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arramus

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Posts posted by arramus

  1. I can confirm this is for A21.2, and it is required to install it on both the Client and Server, where appropriate, due to custom assets. I could assist with the introductory video, and the creator mentioned they had been called away, but was eager to share this beforehand. It is possibly my fault for any delay in posting additional identifying info, as I delayed the process because... I was doing my hair.

  2. These console warnings generally appear when the mod is not being seen in the Mods folder on the client when they attempt to join the server. If the mod has been installed on the client, it may not be read if it has not fully loaded. This can sometimes be caused if it is nested in another folder and the game is unable to see the ModInfo file in the top folder layer.

     

    It is possible to see if the Bee Hives mod loaded further up the log entry. If you aren't sure what to look for, the log can be added to somewhere like 'pastebin' which is where the game developers recommend for this forum.

  3. 5 hours ago, MrSamuelAdams said:

    So I tried adding this mod for the "POI's" to DF. I always get these errors when loading in, is it an issue or way to fix it?

    Hello there. Been a while.

     

    Delete biomes.xml and spawning.xml from the A21-OldWestMigration Config folder. These are not critical for the Old West Migration Mod since DF performs these tasks in its own way.

     

    It is intended to use the Old West Town Tiling system for RWG and custom Worlds bundled into the DF overhaul. As such they are fully compatible beyond the biomes.xml and spawning.xml.

    biomes.xml adds a few decorative POIs to the biomes and since DF also does this with a number of other blocks, the Old West Migration types are not necessary. They would only reduce the number of DF trees and plants anyway.


    spawning.xml adds some regular entities around the Old West Town. Since DF already does that for custom types, it is not necessary.

     

    Spaghetti Western with these fellas.

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    One thing that the Old West Migration Mod will take precedence with, is the size of the Old West Town. However, that is intended and I expect it is one of the reasons you are attempting to pair them up. This loaded up with no console warnings or errors on a custom RWG.

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    Have fun in there.

  4. Here is a small update for the NPC Mod Prefabs pack:

    https://github.com/arramus/A21-NPCMod-Prefabs

     

    This Prefabs pack offers a limited amount of POIs that can be used during World Generation. They are mostly populated with NPC Mod Bandits for Questing, but there are samples for NPC Mod Helpers and Animals (Spider Pack being a good example). This update adds some NPC Mod helpers who are hooked into the Military Sleeper Volume Groups.

     

    - rwg_tile_gateway_intersection2
    This is a default tile with customisation that will overwrite the original when used. It maximises variety based on the A21 update where it can place a trader, and a variety of additional POIs, at an intersection.


    In this random load out, the armed nurses are 'supervising' a road block in the middle of the intersection. Their military tent is a permanent fixture in the background on the left. All other surrounding POIs will appear randomly. There is also the chance for random additions in the road itself.

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    This load out compounds the road block theme with the random road block just before meeting the nurse 'militia'.

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    An alternative Wasteland load out places the nurses close to Trader Jen and on that occasion matches the context for the Trader Jen Compound.

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    Naturally, any Add On Pack which hooks up the helpers into the Military Group will appear at this location.

    Testing with Darks Soldiers who perfectly fit the context.

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    In A20, this feature would be the same for all Gateway Tiles leading to the Trader Compound. Much appreciation to the TFP dev(s) who worked on adding this random feature to the road network for the benefit of regular and modded NPC Mod gameplay.

  5. The 'TLS Community' are about to start a combined play through of Preppocalypse with the NPC Mod Add On Packs. The server is based in Oceania for players in that region.
    For licensing considerations, they have added all of the required mods into a downloadable Modpack that is hidden within their Discord.
    https://discord.gg/dQmsyg5Z2W

  6. One last entity to accompany the Radiated Big Night Biker, is Big Night Wight. They only appear at night in the biomes and towns. They do not appear in POIs or visit during Horde Night. They are tough, but have a higher chance to drop boss loot when eliminated. They are hooked up to zombie count quests but not to radiated prepper boss quests.

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    Both of these night wanderers are pretty hard to miss.

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  7. Here is an update for Preppocalypse:

     

    1. Steel Pan Marlene

    Marlene has been upgraded to a boss type entities that provide a +10% and +25% gain on the Radiated Marlene version. She carries the High Grade Steel Pan and has her own elimination Quest. The Quest requires she is eliminated with the High Grade Steel Pan just as with other entities and their own weapon types.

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    2. Vehicles have been given new horns. There'll be Oogahs and Squeekies to play with.

     

    3. A final batch of Old West POIs received their infested status to provide a greater variety of Quests. There are still a few directional torches that require a 90 degree turn here and there due to an A21 update, and they'll be revised as they are noticed. Old West POIs are pretty small and it's not really an issue, but just for good measure.

  8. The Chicken Coops Mod received a small update:

     

    - Bird Nests have changed from wood to cloth material. They can be broken down easily with a punch for players who want the extra feathers that way.

    - Movement collision has been removed from the Bird Nests. This means there will be no bump or jump when driving into one or running over one.

    These updates match how A21 default nests are implemented.

  9. Tab to get into your Attributes area to spend your SPIFSAL points on the options available. You're quite safe in that black screen state if a zombie comes and attacks you. As soon as you spend all of your SPIFSAL points, the screen will return to 'normal'.

  10. 1. Go to loot.xml and delete Lines 117 - 181. This section relates to finding tickets in loot.

    2. Go to recipes.xml and delete Lines 101 - 129. This section relates to crafting the Loot Box Machine and related tickets.

    3. Delete quests.xml

    4. Go to progression.xml and change unlock_level, and level areas to match your crafting progression specifications.

  11. Catfish and Chickens have been added to the trader inventory in the fresh produce group at a lower amount than regular fresh produce. This is to offset custom loot not appearing appropriately. 100% loot does have some drops, but this doesn't match what it is set at. This is exacerbated when loot chance is anything above 100%, and nothing drops at all for very lengthy periods.spacer.png

  12. Here are a few entity updates for the A21 Wild West Mod.

     

    - Hazmat and Soldier entities have received a custom model for greater immersion. Another new entity named 'Grin the Bomber' joins these 'official' folk as a military group. Just as with the Crispy and Family Blood Moon wave, these military types also have their own custom waves. They will be joined by a few other gunnie/projectile types.

     

    Grin the Bomber has high block damage, but only when in very close proximity. If he is eliminated, he will drop his barrel. It can be shot and cause huge entity damage with no noticable block damage. Keep your distance either way.

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    - The Screamer Scout Hordes replaces the regular Mutant Rats with Mutant Pet Rats that are specific to these visits. They can be differentiated by their collars and other domestication attire.
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    - A Zombie Horse has been introduced to the Wasteland and Burnt areas at a regulated rate. It is a hostile entity and shares similar territorial behaviour to the bear.

    Its attack is to rear up and kick with its front legs.

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    There is no taming this one.

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    The Tallman Brad Gaming Community Discord welcomes feedback. Testing and balancing have been performed but community feedback provides the final polish

  13. On 1/4/2024 at 8:46 PM, Rechew said:

     u must play on RWG(Random World Generator) Map to get new POI, but same problem with me 8k and 10k map fails the quests, and i try play hidden light map still same problem

     

    This was an issue in that GNS Modpack build of The Wasteland, but those types of quest POIs are working out just fine on a dedicated server in the latest build. That was the first thing I tested for the Nuka Factory, and it all worked out well.

  14. Here is a small update for Preppocalypse:

     

    - Preppocalyptic Car

    This car is from the Unity Store and fits well with Preppocalypse. EndZ developer Thee Legion kindly set it up and compiled all the necessary features to make it game ready for 7D2D. It is very much appreciated because I rarely venture in there.

     

    Here is how it works and some of the associated features:

    - Unlocks with the 4x4 at Crafting Skill 70

    - Found in loot and at the traders as the same time as the Motorcycle

    - Has a hop feature to clear smallish holes and low obstacles

    - Higher Hit Points for extended game play before repairs

    - Less drag through water

    - 4 player capacity

    - Chance to receive a Preppocalytic Car Bundle as a Tier 3 Completion reward and in loot

    - Speedier than usual but pretty server safe

     

    Here is an image to show what to expect.

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    - The Flashlight and Laser on the Swiss Vetterli are functioning appropriately.

  15. Preppocalypse is compatible with all of the well known 7D2D Vehicle Mods, and doesn't really need anything special of its own...except for the Preppocalyptic Car. ^^

    It's just being tested for quality control and will then be added. It is hooked up in the same way as every other vehicle with crafting skills as per the 4x4, but loot and trader sales as with the Motorcycle for the potential to pick one up earlier in Game Stage. It is also part of a T3 Completion Vehicle Bundle reward. It has reduced drag in water and can hop over small pits in the terrain for any of those buried supply quests and mining holes. It'll be a fun addition.

     

    https://www.youtube.com/watch?v=2PWybp9_F7s

  16. Hooked up the remaining visual mods for Reflex, Laser, and Light for the Swiss Vetterli. Again, these are the default mod models. The laser and light need a little more work to allow them to switch off with mesh connections and transforms, but that can wait for another day.

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  17. Here's a small update for Preppocalypse which is well overdue.

     

    The Swiss Vetterli Rifle has received a mod attachment feature which adds the 'default' small, medium, and large scope, as well as the silencer. This provides it a greater sense of immersion since this rifle doesn't have it owns mod models. There are still others to do but these have been missing for a long time.

     

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  18. Here is a small update:

     

    The Old West Migration Mod received a few more updates for:

     

    - Woodpecker (upgraded to Restore Power and Infested)

    - Meatloaf (upgraded to Infested and replaced some player building blocks with regular)

    - Gunshop (upgraded to Restore Power and given spear books, lighting rotation tweaks, and decorative additions)

     

    Since they are in Preppocalypse, they have been updated in here as well.

     

    In addition, the Supply Crate has been replaced with a very simple 'Preppo' version.
    It is exactly the same crate with 'Supplies' changed to 'Preppo' for wording and the lights and smoke trails removed.

     

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    The UI and Map icons provide the GPS locator, and this low key version will be just as easy to find with the distance tracking marker.

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  19. Here is a small update:

     

    - Woodpecker upgraded to Restore Power and Infested

    - Meat Loaf upgraded to Infested (and replaces some player building blocks with regular wood type)

    - Gunshop upgraded to Restore Power (and given a couple of deco updates for lights pointing in the wrong direction and new spear books, etc)

  20. Preppo8K02 has been updated to include 4 instances of 'Sparks 'n' Hearts' with 1 instance in each of the 4 Old West towns. As always, if updating your World prefabs.xml file to give these the chance to appear, make back ups just in case the need to roll back is required.

  21. Since the Old West Migration Mod was given a few updates with one new POI and a few clean ups and upgrades, these changes are also brought over to Preppocalypse which uses the Old West Migration Mod for its Old West town.

     

    Sparks 'n' Hearts brings the potential for an additional vehicle, and a token gesture showing of chems and electronics. These are accessible in other POIs but the ground floor specialises in the chems with upstairs for the electrics. This will give players a strategic quest location if those resources are needed. This is a T2 POI hooked up for clear, fetch, restore power, and infested. The infested gives it that addition T3 opportunity.

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    A few other Old West POIs were clean up with some player building blocks replaced, and further upgrades to Restore Power and Infested where needed. The Old West has very few POIs without Infested status and they will be addressed in a future update.

  22. Here is a small update for the Old West Migration Mod.

     

    1. Sparks 'n' Hearts POI
    This is a T2 POI hooked up for clear, fetch, restore power, and infested to offer that T3 expansion. It offers an additional vehicle chance at the front and provides chems on the ground floor and electronics upstairs as these can be pretty lacking in the Old West. It is a token gesture, but gives players a target for those resources.

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    2. POI updates and clean ups
    A few other POIs were given Restore Power and Infested status. A couple also had player building blocks which could be picked up. These are now replaced with regular POI type blocks. There are very few remaining to give Infested status, and these will be updated with the next addition.

  23. Trader Bob appears as both his regular A21 POI, and an Old West version based on the A20 POI. Since the Old West is expanded in both size and frequency, there will be 2-3 extra ones of him being placed directly within the old west towns. He also gives extra vehicle books than usual.

    Trader Rekt is what he is, and very specialised for farming and hasn't been changed.

     

    Trader Preppo-Tech Trio contains Jen, Hugh, and Joel in their own trader compound. This Trader POI appears randomly at a minimum distance of 1200 blocks apart from other traders. Since the trader compounds are protected, the crates placed there are not lootable unless a mod is used. However, the ammo 'pallets' are lootable just like an open crate. These 3 traders being in one POI is as close as things will become for a 'Mega Trader' in Preppocalypse. There is one of these in the Preppo8K02 World. There is always the option to use community made Mega Traders when generating a World as well.

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