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magejosh

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Posts posted by magejosh

  1. You can also give any block you don't want to burn the Tags property and use the tag "inflammable" to keep it from being flammable. Won't effect anyone not using the fire mod and protects player crafted storage if they do. 

  2. This mod is dependent on 0-SCore and Guppycur's Fire Mod. Without them it will do nothing and will likely cause some NRE's.

     

    What it does:

         Adds a tracker to determine distance to and quantity of burning blocks at varying ranges. Then scales proximity effects based on those and whether you have protection or not. 
    Protection is currently Equipping either one of the following three items: Fireman's Helmet, Iron Fire Axe, Fire Extinguisher. The latter two require they be the active item on hotbar to count. 
    Proximity to fire effects include: Slow to ramping quickly HP and Water Loss, increased cold temp resistance, decreased hot temp resisitance, and even having the fire jump the space to set you on fire, which can happen regardless of wearing protection or not so better keep water on hand just in case.

    Also makes any drink item that follows the vanilla naming convention for them able to extinguish on the player any of the new on-fire buffs from Guppy's Fire Mod.

    Additionally it makes zombies who get too close to fires also set on fire, and often causes them to set new areas on fire before they die.

    Lastly the mod enables some alternative color fire particles on some materials, for instance body bags burn with green fire and trash burns with a black flame. 

     

    Dependencies:

    0-SCore

    Guppycur's Fire Mod


    Download Links:

    https://github.com/magejosh/a20SCoreDependents

    Direct mjFireDanger.zip Link

  3. 6 hours ago, Guppycur said:

    It makes sense, because it's an item with quality now; @magejosh any suggestions?

     

    I mean we could make the regular water bottle have a recipe to a can-throw-water bottle.

     

    But there's probably a much simpler method.   I'll play around with it later today.

     

    it's likely a result of me originally using it as a weapon, so giving it quality, and using eat instead and forgetting to remove the quality stuff.

    Sorry, didn't see this tag, and my comment in the discord was unrelated to this ping. 
    If you open the items xml and replace the last two appends, which go to the boiled and murky water jars, with these it fixes stacking. Effect Groups on consumables have to have tiered="false" or it breaks stacking.

     

    	
    	<append xpath="/items/item[@name='drinkJarRiverWater']">
    		<property class="Action1">
    			<property name="Class" value="Eat"/>
    			<property name="Delay" value="0"/>
    			<property name="Sound_start" value="player_drinking"/>
    			<property name="Create_item" value="drinkJarEmpty"/>
    		</property>		
    		<effect_group tiered="false">
    			<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" buff="buffWaterSplash" tags="secondary">
    				<requirement name="!HoldingItemBroken"/>
    			</triggered_effect>				
    		</effect_group>		
    	</append>
    	
    	<append xpath="/items/item[@name='drinkJarBoiledWater']">
    		<property class="Action1">
    			<property name="Class" value="Eat"/>
    			<property name="Delay" value="0"/>
    			<property name="Sound_start" value="player_drinking"/>
    			<property name="Create_item" value="drinkJarEmpty"/>
    		</property>		
    		<effect_group tiered="false">
    			<triggered_effect trigger="onSelfSecondaryActionEnd" action="AddBuff" buff="buffWaterSplash" tags="secondary">
    				<requirement name="!HoldingItemBroken"/>
    			</triggered_effect>				
    		</effect_group>		
    	</append>	
    	

     

  4. 7 hours ago, josefdarks said:

    SoldierPack


    THE SOLDIER PACK THE MILITARY TROOPS USE ROCKET LAUNCHERS WITH HE AMMUNITION AND NOT THE NORMAL CONVENTIONAL ONE, THEREFORE AN EXPLOSION IS GENERATED AND LEAVES A HOLE IN THE FLOOR OF THE ENTIRE PARAMO COMPLETELY DESTROYING BUILDINGS AND THE ROADS WE NEED AS TRANSIT I DON'T THINK IT'S THE MORE SUBTLE WAY FOR THE TROOPS AND MERCENARIES OF THEIR PACKAGE TO BREAK OUR BASE WITH CANNONS OH WHEN WE USE THE MOTORCYCLE THE ROAD IS DESTROYED FULL OF HOLES BECAUSE SOMETIMES NPCS ARE GENERATED WITH MISSILE LAUNCHERS AND THEY FIGHT AGAINST MUTANT ZOMBIES OR NPCS LOOTERS LEAVING THE PLACE IN RUINS IN 5 MINUTES IN A FIELDS BATTLE DESTROYING ALL THE RESOURCES AND RAW MATERIALS AND CONTAINERS IN THE AREA


    EL PAQUETE DE SOLDADO LAS TROPAS MILITARES USAN LANZACOHETES CON MUNICION HE.. HIG EXPLOSIVE.. Y NO LA CONVENCIONAL NORMAL POR TANTO SE GENERA UNA EXPLOSION Y DEJA UN BOQUETE EN EL SUELO DE TODO EL PARAMO DESTROZANDO POR COMPLETO EDIFICIOS Y LA CARRETERAS QUE NECESITAMOS COMO TRANSITO NO CREO QUE SEA LA FORMA MAS SUTIL DE QUE LAS TROPAS Y MERCENARIOS DE SU PAQUETE ROMPAN NUESTRA BASE A CAÑONAZOS OH CUANDO USAMOS LA MOTO LA CARRETERA ESTE DESTRUIDA LLENO DE AGUJEROS PUES AVECES SE GENERA NPCS CON LANZAMISILES Y LUCHAN CONTRA LOS ZOMBIES MUTANTES O SAQUEADORES NPCS DEJANDO EL LUGAR EN RUINAS EN 5 MINUTOS EN UNA BATALLA CAMPAL DESTRUYENDO TODO LOS RECURSOS Y MATERIAS PRIMAS Y CONTENEDORES DE LA ZONA 
     

    If you don't want to edit it yourself, I wrote a modlet to remove rocket launching NPCs from spawning. You can grab it here:

    https://github.com/magejosh/a20NPCmodAdditions

    It's the one called 3-No RocketL NPCmod settings. 

  5. Entitygroups.xml

    13 minutes ago, Galaktus said:

    I apologize if this has been answered previous in 23 pages of this post. I tried to do a search using the forum but it is not the greatest. Anyway I am in no way a modding expert but I have tweaked existing code for my own use as I play solo but can someone point me in a direction of a file and line I would go to for enabling the npc's, especially the enemy npc's to have a higher spawn rate? If any of you have played War3zuk's AIO Overhaul I would like to set it up something like that but maybe not as rough. LOL. Thank you in advance.

     

    By the way I do love this mod and the packs associated with it. Brings some freshness to the game for me.

     

  6. There are no xml settings I'm aware of that will alter the decibels levels of an audio asset inside the unity bundle. That has to be done by the asset maker.

    Given your post it's possible the sounds are Pipermacs or one of the NPCmod team's.

  7. Hey, i didn't see anything here so this may be unconnected entirely. Have you had anyone reporting console spamming of invalid layer index 3 or 1 in conjunction with the hydroponic farming plant entities? It seems that crops up a lot followed by a line about one of them dying to convert to the plant corpseblock. Could be unrelated but it seems to trigger when i add that mod back into the mix. Doesn't seem to be breaking anything, but i do notice fps dips sometimes when it's spamming more than a few lines in the console. I'm on a lower end machine though and have a lot going on, so just checking if it's been seen by you or anyone else.
     

    Quote

    Invalid Layer Index '3'

    Invalid Layer Index '3'

    Invalid Layer Index '3'

    Invalid Layer Index '1'

    2022-08-10T01:25:31 4548.830 INF Entity animalBeeStump 504 killed
    Invalid Layer Index '1'

    2022-08-10T01:25:53 4571.297 INF Entity animalBeeStump2 512 killed
    2022-08-10T01:25:55 4572.877 INF VehicleManager saving 0 (0 + 0)
    2022-08-10T01:25:55 4572.877 INF DroneManager saving 0 (0 + 0)
    2022-08-10T01:25:55 4572.881 INF VehicleManager saved 9 bytes
    2022-08-10T01:25:55 4572.881 INF DroneManager saved 9 bytes
    Invalid Layer Index '1'

    2022-08-10T01:25:56 4574.312 INF Entity animalBeeStump3 513 killed
    2022-08-10T01:25:57 4574.829 INF Time: 57.99m FPS: 17.09 Heap: 4816.7MB Max: 5196.7MB Chunks: 507 CGO: 295 Ply: 1 Zom: 5 Ent: 13 (220) Items: 8 CO: 4 RSS: 6418.2MB
    Invalid Layer Index '1'

    2022-08-10T01:26:02 4580.313 INF Entity animalWildCapMushroom 515 killed
    Invalid Layer Index '1'

    2022-08-10T01:26:05 4583.347 INF Entity animalFireFlyStump 521 killed
    Invalid Layer Index '1'

    2022-08-10T01:26:09 4587.345 INF Entity animalWildLionMushroom 522 killed
    Invalid Layer Index '1'

    2022-08-10T01:26:12 4590.347 INF Entity animalWildRedMushroom 523 killed
    Invalid Layer Index '1'
     

     

  8. Updated to fix the typo in the localization and reduce frequency of predator horde spawns. Also to make them spawn farther away and they are not aggo'd on spawn so you're not playing galaga with wolves just for carrying food. 

     

    Next time i update it i'll probably scale out the horde frequency based on how much meat you are carrying. 

     

    Edit, also added it to GitHub and link added to main post.

  9. The Scent of Prey modlet is to add in the ability for zombies and prey animals to find you more easily if you carry raw meat or animal fat. It also carries a small chance to spawn a predator Horde that is GS appropriate to attack you. 

    If using the alchemy mod by badpoly, the stressed out mod by irishmanjmo, or telric's fishing mod you will find their animal meats commented out in sections in the buffs.xml file that you can uncomment for it to work with those raw animal meats as well. 

    The only way to combat the effects of this modlet are to invest into the From the Shadows perk to level 2 or above. 

    Updated to v1.0.2

    Typo in localization fixed

    Adjusted strength of effect on aggro range and duration passives to increased amounts. 

    Adjusted frequency of random predator horde spawns and increased minimum and maximum range for those spawns so they don't happen on top of the player.

    https://www.nexusmods.com/7daystodie/mods/2315

    and for those who prefer git:

    https://github.com/magejosh/ScentOfPreyA20

    Feel free to use this mod in any overhaul, mod, collection, or personal use project you like, and credits would be nice. 

    251570_20220707151125_1.png

  10. 1 hour ago, ErrorNull said:

    hmm that's a very interesting idea. with this method i can still have the biome boss spawn to a specific biome because i can currently force the boss minions to only spawn in certain boimes by way of the random wilderness biome groups. i like the idea. unfortunately, the wilderness biome groups don't scale with GS. however, there are entitygroups that do scale with GS, like the wandering horde (only goes up to GS 50), bloodmoon (goes GS 4000+) and screamer horde (goes up to 5700+). but, these are not specific to certain biomes... which means my snow boss minion might spawn in the desert, or wasteland boss minion will spawn in the forest. :(  any other ideas you know of that can work around that?

     

    regardless though, i'll look into the buffStatusCheck01 mechanic. i can still create some general purpose minions and bosses that is not specific to certain biomes.

    Oh, no, using a game event you can define as many different game stage events as you want so only the particular minions and bosses spawn at that gamestage, and then you can duplicate the event for each biome. then use the buff that gives the game event to separate out using the biome requirement for the triggered effect which does the callGameEvent and make one for each biome with the biome requirement for that line. If i get some time tomorrow i'll try to write out a template example of the method to better illustrate what i'm trying to say here. I'm not good at explaining my thoughts on these chain event type things. Wait, i have an example sorta, though the hook is buffswhenwalked on it does illustrate the game events well and how to game stage them. 
    This mod requires 0-SCore and the 1-NPCXSpiderPack mods to run. But you don't need to run it to look at the methods used in the xml. Now keep in mind you will be calling on the spawning buff/gameevent differently to achieve what you want, but this could at least show the gameevent side of this equation for now. 
    https://drive.google.com/file/d/1TLrl2hwMzwvy14AO8vmoqbOyCrjxCRmF/view?usp=sharing

     

    As for how to hook into buffStatusCheck01 and track cvars for a purpose the best example i can think of is Jaxteller's action skills mod. Though in that case instead of putting the cvar tracker trigger on the items, you would need to put it on playermale entityclass because your trigger needs to be onselfKilledOther with a tag requirment on other being unique to the boss minions. 

  11. Or, as a suggestion you could look at this other option. PM if you have questions or issues with it and i'd be happy to help.

     

    8.) Spawning via GameEvent called on by buffStatusCheck01 because it noticed you have killed enough boss minions that your xBiomeBossMinionCount cvar is GTE10.

     

    The advantage here is it reacts to wherever the player is, and you can utilize the gave event mechanics to make the boss immortal until all minions are killed or vice versa, and you can spawn random minions to scale up in number relative to GS.

     

  12. On 6/9/2022 at 2:52 PM, austin457 said:

    How do I remove this mod? I tried it, didn't like it, removed the mod folder and bam - all my skill points are gone and the journal was reset (empty).

    Prior to deleting the mod folder I had copied my Saves. So I put the mod folder back and copied over my saves so I have my character back, but I would like to remove the mod. Please assist.

    Playing Vanilla A20.5

    You remove the mod by deleting it from your mods folder..

    Because it uses an autocompleting quest to add to your character progression, and both of those elements are sensitive to how saves work in 7d2d, when you remove the mod it resets progression (your skill points, journal, etc.). 
    You can't have the extra skill points and journal entries without the mod, so the save that was made using it being loaded without the mod it has dependencies on would be invalid causing a character reset.

  13. As long as you're not running any other mods which might alter vehicleparts lootgroup then yeah it's probably bad luck. 

    You should find them in garage loot and gas station loot, as well as red and blue lootbags, and semi rarely in workbenches. 

  14. In fairness, none of those IP owners can sue you for making mods which make game models of some of their entities so long as you are not charging money for them or otherwise harming their ability to profit off of them. This use, even when shared with others is covered under fair use. 

     

    Otherwise Piper would already have been sued by LucasFilms for his xwing modlet. 

  15. 31 minutes ago, Lasher said:

    Is it easy enough to make the default Harley freindly and hireable?

    I'm assuming it's just a matter of changing her faction settings - or am I on the wrong path there?

    Thanks.

     

     

    And changing the bandit tag to survivor I think it is.

  16. Hey, I made this modlet to add the powered by logo to the main menu and escape menu with a link to this thread post. If it's not okay let me know and i'll delete.

    Hope it's helpful to everyone. 

    Download Link: https://drive.google.com/file/d/12UmxvTQFXvCXkVscrlr4fU7r3NxmTgKF/view?usp=sharing

    It has two options, which must be changed in the windows.xml files of both Xui and Xui_menu folders. Instructions are in the comments in the files. The two options are which of the two powered by logos, either transparent or black background.

    Transparent background: 251570_20220517193735_1.thumb.png.9d590631d2732b4346cd6573f21a663b.png

     

    Black Background which hides the link:251570_20220517194125_1.thumb.png.05cf6d9620f24bcdbd2e3bf86a82d0cd.png

     

    And here it is in the escape menu with the black background:251570_20220517200730_1.thumb.png.245581f11331638c1c8280e46831107d.png

  17. Not sure what you mean by "get up the car and get down fast."

    If you mean get moving then exit the vehicle without engaging the parking brake/spacebar then I'd say vanilla vehicles do the same?

  18. 3 hours ago, iicecube said:

    Yes the AC_ATV vehicle will move by itself when parked and it like been made from paper which it very light weight while driving, will flip very easily.

    Hope there is a look on it.

    Well, I attempted to reproduce the issue, but here i am parked on a hill and stepped out to take a screenshot. I just held the spacebar for a few seconds after it stopped moving and got out. 
    Which version are you using?

    251570_20220516010751_1.png

  19. I've had it happen, but no more often than i have it happen to a vanilla entity. Something about hitting the head and the difference between what you see and what the game sees. For me it's typically during an FPS dip when i might clip through a headspace in an attack with no effect.

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