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Normal69

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  1. You install the mod via the "Pre-Sync" button. In most cases you not only have to wait for the download strip on the bottom left to finish, but it will open a dos window (white on black charaters) which processes the downloaded pack into a working form. First time I've run into this too, pressing the "Play Mod" button too soon. I've updated it via the in-program message to the same directory. Everything works. Thank you!
  2. Um, well, this is a woonderful overhaul no doubt - just some link of description is missing to know what is this about. That would be eeexquisite. Use 7D2D Mod Launcher, install an overhaul, put in modlets, and voila! You broke it! Then you try to activate/deactivate modlets to find the culprit - or even just play this overhaul alone without modlets at all! https://github.com/7D2DModLauncher/ThickInstaller/blob/master/SetupInstaller.msi?raw=true
  3. After playtesting for some thime, I think the vehicle mod is all right. The wrecks of the new HD and ECO ones which are producing the sunken spawns. I presume the little rocks after wrenching the wrecks are part of some respawn system. Do wee have a setting for the time on that?
  4. A temporary fix: I've set all War of the Walkers shops to wilderness only in the custom POI files - now just one of each spawned.
  5. I wonder if there is a value in this, which sets the probability of how often a POI will be generated? The problem I should fix is that I'm using War of the Walkers, and it has copies of the vanilla traders, plus one called "Class trader". I've kinggenerated a map where the traders should spawn in the remote, wilderness areas, but Walkers shops are spammed in every city. When I've removed them from the generated custom poi list, not one spawned. So I either need to make them much rarer, or somehow set them in the same category as vanilla traders so Kinggen handle them together vith the vanilla traders. If it could be avoided, I rather not watch a full video where I might or might not find the info I seek, so a text-based documentation would be preferred. When you (or you or you) answer me, I'll hand out the praises.
  6. Just in case I've messed up something here.
  7. Pps: the same thing is happening with these mods, duplicate, almost empty directories are created: Nerd's clean doors and windows\ NerdScurvy_Doors+Windows\ Nerd's toybox\ NerdScurvy_Toybox\ Active Ingredients\ Redbeardt-ActiveIngredients\ Perhaps this is why I've read that Active Ingredients gets broken on linux servers?
  8. Well, I've hooked onto something to produce something error report like stuff! Your mod is in a directory called "WaroftheWalkersMod". When I start your overhaul with the Sphereii Core modlet included, a directory is made called "War of the Walkers Mod" (with spaces), containing only a lone ModInfo.xml with the same information inside. Because I miss the knowledge how to soft/hard link a directory in windows, I've copied the contents of your original spaceless directory to the spaced one, and the start menu graphics of your overhaul has appeared! And after using just the basic Navezgane map, everything works perfectly. So somewhere is a problematic name (I couldn't find it by a simple search for the spaceless and spaced names) which thinks a spaced "War of the Walkers Mod" directory should be created and used. Hope it helps. If it's a problem in Sphereii Core, please tell me what you know, and I could write to him to gather more information. Ps: by the way you can make a soft link by issuing this command in admin mode CMD: mklink /D "War of the Walkers Mod" WaroftheWalkersMod
  9. Just to do some feedback: -fine skill system (altough no action skills like strength makes you able to carry more, hit harder, agility makes you move faster, endurance giving you more hp, and so on, just a small bit in every type of ability) -trader shop lists are well balanced, so this is the first overhaul I can really buy what I need (not like collecting a lot of money by selling and then buy only what is absolutely necessary) I have no knowledge if the vehicle mod you've put in contain nem types of vehicles, or just wrenchable wrecks? I'd be happy if it was removed, as the cars sometimes spawn a bit sunken into the ground and their general look does not match the vanilla vehicles.
  10. Howdy? A bit of help here, if you have the time, at least just to know if I'm banging my head against the wall here. I'm trying out different overhauls in single, before playing together on our small community server. I have experience in putting together modpacks (Skyrim, Minecraft, Fallout 4 and so on, in every game I like and it's possibble), and the most important things are to RTFM, have a lot of patience, and to know beforehand when a task is impossibble. So I'm trying to put together a pack based on yours, mainly because a few overhauls has a skill system I consider "good, and yours is one. The thing I try to include is some features from the Sphereii Core modlet, like unprotected traders, one block crouch, and skyrim locpick minigame. The problem is (I'm using 7D2D Mod Launcher) that any order I try to install it, the game UI interfaces become broken (I have a hunch because Sphereii Core contains another interface and they conflict <--- EDIT: this is wrong, doesn't seem to contain an interface). Am I on an impossibble mission here? I've also tried to seek some compatibility modlets (there are some of those around), but was not successfull. The other hurdle is when I'd like a clean install of an overhaul in the Mod Manager, the only option I see to delete all, and reinnstall again (make a copy of my game, then install the overhaul) which consumes a lot of time. Is there any quicker, more refined method in 7D2D, like in minecraft to rename config and mods directories, and copy over the new set of mods and configs? Thank you for your work, and possibble answers!
  11. I have resources... Bad ones! 4. What I ask: for example I run around a lot, my athletics action skill increases --> now I could run and jump a tiny fraction better. When I raise agility, I also run and jump a little bit better, instead x% damage to specific few weapons. More immersive. I absolutely understand that you have a limited time for suggestions - it's not a must and I won't nag you with them, just feedback. By the way, I've made a little music review of the mood and activities in the overhaul, hope you can use it for general goodnes
  12. Don't go so easy on us! +1000 subscriber, and it will work (as an enemy but keep that secret): https://www.youtube.com/user/Voldzito And now my demands, you puny superhero team! Pretty please with sugar on the top, I forbid you to make the following changes: -an option for taking water out of open water (for us who don't know, and won't do how to abuse it), water sources could give purified water (5% dysentery) -making chouching thru one-block gaps if it's possibble to move the point of view down to prevent glitch-seethru -animals, cool prefabs, new enemies - if it won't slow down gameplay, and loading time -action skills modify relevant abilities, like agility and speed, fortitude and stamina, and so I will read all the journal entries again. Thank for your team for working for our fun together.
  13. Good daycycle, Citizen! Luckily we use 7DtD modlauncher, so the whole client/server can stay on 19.4. There are no other mods, just yours. Of course we have a problem. On some Guard Captains when we wanna trade with them, it just exits from that interaction, not showing their inventory - but capturing the camera, and we had to always look at him. There is movement, we can open inventory, map, etc, but our view is permanently stuck on him, till we relog (which is a long time). I looked into F1 there is no special error message (all players are admins), tried his other menus, which function well, admin options on him doesn't fix it, like killing him, and relogging doesn't help. Could you help me with some command to get my view unstuck from him please?
  14. Thanks yeah I can feel the "eating my face" deeply to the bone! Some days ago a bear suddenly appeared on the top of a building where I was looting and scavenging peacefully - they also can fit thru doorways. I theorize they are really thing, but have a big fluff of fur on them. Yess, dread the other mods! No, not really. When I test an overhaul mod for the first time, no other funny things are allowed. I bow donw, as lockable storage has 12x10 versus the writeable storage 8x9. I usually believe the players before checking a thing myself. I wonder is there a simple sign like in minecraft, as I miss the writeability (and seen you looking for stuff in your youtube playthru several times).
  15. Thanks! You seem to missed these: "Guards don't shoot at predatory animals - we had some hilarous moments when a bear was waiting for our soldier inside his trader-base. Plus he has Meatloaf, a tame direwolf, which can be bribed with meat to accompany him - but it just stands there, taking hits. Please fix if you can, I dream of a cow-army!" 1) I am sad 2) so low quality guns should be used for combining-repair? 3) happy face 4) sad face 5) don't seem to be bigger by a noticeable amount
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