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Numairus

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  1. Yeah I considered that, but my friends get bored easily so I don't anticipate having to do much updating. I also wanted to be able to get rid of all the warnings to make sure they were addressed since I believe adding a patch still allows the original mod to throw warnings. I still have copies of the original versions of the mods so I can compare and aggregate my changes into a mod later if we play longer than I planned. That's a lot of farmers. Farms are gonna be more interesting now and more useful too if they have farming related loot. It always takes a while to get the stuff for crop plots in our games.
  2. Ah, so they're Frankenstein zombies. I sometimes have issues with server side vehicles not replacing the base mesh properly and I was wondering if the invisible zombies were the result of a similar issue, but it doesn't seem like it. I've been running Sorcery on my server and I'm about to wipe it and run Darkness Falls in addition to Sorcery. After a short look into the files it looks like the names of some of the creatures were changed which means the patches wouldn't work on them any more. I've been going through and slowly, but surely making mods play nice with each other. So far I've been doing it mostly by editing files directly and commenting out parts that throw warnings due to DF changing things just so I can clean up the piles of warnings you get when you throw 100+ mods together.
  3. You don't have to be lonely, at FarmersOnly. If we're using the Darkness Falls mod can we just toss in the patches for the enemies that it includes? It has spiders and the behemoth at least. Not sure what else since I haven't played it or dug through the files yet. Do the UMA zombies work like the server side vehicles where it spawns with the model of an existing asset, attaches a new model, then hides the original?
  4. Ok, I wasn't sure if they were finished and just not implemented or still a work in progress. I was considering making a quest chain (or multiple) for my server to kill each biome boss then the final.
  5. The UMA zombies didn't get the collision with vehicles added to them like normal zombies. Gonna have to jump out and whack them. Is the final boss supposed to be harder than the others? It seemed rather easy to me, but that could be because of mods that I'm running. I have extra healing and armor. In terms of HP though the wasteland boss seems to have a lot more. Haven't poked around the files yet to verify any of this.
  6. I just tried to spawn them again through the F6 menu and got the object reference error. I removed all mods and did a fresh copy of enZombies to remove any chance of me meddling around and messing something up. You said the items.xml file, I can see the boss hand items in the entityclasses file, but only the businessman and scientist boss hands are in my items file. I have version 2.7 of the mod and version a20.6(b9) of the game. I'm assuming the hand items are supposed to be in the items file and it's throwing errors at me because the zombies are trying to spawn in with non-existent items? I just went to the main page and saw that version 2.71 is out. I downloaded that, verified that the hand items are in the items file, and I can spawn in the bosses now. Thanks for pointing me in the right direction to figure that out. On an unrelated note, is there a good discord around for general modder questions? I'm interested in doing a bit of modding and I'm sure I'll run into some issues.
  7. First off, love the mod, all the creative names, and sending zombies flying. Besides when I send them off the roof and out of the quest area at least. Gotta pull my punches there. I've run into the invisible zombie a few times and while I didn't get any logs at the time maybe some things I noticed could be helpful. One of my friends got an invisible zombie while clearing a house. Idk if they were actually on a mission or not. I was only a few hundred meters away so I came over and I was able to see and kill the zombie that was invisible to them. Another time I ran into a room and shut the door and the zombie must have made it in because it suddenly appeared next to me where there was no zombie before. The only other issue I've run into is that neither the biome bosses nor the final boss will spawn for me when attempting to manually spawn them. I'm running quite a few mods currently and with the mods installed and testing on my dedicated server I get a message in the console that says it can't find entities with the specified hand items. I checked the file and I can see the entities and the hand items. I removed all other mods and tested in single player and I get the error about object reference not being set to an instance of an object and it just spams the console window as fast as it can until I alt+F4. I commented out everything inside one of the bosses besides the extends line and it still gives the error, but only once instead of a constant stream of error spam. My thinking there was it would just be a copy of the thing it's extending at that point. I'm trying to submit this before work so I haven't done any more testing. I can try a new world and reinstalling the mod again after work. No hand item error - https://ibb.co/30tbTLF Object reference error - https://ibb.co/s2pDsmD
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