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arramus

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Everything posted by arramus

  1. Here is what the Railgun has now. And here is how it could look with the T3 model added in its place and with the barrels move to accommodate it.
  2. Hello and welcome to the mod. This is intentional. Let me recall the original creator's reasoning behind it. The CrossBowMag is one of the deadliest weapons available. What is lacks in stealth capability it more than makes up for in full on combat. The creator opted to remove the ability to shoot through bars based on feedback. Some players were spamming high explosive rounds within the confines of public bases in restricted areas and some Server Admin found it to be a little over powered and upset the balance. Such players were able to find a place by themselves on their own, and while they could still annoy players by taking the bulk of kills, it was a compromise. I just tested the CrossBowMag with the ability to shoot through bars restored. I could wipe out an army on Zombie Bears using steel bolts, almost quicker than the time it takes to reload the new pipe shotgun. This has always been a subjective point of contention and it will remain as it is for the above reason. However, there is nothing stopping you from being able to make your own choice on this based on your own set up. Here are instructions on how to add the ability to shoot through those bars. 1. Open your items.xml file with the mod. 2. Search for CrossBowMag. 3. Insert <property name="Hitmask_override" value="Arrow"/> below <property name="Class" value="Launcher" /> in that section for the CrossBowMag. 4. Load your game and test the result. It should appear to play as the above image; a handheld weapon of absolute destruction. If it works out, great. And if not, you can always remove that line of code to restore it to match the creator's compromise. For the next update, I shall add that line of code but have it commented out <!--property name="Hitmask_override" value="Arrow"/--> which will stop it being read but allow it to be reactivated again based on personal preferences.
  3. Summary: (a short description of the bug) Texture mismatch Game Version: (A20 Stable) Platform: (PC) OS/Version: (Windows) CPU Model: (Intel i7 10600) System Memory: (32 GB) GPU Model and VRAM: (AMD 5600XT 6 GB) Screen Resolution: (1920 x 1080) Video Settings: (New A20 best set for card settings) Game mode: (Client on dedi/Editor) Did you wipe old saves? (Yes) Did you start a new game? (Yes) Did you validate your files? (Yes) Are you using any mods? (No) EAC on Status: NEW - Not in KI Bug Description: house_old_ranch_07 firepit texture mismatch. Detailed steps to reproduce the bug: Visit house_old_ranch_07 firepit. Actual result: (description of what is occurring) house_old_ranch_07 firepit texture mismatch. Expected result: (what you expect to occur) house_old_ranch_07 firepit texture compliance
  4. It would indeed look very cool with that model and give it some real class and context. I have been careful not to touch Snufkin's original weapons as much as possible, at least to maintain the original attachment selection. I tinkered with the Savery and Bizon because some of the old models were removed but even then it was the last option. I'll send Snufkin a message, and if there is no response begin tinkering because there are a few other weapons which have dropped a model or two over time.
  5. Sure thing. Tinker with it all you like. After the XUi is resolved I expect it’ll just need some updated loot settings.
  6. A small update was added to the current experimental build based on feedback about an A20 change to the frequency of nest looting opportunities. In A19, the Clucker round had a selling cost of 50. It was found at about the same frequency as eggs and with time and effort could be a good way to raise funds in place of looting and selling. For A20, this has been exacerbated with the increased frequency of nests and was an unbalanced way to make quick coin. As such, the Clucker round selling cost has dropped to 10, and this brings it more into line with regular ammo. The download link remains the same as per the first post link. Beyond this feedback, and the kind feedback about the PP-19 Bizon, there do not seem to be any game breakers and in the new year can be switched to stable based on nothing major being reported. Thank you for the feedback so far to help keep the mod balanced and proportional to default features.
  7. meleeHandZombie01 I'll make a couple of suggestions as I was still tinkering with the previous post and could check JaxTeller718-ZombieReach Mod as I also use it for players who have latency issues caused by distance. The enZombies are linked back up the line to the same settings that Zombie Reach use through extensions. But, based on Mod load order and possible limits on those extensions, it may well have no impact as you are seeing. First try load order. Rename enZombies mod to ZenZombies mod so it loads after the JaxTeller718-ZombieReach Mod and those reach settings can be cached first. If that doesn't work, consider adding this to your Zombie Reach items.xml just below the bottom entries for meleeHandMaster. They will be identical but have meleeHandZombie01 instead as these are linked back to enZombies. <set xpath="/items/item[@name='meleeHandZombie01']/property[@class='Action0']/property[@name='Range']/@value">1.00</set> <set xpath="/items/item[@name='meleeHandZombie01']/effect_group[@name='meleeHandZombie01']/passive_effect[@name='DamageFalloffRange']/@value">1.05</set> These suggestions may or may not work, and the next option would possibly be adding those reach settings manually (based on the default properties xml found in the default files for meleeHandMaster but updated to Zombie Reach values) to each and every individual enZombie as they have some very special unique features and effects which all adds to the enZombies fun.
  8. Maybe ErrorNull is a bit wrapped up with bits at the moment to provide an update. I am also using the enZombies and am glad you spotted these because they are something we all need to consider. For now: 1. khz type of zombies Replace at line 5901 and 6196 <property name="Mesh" value="#Entities/Zombies?Zombies/zombie01Ragdoll.prefab" /> with <!--property name="Mesh" value="#Entities/Zombies?Zombies/zombie01Ragdoll.prefab" /--> (We're just adding !-- at the beginning area and -- at the end) in your entityclasses.xml file under 2 areas for 'khzTemplateMale1' and also 'aa_00'. aa_00 looks like a test entity but it shouldn't hurt game play. You never know who uses F6 to spawn things in though. This will 'comment out' that entry for now and let this character fall back on the regular zombie template used for all zombies and should resolve the khzCharlotte and all other khz entity issues. 2. Business Boss Replace at line 5784: <property name="Mesh" value="#Entities/Zombies?Zombies/zombieStandardSuitHDRagdoll.prefab"/> with <property name="Mesh" value="#Entities/Zombies?Prefabs/ZSuitRadiated.prefab"/> It's the Radiated Businessman Zombie mesh for the model but will stop the critical issue for now.
  9. All I can suggest is, if you don't get a definitive answer, tinkering in the registry via the 'Show Game Launcher' > 'Tools' > 'Open Settings' and possibly something in there related to OptionsGfxViewDistance or something similar. I tend to stay out of there for obvious reasons, but there have been times.
  10. If it becomes too much of a problem for Horde Night, there's always the possibility to comment out / remove that part of the entitygroups.xml so the archetype 'UMA' zombies do not visit for Horde Night while all the rest still do. You'll still get a large variety of the 'boss' zombies as they use a regular zombie model. You'll be good with this based on the custom modding you've already added to your own server set up.
  11. Much appreciated. Sous Chef of the Apocalypse has been missed in the server; a little more so in A20.
  12. 1. Join a server with non EAC. 2. Put item(s) in toolbar slot 11. 3. Rejoin the same server with EAC enabled. 4. Go to inventory and place slot item(s) in an empty backpack slot or drop. Either way provides duplicates. This may well be a TFP matter related to being able to join a non EAC while in EAC and permissions, but as it's related to a Mod, they don't take kindly to things being presented as bugs. All yours from here.
  13. This exploit does not touch the crafting queue and is specific to this mod. It can be reproduced on a dedicated server with only this one mod installed. Again, the exploit does not abide by instructions but joiners may not be aware of them, which is how the exploit was found. I have not gone into detail so as not to aggravate Server Admin should someone read it and use it since this thread is very popular in the community.
  14. @KhaineGB There's a little exploit I could experience for one of the #C Mods, but it' only when it's used against instructions and in a certain sequence of use. Is it something worth sharing in the forum or privately?
  15. I could join mrgreaper's server for an hour, and even with an abundance of mods, it was an error free and fun run through. During all that time, I experienced 2 pause moments and they were barely noticable. They were rare enough that they can be seen as just background noise. I took on 3 quests in that time and certainly came across a very large amount of enZombies because the server was running a X2 spawn mod.
  16. I could also see consistency with a 'magical' number and would spawn in 3 Vanilla zombies followed by 1 Archetypal zombie. Again the stutter would occur like clockwork regardless of how many Vanilla zombies split up the sequence. I also tried whatever Avatar Controllers and UMA modeltypes/physics remained and while some would spawn, the stutter remained and in some cases all animation was lost. I do not have access to A19 files any more, and will not download again to check, lol, but believe CrawlerSteve was the last remaining UMA type hybrid zombie which now has its own nice mesh covering. More experimenting ahead, but it's good to hear that the flaming attacks are working now though.
  17. After some testing, I have been able to replicate this stutter issue in SP pretty much at will. I was flying around in God Mode in the desert with F3 active to show what zombies were spawning. There were periodic stutters and Desert Male 3 was a common, but certainly not the only, connection. After mixing up the mods and testing out a variety of scenarios, here is what appears to be the issue. 1. All zombies built with the Archetype system are potentially causing periodic stutters when they are spawned. I could test this using F6 to spam spawn. It was common that the 5th to 7th spawn of the same zombie with an Archetype caused a stutter. This calmed down thereafter but was repeatable and occurred again as spawns went into double figures, but always on the 5th to 7th spawn in sequence. 2. This was also true for Snufkin Zombies Mod built with Archetypes but to a slightly lesser degree. This was replicated in both the enZombies Add On and Snufkin Zombies stand alone Mod. 3. Vanilla default Zombies were not causing this stutter and smoothly spawned way past 20. 4. Snufkin Zombies built around a default Zombie model were also not causing this stutter way past 20. If the above holds true, there is possibly an individual issue in the Archetype system causing this, as with what appeared to be more of a pattern with Desert Male 3, or it has become a general issue.
  18. Please update to the newest version in the download link, and these non critical warnings should disappear. They were just a few small things from A19 that needed removing or updating.
  19. Feel free to share your server i.p. address and I am good to pop in and take a look at the setup. It's in everyone's interests that such mods are working smoothly and optimised for a live server where netcoding and client side connections come into play.
  20. A quick check on the Loot Box Add On shows it needed one small change for an insertAfter prompt: <insertAfter xpath="/quests/quest[@id='quest_tier6complete']" > to tier5complete for quests.xml since it no longer exists. The second issue relates to an XUi controls.xml warning. Line 52: <rect depth="2" width="30" height="30" pos="0,0" visible="${visible|false}"> is not being accepted on this A20 update. I shall ask for input from modders who are accustomed to XUi for a potential alternative or rewrite. 2021-12-23T10:30:06 52.956 ERR [XUi] Control parameter 'visible' undefined (in: visible="${visible|false}") --- hierarchy: -> windows -> window (RedeemInfoPanel) -> rect (contentCraftingInfo) -> rect (ingredients) -> grid -> lootbox_ingredient (1) -> rect (row) -> rect FormatException: Value is not equivalent to either TrueString or FalseString. There are other things to update after this, such as the loot.xml to match new A20 formatting and they'll be done in sequence as things are resolved.
  21. Now that A20 has gone stable, and the feedback on weapons hasn't been a flood of issues to revisit, the Loot Add On is next on the list for updating.
  22. Thanks for digging, and good spot. This was an original weapon from Snufkin for the Snufkin Weapons mod and was kept as true to the original as possible for as long as possible. The mp5 firing and even model attachment data was kept in recent Alphas even though it lost its place in Vanilla, but the time has now come to replace it since it has been purged to make way for the pipe guns. There is a missing attachment feature for the mp5 but the tin can remains and makes the PP-19 what it is. There was the option for regular SMG audio and 'pipe_smg_fire' version for the new Pipe MG. The regular SMG has the best pitch and random variety to match the context and the PP-19 will be happy with that. For your reference, it follows regular SMG settings apart from the muzzle flash which retains pistol gunfire. <property name="Sound_start" value="smg_fire"/> <property name="Sound_loop" value="smg_fire"/> <property name="Sound_end" value="smg_fire_end"/> <property name="Sound_empty" value="dryfire"/> <property name="Sound_reload" value=""/> <property name="Particles_muzzle_fire" value="gunfire_pistol"/> <property name="Particles_muzzle_fire_fpv" value="gunfire_SMG_fpv"/> I tested it at night, and it was a real magnet and things got busy very quickly, far beyond regular volume. This update has been pushed within the same download on the first page and we'll see over time if any other features were removed that need an alternative. Some of the patching up for A20 will leave the original creating wincing, but that's the way it is.
  23. There is a file in the PLUS version called entitygroups.xml. Editing this will allow you to remove certain zombies from being spawned. It governs the mod in two ways. The top section allows the PLUS zombies to spawn in regular gameplay specific groups and biome areas: ZombiesNight ZombiesAll ZombiesBurntForest SnowZombies ZombiesWastelandNightHard ZombiesForestDowntown ZombiesForestDowntownNight ZombiesDesertNight Within these groups you can see all of the PLUS zombies. If 'over the top' means a bit too intense then I recommend using the PLUS zombies but in the 'lite' version which can be found in the 'Server Admin Spawning Options' folder. If they are just too much for the way you play then continue to read on for how to remove them. There are 2 ways to remove PLUS zombies from these groups. 1. You can manually delete their whole line entry. For example, in the ZombiesNight group you can see '<entity name="Mittens" prob="0.1"/>'. You can simply delete this whole line from the xml code and Mittens will not be called for ZombiesNight. This needs to be repeated for every group. Many groups are pretty identical but there are some discrepancies so copy/paste for each group may not always be the best idea as Wendigo spawns less out of her natural environment. 2. You can comment out an entry so that it will remain in the list but not be called. To do this it is necessary to add !-- after the first angle bracket and -- before the last angle bracket. For example: <!--entity name="Mittens" prob="0.1"/--> If you don't switch to the lite version, then you can manually change the probabilities to how they are in the A19 Snufkin Zombies version as well so they emulate your current settings for the original Snufkin Zombies and should offer an identical experience. It is also possible for you to allow all or a select few of the PLUS Zombies to appear in a Biome such as the WastelandNightHard by leaving some open to be called while everywhere else has them removed from game play. And now for the bottom area which regulates the Horde Night settings based on Game Stage. You will see lonnnnnnnng lists of the regular and PLUS zombies in each of the Game Stages. Fortunately, an application like Notepad ++ allows batch deletion of all entities which are identical. For example, If you added all of this text into the Notepad ++ application in 'Search' > 'Replace' <entity name="HellBear" prob="0.1"/><entity name="HellBoar" prob="0.1"/><entity name="HellFlyer" prob="0.1"/><entity name="HellLion" prob="0.1"/><entity name="HellShocker" prob="0.1"/><entity name="HellWolf" prob="0.1"/><entity name="Mittens" prob="0.1"/><entity name="zombieMotorhead" prob="0.1"/><entity name="Paindeer" prob="0.1"/><entity name="SharkWFLB" prob="0.1"/><entity name="zombieGeistArcher" prob="0.1"/><entity name="zombieHisser" prob="0.05"/><entity name="zombieTipsySquatch" prob="0.1"/><entity name="zombieDirewolf" prob="0.1"/><entity name="zombieTipsyPinkSquatch" prob="0.1"/><entity name="zombieSnowBear" prob="0.1"/><entity name="zombiePogo" prob="0.1"/><entity name="zombieRedOni" prob="0.1"/><entity name="zombieBlueOni" prob="0.1"/><entity name="zombieNavezganeSlasher" prob="0.1"/><entity name="MotherClucker" prob="0.1"/> And left the Replace with: area blank, and then selected 'Replace All', it will delete all of the entries the same as the above for the early Games Stages. You would need to repeat this a few times down the Games Stages as they change every 40 or so lines. This can be daunting if you are not familiar with this file, but is typically less than an hours work regardless of experience. Care is the biggest factor here. Once you have completed this and feel it matches the A19 experience, feel free to upload it for others to enjoy.
  24. A19 could use the older resourceSteelPolish icon and was kindly built in to the mod as a 'commented out' optional server side version. For A20 this icon has been removed. However, it is still possible to make a few edits to bring back that similar feature so it can remain server-side. I certainly like to use this mod when the Snufkin Zombies are installed at Warrior and above with BM damage above 100% since some of them can melt through regular steel. Here are the steps used to have an alternative icon and make it server side but keep within the context of Polished Steel. 1. Choose an icon from the 'SteamLibrary\steamapps\common\7 Days To Die\Data\ItemIcons' folder which is a suitable alternative to the custom icon. I chose the oil because it has that bottle shape. 2. Replace the code in the items.xml from: <property name="CustomIcon" value="steelPolish"/> to <property name="CustomIcon" value="resourceOil"/> <property name="CustomIconTint" value="25,140,255"/> <!--property name="CustomIcon" value="steelPolish"/--> in two places; steelPolish and steelPolishBundle. Save and play test. The image shows that the icon has been tinted to distinguish it from regular oil and possibly give it a more polished steel appearance. I made one more small update to the localization.txt file and changed from: steelPolishDesc,items,Item,New,"Box of Steel Polish that will produce bottles when opened." for the last entry, to: steelPolishBundleDesc,items,Item,New,"Box of Steel Polish that will produce bottles when opened." Buggi kindly released this mod in a timely fashion and it's for us to share this kind of feedback where a small update may be needed. There are a number of options to choose from for icons, such as the Acid or Kerosene containers, or anything else that fits your idea. The icon name in the icons folder will just be copied identically in the items.xml file based on what you want to use.
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