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arramus

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Posts posted by arramus

  1. 5 minutes ago, Canute said:

    Is there a reason why you put a zip-archive into the main folder of the world github  and not the files from inside the archive ?

    To download the world you mainly use the Clone/download zip function, then you have a zip inside a zip.

    Alternative there should be a way to put the archive into the releases, where it can be downloaded too.

     

    Instructions on how to bypass the Clone/download zip function to remove the need for double nesting zip files.

     

    1. Click on the zip file name as it is a hyperlink to a new page. It will open in a new window that provides only the zip download.

    https://github.com/drkstardragon/NMMWorlds/blob/main/NMM01_2022June02.zip

     

    Alternatively, it can be downloaded directly.

    https://github.com/drkstardragon/NMMWorlds/raw/main/NMM01_2022June02.zip

  2. The Github Development build has been updated to include a new Quest.

     

    Contract: Eliminate Horde (Created by @Laz Man for A18 and still very worthy for A20 with just a few updates and customisations)

     

    This quest is placed in the player's toolbelt upon spawning but can also be purchased directly from the Trader when it is stocked.

    It is a multi-stage quest as follows:

     

    - Be prompted to head to a selected trader to pick up building supplies.
    - Head to a predetermined location and craft defenses as requested in the Quest progress area.

    - Place your flag and the Horde will attack your mini base.

    - Eliminate the incoming to achieve the Quest.

    - Return to the trader to collect your reward and initiate the next stage that follows the same sequence.

     

    There are 3 defense challenges from regular entities, feral type entities, and a mix of feral/chaos type entities.

    Each stage of the quest gets closer to the trader to simulate an encroachment into NMM Outpost Territory.

    Rewards are very generous and upon completing the final stage, players pick up a skill point.

    Players can build their defense beyond the minimum requirement.

     

    Here are a few images to demonstrate.

     

    Check your quest and activate it.

    20220602204850_1.thumb.jpg.69b356d1100c18ce301aa02022ce2fb7.jpg

     

    20220602205100_1.thumb.jpg.da125e3514856da5c067295ef4da0e71.jpg

     

    Head to a predetermined Quest rally marker and activate it.

    20220602205436_1.thumb.jpg.10893d410f220eef2277438695c85c0b.jpg

     

    Follow the Quest instructions and place your flag. Once you place the flag, the horde will spawn.

    20220602205909_1.thumb.jpg.5c68d95075030d694efe8830e83938e4.jpg

     

    Eliminate a preset number to complete each Quest stage.

    20220602205924_1.thumb.jpg.cacea2b272628ba237b61685ba0b22d7.jpg

     

    More entities spawn than needed, just in case a bear or NPC gets involved. You can finish them off or return to the trader once you hit the quota.

    20220602211734_1.thumb.jpg.8302f52127218b343724c1764bdae88b.jpg

     

    Collect your reward.

    20220602211910_1.thumb.jpg.f5587ad10ad56e518121eb7dbd4c61ea.jpg

     

    20220602212856_1.thumb.jpg.c90368ce8c75b250f75065c0e14ceab1.jpg

     

    A new Quest costs 1200 as base price, but the rewards are most favorable.

    20220602213403_1.thumb.jpg.f01288716e3c6b5594af9f5d23b016ec.jpg

  3. 1 hour ago, Canute said:

    I just thought about a garden fence like many of the POIs allready got.

    That would fit at the small town/living houses or crafting houses, so not every customer walk over the flower the crafter's wife plant.

     

    Yep, fences would be nice for town houses for sure, and even some of the merchant buildings which double as houses. For new POIs added directly from the NMM team, that is very possible. For POIs that came from the CP48, the rules are to leave them as the creator intended apart from modern things and it isn't possible to add fences to those. We'll add some more fences like the one Guppy has for his house as it works well and helps to separate the POIs a little.

    The Hansel and Gretel gingerbread house has been added to the development build and already comes with fencing.

    20220602141234_1.thumb.jpg.94838888320a6ddb07e9353fde9bcbce.jpg

     

    The only residents of this building are the Goblins as it matches their size and character.

    20220602141306_1.thumb.jpg.f609f4339d6ede357459dc40895c160a.jpg

  4. 8 hours ago, Canute said:

    Maybe add fences to the POI borders ?
    That give you little advance against the "high Undead count potential spread around the building."

    Excuse me if I didn't describe what that means clearly.

     

    Fortunately, they are only spread around on the inside of the building and there is nothing placed on the outside. It will only be when a player walks through the door or brushes up very closely to the building's walls that the undead will wake up and respond. It has been very safe to walk outside without being attacked.

  5. @Shemasheko kindly shared a medieval house for both the CP49 and NMM mod.

     

    It is a T2 Questable house with a high Undead count potential spread around the building.

    It brings additional variety to the Medieval Town and lower Tier Quests.

     

    The house fits the context perfectly and has its own unique features such as the stylish chimney, compact use of space to maximise room count and routing, and a few touches that will stand out as unique to this POI. It has been bundled into the Github Development build and the World for this build has also been updated.

    20220601235705_1.thumb.jpg.73d423366f8823e5e9ac8cf6750e3b8d.jpg

  6. 10 hours ago, Ali.J said:

    Hi

     

    Please upload this mod in nexus mod 

    I have problem when i download this mod from github

    Here's the current Moddb version.

    https://www.moddb.com/company/not-medieval-mod-developers/downloads/mods10

     

    And a World to go with it.

    https://www.moddb.com/company/not-medieval-mod-developers/downloads/nmm01

     

    This Moddb version won't be updated for a little while for sure. Version 22 includes a +1, as the original was 0 version, and all that equated to about 40gb of uploading and it got a bit too frequent. Once a batch of new POIs has been tested in the development version then it'll be good for another Moddb upload. Adding to Nexus as well will just be upload overload. I appreciate the Nexus installer is useful for many players but adding a few mods to a Mods folder is quite an elementary task. For those who are unfamiliar with this process though here are instructions. I'll add them to the opening post as well.

     

    ============
    INSTALLATION
    ============
    For Players and Server Admin/Hosts who have never installed a mod before, here are some simple step by step instructions:

    1. If you've never installed a mod before, it is necessary to create a Mods folder in the main directory, typically inside :\SteamLibrary\steamapps\common\7 Days To Die. In the future, this location may change and we'll update instructions at that time.
    If you have a custom install or your server host has modified the installation location, then you may have to explore.

    2. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature) in your '7 Days To Die' main directory folder.

    3. You can now drag all of the mod folders directly out of the zipped file, and it can be placed directly into the Mods folder. It should look like the list of folders and file in the image earlier in this post.

     

    Does this Mod need to be installed in the server/client host? = YES
    Do players also need to install this Mod? = YES (because it contains custom content that cannot be downloaded from the server).

  7. Here is a new update for the NMM.

     

    This is specifically for the Github development push with the very latest content.

    https://github.com/drkstardragon/NMM

     

    And here is a new World for the Github development push which includes the very latest content.

    https://github.com/drkstardragon/NMMWorlds

     

    Both will show 2022June01 in the readme for the NMM and the name for the World to show compatibility.

     

    The Moddb versions will remain as they are for the benefit of some community servers. This Moddb v.22 build and accompanying World are decent builds. They don't incorporate all of the updated features, but will serve communities well since a new version can require a new World, especially where POIs are added.

     

    Updates to the new version include:


    - Mushroom blocks received collision update. Somewhat critical as they were impeding (in some cases trapping which could be seen as a fun feature for some) player movement.

     

    - Update to a few POIs for the continual checks for inappropriate assets.

     

    - Two new T1 POIs Bric-a-Brac (A 25x25 store with a mix of the undead) NMM_remant_building_04 (A burnt out TFP building given some aging and a stable for the horses)

     

    - A few small localisation updates here and there for the Wood Bow which had been buffed a little and called Archery Bow. The localisation updates are to change Wooden Bow to Archery Bow in the perk Archery skill descriptions.

     

    Undead entities with some burned ones out back who are caring for the mini crematorium.

    20220601151956_1.thumb.jpg.e9f8ba8a4f191a05faa29c413dcf5ade.jpg

     

    Remnant House with burned in the building and Undead in the stable.

    20220601152133_1.thumb.jpg.5262f9bb6c29cf1e8de74cc1ed8c5083.jpg

  8. On 5/31/2022 at 7:18 AM, BasicallyACat said:

    Is this the big update such that it might make sense for us to restart

     

    Cheers,

     

    BasicallyACat

     

     

     

    The 7daystodiemods.com website visits this thread to make its updates directly from the first post. The first post has a link to the newest sample map which is compatible. That link for the map never changes either as newer versions matching the current NMM build overwrite previous versions.

  9. NMM has been updated to Mods.v.22. It can be download on Moddb here:

    https://www.moddb.com/company/not-medieval-mod-developers/downloads/mods10

     

    Alternatively, NMM can also be downloaded from Github here:

    https://github.com/drkstardragon/NMM

     

    There are a number of changes in the background and some changes that will be noticeable as follows:

     

    - The NMM is growing quite large at almost 2GB. Uploading the whole Mods.zip folder to Moddb takes 40 - 60 minutes even for one small file change. Unfortunately, it does not provide a dynamic way to integrate small updates. As such the NMM has been added to Github.

    Github allows just updated files to be pushed to the storage repository which allows updates to be added in 2-5 minutes depending on size.

     

    For this update though, NMM will be added to Moddb as well just for this last occasion. After that, the transition to Github will be the only way to download the mod as the Moddb version will be removed. The same will apply for the NMM01 World in time.

     

    One other benefit of this is that it is possible to clone what is kept on Github on your own PC so that you can always be kept up to date and not need to make large downloads each time as the small updates will sync to your current content. If you would like to integrate this system, please share your intention.

    In addition, this will allow the latest version to be added to the 7D2D Mod Launcher application.

     

    The Github version will show the version in the Readme and 1-NMMCore ModInfo.xml

    It will simply show the date, such as: 2022May30

    This will be an easy way to keep track of the version.

     

    - The NMM mod is powered by Score and XNPCMod. Score also powers a lockpicking mod which changes the current version to a skill based version where players can open locked safes by finding the 'pick point'. As you attempt to pick a lock clear instructions are given on how to do it.

     

    - KhaineGB's Lockable Inventory Slots has been added to the NMM. This allows players to lock their inventory so that it is easier to automatically place looted items into storage. The items placed in the locked slots will remain where they are. It is necessary to assign the locked slots each time you log into a game but this is a small trade off for the benefit.

     

    - A few more POIs saw small updates such as replacing an inappropriate item (something with electronics or plastic) with an alternative. This will not cause the World any issues as these are all default items and they will update if your start a quest on those buildings.

  10. 22 hours ago, pApA^LeGBa said:

    Is there any chance that you could include the lockable inventory slots mod to NMM? It´s such a big QoL update. I am actually annoyed already on day 2 of not having it.

    Yes, it will be included in the next build. Khaine's version unlocks it and terms of use allow it to be added with appropriate acknowledgement. The next version has been released and a post about it will follow below.

  11. 2 minutes ago, pApA^LeGBa said:

    I had a "!" in the game name, wich you can´t use. My bad. Reading is hard. Meh.

    Ya, I had the same looping 'server is initialising' issue when I used the '&' symbol...

    v.20 is just uploading and will be about 10 minutes. The mounted riders are a real surprise that Darkstardragon sprung on us.

  12. 28 minutes ago, pApA^LeGBa said:

    I am having troubles getting this running on a g-portal server. I created a mods folder, copied the mod in there, copied the map into the worlds folder, using FileZilla. When trying to join it still says "Server is still initalizing, please try again in a minute." It´s now 15 mins after restarting the server and we still can´t connect.

     

    Is there anything i need to do besides copying the mod and the map?

    Map in the Data > Worlds folder or SaveGames > GeneratedWorlds folder also works.

    NMM Mod in the Data > Mods folder or SaveGames > Mods folder also works.

  13. NMM has been updated to push version Mods.19.zip

    https://www.moddb.com/company/not-medieval-mod-developers/downloads/mods10

     

    This push will require a new World. The NMM01 World has also been updated to NMM01.4.zip

    https://www.moddb.com/company/not-medieval-mod-developers/downloads/nmm01

     

    It requires a new World because a critical POI has been removed and another has been added. Here is a breakdown of updates.

     

    1. Quests

    Darkstardragon has created numerous chain quests which allow players to battle through 5 stages for each Quest type.

    For example.

     

    Zombie Slayer

    Stage I II III IV and V. Each stage requires players to eliminate a certain number of Undead type entities. Upon a single stage completion, the player is rewarded. The final stage sees the best reward.

     

    Beast Slayer

    As above but each stage changes beast, such as Bat, Rat, Spider, Troll, etc...

     

    And others that can be bought from a Trader.

     

    However, the first Quest is Free of Charge and is found in a player's inventory as they spawn.

     

    The Quests are experimental and we need to check on how often they are seen at the traders and if the rewards match the challenges. Feedback is always helpful.

     

    2. POIs

    The Mountain Multi Trader has been removed. It was causing some rendering issues for some players and too extreme for others. It will be added again at a later date as a rather challenging POI.

     

    A new Beasts Nest has been added. Once a player reaches Bartering Skill 3 it can be located by reading a Scroll in the Traders secret stash and then Quested from Tier 5. Players can visit it at any time though. Be prepared as it can get rough.

     

    3. Tweaks

    The Wooden Bow has been renamed to Archery Bow and buffed up a little.

    The aiming cross sights get closer together when aiming and the velocity has been increased so arrows will fly further without dropping due to gravity.

    The trade off for better accuracy and truer flight is that the drop off damage will be more pronounced where players are striking from greater distances.

    This addresses the lack of a higher Tier bow which is being considered.

     

    4. Localisation

    Attributes and Skills are better documented for which ones are functional and which one are 'Not Yet Invented' and not worth your Skill points.

     

    In summary:

     

    9 out of 10 Perception skills are fully functional. (No need to spend in Dead Eye)

    9 out of 9 Strength skills are fully functional. (With Smite Thee Down being the only replacement)

    8 out of 9 Fortitude skills are fully functional. (No need to spend in Machine Gunner)

    8 out of 9 Agility skills are fully functional (No need to spend in Gunslinger - And Flurry of Blows is limited to knives)

    5 out of 8 Intellect are fully functional (No need to spend in Batons, Turrets, and Grease Monkey - Some limitations with removed things but Oil has been moved to to Master Chef skill 3 for unlocking. All documented)

     

    Magolis Compo Pack team is supporting the NMM with new POIs and we hope to deliver some additional Tiered POIs to keep questing interesting and not too repetitive.

     

    Darkstardragon is working on some POIs in the background for larger Quests.

     

    I shall work on some simpler T1 and T2 Quest buildings. However, POI creation does take time to do it properly.

     

    This is a sample of a simple T1 Bric-a-Brac building that will join the mod soon. It utilises the new A20 blocks which already have the lines in them to give that wooden reinforcement effect.

    20220528224633_1.thumb.jpg.e231fbdb27302275409865d399866bf2.jpg

     

    I believe that is everything for this update.

     

  14. 15 hours ago, BasicallyACat said:

     

    Hey, I'm multi-quoting just so you both see it.  We have some feeback, though for an alpha version of the mod we're generally happy.  As best as I can I'm going to skip commenting on anything we know that you're already looking at (like bows and what to do with T3).

    • If I could only recommend one thing:
      Overall, a better intro document.

    Feel free to write a document outlining everything that is appropriate for new players or important as players move up in Game Stage and it can be added to the first post. ^^

     

    • We are jonesing for shields to be a thing you can wield.  We know that the base game may be giving you obstacles there.

    Based on a novel approach Oakraven used in the Snufkin Weapons PLUS mod, it is possible to attach an item onto a player using the helmet dye area. This shield is in the game if you search in the Creative Menu area for shields. It is purely experimental because it is buggy. For example, you can 'put it on' but not take it off. For whatever reason, a remove prompt that works for all Vanilla models attached to a player, do not remove for custom models, at least the 3 we have tested.
    After removing the item from the 'helmet' it is necessary to log out and log back in to purge it. This is something we will look at in more detail as things stabilise. This shields gives a +1 to damage resistance and elemental resistance for heat/electricity.

     

    20220529215227_1.thumb.jpg.cc407914b1aad0050191d8a4b22e4a8e.jpg

     

     

    • After we updated we had a funny incident with regular zombies from vanilla 7dtd spawning in on a dig mission, IIRC.

    We shall monitor this. The dig quests spawn from a SleeperGSList of entities. In turn this list selects from a sleeperHordeStage list which is linked to player game stage. And then entities from a lonnnnnng sleeper horde list spawn.
    The NMM only has Undead entities in this list so it's something that may have additional influence from elsewhere.

    • It took longer that you might guess to get how there are two categories of crossbow and bolts.  We thought things were just flat-out broken.

    This has been Localised with clearer documentation in the Attributes/Skills area.

    • Early game like day 1 might need to chill out a bit with the enemies.  Ideally you shouldn't be able to be shot on day 1 because that's like half of your health in one hit.

    There is a built in check system which allows servers to give a 5 day/level chill time (by default) which protects the player from environmental damage and too many entities. This is hardcoded and it doesn't appear that the NPCs are governed by it. The ranged Orcs/Goblins/Elvens had their probability reduced to 30% chance to spawn out in the Biomes. This is a one time setting that is not linked to game stage and is locked. Any more becomes too harsh but any less turns the Biome increases the melee entities and it becomes too easy as Game Stage increases. The only suggestion for now is to complete the starter quests as quickly as possible and just run. If players see a friendly, stick close to them. Hardcoding limits options on this one.

     

    • Currently getting repeated trade routes quests to the same place (the traders way up the mountain)  Also there is a mine off in the bushes at the top of that POI that killed me and I'm wondering if that's by design because it made no sense.

    This has been commented on repeatedly and is no longer in the mod as a trader location. It will be reintroduced at a later date as a regular POI.

    • Strength is a really high-priority skill tree, maybe too much so.  We have two STR characters and one not, so I hope the other things like Agility:bows and Perception:explosives skills are working properly, because I think we're going to continue to have one character lean away from STR and I hope that pays off reasonably.

    There is clearer documentation showing what Attribute skills are functional and what ones are not worth investing in.

     

    9 out of 10 Perception skills are fully functional. (No need to spend in Dead Eye)

    9 out of 9 Strength skills are fully functional. (With Smite Thee Down being the only replacement)

    8 out of 9 Fortitude skills are fully functional. (No need to spend in Machine Gunner)

    8 out of 9 Agility skills are fully functional (No need to spend in Gunslinger - And Flurry of Blows is limited to knives)

    5 out of 8 Intellect are fully functional (No need to spend in Batons, Turrets, and Grease Monkey - Some limitations with removed things but Oil has been moved to to Master Chef skill 3 for unlocking. All documented)

    • Getting shot from outside of one of the POIs (I think it's a castle) and losing like half health with each hit on day one is maybe a little much, though it did lead to angry laughter by all of us.

    Stay away from the walls as it'll trigger them to spawn/wake up. Even if you don't breach the invisible spawn volume, these NPCs are very sensitive. This is governed by Score/XNPCCore and discussions are ongoing.

    • The wandering mobs harrassment on our base on non-blood moon days/nights is probably too low.

    The wandering hordes are governed by default settings. It is possible they are being wiped out by Orc/Goblins/Elvens and Friendly NPCs as they wander. I have only seen them soon after a Horde Night event.

    • Like most games, the NPC hires do hilariously annoying things all the time.

    Such as a hostile standing on a friendly's head and performing figure skating spins... Yes, plenty of oddities and frustrations.

    • EDIT: clearly elven armor is T3 light armor, and dwarven armor is T3 heavy.  Come on bro.  ;]

    The original creator set up all this armor linked back to steel. We've tinkered with the original settings to make them more balanced and can look at them again as things settle down. They are all governed by a master template which reduces individual traits.

    • EDIT: the POI on a mountain with all the traders is both great and needs some changes: it shouldn't be possible to be the starting quest trader POI because that's going to frustrate newer players or weaker players; also with the newest map it has a buncha janky illusory blocks all over the place

    Gone. And yes, this POI is huge and suffers from a Vanilla game issue with those phantom blocks which should disappear as the players gets nearer. This issue has pretty much gone for all buildings except the most render heavy.

     

    Two more questions:

    -are both categories of bow/crossbow (the vanilla and the mod-specific) buffed by the Agility:bows skill?

     

    All bows/crossbows are buffed by Archery skill and the books.

     

    -are there any other skills that do nothing or almost nothing right now?

     

    As above, and better documented in the most recent update.

     

    I could give my notes on the introductory "how this mod works" document on that you have up on webpages if you'd like.  I am not bad at that sort of thing.  Sometimes it's not what you say but how you say it and in what order you say it. 

     

    Go for it. Add pictures too. ^^

  15. 3 hours ago, BasicallyACat said:

    Awesome, thanks.

    I think the only questions we have left (whether I asked it above or not) is what skill buffs the new crossbows, and whether or not things like Flurry of Blows affect the new one-handed weapons.

    I'll just copy and paste that particular bit from the answer above about Flurry of Blows:

     

    Even though some are one handed/look like clubs/knifey they are not covered by flurry of blows or deep cuts. In time, things may change but that will be an arduous process at the moment.

     

    The new crossbows are governed by the perk Archery and all the books just as with the Vanilla bow type. I'll add more clarity in the Progression area to mention they use their own custom ammo.

  16. All custom melee weapons that hit, chop, or stab (but not spear) benefit from:

     

    - The Smite Thee Down Skill (perkSkullCrusher) with knockdown and Area of Effect

    - Sexy Rex to reduce melee stamina use

    - Crafting from Q2 - Q6

     

    Even though some are one handed/look like clubs/knifey they are not covered by flurry of blows or deep cuts. In time, things may change but that will be an arduous process at the moment.

     

    The Flintlock and Blunderbuss are well integrated and all covered by perkBoomstick. Sticks of Boom is a cosmetic name change but under the surface they are basically ranged shotguns.

     

    All of these weapons were kindly made by Oakraven specially for NMM and we'll get better documentation added to the Smite Thee Down area first and reconsider their weapon type for the future.

  17. 9 minutes ago, BasicallyACat said:

    Great, thanks for this.  I think we will try to keep the game/map we have going and update since the risk/reward ratio sounds pretty good.

     

    Cheers.  If you're looking for feedback in a specific area, please let us know.

    The most recent background updates were about weapon balancing and making Horde Night match the intensive kind of experience we see with regular zombies. The current NMM version has definitely brought back the chaotic Horde Night because Darkstardragon kindly made some fundamental changes to ensure all of the Horde Night spawns are based around the zombie code which is specific to Horde Night.

     

    As for the weapons, it is all about balancing to help keep them integrated to Game Stage. For example, feedback on how that's all working out is helpful.

     

    Ballistic Type:
    These weapons have been given the most thought so far simply because of their potential impact. They work like this:

     

    Lower End - Blunderbuss type
    These are powerful for sure but slow to reload and a player may need to carry 2 or 3 at the same time to keep things at bay. The double barrel version is the slowest to reload but has that double shot benefit. Their range is fair with huge damage for close up but still allow players to retreat to the edges of a POI during a quest and take out entities while at the boundaries to some extent. Overall, pretty decent for T1-T2 Questing. They need iron ingots to craft which restricts them being a very very early feature.

     

    Mid - Upper End - Flintlock tpye

    These are also powerful but more so because they have greater range, faster reload, and are more accuracy with the closer sights for aiming. The Masai flintlock rifle is a little slower to reload but carries a 3 shot magazine and benefits from reload skills/perks. These weapons require steel ingots to reflect their extra gains. Flintlock ammo also requires more gunpowder to craft.

     

    Semi Auto Crossbows

    These cause about 10% less damage than regular crossbow ammo but have the 4 bolt loader to compensate. Useful for getting damage multipliers when stealthing.

     

    All these weapons are restricted by a reduction in mod attachments but using a regeneration mod (rad mod) in combination with the few others that can be added certainly brings up the damage. Getting feedback on how they are working out and if players can adapt to their unique features is helpful. Not having scopes will be a biggie for some players. ^^

     

    Next up is thinking about the bow and melee type smite weapons.

     

    Since the T3 bow has gone, the T2 bow may need a little assistance with slightly closing the sights when aiming for better accuracy. Other than that, it is pretty well covered and A20 already gave it a boost from A19. It has its own specific mods and is still be governed by all book perks on top of the Archery skill/attribute.

     

    The smite weapons are quite diverse and Oakraven made them by comparing existing weapons. Sure, some are pretty powerful but they are governed by the need to invest in appropriate attributes and skill to bring out the best in them. They will always be linked back to player proficiency and 'swing' speed as well. Certainly not going to empty a room like the M60.

     

    Apart from giving the bow a little better aiming potential, or bringing in a better T3 type bow for higher GS, it will be nice to hear feedback on the overall balance.

    We also have to remember that the hireable NPCs are a weapon in themselves and their use during a Horde Night can act like a sledge or turret and consider how they come into play.

  18. 4 hours ago, BasicallyACat said:

    Do you think there's an update risk?  We are a private server of 3 people, so as long as the game doesn't break, we're fine with taking 5-10 minutes to replace files.

    The most recent updates have been for a mix of reasons, but are typically done for something critical such as:

     

    - A recipe is using an item which no longer exists in the world (a canned item)

    - A small change was needed if something is not functional and can impede actions (a small uppercase/lowercase mismatch caused some items to not be createable even though they were visible)

     

    These updates cause no issues to the World at all.

     

    The new map was added because the POIs were reviewed with the hope of removing as much inappropriate content as possible. For example, some modern toilets, utility sink, chemistry pick ups for the one with plastic, cardboard boxes, and trash cans. If you use the old World, and new POIs, you will still see these inappropriate features until they are activated by a Quest. Then the POI resets with the newest content.

     

    The World was added for players who are using the mod for the first time so they get a fresh and updated start. Since no assets are taken away from the mod, the risk of updating to the newest mod version but keeping your existing world is very minimal. In fact, I could use the most current NMM release on a world from NMM v.8 without issue. The risk is less severe because nothing was permanently taken away, and the updates are typically cosmetic for new background additions. As such it is worth taking the risk on this occasion... but with the understanding that there can never be any guarantees.

  19. 6 hours ago, A.Danials said:

    Last time I tried was with vs 4. I did a new install of the game, removed the POI's folder and added the Medieval MOD with nothing else ..  yeah I play with a few other MODs, don't judge (Haha). Still crashed at the pathing of wilderness POI's at 30%.

    I'll try again tonight with vs 14. Am I correct in that I just remove the POI folder? Is there more than 1 POI folder and maybe I'm removing the wrong one? Apologies' as I am at work and can not check for More than the 1 POI folder I found before.

    I totally removed the 'POIs' folder from the main NMM game. This is my second install of 7D2D and I can use the original as back up if needed.

    SteamLibrary\steamapps\common\7 Days To Die\Data\Prefabs\POIs

     

    The necessary files from this folder are built into the NMM and stored here:

     

    SteamLibrary\steamapps\common\7 Days To Die NMM\Mods\1-NMMCore\Prefabs\NMM Vanilla POIs

     

    It contains things like blueberry fields and iron ore blocks.

     

    There is occasionally an error which warns about too many paths for not enough POIs, or something of that nature. At that point, trying a new RWG seed typically brings success.

  20. 11 hours ago, Telly G said:

    With the A20.4 update how would one actually install this modpack or any mods from here on, TFP didnt explain it very well. 

    We currently have two ways to install Mods.

     

    1. The way we have become accustomed to and which still remains valid for the time being.

     

    a) Make a 'Mods' folder in the main game directly.

    b) Add the contents of this modpack inside the Mods folder.

     

    And that's it.

     

    I use this first way because I can run two duplicate instances of 7D2D with this mod pack in one, and The Wasteland Mod in the other, without needing to configure where the game looks for the files I want to use.

     

    2. The new way is to make a Mods folder in the

    C:\Users\arramus\AppData\Roaming\7DaysToDie type location. This is where GeneratedWorlds, Saves, SavesLocal and some things like that are stored. There have been reports of this method causing issues such as duplication or errors. I tried it when A20.4 first hit and didn't have any issues, but prefer method 1. for the time being as it's easy going.

     

    A20.5 shared this about the new Mods set up. I'll switch over, only when I have to.

     

    Mods folder

    Due to restrictions from Microsoft, FUTURE updates may change the location of the Mods folder.
    These restrictions make it so that the Mods folder can longer be in the same installation folder as 7 Days to Die.

    You can specify the location of the UserDataFolder in the game launcher. The Mods folder can then be placed in that folder.

    Add the following to the command line:

    Format:
    -UserDataFolder=<YOUR_DRIVE_LOCATION><YOUR_FOLDER_LOCATION>
     
    Example:
    -UserDataFolder=C:\MyUserData

    The UserDataFolder can also be set in the serverconfig.xml file.

    Format:
    <property name="UserDataFolder" value="<YOUR_SERVER_DRIVE_LOCATION><YOUR_SERVER_FOLDER_PATH><YOUR_FOLDER_LOCATION>" />

    Example:
    <property name="UserDataFolder" value="C:\MyServer\Users\TFP\123456\MyDediSaves" />

  21. Just a small update for a critical thing and a few quality of life updates.

     

    The Fish Starter Kit required old money to 'craft' and has been changed to Silver Coins since old money no longer exists.

    20220521222514_1.thumb.jpg.d4dcc6a1d8e2b3a1947ec8bc6807057a.jpg

     

    The Fungus entities are added to BM.

    20220521223254_1.thumb.jpg.543c893f3acbcaba6b00f422818c80a9.jpg

     

    And for testing purposes, a BM variant of the Giant Rat.

    20220521235239_1.thumb.jpg.927979d48b3f8ed2933dcace75407598.jpg

     

    The Rad Mod has been renamed and given a new icon, since it was since hooked up to loot and is necessary for certain entities.

    20220521222300_1.thumb.jpg.12e3b544cad3413cf33b2b380141054c.jpg

     

    And since those nights and POIs can get very dark in there, a 'Mage Light Mod' has been added to the Trader inventory.

    20220521222146_1.thumb.jpg.4bdb632b9ff703ea845c78d974434739.jpg

     

    And a slight update to the 'Escape Menu' image.

    20220521234931_1.thumb.jpg.0d356f390283f228f3a44217e333497b.jpg

     

    As these are all minimal .xml updates to existing assests, it is not necessary to start a new world.

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