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arramus

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Everything posted by arramus

  1. The xml for the loot.xml suggests: sound_open="UseActions/Chicken6Sounds" Changing it to something like: "UseActions/open_chest" "UseActions/open_cupboard" "UseActions/open_drawer" may give something more 'tolerable' if the 'scream' is too much.
  2. 64.42.177.210:8824 Updated to 3.01 and the Nav Tek POI hasn't been uncovered yet, so all good for the first find. And the sample World remains valid for 3.01 https://www.moddb.com/games/7-days-to-die/downloads/wl8k01
  3. Here is a download link for a 'one off' update by special request for Telrics Horses 2.0 Mod. The original thread that outlines this mod and others by Telric can be found here. https://github.com/arramus/TelricsHorses2.0A20 My role in this is purely as custodian although I shall attempt to address any issues if they arise. As the original thread explains, Telric is deeply involved in Telrics Fantasy Quest World and bringing A19 content up to date has naturally been secondary. In addition, Telrics' content is typically not just updated for each new Alpha but also expanded on and this has not been possible for A20. As such, this update is a special case. Here is the original introduction of Telrics Horses 2.0 Mod from the A19 page. [--Requires New RWG Restart--] Seek out Maybell's farm and prove your worth to the NPCs there. Do quests to increase your reputation. Upon reaching a couple milestones, you'll be rewarded with your very own horse. Once you have a horse, and the proper reputation, the farm will allow you to participate in the horse course. Completing this course will give you the option to increase your horse's speed. The update was completed in-house, that is with input from those belonging to Telrics Discord with permission by Telric. This is purely just a one off for A20 as things stand. It loads up without any warnings, and all appears to be updated and functional. A20 updates include features such as bringing Maybell's Farm POI up to date due to obsolete blocks, updating loot entries, entity groupings, horse 'vehicle' features from which we thank @Zilox whose xml could be cross referenced for the NMM Medieval Horse to look for mismatches with A19 and remove trial and error to speed up the process, updating entity class features to match default updates, and so on. It is possible some things may still need to be addressed and your feedback is welcome. Here are a few images to outline some of the highlights. Grandma Maybell is back at Maybell Farm with her family and waiting for your visits as they have Quests for you to complete. Maybell Farm will spawn in the Wilderness. Due to A20 RWG algorithms, it will pretty much be guaranteed to spawn once, but any more than that is not certain. It's a good idea to check the location before using that World as a Maybell Farm in the Wasteland will not be ideal for the residents and interactions. Vincent is still very busy with the stables and has some errands for players to perform. Completion of these errands from the family members will make you a very welcome visitor and it won't be so long until you are invited to formally participate in the horse course. The horses remain content but the desire to be fed apples is as constant as ever. The horses' health/appetite ^^ will be topped up as they receive these treats. What more can be said? The horses are out in the wilds awaiting your interaction. Here is an update YouTube video to show something Telric is working on for the Fantasy Quest World and show what has been limiting time elsewhere.
  4. That's correct. The range can be set in Unity. If you read earlier posts in this thread there are quite a lot of 'complaints' about things being too loud or having too much range. I don't think Oakraven wants to respond to any more of those. This was the safest way to release it. Oakraven reads these posts when he takes a break from development and will certainly understand what you are saying and consider a balanced option.
  5. I sent a couple of messages to Snufkin who created a Jukebox mod for A19 which allowed players to add their own mp3s to a folder. They were then converted to mp4 and added to a playlist of about 12 tracks. There has been no response and the first contact was 2 months ago. If we can track down a copy of that A19 mod (the link to it is no longer accessible) it will show how it was constructed. The coding is a touch complex but something the Snufkin was very strong at.
  6. There are two places I know of and they are not in the Mod folder area for either. 1. C:\Users\Me\AppData\Roaming\7DaysToDie area. There may be a folder called GeneratedWorlds and it can be placed in there. If there isn't a GeneratedWorlds folder you can make your own and add it in there. If you aren't able to access this area, or familiar with it as it may be hidden we can: a) Launch the game and select the 'Show game launcher'. b) Click on the 'Tools' tab and select 'Open savegame folder'. That should get you there. 2. ...\7 Days To Die\Data\Worlds This will already contain Navezgane and the PREGENs. Here's a server ip for anyone wanting to try out 3.0 on a dedicated server. It's pretty mellow settings for the most part and certainly not for die-hards. ^^ I.P. 64.42.177.210:26920 Location: North America West Settings XP: 125% Loot: 125% Duration: 60 minute days Horde Night: Day 7 with 7 per player at 100% damage Difficulty: 3 (Warrior) Death: Nothing dropped on death World: Sample WL8K01 custom RWG as posted a little above. It's running Server Tools and players can choose to use home/waypoint teleport or not depending on their own personal take on it. If you die, which is pretty much a given, and survive a Horde Night, a death is taken off your totals. It'll wipe out that one occasion that shouldn't have been. lol
  7. Here is an 8K sample World for anyone unfamiliar with using the RWG, or if you would like to use a World that contains some guarantees. Moddb - https://www.moddb.com/mods/7d2d-survival-horror/downloads/wl8k01 (It may take a few hours to be scanned and verified) Dropbbox - https://www.dropbox.com/s/h4gtjeuo8erbtao/WL8K01.zip?dl=0 (This will be removed once the above link is verified and accepted) It uses seed WL8K01 but sees the Biomes customized for variety and POI assurances. Here are the POI assurances and other guarantees: - All high value POIs are guaranteed to appear. While they are guaranteed to appear, this is typically only once based on the new RWG algorithm. - All high value POIs are in the Pine Forest, Desert, or Snow Biome. This ensures Quests do not get gatecrashed as the Wasteland can impede a Quest in Progess. - Community friendly. There is only one spawn point in the very center of the World but players will typically meet a town regardless of the direction they choose. This map was found on a survivor for anyone who wants a little overview of what to expect. It's been left out in the sun a little too long though.
  8. It starts very dangerously, and then gets a little easier as you get stronger, and then if players follow the Quests it gets more dangerous again with the need to explore and interact, and then gets a little easier as you see some rewards come from that danger. It may give players a sense of security, until it gets dangerous again. Players will never ever feel totally comfortable in some of the situations which maintains the challenge, but with a bit of luck, careful planning, and making the right choices, things can become very tolerable. Wasteland 3.0 adds some new features and dynamics which incrementally increase the challenge as players move up to higher level Quest Tiers with the added Radiation POIs and 'guards'. This really reduces the benefits of being at a higher Game Stage. Wasteland 3.0 feels like waves of ups and downs at all Game Stages and a revisit for anyone who did a play through on earlier builds is well worth it.
  9. Pushed a new mod to the Oakraven Forest Collection Oakraven Steampunk Lights https://www.moddb.com/mods/oakraven-forest-collection/downloads/onofflights#downloadsform Oakraven Steampunk Lights provide steampunk themed wall and desk lights, as well as a multitrack Jukebox which cycles to the next track when turned on and off. These lights can be turned on and off using the E (Use) key. They do not need to be powered. If you destroy a light, it will be added to your inventory to be stored or placed in a new location. The lights use a variable helper for players to select from the range. They can be made on the Workbench under the Science area.
  10. Pushed a small update to the Old Migration Mod. A new tile 'straight_02' expands on the existing straight. It is added because there are 5 42 x 42 POIs (2 default and 3 custom) and they weren't always all getting placed. This straight_02 brings in an additional 42 x 42 on top of 25 x 25 and 25 x 50 versions. The 42 x 42 replaced a 25 x 50 and those extra 8 blocks were filled with a small wagon repair stop built into the tile. The straights can be quite long and this shows the 42 x 42 zombie church on the right opposite the 25 x 50 band stand barbecue.
  11. Pushed a T2 POI (all quest types) onto a small 25 x 25 location. Old West Mini Strip This POI has 4 buildings built into a terraced format. It is 25 x 25 wide and fills up the maximum size. If two of these identical POIs spawned next to each other there would be no gap for 50 blocks (this is unheard ^^). Any additional Mini Strip type POIs will be 24 across to leave a one block gap for thoroughfare. Maybe a new Mini Strip type in the future can also be 25 x 25 to offer that 50 block terraced strip which emulates some Old West photographs from the past. This strip is split into 4 separate buildings for some 'well known' game characters. Yo, Joe, Moe, and Boe. A florist, arms dealer, bar, and book shop respectively. Moe the bar owner...now where did I hear that one before.
  12. No worries on this warning. It appears to be the Unity Engine being a touch oversensitive about particles being used for similar purposes on differing blocks and bringing up the duplication type message. It has been there from the beginning and when comparing all of the collection bundled together (Oakraven Forest Modpack) against the Wasteland Mod and Not Medieval Mod, there is very little difference in performance on dedicated server resources and rendering. I shall discuss this with Oakraven in more detail though to see if it is possible to change the naming conventions across identical types of blocks.
  13. Pushed a small update to reflect the Old West Migration update. Old West Mine: An additional POI for the Old West in the sample World desert (also updated) It's a 42 x 42 POI for T3 and covers all quest types. Most of the activity is subterranean as the POI name suggests.
  14. Interesting idea. And there really is a lot going on in the background that isn't being shared too frequently in the forum. A mod like the Wasteland has achieved a variety of buffs/debuffs based on player/environmental stats and features just through xml (some incredibly surprising and creative) whereas Score, OCBCore (in development) are incorporating scripts and Harmony patching. Some mods use a specific unity such as NPCMod (2019.1.14f1) since certain scripts were made for it. Others are more flexible. Guppy's Unofficial 7DtD Modding Server over at Discord seems to have attracted a lot of the forum creators with updates being posted here and mod chat and development going on over there. A20 has seen a preponderance of Harmony Patch .dll since it was integrated into the modding side of the game. https://discord.gg/D4BkN3Qy Not my forte at all but I think the above is accurate. There's something for everyone over there, and well worth a visit.
  15. Pushed a new 42 x 42 T3 (All quest types) POI for the Old West Migration Modlet. Old West Mine The default POIs have a coal factory and this brings in a supporting mine. At 42 x 42 it will be placed on the rarer Corner of T junction tile and may only appear once in a World. It provides number 8 for the T3's and further expands this tier variety. The top area is fenced off and has minimal features. The entrance for miners, a pulley system at the back to bring up resources, and some simple decoration. Gameplay takes place underground on different levels and areas. The tunnels were made with the Developer Shovel Tool. It seems to be very rarely used but is perfect for making smooth circular tunnels of a decent size. This shaft leads up to ground level and shows the maximum depth. It's not overly extreme.
  16. Pushed a remaining 3 viable remnant Old West POIs and 2 regular type Old West POIs which contained sleeper volumes to spawn zombies but were not questable. This brings them all into T1 questing and gives that tier an overwhelming choice of 23. Plenty for beginner GS players to contend with.
  17. arramus

    NPCMod and Addons

    This has been a troublesome issue that the team have attempted to resolve. Here is some background to what we have observed and attempted. After the release of the NPC Mod, some players noticed that their hired NPCs would suddenly disappear for no apparent reason. There did not seem to be any pattern to it and it could happen very suddenly, take a long time to happen, or happen when logging out and back in. On some occasions though, the NPCs would magically reappear! We tested this quite a lot and these are some of the observations: 1. To answer your question. Yes, NPCs can vanish when you get too far away from them. It is not a given certainty that it will happen and it may not necessarily happen to all of the NPCs you have hired. We placed 10 NPCs in a raised base. They were fine for about 7 hours or game play. We accelerated moving towards and away from the base over this period and all was just fine. At that 7 hour period we came back to base and 4 of the 10 NPCs had disappeared. We checked the logs and did see some chunk reloading warnings for that area. It also mentioned the default Trader being respawned/reset or something like that. It was at that time we lost 4 NPCs. We did not have the same safe guards in place to protect the NPCs that the trader seems to have. A current limitation. 2. The game loads and unloads chunks of the World at a time. It appears to be 100 blocks. If you move past 100 blocks away from your base/NPCs they typically disappear as that area is unloaded. Once you return to a distance of less than 100 blocks they should return again. 3. Here is what may be happening. As a player returns to the area and it reloads, the NPCs may get loaded before the blocks and terrain. This can cause them to fall 'inside' the base. At times we have seen some that were standing on top of 1 block pillars become 'merged' inside the block at the bottom of the pillar. It seems: a) The World chunk reloaded the terrain. b) The NPC reloaded before the blocks and landed on the terrain. c) The blocks reloaded with the NPC inside them. We could see the NPC inside the bottom block because the barrel of their weapon was poking out and they were able to pivot in a circle. This was also seen in the Oakraven Guards and Pets mod which also uses NPCs. This was also an issue in A19. An alternative to this is: a) The World chunk reloads but the NPC is loading faster than the terrain. b) The NPC falls under the World to an 'ether' region. In this scenario it seems the NPC loads out too early and sinks. However, they do not always appear to fall into oblivion and sometimes reappear. It's likely they are stored in that chunk area as an asset in the Saves Games files and have the chance to reappear if things work in their favor. The team tried a number of ways to ensure the NPC could be reloaded more reliably and stably. However, it has not been successful so far. There is hardcoding at play here which is not always accessible/visible. Posts continue to come about NPCs disappearing. It happens more than the posts suggest in this thread as I visit community Discords and it is a topic of discussion. Communities handle it in their own ways such as reimbursing players for the loss or telling them it is just part of the game (NPCs will feel they did their money's worth and move along ^^). This can be a real pain and frustration for everyone. The traders seem to have more safe guards in place to ensure this issue doesn't happen and that is something which would benefit the NPCs. Saying that, there are occasions where a player moves back into the chunk where the Trader is and finds them at ground level where they were originally standing on raised areas (both default and custom Trader POIs). We had similar sinking or disappearing issues for the vehicles which I rarely see posted about these days. A20 then had issues for the Turret Sledge where it would sink inside a block. It seems Voxel/Chunk rendering type Worlds can be troublesome. If you've ever played the Unreal Engine Voxel based Astroneer, we do see similar technical issues with terrain interaction. Yes, this is potentially a bug, a current limitation of the NPC Mod, and possibly something the game may need to delve into more as well. That's about all we can say on that so far.
  18. I believe that is Rose Abby. It is one of the very special scrolls and part of Darkstardragon's 'final' POI quests. The first of these scrolls can be found at the in the box near the Queen and King. These follow in sequence until the final POI. It cannot be bought from the trader. If you are playing in Single Player it is very easy to reset that POI area (F1 to bring up console command, 'dm' to enter debug menu, type 'chunk reset f' while near that room where you found it and it will reset the area and the scroll will appear in the box again) or get that scroll from Creative Menu (F1 to bring up console command, 'cm' to enter creative menu. U key to bring up inventory items. Search for scroll and one of them is what you need). If you are playing on a dedicated server, the same applies or asking the Admin if it's a community server.
  19. arramus

    NPCMod and Addons

    It will replace all trader gateway tiles, even in areas that a Trader does not spawn (Old West and occasionally some other areas) as that is tagged to any Tile Set. This push is somewhat in preparation for Teragon, or for creators to copy directly into a custom tile where applicable. It was also something Darkstardragon asked for from the outset and is a bit overdue. I post any POI updates for this little 'bundle' directly into this thread simply to keep everything central. They haven't been added to the opening post as a download and are often out of sight out of mind soon enough. Some are being used in Overhauls as is or customised and this pack is also helpful to share as a guide for creators since it has a small readme explaining some of the basics.
  20. arramus

    NPCMod and Addons

    A small update for the NPC Mod Sample Prefabs. This is a Road Block incorporating @Darkstardragon's 1-SoldierPack. It is build on the Trader Gateway Tile because this is a sure way to ensure the Road Block appears where it should. It is a static 'POI' that will appear at every Trader area. It is as much as a test as it is for function. The soldiers will quite potentially get wiped out during the first Blood Moon but as they are built into Sleeper Volumes like in a regular POI, they should respawn every 5 days. It is crude but demonstrates Pathing Cubes, Sleeper Volumes, and other NPCMod features. The POI for this feature is in the folder NPCMod_Military_rwg_tile_gateway_cap. https://github.com/arramus/A20-NPCMod-Prefabs
  21. Pushed an accompanying POI to support the Biome spawning Decoration POIs. Lyttle Trippers This is a T3 all quest Old West POI from the Old West Migration Mod. It serves the travellers who didn't quite make it in the previous release. ^^ In addition, the TFP default Old West Jail and Erics' were given a small update to make them questable. At present, the default versions do have some token gesture zombies. These updates provide a few more on top of clear and fetch quest opportunities. As little as possible was done to the main aesthetics to keep them as close to original as possible. Erics' received a bit of a side driveway and chicken coop area out back and the jail saw some internal decoration and loot additions. The jail will also get a guaranteed Cop or two to give the default Gun Safe some protection. The sample World has also been update to accomodate these new POIs. Since these POIs fit in the existing Old West Migration Mod tiling system, the World has no changes beyond the new POI taking a slot and the default ones switching to custom versions. The 'spoiler' World image of the World in the first post remains the same.
  22. Pushed an update for the Old Migration Mod with a new POI and some simple conversions. Here is Lyttle Trippers. It serves as a Transport Hub for the Old West and gives some context for the recent Deco POIs (wagon types) that appear in the Biomes. It is a 42 x 42 T3 for all quest types. It seems another tile supporting 42 x 42 is needed as the balance has gone the other way now where one or more of the 42 x 42 POIs may not appear because of competition. It follows a very linear set loop from one entrance to the other for Outbound and Inbound. In addition, there are 2 very nice TFP POIs for Old West business 07 and the Old West jail which fit in well but serve a limited purpose. They have been converted to quest types for T1 clear and fetch. This increases the number of zombies and makes some internal and minimal external updates. For example: Eric's Stuff is fundamentally the same beyond an expansion to the left side and back for parking and chickens. An the Jail brings in a Cop to protect the Gun Safe which has always been there. A few more 'residents' will also appear to make the numbers more viable for a T1. These 2 extra T1's converted from TFP stock and the T3 now provide the following Quest opportunities overall: Quest Tier 1 - 6 x Clear - 12 x Clear + Fetch = 18 Quest Tier 2 - 6 x Clear + Fetch - 4 x Clear + Fetch + Restore Power = 10 Quest Tier 3 - 2 x Clear + Fetch - 5 x Clear + Fetch + Restore Power = 7 T1 is very well supported for substantial variety. T2 with 10 allows for good variety and throws in the Restore Power opportunity. T3 with 7 hits that magic number for the minimum to complete a Tier. In real game play it is very rare to see them all appear in one Old West Town so increasing up to 10 will be a decent target.
  23. arramus

    NPCMod and Addons

    For Wandering Hordes, we set all of the Not Medieval Mod to use only the Skeleton types pack and they are a lot of fun. A creator, Guppy, recently released some Grim Reapers and they also just joined that group. It gives the effect of the Grim Reapers leading all of the Skeleton types into battle. We also increased their numbers quite a lot to keep some alive should they be attacked by friendly armed NPCs. They will be able to overpower attacks in such situations. The same for the entities who appear when a player opens the Buried Supplies. The skeletons arrive as if they were disturbed from their slumber underground. Bandit groups haven't really been a feature so far so it'll be interesting to see how it works out as you develop it. The ranged bandits in a Wandering Horde will be beastly if a single player gets caught unawares but some players live for moments like that.
  24. arramus

    NPCMod and Addons

    This relates to there not being any NPC animal packs released for A20 and the desire to see them make a return since they were a positive feature in previous versions. A20 saw some pretty fundamental changes to what classes remained and a number of mods had to pretty much begin again for some of the NPC/entity features. The animals will come back in time, but investing time in them now with A21 seeming to be pretty well developing in the background, may require a lot of time investment now and for what changes in A21. Looking forward to any faction pack/NPC pack releases you may add to the collection. ^^
  25. I recall this happening on an occasion I neglected to turn off EAC after updating reset it and I was using custom content. The next attempt to load after turning this off was fine.
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