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BFT2020

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Everything posted by BFT2020

  1. Earlier thread with this same error pointed to a mod error, which we can't determine since you cut out the startup on the log file. Do you happen to have Alloc's mod installed?
  2. I would highly recommend not using this mod with either of those without making changes yourself. Both WotW and DF modify elements that this mod modifies so you will get conflicts and items not working.
  3. Another option would be to change the loot containers <!-- cntStoreShelf_Shoes --> <lootcontainer name="shoesShelves" count="1" size="6,2" sound_open="UseActions/open_garbage" sound_close="silencefiller" loot_quality_template="qualBaseTemplate" destroy_on_close="empty"> <item group="groupApparelShoesAll" /> </lootcontainer> Where it states destroy_on_close="empty", having a modlet that changes those from empty to false would keep them as a lootable container. Then the loot respawn should affect them since they stay in that state destroy_on_close options: empty - changes to empty model, does not respawn loot (some models will destroy like birdnests) true - after you loot, container destroys itself false - should stay in lootable state
  4. That makes sense, since wandering hordes are not biome dependent
  5. 128 and 129 are steel and flaming arrows. So last suggestion I have for you to try and resolve this issue is load the last save you have prior to adding the mod, remove those two items from your inventory and storage, then quit the game. Install the Izayo mod again and see what happens. After that, I don't think you have any other option other than restarting from Day 1 with a new game after cleaning things out. I have low hopes that this will fix it as Izayo's mod also changes the progression file which is tied to the character. I have found in the past that changing anything in the progression file in a saved game can lead to having your character reset.
  6. Anything with a LCB block (Land claim block) will not reset. Not sure about bedrolls though. Note that the chunk reset will also reset any mines you started in that area.
  7. loot respawn only works for containers that don't change to the new state, open. So shelves would not restock with loot with the Loot Respawn Days setting. If you want shelves to restock, you need to enable the new function, chunk reset
  8. feralHorde is for blood moons. defenseHorde is for the new mission type they are working on (based on what I seen posted in the past).
  9. You could try removing this code from the progression.xml file in the main pack <!-- CRAFTDISPLAY_FIX --> <remove xpath="//crafting_skill[@name='craftingRifles']/display_entry"/> <insertBefore xpath="//crafting_skill[@name='craftingRifles']/effect_group"> <display_entry item="gunRifleT0PipeRifle" unlock_level="1,3,5,7,10" /> <display_entry icon="gunRifleT1HuntingRifle" name_key="Rifle Tier 1" has_quality="true" unlock_level="11,14,18,22,26" > <unlock_entry item="gunShotgunT1DoubleBarrel" unlock_tier="1" /> <unlock_entry item="IZYgunT1SniperRifleMosinNagant" unlock_tier="1" /> <unlock_entry item="IZYgunT1DMRSks" unlock_tier="1" /> </display_entry> <display_entry icon="gunRifleT2LeverActionRifle" name_key="Rifle Tier 2" has_quality="true" unlock_level="27,35,43,51,59" > <unlock_entry item="gunRifleT2LeverActionRifle" unlock_tier="1" /> <unlock_entry item="IZYgunT2SniperRifleM40a3" unlock_tier="1" /> <unlock_entry item="IZYgunT2DMRM141" unlock_tier="1" /> </display_entry> <display_entry icon="gunRifleT3SniperRifle" name_key="Rifle Tier 3" has_quality="true" unlock_level="60,70,80,90,100" > <unlock_entry item="gunRifleT3SniperRifle" unlock_tier="1" /> <unlock_entry item="IZYgunT3SniperRifleL96S" unlock_tier="1" /> <unlock_entry item="IZYgunT3DMRSR110a2" unlock_tier="1" /> </display_entry> </insertBefore> <!-- CRAFTDISPLAY_FIX END --> This would remove the display UI updates but keep the unlocks in the game. Character reset when you add a mod points towards progression since that changes the character tab. If this doesn't work, you might then need to remove the entire progression file, but you won't unlock crafting. I don't add mods to any current save files because you can get this exact issue. I only add them prior to starting a new game.
  10. Can’t help you since you didn’t post a logfile which is explained in the pinned post that states read first before making a post.
  11. No, no error at all, which makes me think of a possible mod conflict or something you missed
  12. Ferals will spawn at night on Day 1, that is the intent. Day is safer for low level, new survivors. You can do work at night, but it carries a risk. That is why even in Forest biome, the first nights I typically just hide up high and not make a sound so I don't have to deal with any ferals until I got proper gear and a defensive spot that I can hold them back. <!-- *** BIOME_ZOMBIES_NIGHT_GROUP --> <entitygroup name="ZombiesNight"> zombieSpider zombieSpiderFeral, .25 zombieBoe zombieBoeFeral, .25 zombieJoe zombieJoeFeral, .25 zombieSteve zombieTomClark zombieSteveFeral, .25 zombieTomClarkFeral, .25 zombieMoe zombieMoeFeral, .25 zombieYo zombieYoFeral, .25 zombieBusinessMan zombieBusinessManFeral, .25 zombieArlene zombieArleneFeral, .25 zombieDarlene zombieDarleneFeral, .25 zombieMarlene zombieMarleneFeral, .25 zombieNurse zombieNurseFeral, .25 animalZombieDog, .05 zombieSteveCrawler zombieFatHawaiian zombieFatHawaiianFeral, .25 </entitygroup>
  13. As an aside, I removed all of Izayo's mods this morning and reloaded the game, character went back to Level 1 (from Level 300) which I expected it to do since I removed mods that modified the progression side, and then reverted back to vanilla game.
  14. CM, the number when you look at items in creative mode is the ID that the game assigned to it. These numbers will change based on what mods you add to the game.
  15. Have you boosted XP gain? Gamestage is what zombies are tied to. Also tourist and soldiers are not high level zombies, they are just a bit tougher to take down.
  16. My code works for me. Line 2, position 15 would be the first character after the = sign. Make sure that is a double quotation mark not a single apostrophe twice If you copy it from here, the text also might get messed up. So I would type it in manually.
  17. @Dark Wun Nope that should work for you. If it doesn't give a shout and I will help you troubleshoot it
  18. No you need to create a new file for mods, grab a small one example but your mod loot file would look something like <config> <remove xpath=“//item[@name=‘resourceCropCottonPlant’]”/> </config>
  19. That is how the game is setup to refresh quests. They refresh on the next day. This is to prevent people from mass spamming quests and get through T1 in a single day. It's also a known timeframe when quests get reset so players know that if they don't like the quests being offered on Day 7, they will have new ones on Day 8.
  20. If you start a new game, you are already at Level 1. If you got a previous save game that you didn't start with the packs installed, it could lead to a reset. However, I am not sure if the mod is the cause of your error as I could not recreate it based on what you told me. For reference, here are the mods I eventually had installed: I created a new game with every one except for 762. Then I gave my character enough XP to boost to level 300. Quit the game and installed the 762 mod pack. Restarted the game. Still at level 300. Quit the game and removed the 762 mod pack. Restarted the game. Still at level 300. Perked into 3 levels of Deadeye, Boomstick, and Machine Gunner. Quit the game and reinstalled 762 mod pack. Restarted the game, still at level 300. I even went as far as gave myself one of the new weapons from the pack, equip it, save the game, remove the pack, and relaunched the game. The item was gone and in its place was a new item that took over that ID number. No save game corruption that took my level from 300 to 1. Your error messages state item #128 and #129. IDs are generated by the game and go in order based on the config file. Since Izayo adds the new items at the bottom of the list, they are nowhere close to 128 / 129 which is Steel arrows and flaming arrows.
  21. Something I just thought of: A third option might be a stripped down version that removes progression upgrades (or modifies them) so that loading into a saved game doesn't change your characters level. I can try some things out tonight to see.
  22. Guessing, it is probably tied to the progression file. That is the only config file that is tied to the player character. When you load this mod into a saved game, that might break the character progression (hence going to level one) since it modifies the progression code. I didn't check any of this as I typically start a new game when I install new mods, not mid-game. If that is the case, then you would have 2 options: 1) Go into DM mode and give yourself XP to get back to level 52 - type in DM in the console, then giveselfXP NUMBER which will give the player XP based on the value for NUMBER. 2) Start a new game. I did check the 762 files at work and it shouldn't conflict with 556 or shotguns. Shotguns updates the shotgun crafting skill tree while 556 updates the machine gun crafting skill tree. 762 updates the rifles crafting tree so there shouldn't be any conflicts.
  23. yes <remove xpath ="//item[@name='resourceCropCottonPlant']"/> That will remove all instances of cotton in the loot file
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