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ate0ate

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Everything posted by ate0ate

  1. This is the first I've played 7 days without this mod and I gotta say, boy do I miss it. Its one of those mods you forget you even started using then the game updates and you're like, "wait, what is this nonsense?" Absolutely love the concept of clearing out a place around your base or town or even a whole city (which is quite an undertaking really!) In A19 I tended to play in huge 16k dense city maps using Kinggen and it felt great carving little footholds of safety into the deadly landscape. Good fun. So, yeah, thanks for giving me all of those hours of enjoyment and +1 to a possible a20 update:)
  2. The only change I'd like is to see that 50% seed return rate go up a bit with the living off the land perks.
  3. I just want to say thank you for all the "little" amazing modlets that you've put out so quickly. This is the most I've personally enjoyed 7 days in a while. Using a combo of increased wandering horde frequency, dangerous cities, and the new vanilla feral sense options I've actually managed to find a happy little niche for myself. I've never been into the gaminess of the vanilla blood moon horde system with their ability to magically detect you and the zeds spawning in a ring around you. I like tower defense games but it always felt out of place here to me when I wanted more of a survival experience. Now with the blood moons off and feral sense kicking in at night if I dilly dally combined with the increased risk/reward temptation of the densely packed cities on top of the random chance of running across a huge roaming horde at any time, things feel just right:)
  4. Take your time. I figured you'd have to align them manually like that. Grueling. I know TFP had issues with the weapons becoming misaligned themselves. I wish you luck!
  5. I can't believe you got TA working so quickly! I love the weapons this mod adds. Personally I'm glad you stripped out the other changes to Tactical Action and left just the guns. I actually do like many of the other features that were in it, but I think it makes more sense leaving them separated from the guns themselves, especially since changing zombie behavior and world generation can lead to more conflicts. If you do decide to add those features back at some point I would like to request making them independent modlets, if that is possible or reasonably simple of course. I can't wait to give this a try now. Are the gun sights so far off as to require the standard game crosshair or do I just need to aim a little high?
  6. Is this the same collision issue that causes some zombies to be invulnerable to being driven over with vehicles?
  7. Alrighty, I have one more possible issue for you that I just stumbled upon. Much like the missing waypoint I had before in the tier 3 Whiteriver camp, this time I have a missing waypoint in the tier 5 bandit camp. I went to the trader and chose a Tier 5 Murder for the Whisperers mission which was located at the Tier 5 bandit camp. Much like before as I approached the POI the waypoint to actually start the mission appears to be missing. Now the odd thing is that I had a mission at this POI before that worked just fine. I do not remember which faction the mission was for before but I do know that it was a steal mission, not a murder.
  8. I'm no coder but I can only imagine how much of a headache integrating a faction recognition system into the turrets/traps would be. I completely understand that with alpha 20 coming up it makes no sense to break things now with code changes. I've been mitigating the damage by simply using the creative menu to give myself faction point books totaling the damage done to relations by the sledge. Not perfect, but it works well enough for me. Thank you for your time here regardless, its much appreciated.
  9. Sorry for the delay in getting back to you. I am using the NPCpack version of NPCs along with your suite of mods. I checked to see if my version of Spherell Core contained both of the properties you mentioned and indeed it does. I did try adding the "turret" tag to the "HumanTags" property but still am having the issue of the sledge targeting NPCs. I suppose a conflict is possible though I am not using any other modlets that touch NPCs or the turrets/robotics, at least not that I am aware of, but I will try stripping out everything other than just the NPC modlets and related dependencies to see if the issue remains as soon as I get the time. Thank you very much for looking into this.
  10. Things are going well since the fix but I do have a quick question. There is probably little that can be done about it and I am unsure if it is an issue with NPCs themselves or the factions in general or if it is even an "issue" at all. When I place a robotic sledge it will strike at NPCs that roam by regardless of my faction status with them. I built my base unknowingly close to a Whiteriver camp, which has been interesting, and the NPCs tend to roam around the area frequently often being drawn to roaming zombies near my base. If they stray too close to the sledge they get hit and then aggro as if I hit them so I am forced to kill them as they attack unless the sledge does it first. Really puts a strain on faction relations to say the least:) I assume an auto turret would behave much the same but I have not placed one so I I can't be certain. I can certainly live with this but I thought I'd ask. Great job on the new zombies by the way.
  11. I am using a Kinggen generated world using your initial provided settings as I generated the world before you tweaked the values for kinggen in your most recent update. To be clear, I did update everything but the world itself was generated using the older kinggen values. It is the correct poi that you have written above and I definitely have two of those POIs, at least. One is in the forest biome by my base and the other in the desert biome 4km away. In both instances the marker leads me to the corner of the trailer park camp where there is some barbed wire and a concrete pillar. The marker seems to lead to the pillar if i follow the "distance to" that is displayed. I initially thought it may have spawned the rally point in the ground a bit or even in the pillar itself but that is not the case. Thanks for getting back to me btw. EDIT: You replied right when I did lol. Thanks for the fix and the info. I don't mind resetting the chunks. Gives me a great excuse to move the base anyways:) I'll grab the update from gitlab and get to it. Thanks again. Amazing work. It really makes a single player world feel so much more alive having some sort of dynamic life besides zeds roaming about. Thanks for balancing the creature pack too, those demon dogs were absolutely lethal.
  12. I'm having an issue with one specific faction mission, the defend whiteriver tier 3. Twice now I have attempted to complete this mission but the waypoint to start the quest does not appear at the POI. I thought it may just be a bugged POI or something at first, but the second time it happened to me was at a different whiteriver camp POI. I get a marker telling me to head to the location but as soon as I get near the camp the actual exclamation point waypoint doesn't appear. I even get a distance measurement that I can use to narrow down to where it should be at the corner of the camp, but there is just nothing to interact with there at all.
  13. Is the file you've linked for 19.6 okay to use with DMT? I apologize if this has been answered or is inapplicable but I figured I would ask before just tossing it in.
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