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The Freehold

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Refugee

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  1. While working on making some other mods play nice with the "Craft Six Tier" mod, I noticed that I couldn't craft many of the items when they unlocked, but could craft them once I raised that skill to where I could craft tier two items. At that point I could craft both tier one and tier two. I noticed that you had lowered the unlock level of many of the last items to be crafted in that group, but didn't change the <passive_effect name="RecipeTagUnlocked" operation="base_set" level="#,#" line. I added a line to fix that to every instance of the code that needed it. Here is the updated code for the progression.xml file
  2. I figured it out. I removed all <set xpath= lines except the /@max_level">100</set> line from the progression.xml in RussianDood's mod. I also edited the display_entry and CraftingTier lines so that there were six tiers. Finally, I made Pahbi's load before RussianDood's mod. And because of all this I managed to discover that many of the item groups in Pahbi's mod needed a line that changed @level= for one of the items, as it wouldn't unlock crafting of the item until tier two, because they made the tier one of that item unlock before it was supposed to.
  3. I'm trying to get this mod to play nice with a couple other mods. I've managed to get it to play nice with JaxTeller718’s Increased Mod Slots just by changing around the load order. I'm having issue with getting it to play nicely with Pahbi's Craft Tier Six. Depending on what I do, I either can't make anything but tier 1 katanas, even at blade skill of 100, I can not make tantos or katanas, or once the katana unlocks at blade skill 64 it can be crafted at tier 6.. Relevant code from craft tier six mod: <!-- *** BLADE_SKILLS --> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/display_entry[1]/@unlock_level">1,3,5,7,10,13,100</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/display_entry[2]/@unlock_level">11,17,24,31,38,45</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/display_entry[3]/@unlock_level">30,39,48,57,66,75</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/effect_group/passive_effect[4]/@level">3,5,7,10,13,75</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/effect_group/passive_effect[5]/@level">17,24,31,38,45,75</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/effect_group/passive_effect[6]/@level">39,48,57,66,75</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/effect_group/passive_effect[4]/@value">1,2,3,4,5,5</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/effect_group/passive_effect[5]/@value">1,2,3,4,5,5</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/effect_group/passive_effect[6]/@value">1,2,3,4,5</set>
  4. Subquake, is there any chance that the Alpha 21 release being compatible with the Teragon map creation utility? I only just discovered it, but I'm really enjoying its biome creation based on height map.
  5. Computer Information: Manufacturer: ASUS Model: System Product Name Form Factor: Desktop No Touch Input Detected Processor Information: CPU Vendor: GenuineIntel CPU Brand: 11th Gen Intel(R) Core(TM) i9-11900KF @ 3.50GHz CPU Family: 0x6 CPU Model: 0xa7 CPU Stepping: 0x1 CPU Type: 0x0 Speed: 3504 MHz 16 logical processors 8 physical processors Hyper-threading: Supported FCMOV: Supported SSE2: Supported SSE3: Supported SSSE3: Supported SSE4a: Unsupported SSE41: Supported SSE42: Supported AES: Supported AVX: Supported AVX2: Supported AVX512F: Supported AVX512PF: Unsupported AVX512ER: Unsupported AVX512CD: Supported AVX512VNNI: Supported SHA: Supported CMPXCHG16B: Supported LAHF/SAHF: Supported PrefetchW: Unsupported Operating System Version: Windows 11 (64 bit) NTFS: Supported Crypto Provider Codes: Supported 311 0x0 0x0 0x0 Video Card: Driver: NVIDIA GeForce RTX 3090 DirectX Driver Name: nvldumd.dll Driver Version: 31.0.15.5186 DirectX Driver Version: 31.0.15.5186 Driver Date: 3 12 2024 OpenGL Version: 4.6 Desktop Color Depth: 32 bits per pixel Monitor Refresh Rate: 144 Hz DirectX Card: NVIDIA GeForce RTX 3090 VendorID: 0x10de DeviceID: 0x2204 Revision: 0xa1 Number of Monitors: 1 Number of Logical Video Cards: 1 No SLI or Crossfire Detected Primary Display Resolution: 2560 x 1080 Desktop Resolution: 2560 x 1080 Primary Display Size: 31.42" x 13.15" (34.06" diag), 79.8cm x 33.4cm (86.5cm diag) Primary Bus: PCI Express 16x Primary VRAM: 24575 MB Supported MSAA Modes: 2x 4x 8x Sound card: Audio device: Speakers (Razer BlackShark V2 P Memory: RAM: 130905 Mb VR Hardware: VR Headset: None detected Miscellaneous: UI Language: English Media Type: Undetermined Total Hard Disk Space Available: 8587834 MB Largest Free Hard Disk Block: 3814846 MB OS Install Date: Oct 23 2022 Game Controller: None detected MAC Address hash: 25c523a83e6177991ae4d0a4bf0c6a22ea52f7bc Storage: Disk serial number hash: 0 Number of SSDs: 5 SSD sizes: 1024G,1000G,500G,240G,240G Number of HDDs: 5 HDD sizes: 4000G,2000G,64G,8004M,530M Number of removable drives: 0 I'm apparently an idiot. As I was looking over the log after I posted, I see that it says Vulcan, not sure how or why that was selected instead of DirectX. Opened the launcher, selected DirectX and relaunched 7D2D, what do you know, I can see the lovely chrysanthemums next to the log. I'm just an idiot apparently. Not sure why I would have partial texture loss of the flowers with 21.0.312.0 and total texture loss of the flowers with 21.2.1.0.
  6. Last night, I decided to load up 7D2D after a considerable hiatus. When I first found one of the bee logs, some of the flowers were missing textures (that pinkish purple color), so I stopped playing, deleted the beehive mod, installed a freshly downloaded version and started my game up again. Now all the flowers on the bee logs are missing textures. I tried a new game with the same map and a newly generated map, but the flowers are still missing textures. Thoughts or ideas on what might be going on. I'm away from my PC atm, but I'll post a screencap when I get home.
  7. Yes, they need to be in a folder inside the mods folder. The folder doesn't have to be named Reduced Heatmap.
  8. Reduce Heat Map change log - added heat map properties for dew collector
  9. I'm trying to update my heatmap reduction mod by adding in a sounds.xml. I can make change all the heat_map_strength and heat_map_time values quiet easily. <reduce_all_heat_map_sounds> <!-- heat_map_strength: how much to add to heat map (once 100 is hit, horde scout is spawned) --> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.05']/@heat_map_strength">0.025</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.1']/@heat_map_strength">0.05</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.2']/@heat_map_strength">0.1</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.25']/@heat_map_strength">0.125</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.3']/@heat_map_strength">0.15</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.4']/@heat_map_strength">0.2</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.5']/@heat_map_strength">0.25</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.6']/@heat_map_strength">0.3</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.65']/@heat_map_strength">0.325</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.75']/@heat_map_strength">0.375</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.8']/@heat_map_strength">0.4</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.9']/@heat_map_strength">0.45</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='1.0']/@heat_map_strength">0.5</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='1.42']/@heat_map_strength">0.71</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='1.5']/@heat_map_strength">0.75</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='2.1']/@heat_map_strength">1.05</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='5']/@heat_map_strength">2.5</set> <!-- heat_map_time: how long this heat "event" will stick around and add to the local heat map strength. (60 equals about 100 seconds) --> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_time='60']/@heat_map_time">30</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_time='90']/@heat_map_time">45</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_time='120']/@heat_map_time">60</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_time='180']/@heat_map_time">90</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_time='300']/@heat_map_time">150</set> </reduce_all_heat_map_sounds> It works great, but it's ham-fisted. I don't want to reduce all noise based heat map values. I'd much prefer to offer the option to have a more targeted version available, one that only reduces the heat_map_strength and heat_map_time of weapons' fire and explosion, but I can't seem to get that to work. I've tried... <!-- explosion_grenade --> <set xpath="/Sounds/SoundDataNode[@name='explosion_grenade']/@heat_map_strength">2.5</set> <!-- explosion_grenade heatmapstrength; original value 5 --> <set xpath="/Sounds/SoundDataNode[@name='explosion_grenade']/@heat_map_time">150</set> <!-- explosion_grenade HeatMapTime; original value 300 --> and <!-- explosion_grenade --> <set xpath="/Sounds/SoundDataNode[@name='explosion_grenade']/Noise[@heat_map_strength='5']/@heat_map_strength">2.5</set> <!-- explosion_grenade heatmapstrength; original value 5 --> <set xpath="/Sounds/SoundDataNode[@name='explosion_grenade']/Noise[@heat_map_time='300']/@heat_map_time">150</set> <!-- explosion_grenade HeatMapTime; original value 300 --> and <!-- explosion_grenade --> <set xpath="/Sounds/SoundDataNode[@name='explosion_grenade']/Noise[@heat_map_strength]/@heat_map_strength">2.5</set> <!-- explosion_grenade heatmapstrength; original value 5 --> <set xpath="/Sounds/SoundDataNode[@name='explosion_grenade']/Noise[@heat_map_time]/@heat_map_time">150</set> <!-- explosion_grenade HeatMapTime; original value 300 --> and <!-- explosion_grenade --> <set xpath="/Sounds/SoundDataNode[@name='explosion_grenade']/Noise/@heat_map_strength">2.5</set> <!-- explosion_grenade heatmapstrength; original value 5 --> <set xpath="/Sounds/SoundDataNode[@name='explosion_grenade']/Noise/@heat_map_time">150</set> <!-- explosion_grenade HeatMapTime; original value 300 --> and almost every combination of code I can think of. I could use some help here, please.
  10. I'm trying to update my heatmap reduction mod by adding in a sounds.xml. I can make change all the heat_map_strength and heat_map_time values quiet easily. <reduce_all_heat_map_sounds> <!-- heat_map_strength: how much to add to heat map (once 100 is hit, horde scout is spawned) --> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.05']/@heat_map_strength">0.025</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.1']/@heat_map_strength">0.05</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.2']/@heat_map_strength">0.1</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.25']/@heat_map_strength">0.125</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.3']/@heat_map_strength">0.15</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.4']/@heat_map_strength">0.2</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.5']/@heat_map_strength">0.25</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.6']/@heat_map_strength">0.3</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.65']/@heat_map_strength">0.325</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.75']/@heat_map_strength">0.375</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.8']/@heat_map_strength">0.4</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='0.9']/@heat_map_strength">0.45</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='1.0']/@heat_map_strength">0.5</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='1.42']/@heat_map_strength">0.71</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='1.5']/@heat_map_strength">0.75</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='2.1']/@heat_map_strength">1.05</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_strength='5']/@heat_map_strength">2.5</set> <!-- heat_map_time: how long this heat "event" will stick around and add to the local heat map strength. (60 equals about 100 seconds) --> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_time='60']/@heat_map_time">30</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_time='90']/@heat_map_time">45</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_time='120']/@heat_map_time">60</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_time='180']/@heat_map_time">90</set> <set xpath="/Sounds/SoundDataNode/Noise[@heat_map_time='300']/@heat_map_time">150</set> </reduce_all_heat_map_sounds> I'd also like to offer the option to have a more targeted version available, one that only reduces the heat_map_strength and heat_map_time of weapons' fire and explosion, but I can't seem to get that to work. I've tried... <!-- explosion_grenade --> <set xpath="/Sounds/SoundDataNode[@name='explosion_grenade']/@heat_map_strength">2.5</set> <!-- explosion_grenade heatmapstrength; original value 5 --> <set xpath="/Sounds/SoundDataNode[@name='explosion_grenade']/@heat_map_time">150</set> <!-- explosion_grenade HeatMapTime; original value 300 --> and <!-- explosion_grenade --> <set xpath="/Sounds/SoundDataNode[@name='explosion_grenade']/Noise[@heat_map_strength='5']/@heat_map_strength">2.5</set> <!-- explosion_grenade heatmapstrength; original value 5 --> <set xpath="/Sounds/SoundDataNode[@name='explosion_grenade']/Noise[@heat_map_time='300']/@heat_map_time">150</set> <!-- explosion_grenade HeatMapTime; original value 300 --> and <!-- explosion_grenade --> <set xpath="/Sounds/SoundDataNode[@name='explosion_grenade']/Noise[@heat_map_strength]/@heat_map_strength">2.5</set> <!-- explosion_grenade heatmapstrength; original value 5 --> <set xpath="/Sounds/SoundDataNode[@name='explosion_grenade']/Noise[@heat_map_time]/@heat_map_time">150</set> <!-- explosion_grenade HeatMapTime; original value 300 --> and almost every combination of code I can think of. I could use some help here, please.
  11. I have a working mod that reduces all the sound heatmap values and the times they stay active. I am working on a more targeted sound heatmap reduction mod, that will only reduce the heatmap and time values of weapons and explosions, but leave all other sound heatmap values unchanged. I've requested the mod page be updated with the new files and description, so hopefully they will be available on 7daystodiemods shortly. In the meantime, they are live on NexusMods.
  12. If I find some time, I can probably do that. All of the things you mentioned are in the sounds.xml. Edit - Just any FYI there are 248 different sounds that when triggered add to the heat map, so keep that in mind please.
  13. Sorry, for not replying sooner, I've been crazy busy. Put them in the Prefab folder.
  14. Do you have any other mods installed that make changes to the auger or chainsaw?
  15. You should just need to make a new auger, as Red said existing items are not retroactively modified by the game when you change their xml details. I only changed the auger and chainsaw xml details, not the burning shaft details.
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