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arramus

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Everything posted by arramus

  1. Adding a few Biome spawning Deco POIs in the Desert and Forest. There are 2 in each Biome and they are survivors in wagons who unsuccessfully attempted to go to their next destination. The World hasn't changed as these will spawn when unvisited regions are rendering for the first time.
  2. Here is an update for the Old West Migration Mod. - Biome specific Decoration POIs. Here are 4 small Decoration POIs that will appear randomly in the Desert and Forest Biomes. There are 2 individual Decoration POIs for each Biome. They will appear quite rarely to ensure they are the exception. They provide players with a variety of rewards. One of the Desert POIs has a small wall type safe in the back of the Wagon. It may be open or closed based on the regular random feature. These POIs may also have some ammo, drink, food, and random store crates which could give weapons, construction material, electronics, etc. The backstory for these POIs is survivors who are travelling to or from Traders that didn't quite make it to their next destination. ^^ There is a new file in the mod which amends the biomes.xml. This instructs the World to spawn these POIs in their specific Biomes at a set probability. Feel free to share feedback on how these work out; too often or too infrequent.
  3. The horse does not require refueling. The fuel feature is hard coded and it wasn't possible to change the fuel type using xml mod coding. It remains permanently refueled (the pretense of can graze when not being used). It uses the same bindings as a vehicle for accelerate, brake, and jump. It has a horn as well with two vocalizations. Apart from that, there is also a Sugar Cubes Mod which can be added to the horse to increase acceleration and speed.
  4. The large Chinatown and other great towns is part of the Compo Pack Prefab collection. The Vulture friend is included in the Snufkin Weapons Xpansion Mod.
  5. The 5 Trader is in the Oakraven Forest Modpack. It is in 2 places in the sample World.
  6. 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. 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. 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.
  7. 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.
  8. 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.
  9. @MandyCMoore This solves the conflict with using the NPCMod and Oak's Pet Animals and Guards at the same time.
  10. 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.
  11. 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.
  12. 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.
  13. Yes, a bit more paintbrush texture variety would be a very welcome addition. It seems the limit is based on how many the game engine can accept at any one time or something like that.
  14. arramus

    NPCMod and Addons

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

    NPCMod and Addons

    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.
  16. 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.
  17. 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'.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. arramus

    Snufkin's Jukebox

    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.
  23. 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.
  24. 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.
  25. 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).
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