Ragsy 2145 Posted May 10, 2019 Author Share Posted May 10, 2019 All Modlets appear to be ok on 17.3 Experimental .... and as suspected the above change to the classic zombies modlet gives too much dismemberment on A17.3 ... that change will be removed when 17.3 goes stable. No new modlets planned for a while but working on a few things Bikers World Turbo Vehicle Modifiers Some Gas related stuff A request or two from the request threads . Ragsy ! Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted May 16, 2019 Author Share Posted May 16, 2019 (edited) Find Vehicle Parts in Air Drops Added a small change to airdrop loot, small depending on your point of view that is. Now a possibility of finding vehicle parts in air drops... from a request in the forums by forum member Sevryn. Ragsy_Vehicle_Parts_In_Airdrops I have also removed the dismemberment tweaks from the Classic Zombies Modlet as that part of the game is now fixed in Alpha 17.3 Stable. Ragsy !! Edited November 2, 2019 by Ragsy 2145 Moved to Gitlab (see edit history) 1 Link to comment Share on other sites More sharing options...
Grue Posted May 18, 2019 Share Posted May 18, 2019 I like your mods, keep up the good work! Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted May 18, 2019 Author Share Posted May 18, 2019 I like your mods, keep up the good work! Thank you very much for supporting my efforts and commenting this is much appreciated. Ragsy !! Link to comment Share on other sites More sharing options...
Grue Posted May 19, 2019 Share Posted May 19, 2019 Ragsy_Useful_Tires They are all over the place but often get ignored as you can find polymers in blinds whilst looting buildings , this small modlet gives a small chance you may get a full tire (Not Full Wheel) when destroying it , more intersting though is consider this: I like the concept, but that is the purpose of the tire once you get one? Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted May 20, 2019 Author Share Posted May 20, 2019 (edited) I like the concept, but that is the purpose of the tire once you get one? Guppycur and myself had a forum exchange on ideas to make tires more useful in game and we talked about using tires to make whole wheels and he took that route for his project so rather than duplicate his work ........ I saw other modlets that gave the whole wheel from harvesting but to me a tire is a tire it is not a wheel and in my mind and way of thinking was that rather than make the tire a press E to pickup it was feasable that harvesting gave probabilities of the steel and oil also. My personal alternate take on this is that if you are lucky enough to get one tire from harvesting you get the bonus of being able to scrap the whole tire in inventory for the polymers instead of just getting a few polymers from harvesting the vanilla method. This way you can still get XP from harvesting the tire from the ground and make them a more useful game asset especially early game when steel is rare and expensive to buy. I was thinking also at the time to add forged iron in the mix but I went for steel based upon the way tires are manufactured. Hope this helps clarify my thinking Ragsy !! Edited May 20, 2019 by Ragsy 2145 (see edit history) Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted June 4, 2019 Author Share Posted June 4, 2019 (edited) 4x4 Rally Drift Extreme Here is a modlet that changes the feel of the 4x4 and makes it more into a drift machine, purely for fun and the learning process whilst investigating vehicle physics and making the 4x4 climb steep inclines and hills/mountains. Use the mouse to steer as normal and use left (a) and right (d) to drift or correct slide, at present reverse is a little tricky but I am looking to try and improve this modlet over time. There is another less extreme version on my git but this one is by far the most fun so far and although not strictly realistic I do believe occassionally with having a bit of fun as well Download Edited November 2, 2019 by Ragsy 2145 Mod moved to Gitlab (see edit history) Link to comment Share on other sites More sharing options...
delukard Posted June 7, 2019 Share Posted June 7, 2019 is there a way to leave the screamer? Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted June 7, 2019 Author Share Posted June 7, 2019 (edited) Hi delukard Yes you can leave the screamer in the game by commenting out the following line in the entitygroups.xml Using <!-- --> as shown below [color="#FFA500"][b]<!--[/b][/color] <set xpath="/entitygroups/entitygroup[contains(@name, '')]/entity[contains(@name, 'zombieScreamer')]/@name">zombieMarlene</set> [color="#FFA500"][b]-->[/b][/color] Or if you like I can send you a modified version of the file ? I have also added this instruction to the modlet description so others who read can be aware that they can alter this modlet to suit their needs. Regards Ragsy !! Edited June 7, 2019 by Ragsy 2145 More info (see edit history) Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted June 15, 2019 Author Share Posted June 15, 2019 (edited) Random Safe States First of all I would like to thank HaidrGNA for putting up with me whilst making this modlet After having a wisdom tooth pulled a week or so back whilst I was in the middle of this modlet Haidr was there to keep me on track and I did manage to get it right in the end after managing to undo the modlet when it was working fairly well in the first place lol. HaidrGNA is currently updating the GNA Horde Mod from A16 to A17 for us all so you can blame me if he's delayed on getting it out, so sorry for that but it's going to be worth the wait. Gnamod Thread is here please check it out Modlet Info Are all the safes in the world really locked in the aftermath of the zombie apocalypse ? I think not !! This modlet adds the possibilties of finding insecure safes as well as safes that have already been looted along with regular locked safes. **** Warning **** This modlet requires a brand new save game as it changes game blocks and will throw errors if you try to use it on a existing save game Updated version can be found here !! Enjoy Ragsy !! Edited September 22, 2019 by Ragsy 2145 Added link to Gnamod (see edit history) Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted July 3, 2019 Author Share Posted July 3, 2019 (edited) Update Random Safe States Modlet. I have found that certain POI's do not seem have the changed wall safe states , most notable is the ole A16 bank as there seems to be no affect on the placeholders in that POI or at least I have found no changed safes in several test worlds. Probably not a bad thing as Banks are more likely to be more security concious ... I tested this modlet out on the compopack 38 and that seems compatible with this modlet as I was finding the changed safes in some of the POI's. Tweaked probabilities and it is now more likely that you can find more looted and insecure GunSafes in the world too ... Version 2 is available on github and new download link here Random_Safe_States_V2 Again if you install this modlet to replace previous one you will require a new game start ! Enjoy Ragsy !! Edited November 2, 2019 by Ragsy 2145 Moved to Gitlab (see edit history) Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted July 10, 2019 Author Share Posted July 10, 2019 (edited) This post is actually done here in discussions https://7daystodie.com/forums/showthread.php?116786-Working-boats&p=992501&viewfull=1#post992501 A little fubar on my behalf , but this is why i have been a bit quieter on forums lately .. Enjoy !! Ragsy Edited July 11, 2019 by Ragsy 2145 Use post now as not deleted (see edit history) Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted July 31, 2019 Author Share Posted July 31, 2019 (edited) Classic Style Zombies Update Version 3. Changes to AI behaviour on pathing added to complete another part of this modlet. This is something I looked at earlier for this modlet concept about 4 months ago as I wanted dumb/dumber zombies in keeping with Classic feel .... this was at the time was slightly above my level and I got sort of side tracked with Vehicle physics code and floaty boats and stuff. This all came about in a modding discussion session on Discord where Khaine wanted make zombies walk into spike defences , it sort of developed much further into Zombies being dumber and changing pathing and colliders. So Tete1805, Khaine, HAL9000 , HaidrGna and Xyth banded about idea's and came up with the credible solution so full credit to them for this. I did have a very very very minor part in all this right at the end whilst I was cheering them on to solve this. Updated original post here to reflect changes Classic Zombies Modlet Same Download link as before on git and should also be up to date on the Modlauncher at Version 3.0.0 **** This Version makes changes to the blocks so you will need to start a new game save **** Enjoy Ragsy !! Edited September 22, 2019 by Ragsy 2145 Added info on new game required (see edit history) Link to comment Share on other sites More sharing options...
Tin Posted July 31, 2019 Share Posted July 31, 2019 Nice! would give you a rep but I need to spread more around Link to comment Share on other sites More sharing options...
dani20 Posted August 8, 2019 Share Posted August 8, 2019 Does Classic Style Zombies mod affect zombie speed? Changing values in xml zombie move does very little change. Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted August 9, 2019 Author Share Posted August 9, 2019 Hi dani20, Sorry for the delay in replying been on Vacation/Holiday's with the kids for a week . What the classic zombies modlet does is sets all types of zombie to have exactly the same speed setting with changes to MovespeedAgrro and Movespeed . When used in combination with the options 'walk' set on server the zombies will just shamble around until they detect you and then converge on your location depending on how much sound you make. So you get slow moving hordes forming and making a move to your location. Ragsy !! Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted September 17, 2019 Author Share Posted September 17, 2019 (edited) Coming Soon !! Model rigged and supplied by Guppycur Tower escape video using backdownhipi's Epic City Custom World Epic-City-17-3 The nice scenery in second video suppied by Tin's rwg Modlet Tin-s-Modlet-Tweaks and DUST2DEATH's excellent HDHQ-Textures-Lighting-Environment The UI I am hooked on and using in the test videos is the Gnamod UI by Haidrgna, it is a modlet and the link is here Gnamod-UI Ragsy!! Edited September 20, 2019 by Ragsy 2145 Added UI modlet link also ... (see edit history) Link to comment Share on other sites More sharing options...
Guppycur Posted September 17, 2019 Share Posted September 17, 2019 Noice! Link to comment Share on other sites More sharing options...
Bubo Posted September 17, 2019 Share Posted September 17, 2019 Haha, cool! (with a side of schnazzy side-toolbelt!) Link to comment Share on other sites More sharing options...
Guppycur Posted September 17, 2019 Share Posted September 17, 2019 Two things alot of people ask for... Boats and a way to jump off of buildings... ...now, how do we post this in the dev diary w/o tipping Roland... ;-) Link to comment Share on other sites More sharing options...
Bubo Posted September 17, 2019 Share Posted September 17, 2019 He may have felt an unsuspecting cold chill when that was posted Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted September 20, 2019 Author Share Posted September 20, 2019 Haha, cool! (with a side of schnazzy side-toolbelt!) Yeah i love that Gnamod UI modlet now ... can't play or test without it HaidrGna has done a great job with it .. Gnamod-UI Ragsy !! Link to comment Share on other sites More sharing options...
Skullfracture Posted September 21, 2019 Share Posted September 21, 2019 I just installed the Classic Zombies Modlet (switching from a handful of others I disabled) but am getting a red text error on loading a (new) game. I did delete the entityclasses.xml (I use some other replacers and don't mind most of the oddballs) but did not touch the progression.xml. 2019-09-20T20:39:52 541.084 ERR Failed loading and parsing XML (progression.xml): 2019-09-20T20:39:52 541.084 EXC 'effect_group' is expected Line 16, position 7. XmlException: 'effect_group' is expected Line 16, position 7. at Mono.Xml2.XmlTextReader.Expect (System.String expected) [0x00000] in <filename unknown>:0 at Mono.Xml2.XmlTextReader.ReadEndTag () [0x00000] in <filename unknown>:0 at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0 at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0 at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0 at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0 at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0 at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0 at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0 at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0 at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0 at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0 at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0 at XmlFile.toXml (System.String _data, System.String _filename) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) XmlFile:toXml(String, String) XmlFile:.ctor(String, String, String) XmlPatcher:LoadAndPatchConfig(String) <loadSingleXml>c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: Line: -1) 2019-09-20T20:39:52 541.085 ERR XML loader: Patching 'progression.xml' from mod 'Ragsy Classic Style Zombies' failed 2019-09-20T20:39:52 541.085 EXC Object reference not set to an instance of an object NullReferenceException: Object reference not set to an instance of an object at XmlPatcher.PatchXml (.XmlFile _xmlFile, .XmlFile _patchXml, System.String _patchName) [0x00000] in <filename unknown>:0 at XmlPatcher.LoadAndPatchConfig (System.String _configName) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) XmlPatcher:LoadAndPatchConfig(String) <loadSingleXml>c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted September 21, 2019 Author Share Posted September 21, 2019 I have uploaded a fix to the classic zombies modlet progression file and thank you for bringing this to my attention. Ragsy !! Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted October 9, 2019 Author Share Posted October 9, 2019 (edited) Ok so A18 is in experimental and I have been asked if my modlets will work in A18 . I will be checking them all out as soon as I can and it may be that some will need a new version suitable for A18 , I will update the OP as they get tested. If a modlet works in both A17 and A18 then I will just comment that in the first page , if they need a new version i will post up a link as soon as they are converted. Some may not be viable/needed in A18 so we will see how it goes. I can tell you for definate that the 'Boats modlet' is broken in A18, I am working on that first and making progress with the new physics system. Edited : 10th October 2019 ... The Boats have been fixed for A18 and Information is here Version 3 for A18 experimental Ragsy !! Edited October 10, 2019 by Ragsy 2145 Update info (see edit history) Link to comment Share on other sites More sharing options...
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