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Sixx

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Posts posted by Sixx

  1. 8 minutes ago, saminal said:

     

    Are you using another mod that affects crafting, e.g. one that allows Level 6 crafting? The others who had this issue were. They worked around this by putting a number 1 at the start of the SWorkingStuff folder name so it would load before the crafting mod.

     

    Hello, thanks for the answer. yes I actually use some other crafting mods including tier 6 crafting. I'll try your tip and let you know what happens :)

     

  2. Huhu :) I have a similar error, as already mentioned on page two. I also downloaded the latest version,

    but unfortunately the error persists. Can you take a look @Saminal

     

     

    2023-08-04T22:40:54 158.353 WRN XML patch for "progression.xml" from mod "SamsWorkingStuff" did not

    apply: <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/effect_group/

    passive_effect[@name='RecipeTagUnlocked' and @level='25,100']/@tags">,lightPlayerVariantHelper</append>

    (line 14 at pos 6)

    Thanks you :)
    Sixx

  3. Hello everyone :)

    I've been getting this message in the log for ages and wanted to know what to do about it and whether it's a problem at all.

    So far I haven't found anything disadvantageous, but maybe the message does something that I can't see or use at all.

    Thanks
    Sixx :)

     

     

    2023-08-04T22:41:10 174.000 WRN XML patch for "XUi/xui.xml" from mod "Patch for SMX" did not apply: <set xpath="/xui/ruleset[@name='default']/window_group[@name='workstation_VMAutoWorkbench']">
      <window name="windowCraftingListWorkstationNoToolNoFuel" />
      <window name="craftingInfoPanel" />
      <window name="windowOutputWorkstationNoFuel" />
      <window name="windowCraftingQueueWorkstationNoToolNoFuel" />
      <window name="windowNonPagingHeader" />
    </set> (line 4 at pos 2)
    2023-08-04T22:41:10 174.001 WRN XML patch for "XUi/xui.xml" from mod "Patch for SMX" did not apply: <setattribute xpath="/xui//window_group[@name='workstation_VMAutoWorkbench']" name="controller">XUiC_WorkstationWindowGroup</setattribute> (line 12 at pos 10)
    2023-08-04T22:41:10 174.001 WRN XML patch for "XUi/xui.xml" from mod "Patch for SMX" did not apply: <setattribute xpath="/xui//window_group[@name='workstation_VMAutoWorkbench']" name="open_backpack_on_open">true</setattribute> (line 13 at pos 10)
    2023-08-04T22:41:10 174.001 WRN XML patch for "XUi/xui.xml" from mod "Patch for SMX" did not apply: <setattribute xpath="/xui//window_group[@name='workstation_VMAutoWorkbench']" name="close_compass_on_open">true</setattribute> (line 14 at pos 10)
    2023-08-04T22:41:10 174.110 INF Loaded (local): XUi/xui in 0.21
    2023-08-04T22:41:10 174.161 INF [Quartz] Loading Fonts
    2023-08-04T22:41:10 174.161 INF [Quartz] Loaded Fonts
    2023-08-04T22:41:10 174.221 INF [XUi] Loading XUi asynchronously
    2023-08-04T22:41:10 174.479 INF Loaded (local): biomes in 0.37
    2023-08-04T22:41:10 174.628 WRN Type:SCore.Harmony.Recipes.BroadcastButton, SCore was missing when we looked it up via Type.GetType()
    2023-08-04T22:41:10 174.628 ERR [XUi] Controller 'SCore.Harmony.Recipes.BroadcastButton, SCore' not found, using base XUiController --- hierarchy: windows -> window (windowLooting) -> rect (smxui_lootwindow_design) -> button (btnBroadcast)

     

    Oh and this one also :)

     

    2023-08-04T22:41:07 170.777 WRN XML patch for "loot.xml" from mod "ZMXuiCPBBMxl" did not apply: <set xpath="/lootcontainers/lootcontainer[@id='2']/@size">10,12</set> (line 5 at pos 4)

     

  4. 2 minutes ago, xyth said:

    Its on the list to change the dialog window so its less likely to get stomped on by the UI modders.  Stay tuned

     

    The stupid thing is when two or more great mods collide, but you actually don't want to do without any of them 🫣

  5. On 8/1/2023 at 11:44 PM, xyth said:

    It's still likely any UI mod can break the dialog window.  We load NPCCore first so UI modders can make sure they don't break the one window we need to use.  Not sure what we can do to help.

    Oh that's a shame 😥
    Well then I have to live without NPCs or just the enemy ones to have some variety. I don't do all the work to get it running. I want to gamble comfortably and not waste my time with testing and eternal new installations. As I wrote above, in the A20 I had a 200-hour game with 80 mods and was able to integrate the NPCs without any problems and had a lot of fun with it.

    Well, then without now. Still a great mod 🍻

  6. On 7/31/2023 at 2:43 AM, Magnus33john said:

    Ran into this very problem due to a UI mod.

    Simple fix is to put 0- infront of the UI mods name to load it before the others.

     

    Have all UI and HUD mods in the loading order at the top, unfortunately

    no change and no selection in the menus. The only thing that has changed

    is that the dealer icon is no longer displayed and the selection field below

    is completely empty.

    Addendum: SMX HUD and UI removed - also no change. Dialog window remains

    completely empty. Not possible to communicate with or to hire the NPC

  7. 16 hours ago, Magnus33john said:

    Ran into this very problem due to a UI mod.

     

    Simple fix is to put 0- infront of the UI mods name to load it before the others.

     

    The solder mod must be downloaded and add check front page here there called dark solders and dark cleaners.

     

    The birds as far as i can tell are just mods on the vultures.

     

    Thanks fpr your answer :)
     

    So if I understand that correctly, the UI Mod has to be in the directory above? I

    t is currently sorted alphabetically.

     

    So the first mod overwrites the second, the third... and the second the third etc..

    So the directory structure is the load order from top to bottom?

    Is it about the UI core and HUD mod or everything that belongs to these mods.

    At the moment it looks like this (I put it at an angle to save space)

    0da6c57110505fbfb121a5cd85e0040e.thumb.png.7fb10d188ccf38b009322c76e161a551.png

     

    Can I simply change the directory names? I was never sure if that was a problem

    for the mod or if it would still work.

  8. I actually didn't want to start a new game, but since I really wanted to have the NPC mod back, I did it anyway. In the A20 I could easily hire NPCs. I remember the baker, a soldier and some girl. Oh yeah, there were dogs and cats too.
     

    Today I then generated a new map, installed all mods and addons and got started. I ran into Harlequin and she immediately fires at me.. that's how it must be..

    Then I ran into two friendly NPCs. I spoke to her to see if the hiring would work. Do not do it. I only see the dialog that the dealers offer me. But nothing happens when you select it. The dealer is also displayed to me as an icon at the top.
     

    Then I spawned the Baker and the Nurse via the Debug menu and F6. They have no option at all in the text field below. I can't find the soldier at all.

    b15cc0765bc9b6f919abb1966062861b.thumb.jpg.6b64b4c6e3253bd4dee1a6e0062d7a92.jpg


    The following is installed
    0-SCore
    0-XNPCCore
    1-DarksRaiderGurlzFriendly
    1-NPCX BirdPack
     

    I think I have everything I need for the mod
    Do I have to pay attention to something else or "adjust"
     

    I use the  SMX Mod - not that makes the problems with the display of the options.
     

    2nd problem.
    1-NPCX BirdPack
    There are no birds and nothing is displayed in the debug menu. If there should be any at all.
     

    3. Question in general
    If I want to install another addon, I don't have to start a new save, do I?
     

    What do I have to do to ensure that everything runs correctly?

    Thank you Sixx

  9. 15 hours ago, khzmusik said:

     

    Dumb question, but you did start a new game after installing NPC Core?

     

    If not, you need to do that. NPC Core absolutely can not be installed into an existing game. It adds factions and they override the player's faction, leading to issues like yours.

     

    Hello, thanks for the answer.
    um no, I didn't start a new game.. I didn't have it in the A20 either (after 200 hours)  and it ran without any problems there, so I assumed that it would also work in the A21. If that's not possible I'll delete the mod as I won't be starting over. I'm too far for that. It's a pity.. The mod was a lot of fun in the A20. 😪

  10. whoo :)
     

    have two problems 🫣
     

    1) When Zombie Dogs spawn I am not able to shoot them. Unfortunately I only have a

    9mm pistol with which I can test it. But it doesn't damage the Zombie Dog. The dog doesn't

    harm me either. Little video here :)

    https://gyazo.com/55fc7b0f597e811a3335df5b16aa9522
     

    I tested something.
    No problems with "SCore" alone.
    as soon as I put "0-XNPCCore" into the mod directory, the error occurs. I spawned normal zombies,

    they are not affected as far as I can see. If I delete "0-XNPCCore" and reload, I can kill the dog again
    I also use the NPC Mod in A20 without problems - works fine
     

    2) No birds appear via the addon. I hear them around me but don't see any. I also don't get any birds

    displayed via the debug menu and F6. However, I don't know what they are called either. Animal BirdsXXX ??

     

    I installed the SCore from "SphereII's Mods" and installed the mod "SphereII a Better Life" there, which

    adds fish. I get this displayed via F6. But I uninstalled the mod to test it, because I thought it might overlap

    with the birds. But even without the fish mod no birds.
     

    Are the two SCore identical? Not that I overwrote one with the other. It will download me yes for both
    "SphereII-Mods-master-0-SCore" is displayed.
     

    Does anyone have an idea how I can kill the dog again and see birds fly :)
     

    Thanks
    sixx :)

  11. 13 hours ago, KhaineGB said:

    Also that error isn't my mod. It's someone elses.

     

    That doesn't seem quite right.

    The message does not come "from someone else" or through Vortex.
    I don't use Vortex myself and I also have this message for ALL A21 mods
    whose Modinfo is not adapted. The message appears in the 7D2D Log
    after the start and thus comes from the game itself if I'm not mistaken.
     

    The message states
    "2023-07-03T14:29:01 4.352 WRN [MODS] ModX_Y_Y/ModInfo.xml in legacy format. Please consider upgrading to V2 for future compatibility."



    Obviously the mofinfo should/can/must look like this now, so that no
    message appears in the log. I don't know if the Funpimps changed anything there
     

    <?xml version="1.0" encoding="UTF-8" ?>
    <xml>
         <Name value="ModXYZ" />
         <DisplayName value="MOD_X_Y_Z" />
         <Version value="1.0" />
         <Description value="Mod that changes something" />
         <Author value="StrikerMack" />
         <Site value="https://www.xyz.com/7daystodie/mods/xyz" />
    </xml>

    So if the Modinfo corresponds to the V2 standard, the message should not

    appear with reference to V2 in connection with future compatibility. It's only

    a message and not a real error, and not in the Mod itself, but as a modder you

    can deal with it if  someone notes something like that.

  12. 1 hour ago, KhaineGB said:


    You're using another UI.

    I do NOT test my mods with other mods. I only test them with each other and vanilla.

    Therefore, it works fine on vanilla.

    Yes, I use a different UI. but then you don't think about it at the

    moment when you're looking for a mistake.

     

    Of course you can't test your mods with all possible UIs

     

    All other mods from you that I have installed run without any problems :)

  13. 14 hours ago, Sirillion said:

    Not sure tbh as I am still in my work rotation and won’t be able to take a look at anything 7D related until next week at the earliest. I do think I read somewhere that something similar was a bug with the stable release but I can’t say for sure. You can try to run the console command xui reload to try and reload the UI and see if that rectify things for the time being.

    Hello and thanks for the answer. I restarted 7D2D and for now the problem seems to be fixed. I don't even know exactly when that happened. At some point I noticed that. The only funny thing is that I left the game and reloaded it during the problem, but the problem didn't go away. Now I had closed 7Ds completely. watch.

    Apart from that, I don't know how to reset the UI

    Regards, Sixx

  14. Heyhey :)

     

    Question for underständing "reduce precipitation in all biomes "

     

    <configs>
        <!-- Greatly reduce precipitation in all biomes -->
        <set xpath ="/worldgeneration/biomes/biome[@name='snow']/weather[@name='default']/@prob">90</set>
        <set xpath ="/worldgeneration/biomes/biome[@name='snow']/weather[@name='snow']/@prob">2</set>
        <set xpath ="/worldgeneration/biomes/biome[@name='snow']/weather[@name='storm']/@prob">1</set>


    90 is percent ?
    and set down to 2 percent and strom to 1 percent ?

    or is 90 a value for default lowerd to 2 and 1 ?

    if i do 150 it raise snow,rain etc ?

     

    Thanks :)

     

  15. Hey you :)
     

    i think i need some help. I have overlapping text and images on the bottom

    right of the HUD (I assume it's coming from the HUD). Unfortunately I don't

    know how to get rid of it. The writing to the left of the icons remain.

    It also looks as if the items overlap and stay there on the 2nd picture.
     

    For example, if I want to repair an item and the material is missing, it will be

    displayed, but it can no longer be read down there. Unfortunately, I don't

    always have in mind what is needed for the repair.

     

    I installed the following mods from you
    SMXcore, SMXhud, SMXmenu, SMXui
    ZMXhudCP, ZMXhudCPBH1080, ZMXhudCPTB15
    ZMXhudCPTHB, ZMXuiCP, ZMXuiCPBBMxl
    ZMXuiCPSCBC, ZMXuiCPTFS

     

    Plus several other mods. But none of those changes
    HUD or UI

     

    Do you have any idea what is causing this

    thanks
    sixx

     

    P.S Best UI/HUD mod ever 🍻

    97f961b8ad0ea0202823432016b7d8c8.thumb.png.bcd678093cbcf1c1fff448a46f15fb23.png

  16. Hey everyone :)


    hope someone has an idea or can help me


    I'm looking for 3 mods that change the sounds.


    On the one hand the sound that sounds when you loot nests, garbage, boxes etc and they then disappear. Instead of the loud "bang" noise, a soft "pfffft" or something like that would be enough. Or the existing sound 80% quieter


    Then we have my friend the Spider Zombie. The lack of loud screeching is really driving me mad. Normally zombies react aggro to the player.. but here I get extremely aggro when I hear this zombie 😬. As soon as I see or hear it, I turn off the system sound completely. You may not understand it, but it really annoys me 💀.
    Here, too, I would like the sound to be 80-90% quieter or completely off.

    The same goes for the screamer


    Does anyone have an idea or a mod ready?

     

    Thanks for helping
    sixx

  17. 7 hours ago, drkstardragon said:

    You can edit the packs so that the rocket launcher npcs do not spawn. Remove them from the entity groups xml in the appropriate pack.

    As bdub said, the sounds for the npc weapons are vanilla game weapon sounds and are not edited in any way to make them louder.

     

    11 hours ago, magejosh said:

    There are no xml settings I'm aware of that will alter the decibels levels of an audio asset inside the unity bundle. That has to be done by the asset maker.

    Given your post it's possible the sounds are Pipermacs or one of the NPCmod team's.

     

    11 hours ago, bdubyah said:

    If they are using vanilla weapons then it's just the vanilla sounds. Not sure that sound you posted has anything to do with anything unless it is referenced by a weapon the NPCs are using.

     

    Thanks for your answer :)

    That's stupid. Perhaps I never noticed the use and volume of my own weapon. But now with the NPCs

    constantly shooting around, it's so exhausting. I also use these NPC buttons. But the boys shoot anyway 😁

    I sometimes close my windows so as not to annoy the neighbors.

    Is there a mod for something like that? Can this be changed with a mod? I've searched but found nothing.

  18. Maybe someone can help me.
    I find that the volume of the NPCs' weapons is way too loud and very annoying.
    I turn the overall volume down so far that I have almost no more ambient noise.


    Does anyone know in which config I can adjust the Sound ?


    I was thinking maybe it could be here

    \10-AOO_Weapons_Tools\Config\sounds.xml


    There are the following entries


    <SoundDataNode name="silencea">
    <AudioSource name="Sounds/AudioSource_WeaponFire"/>
    <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/>
    <Noise ID="2" range="2" volume="5" time="3" heat_map_strength="0.005" heat_map_time="5"/>
    <AudioClip ClipName="#@modfolder:Resources/Audio.unity3d?silencea"/>
    <LocalCrouchVolumeScale value="0.75"/>
    <CrouchNoiseScale value="0.5"/>
    <NoiseScale value="0.2"/>
    <MaxVoices value="10"/>
    <MaxRepeatRate value="0.001"/>
    </SoundDataNode>


    Which value do I have to adjust, if I'm even correct here.
    I would test it, but loading my saved game takes about 10 minutes each time.

    I'm happy about help :)

    Thanks Sixx

  19. So I'm not sure if I understood that correctly.

    My mods are now on Drive D Games/7D2D/Mods

    and I have to look them up now

    C:\Users\Idiot\AppData\Roaming\7DaysToDie

    ???
     

    So on my Windows system disk? On which I don't really want to have something like that because it's NOT my game disc ?? So I'm now trash as my system disk? It's already annoying enough what's stored there. But I find that already hard on the limit that you have to put a mod directory there. Completely superfluous and idiotic
     

    My mod directory is about 25GB in size. Should I then buy a larger Disc for this? Inflate my security backus artificially?

    It's a shame that you make decisions based on the head of your users and sometimes even give cheeky and outrageous answers.
     

    If so: Bye 7D2D.. there are enough other games that you can use and also experience significantly better further development..

  20. On 6/30/2021 at 7:06 PM, three08 said:

    There are 3 styles of windows and 2 styles of the glass doors. Each has a centered and non centered version as well as downgrade blocks.

     

    Download Link:

    https://www.mediafire.com/file/x0nst49ubg06jty/Opening_Windows.rar/file

     

    Demo:

     

     

    the mod is great. Exactly what I wanted. thanks for that

    Unfortunately I have a problem that makes it difficult for me to place it...
    I don't really know where is inside and where is the outside and where does
    the window open.

    Especially when I want to turn it so that two windows open side by side, for example.
    or place inside and outside the block
    A handle inside that you can see when you place it would be very helpful. I've already
    destroyed quite a few windows because they were set wrong..

     

    A triple window would be great too. left and right open outwards and in the middle it
    is closed.. or a three window that opens all three windows. so you can put it upright
    and open it up if it's lying across.
     

    Maybe I'm lucky and you change the mod again.
    So far it has worked very well with the A20.

    Thanks Sixx :)

  21. 1 hour ago, Jost Amman said:

    Did you read the tutorial messages about these topics?

    If you look at them, they're pretty clear... :nerd:

      Reveal hidden contents

    20220220163540_1.jpg.2eec656d3b9654df3fd9118911c64689.jpg

      Reveal hidden contents

    20220220163634_1.jpg.0d4549d1a2f1857aeec46c876807051d.jpg

     

     

    ähm.. SURE... years ago 😁 and then never again 😌

    It's still strange. I have a wall around my base. 4 blocks high and despite the LCB I always have

    zombies and animals in the base.. they have to come from somewhere.

    The question you might ask is how old is the tutorial description?
    Is that a current adapted A20.. is it from the A18 or A16.. from when? And is that
    actually still the case.. I think the last wiki explanation is from the A17


    It is not without reason that one reads again and again, Respawn within the
    LCB - for whatever reason
    Therefore,

    a current statement by the Davs would be important.

    If it is confirmed that the LCM prevents the respawn,
    there are other circumstances that override this.

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