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arramus

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Everything posted by arramus

  1. 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?
  2. The last response was Evilspartan would check a back catalogue of Mods in the archives and let us know if it gets tracked down.
  3. arramus

    NPCMod and Addons

    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.
  4. 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. 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. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. arramus

    NPCMod and Addons

    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
  11. arramus

    NPCMod and Addons

    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. 2. Read the 'quest'. 3. Accept the quest after moving to a more open area. 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. 5. Your last action is to 'tame' the Fox Friend to become your companion by feeding the Fox Friend the 20 meat. They work very well together in a pack. ^^ 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'.
  12. arramus

    NPCMod and Addons

    Would you like to take a bath?
  13. 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. And 1 Medieval food item. Pine Cone Jam. These additions will provide added ways to use Bee Hive crafted surplus honey.
  14. 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.
  15. 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.
  16. Oakraven updated the icons for the Water Wells/Stand Pipes and they've been added to the Github Development Build. They are much more face on and each well has its own unique icon.
  17. Updated Hydroponic Farming - Added description to items found on Wild Plants to show where and when they can be found. Updated Cooking Stations - New icons ^^
  18. 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 Sequential listing. These will be added to the Moddb in due course as additions/edits mount up.
  19. 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. 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.
  20. 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.
  21. That was about 30+ minutes of flying around the Desert in God Mode to see what was appearing. I also have Bee Hives mod installed and they will be competing to spawn a little as well. I found: 15 tomatoes. They stick out like a sore thumb in the dark and are easy to see in the day as well. 3 jalapenos. I went alongside some Biome borders at times. 9 red peppers. 3 pineapples. 1 turnip. Biome border again. Tricky to see at any time of day. The pineapple, tomato, and pepper go through this spawning process. They start as a snake (entity) and then change into a fixed plant (block) which can then be harvested as an item. This allows them to be dynamic and keep reappearing from time to time randomly. However, they have not been tested to the full and tweaking the spawn values is still necessary based on feedback. Thank you for your feedback about this. If you go to the spawning.xml file in the Hydroponic Farm folder we can see this entry. <append xpath="/spawning/biome[@name='desert']"> <spawn maxcount="1" respawndelay="3" time="Any" entitygroup="DesertPlants" /> </append> This tells the game how many to spawn and how often to spawn. The pepper and tomato spawned a lot more than the pineapple with the tomato being at crazy levels. Even though they are all set to spawn at the same amount, the game does not always follow the rules for whatever reason. Here are two things you can try: 1. If you are happy that enough Desert plants like this are appearing overall but just want some more pineapple in the mix then go to the entitygroups.xml in the Hydroponic Mod and use these values: <!-- Day/Night Group Desert --> <entitygroup name="DesertPlants"> <entity name="animalWildPepper" prob="0.33"/> <entity name="animalWildPineapple" prob="1.0"/> <entity name="animalWildTomato" prob="0.2"/> </entitygroup> Based on what I found, tomatoes appeared 5 times more than pineapples. Peppers appeared 3 time more than pineapples. Maybe these values will help balanced things out a little if you are experiencing something similar to this. I have no idea why there would be such a high ratio of tomatos to pineapples over a reasonable high test volume BUT sometimes that is just the way the game is. Maybe these values will settle things down and be more proportional. If your own spawning experience is different based on the mix of mods you have, then these values can be further edited. 2. If you are not happy with the overall amount of desert spawning, you can edit the spawning.xml file to something like: <append xpath="/spawning/biome[@name='desert']"> <spawn maxcount="2" respawndelay="1.5" time="Any" entitygroup="DesertPlants" /> </append> This will spawn double the amount of desert fruit/veg. It will respawn them in half the time. 1.5 equates to one and a half game days (based on the explanation given in the default game files). Trying both of these things at the same time, and seeing how things go for a few days will let you see if they are balancing out in what appears and how often they appear. Please share further feedback on any testing you do as this will allow us to set those values for the future as what is uploaded for everyone to use. If you want to share your community server IP, I can visit for a few days and see how things are working out.
  22. Thank you for sharing about this. I shall first check the code for any abnormalities for spawning... Yep, that looks good. <!-- Day/Night Group Desert --> <entitygroup name="DesertPlants"> <entity name="animalWildPepper" prob="0.1"/> <entity name="animalWildPineapple" prob="0.1"/> <entity name="animalWildTomato" prob="0.1"/> </entitygroup> And check it still exists in other areas... animalWildPineapple is in the entityclasses, yep. And it automatically dies when spawning and turns into the WildPineapple plant that we see. And yes, that is in the right place. Now, I'll check in game to see if I can find one. A small update to the Storage Containers. - 4 more metal boxes - Easier to see upper/lowercase text in colours to contrast - And a 'broken' version so that if they break once, they leave an insecure version. Good for PvP or acid attacks.
  23. @DEMMERS I sent a message to my bud @Evilspartan who used an 8 player party mod on their community server for A19 to see if a copy is still around that we can update, if needed. We'll see.
  24. The extended party mod is for allowing more than 6 players to join a party group at the same time right? That's not a mod I have been involved with. There is a section in the "...\Data\Config\XUi\controls.xml" which appears to govern party size. The file mentions party_entry and companion_entry. It is possible the extended party mod made edits to increase the visible depth/size to add more players. There is a section in the forum that is specifically for making mod requests if this mod no longer exists or is difficult to track down. I had last seen it used in a server in A19 so it's out there somewhere.
  25. Update to Github development build. - Caught Chicks have been added to a default loot group rather than a custom loot group for stability. It was spawning chicks in nests at about 50% even though it was set much lower. Adding to a default group sees it spawn at about 20% which is less than eggs (30%) but still requires a little bit of effort.
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