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Everything posted by magejosh

  1. How hard would it be to make a helmet mod that was called hearing protection or something like that and it made you immune to or greatly reduced the intensity of the banshee scream effect? Just a musing because I've had similar issues from players on my server.
  2. Yes I was going to try your new one on my server tonight and see if it will work. These remix zombies really thin out the boss zombies snuffkins zombies adds to the spawn list. And all the players have really enjoyed reading the dead zombies names as they move towards them to loot their bodies. I also wanted to mention as part of a conversation with @Aramus on the snufkins zombies thread they adapted the rabbit of caerbannog to be server side safe using the rabbit model and making it player size, and a snowball for the holy hand grenade. I love the model you made, but my challenge was to create an overhaul that was entirely server side safe, so my brother wouldn't have to install anything else to play on the server. It's still a work in process, but that rabbit is awesome. And that's good to know about the 1 hour of daylight. I didn't see anything that looked like it wouldn't work server side only so I've been running it, but yeah it's not working on the server and I couldn't figure out why.
  3. Yes I was using both the animals ones as well, still am. And my modified version that has a little over 400 zeds. Really love the added variety. I imagine seeing the name after they die is a lot like checking their wallet for their ID. As for the lootable zombies showing the name mod. I found that one on Nexus Mods. Idk if it's against the rules to post links like that but it is called A16 Style Zombie Loot for A19.1 by PerpetualHappiness. I wonder if it would be possible to apply names via localization to the vanilla zombies as well? As a server host, I was thinking it wouldn't be a bad idea to make multiple localization files so I can switch them out every week or few days to create the illusion of many more new zombies than there actually are. What's weird is my server panel never showed ram or cpu usage above 80% when trying to log in with the 4920 zed version. But I let it sit for more than a half hour and it never loaded in or progressed past the same point on 3 tries. I'm incredibly grateful to you for all your mods, my server is using 10 of them right now. Though technically all of them that needed it have been converted to be server side only. Aramus helped with the Rabbit of Caerbannog. I thought I had posted about this problem. It was a simple typo on line 60 at the end actually. Looks like dough was in the middle of editing and something got deleted. It read: when i believe it meant to read: But correct me if I'm wrong there. That's what I've been using on my server and am loving it. *Edit* Didn't see you already put out a fix. Thanks for being awesome Doughphungus!
  4. I had issues with the 4920 zeds one. Mostly that I could load it locally just fine, but on my server it would run into a memory exception and get stuck in a loop while downloading configs trying to load in to the world. I went through and cut it down to a little over 400 and it works on the server just fine. Really love the zombie names, but my players didn't want health bars. Luckily since I'm also running a mod that makes the dead zombies lootable it shows the names then.
  5. Tested on my server and it works like a charm. The rabbit is so mean. It's perfect. That snowball ain't nothing to mess with, so much damage. LMAO, that should be reserved for a qroup of snuffkins zombies on hordenight.
  6. I love that one. If I weren't trying to use serverside only mods to make an overhaul experience on my server with new quests to try and tie up the different bits and pieces of story, I'd just use that one. I already have it, plan on using it for my navezgane meets fallout map playthrough. I'll look at how it works and see what I learn. You're the best arramus.
  7. Which I don't mind doing at all. A little copypasta-fu and it's done. Those drones are pretty wicked too! Oh yeah, how hard would a large as a dog almost rabbit with a bleeding attack that moves really fast be? I think that would be terrifying. If it could change scale from normal rabbit to dog size when it aggros that would be even cooler but sounds like a pipedream to me.
  8. I commented it out and everything worked fine after that. I did grab the new version though to keep up to date. I just have to add in my edit to the end that causes the banshee to have a chance to spawn any time a screamer would spawn. I really like not knowing whether that scream is going to come with vision issues. I also really love the Hell series of entities, and the Paindeer. Really great additions!
  9. I'm still using the .8 probability version on my server and sp, and not seeing them too frequently, but still seeing a couple every day that i get out and explore or trigger a screamer. But that's likely because the spawning pool is so much larger since i've got dough's randomized entities and mikepewpew's server side zombies working at the same time, in addition to iceburgs baby animals. I see the paindeer and the hellbear most out of this mod set, but i'm seeing all of them from this set. I know i'd see them more frequently if i took out dough's randomized entities. But my players like remixed vanilla zombies so I'll leave them for now. Was doing some testing of new server side mods and had updated to this version. Going the the cm and filtering for items to see what icons still needed fixed when i noticed one called pettest. Curious i took a stack. When I clicked on the item in my inventory though, game locked up in NRE red text and I had to hard close the game client. Had to delete that save as I couldn't remove the item from my inventory. Is it going to break anything to comment this item out?
  10. I mean you're not wrong. Curiosity killed the cat as they say. It's in the items.xml lines 10-16. I commented them out and have had no problems on server or sp with it since. It's been in every version i've downloaded. I wouldn't worry about it, like oakraven said it's not connected to anything else in the mod so as long as someone isn't using the creative menu and spawning it into an inventory, then it will never come up in gameplay anyways. I just felt it only responsible to let far better modders than me know it was there and may be unnecessary. That was my first instinct, but the NRE wouldn't let me interact with anything else. I could see there was no drop or scrap options in the inventory item preview either.
  11. Was doing some testing of new server side mods and had updated to this version. Going the the cm and filtering for items to see what icons still needed fixed when i noticed one called pettest. Curious i took a stack. When I clicked on the item in my inventory though, game locked up in NRE red text and I had to hard close the game client. Had to delete that save as I couldn't remove the item from my inventory. Is it going to break anything to comment this item out?
  12. Yeah, I really like FreakUK's beehive and chicken coop. But for this use, they won't function because they use new assets. Oh, i'm slow sometimes. You are suggesting retargeting that section of code to the treestump. That would be perfect. I will look into it. Thanks! Also, on the animal snares. Is there a way to slow them down so they don't produce so fast?
  13. Hi @stallionsden I've been using 10 of these mods with minor edits to switch to all vanilla icons to make them server side only mods for my server and loving them. I was thinking, wouldn't it be possible to make a beehive work much the same way the chicken coop does in the animal snares mod? Except have it be a tree stump as the final form that you can loot like you do the bird's nest for the chicken coop. I tried to look at what's happening in the chicken coop but I think it's above my head atm. Can you point me in a direction of research to better understand that bit of code and how it works? Now that I've got that idea out, thank you for your work bringing these mods to a19. They have definitely added a major element of awesome to my server play experience. As have the 8 of your mods i'm also using on my server.
  14. That's very exciting! I look forward to finding the perfect place for it on my alternate navezgane world I use on my server.
  15. For real the Wasteland mod is one of my favorites. I actually made two extra poi's with raiders in the sleeper volumes for my server. Well, made one tower from scratch and modded lazmans army bunker so i have that version with it's zombies and the raiders filled version. Encountered that underground bunker under the shack recently, that was awesome.
  16. Is the fantasy creature pack not a thing anymore? I was looking for it but didn't see it. Also, 2-CharacterEffectsPack, does it require dmt mods to work?
  17. I didn't know that about the invisible animal bug. That's really good to know aramus! I just looked at that new entity groups xml, I might have to give it a try in my next playthrough. I'm running all the creature packs, all the snufkin mods, and the wasteland mod that adds in these human raiders that are pretty difficult to beat too. It's been much more difficult, I actually had to drop back to vanilla difficulty on this playthrough.
  18. That's interesting. I added them in on week 2 in a playthrough on my server and encountered them fairly quickly. I was in the wasteland but they should spawn everywhere. I did go back and edit the entitygroups.xml to raise the odds of the geist spawning and added the scarecrow both on the zombiesNight group. I also made an insert after command to add the zombieBanshee have a 2 in 3 chance of spawning anytime a screamer would spawn. None of these were really necessary, just things I wanted. I was already getting spawns of the undertaker and the bomber at night. First Horde Night was a nightmare. Maybe increase the spawn probabilities on your entitygroups.xml to see if that gives you better spawn rates. Another thought is the game spawns a limited number of zombies wandering about the world at a time. If you are traveling across all those biomes, is it not possible you are just outrunning zombies that never aggro'd on you?
  19. Can you turn on dm mode and spawn them with the entity spawner (f6)?
  20. It was a fun puzzle to figure out. I already started the rolands quest in my test game and it's pretty awesome so far. Keep up the good work!
  21. No kidding, hopefully the new optimizations they are talking about in the a20 dev streams really do optimize things.
  22. It was in fact a conflict between the white river spirit of vengeance quest mod and the snufkins server side vehicles. I just changed the loot id by +3 for the quest and no more conflicts at all. Thank You all for your help! Sorry for assuming it was this mod, i knew the blaster fire issue was from the sounds.xml and just assumed the next problem was connected.
  23. Kept running into a conflict and took a little while to track down. It seems the loot.xml file in the Spirit of Vengeance quest has the same loot id 950-952 as found in the snufkin's vehicle mod. I just changed them to be +3 higher and now at id=953-955 there's no longer a red error when loading both snufkin's custom vehicles and this mod.
  24. i believe the blaster sound is another duplicate issue from the wasteland mod. I forgot i added a couple new mods to the mix though so I'm going through the new ones to try and track down this loot id 950 issue. But yeah, I am playing around with a lot of mods as it's something I never let myself try before and i play vanilla enough with my friends. Here's my output log if you want to see a list of the mods and errors. I've been going through the new mods I added this week and so far none of the loot.xml files have an id=950 in them. Thanks for the response arramus. Your work has definitely added hundred if not thousands more hours of engaging playability and versatility so thank you for everything you are doing with these epic mods. output_log__2020-11-05__00-57-20.txt
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