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Everything posted by arramus

  1. 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
  2. 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.
  3. @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.
  4. 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
  5. @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)
  6. 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.
  7. 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.
  8. 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
  9. @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.
  10. 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
  11. 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
  12. 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.
  13. Here is an update to the Snufkins Weapons Xpansion - A19 Stable. It introduces a new weapon called the Dre X3. Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-Test2020Nov10 As always, please back up your World and Players as a precaution. Dre X3 We have thoroughly tested this weapon and made essential modifications to ensure the best level of stability and fun. This weapon is craftable and exhibits some interesting features. The X3 is designed for all player levels and grows with you as you unlock
  14. Thank you for sharing. It is because other members can see your setup and understand the limitations or share advice. @Dre and @magejosh are well versed in changing IDs for lootboxes/containers and other assets to help make this mod become compatible in overhauls like War of the Walkers.
  15. The animal fix did just what is says, and more. It seems the overall invisible animal count may have taken away slots away from other solo spawning zombies as well. The more days that passed, the more barren it became. Restarting the server with this mod was an instant change and felt like Day 1 all over again in that regard. 😜
  16. As Dre suggests, there is always the possibility of a mod conflict. One further consideration is that the vending machine directly interacts with images stored externally by Snufkin on a file sharing website that allows users to connect to them from websites, forums, and software applications which integrate such functionality, such as 7D2D. Depending on Firewalls, image host stability (in this case imgur.com), and any other factor relating to being able to access the images, this is one additional possibility for seeing some but not all of the pictures. Unfortunately,
  17. Just a small update to the mod to allow the Shark Blimp to become a 2 seater. Thank you to @Dre for testing the seating and finding the best balance as shown in the image. The rear passenger will sit just in front of the Blimp fins with hands on the surface skin. Sure, the feet are poking through a little, but such is the nature of balancing to fit the tools we have. Download - https://github.com/arramus/Snufkin-Community-Pack-Server-Side-Vehicles-A19-Stable-2020Nov09
  18. Hi leotopk. Sad to hear you're getting this issue as there's a lot to like and a lot of fun to be had with this bundle. I'll refer you to a post from a little earlier in the thread from magejosh who has helped with bringing things to everyone's attention. He had a similar issue and tracked it down to another mod he's running. Even in Alpha, 7D2D is a veritable eclectic bundle of joy. However, unforgiving duplication issues are not very friendly and mods can conflict if they are both trying to fight for the same space slots in such a static environment. The day a dynamic fall
  19. The Juggernaut is modelled on standard 'ZombieTemplateMale' and will use that characters hitbox. It looks like players are using another mod to access the Juggernaut/other zombies as a player profile. It has no special hitboxes as it uses in game assets and not external assets. The Juggernaut is scaled up a little and will be an easier target. Does EAC stop this profile mod or feature being used? Snufkin's Zombies can work with EAC.
  20. If you've had the mod installed for a few days with the Loot Box Add On the chances are you have amassed a collection of tickets to spend at a Loot Box Machine. It's easy enough to figure it out, but here is the process anyways. Craft and install your own Loot Box Machine. Step up to the machine and interact with it just like a normal vending machine. In this image, I had 4 tickets of each color and this allows me to select any of the loot boxes. I selected a yellow loot box because I want to try one from this range. There are also 2 more weapons on th
  21. Here is an update for a new addition, stability, and recipe features: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-Test2020Nov06 1. This update brings a new weapon, the Arramus Fire. It offers a craftable weapon/craftable ammo that fires an individual incendiary projectile which will hit the ground and explode much like a molotov. Arramus Fire holds 20 projectiles in its magazine and will serve players best as a suppression weapon. Direct hits will cause hit damage while a spread of flames with cause additional over time damage. It is a highly inaccura
  22. No worries. It's all connected together somewhere in that long string of ids..... I hope for an alternative to this system which can assign new ids in real time when such conflicts occur.
  23. Wise move. I was unfamiliar with id sequencing for Unity or maybe just 7D2D as it wasn't really an issue with other games I played and modded as they used unique naming based on a chosen name and not a next in line id. An id may have been applied automatically for these names somewhere while rendering but this has been one of the major upsets I've seen in this forum for modded content and compatibility.
  24. The current build was updated to remove a new weapon which caused a negative deficit for ammo. Apologies on that. Servers were not responding well to it at all. This mod is still in Test mode as the file name presents and please back up all World and Player data before trying anything. It was thoroughly tested but slipped through as the weapon was never fully depleted while testing. It was a burst fire weapon with multiple rounds at once but didn't know when to stop.... We tested a Roll Back without using a backup World on the chance that the next in line ID would come into effect.
  25. A little bird whispered in my ear that WhiteRiverToC_Spirit_of_Vengence mod has the same loot 950 951 951.
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