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magejosh

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Everything posted by magejosh

  1. 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.
  2. That's very exciting! I look forward to finding the perfect place for it on my alternate navezgane world I use on my server.
  3. 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.
  4. 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?
  5. 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.
  6. 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?
  7. Can you turn on dm mode and spawn them with the entity spawner (f6)?
  8. 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!
  9. No kidding, hopefully the new optimizations they are talking about in the a20 dev streams really do optimize things.
  10. 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.
  11. 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.
  12. 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
  13. I was just going to post I noticed a bit of the mod not applying but it looks like others have already mentioned it. Not sure why just those two lines seem to be an issue.
  14. Ok, had to comment out the blaster fire in sounds.xml again in this new version. I'm also getting this error and can't figure out where to find this loot id 950 so i can shift it to an unused number. Any thoughts on which direction to look would be appreciated.
  15. Really love that Banshee, finally got her to show up in the scout hordes. Was much simpler than having to go in and add her to each scout horde game stage level with these three lines borrowed from Jawoodle's screamer wandering hordes modlet added in after the feralHordeStageGS lines. Also, if you want to check out Death by Campfire here's the post on it.
  16. Ok, took some work to get Death by Campfire fine tuned the way I liked. Now it is an effective base defense to have a campfire in a pathway, but it will call in a screamer every 20 seconds of burn time or so. Cooking just got a lot more dangerous on my server. Plus side is it's server side only as well. How does someone post a mod on here? Just make a post and describe it with a link to download it is my guess. What that has allowed me to do is test the zombieScout banshee code, and determine it never considers the banshee during the heatmap event. Only screamers show up, and there have been a few hundred during my testing this weekend with no banshee spawns at all. I'm wondering what group the screamer's summon comes from and if I can just add the banshee to that group. Haven't been able to figure that out yet though.
  17. It is, I've seen it work before. Will track that down after work. I set it to a heatmap strength of 33 and didn't see a single screamer after 15 minutes burn time.
  18. Ok so i tried to add it into my death by campfire mod and it took a couple tries but I got it working by appending the xpath rather than set xpath which is how i raised the heatmap for the campfire. Still didn't summon a screamer in though so idk if i'm really affecting the heatmap strength. Hitting f8 twice in dm isn't showing anything other than fps.
  19. so i took a look at Doughphungus' a19 update of Kheldon's Screamer Bears mod. After looking at it and the work you all and Snufkin did in the entitygroups xml. Decided to try out meeting your specific format to append the other entitygroups for the zombiesScouts. Added zombie banshee the same way you added the others, but took off the probability code because that just means 100% without it right? As it stands, this version of the code did not throw up that same error I got last time. And I could load into the server without any red flags. Decided to just go find an old a18 mod for reducing the heatmap from different blocks. Instead reversed that logic on the campfire and made that into my first mod, Death by Campfire. That should do the trick of screamers spawning more often that will summon a horde, and hopefully with this addition there will be equal chance it's a screamer or a banshee.
  20. See that's something i was thinking about, just raising the heatmap generation. I was wondering about a simple method of just increasing the heatmap generated by candles or campfires. Was leaning to campfires if I can figure out how to make them set you on fire for walking on them again too. Also if it was campfires it will make cooking more dangerous which will add an interesting level of challenge for food needs early game.
  21. yeah, i can't seem to cause them to actually summon wandering hordes, but they are definitely spawning in more often even in pois. Pretty sure the scream that summons is somewhere else in the code. Haven't been able to find it yet. Had considered just making the heatmap rise faster.
  22. Really Love this new skins for the zombies! Was this guy's skin supposed to be blue? Pretty cool either way.
  23. I added it in above the wandering horde section. I'm about to test and I'll get back with you. Seems that didn't work according to the server console.
  24. Ok i'm not sure how to check those things on the server as I'm using pingperfect to host it. i will look into it, i believe i can upgrade to it being hosted on a SSD though. My client is installed on SSD. I'm not too worried about the zombie, it honestly added variety to have them show up slightly different through out the night. Even saw one bomber without his barrel on his back. I just wasn't sure who that one was. He got me twice. This mod is really one of the best available for this game. Thank You to everyone responsible for it! On a side note, I'm curious if it's possible to make the banshee's scream capable of calling in a wandering horde like the screamer does? Should i just add her to my scout entity groups or is there a more elegant way?
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