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bdubyah

(A19) bdubyah's modlets

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They run off the same code that Xyth uses for the Creature Packs. All credit for that goes to him. I just added my own Raiders.

 

I've updated the vehicle AIO on Git and Nexus, and currently updating the individual vehicle mods on Git to include some new engine sounds and some new horn sounds. All vehicles should have the vanilla horn sound replaced, but some still use the vanilla engine sounds. The individual mods probably won't be updated on Nexus till tomorrow at the earliest.

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19 hours ago, bdubyah said:

currently updating the individual vehicle mods on Git to include some new engine sounds and some new horn sounds. All vehicles should have the vanilla horn sound replaced, but some still use the vanilla engine sounds...

Had to jump up and run outside to check, sunny, warm, beautiful day. Nope, it's definitely not Christmas but it feels like it.

 

I read my son the part I quoted, he turns and said "Oh, f**k yeah!"

 

This is just amazing. We already enjoy the variety your vehicles add to the game but this makes it better. When we are all gearing up in large groups to go raid we use the horns to signal we are ready but since they all sound the same we aren't sure who to shame for taking long. Problem solved. :D

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Well, there are like 4 horns, so there will still be that issue. Lol. Wasn't going through the trouble of making one for every vehicle. The sounds have already been an absolute PITA since I had to rename them for each of the individual modlets so there wouldn't be any errors. I should have just made it a separate add on modlet for the individual vehicles, but oh well.

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@bdubyah, would you be interested in Fuse figures? I could send you my attempt at Mysterious Stranger... 😎

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That would be cool, but I don't know how useful I could make him. If I was using DMT he could be hired which would be cool, but I don't wanna go that way right now. Thanks for the offer though. :)

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3 hours ago, bdubyah said:

That would be cool, but I don't know how useful I could make him. If I was using DMT he could be hired which would be cool, but I don't wanna go that way right now. Thanks for the offer though. :)

Well, I had couple of ideas how to bring mysterious stranger to 7 Days to Die without DMT, they may or may not work, but we could use someone like Telric to help us with it, he can do some xml magic that would be useful here. :p

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On 9/6/2020 at 2:50 AM, bdubyah said:

Bleh. Yeah, I forgot that one was 7.62. Gave it the wrong perk. Probably be at least a few days before I update the mod again, so if you wanna fix it in the mean time, just go into the mod folder, into Configs, and open items.xml. Near the bottom is an item called "gunPipeRifle_Legendary". Under its list of tags, change "perkGunslinger" to "perkDeadEye" and it should fix it.

Thanks! works great now :) Love your mods, keep it up!

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You asked for more criticism so, here ya go... so far we are enjoying the mod. the new weapons all seam decent, tho we were still in a early game stage. we found some 10mm pistols in loot but otherwise the trader was our go too for melee weapons and such. could be the gamestage bull@%$# is diddleing with even weak melee weapons like the tire iron and so on from turning up. it sucks. XD given more time im sure more awsome weapons would show... but currently seeking a new mod that adds zombies to the game to spicen up the horde nights and general gameplay. Robortos zombies is a no go for now. 

 

we havnt even found a legendary. that said, when i tried creative, i take it legendaries cannot be modded? only tried with a couple but, couldent put things like a scope on the lever action legendary. 

 

EDIT: i just tested in creative mode, im gona assume some weapons are not tied to perks to increase there damage? say the laser and plasma weapons. i tried investing into both assault rifles and snipers, but it didnt seam to increase the damage. you got them set to a value? for the nuke launcher i fully understand XD but for other weapons? seams a bit odd. 

 

also, the 10mm seamed to obey the random stat spread that rng can give, i just assumed your other weapons do as well. do they or, with certain weapon types did you prevent that? 

Edited by Colin248 (see edit history)

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Hi, 


I tried using the UH-60 mod and for starters the icons on the crafting screen is missing and when I try to place the UH-60 the game throws an error.

 

2020-09-08T19:23:05 6738.716 ERR Loading AssetBundle "D:/SteamLibrary/steamapps/common/7 Days To Die/7daystodie_Data/../Mods/UH-60/Resources/uh60.unity3d" failed!
ArgumentException: The Object you want to instantiate is null.
  at UnityEngine.Object.Instantiate[T] (T original) [0x0003d] in <5e1dfb686eb345078a588df96401afcc>:0 
  at ItemActionSpawnVehicle.StartHolding (ItemActionData _actionData) [0x00055] in <d7c95f421d354b5e851d6f3126817769>:0 
  at ItemClass.StartHolding (ItemInventoryData _data, UnityEngine.Transform _modelTransform) [0x00041] in <d7c95f421d354b5e851d6f3126817769>:0 
  at Inventory.updateHoldingItem () [0x00169] in <d7c95f421d354b5e851d6f3126817769>:0 
  at Inventory+<delayedShowHideHeldItem>d__49.MoveNext () [0x000c1] in <d7c95f421d354b5e851d6f3126817769>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <5e1dfb686eb345078a588df96401afcc>:0 
UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
Inventory:ShowHeldItem(Boolean, Single)
Inventory:setHeldItemByIndex(Int32, Boolean)
Inventory:SetHoldingItemIdx(Int32)
PlayerMoveController:Update()
 
(Filename: <5e1dfb686eb345078a588df96401afcc> Line: 0)

2020-09-08T19:23:05 6738.940 WRN [MODS] Mod reference for a mod that is not loaded: UH-60
2020-09-08T19:23:05 6738.940 WRN [MODS] Trying to guess path from mod name: #D:/SteamLibrary/steamapps/common/7 Days To Die/7daystodie_Data/../Mods/UH-60/Resources/uh60.unity3d?UH60heli.prefab
Unable to open archive file: D:/SteamLibrary/steamapps/common/7 Days To Die/7daystodie_Data/../Mods/UH-60/Resources/uh60.unity3d
 
(Filename: C:\buildslave\unity\build\Runtime/VirtualFileSystem/ArchiveFileSystem/ArchiveStorageReader.cpp Line: 587)

2020-09-08T19:23:05 6738.940 ERR Loading AssetBundle "D:/SteamLibrary/steamapps/common/7 Days To Die/7daystodie_Data/../Mods/UH-60/Resources/uh60.unity3d" failed!
ArgumentException: The Object you want to instantiate is null.
  at UnityEngine.Object.Instantiate[T] (T original) [0x0003d] in <5e1dfb686eb345078a588df96401afcc>:0 
  at ItemActionSpawnVehicle.StartHolding (ItemActionData _actionData) [0x00055] in <d7c95f421d354b5e851d6f3126817769>:0 
  at ItemClass.StartHolding (ItemInventoryData _data, UnityEngine.Transform _modelTransform) [0x00041] in <d7c95f421d354b5e851d6f3126817769>:0 
  at Inventory.updateHoldingItem () [0x00060] in <d7c95f421d354b5e851d6f3126817769>:0 
  at Inventory+<delayedShowHideHeldItem>d__49.MoveNext () [0x000c1] in <d7c95f421d354b5e851d6f3126817769>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <5e1dfb686eb345078a588df96401afcc>:0 
 
(Filename: <5e1dfb686eb345078a588df96401afcc> Line: 0)

Any idea on what went wrong?  

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2 hours ago, Sagat said:

Hi, 


I tried using the UH-60 mod and for starters the icons on the crafting screen is missing and when I try to place the UH-60 the game throws an error.

 

Any idea on what went wrong?  

SP? Server? Needs to be installed on both if on a server. Otherwise redownload and reinstall. 

 

@Colin248Energy weapons are tied to Advanced Engineering. RNG stats should be on mostly everything. I'll have to check the lever action. I believe it was set to have an 8x only. 

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16 minutes ago, bdubyah said:

SP? Server? Needs to be installed on both if on a server. Otherwise redownload and reinstall. 

 

@Colin248Energy weapons are tied to Advanced Engineering. RNG stats should be on mostly everything. I'll have to check the lever action. I believe it was set to have an 8x only. 

Thank you, the problem was that only the server had it 😃 

 

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Updating The Wasteland. To get the POIs, a new world will be needed.

 

-Added the Raider NPCs. Melee and ranged variants of each. Also a boss variant. High health, high damage resistance. Regular guys drop loot like zombies, at a slightly higher rate. Boss guys have their own loot drop, at a 50% rate. They aren't perfect, but do well enough to present a challenge. They are mostly used in the new POIs, but they do have a small chance to spawn out in the wild.

 

-Modified ~10 POIs to have Raiders instead of zeds. They are just slightly tweaked vanilla prefabs to make them not stand out. ;)

 They have similar loot to the vanilla POIs, with a few changes. They are full of Raiders though, so be prepared. They are all quest options, with one a Tier 2, and most of them being Tier 4, with a couple being Tier 5.

 

 They mostly spawn well in RWG, and I've included the info I think is necessary to make them work with NitroGen. Let me know if it isn't right.

 

-A few bug fixes and changes. Fixed 10mm ammo crafting not unlocking with Pistol Pete books. Some items not showing the correct Unlock options. Need 50 instead of 100 Star Caps to make the flier(may have pushed this last update, not sure). Few other misc tweaks and fixed that I can't remember. Lol.

 

Git has been updated and Nexus is uploading atm, should be good within the hour. :)

Edited by bdubyah (see edit history)
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