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arramus

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Everything posted by arramus

  1. 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.
  2. 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.
  3. Thank you. I shall add a link to your post in the opening post, so players are aware they exist.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. I've never faced that issue, but others have just in the way you're describing, and a new way of handling the traders is just being tested to see if it resolves it. I won't share the testing download area as I'm not sure if it's intended to be made too public. We hang out in the Guppy's Modding Discord though under the bdubyahs area where an updated test version is accessible.
  11. Greetings MeowGuuy. You are very welcome to share any translations in this post and we can link directly to them. This will allow you to manage them for the future as well because we don't want to make any mistakes as things change. We can add links into the first post and will add your name as well.
  12. Here's a small update for Preppo. 1. Big Night Cop. He appears in the night spawning groups along with the other big night entities, and Horde Night. His tell tale light is similar to his contemporaries but in his own special way. 2. Loot bag stay time has been further increased a little to support servers with 2 hour day cycles. 3. A few items have increased their stacking capacity.
  13. cabin_13 is a default POI in the main game as is 18 and I expect ones from before and after are throwing errors as well. It will really help to share your 'log' file because it gives a lot more information which will assist with troubleshooting. These red warnings are often symptomatic of a bigger issue and this warning is just down the chain of cascading errors. If you can add your log to somewhere like pastebin it will assist in seeing what's happening in greater detail.
  14. The Add On Pack expansions do not replace each other. They populate the existing game groups and will simply make it longer. However, Plague Zombies is more like an overhaul because it already bundles in the NPC Mod files. Plague Zombies does replace everything. However, it doesn't look like the creator intended it to be that way, and just needs a little guidance. We can contact the creator to show another way of doing things so it adds rather than replaces, if that was the intention. If that wasn't the intention then it will continue to overwrite as it is doing now. If you are only using the NPC Mod and the Add On Pack expansions, there is no need to do anything. If you are also using Plague Zombies, it will be necessary to load the Add On Pack expansions after Plague Zombies. For a Mod called 1-DarkSoldiers rename it to Z1-DarkSoldiers. This allows it to load after Plague Zombies. If you want Add On Pack zombies to appear more often, increase the number in the entitygroups.xml. For example: zombieJonic21, .1 can be increased to zombieJonic21, .25 to increase it's chance to appear. And lower for those you may want less of. If it has no number, it means it's going to appear at 1.0 by default. You can see how that works in the main game entitygroups.xml for regular zombies. For NPC Bandits and Helpers, it is typically lower than zombies or they'll end up flooding the battlefield and take over. It takes a bit of balancing as more and more Add On Packs are combined depending on how the original creator set them.
  15. There is a Unity Tutorial Project Download for teaching yourself how to 'replace the models' in the opening post. Since they carry weapons, it requires additional steps to hook up that capability.
  16. Bringing in a standard zombie soldier as an NPC Helper will require making a new Add On Pack. That has already been made as an Add On Pack with a few of the zombies acting as helper NPCs. If you don't use Add On Packs, it's not going to be what you want. The 0-XNPCCore is there as the core file to support Add On Packs and not intended to be modded any further. Adding NPCs and Bandits into the Wasteland where the zombies already appear a lot more regularly than elsewhere makes caused performance issues on dedicated servers. It was reduced to just bandits and zombies thrashing it out since players could bring their own helpers. The bandits and helpers join the lumberjack group which have their own chance of appearing beyond the regular zombies. There is a progressive element with Pine to Desert and then Snow and finally Wasteland where everything is hostile to the player and no helper support beyond what we bring. It worked out to help server performance and increase the challenge.
  17. Paste this in the top of the entitygroups.xml for the Soldiers Add On Pack. Courtesy of bdubyah from The Wasteland Mod. <csv xpath="//entitygroup[contains(@name, 'Zombie') or (contains(@name, 'npc'))]/text()" delim="\n" op="remove" >npcBaker*</csv> <csv xpath="//entitygroup[contains(@name, 'Zombie') or (contains(@name, 'npc'))]/text()" delim="\n" op="remove" >npcNurse*</csv> This will remove the Nurse and Cook. It will leave the Fox and Bandit Harley. If you want them all gone, including the Fox and Bandit Harley, go to this pathway for the 0-XNPCore mod. 0-XNPCCore\Config\Options\entitygroups_nocorespawn.xml That entitygroups_nocorespawn.xml can be renamed to entitygroups.xml and placed in the Config folder to replace the existing one. Peeps getting stuck is a Known Issue and not much can be done about it as that's just the way the game handles things at the moment. Being able to pick them up is a helpful workaround for a lot of issues.
  18. This has been update to A21 and can be found here: However, there remains a Known Issue that is on the game developers Known Issues Bug List. The decorations on the Hell Beast and other vehicles is unable to show because the 'buff' that makes them attach to the vehicles is not functioning in A21. It has been on the Known Issues Bug list for about 6 months. There have been no updates to rectify it. It means you will get all the speed, jump, and handling of the Hell Beast but it will look just like a regular Motorbike.
  19. The Wasteland pretty much doubles up all the prices, and it's OK for one off purchases when in real need.
  20. Shale still exists in the desert for the Wasteland Mod. The desert is split into sub-biomes. One of those sub-biomes is specifically for shale. They are randomly splattered around the desert biome. A bit more searching on that one will 'eventually' bring its rewards. Scanning over all of the desert in the game world map will show up any little nuggets of shale that may have been overlooked. Little squares of this color will be shale. https://www.color-hex.com/color/e6b478
  21. I tend to hang around Guppy's Modding Discord these days https://discord.com/invite/3aWeEGrjJK There's a channel called preppo_ow_arramus in there for Preppocalypse and Old West Migration Mod things. I tend to discuss things quite openly though. I closed the ability to receive DMs/PMs because it can get a bit too much to receive troubleshooting messages on a one to one basis where any resolution can benefit another.
  22. Here's an update for Preppocalypse: Big Night Screamer The Big Night Screamer will appear in Night groups long with Big Night Biker and Big Night Wight. At this time she will not be able to call others to assist her. However, she can also be called if a player is causing too much 'heat' and at that time her calls will become active and attract her friends. Here are some of her features: - She walks like a spider and can jump - She can stand up and fire plasma bolts - She is added to the Screamer Quest - She will appear during Horde Night in the same waves as the Domolisher - She can cause 250 block damage (Demolisher does 500)
  23. Here's a small update for Preppo. - The Compound This POI will appear in the Wilderness in any biome. It was made in A19 to emulate The Compound from Mad Max 2. It returns for A21 as a Tier 4 POI hooked up to clear, fetch, restore power, and infested. It contains only the bad ass zombie group in the main areas with the boss types in the final loot area. - Preppo8K02 World has been updated to include 4 instances of The Compound. They have been hand placed close to existing towns because that is where the flattest areas are located. For anyone wishing to update their World, it just needs updating Preppocalypse to grab the POI and installing the new World. This has been tested on an existing World on a dedicated server and players saves and World saves were error free. As always though, make backups if you attempt the update. - Twin Stables was updated to Restore Power and Infested to add additional T2 options.
  24. I can confirm this is for A21.2, and it is required to install it on both the Client and Server, where appropriate, due to custom assets. I could assist with the introductory video, and the creator mentioned they had been called away, but was eager to share this beforehand. It is possibly my fault for any delay in posting additional identifying info, as I delayed the process because... I was doing my hair.
  25. These console warnings generally appear when the mod is not being seen in the Mods folder on the client when they attempt to join the server. If the mod has been installed on the client, it may not be read if it has not fully loaded. This can sometimes be caused if it is nested in another folder and the game is unable to see the ModInfo file in the top folder layer. It is possible to see if the Bee Hives mod loaded further up the log entry. If you aren't sure what to look for, the log can be added to somewhere like 'pastebin' which is where the game developers recommend for this forum.
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