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Dre

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Posts posted by Dre

  1. On 12/22/2020 at 2:33 PM, morggin said:

    Just tried to add the mod to my server today (which just updated to 19.3 (b6) but dosn't appear to work with 19.3 yet.

     

     Okay ... i got it working, i had to download the Snufkin-CommunityPack-ServerSideVehicles-A19-2020Dec19-master.  This appears to indeed be working with A19.3 (b6).  Thanks for your hard work guys !!

     

    This should work great with my Island map

     

     

    AtrumIsland12K.png

     

     

    Been using with your map for awhile. Works great. NICE Map. (I made the flying vehicles much more expensive to craft esp. the shark to limit use to later game. But even then I had a drone bus crafted by day 50)

  2. Been running these on a server for 60 game days now. Work great. Zero issues. Guards seem to work best to guard a "crafting" base vs. horde base, although after you have enough of them maybe horde also.

     

    The junk turrets will target them so place any junk turrets in front of the guards. 

  3. @morggin

     

    Awesome map. Thank you. Using it with loads(60 game days so far ) of mods including Snufin's community pack vehicles (the expanded version only I made the flying vehicles MUCH more expensive to craft). Love the map (another good one I run is "Boating_Modlet" by "Ragsy2145 & Guppycur" (edited so I can have 3 people in the larger boat). 

     

  4. 22 minutes ago, Lordsia said:

    Here is a great tutorial on the Fire Spells and Spellcaster!

     

    No need to support at all. It just helps the creator spend more time creating and updating it! 

     

    Awesome thanks, will watch.

     

    No I get it. I've used thousands of mods on different games over the years some of them SUPER high level work (esp. some of the skyrim ones) and have spent a fair amount "showing my thanks" to good ones over the years. 20 just seems like a big "ask". I did send this author 5 bucks though. 

  5. 1 hour ago, Donmegawatt said:

    Thanks @arramus ... I think I'll give @Dre suggestion a try and use yours as a fall back. 

     

    and @Dre ... apologies ... I have little experience editing game files. 

    So I should change the bottom three intensity values to "0" ? ... Like this?

     

           </passive_effect>
                    <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Blur"/>
                    <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Radiation" />
                    <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0" effect_name="Drunk" fade="1"/>

     

    Thanks again. 

     

    Yes use notepad ++ should work, save an unedited one as a back up (put a copy on desk top or something). You can try something more then zero if you want to keep the buff but see what lessening it does (have not tried this). 

     

    There might be one other Zed that causes screen effects in there. 

  6. 16 hours ago, Donmegawatt said:

    Excellent mod. Really cool man! ... I'm a solo player that enjoys running trader missions on Compo/Nitrogen maps. This has added a lot of spice to my nightly excursions. 

     

    On the Bloodmoon ... I like to get my hands dirty behind standoff points built by double concrete wedges of triangle blocks (hard to explain) that allow me to sledgehammer/shoot/pipe bomb zombies through a two by one opening that only dogs and spiders can get through. If one pinch point gets compromised ... I retreat to backups and try to keep fighting.

     

    On Day 14 horde night some very nasty customers arrived ... I think it was three Undertakers ... Very tall and difficult to kill. Just shrugged off pipe bombs like they were nothing. Didn't even knock them over. I could barely repair the walls as fast as they were tearing it down. Ha ha ... But it was a new challenge and really fun! ... :) 

     

    However ...  there was also this "green static fog" thing happening to me that I didn't enjoy so much because it kept taking me out of the fight. I couldn't really understand who or what was doing that or how to prevent it. Seemed like a proximity effect ... so ... is there any way I can counteract that or maybe just remove that particular baddy/attack/increase the timer on it? (so it isn't so frequent) .... so I can continue my melee style on horde night? Perching up on some ledge and shooting down isn't nearly as fun.  

     

    Thanks for sharing your excellent work! ... Really creative and cool.

    Open the mods "buffs.xml" and edit her screen effects intensity to 0

     

    <buff name="buffBanshee" hidden="true">
                <stack_type value="replace"/>
                <duration value="3"/>
                <effect_group>
                    <passive_effect name="RunSpeed" operation="perc_subtract" value="0.8,.2" duration="0,4">
                        <requirement name="EntityTagCompare" tags="player"/>
                    </passive_effect>
                    <passive_effect name="WalkSpeed" operation="perc_subtract" value="0.8,.2" duration="0,4">
                        <requirement name="EntityTagCompare" tags="player"/>
                    </passive_effect>
                    <passive_effect name="CrouchSpeed" operation="perc_subtract" value="0.8,.2" duration="0,4">
                        <requirement name="EntityTagCompare" tags="player"/>
                    </passive_effect>
                    <passive_effect name="JumpStrength" operation="perc_subtract" value="0.8,.2" duration="0,4">
                        <requirement name="EntityTagCompare" tags="player"/>
                    </passive_effect>
                    <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="2" fade="1" effect_name="Blur"/>
                    <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity=".5" fade="1" effect_name="Radiation" />
                    <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" effect_name="Drunk" fade="1"/>

  7. yes set prob = to lower (0.1 is higher then .05 and even lower still is .01 etc., think percentages). If you are running the snufkin PLUS community back the default is moderately high, can use notepad ++ to find/replace the probabilities to lower on he entity xml that controls it. 

  8. 3 hours ago, Skjold, Son of Kord said:

    So, recently started a server with this mod and we're two hordes in. Mod seems to function just fine, but the amount of zombies spawning on horde night is crazy. We're seeing primarily custom zombies and hardly any normal game zombies. This isn't the intention right? It sounds like the 'party' xml but I did not install that. Any thoughts? We're talking, 16 zombies per person (4 people per horde night), 64 total allowed and at least 60% of them are the custom spawns. We've gotten absolutely wrecked both horde nights lol. Really wanting to balance it out a bit.

    You can edit the mods entity xml to lower mod spawn probably for each type. 

  9. 54 minutes ago, TheGoju said:

    Please excuse me if this is the wrong place for this,   - I originally found Snufkin's mod - and tried to install it on my 7 days for me and friends to play - but sadly , I could not get it to work , after contacting him, and he sent me here, I downloaded and installed the "party pack" -   but I think I'm doing something wrong ,  or maybe I didn't attach the X to the Y correctly -  
    Game starts up just fine - however

    No "specials zombies" -  in horde nights, or randomly 
    No special zombies in the F6 spawn menu
    Have attempted to host a game with a friend.. and run a solo game -  still no avail
    I have attempted to restart (both random gen - and Nevzgrade) worlds, 
    attempted to remove, re-download and re-install the mod - twice. 
    I feel like I'm missing something that is going to be painfully obvious ,  like push this red button, and the button is the size of a house.  

    Any help would be greatly appreciated. 
    Thank you

    Anytime you download any mod (be it 7days or Skyrim or whatever) always check the file structure. In this case @arramus helped already but really taking a few seconds to check would have saved you/him time.  

  10. 9 minutes ago, AndrewDeMethill said:

    I don't get it either,its very odd because i tested the mods both on my dedicated server and on the paid one.On dedicated i got the railgun error that happens only with vehicles and on my paid 1 i get the mod to work but when i try to place vehicled from the mod down they disappear

    I've never tested on a paid (just my home one), so can't help. I had my snufkin rail gun out last night and have several vehicles though without issues. I did have an interaction with the lootlist item numbers 950-951-952 (vehicles mod) and Darkness falls (edited to 76-77-78 and deleted the loot.xml add on). Tried them all via CM just to test before I used the mod but have only crafted the shark/blimp in my game. 

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