Jump to content

arramus

Members
  • Posts

    2,255
  • Joined

  • Last visited

  • Days Won

    14

Posts posted by arramus

  1. Here is a small update for NMM Github and Moddb Builds. In addition both NMM01 (6K) and NMM02 (8K) have been updated since it is POI related.

     

    Medi Grange by Shema is a T4 POI which sits in the Town Tiling System.

    Apart from changing over modern assets, as much stayed the same as possible.

    A superb T4 (42 x 42) addition to provide additional variety to the town and increase T4 opportunities.

    20220703001907_1.thumb.jpg.aab3c6bcefc8b25729d12dc2c2221d84.jpg

  2. Pushed a small update to both builds. The primary update is:

     

    - Correcting Sleeper Volumes to Stillwater.

    - Rebalancing some POI loot.

    - Wording for Demon Lord Quest to include only Biome versions will register kills (POI versions are a special kind that will not register).

  3. 2 hours ago, RAGE PVE said:

    Edit - I have your version working atm, but I noticed there was another also available, which one should we be using would you say?  Thanks

    There are potentially 3 varieties out there as follows:

     

    - One version provides the auto miner and auto ammo maker using augers/wrenches as the required tools and Gas/Other resources as the 'fuel'. This is the easiest version. However, the Gas can be exploited where the Gas bundles of 800 shale to 10000 gas can be reversed to provide a never ending supply of gas from the auto minder.

     

    - One version from magejosh is more sophisticated and is described in the A20 thread.

     

    - The A20 version of these Auto Bots uses the forge tools. Low end resources use the simplest tools while the crucible allows for high end resources. This version attempts to link into player progress so it complements rather than replaces. A full explanation is in the A20 thread.

  4. A small update for both the Moddb and Github builds.

     

    Notre Damn T5 has been updated. It can complete a Fetch + Clear in the Editor but was troublesome in game. One of the sleeper volumes that allows the entities to spawn was set to 0 and have no entities in it. It may not cause any issues but it is not really compliant with how things generally are. This has been reported to the CP 48 team as well since it will need updating in the original as well.

  5. 5 hours ago, Cndrocker said:

    This was the problem thank you!

     

    I now have a new problem though, I have a guest computer which I installed Ubuntu 22 on. 7DTD runs fantastic on it, except when I install the mod, it just crashes when loading into the game. Is there something different that needs to be done when running the mod on Linux?

    This is pretty much uncharted ground.

     

    Apart from knowing the shaders for Windows/Linux builds differ and can cause visual distortions, everything else is not well tested or documented beyond tentative steps in the Oakraven Forest Collection thread.

     

    Can you run 7D2D with just 0-Score, 0-XNPCCore and a 1-Addons pack to experience the NPC side of the mod?

  6. 2 hours ago, RAGE PVE said:

    Don't suppose there were any updates regarding this one by any chance?

    The last response was Evilspartan would check a back catalogue of Mods in the archives and let us know if it gets tracked down.

  7. 55 minutes ago, hehepexe said:

    So, I'm facing an issue when starting a new game.

    It first gives me this warnings and then procede to this error.

    These are my current mods, the rest of them here

    I know there are a lot of variables, but it started as soon as I added NPCcore (latest version) and some modlets for it.

    A helpful thing to do is start with only the 0-Score, 0-XNPCCore, and the 1- Addons that you have. Check that adding only those is not causing issue.

    Then add in more mods to see which combination is causing the error.

     

    Your War3zuk-FarmLife-v3-Enhanced-master mod will not load because the actual mod folder is inside it (War3zuk FarmLife v3 Enhanced). And if it's being used only on a Vanilla set up you will also need the War3zuk FarmLife v3 Enhanced VP to be added as a separate mod. Take them out of the -master folder.

     

    Good luck with troubleshooting.

  8. Here's an update for both the Github Development Build and Moddb stable build.

     

    - Updated both 0-Score and 0-XNPCCore since they introduce some new/updated features.

    - Added a chance to receive 1 or 2 'Tree Resin' at a rate of 10% when chopping down trees.
    (This is something that was discussed earlier in the thread and I believe the consensus was to include this)

     

    A couple of images to demonstrate.

    This tree is dropping and gave 2 Tree Resin in addition to 2 Acorn Seeds.

    20220629214630_1.thumb.jpg.f73e0b6c33be4a1c04338ea2413f6072.jpg

     

    If you find the Fox out in the Biomes and hire it with 20 meat, it can be set to Loot on your behalf.

    The Fox has just looted the Bird's Nest.

    20220629220136_1.thumb.jpg.f3b9ce755b5d1f6c5ef36e0f65b1817a.jpg

     

    A nice little haul. Thank you to the NPCMod team for turning on this feature for the Fox. I could test it for a few hours and it really works best out in the Biomes.

    20220629220143_1.thumb.jpg.1ca9f54ef253446185e38de270c365c7.jpg

     

  9. 9 minutes ago, Ravagec said:

    @Snufkinplease can you make a version thats compatible with Darkness Falls, we would love this on our server network.

    The posts just above your post show a version that works with DF by integrating it into the DF system. It also shares a download link.

    https://www.dropbox.com/s/rerc02nrkur8mmz/DF_Patch_Snufkin_Weapons_Xpansion.zip?dl=0

     

    It is crude in its approach, but is compatible. If members of the DF community would like to take it further, all the best with it.

     

    Snufkin appears to be elsewhere these days and responses are rare if at all.

  10. 2 hours ago, Aikeen said:

    How exactly is the Mincing Machine called? All items works fine but even in the creative Cheat menu if i type "Min" it only shows the Minced Meat and Minced Flesh but no Mincing machine

    It is currently called 'Meat Grinder' which is a more industrial name for it due to the size. Mincer / Mince Meat Machine / Mincing Machine are probably more intuitive and better known. It is also called a Meat Mincer Grinder and Meat Mincing Grinder. 'Meat' seems to be the best search parameter for now.

  11. I do believe there is discussion in this thread where another post shares the same problem. We suggested they rename smx to 0-smx so it loads before any Oakraven mods. Oakraven table settings are loading after and this load order allows the Oak tables to take precedence.

  12. Just pushed an update for the Moddb and Github versions.

    One of the POIs:-

    xcostum_Medieval_Doune_Castle_Riah(by_Riahsaurus_Rex)

     

    had a mistake in a spawning group and will not allow a complete 'Clear' quest. This update replaces it.

     

    Another update will be coming to the 1-XNPCCore soon with an update that allows the hired Fox to loot for players.

  13. 36 minutes ago, Winter Steale said:

    This stuff all looks awesome. I love all the detail involved. I'm going to use some of these but I'm wondering if the instructions are saying to NOT extract the file? Do you mean take the zipped file or the extracted one to move into the mods folder?

    This instruction is for some unzip applications that extract the contents of the folder into a new folder which double nests Mods > ChickenCoops > ChickenCoops. The game will not read it.

    Dragging the folder directly out of the zipped folder and into the Mods folder will avoid this.

    Regardless of how it is done, the first folder placed within the Mods folder (such as Mods > ChickenCoops) will have a ModInfo file inside. If this is not inside at the top level, the game will not see the Mod.

  14. 47 minutes ago, drkstardragon said:

    cant just swap a vanilla model in for a custom entity, little more going on under the hood

    xyth may correct me on this but thats my experience from adding entities for a few years now

     

     

    1 hour ago, Lasher said:

    I was more wondering if it was possible to edit the entry for the freindly npc fox to use the wolf model instead and adjust the stats accordingly?

     

    Darkstardragon is very correct there. There are multiple factors to consider as Fox uses Mesh and Wolf uses Prefab for the model, differing Physics, and a variety of other differing features. Here is a very rudimentary attempt that you can play around with. Two varieties can spawn; a regular Wolf and a 'Littlest Hobo' wolf which is a scaled down type.

     

    There will most certainly be oddities to contend with and the Wolf models may stretch, distort, and do odd things in other ways if it is called to do things that the NPCMod is hooked up for but the wolf is not. A custom wolf built specifically for the NPCMod is certainly the way to go for the long term but see what you can get out of this.

     

    Download:

    https://github.com/arramus/A20-NPCMod/raw/main/2-SummonWolfFriend.zip

     

     

  15. A small modlet for the NPCMod Addon collection.

     

    2-SummonFoxFriend

    https://github.com/arramus/A20-NPCMod/raw/main/2-SummonFoxFriend.zip

     

    This modlet allows players to purchase a Fox Friend from the Trader in the secret stash area. It will be accessible at low level Barter Skill but more accessible as the Skill increases.

     

    It works like this:

    1. Purchase your 'puppy' from the Trader in the Secret Stash area. At Skill level 3 the cost was 1020 Dukes.

    20220627001122_1.thumb.jpg.7b1752b2571548b73422f1e3390778bc.jpg

     

    2. Read the 'quest'.

    20220626021444_1.thumb.jpg.d3273229991403c4d417a5619f263a23.jpg

     

    3. Accept the quest after moving to a more open area.

    20220626021925_1.thumb.jpg.463045e4095df343fa792a95dc291699.jpg

     

    4. A Fox Friend will appear very close to you and 20 meat will be placed in your inventory. If there are hostiles in the area, it will run away.

    20220626021937_1.thumb.jpg.d9ed69b8ef68710b239c49d8230cb706.jpg

     

    5. Your last action is to 'tame' the Fox Friend to become your companion by feeding the Fox Friend the 20 meat.

    20220626022128_1.thumb.jpg.57cc4fd1767eb454fa2c6736d0c2c5ad.jpg

     

    They work very well together in a pack. ^^

    20220626233732_1.thumb.jpg.3c56be0a9ac91d5dc6aafa696d938663.jpg

     

    This modlet serves a few purposes:

    - Very easy to edit and customise for other NPCs.

    - Provides a way to 'respawn' any lost hired NPCs if Admin are not around and going to look for a replacement in the Biomes is not an option.

    - Gives an additional dynamic to how we can integrate the NPCs in a more controllable manner.

    - Having a pack of foxes is like unlimited ammo in a SMG and pretty much hold the hostile in place.

     

    With the fox's looting function turned on as well, your investment will continue 'giving'.

  16. Pushing an update for Moddb and Github Development Build with recent weekly updates and a few new recipe items added to Oakraven's collection.

    The Chick Chop recipe will not be added to the 'gore' type beverages but a few lighter ones will.

     

    3 Medieval drinks.

    Acorn Coffee, Pine Cone Tea, and Sweet Mead Wine.

    drinkAcornCoffee.png.f41d01b1af1186c3b2b9f55c2b349c02.pngdrinkPineConeTea.png.7d5d723fd7604ab220368094798f308f.pngdrinkSweetMead.png.5744bd633ae67d4d9dd6a160d74927e5.png

    And 1 Medieval food item.

    Pine Cone Jam. These additions will provide added ways to use Bee Hive crafted surplus honey. 

    foodPineConeJam.png.73fb47b84f133d6d1f608e382ca08436.png

  17. 1 hour ago, DMReckless said:

    I am testing this out on a dedicated server.

     

    I was having problems with it generating a network timeout error a few minutes into play.  That seems to have been cleared up with a freshly installed game and new world, but when I got to the top of the Temple Trader POI from MPLogue, the trader's building blocks did not properly load (got a bunch of that grey marble you get when it doesn't know what to load) and two traders in, it did the timeout error and kicked me again.  Going to try replacing the two instances of this POI on the map and see if the error occurs anywhere else. 

     

     

    Edit:  oof, nope.

    2022-06-25T00:31:50 771.948 INF Entity animalZombieVulture 726 killed by strattonel 171
    2022-06-25T00:31:50 771.948 INF [CSMM_Patrons]entityKilled: strattonel (Steam_76561198084870905) killed zombie animalZombieVulture with Dragon Hand Axe
    2022-06-25T00:31:50 772.002 INF [CSMM_Patrons]playerLeveled: strattonel (Steam_76561198084870905) made level 5 (was 4)
    2022-06-25T00:31:52 773.832 INF MinEventLogMessage: XP gained during the last level:
    2022-06-25T00:31:52 773.832 INF CVarLogValue: $xpFromLootThisLevel == 0
    2022-06-25T00:31:52 773.832 INF CVarLogValue: $xpFromHarvestingThisLevel == 0
    2022-06-25T00:31:52 773.832 INF CVarLogValue: $xpFromKillThisLevel == 0

    Caught fatal signal - signo:11 code:1 errno:0 addr:0x8a2ecdfb
    Obtained 6 stack frames.
    #0  0x007f9f01fe8730 in funlockfile
    #1  0x00000041b4fae8 in (Unknown)
    #2  0x000000421f05af in ChunkCluster:CheckCollisionWithBlocks (Entity)
    #3  0x000000421ef83c in World:CheckEntityCollisionWithBlocks (Entity)
    #4  0x00000042228ea0 in EntityAliveSDX:OnUpdateLive ()
    #5  0x000000421d406c in EntityAlive:OnUpdateEntity ()

    This POI was removed a few weeks ago and recently replaced with a lighter version from Shema. It would be prudent to update to the very latest version of the NMM mod and World.

  18. The hydroponic wild plants were given slightly different probabilities for the desert to see if it will help the pineapples appear more often, even though their probability is identical to other plants. This issue has been reported by a few players.

     

    Pinapple probability is 0.2

    Pepper is 0.15

    Tomato is 0.1

     

    They were all at 0.1 but the reality was a 5 fold harvest of tomatoes compared to pinapples and a 3 fold of peppers to pineapples. This may help give pineapples more chance.

  19. Added a small update to the Github Dev Build:

     

    - Icon updates for Oak mods (workstation, food/drink, etc)

    - New Chicken Coop and reduced audio

    - Localisation to make things more sequential

     

    House Coop

    20220623115138_1.thumb.jpg.47a06d08de533a361af655fa9bd517d9.jpg

     

    Sequential listing.

    20220623115151_1.thumb.jpg.e9e9f6651668964a28e6ebaac033978d.jpg

     

    These will be added to the Moddb in due course as additions/edits mount up.

  20. Update the Github Development Build and the Moddb to include a new multi-trader POI that replaces the mountain top version.

    It is located in the Wilderness and some will be quite close to town while others will require a journey.

    This POI was made by Shema specifically as a Trader location.

     

    20220623022445_1.thumb.jpg.370cdb2b329392574470d8da59a7f594.jpg

     

    In addition, the Chicks in nests for the Moddb will also receive the update from custom loot to standard nest loot which is showing stability with a 20% chance of a find.

     

    The 6K and 8K Worlds have also been updated to include the trader POI.

  21. 1 hour ago, Cndrocker said:

    I'm not sure what I am doing wrong, but I follow the install instructions (unzip contents into Mods folder) and it crashes my game with a whole ton of errors.

    A couple examples of hundreds : Could not instantiate classEntityAliveSDX, SCore' for entity.... or NullReferenceException: Object reference not set to an instance of an object

     

    Did I install it wrong somehow? I have A20.5 installed

     

    I am also unsure how to upload screenshots to give sample of errors. It says from URL, but they are on my PC.

    Let's perform a check list to see if anything is different than suggested. These checks will begin with the elementary things and work up.

     

    1. Can you confirm that each individual Modlet within the NMM Modpack has been added into your Mods folder as per the first post image hierarchy of folders, of how it should look inside your Mods folder?

    2. Can you confirm that they are all top level folders and nothing has been nested inside another folder by mistake?

    3. Can you confirm that you are using no other mods inside the folder?

    4. Can you confirm if you are using one of the provided Worlds or made your own custom World?

     

    Those warning errors are often seen when something is missing or can't be seen because it needs to be moved to another location.

     

    Your log is typically stored somewhere like here:

    C:\Users\'name'\AppData\Roaming\7DaysToDie\logs

    This area can be accessed by:

     

    1. When you start to Launch 7D2D, select 'Show game launcher' option before choosing the PLAY tab.

    2. On the next screen that appears, select the 'Tool's menu tab.

    3. Select the 'Open savegame folder' and it'll take you to the folder than contains the logs.

    4. Paste only a small section of where it shows the errors or upload it somewhere and share the linky.

     

×
×
  • Create New...