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Dre

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Posts posted by Dre

  1. 14 minutes ago, cdevarney said:

     no I'm launching it from my files in my local disk. Also 7d is fully updated to 19.2 and betas are turned off.  How do I shut off EAC?

    Go to the 7days game folder. Double click on 7dLauncher.exe, uncheck EAC, click save and run. You can also turn it off in the server xml if you are running a dedicated server. You can also do from within the regular launcher. When you go to "continue" game or "new" game its under advanced tab (anti cheat on/off). 

  2. 6 minutes ago, cdevarney said:

    Hi, I've been trying to download this mod for about a week now and can't seem to figure out the issue.  I can get the mod downloaded no problem, but it always freezes when I try and load a game in.  I'm guessing it means there is a file corrupted but I haven't the slightest idea what to do? (complete noob at pc so please be easy on me)

    Are you launching from steam? I had the same issue (won't load from steam 1st time). Try launching from 7dLauncher.exe, setting that to launch and shutting off EAC worked for me.  Also make sure 7d is updated to 19.2. 

  3. The pictures don't do them justice.. they look great in game very "mad max". The physics of some of the motorcycles (large jump) are fun. The shark is freaking hilarious. The flames on some of them are really neat at night. Very cool mod with all the ease of use of being server side.

     

    Thanks much @oakraven & @arramus for letting me test the beta. 

     

    FYI to anyone using: it seems to work with lots and lots of other mods and overhauls (just test to see, if it's a large overhaul you might need to edit the mods loot xlm or progression xml's to get it to work 100%, I've got it working with darknessfalls without too many edits needed).

  4. Nice mod @KhaineGB I've got it running without any major issues with ~9 server mods plus manual xml edit mods by me: Snufkin Custom vehicles (edited / updated by a few guys on here for a19.2 but not released yet) an xml edit to by me to same mod to add seats to the vehicles, Cleardye (a simple looks mod to hide armor), larger stacks edit, vehicle storage space xml edits, NSFW Character mod (server side), Snufkin weapons and lootbox (edited/udpated by a guy on here to 19.2) and I went ahead and increased horde sizes for all stages to 50, lowered stages for them and lowered the stages to get to the higher horde levels (xml edits). And one modlet: doughs rabbitofcarannog (funny mod). Couldn't get snufkin zombies working (probably could have but got sick of messing around). :)

     

    No issues. Fun mod. Thank you! 

  5. 3 hours ago, JDead said:

    Any way to get rid of the vision distortion? I've been picking apart the .xml files and located the distortion line as well as got rid of the mantis. But for some reason during horde night my entire team still gets the vision debuff. Could you explain what line of code I need to get rid of to disable the distortion/vision debuff the mantis zombie and any other zombie have?

     

    Thanks!

    Try changing the "ModifyScreenEffect" in the buff.xml to 0's (below 2 changed to 0) I think that's it I asked the same question of another mod at one point (been awhile) for screen effect. To get rid of him altogether you could just make the spawn chance 0? 

     

    <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="2" 

  6. @mr.devolver Naw man I'm always  personally grateful for any mod regardless of issues or not (I also try not to bug authors for help, use google etc and spend my own time trouble shooting). Someone created it with time and knowledge both valuable and limited resources (esp. time). I've got so much enjoyment over the years from modded games like Skyrim & 7days.

     

    Personally I try to never offer negative comments, no energy for it or enough know-how to be helpful but ya I've seen that toxic stuff in mod forums.  

     

     

    @oakraven Figured that I just did it for fun (tried your loot with his 19.1, didn't expect it to work).  :)

  7.  

    6 hours ago, mr.devolver said:

    One version has bugged weapons, but adds the weapons into loot tables and includes the original loot box addon. Other version of the mod has the fixed version of weapons, but doesn't add any of them into the loot tables, neither does it include the loot box addon.

     

    The original is still unmatched... :)

    Just for fun I just tried the updated loot from @oakraven posted 9/27 with the updated guns posted by @Slawa  10/14. Loot box/ticket stuff shows up in creative but isn't functional. 

  8. On 8/27/2020 at 3:40 PM, oakraven said:

    Just updated Snufkinweapons and lootaddon both are in the download

    changed , You can now make the LootboxMachine at the workbench

                     Weapons can be found in chests but are very rare

                      you can find green red Yellow Purple tickets that you use in the  LootboxMachine to buy guns

    seems to work on servers and SP

    tested the best i could  

    SnufkinWeaponsandAddon.zip 35.06 kB · 21 downloads

    Nice man. Works with firearms expansion v3 and A19 (with whatever latest steam pushed update is). Apart from the 4 @Hunter motioned in post above that have no mesh (nothing visible once equipped). They do appear briefly if you put them in storage and then equip and then are gone after you roll on/off them on toolbelt. Still neat though for the ones that work. 

  9. On 10/9/2020 at 10:12 PM, arramus said:

    There will certainly be interest from server hosts who like to mix things up and keep the experience going. If you were to bundle up everything you've created, give it a name with all the creators credited appropriately, and upload it, we can add it to the link with the base mod.

     

    Slawa has created something special by integrating the Custom Zombies, some of Roboloto's collection, and Slawa's very own creations. It looks like you have followed a similar route.

     

    Basically, we'll have the base mod from Snufkin which is as close to the original as possible with as much stability as we can incorporate. On top of that are community versions that expand in their very own way. Doom has been around for a long long long time and continues to follow this successful model.

     

    BASE - Snufkin's Custom Zombies

    EXPANSIONS - Slawa V.3 (Expansion)

    EXPANSIONS - TomGun's Terrors (Expansion)

     

    This will stay true to Snufkin's concept but still allow the community to experience variety. This can become a recipe where everyone is a winner. Naturally, it will be important for server hosts to experiment with what combinations maintain stability just as with any other mods.

    "

    EXPANSIONS - Slawa V.3 (Expansion)

    EXPANSIONS - TomGun's Terrors (Expansion)"

     

    FYI We are loving this mod on our current gameplay (we did a few things like increased spawn rates x4-8 and increased hp x2 on all). 

     

    I( am having a hard time finding the expansions mentioned above are they linked anywhere?

  10. Very cool mod. installed on my client side and each pc mods folder (just wife and 2 friends play together so no need for dedicated server) and had a few show up this hord night. Works well with: 7d2d entity randomizer, robeloto custom zombies modlet, rabbit of Caerbannog modlet, the 60 zed wandering horde mod and all the a19 updated creature packs (as well loads of other mods). Thank you so very much!

  11. 11 hours ago, doughphunghus said:

     

    Thanks!  I've been playing a game with all my mods (and darkness falls, and some other mods as well) to see if there's anything to change in them (as I see it) and I appreciate the feedback! I'll probably make some more changes to the random entity one and make some more "pre generated modlets" that are a little more tuned, and I'm trying to think of a way to pre-generate them to target the Creature packs, and Sorcery, etc. so you can just load several pre-generated ones to target your specifically loaded zombie packs.  It might not work well as it  ideally is something you'd generate on your end after you have loaded/tested all the packs you wanted to load THEN you'd generate a custom "random entity" modlet...but... it might be do-able on my end a little.  the issue is that other peoples packs can change at any time and it might be difficult to properly generate them on my side and keep up with everyone's changes... we'll see how it works out ;). I wish I didn't have to use perl as the randomizer script language (I would have rather used python as it's turning out to be the flavor of the decade) but it's the only one I know well enough to support (and write fast).

    i just used your pre-generated modlet for a19.1b to be honest. It works good. it adds something new with how they act (i'm getting a lot of crawlers currently which is kinda creepy LOL). Agree would be way too much upkeep to add the mod option zombies but there are enough base zeds that it works just great without complicating it. So ya thank you. 

  12. @doughphunghus Thank you nice mods. Added your dark rooms/night and random entity mods. They play well with the wandering horde mod (60 plus), endless bloodmoon mod, Custom Zombies by Robeloto (with screen effects edited out in XML) and all the creature-pack mods. You end up with a really strong reason to craft lots of ammo and makes nights a lot more interesting. Makes the game fun / challenging again after 400plus hrs playing. Really like the random entity mod. Thank you again. 

  13. 11 hours ago, Gantradies said:

    just wanted to do a quick check- any there any known issues with the current version of nitrogen with v19 stable?

    after having...issues with the last map i ran when v18 was new (was why i originality started using nitrogen), i..kinda wanna check if NG's working properly, especially since it hasnt updated/i havent seen a post from the OP since before the last game update hit stable >.<

    I've not seen or had any issues with plus 40hrs of play since starting my newest play through with a nitrogen map 10.2x10.2k, the a19 patched poi pack and the latest a19 stable 7d version. Only 4 players but all different systems without any issues. 

  14. @zombie hunter. Freaking awesome mod. Thanks for keeping this updated. Plays well with LOTS of other mods (over 2.2gb on our current play through along with nitrogen map and POI pack a19.1). This is how the system for autos should have been. thank you. 

  15. On 10/1/2020 at 2:58 AM, dhyde79 said:

    I have two questions on this... 

    1. if I use the server xml only, I don't need to install anything on clients, correct?

    2. how do I comment out specific zombie types (for example, I don't want the flying  nor the invisible ones)

    thanks in advance!

    Try the alt versions author did edits to remove all invisible (and I think the zed only one has zero flying). 

  16. FYI for anyone: This mod works fine from what I can see with all the current creature pack mods for a19 with the two mods together (Robeloto super zombies and creature packs for zombies, bandits and critters) you have a TON more variety for zombies/enemies. We paired them with the massive wandering horde mod (60 zombies in hordes) and the never ending bloodmoon mod (along with nitrogen, poi pack and others). Makes for fun days. Best 7 days play though yet (out of over 400 hrs)

  17. 44 minutes ago, Robeloto said:

    <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="2" fade="2" effect_name="Distortion"/>

    Look in buffs.xml for these lines. Change the intensity to a "0" and it will show no screen effect.

    My wife says thank you!, made her feel sick or something (she's the die hard 7 days fan and we both play a lot). I'll make the change and get it running. 

  18. On 9/28/2020 at 5:29 AM, candrey said:

    Naive newbie question: If I get Nitrogen with compopack, do I get Compopack POIs PLUS the vanilla ones, or INSTEAD of them?

    I only found answers to this question for older versions. So I'm not sure what applies right now. 

     

    I ask because I love RWG worlds but don't want to miss some vanilla POIs. 

    just drop them in the existing poi folder (don't forget to overwrite the two nitrogen files with the ones included with the poi pack also)

  19. On 9/26/2020 at 5:10 PM, Robeloto said:

    Sorry. I did upload all the new files, but somehow the entitygroups.xml for the 11 zed version did not update. So I did it again and now skullbird should be completely removed for that version. It should not even have been in that version in the first place, but I missed one entry and that becomes a problem if the entity is removed. Now it should work. I have not much time atm to test everything out sadly.

    You are a awesome. Thank you. I'll get it pushed out to my players in a bit (2.19gb of mods on a custom 10.2k nitrogen map with the whole 45 combo pack POI. This mod will add a lot to the game. Cheers. 

  20. 400hrs playing 7 days, just started a 10.2k map with a map generated from this and the a19 patched poi pack so neat. Like a new game. Thank you for the SUPER neat mod/map generator app. I had couldn't get my server to run the custom map for whatever reasons (it's not like the instructions are hard) but runs great on 7 days host. I will fiddle with server again later. Super neat. Thank you so much. like a whole new game with all the new POI and map layout. 

  21. @Ranger Mod seems to work with the creature pack mods and/a19 (but has issues with  a separate spider mod which I removed). I got an error on the log about the skullbird not being there but it loaded fine (alt version with just the 11zeds). Trying it now on new nitrogen map. Thanks for mod. 

     

    edit (later same day LOL): even with a fresh load (new game) and the new mod (with config overwrite for just 11 zeds) from here: https://7daystodiemods.com/custom-zombies-mod-by-robeloto/

     

    I get an error about Skullbird but it loads, when I invite a friend to game (same mods) they can't load into the game due to this. If I delete the mod from both computers the game loads fine (error is "Exception: Entity with name 'animalskullbird' not found"). FYI

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