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arramus

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Posts posted by arramus

  1. I'm sharing this on behalf of the EndZ overhaul development team because they have just released their updated version of EndZ V1.9 (which also includes the following but done in the way that EndZ does it) and are assisting players with that.

     

    Here is an Add On Mod for the NPC Mod by the EndZ team. May Red and Thee Legion kindly released it as an NPC Mod, and it will certainly be given a compatibility mod from the Wild West Mod team as the pairing is appropriate.

     

    1-EndZ-WesternEntityPack
    https://www.moddb.com/games/7-days-to-die/addons/endz-western-entity-pack

     

    Here is a little information about how the Add On Pack functions.

     

    There are 10 NPCs. They can only be found around Old West type POIs that are tagged to the Old West tiling system. However, there are some exceptions. The Bear Mining POI also appears in the rural tiling system and they have a good chance to appear there as well. Either way, they will be in the Old West or out of town.
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    For each of the 10 Helper NPCs comes a zombified version. These will only appear in Old West POIs or POIs that accept Ghost Town type zombies. There will be a few of those in non Old West areas. These zombies will also appear during Horde Night. At the moment, they are only the Grunt type and will make fewer appearances as GS increases.

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    The EndZ team also added in Sheriff Drifter as a bonus. ^^
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    Thank you to Thee Legion and May Red for sharing this 'gift' for the NPC Mod in both the EndZ overhaul and as a stand alone Add On Pack.

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

     

    1. Entities will appear more often in the streets and around the POIs. The Old West POIs are tagged as 'oldwest'. Any building with this tag will have allow entities to appear more often in their surroundings. This is using the same system that allows Downtown to be busier than out in the Wilderness Biomes. It is a very conservative amount to ensure the streets aren't flooded with zombies, but they will be more visible. It is using the Ghost Town group and will offer no real resistance unless players are low level or it is night.
    As with other Towns that see increased zombie appearances, the Wasteland Old West will be the busiest.

     

    This image shows 3 zombies. Two in the foreground, and one on the right side outside the building with 'Beds Games' as a sign.

    spacer.png

     

    2. Many for medium sized Worlds has reduced from 5 to 4 based on feedback. Since those 4 Old West Towns are much larger than default, their impact will remain very noticeable.

     

    3. Some POIs with regular spawn groups were reverted back to Ghost Town spawn groups. This is in preparation for a future project.

  3. Hello again, CajunBeauty.

     

    Preppocalypse will load up the NPC Mod without any errors or warnings. In fact, Preppocalypse has its very own NPC helpers in the form of 'friendly zombies' with weapons just as with the hostile types added. Naturally, all of the other NPC Mod Add On Packs are all very welcome to fill up the environment, and add that extra sophistication.

     

    This Add On Pack hasn't been added to the listings above, and possibly because it is not deemed an appropriate entry for the overall goals of custom made content.

     

    Preppocalypse type NPC helpers can be download here though:

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

     

    And this particular one is the https://github.com/arramus/A21-NPCMod/blob/main/1-SummonFriendZ.zip

     

     

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  4. The Oakraven Forest Modpack and Oakraven Forest Collection are two separate features. The Modpack is a combination of Collection items in addition to some community mods. It was released in A20 as an overhaul bundle. It can no longer be developed because the community mods no longer exist for A20.

     

    However, this Collection for A21 is being updated and released in several stages.

     

    Currently in production:

    - Certain workstations

    - Hydroponic farming

    - Bridges

     

    There is no specific timeline on these, except to say they are being updated at this moment and will be shared in this thread as soon as that time comes.

  5. A copy of a game usually has:

    1. The main game files.

    2. A saves area connected to the main game files.

     

    Making two copies of the game will have those two separate copies of the main game files...

    However, the saves area is where things seem to have become mixed up. Tutorials describing how to make two game copies generally only have 1 copy of the main game files but two copies of the saves area to keep them separate. They then usually make a new pathway for loading so they stay separate. Some also make a clone of the main game files as well though, and this option is available in the Mod Launcher. This is something I have no real experience with, and if it's through the Mod Launcher, they will have possibly seen this issue before, and be the best to get assistance from. If not, the general support area.

  6. Just for the record, this was tested on an existing save with the following observations:

     

    - The dedi server pushes a World download

    - Existing player save was safe

    - There were no console warnings

    - Visiting an area with this POI that hasn't been visited before, simply allows it to appear

    - The new zombie spawning groups for the last Preppocalypse update were viable and they appeared as intended

     

    As always though, make a back up of the World Saves so your World and Player Saves are safe just in case a Roll Back is required.

  7. Pushed a small update to the Preppo8K02 to add 7 instances of Hell Hole around the World.

    They are located close to existing tile sets because the land is flat and this POI adds as an industrial 'park' type location for the locals.

     

    For anyone already using the World, you can also manually update it for the latest version of Preppocalypse.

    Add these seven additional lines to the bottom of Preppo8K02 prefabs.xml

      <decoration type="model" name="prepper_mine80_01" position="3021,35,-474" rotation="1" y_is_groundlevel="true" />
      <decoration type="model" name="prepper_mine80_01" position="557,35,1946" rotation="3" y_is_groundlevel="true" />
      <decoration type="model" name="prepper_mine80_01" position="-1336,35,2270" rotation="2" y_is_groundlevel="true" />
      <decoration type="model" name="prepper_mine80_01" position="-1544,35,262" rotation="2" y_is_groundlevel="true" />
      <decoration type="model" name="prepper_mine80_01" position="-795,35,-2227" rotation="0" y_is_groundlevel="true" />
      <decoration type="model" name="prepper_mine80_01" position="-1546,35,-3126" rotation="0" y_is_groundlevel="true" />
      <decoration type="model" name="prepper_mine80_01" position="2724,35,-1846" rotation="1" y_is_groundlevel="true" />

    If you have already visited the area, then they will not appear unless you perform a region or chunk reset (F1 console, dm to login as Admin, and use 'chunkreset f' command over the location. To find the location, go to the teleport to POI location when in dm in the Escape Menu. It is an 80 x 80 POI and will require a couple of passes over the whole surface). If you already have the region reset feature active, then it will do it automatically on your behalf for areas that meet reset compliance.

  8. 28 minutes ago, ZykovEddy said:

    Hello!

     

    May I ask, who made this military base/laboratory bunker POI in The Wasteland mod?

     

    Also, the mod is amazing. I'm having lots of fun playing it. Had a problem with this POI though, and wanna give my feedback to the creator.

    x2scrap2.png

    This POI is made by Mikemr2. It can be found here.

    https://7daystodiemods.com/camp-yellowstone/

     

    It is called Camp Yellowstone POI.

     

    Please understand that this POI is not actually part of the Wasteland Mod. It is combined within a GNS Modpack which was bundled and released directly by GNS.

     

    If there are issues with this POI, it will be really helpful for others who have downloaded this Modpack if GNS is made aware of it directly. They will certainly be facing the same issue you are facing.

     

    For a more amazing experiencing, using just the Wasteland Mod and its dependencies in your own RWG will ensure a 95%+ coverage of The Wasteland POIs, with many being repeated. Unfortunately, this Modpack only ensures about 30% coverage of what was intended and a fair amount is skipped. Alternatively, here is a World which contains 100% of the Wasteland POIs. 3 did not appear in the RWG but were hand placed to ensure total coverage.

    https://www.moddb.com/games/7-days-to-die/addons/wasteland8k01

     

    A self made RWG is actually very good though if you plan another play through.

  9. Here is a POI update for Preppocalypse:

     

    1. Hell Hole

    This is a T5 POI hooked up for Clear, Fetch, and Infested. It is an underground type POI.

    From the outside, things look peaceful enough.

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    Regardless of your level, take heed of that message...

    spacer.png

     

    There are 4 ways to get into Hell Hole, but for many only 1 way out. Even then regular zombies know not to go down there.

    You have been warned on this one.

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  10. The World bakes some things into it when first configured. The blue boxes appear to be mod nests conflicting with default nests. A20 and before didn't cause the blue boxes in this way. A21 causes the blue box issue. I am not aware of any way to remove the blue boxes. It has not been posted about in this forum from what I have read. The reason for the warning before installing this mod is about that blue box issue. The blue boxes mean 'missing block' and it is looking for what seems to be baked into the World.

  11. This warning for UnityEngine.Scripting.Preserve attribute appears to be a Unity script that is attempting to preserve some code that isn't really being used. It is still attempting to preserve it anyway. It is outside the scope of this mod since it is using assets already bundled with the game, and anything that is stripped remains in the default weapon that this mod borrows from. It is a yellow warning, and simply that. If it was a red warning, it would generally be more critical. There are a number of yellow warnings we see in game and in the server log. For example, the snake pain audio often brings up such yellow warnings. Another example is certain deco blocks as we advance towards a POI. Since the mod remains functional, even with this warning, which appears to be related to an attempt to preserve some code that isn't generally used, it may just be something that is there but not causing any issues. There have been no reports of server degradation or in game errors related to this warning so far.

  12. That item property for the TraderStageTemplate is appropriate and matches how it is done for the default weapons in the game.

     

    Since those warning messages provide limited information, but do make reference to consoles, the only other suggestion I have is to remove all reference to things like:

     

                    <property name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
                    <property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
                    <property name="triggerEffectTriggerShootDualsense" value="PistolShoot"/>
                    <property name="triggerEffectTriggerShootXbox" value="PistolShoot"/>

     

    from the items.xml and see if that has any impact. It is sometimes in 2 places for one weapon because of an Action 0 and Action 1.

     

    I suggest this because your warning has 6 messages, and this is added to 6 of the weapons. It is possible there is a connection.

    I am logging off now as this timezone is late, but I shall check your message when I next log on.

  13. You can simply add that property to each item without needing to have them in the trader at all, since they would also need to be added to the loot.xml and/or trader.xml to have them in a loot group for trader sales. The top entry for Brainsaw already has that property but commented out with the !--  -- punctuation. Removing that will activate the potential for that feature. I haven't tested it and can't guarantee the result but the warning points in that direction.

  14. RequirementItemTier is potentially linked to them not having a TraderStageTemplate Tier level. For example, the regular Chain Saw has a Tier 3 status. None of these weapons have such status because they are only crafted or found in loot and will not be listed at the Traders unless another player sells them there.

     

    The comment, 'this will fail on consoles' is potentially the reason this error is showing, and it seems that console creators and their network is very strict about how things are processed.

     

    This mod was made with PC/Mac/Linux in mind since we have no clear guidance on Console Mod requirements and stipulations. This mod was released in July and there have been no posts related to server performance, even where servers have been running 20+ mods at the same time. I have personally run this mod for extended periods on a dedicated server and with regular server restarts, as is common for any server running 7 Days, it has been a stable and rewarding experience.

     

    I consider that warning to be more specific to console compliance rather than the more flexible PC/Mac/Linux environment, and based on the zero reports of issues since release, don't give that warning any real credence.

  15. Both BunnyNZ and SpecBytes are streaming their second series of Preppocalypse.

     

    BunnyNZ used the kitchen pan, AKA 'Pantastic' is series 1 and is certainly putting the Club to good use in these early episodes. Experience is showing for sure in this play through.

     

    SpecBytes invited Cemblack and me for a play through in her 3rd episode for this series. We got lucky at the beginning with 2 book shops next to each other. It was also a chance to complete a bit more on the Prepper Quest, get some forges down, and setup some organised storage containers. Cemblack will take care of chemistry and fearming, SpecBytes will take care of keeping us well fed, and her combat skills with the knife and other melee weapons is admirable, and I'll try to ensure the infrastructure is all in place so we're not wanting for too much.

     

  16. For anyone making a new game for the upcoming update, this World was also updated in preparation for the new release.
    It was made in RWG at 8K but has a custom Biome with some additional hand placed Wasteland POIs since 3 did not appear.

    https://www.moddb.com/games/7-days-to-die/addons/wasteland8k01

     

    Highlights:

    - 3 Red Rocket Traders appropriately placed and spaced out in 3 separate biomes

    - Each and every custom Wasteland POI at least once

    - 3 Crashed UFOs awaiting discovery

    - 2 Vaults

    - Multiple appearances of lower tier Wasteland POIs in all of the towns

    - 1 Player Start Point in the deep south to assist communities, and offer a 'storyline' intro

  17. Here is a small update for Preppocalypse

     

    1. Prepper Ammo Press

    The Prepper Ammo Press is from the Oakraven Collection and customized for Preppocalypse.

    It unlocks at Level 40 under Workstations Crafting Skill and is the 2nd item in the Cement Mixer list.

    It is compact with a 1 block width and has a low heat footprint and won't call in the Screamer Hordes unless you are really pushing things.

    Benefits:

    - Itemizes ammo into | Ammo | Regular Ammo | HP Ammo | AP Ammo | for All to specialist type

    - Halves the time for Bulk Ammo Crafting

    - Has an animation and gentle audio while in operation

    - Provides an ambient light source

     

    Thank you to Oakraven for releasing this Mod for A21.

    Here are some images to demonstrate.

     

    Crafting recipe requirements are balanced and associated with Unlock Level 40 for Workbenches.

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    Tabs allow players to select between all or selective ammo types. Breaching Slugs stay in Regular Ammo as they are in that grey zone.

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    Oakraven has created a superb Ammo Bench Press Workstation at a very compact size both in game and for the Mod at less than 7mb.

    [img]https://i.imgur.com/4iAQaxK.jpg[/img]spacer.png

     

    This is working in a dedicated server at Day 30 on an existing save. There were no errors, warnings, or player save issues. Checking the inventory showed no items switching.
    As always though, since this is a Block item, be sure to make a backup of your Saves for your current World just in case you need to perform a Roll Back.

  18. Here's a small update for the Ammo Press.

     

    1. Categorized tabs for Ammo / Regular Ammo / HP Ammo / AP Ammo

    The Ammo Press can show 4 categories for all ammo types in a list, or in their separate types. The breaching slug has been added to regular since it's kind of in limbo. ^^

     

    The first tab is for Ammo and show all types.

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    The last one is specific to AP Ammo.

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    Apologies for another update, but it had to be done eventually and time permitted to get it completed.

  19. If anyone has downloaded the Ammo Bench, a small update was added to give it a default Output Window where the ammo is collected once crafted. It was using a custom one which didn't exist and was remnant to A20. It may get expanded in time, we shall see. If already downloaded, go to Config, XUi, XUi.xml and change windowOutputArmoury to WindowOutput.

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