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MikeyUK

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Posts posted by MikeyUK

  1. 5 minutes ago, Chunkimunki said:

    Oh man this looks great. At the risk of a slap to the face I'm super jazzed about the Xlock.....

    any chance we could have that as a *cough* standalone modlet?

     

    No no your right - It's all or nothing - I understand - soz for asking.

     

     

    Seems to be a seperate mod as far as my limited mind can tell, not that i have installed it yet, waiting for MP instructions :D

  2. Sounds good :)  The X lock sounds good, I love that aspect of Undead Legacy, can lock any item in any position!  Can't wait to see how it looks in a vanilla style.

     

    I was just looking into installing on my test dedicated server, any way to set the "Game Options" within the XML?  I don't like to run SP.

     

    All compiled DLLs, no messing with mod configs by peons like me huh ;) 

     

    Any known issues running with non vanilla vehicle and weapon mods etc? (bdub/tactical weapons for example)

  3. Seems a pretty cool mod, will have to try it :D

     

    I have a question about "Bigger backpack with custom stash logic" though.  Are all those buttons not standard in vanilla anyway? I mean you just single then double click to stack to container (once to fill up stacks, the next to stack again).  Obviously the locking is new (and seems to work like Undead Legacy?) but the simple version is in most mods anyway.

     

    I am LOVING the quality to 1000 though, with degradation!!  Can't wait to try that.

  4. On 2/10/2022 at 12:59 AM, Dagger Digwillow said:

    I think from the comments I know the answer to this question but does this place the items into the loot list so that when scavenging the world there is a chance to find these items or can I only get them at the workbench?

     

    Can find in world either items or schematics and can craft them once unlocked, nothing is unlocked through perks I dont think (which is good!).

     

    Edit, I could be wrong about this actually I've not managed to build the workbench yet, too busy testing other stuff...  You could get them all without schematics once the workbench is up and running, someone else will have to confirm.

  5. On 2/7/2022 at 2:58 PM, Cronosus said:

     

    in bdub modfolder "Bdubs Vehicles/config" open recipes.xml (textfile), and change all

    craft_area="workbench"
    
    into 
    
    craft_area="VMAutoWorkbench"

     

    You also may tweak craft_time to be more fitting for VM, like all "..placeable" to have it 600 and parts (chassis, body, accessories) to be 120, as some values in bdub are not present. you may also tweak some recipes completely, like change required parts, and smallEngine into carEngine etc...

     

    i example have three engines now. smallEngine,carEngine,bigEngine. small is normally used for egnerator,motorcycle and gyro, carengine is for cars, and bigengine is for helicopters

     

    Would love a copy of your XML :D

  6. 1 hour ago, AndrewT said:

    oh nice all zombies getting health bars although i already have Khains mod that adds the old fun pimps health bars from A17 back into the game

     

    Nah sorry this was just me asking to get this mod working with the health bars I use 🤣

  7. 3 hours ago, ErrorNull said:

    @MikeyUK looked into teltric's health bars. it uses buffs to attach them to the zombie's "Origin" position. zombies have many positions you can attach stuff to, like RightHand, LeftHand, RightForeArm, LeftForeArm, Spine, Head, etc. i use this method on the RightHand and LeftHand often to attach the weapons on the enZombies.

     

    what's interesting is that uma archetype zombies do not respond to stuff being attached to "Origin". so instead i tried "Hips" which seems to work, but not consistently (see below). the bars are a bit high above their heads, but that's an easy adjustment i can make. for some reason the health bars don't like showing up at all for very small and very big uma zombies. looks like a bit more investigation needed.....

     

    A20-2-2022-02-09-22-46-59.jpg

     

     

    Aww man thanks for that!  You of course did not need to go through all that trouble but BOY do those health bars look cool on those zombies :D  I know the health bars only show if the zombie has been damaged and even in vanilla it is not 100% consistent, sometimes it doesn't show.  

     

    I wonder if @Telric has a solution for your Origin thing or more info?  It could be because I am not using his very latest health bars as I don't like the blue ones as much, the red ones are much cooler :D

     

  8. 1 hour ago, Rave_gaming_jj said:

    I have downloaded that also and still could not get it working

     

     

    I think the problem is that the mod author did not include a directory in the zip file (at least the one I downloaded on release day from https://7daystodiemods.com/tactical-weapons/).

     

    To solve this problem just create a folder in your Mods directory called Tactical Weapons and install the .zip file into that directory so it looks something like this:

     

    image.png.7c53add8cc2e7ed31d5f595aca365e72.png

  9. 7 minutes ago, MadE92 said:

    Damn I never even thought that was an option... I've just chucked a copy in my Programs directory and have it working now :)

     

    Steam will still show you as playing 7 Days too (I seem to recall) so it kind of acts just the same but you have control of those new directories.

     

    Shortcuts make it super easy to load each version.

     

    image.png.417cb74264c9843fbe90094c01cef815.png

  10. 1 hour ago, Kirilles said:

    Just copy 7 days files from steam folder into a different folder and copy mod files into it, you will have both vanilla and DF. Don't forget to launch DF from the modded 7 days folder

     

    This! I have like 3 copies of my 7 Days directory for diff overhauls and mod combos.  Never work on your original copy of 7 Days, always make a copy, that way you can still play old versions of 7Days/Mods without worrying Steam will update :D

     

    image.png.82385286c10a9e3715182968637d329e.png

     

    Then create a shortcut to the new folders' 7DaysToDie.exe using the LOVELY Darkness Falls icon provided (darknessfalls.ico) and bam job done :D

     

  11. 1 hour ago, ErrorNull said:

    hi @MikeyUK i've tried several health bar mods in the past, but they only have one bar onscreen at a time. this teltrics health bar shows up above each zombie.. that's pretty awesome. when i get a chance, will try that out. but i'm wondering if the screen will get crowded during bloodmoon horde.

     

    Hey man, thanks for having a look :D  Yeah those bars are fricking awesome, I love em!

     

    I actually uploaded a video to show the Revenir mod dude and you can see the health bars on there, sorry for the dark screen lol.  His hordes are just insane, they screwed me over big time haha.

     

    https://www.youtube.com/watch?v=BPCUJ9zHi00

  12. 7 hours ago, Cronosus said:

    you can also do as me, i changed workstation for crafting bdub vehicles to the one inside this mod, and now i have all in one place. :D

     

    I run both, how do you combine the workstations?  

  13. 1 hour ago, KhaineGB said:

    Just install it manually. It's not hard

     

    Lol quite, as easy as copying and pasting a directory!  I have never used a mod launcher myself personally though I probably would find the mod update aspects of one useful, sometimes it's a little hard to keep track of who has updated what when loads of mods are used.  For an overhaul mod though it makes more sense imo to just do it manually.

  14. 3 hours ago, ViperInfinity said:

    Yo Tristam, since we both are kind of working on the same thing (more or less) I wanted to let you know I was gonna release an update in a day or two with the following patch notes. I will also be releasing a proper SMX patch for both mods. I am renaming my mod to Tactical Weapons due to the large amount of changes I am making.


    added proper groups to all weapons in items.xml
    Added vanilla laser sight effects to modded laser sight (non-toggable)
    Added vanilla light effects to modded light attachment (toggable)

    Fixed all weapon animations and added missing ones
    Removed a lot of unused particle effects and animations from all gun animations
    Removed un-needed XML code for attachments
    Removed non-vanilla muzzle flashes
    Removed all pop-up chinese text when swapping to any weapon
    All ammo and weapons show up in the proper spots in the UI
    Removed metal ammo boxes, ammo bundles, and ammo crates
    Removed TA pad modification, duplicate Scope4xACOG_TA31 modification
    Changed ammo bench icon to avoid confusion on where items need to be crafted
    Removed duplicate/unusable recipes
    Added missing recipes

     

    After seeing Tristam's news and your name change, maybe start a new thread on the main modding forum for it?

  15. 1 minute ago, Tristam said:

    Just got a full time job.  So that's going to come first for a while.

     

    One of the many reasons I am not into mod development as much as I want.  Full time job, wife and 2 kids and for the past few covid infested years housewifehusband too lol.

     

    Good luck to you :)

  16. 1 hour ago, Carni said:

    So I’ve been trying to get TA working on my server from nitrado for about 2 weeks now. Everytime I add it to the list it gets stuck at retrieving and loading configs when joining. I remove it and try to join and it loads right up. I’ve never encountered this problem before and have been driving myself insane on what is causing it.Please help me.  🥲

     

    Are the files installed on the client and the server?

  17. 15 minutes ago, DmundZ said:

    did a bit more messing around and was able to clear the error by choosing a different backup from further back.  i take it errors like this just happen?  again sorry for my ignorance. 

     

    Well this IS 7 Days to Die, only been in alpha 8 years lol. 

  18. 40 minutes ago, Tristam said:

    I can't speak for IvanDx and his mod, but any changes I make are open source. That's the term, right?  The community has free reign on it.  So go nuts man. :)

     

    Definitely the right term for you not minding your stuff being out there and altered!  Though whether the original models are open source or not is debatable, I have no idea where they came from.  

     

    Whoever gets rid of the blue text first, i'll be using that version either way :D hehe.

  19. 2 hours ago, Tristam said:

    Well, think of it this way: the more patches that are made for this the better.  That way, more people get to use it and more interest stirs up.  If one day someone who does know how to really overhaul the mod steps in, we'll all benefit, right?  The alternate version of TA allow it to reach a wider audience.

     

    And for the record, I'm 35 going on 90. 🤙

     

    Fair enough :D Im 46 going on 7 (according to my wife...)

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