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ztensity

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About ztensity

  • Birthday August 12

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  • Location
    Indiana
  • Interests
    Playing Video Games, Writing Articles

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  1. Are you trying to use the latest version of UBBI (2.0.0) with an overhaul or did you forget to get the SMX patch if you're playing UBBI alongside Vanilla with SMX? The mod is no longer guaranteed to support compatibility with overhauls. With more information, I may be able to assist!
  2. Thanks Bdubyah, this just isn’t my area. I know changes to code can cause problems in and of itself without knowing how it all interacts. You do make a good point though!
  3. I understand. I honestly am not sure what all that downgrade code does to alter the block. For further assistance, please join the Discord as provided in the original page for the mod. I’m not modding as much these days and in my channel there, you can present your problem, block of code and logs (which will help diagnose the crash). This way, more then just myself will be able to assist. My only suggestion is to remove the added code and see if that fixes the problem - if not, most likely another mod is conflicting. Maybe you’re using an overhaul with the mod like Darkness Falls for instance?
  4. Kanealpha, to my knowledge there shouldn’t be anything that would cause a crash unless you have another conflicting mod. As for the crashes, the only way for us to help you would be for you to share a pastebin of your logs. Please join the Discord for further assistance. Also, if you tampered with the code, that could very likely be causing issues and I really couldn’t figure out what’s wrong without your logs and knowing what you changed. Remember that the mod has a lot communicating back and forth with one another between the various xml files and xpath. That said, I hope you’re joying the mod! If you still have issues and don’t join the Discord, I’d suggest just reinstalling the mod via the correct files. Thank you! 😄
  5. You will have to look up how to make paint. Paint is part of the game, not added by this mod. I hope you enjoy! Thanks!
  6. Hey Faith of Sin, You have to make sure to get the most up to date version of the mod and make sure it's a clean install! I'd recommend completely removing and re-adding.
  7. Hello! My mod doesn't effect spawning. You'll need to reach out to Bduybah who rmade Wasteland! Thank you!
  8. Thank you so much for the kind words! I'm not sure if this is something I will do, but I can keep it in mind for when I get back to it
  9. Hey man! I appreciate the kind words, I can add this to the list of things to work on for the next update whenever I get to it!
  10. Hey man, I 100% recommend that you update the mod to version 2.0.0. I've definitely recalibrated all item's HP, material types etc. I'm pretty sure that came with version 1.3.0, but 2.0.0 is best with workable kitchen appliances and more. Definitely check out my page and recent comments for updates! As for tweaks to the double doors and expensive recipe to match, can you show me what you've done? Maybe via direct message or via the Discord? I'm sure I could potentially update the mod to cater to what you've done if it seems more immersive. As for the fridge storage capacity, I'm honestly unsure of what controls the size. It's likely both a UI thing and an XML thing with the blocks.xml. I could potentially look into that as well for the next time I update UBBI (unsure of when, taking a break from modding). I would like to emphasize that future updates of mine will likely always overwrite your personal changes, so I'd love it if you just forwarded your thoughts and/or change requests or changes etc. etc. and I can always consider updating the mod accordingly if it seems immersive. As long as you don't re-release it though, you should be fine, just may not be the best course of action, as I'll always be tweaking this over the coming months Anyway, I appreciate your kind words! Definitely reach out to me via my channel #ztensity's-mods via Guppy's Unofficial 7 Days to Die Discord server! https://discord.com/invite/q7uUqSw4w8
  11. Hey @doughphunghus, the mod is set up to have a majority of the paintings appear at random throughout POIs. I believe they are mixed in with the vanilla. This was designed by Snufkin originally and I left that feature. I hope that helps You cannot however pick up the paintings still in a POI. Once you find the books to unlock various paintings and posters, you can eventually replace the paintings with what you want in a POI if the random painting isn't showing. Of course you can also buy a few paintings from a trader as well (exlusive to traders). I hope that helps! It's all about chance and finding these things. You can also of course go into creative menu if you can't handle the journey to find them all lol.
  12. UPDATE After the public release of Paintings & Posters, which added up to 50 paintings and posters to be either unlocked and crafted or bought, I present update 1.1.0. This update adds a new thinned out light designed for placement above paintings and posters! Ztensity
  13. Haha, no problem man! I'm glad like some of it You're welcome too! I appreciate the support!
  14. Ztensity's Paintings & Posters Redesigning Snufkin's Paintings & Posters for A19.4 (Permission Granted by Snufkin) UPDATE After the public release of Paintings & Posters, which added up to 50 paintings and posters to be either unlocked and crafted or bought, I present update 1.1.0. This update adds a new thinned out light designed for placement above paintings and posters! INTRODUCTION Originally created by Snufkin, Paintings Posters contained twenty paintings and twenty posters that could be found across the game at random. Now, I've reworked the mod, with his permission, to add a lot more content in Ztensity's Paintings & Posters! Paintings & Posters Contains the Following Additions: There are now nine separate recipes that can be crafted at the workbench, which allow players to make all paintings and posters to put them for display. In order to craft each recipe, however, players must first find seven separate books from the newly added "Paintings & Posters" collection either out and about or by buying them from a trader. With each book read, a different set of paintings or posters will be unlocked for crafting purposes. Once all seven books are read, the player will unlock paintings or posters from the last book and a secret set of paintings along with it. There are are a total of ten new paintings added by this mod in addition to Snufkin's previously designed paintings and posters. While seven of the new paintings can be crafted once unlocked, three more rare paintings can only be bought from a trader. Every painting and poster has been re-designed for consistency, descriptions have been added for learning purposes, aesthetics and a bit of realism, and icons have been tweaked for further immersion. Download Paintings & Posters Here Nexus Mods: https://www.nexusmods.com/7daystodie/mods/1340 YouTube Showcase: https://www.youtube.com/watch?v=j5bzi_R1hmo&ab_channel=Ztensity Paintings & Posters Available on the Mod Launcher! REQUIREMENTS Paintings & Posters is a modlet that should be compatible with A19 entirely and most likely earlier alpha builds as well. There are no specific requirements to implement this mod into a game-save. There is an optional modlet that adjusts an icon for better immersion alongside Sirillion's UI overhaul series, SMX. If you are a player who is using Sirillion's SMX, make sure to get that optional file here: SMX Paintings & Posters Patch This modlet is likely incompatible with select overhauls that adjusts skill books, the perk system or elements of the UI. However, I am open to designing a compatibility fix if prompted, as it should be relatively easy to implement for this mod. FUTURE UPDATES Over time, I may expand on this modlet to add new paintings, new recipes, new unlockable features and so on. Specifically, for instance, I'm already thinking about ideas for Halloween 2021. CREDITS A portion of assets and coding was originally designed by Snufkin. However, with his permission I have re-designed the modlet with a lot more content. Snufkin's assets included 20 paintings and 20 posters from UNITY3D bundles, 40 icons and two XML files as a starting point (blocks.xml and blockplaceholders.xml). Credit is also due to the following artists for using art they designed as pictures for the new paintings: Al Molina's "Pennywise": https://pixels.com/featured/pennywise-al-molina.html Omenomicon's "Valek": https://www.deviantart.com/omenomicon/art/The-Nun-701780701 Peter Van Valkenburgh's Parallax Version of "The Great Wave": https://vimeo.com/79636275 Hinoteya's "Slenderman": https://www.deviantart.com/hinoteya/art/Marble-Hornets-323260811 Jane's "Ghosted": http://shoutout.wix.com/so/ceb262e6-8024-43d9-835a-e1c5bcc9e1d0#/main Caleb Hull's "Grudge": http://etsy.me/3bFXj2y Carson's "Crooked Man": http://etsy.me/3vfG6oy Bill $Aber's Album Artwork: https://images.genius.com/206699d5b28d093fc4eabd4e42286aa0.1000x1000x1.png OPTIONAL TARGET HEALTH BAR ADD-ON'S If you are someone who uses a health bar modlet like Sirillion's Target Health Bar or Sirillion's SMX UI Overhaul, you can find all of my publicly released renaming modlets by downloading the official 7D2D Mod Launcher and sifting through additional Nexus below! Vanilla Creature Renaming: https://www.nexusmods.com/7daystodie/mods/1210 Creature Pack Animal Renaming: https://www.nexusmods.com/7daystodie/mods/1259/ Creature Pack Zombie Renaming: https://www.nexusmods.com/7daystodie/mods/1260 Creature Pack Human Renaming: https://www.nexusmods.com/7daystodie/mods/1261 Shotgun Messiah Mechs: https://www.nexusmods.com/7daystodie/mods/1263 Mumpfy's Zombie Pack Renaming: https://community.7daystodie.com/topic/creature-renaming-modlet-series/ Wasteland Creature Renaming: https://www.nexusmods.com/7daystodie/mods/1272 SMX UI Tweaks: https://www.nexusmods.com/7daystodie/mods/1267 UNNECESSARILY BEAUTIFUL BUT IMMERSIVE With original mod author, Hernan's permission, I present Unnecessarily Beautiful But Immersive, the Unnecessary But Beautiful 19.3 Rebuild. You can now craft recipes with ease, use a wire tool to turn on lights, TVs, PCs, a fireplace and a sound bar, attain the right perks to craft the lights, unlock lights early with a schematic, use beds as bedrolls, disassemble select crafted items with the wrench line of tools and more! Check it Out Here: https://www.nexusmods.com/7daystodie/mods/1242 Check it Out Here: https://community.7daystodie.com/topic/23102-ztensitys-unnecessarily-beautiful-but-immersive-ubbi/ Ztensity
  15. Ztensity's Functional Elevator Redesigning Guppycur's Elevator for A19.3 (Permission Granted by Guppycur) Assets Purchased For Release INTRODUCTION Originally designed for Alpha 18 with compatibility for Alpha 17 by Guppycur, his Working Elevator modlet now gets its next iteration for the latest build of 7 Days to Die, A19. Similarly to the original mod, this elevator only moves from one floor to the next across roughly 2 flights, while also taking up 3 blocks wide, 7 blocks high and 3 blocks deep (x,y,z). This version of the elevator contains the following tweaks & new features: Tweaked animations that not only allow for more time to enter/exit the elevator, but will also be closed and on the bottom floor when placed. There are also new sound effects and visual effects embedded into the animations for added immersion. The elevator has added colliders for simplicity and better immersion, while also being slightly thinned for better spacing around blocks and plates. There is now an official recipe with resource requirements for crafting the elevator at the workbench alongside the ability to get a portion of resources back when using a wrench to destroy the elevator. Added an official title and description for the elevator, while removing select, unneeded files for a smaller download. By adding colliders and thinning out the elevator, this not only makes it so the player does not have to worry about building right next to the elevator, but it also prevents the player from accidentally falling out of the elevator while in use or while in the elevator. Download Functional Elevator Here Nexus Mods: https://www.nexusmods.com/7daystodie/mods/1332/ YouTube Showcase: https://www.youtube.com/ztensity/functional-elevator-showcase Functional Elevator Available on Mod Launcher! Download Here REQUIREMENTS As detailed by Guppycur, the shaft requirements are actually 10 blocks high (including floor and ceiling), 5 blocks wide (1 and 5 are the left right walls) and 5 blocks deep (1 and 5 are the front/rear walls). Think about it like x,y,z. This will be made even easier if the elevator is just placed first and then you build around it. For building purposes, use the horizontal plates (concrete or otherwise) and select advanced rotations. Then rotate the plate so it's against a block. Use these plates with standard sized 1x1x1 blocks to build the shaft for the elevator. Finally, just as the original version, if a player is still using Alpha 17, Alpha 18 or earlier versions of Alpha 19, this should still be compatible with those versions. However, this modlet has been designed for compatibility with 7 Days to Die's latest stable, which is currently Alpha 19.3b6. FUTURE UPDATES In the coming weeks to months, I may expand on this modlet as a series of "rising devices" as suggested by Guppycur himself. The next update I'd likely implement however, would be adding in a similar elevator that will take you up three flights or higher. My ideas for the future would be focused on hotel POIs, so players could even make a massive hotel a home using devices like elevators, escalators and so on. CREDITS All assets used come from a purchased package from Nifty Studios via Unity. On the other hand, a portion of the animations designed and layout of the elevators was put together by Guppycur when he originally bought the assets for A18. Not only did I get permission to rework and re-release Guppycur's work on animations and the elevator layout from Guppycur himself, but I made sure to purchase those same assets again myself for rights to share this modlet on Nexus Mods, the 7 Days to Die Forums and the 7 Days to Die Mod Launcher here. OPTIONAL TARGET HEALTH BAR ADD-ON'S If you are someone who uses a health bar modlet like Sirillion's Target Health Bar or Sirillion's SMX UI Overhaul, you can find all of my publicly released renaming modlets by downloading the official 7D2D Mod Launcher and sifting through additional Nexus below! Vanilla Creature Renaming: https://www.nexusmods.com/7daystodie/mods/1210 Creature Pack Animal Renaming: https://www.nexusmods.com/7daystodie/mods/1259/ Creature Pack Zombie Renaming: https://www.nexusmods.com/7daystodie/mods/1260 Creature Pack Human Renaming: https://www.nexusmods.com/7daystodie/mods/1261 Shotgun Messiah Mechs: https://www.nexusmods.com/7daystodie/mods/1263 Mumpfy's Zombie Pack Renaming: https://community.7daystodie.com/topic/creature-renaming-modlet-series/ Wasteland Creature Renaming: https://www.nexusmods.com/7daystodie/mods/1272 SMX UI Tweaks: https://www.nexusmods.com/7daystodie/mods/1267 UNNECESSARILY BEAUTIFUL BUT IMMERSIVE With original mod author, Hernan's permission, I present Unnecessarily Beautiful But Immersive, the Unnecessary But Beautiful 19.3 Rebuild. You can now craft recipes with ease, use a wire tool to turn on lights, TVs, PCs, a fireplace and a sound bar, attain the right perks to craft the lights, unlock lights early with a schematic, use beds as bedrolls, disassemble select crafted items with the wrench line of tools and more! Check it Out Here: https://www.nexusmods.com/7daystodie/mods/1242 Check it Out Here: https://community.7daystodie.com/topic/23102-ztensitys-unnecessarily-beautiful-but-immersive-ubbi/ Ztensity
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