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Valmar

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Everything posted by Valmar

  1. Valmar

    A16 Valmod Pack

    Valmod V5.5 Update Mod updated to work with the latest Alpha 16.4 release. Overhaul Pack Download Expansion Pack Download
  2. Valmar

    A16 Valmod Pack

    I have heard of this issue brought up a few times but I'm honestly not sure what it could be since I've never been able to replicate it in my single player games and I can't really test it out on a server. My best guess is that the local client does not have the mod installed. In the vanilla files these perks are locked behind a skill level, but in Valmod they are not. If the server is modded but the player doesn't have the modded files locally then the player's vanilla files will clash with the server's and think its locked even though it isn't really. Though this is just my guess. Also will need to ensure the server and player both have the same version installed - as in Overhaul or Expansion Pack. Other than having the block.xml, recipes.xml and the traders.xml code relevant to the merchant delivery box the only thing you'd need to modify to work stand-alone should be the traders.xml code. It currently lists an item that does not actually exist in vanilla, so that item would need to be removed. In this case that item is lokiMeat Far as I know the rest of it should work as-is if Im not mistaken. If you're playing on a server make sure the mod is installed locally. If you're playing on Linux or Mac then you'd have to open the three xml files within the Data/Config/XUI folder and manually modify the commented lines to use the Mac code as commented within the files where relevant. Its easier than it sounds, but still a bit annoying. My best guess is that the game updated and thus replaced my modded entityclasses.xml - which in turn broke your game in such a way. Reinstalling the mod should take care of it once I've updated the mod shortly.
  3. Valmar

    A16 Valmod Pack

    The ammo crafting perks should not be locked behind any requirement and only require you to spend skill points to unlock them. If you're playing on a modded server make sure you have the mod installed locally since vanilla files lock the perk behind craftSkillGuns requirement - which Valmod does not do. Recovering the the items unfortunately would require administrator assistance. The only reason I can conceive of that can cause inventory to vanish like that is if the server is using a bigger backpack mod and you, the client, have not always had such mod installed locally. Far as I know the player must have had it installed at the moment of joining the world (as in the moment your character was first "spawned" into existence in the save) and if you ever cease to have it your character's storage memory will break. Honestly while bigger backpack does technically work for multiplayer I've never really recommended it outside of small friend groups due to how tricky it can be to setup everything to work properly in a multiplayer setting. If the server isn't using bigger backpack, however, then I have no idea. Technically it should "work" - though the steps are unnecessary. If you installed Expansion and then Overhaul that just means you installed Overhaul. You install one or the other - they do not need to be "combined". They're both separate mods. Since you installed Overhaul last that means it overwrited and Expansion and now Overhaul is installed. Again, it should work, but installing Expansion first was not necessary. Hope that makes sense. If I recall correctly the reason I removed the auto-fill blocks are because the game made some fundamental changes to the water system which I was using to get that effect so it no longer functioned as intended.
  4. Valmar

    A16 Valmod Pack

    I'm not really sure what the problem could be. At the risk of sounding patronizing, Bigger Backpack Mod is easy and quick to install and the process shouldn't give any issues. First install Valmod. Then install Bigger Backpack Mod ontop of it. Then launch the game without AntiCheat. Ensure its a new map. That's basically it. Two things to think of: 1. Try launching the game with AntiCheat on. If the game works, then the bigger backpack mod is NOT installed correctly. If Bigger Backpack mod is installed the the game should not load properly and only give you a black screen when you try to launch it with anticheat enabled. 2. Are you sure it isn't installed? My bigger backpack is 45 slots and may not be immediately obvious to the naked eye that its bigger than vanilla if you're not looking for. Vanilla is 32, if I recall correctly. Either way my bigger backpack isn't as obvious as something like, say, 72+ slots. Aye, there is no iron repeater crossbow nor steel variant. Adding new smelting materials is a bit of a headache, especially on the UI side of things. Overall its a process I've never been interested in adding to Valmod - even though the method has existed for a while. So while I am aware of it, I'm not likely to ever implement it. When you install the mod you'll notice that within the downloaded ZIP folder is a folder called Bigger Backpack Mod. After you installed the mod normally open this Bigger Backpack Mod folder and then drag-drop its contents into your 7DTD directory, overwriting when prompted. Its basically the same as installing Valmod, you just install this second after Valmod. There is an included readme file that includes instructions to explain the processs. Valmod's bigger backpack at the time of writing this is 45 slots. No, using another UI mod will break Valmod, generally speaking.
  5. Valmar

    A16 Valmod Pack

    survivorCombination is obtained as a quest reward and is itself not currently dropped in loot containers. Horde Edition should be fully compatible. Valmod does not work with any other UI mod or Bigger Bacpack mod other than the included Bigger Backpack Mod provided in the download unless the mod author specifically tailors their UI mod to be compatible. Either way, "officially" speaking none of them are compatible. That was a minor oversight on my part with Expansion. I've went ahead and done a "stealth update" of expansion to fix that issue. Sorry about that. An oversight with the Bigger Backpack UI. Nothing to worry about. You need to locally have the same files as the server. So if you're playing on a vanilla server you need to have vanilla files installed. If you're playing a modded server you need the modded files installed. Else you get issues such as what you described.
  6. Valmar

    A16 Valmod Pack

    I'm not sure what swaygate is nor do I know what the "OLD" big backpack mod refers to in this context. My bigger backpack variant is 45 slots, not 72. Generally speaking you cannot easily use other UI mods with Valmod. The only kind of mods that are compatible with Valmod are some prefab mods such as compo pack. Even then not all of them are fully compatible. This is assuming of course the UI mod in question doesn't have a compatible version made for Valmod already. Nor does this mean they can't be made compatible. Just, generally speaking, as a standalone UI mod they won't work as-is with Valmod unless the mod author specifically made it possible. To make a bar of soap require you to "wet" it first is not really the easiest thing. While I believe it could be possible I don't believei t would be a very fluid or intuitive system. Limiting it to one-per-day is easier in part though would not translate well into gameplay, imo. A time-jump or limit on books is not possible through traditional modding. It might be possible with SDX though since I have seen "working" beds done before which make time progress. Though thats far outside my knowledge base - like most good things. Lol. A recipe book alone would not actually resolve this issue. In Valmod Overhaul the workbench is a free recipe, locked behind nothing. In vanilla it is locked behind a perk. Thus if someone joins an Overhaul server with vanilla files locally their game will think the recipe is locked. Except the server will not have any perk to unlock it and thus will always remain locked. If I made it a book it would still face the same issue. At the end of the day the player must have the mod installed locally to be able to enjoy multiplayer as intended.
  7. Valmar

    A16 Valmod Pack

    Unfortunately no. Maybe one day but at present they're only in the CM. It seems that some changes have been made to the spawning system in regards to cities/hubs. I knew of the sleeper zombies but sorta assumed they were additive to the normal roaming hordes found there. Seems they are not. From what I understand, which could be off, hubs do not trigger zombie groups to spawn anymore (though a specific prefab might) and rather now its handled by the gamestages.xml and connected to specific sleeper groups in entitygroups.xml. Long story short I will add my unique zombies to the list so they should start to appear again. I will try to keep the Brutes locked to late-game gamestages so they don't swamp the player early on. I love the Slasher too and I really hope to bring him back one day. Unfortunately the last alpha update changed some NPC mechanics (which in all fairness were never really meant to be used) so he doesn't quite behave the way he is intended anymore. So until either the NPC system is more stable or another fix is out (maybe some of those NPC modders have found a solution to my problem) he is currently on standby and wont be spawning. Ah I see. I will definitely get that fixed - thanks for alerting me. Are you certain you're reading it correctly? I just checked and the counter seems to be working right for me. Which is a fresh change since it used to not accurately tell the damage. The damage of the bullet is additive to the gun. Normal ammo does not deal damage at all, except for the shotgun. For other guns the damage all comes from the parts. Mainly the barrel to be specific. The ammo damage of my added ammo gets added ontop of the damage the barrel does. Also note that the damage further scales according to the player's skill in that gun or relevant perks.
  8. Valmar

    A16 Valmod Pack

    Welp, better late than never I guess. Ahem. You can still find books to unlock recipes, yes. So you don't HAVE to spend those skill points on it if you don't want to. To change the temp to celsius you open the console (~ but the key might be different for you, not 100% sure if they changed the default key) and enter this: settempunit c Player level cap should be the same as vanilla. The image is shrunk down on the forum to an extent that I can't really make out what Im seeing enough for specifics. However if I had to guess since you mentioned playing with friends ensure you all have the same version installed locally. It could be that the server has Overhaul installed and you have vanilla. In vanilla that perk requires a point into gun smithing to purchase - but in Overhaul it does not. There could be overlap if your files aren't the same as the server since it'd be reading two different things. https://7daystodie.com/forums/showthread.php?30751-Survivor-Notes-Experience-and-Recipe-Books&p=736128&viewfull=1#post736128 If you just want to disable it you can change the material of the schematic master back to "paper" instead of "Survivor Notes". Chainsaw and scrap iron axe I will fix. The matter of not losing durability though? I'm not sure if I can fix that as I don't know what it'd behave that way and the code is rather vanilla for t he most part in this regard - nor can I replicate it. Ah the description is a bit outdated atm. You get a survivor's combination from completing the "Survivor's Journal" questline.
  9. Valmar

    A16 Valmod Pack

    The mining helmet is unchanged from vanilla so any oddities it has is likely a vanilla issue. In regards to the other "light" helmets have you tried taking them off and putting them back on? That sometimes fixes them. Though I've never heard of them not working before - the only issue I've heard of before was that the light will sometimes misaligned itself. Also ensure you're not wearing LED goggles. They can overlap with the function key to turn on the helmet since they both trigger light sources and can cancel each other out. Other than what I mentioned in the PM since you said it happens on other mods aswell maybe its an issue of the server not having enough memory allotted to it. Or maybe the server has not been properly overwriting the files and installing the mod correctly. If you're using FTP like filezilla I've found that it can sometimes do this. What I like to do to "force" it to work is to manually delete the server's config folder and then put in the one from the mod. That way there is nothing to overwrite (since the original isn't there anymore) and nothing stops the transfer. Just a thought. The medic quest issue I believe I see the issue and will quickly fix that in a hidden hotfix right now. Thank you. Pretty sure the "Test" thing is just a vanilla issue. Likely more apt to appear in modded sicne I have so many more recipes and it takes longer for them to all load in compared to vanilla.
  10. Valmar

    A16 Valmod Pack

    I'm not sure what you're referring to since I never really used landclaims before. Valmod doesn't really change anything about Land Claim Blocks functionality (other than letting the admin tool turn them into woodframes) so if its something that can be done in vanilla then you'd be able to do it in Valmod. Yes, the Bigger Backpack was updated also to work with A16.3 I'm not sure about Mod Launcher. From what I understand the download link the Mod Launcher uses is the main github download link. Which should mean that it will always download the latest version of the mod when you tell it to download. However I could be wrong. I do think it would be possible but I don't think it would be very practical in regards to the gun. You'll know if Valmod is on the server or not because the UI will be heavily modified from vanilla. No mistaking it. As for the error, Im not sure how such an error could be possible with Valmod. The error it points to is a file that Valmod does not touch. Have you ever had an SDX mod installed or some texture mods? That could have been the issue. Either way the solution to this should be pretty straight-forward. Verify Integrity of Game Cache Reinstall Valmod (manually, incase you were using a launcher, just to ensure nothing goes wrong) That should fix it.
  11. Valmar

    A16 Valmod Pack

    Valmod Updated to Alpha 16.3 DOWNLOAD Valmod Overhaul Pack DOWNLOAD Valmod Expansion Pack
  12. Valmar

    A16 Valmod Pack

    Will update Valmod shortly. Tomorrow at the latest but hopefully before then. I will be sure to add the moldy bread recipe to Expansion. You craft cement in the forge. When it asks for stone it means you need to have X units of stone smelted in the forge. Same way with brass when making shell casings. Not sure I follow. The armor works fine for me. Unfortunately not at present. I hope he can make a comeback oneday but it will probably have to wait till NPC's are officially in the game. To use Magoli's prefab compo pack with Valmod all you have to do is install it ontop of Valmod. So first install Valmod on the server and then ontop of that install Compo pack. In Overhaul you can only craft gunpowder in either the Armory or the Chemistry Station. - - - Updated - - - No, that isn't possible with XML-only modding.
  13. Valmar

    A16 Valmod Pack

    Most of those are not something the player can actually acquire without using the cheat menu. Thus the icons are not important. However I did forget about the survivor combination so I will definitely add that back in. Thank you. Only two things I can think of that cause this. 1. You need to start a new map or reset the player profiles, since the player has to have joined the server after it was already modified with the bigger backpack. They might need to also have it installed locally first aswell but Im not fully certain on that aspect. 2. Perhaps the server does not allow you to modify the assemblycsharp file. Gameservers, for example, doesn't let you but also doesn't make it obvious that it rejected so its easy to think you installed it when really it denied it. No, if you want the latest version you have to manually download and install it. You can follow the Valmod steam group if you want to be kept notified of latest updates. http://steamcommunity.com/groups/valmod POI's and random-gen worlds are vanilla in Valmod. As in, I do not touch them at all. Any oddities or quirks you run into that relate to that are vanilla issues and outside of my control since I purposely avoid messing in that area.
  14. Valmar

    A16 Valmod Pack

    It should still be possible, though the process is a tad wonky. Anyone who has ever used the High-Powered Scoped Sniper should know what I mean. Still, I might add it in at some point. Mac for as long as I've been here has been a strange and elusive beast when it comes to modding, carrying its own unique quirks and oddities that I don't understand. Since I don't have a Mac myself Im not able to really work on any of its issues, unfortunately. Overhaul or Expansion? Try taking the minibike completely apart then rebuilding it - that sometimes helps. This bug can happen if the player does not have the mod installed locally. They need to have the same version of the mod that the server uses (expansion or overhaul) installed locally. Honestly I'm not sure if that is possible as I never tinkered with the electricity. I somehow doubt it since from what little I've seen it appears to only turn things from an "off" to "on" state. Whereass the oven would have to be changed from a workstation to a non-workstation. I really doubt it would be able to do that. Though again I haven't really tried either since I haven't had the time to experiment.
  15. Valmar

    A16 Valmod Pack

    This is a relatively small hotfix update that mostly benefits Expansion pack. Notable changes: Readjusted some skill/recipe books to fix an issue they had with not allowing the player to read them. (mainly Expansion Pack) Added the missing "handSnake" item so encountering snakes no longer leads to disaster. Rocket Launcher skill adjusment. Street light is now craftable. Other various, minor adjustment tweaks. DOWNLOAD Valmod Overhaul Pack DOWNLOAD Valmod Expansion Pack
  16. Valmar

    A16 Valmod Pack

    You could, yes. Though you'd have to manually modify either Valmod's xui files or Sirilions to manually merge the relevant parts together. This is not necessarily the easiest thing to do if you don't have any experience in these xmls or know what to look for though. So while it is possible I don't necessarily think its something to be taken on casually.
  17. Valmar

    A16 Valmod Pack

    The sprout only is left behind if you harvested it by punching it with your hand. Unfortunately this can also result in getting less than what "press E to harvest" will give you. Generally speaking I only punch "wild" plants but harvest the ones at home. Mushrooms are a unique plant in that they do not rely entirely on the plant growth system like other plants. They begin as being "upgraderated" blocks. From my understanding this is because they want the mushrooms to only be grown someplace dark (no sunlight) but the plant growth system only works if there is sunlight. Try planting the mushrooms somewhere without sunlight to see if that helps. I have never actually grown them, personally, so my understanding of it might be off a bit. Correct, someone mentioned that today. I will iron that out and fix it shortly and release a hotfix. Sorry about that.
  18. Valmar

    A16 Valmod Pack

    I'll have to give that a look later, definitely. Though small icon size is an "issue" I try to keep in mind. Some of my players are visually impaired so when you add that ontop of those who might have smaller resolutions it could make it difficult for them read or keep track of certain items in the inventory. Edit: Phew that is a lot of slots lol. https://7daystodie.com/forums/showthread.php?66619-SMX-LITE-By-Sirillion You do amazing UI work, Sirillion. You truly have my deepest respect and admiration. They're too small to meet my requirements but nevertheless its amazing you got it all to fit in the same ratio. I can definitely see many people wanting this for their base game. I certainly would on a personal level.
  19. Valmar

    A16 Valmod Pack

    Hm. Not sure what to say with the pressure plates. Their code is left vanilla. Other than a destroy event which should be harvest - which I had overlooked. Other than that the code looks the same to me so I guess thats how vanilla intends the pressure plates to behave. Cell size for bigger backpack looks fine for me. Though it might look a bit wonky on some lower resolutions - that I'm not very sure of. I've tried to keep the overall size around the same basic ratio to ensure higher resolution compatibility though I haven't checked all the variable options. You shouldn't be able to place a beaker in a campfire in Overhaul. Yes. https://github.com/LordValmar/Valmod-HORDE-EDITION/archive/master.zip Odd. Not sure why it happened, just tested the baseball quest and I didnt run across any issues. Was your inventory already full when you finished the quest? The quest rewards casno coins for finishing it but if the inventory was full maybe they had no where to go and triggered the error. Though thats just a wild guess on my part. Are you positive it was the baseball quest? Valmod's minibike is already quite larger than vanilla. I wouldn't really call that a gamebreaking bug. Its more of a balancing issue than anything else. I will look into it later though. - - - Updated - - - Yes, its technically possible. But not that easy. 45 was the maximum I could achieve without doing anything drastic to the UI or risking resolution overlaps. From a practical stand point I dont think I can make it any larger than 45. Though it is possible, yes.
  20. Valmar

    A16 Valmod Pack

    The new zombies being profiles is something "intentionally" done. Its for performance reasons. Pay it no mind. What zombie are you having issue with and on what version? They work for me in my test. Only one that behaves as an NPC and won't attack and gives errors is Jason/Jason Axe. He used to work in the last alpha but they changed something so he isn't quite working right atm. However Jason does not spawn at all, so a normal player should never run into this issue. He only can be spawned in with dev mode. I'm afraid I am not able to replicate your problem, so I'm not sure what it could be. Ah. That's entirely my mistake. Sorry about that. Fixed. Horde Edition disables running zombies if you use its "entityclasses" xml file. Hence they do not run at night. There are two ways to reduce the experience for mining. Though by far the easiest is to modify the progression.xml Find the Mining Tools action_skill and increase the exp_to_level. Since you want it to be by half increase the number from 500 to 1000. <action_skill name="Mining Tools" exp_to_level="500" icon="mining" description_key="miningToolsDesc" title_key="miningTools" group="tools"> <effect name="BlockDamage"> <multiply skill_level="1,10" value="1.00,1.32"/> <multiply skill_level="10,20" value="1.32,1.45"/> <multiply skill_level="20,30" value="1.45,1.55"/> <multiply skill_level="30,40" value="1.55,1.63"/> <multiply skill_level="40,50" value="1.63,1.71"/> <multiply skill_level="50,60" value="1.71,1.77"/> <multiply skill_level="60,70" value="1.77,1.84"/> <multiply skill_level="70,80" value="1.84,1.89"/> <multiply skill_level="80,90" value="1.89,1.95"/> <multiply skill_level="90,100" value="1.95,2.00"/> </effect> </action_skill>
  21. Valmar

    A16 Valmod Pack

    Its possible, yes. Thank you, Sphereii. Much appreciated. My thanks. My theory: you're playing on 200% loot and thus are getting two Perk items when you choose a class. You are not intended to be able to get two as you're only suppose to be getting one. However with 200% boosting it that "1" becomes "2". When you read both that is what breaks it. Because it gives you two two levels into X skill, however that skill has a requirement for your player to be level X before you should be able to unlock the second level. This is bypassing the player level, which doesn't meet the requirement, which in turn throws it out of whack. Thus the quality ranges stop working. I will modify the expansion pack so this can't happen in the future. Sorry for the inconvenience. Easiest solution for you is to make a new game and only read one of the perk items, trash the other. Other than the forementioned rocket launcher I'm not aware of any others. Where should I be checking?
  22. Valmar

    A16 Valmod Pack

    Valmod Pack has been officially updated to the A16.2 standard. Sorry for the wait.
  23. Valmar

    A16 Valmod Pack

    Greetings. Firstly let me apologize for my absence as of late. Real-life circumstances have made it rather tedious and impractical to use my computer. As such I have been AWOL. I won't go into details venting about all my life drama and headache as of late, suffice to say that its been a bit out of my control and for the time being I wont be able to keep up with posts and the like. Hopefully come next month things will settle down and I will be able to resume. Trust me, I hate being away from my PC as much as you all hate waiting for Valmod updates, Im sure. Either way as A16.1 did not actually change much from the experimental build I managed to get some time to update it. As such, rejoice, Valmod Overhaul is currently A16.1 compatible. Valmod Expansion however will not be getting an update until my current realworld issues are resolved hopefully sometime next month. Why is this? Mainly because Valmod Overhaul was already up-to-date on the experimental build. This means it actually took me very little effort to further update it to A16.1 - not much changed. Valmod Expansion however is still very much an A15 build which means I have to almost do it from scratch. I may be able to squeeze in 20-30 minutes of PC time to update a mostly complete Overhaul but I definitely wont be able to touch on Expansion pack until things cool down over here. Heh, quite literally. At anyrate, sorry again for the delay. Once I am able to return I will go through the loads of comments I've missed and while it may be too late to respond to them I will still go over the feedback and make adjustments to the mod while needed provided the feedback recommends it. So still feel free to report any bugs or oversights even if I am not currently available to go over it since I will be checking up on all that I missed once I return. Again, my apologizes. Cordially, Valmar P.S. I did mention some of my woes earlier on the steam group. Its not like I was purposely keeping the 7DTD forum in the dark - its just that at the time I wasn't able to get on my main PC and for the life of me I could not remember my login details for the forum to login via tablet browser. That is why this message of absence is a bit later than that of the steam group.
  24. Valmar

    A16 Valmod Pack

    Valmod Overhaul Experimental B129 This experimental build should function on the A16 Experimental build of 7DTD. However, do note, that it is experimental for a reason. A16 made many changes so even though loading the mod may not show any obvious problems there might be a few hiccups here and there that only show up from actual playtesting. This includes item/block descriptions which may not reflect the changes in Valmod at the moment. For anyone willing to give it a try please report any inconsistency or bugs that I need to address. Thank you.
  25. Valmar

    A16 Valmod Pack

    Greetings. I would have had the update out sooner but my AC went out yesterday so I was stuck doing some busy work. Let me tell you, living in the deep south (yeehaw spit banjo) is hot. Like, very hot. I hear some of my distant friends complain about "hot" temperatures like "oh man its so hot its 75 out here!" and I'm full of envy because out here thats "comfortable AC weather". 90-100 is normal out here. Its 80 on the "cool" days, a blessing. Ah, but enough of my whining. I have been working on the update on-and-off whenever things cool down. Just dont like being near the PC for too long at present because frankly the room with the PC seems to be the hottest room in the house. rwgmixer.xml - the file that controls random world generation, is actually left vanilla in Valmod. As in I don't touch it. However the world turns out in random gen is purely on the hands of the vanilla base game, I don't touch that area. Sounds like you're using the wrong file on the wrong version. If you're playing 7DTD Experimental Build make sure you are absolutely using the Valmod Experimental build as it only works on the 7DTD Experimental branch. Redownload ithe Valmod Experimental build to also ensure you have the latest up-to-date version. If you're playing stable 7DTD (A15.2 at the time of posting this) then DON'T USE the Valmod Experimental build - instead use the stable build provided from one of the Download Buttons on the first post. As long as you do this you should not be getting this error as this error comes from having an incompatible version of the blocks.xml file on the wrong version of the game. I'm not sure why it wouldn't work then. Bigger Backpack functions fine for me. Are you using a dedicated server or a hosted server? Not all hosted servers allow modding the assembly-csharp.dll file so while you might think you installed it on the server it may not had actually "took". Gameservers, for example, I don't believe let you mod that file so even if you transfer it in filezilla it won't actually overwrite it. Ah, you meant the harvest drop of workbench should be changed to reflect what is used to craft it. I understand now. Yes, that is a fair point. I will do that. Thank you.
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