Jump to content

BFT2020

Members
  • Posts

    3,971
  • Joined

  • Last visited

  • Days Won

    46

Posts posted by BFT2020

  1. 1 hour ago, Markiz2941973 said:

    thx very much,i look at it and this item is steel arrow and flame arrow,strange

     

    And any red error in console?

    No, no error at all, which makes me think of a possible mod conflict or something you missed

  2. 2 hours ago, Diragor said:

    Nope and I barely leveled. Day 5 and only level 6...Already got glowing eye spawn at the first night level 1 and had a dying loop xD

    SO I have just bad luck :D

     

    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>

     

  3. 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.

  4. 3 hours ago, Markiz2941973 said:

    Hi, i have a question, can i somehow find out what exactly is the error item 128,129? Somewhere in my 7days files?

    Izayo, i noticed that you changed the appearance of the 7.62 cartridge, cant the old cartridges be the error missing item 129?

    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.

  5. 19 minutes ago, Dark Wun said:

     

    No dice on the first try. I think there's a syntax error. I got this message in the console in red letters:

     

    ERR XML loader: Loading XML patch file 'loot.xml' from mod 'Noloot' failed:

    EXC "" is an unexpected token. The expected token is "" or "", Line 2, position 15.

     

     

    Is there a way I can copy feedback from the console, I had to manually type that and may have got some of the " symbols wrong?

     

    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.

  6. 8 hours ago, Dark Wun said:

     

    nice, thank you.

     

    So just stick this line right at the end in loot.xml in a particular save game and cotton in random loot is gone from that point on?

    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>

     

  7. 3 hours ago, WashYourHands said:

    thanks. why is this a thing though...

    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.

  8. 56 minutes ago, Markiz2941973 said:

    thx, but what to do if every time i start game it resets my character to lvl1?

     

    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:

     

    image.png.4682aa7bb09912bfaee714e01e5863b5.png

     

    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.

  9. 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.

  10. 5 minutes ago, Markiz2941973 said:

    First time i no remove any mods, only copy new firearms 7.62 mods+replace isayo visible mod,then start save game and that reset my character from 52lvl to lvl 1 and this mod remove my jacket and pants.Then i exit game, remove firearms 7.62 mod, replace, from my backsave,from file c:/user/.../appdata/7days/saves...player/EOS_00026399741c4c45b7495225057cc63a.ttp and start second time,and character was ok,lvl52,nothink was missing(jacket,pants).Then i copy back firearms 7.62 mod and start save game again, character reset from lvl52 to lvl1 again and jacket,pants missing again.This screenshot is from my start with all my mods + firearms 7.62 mod.

    I have mods:

    000-ModManager

    A21_Izayo_Firearms_556_pack

    A21_Izayo_Firearms_Shotgun_packVAL

    A21_Izayo_Visible_Mods_mod

    addWater

    BdubsVehicles

    Gazz-A21LootBagTimer

    JaxTeller718-IncreasedModSlots

    MDAdvancedGenerator

    RW_SkillPapers

    SM_Militant_Turrets

    I think,that problem is from first screenshot,big red error with "err loading player data failed....", but i have no idea why mod firearms 7.62 does that.

     

    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.

  11. If you need to mass craft gunpowder and need it quickly, then someone needs to perk into physician in the Intellect tree.  Perk levels 2 and 3 gives you a 20% decrease in crafting time while Perk levels 4 and 5 gives you a 40% decrease in crafting time.  Nerdy glasses adds an additional 10% reduction in crafting.  If you get to level 4 of the perk along with glasses, gunpowder bundles take 15 minutes to craft.

     

    At that point, you get a bundle of gunpowder for the same time as doing it individually and get the resource reduction.  I believe that is why they balanced it that way.

     

     

     

     

  12. 1 hour ago, WashYourHands said:

    Alpha 21.1 b16 stable update. Navezgane map with no mods. Completed tier 1, completed opening trade routes to Trader Jen, returned to Trader Joel to find no tier 2 quests. Tried accepting one of the tier 1 quests then removing it, but didn't refresh offers. 

     

    Did you try to get the Tier 2 quests the same day you completed T1 quests?  You have to wait a day for the quests to refresh in order to start getting the higher tier ones.

  13. I will be honest, I am biased in that I don't really care and hope it doesn't change....but this is because I have introduced new foods in my mod and adding custom icons is one thing, custom models in game......no thanks  😏

  14. 2 hours ago, Markiz2941973 said:

    Thank you for your interest in my problem, i normaly load my save,no crash, but when game start, my character had lvl1, but i doing backsave before and i repair this.I try delete all other mods,only your shotgun,5.56 and 7.62 gunmod i left,copy from backsave my character and start game.I had again character lvl1.I try start my save without your 7.62 gunmod,copy from backsave my character and character is ok,have lvl 52,no errors.Something in your 7.62 gunmod resets my character.

     

    With 7 Days to Die, you can't remove mods and continue with a save game.  You will get errors, especially with mods that add assets to the game or change the character file.

     

    So far, I have only loaded Izayo's shotgun and 556 mod (haven't done the 762 mod yet).  Let me load up the 762 mod this evening (it's morning here for reference) when I get home from work and I can check it out.

     

    Also, a list of mods that you installed would be helpful.  The error messages (from the last two screenshots) indicate it is looking for something, but it can't find it anymore.  Did you remove a mod that added new items to the game and then removed it?

     

     

  15. A19 Gamestage

     

        <entitygroup name="feralHordeStageGS704"><entity name="zombieSkateboarderRadiated" prob="0.66"/><entity name="zombieSpiderFeral" prob="0.5"/><entity name="zombieBusinessMan"/><entity name="zombieOldTimerRadiated" prob="0.66"/><entity name="zombieJanitor"/><entity name="zombieMarlene"/><entity name="zombieYoFeral" prob="0.7"/><entity name="zombieNurseFeral" prob="0.7"/><entity name="zombieFatCopRadiated" prob="0.5"/><entity name="animalZombieDog"/><entity name="zombieBoeFeral" prob="0.7"/><entity name="zombieArleneFeral" prob="0.7"/><entity name="zombieSteve"/><entity name="zombieJanitorRadiated" prob="0.66"/><entity name="zombieFemaleFatRadiated" prob="0.6"/></entitygroup>


     

    A21 Gamestage

        <entitygroup name="feralHordeStageGS704">
            zombieDemolition, .5
            zombieDarleneFeral
            zombieBikerRadiated
            zombieJanitorRadiated
            zombieBiker
            zombieSpiderRadiated, .6
            zombieSoldierFeral
            zombieMaleHazmat
            zombieFatCop
            animalZombieDog
            zombieArleneRadiated
            zombieArlene
            zombieMarleneRadiated
            zombieYoRadiated
            zombieFatCopFeral
        </entitygroup>

     

     

    It has been this way for awhile now, not sure which version you are comparing it to.

     

    Personally I like the new version (A21) as it is cleaner and easier to read / understand.

  16. 5 hours ago, Jon Dillinger said:

     i have been working on a AIO Mod Pack for Stoners like me i have been using your Mod and i wonder if it would be more prudent to only include my XML edit and ask people to Down load your original MOD from you and add my Edited XML's ( i mainly changed the ammo capacity and allowed it to use ammo from other mods and vice versa ) or can i include your mods in the Pack i leave them with the original file name and all credits ( ill be giving all credit to original mod creators all i did was Bridge ammo and add my own twist )

     

    I would recommend only doing your changes in the mod and keep Izayo's mod as a separate download.  That way you don't have to redo your mod every time that Izayo updates the mod or makes fixes, the only times you have to update yours is when your mod has updates needed.

     

    In addition, this insures that when people download from Izayo's link, they have the latest and greatest mod, while yours might become one or more version behind.

  17. Random stats are typically like this (note this is based on the current copy of config files I have on hand which are Alpha 21 stable)

     

            <passive_effect name="EntityDamage" operation="perc_add" value="-.04,.04" tags="perkElectrocutioner"/> <!-- random EntityDmg -->

     

    One thing you can try is this code:

     

    <remove xpath="//passive_effect[@value='-.04,.04']" />

     

    That will remove any lines with that exact value in it.  Doing a quick check, that captured a lot of the random stats.  There will be others, but you add more lines and change the value (like -.02,.02)

  18. 19 hours ago, Krougal said:

     

    Seems to me like "kicking the can down the road" since now instead of RNJesus for quest rewards, you get cash to spend on....RNJesus trader inventory?

    I don't think it would make the "trader haters" camp happy.

    How is that working out in practice? I mean I guess you are happy with it since you are using it and put it out there for others to use.

     

     

    My mods are more designed to work together, so just using the trader aspect of it is not the same experience I have when I play the game.

     

    Note, everything I state about how the game plays from this point on is based on A20 gameplay as I am still translating my mods over to A21 and been a bit slow about it (working on the crafting one right now which is probably the most time consuming of all the updates - not sure why I chose that one to do next).

     

    Since I removed the ability to repair gear, crafting and buying items from the trader becomes more important.  Even with the mod that I added that reduces degradation with firearms use, a gun will break before you finish a bloodmoon horde if used extensively during the BM horde (specifically at later stage BM horde nights).  So if a trader has a nice pump shotgun for sale, I will purchase it if I got enough Dukes on hand so I don't have to craft another one right away.  Or I spend Dukes on crafting materials so that I can craft that piece of gear I want if I am short on them.

     

    My mod was never intended for the trader haters camp; but for those seeking to still keep traders relevant to the game, but not as OP as they can be in vanilla

     

    18 hours ago, Roland said:

    I've tried it and it is definitely much slower since what the trader offers for sale is significantly less quality than what he offers for rewards. While I acknowledge that there definitely is a "trader hater" camp, those particular gamers won't be made happy until the trader is removed from the game. Most people here are not trader haters. We like the trader and want to see a better balance between quest rewards and crafting progression. BFT's mod definitely fixes the problem but if you really like choosing an item as your reward it can result in an anticlimactic end to your quest and often the trader doesn't have anything exciting to spend your dukes on.

     

    I got a tier 5 auger for my last quest reward and it was a lot more exciting of a reward than simply dukes would have been-- especially since I have 40k dukes now with nothing I really want to spend it on available.

     

    I do want to try out his mod again but it isn't an easy change to make. Its definitely a nerf.

     

    This is exactly my intent with my mod and appreciate the feedback on it.

     

    It also requires a mindset change, or accepting that the traders are not as powerful as they are in vanilla.  There is probably going to be tweaks needed down the road, especially once I start playing A21 more with all my mods  installed.

     

    I am also looking into changing the rewards offered.  Some thoughts I have is seeing if I can tie them to loot stage instead of a guaranteed level that they are right now.  And then balance out the T1 quests so higher level players can not just spam those out to get high tier gear if they are higher level.  Try to make the higher loot gear tied to the higher risk POI quests.  This would be a separate trader mod than the one I got right now.  Again though, the intent of this mod would be to slow down progression through trader rewards.

×
×
  • Create New...