Jump to content

RdB81

Members
  • Posts

    9
  • Joined

  • Last visited

Everything posted by RdB81

  1. Ah, got it: had to remove the downgradeblock info from Blocks.xml
  2. Anyone know why destroy_on_close="true" doesn't work on the bird nests in latest experimental UL? I've added it to both the base game lootcontainerID=25 and to the lootcontainername=birdnest loot.xml from the UL_Content1 folder. It works on the trash...
  3. Great mod! What could be wrong if I never encounter a compressor tool? I tried increasing the lootchance to 1 and still no compressor in vehicles. We have found a few ratchet sets, but also not lately. No errors in the console or in the server logs. Mod seems to be loading fine... Could it be a compatibility issue with other mods? I have tried adjusting the order in which the mods are loaded (including this one as the first) to no avail. Anyone any idea? (I can admin spawn in the compressor)
  4. I don't know which files you used but when you download the archive from justMarques' post of 19 February, the M1 should deal normal damage. As far as I know the damage if the gun is set in lines 1320-1323 of the items.xml. Most (if not all) machineguns actually inherit the damage and handling stats from the base game AK74 and is tweaked for the different guns.
  5. Yes, any mod that contains more than .xml files, needs to be both server- and client side
  6. I assume you downloaded the rar from JustMarquez, extracted it and placed it in a folder "mods" in the "\..\steamapps\common\7 Days To Die" folder? Make sure you have the following 4 folders in there: Config, Resources, Sounds and UIAtlases. That last folder should contain another folders called "ItemIconAtlas". In there you should find all icons for the guns and ammo (43 files in total). If not. Download again, extract and try again.
  7. No, I believe it does not You're very welcome!
  8. Fyi: In your version the SVD sound with a trigger mod isn't fixed.
  9. For me scrapping items still works as it supposed to do. I can also find both the schematics and the guns themselves in the world. I did notice that with a full auto mod in the SVD, the gun sound only sounds once: Line 2616 in items.xml: <property name="Sound_loop" value=""/> Replace with: <property name="Sound_loop" value="svd_fire"/> Furthermore, I have created a progression.xml file to enable crafting of the weapons based on skills. Simply put it in the config folder of this mod and you'll be able to craft the guns, provided you've levelled up the appropriate skill. Gunslinger for the pistols and SMGs, DeadEye for the rifles, MachineGunner for the ARs and Boomstick for the shotguns. Most open up at level 1 of the skill, and need a workbench to craft, but the higher level guns open up at level 2. This can be adjusted according to your own taste easily. I might set the desert eagle to level 5 or make that schematic and lootdrop only, just like the desert vulture in vanilla. Example: Line 5 in progression.xml: <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,5" value="1" tags="gunmakarov"> Change to <passive_effect name="RecipeTagUnlocked" operation="base_set" level="2,5" value="1" tags="gunmakarov"> if you want the Markarov to open up at level 2 Gunslinger instead of level 1. You can download the progression.xml here. I have tested it, but if you find any issues let me know. I'll see what I can do.
×
×
  • Create New...