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War3zuk

War3zuk/Tallon Alpha 18.1 Stable Modlets GitHub

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Hello, sorry to bother, but I would like to use your AIO mod with some other mods that add some zombies, but unfortunately it seems like they are not fully compatible. Is there a safe way I could disable UMA zombies in your AIO pack?

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What Zombie pack are you referring too ? If you have a Link ill take a look at what errors pop up & see which is easier..

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What Zombie pack are you referring too ? If you have a Link ill take a look at what errors pop up & see which is easier..

 

The problem is more complex than that which is why I didn't want to go much into details. I was referring to DMT NPC mod and Creature packs from Xyth. When I combine them with your overhaul, everything seems to work fine, except there are two major problems. I can only see UMA zombies which obviously come from your mod and none of the extra zombies from Creature pack zombie mod. The other problem is that when I get hit by the UMA zombies and get the bleeding buff, the bleeding buff instantly disappears, so there seems to be a bug related to UMA zombies, because when I used just the mods from Xyth, there was no such problem. I do have some other mods installed though, but they don't seem to change anything related to zombies, so as a first step in order to solve this problem I wanted to try disabling these UMA zombies.

 

EDIT:

I just checked your other repository with individual modlets and it seems like it contains everything that is included in your AIO pack except UMA zombies (I haven't noticed anything related to UMA), does it mean that I could just replace AIO with individual modlets to get the pack without UMA zombies?

Edited by mr.devolver (see edit history)

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You could but I wouldnt advise it as there in no way as upto date & less complicated in Modlet Form, Theres a Ton of stuff in the AIO that cant be in the modlets as it requires many bits of code from the AIO to work & splitting it up into a modlet would cause errors... so Yes you can try but you wont get the exact version of the AIO....

 

Sorry but there isnt an easy Fix for this as the UMA Z's are intergrated into many of the files Including Items.xml as well as others... You are welcome to remove those entries yourself if you know what your doing..

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You could but I wouldnt advise it as there in no way as upto date & less complicated in Modlet Form, Theres a Ton of stuff in the AIO that cant be in the modlets as it requires many bits of code from the AIO to work & splitting it up into a modlet would cause errors... so Yes you can try but you wont get the exact version of the AIO....

 

Sorry but there isnt an easy Fix for this as the UMA Z's are intergrated into many of the files Including Items.xml as well as others... You are welcome to remove those entries yourself if you know what your doing..

 

That's the problem. I don't know what to remove and what to keep. :(

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PM'd You...

 

I just noticed that you have comments in the xml files to let the reader know where the code which adds UMA zombies starts and where it ends. This can be very helpful, but in some cases these marks are missing. I don't want to bother you, but if you could please make these marks in the files for me, I would be very grateful, it would help me remove UMA zombies every time you update your mod without breaking other features.

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There should be a start & stop for each one unless at some point ive updated & over pasted the line, As for continuing to do this, erm, Nope, this was a one of deal as my AIO is set as its meant to be, Im not responsible for another Massive overhaul causing errors as we all know this is likely... Ive edited 1 full set of files for you so you dont need to do anything but drop the files in & your Good... Its upto you if you wish to keep doing this.. As me doing it every time I update just adds more time & complication to an already complicated set of code...

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There should be a start & stop for each one unless at some point ive updated & over pasted the line, As for continuing to do this, erm, Nope, this was a one of deal as my AIO is set as its meant to be, Im not responsible for another Massive overhaul causing errors as we all know this is likely... Ive edited 1 full set of files for you so you dont need to do anything but drop the files in & your Good... Its upto you if you wish to keep doing this.. As me doing it every time I update just adds more time & complication to an already complicated set of code...

 

Oh no, please don't get me wrong. I'm glad you did this for me, because thanks to your edited files, I was able to compare what's actually different and I figured out that some parts are marked by comments at the start and also at the end, but some parts have missing the end mark comments and what I actually wanted to ask for is simply that if you could please mark those UMA zombie additions - start and end marks in those files just once, because I do believe that while you are updating the files with new features for your mod, there's probably not much to update in the UMA zombies area and so the marks would be left untouched for every new update, but even if there was something that would require update in UMA zombie code, the areas would be already marked, so anything would change, it would always be inside the marks and I would always know which parts to cut out to make it compatible with the rest of the mods in my mod list again. I'm sorry for misunderstanding, my english is not good. If this is too much trouble, I will understand and thank you anyway!

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Ill stick it on my todo list.. & edit it with start & end

 

The problem with Code is it sounds simple in the sense of this bit goes here, New file.... When in fact how Xpath works is you tend to get 1 file 1 piece of code goes here another needs to go there due to the way its added & when you account for over 2000 lines of code all mixed up in there various place it adds a lot more work trying to clean it up which is why its not been done..

 

What Ill do is simplify the Code line so its the same throughout so you can load each XML & search for the same line.. But it wont get done straight away...

Edited by War3zuk (see edit history)

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Added extra Z's Removal compatibility to the next AIO update so you can search the line & remove easily...

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Hi, dont know if im missing something somewhere but I'm just checking. Have loaded HD Guns and Ammo mod with no issues but other than finding the schematics for the two benches I've only dropped on 2 bullets. It's been 7 game days and I've looted all day every day in every type of building. What am I missing, is it the type of building, is it the gamestage or is it just that the HD kit is extremely rare. Level 70 and played for over 500 hours so wouldn't class myself as a new guy.

 

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Gun & Ammo Benches are more Rare as there classed as later game so just keep looking, As for the HD Kit you make them once you find the Schematic which isnt that rare...

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Hi, thanks for the reply. Yes that is the problem I seem to be having. Found both bench schematics but absolutely nothing else. If you say they are the rare items there has to be a bug somewhere. Probably found 4 bench schematics, the rare ones as you say, but no gun schematics. I would expect at least some ammo within loot piles, 2 bullets is the current haul. Seems very odd to me. Maybe something to do with how the probability is set, I'm no savvy in that area though, just a use and enjoy guy.

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Probability for benches & ammo goes from 0.02 upto 0.08 the slightly more rare items are set at 0.005 any lower & you find loads in every place, havent messed with them a whole lot to get just the right sweet spot...

 

Aah had a quick look & I can see were I can improve the numbers.... It will be included in the next minor update thats just trying to balance the mod a little...

 

Ive updated the Github Repo with a test version of the updated Loot amoung a few other things fixed...

 

Updated v2.52 to 2.53

 

All Ammo Types Added To Findable Ammo Bags

All Ammo Types Adjusted accordingly in Loot

All Flares Added to multiple areas & adjusted in Loot

 

Added 408 Round INC

Added 408 Round SH

Added 50 BMG INC

Added 50 BMG SH

 

Added Sickle Model to the HD Weed Wacker 5000

Added Box Model to the HD Ammo Bags

 

All Loot Tables adjusted & Re-Blanced (WIP)

Edited by War3zuk (see edit history)
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Thanks for looking, am amazed that you have put the time in immediately to try to rectify this glitch. Will download the update asap.

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can someone direct me to some documentation on extra Z's Removal compatibility I am looking to make a pack with ravenhearst and war3zuk all in one for private use with a couple friends... i cant see just using one. the modlets are too amazing. and raven has nice conversion so its not the same game.

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Just search for the lines of code ive added & remove whats between them.... easy enough, Some xml have multiple parts to remove so search until the end of the code....

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Have a question .. Just saw this on the Mod Launcher .. OK 2 question .. Does it work with 18.3 Stable and Can I use my own maps that I make from Nitrogen w/ combo-pack 42 or must I use your maps. Thank You

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Updated Github & AIO with the HD Vulcan 50Bmg fix

 

Yes you can use any map you wish by just adding them to the correct worlds folder... & yes it should work fine on 18.3

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