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arramus

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Everything posted by arramus

  1. @PeNa1979 Actually, one of the team has been thinking about the Blimp for some time ever since the shark was first tested and a full scale model is very possible. There may be some limits such as color because that feature is not implemented yet but the devs are looking at vehicle color customization for A20. Even though the devs decided to change direction for this vehicle, at least they left it for us to enjoy for community projects.
  2. Oh yes PeNa. I only installed it about a week ago and it's very useful. Actually, it's part of a server management service linked to in the forum. I set up an account with CSMM - Catalysm's Server Manager & Monitor and linked a server to it. It gives the CSMM website permission to set up commands and run scripts to my server such as teleport, server shop, timed shut down. It has teleport set up by default.
  3. Here is an update to the Snufkin Community Pack Server Side Vehicles. Download: https://github.com/arramus/Snufkin-Community-Pack-Server-Side-Vehicles-A19-Stable-2020Nov15 This update brings 2 features; a cosmetic change to the Shark Blimp and a new vehicle, which is a Work in Progress, called the Bath Blimp. 1. Shark Blimp The Shark Blimp was added to the community pack for fun and it was not expected to become so popular. Visits to busy servers have seen it used as a primary vehicle for both air and 'ground' transport very frequently due to its high s
  4. Here is an update for the Snufkin Weapons Xpansion mod. Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-2020Nov15 Part of this update was possible thanks to the support of @PeNa1979 for sharing valuable feedback on first hand gameplay and the dynamics which make the mod overly frustrating or fun. PeNa's feedback has been taken into consideration for recipes and loot probability which can be seen in this update. In more detail, updates are as follows: 1. Black Widow (by oakraven) This new bow is a weapon of precision.
  5. I visited 7 locations with a hardened chest and got lucky on 2 occasions. That's certainly where the tickets and weapons are at.
  6. Here are the boxes/containers/entities to find tickets. id=41 - Small, fancy hardened chest (Green, Yellow, Red) id=61 - Buried Loot Stash Chest /Treasure hunting (Green, Yellow, Red) id=70 - Rare random drop off from regular zombies (Green, Yellow) id=71 - Rare random drop off strong zombies (Green, Yellow, Red) id=73 - Rare random drop off bosses (Green, Yellow, Red, Purple) It looks like Blood Moon will see the greatest amount of tickets, especially with Snufkin Zombies who are given 'bosses' status. Other than that, looting the hardened ches
  7. The code shares 2 ways to get the tickets. We can craft: 10 green to get a yellow. 10 yellow to get a red. 10 red to get a Purple. The tickets are found in loot boxes with probability to match the rewards. Going to be big as copying from Smartphone. <item name="Green Ticket" prob=".2"/> <item name="Yellow Ticket" prob=".01"/> <item name="Red Ticket" prob=".001"/> <item name="Purple Ticket" prob=".0001"/ So an abundance of green tickets in many kinds of loot boxes.
  8. @PeNa1979 Thank you PeNa. Everything should be working just fine and the Newcomen and others can take attachments like the extended magazine. They also have more mod slots on Snufkin weapons. Yes, the Railgun, and a few other weapons have a slight delay to perform their changes and incorporate buffs online. It is a nuisance and we've tried a variety of ways to make it smoother and it's at about the best possible. Other ways to do it slow it down more or make it look bad. And yes, the Savery is very underwhelming even though it suggests much higher damage it doesn't
  9. Snufkin_JunkTurretGun_TurretSledge_Flashlight_2020Nov15.zip Here it is @Slawa. The flashlight placement is on the main body using the parent_transform "Head". 😜 It is located at the same height as the Junk Turret Gun but tucked away under the sledging hammer. It can be edited to new coordinates within the entityclasses.xml Finding the place to stick it required a trip into the Unity Asset Studio and checking if it offered any hints. Luckily there was an animation tree offering hints.
  10. Yes, spawning in debug shows they are good. The default mod has low probability spawning. Try this one in your Config folder instead. Make a backup of your entitygroups.xml file and delete it. Replace it with this one, once you've renamed it to entitygroups.xml entitygroups_Snufkin_Party_2020Nov03.xml And hopefully you will enjoy the show after that. If not, let us know. One other thing to consider is the invisible animal bug. As days progress and now you've got past the 130 mark, animals can begin to disappear as they spawn into invisible entities. Thi
  11. @PeNa1979 Hi PeNa. Here is a test mod with every weapon added for crafting to lvl 1 except for the select few which Snufkin had already created Progression unlocks for. Snufkin_Weapons_Xpansion_A19_Stable_PeNa_TeSt.zip These are the 4 that will not appear in the list because they are already added to Progression level unlocks and Snufkin's own recipes. I shall not touch these. Crossbow Mag Polearm Railgun Thor Hammer This is quite a long list of Snufkin's remaining weapons all given recipes and well as the Xpansion weapons.
  12. Follow magejosh's post above and also double check that the folder inside your Mods folder is called: Snufkin_CustomZombies_A19-Stable_2020Nov03 and not Snufkin-CustomZombies-A19-Stable-2020Nov03 (This is just a holding folder made by GitHub for zipping. If it is this folder then the one above is inside it and needs to be removed and placed seperately in your Mods folder).
  13. Updating the Junk Turret Gun was just a simple name change and works beautifully Slawa but that was elementary for us already. I'm just trying to work out the parent_transform for the Sledge as it is not taking a "Muzzle". I'm going to ask for some advice from those with more knowledge on the model parts. Need a bit more time. The Junk Turret Gun looks awesome with the flashlight attached though . Another Snufkin special.
  14. I have only ever seen this happen on one occasion so far. It is when we used third person view (f5) and free roam (p) to check on how the weapon looks for other players. After we return to normal first person view it looks like your screenshot. It happens because the 7D2D base game still has a few syncronisation and timing issues. Unfortunately, this is not something we can help with in a mod as it is inherent to the base coding. Such issues generally restore after putting the weapon back in the rucksack and taking it again to allow syncing to refresh. Otherwise, it is necessa
  15. Thank you. These are sensible suggestions for the Newcomen. Once I return from some things about town, we can get working on the crafting recipe and attachments for this one to get the balance. The good thing with the repair tool and steel is new players will have to work hard to get them and it’s similar to skill progression.
  16. @stallionsden You understood perfectly. A buddy suggests he’s going to work on some new icons and I’ll see about coding them in. I’ll ask if we can post them here for your perusal and maybe remove something from your to do list. Edit: The same applies as above but I just realised the version I have had been stripped down to 7 traps. The same applies though. One for much later.
  17. Hi @stallionsden I've been using the Extended Traps Mod most pleasurably for some time. One thing that brings up regular comments from players is that even though the items connected to the 1 schematic unlock, the book image remains locked and doesn't toggle to the unlocked version even though the tags="learnable is present for each. For the sake of compliance, I removed all of the connected recipe items except for 1 single entry. And that works with the book image showing unlocked status. Would you recommend making a single schematic entry, whic
  18. @PeNa1979 and the community in general. Here is a run down on the current crafting/progressing/looting dynamics. Lootable Items All weapons are added to the loot container list for the hardened chest although there are probably some weapons considered 'rarer' which should potentially have lower probability. Clucker rounds can be found in bird's nests. Progession Items 1. Railgun (Dead Eye Perk Unlock/Electrocutioner Crafting - Snufkin implementation) 2. CrossbowMag (Archery Perk Unlock/Crafting - Snufkin implementation)
  19. That's correct PeNa. There is some progression and recipes for Snufkin weapons, but not all. He said he wanted to do it though. I think the Loot Add On Machine was his alternative at first. This is on the to do list. As for the Xpansion weapons, there are recipes for all but no progression so they will all craft at level 1. However, the hardened loot box will give levels 1-6 of every weapon. Things we need to do: 1. Make a recipe for all missing weapons. 2. Plan a progression tree for all the missing weapons for type and skill level.
  20. Hi wlrguy. For next time when tagging any user, select the name from the drop down menu so it looks like this @Dre instead of @Dre and the user will will be notified. Dre will see this one so no worries on this occasion.
  21. Based on minimal bug reports typically linked to file conflicts, here is an update which takes the Snufkin Weapons Xpansion Mod from Test to Stable build. Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-2020Nov12 All Xpansion weapons have received recipes which are as closely in context to their cosmetic and function. In time, the weapons may also be given progression and localisation. However, for now, these recipes allow for a Level 1 build just to get the player started and higher level weapons can be found in reinforced containers or exchang
  22. @xGoober Here are instructions for replacement and assumes you have already made a back up of the Wasteland Behemoth folder. Prep: You do not need to make any edits to the file unless you wish to increase the probability of the Behemoth appearing. The probability is highest in the Wasteland at night and is a very high certainty within the first 10 minutes if you pick off a few zombies. It will be the rule rather than the exception. In other biomes it will be less frequent. You only need to edit the file if you wish to increase or decrease the frequency of appearing.
  23. Forgive the delay in responding. Here is a version called Catman Cave without the Behemoth sleeper volume. It has been replaced with 3 soldiers instead if you aren't familiar with that side of things. Catman_Cave_(arramus).zip
  24. There certainly is. See how you get along with this file. It is the original settings with this code tagged on at the top. It is pretty self explanatory but you'll get Behemoth added to the Zombies Night and Zombies All groups which cover everywhere. And the Burnt Forest can be quite creepy too and this gives some extra for there. In addition, you'll see the Behemoth hulking around in the snow. Change the prob setting to anywhere between .99 downwards. If you want 100% chance to spawn (in relation to and competing with others who can do that) then delete the prob setting just like in the
  25. An esteemed modder shared an extra comment to this issue and you can ask the Walkers Mod team to help you made amendments that will allow you to run it in their environment. If you are running a mod/overhaul that changes the controls.xml file it will change the lootboxaddon as well. The lootboxaddon controls.xml is found in the mod Config > XUi folder.
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