Snufkin Posted March 20, 2020 Author Share Posted March 20, 2020 Update: tried to fix the mantis problem. Also, added version with no bloodmoon changes for those who were getting NREs Link to comment Share on other sites More sharing options...
Snufkin Posted March 20, 2020 Author Share Posted March 20, 2020 @Snufkin, I must say thanks, because you have given me so many ideas (decorating them is one) for my zombies now. How did you discover that you could set prefabs on the zeds? I love the wrestler buff, that penalize you if you use ranged weapons. That is something I want to add to one of my zeds. I really hate how OP guns are in this game so.. ^^ Do you know if there is an effect for setting/alter the vehicles speed? I saw this in your buffs: <passive_effect name="VehicleVelocityMaxPer" operation="perc_set" value="0"/>. But I really dunno what it does as my vehicle speed did not change. I know VelocityMax is a speed setting for the vehicle. Would be cool to have a zombie with an AOE that makes your vehicle useless. <item_modifier name="modVehicleMega" installable_tags="vehicle" modifier_tags="test" type="attachment"> <property name="CreativeMode" value="Test"/> <property name="UnlockedBy" value="modVehicleMegaSchematic"/> <property name="CustomIcon" value="armorSantaHat"/> <property name="Stacknumber" value="1"/> <property name="Group" value="Mods"/> <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/> <effect_group tiered="false"> <passive_effect name="VehicleFuelUsePer" operation="perc_set" value="0"/> <passive_effect name="LightIntensity" operation="perc_set" value="3"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_set" value="0"/> <passive_effect name="VehicleVelocityMaxTurboPer" operation="perc_set" value="0"/> </effect_group> </item_modifier> Put this in a mod, install it on the vehicle and it should stop. I guess it should work as a buff for the zombies to apply on the vehicle. (It would be neat if your electric zombie had it as an EMP-like attack) Btw, the "modVehicleMega" already exists in the game files. Link to comment Share on other sites More sharing options...
Robeloto Posted March 21, 2020 Share Posted March 21, 2020 (edited) <item_modifier name="modVehicleMega" installable_tags="vehicle" modifier_tags="test" type="attachment"> <property name="CreativeMode" value="Test"/> <property name="UnlockedBy" value="modVehicleMegaSchematic"/> <property name="CustomIcon" value="armorSantaHat"/> <property name="Stacknumber" value="1"/> <property name="Group" value="Mods"/> <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/> <effect_group tiered="false"> <passive_effect name="VehicleFuelUsePer" operation="perc_set" value="0"/> <passive_effect name="LightIntensity" operation="perc_set" value="3"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_set" value="0"/> <passive_effect name="VehicleVelocityMaxTurboPer" operation="perc_set" value="0"/> </effect_group> </item_modifier> Put this in a mod, install it on the vehicle and it should stop. I guess it should work as a buff for the zombies to apply on the vehicle. (It would be neat if your electric zombie had it as an EMP-like attack) Btw, the "modVehicleMega" already exists in the game files. Wow, thank you! I have to try this out now before going to bed And yes, an EMP area attack, that would be really cool. Thanks for the idea! An idea for you maybe, that parasite zombie maybe could go together with the particle; p_critical? Gushing blood. Edited March 21, 2020 by Robeloto (see edit history) Link to comment Share on other sites More sharing options...
Superliberty Posted March 21, 2020 Share Posted March 21, 2020 I cannot figure out how to get this to work... is this compatible with 18.4? I have it on a test server as the only mod and I cannot find any of the zombies in the F6 menu and they do not spawn. Is this only for 18.2?? Why is this not working. I run alot of mods on my active server and custom mod myself and I am lost as to why this one just does not work. Any help would be awesome because this has me stumped. Link to comment Share on other sites More sharing options...
Snufkin Posted March 21, 2020 Author Share Posted March 21, 2020 I cannot figure out how to get this to work... is this compatible with 18.4? I have it on a test server as the only mod and I cannot find any of the zombies in the F6 menu and they do not spawn. Is this only for 18.2?? Why is this not working. I run alot of mods on my active server and custom mod myself and I am lost as to why this one just does not work. Any help would be awesome because this has me stumped. Hi, please post your server log. Also, make sure that the path of the mod looks like this (no nested folders). Link to comment Share on other sites More sharing options...
Superliberty Posted March 21, 2020 Share Posted March 21, 2020 Yes folder structure is fine... I attached output log. I added another uma mod as well to show that one works fine on test server output_log.txt Link to comment Share on other sites More sharing options...
Snufkin Posted March 21, 2020 Author Share Posted March 21, 2020 Sorry, i looked at the log and i cant find the problem :c 1 Link to comment Share on other sites More sharing options...
Superliberty Posted March 21, 2020 Share Posted March 21, 2020 I found it..... so in case you don't know, Linux Servers require capitalization on the mod folder structure. Your Config folder was lower case and was not loading at all. I spent 8 hours drilling down on every aspect of your mod only to finally figure out you didn't have the config folder capitalized... as your zombies are amazing, I believe the time was worth spending to get this to work!! I saw other linux server users complain that your mods don't work and this is why. Link to comment Share on other sites More sharing options...
Snufkin Posted March 21, 2020 Author Share Posted March 21, 2020 I found it..... so in case you don't know, Linux Servers require capitalization on the mod folder structure. Your Config folder was lower case and was not loading at all. I spent 8 hours drilling down on every aspect of your mod only to finally figure out you didn't have the config folder capitalized... as your zombies are amazing, I believe the time was worth spending to get this to work!! I saw other linux server users complain that your mods don't work and this is why. OMG, you're a genius. Yeah, other user had a problem with the vehicles mod. I'll let him know. Link to comment Share on other sites More sharing options...
MajorMunchy Posted March 22, 2020 Share Posted March 22, 2020 For the banshee look into the "buffs.xml" file and edit the "duration" value, that's the delay between screams. <buff name="buffBanshee" hidden="true"> <stack_type value="replace"/> <duration value="6"/> <effect_group> The NRE probably has to do with the UMA zombies (all of them except the Banshee and the Archon), I'm sorry, that's not something I can fix. Try deleting the lines that begin with "feralhorde" in "entitygroups.xml" so there are no new zombies on the bloodmoon. For the quests, you also have to create a related item in "items.xml" and add that item to the "loot.xml" <item name="qc_killjuggernaut"> <property name="name" value="Kill a Juggernaut" /> <property name="Extends" value="challengeQuestMaster"/> <property class="Action0"> <property name="UseAnimation" value="false"/> <property name="QuestGiven" value="killjuggernaut"/></property> </item> <append xpath="/lootcontainers/lootgroup[@name='groupQuestChallenge']"> <item name="qc_killjuggernaut"/> </append> NO the porblem IS the flying dudes (the banshee and archon). Even on regular nights i get a NRE with the banshee. it is any flying entitiy. the game is trying to find an area for it to occupy and it cannot half the time so it gives a NRE. Any chance you can uplaod a "no flyers" version of the mod? Link to comment Share on other sites More sharing options...
UbberN00ber Posted March 25, 2020 Share Posted March 25, 2020 the Geist is not launching electric balls the meleehandgeits uses <property name="Magazine_items" value="ammoProjectileGeist"/> but ammoProjectileGeist is not in the code anywhere Link to comment Share on other sites More sharing options...
Snufkin Posted March 25, 2020 Author Share Posted March 25, 2020 the Geist is not launching electric balls the meleehandgeits uses <property name="Magazine_items" value="ammoProjectileGeist"/> but ammoProjectileGeist is not in the code anywhere Fixed now Link to comment Share on other sites More sharing options...
UbberN00ber Posted March 25, 2020 Share Posted March 25, 2020 thank you need to add it to the no blood moon file also Link to comment Share on other sites More sharing options...
Deadgamer Posted March 27, 2020 Share Posted March 27, 2020 I'm still getting errors with geist. I believe it says "can't play audio or disabled " in the console. Sorry its usually crazy on blood moon so its hard to see what it says exactly Link to comment Share on other sites More sharing options...
Snufkin Posted March 27, 2020 Author Share Posted March 27, 2020 Sorry, the Geist is working ok for me. Try sending me the log after you get those errors. Link to comment Share on other sites More sharing options...
noname835 Posted March 27, 2020 Share Posted March 27, 2020 Hello I saw that you had the xml mod with the zombies which do not appear during the blood moon, which file must be modified to do the opposite, that they appear only during the blood moon Thank you Link to comment Share on other sites More sharing options...
Snufkin Posted March 27, 2020 Author Share Posted March 27, 2020 Hello I saw that you had the xml mod with the zombies which do not appear during the blood moon, which file must be modified to do the opposite, that they appear only during the blood moon Thank you In "entitygroups.xml" leave only the lines that start with "<append xpath="/entitygroups/entitygroup[@name='feralHorde" and the "<configs>" "</configs>" lines (the first and last lines) Delete the spawning.xml file Link to comment Share on other sites More sharing options...
Deadgamer Posted March 27, 2020 Share Posted March 27, 2020 Sorry, the Geist is working ok for me. Try sending me the log after you get those errors. I've heard running it solo no issues. Will continue researching more later once the wife is available Link to comment Share on other sites More sharing options...
Deadgamer Posted March 28, 2020 Share Posted March 28, 2020 ok i cant explain this at all. we removed the mod due the geist issue yesterday or the day before, Her and I both restored it from the recycling bin as it is the lastest version anyways. this is what i cant explain we did nothing to any of files no editing no nothing the only thing that we did was add a new mod the creature pack and it is working fine. tested solo both her and i and tested together as we normally plat and it ran fine so i have no idea what was going on llets just say it was a glitch in the matrix Link to comment Share on other sites More sharing options...
Snufkin Posted March 30, 2020 Author Share Posted March 30, 2020 I made a bunch of new weapons using the same system :3. I will post them soon. 1 Link to comment Share on other sites More sharing options...
shiro-gamer Posted March 31, 2020 Share Posted March 31, 2020 (edited) I downloaded both versions of the mod, tried to install mod and didn't work. *Also, your update is probably in March instead of April Edited March 31, 2020 by shiro-gamer Re-upload image (see edit history) Link to comment Share on other sites More sharing options...
Snufkin Posted March 31, 2020 Author Share Posted March 31, 2020 Soon will be april . Could you please past the log after you try to load the mod? Link to comment Share on other sites More sharing options...
Snufkin Posted March 31, 2020 Author Share Posted March 31, 2020 [video=youtube_share;1dM5NlX4_xI] Link to comment Share on other sites More sharing options...
Odetta Posted March 31, 2020 Share Posted March 31, 2020 That's good but you definitely need this sound for the nightmares. [video=youtube_share;FbemVRN03OI] Link to comment Share on other sites More sharing options...
Blight Posted March 31, 2020 Share Posted March 31, 2020 damn snufkin, release that Link to comment Share on other sites More sharing options...
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