS] Loaded Mod: 1-khzmusik_Zombies (21.1.1.1) 2024-02-13T14:49:14 2.483 INF [MODS] Trying to load from folder: '1-NPCMod-Prefabs' 2024-02-13T14:49:14 2.487 INF [MODS] Loaded Mod: 1_NPCMod_Prefabs_A21 (21.2.1.0) 2024-02-13T14:49:14 2.487 INF [MODS] Trying to load from folder: '1-NPCXBirdPack' 2024-02-13T14:49:14 2.487 INF [MODS] Loaded Mod: 1-NPCXBirdPack (21.0.0.0) 2024-02-13T14:49:14 2.487 INF [MODS] Trying to load from folder: '1-NPCXSpiderPack' 2024-02-13T14:49:14 2.488 INF [MODS] Loaded Mod: 1-NPCXSpiderPack (21.1.0.0) 2024-02-13T14:49:14 2.488 INF [MODS] Trying to load from folder: '2-NPCXSpiderPack-ColonyExpansion' 2024-02-13T14:49:14 2.488 INF [MODS] Loaded Mod: 2-NPCXSpiderPack-ColonyExpansion (21.0.0.0) This is a new RWG with a fresh load out. The only differences are that 1.4.5 particle loader version, and adding in the NPC Mod Prefab pack to allow these entities to be active in POIs designed for them. I was unable to bring up those load errors beyond that single game events error which no longer exists.
  22. 2024-02-13T14:17:58 74.335 WRN XML patch for "gameevents.xml" from mod "GansSpecialZombies" did not apply: <csv xpath="/gameevents/action_sequence[@name='vote_minor_grey_random']/variable[@name='zombiename']/@value" delim="," op="add" (line 7 at pos 3) vote_minor_grey_random is the entry related to a game event. It is not being applied because it does not, or no longer exists for A21. When running identical NPC Mod mods, except for the Birds because that is receiving an update and tested out just fine a couple of days ago, I wasn't able to duplicate those loading issues beyond the game event one above. 2024-02-13T14:16:53 8.941 INF [MODS] Trying to load from folder: '0-SCore' 2024-02-13T14:16:53 9.119 INF [MODS] Loaded Mod: 0-SCore_sphereii (21.2.54.843) 2024-02-13T14:16:53 9.119 INF [MODS] Trying to load from folder: '0-XNPCCore' 2024-02-13T14:16:53 9.120 INF [MODS] Loaded Mod: 0-XNPCCore (21.1.0.19) 2024-02-13T14:16:53 9.120 INF [MODS] Trying to load from folder: '1-DarksRaiderz' 2024-02-13T14:16:53 9.121 INF [MODS] Loaded Mod: 1-DarksRaiderz (21.0.1.7) 2024-02-13T14:16:53 9.121 INF [MODS] Trying to load from folder: '1-DarksZombiez' 2024-02-13T14:16:53 9.121 INF [MODS] Loaded Mod: 1-DarksZombiez (21.0.1.5) 2024-02-13T14:16:53 9.121 INF [MODS] Trying to load from folder: '1-EndZ-AustralianEntityPack' 2024-02-13T14:16:53 9.121 INF [MODS] Loaded Mod: 1_EndZ_AustralianEntityPack (21.2.0.1) 2024-02-13T14:16:53 9.121 INF [MODS] Trying to load from folder: '1-GansSpecialZombies' 2024-02-13T14:16:53 9.123 INF [MODS] Loaded Mod: GansSpecialZombies (21.0.0.0) 2024-02-13T14:16:53 9.123 INF [MODS] Trying to load from folder: '1-GansStandardZombies' 2024-02-13T14:16:53 9.123 INF [MODS] Loaded Mod: GansStandardZombies (21.0.0.0) 2024-02-13T14:16:53 9.123 INF [MODS] Trying to load from folder: '1-khzmusik_NPC_Civilians' 2024-02-13T14:16:53 9.124 INF [MODS] Loaded Mod: 1-khzmusik_NPC_Civilians (21.1.1.2) 2024-02-13T14:16:53 9.124 INF [MODS] Trying to load from folder: '1-khzmusik_NPC_Rogues_and_Psychos' 2024-02-13T14:16:53 9.124 INF [MODS] Loaded Mod: 1-khzmusik_NPC_Rogues_and_Psychos (21.1.1.1) 2024-02-13T14:16:53 9.124 INF [MODS] Trying to load from folder: '1-khzmusik_NPC_Whisperers' 2024-02-13T14:16:53 9.125 INF [MODS] Loaded Mod: 1-khzmusik_NPC_Whisperers (21.1.2.0) 2024-02-13T14:16:53 9.125 INF [MODS] Trying to load from folder: '1-khzmusik_Zombies' 2024-02-13T14:16:53 9.125 INF [MODS] Loaded Mod: 1-khzmusik_Zombies (21.1.1.1) 2024-02-13T14:16:53 9.125 INF [MODS] Trying to load from folder: '1-NPCXSpiderPack' 2024-02-13T14:16:53 9.125 INF [MODS] Loaded Mod: 1-NPCXSpiderPack (21.1.0.0) 2024-02-13T14:16:53 9.125 INF [MODS] Trying to load from folder: '2-NPCXSpiderPack-ColonyExpansion' 2024-02-13T14:16:53 9.126 INF [MODS] Loaded Mod: 2-NPCXSpiderPack-ColonyExpansion (21.0.0.0) My load out did not contain 0-CustomParticleLoader and 0-Quartz. I shall test those now as additions.
  23. Here's a small update for Preppocalypse: 1.Pictures and Paintings A21 brought in a variety of new and updated posters and signs that work well as a player decoration. This updates expands the player offerings.
  24. Here is an update for Preppocalypse: 1. Prepper Stockpile Part 5 The initial prepper quest has been given a Part 5 with 5 individual tasks. Part 5 is all about defenses with collecting ammo, defensive barricades, and displaying 'ownership'. This concludes the Prepper Stockpile Quest collection of 25 tasks. The final reward is a Preppocalypse Vehicle Parts Reward Crate. 2. Recipe Rebalancing A number of A20 recipes required a significant amount of glue or duct tape. These have been reduced for A21 in consideration of the more limited water supplies for players who prefer to keep one or two water collectors.
  25. Go to your Mods\1-NPCXBirdPack\Config folder and open the entitygroups.xml file. Replace absolutely everything with this and try again. <configs> <!-- <remove xpath="//entitygroup/entity[starts-with(@name, 'animal')] --> <csv xpath="/entitygroups/entitygroup[@name='EnemyAnimalsBurntForest']/text()" delim="\n" op="add" > animalCrow, 3 </csv> <csv xpath="/entitygroups/entitygroup[@name='EnemyAnimalsDesert']/text()" delim="\n" op="add" > animalCrow, 8 </csv> <csv xpath="/entitygroups/entitygroup[@name='EnemyAnimalsSnow']/text()" delim="\n" op="add" > animalEagle, 5 animalPenguin, 5 </csv> <csv xpath="/entitygroups/entitygroup[@name='EnemyAnimalsWasteland']/text()" delim="\n" op="add" > animalBat, 8 animalBats, 8 </csv> <csv xpath="/entitygroups/entitygroup[@name='WildGameForest']/text()" delim="\n" op="add" > animalRobin, 8 animalEagle, 8 animalAlcatraz, 8 </csv> <csv xpath="/entitygroups/entitygroup[@name='WildGameForestNight']/text()" delim="\n" op="add" > animalBat, 8 animalBats, 8 </csv> </configs> There was a lot to update for A21 and some things take more priority than others. Thanks for reporting.
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