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Blxckdreadful

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Posts posted by Blxckdreadful

  1. @Subquake I did the load order thing and it actually worked even after re-installing, thanks for that. 
    But another question, only if it's okay to ask tho. I have a mod that changes the optics. I've edited the files for that so that it would be compatible with your mod, vanilla optics is really old looking. I can't figure out how to make the rail mount appear on the guns that need it (Glock Mk2, MicroSMG) 

    Is it okay to ask what codes should I put in the xml file to make it appear so I can tweak the scopeoffset with the rail mount on?

  2. 4 hours ago, Subquake said:

    @Blxckdreadful Hope you're enjoying the mod, considering the clocked hours! :D


    "I can't upgrade the brick wall (Rounded corner shape) to concrete"

    Not all shapes are upgradeable (Hopefully that will be corrected in A20 with their promised shape and block progression path change), because usually if a block can't be upgraded, there's no defined block after that of that shape.

    In the shape menu, when you select a shape, there's like an armor plate with a hammer icon next to the shape indicating, that the shape can be upgraded (doesn't always guarantee that the shape after that will be upgradeable tho), those shapes that do not have that icon, don't have a block of the same shape in the next tier, thus can't be upgraded. Reason why this is - vanilla doesn't have all the different shapes available for all the different blocks (It's not consistent). And because devs said they are overhauling shape menu with A20, I wasn't really keen on modding in the missing shapes for all the different materials.

     

    "better if there's no crosshairs when aiming down sights"
    It's been suggested quite a bit, but them being there helps me configure gun stats easily, since I visually can tell where the actual shots might land with the crosshair being active even in ironsights mode. I might explore option to remove it only if I figure out how to make it optional, so that it's easy to toggle it on/off while working on new item stats.

     

    "I know how to turn it off, but after the update, I had to re-do the setting again"

    Don't edit the mod files directly, create an addon modlet, that loads after Undead Legacy (folder name must be alphabetically after all the Undead Legacy mod folders), that way whenever an update comes, you don't have to do it again and again.

    OOOH I see, I'll try it out, the modlet method. I didn't know it really had to be named alphabetically for the load order! 

  3. I've been playing your mod for at least 170hours now, and it's been so long since I've played the vanilla so I don't know if this is a vanilla bug or UL bug. I can't upgrade the brick wall (Rounded corner shape) to concrete. But the normal brick wall (the block) is working fine. 

    And just to add, this is not really a problem, more of a preference. I think it's safe to assume that people would like it better if there's no crosshairs when aiming down sights even in ironsights. Personally, I have no problem with it since I know how to turn it off, but after the update, I had to re-do the setting again. So maybe, in the next updates adding that into the mod itself would be perfect. I'm thinking lots of people would like that too tbh

  4. 1 hour ago, Tarkkh said:

    quick question! What world should i choose? Navezgame or a randon?

    works with both, but a random world (generated through nitrogen or kinggen) will give you the best experience. Navezgane is too bland, but a random world, that's where the fun is 

  5. 20 minutes ago, meganoth said:

    Hi, some random feedback after we played the mod for 2 in-game weeks now:

     

    Possible bug or just something that surprised us a bit !? WeightedHead mod is not usable in fireaxes and pickaxes (reason being that you added them to perkDeepCuts and that prevents the mod install). Rather inconsistently Stone Axe and Stone pickaxe can still get the mod as well as all spears.

     

    The no.1 thing we felt unanimously to be a mistake and corrected through creative menue: That writable stuff like wooden signs and storage boxes are relegated to mid- or endgame. I've seen a few mods now that not only add a lot more items to the game but their creators think it is a good idea to gate this stuff, probably to give another inventive for people to advance. Instead it just leads to an endless dance of searching multiple containers for stuff in multiplayer games. Single player this might be still ok, in multiplayer it is creating a frustrating micromanagament work loop.

    If you really want the good storage boxes confined to a later time, fine. But at least wooden signs should be available from the start. 

     

    We are 4 players on our server, two really like the mod, one is still on the fence and one dislikes it becauses of the stronger survival elements like the weight system.

     

     

    For the containers, you can pickup most of the storages found in the world, cardboard boxes, counters, fridges and a lot more. For me, I find it rather easier because of this. And that also solves the multiplayer problem where you guys would search for what is is needed. 

  6. @Subquake I tried using the PIP-Optics with your mod. Obviously, it isn't entirely compatible and I had to manually tweak the positions, some of them I tweaked correctly, while some are to no avail (like the ones that have rail mounts e.g: micro smg and glock 22) But with that said, it's really game-changing. Well not changing the gameplay entirely but it is so good to look at and looks more modern. Just wanna ask, any plans on doing something like that in the future?

  7. 7 hours ago, Subquake said:

    @Sapsan I haven't touched how the vanilla challenge quests work, but I will take a look if I can do something about them (and if they are broken in the first place for me)

     

    @Blxckdreadful Yeah, I've heard stories from healing teammates not working at all to when it works, causing this kind of issue (silly numbers for debuffs), I will look into this.

    I test most of the stuff solo and thus figuring out multiplayer bugs isn't easy, because every time I ask someone to help debug stuff online, they usually get annoyed of constant rejoins/reloads after tweaks, not everyone has my level of patience :D

    Oh, I see. I'm in Asia region so idk if the connection would be good, but once my brother and I are done playing your mod, I'm interested in helping you in tweaking multiplayer related issues

  8. I think what Sapsan was saying is the picked up quests/challenges. Like the one that tells you to kill zombie cheerleaders, etc. 

     

    Another bug I'm experiencing right now is the treated abrasion lasting for 9991h. I don't know what triggers it, but it only triggered for me after being healed by my ally, normally, when I use the bandage myself, it doesn't trigger. 

  9. For some reason, I find it hard downloading the overhaul from the official website. I had the urge to play 7DTD again so I had to download Undead Legacy because I cant play without it. And for unknown reasons, I peaked at 300kbps dl speed, I cant even manage to finish the download. I tried downloading other files from other sites with gigabyte sizes and it downloaded within minutes. 

  10. A question, did I go wrong somewhere along installing it (I used the Nitrogen one) because there are some pois where the zombie spawn might be a little buggy. I know there are trigger areas where the sleepers will spawn upon reaching it, but I was climbing up a stair one time and the moment I reached the second floor, sleepers spawned right in front of me and one even spawned right on top of me while I was crouched. That caused me to skidaddle a bit panicked AND CAUSED ALL THE SLEEPERS TO WAKE UP 

  11. I dont know if its just on the experimental update, because I havent noticed this on the stable one but, knife kills through bleed doesn't give exp after respawning. Even after restarting the game and all that, does anyone have an idea how to fix this?

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