Asmodan Posted May 26, 2021 Share Posted May 26, 2021 Thanks for your Mods, really good work. I use the Lockable Inventory Slots and the setting is not saved when i quit the game. Is this supposed to work this way? Because i keep forgeting to set the Value after i load the save and mess up my inventory. It would be nice if the setting could be somehow saved. Link to comment Share on other sites More sharing options...
KhaineGB Posted May 29, 2021 Author Share Posted May 29, 2021 Yes because I can't save it without some kind of C# mod. Also these should work fine on A19.5 3 Link to comment Share on other sites More sharing options...
pkaf Posted June 15, 2021 Share Posted June 15, 2021 (edited) Edit: nvm someone mentioned it already sry Edited June 15, 2021 by pkaf missunderstanding (see edit history) Link to comment Share on other sites More sharing options...
yamakoki1 Posted June 21, 2021 Share Posted June 21, 2021 i seem to have a problem with the always open trader it constantly causes Nullreference errors and no named trader whenever im in proximity to a trader and ruined about 9 games already ive tried everything i could think of to get it to stop but nothing has worked i really like the mod also i am running other mods but it shouldnt be affecting it this much Link to comment Share on other sites More sharing options...
KhaineGB Posted June 22, 2021 Author Share Posted June 22, 2021 I'll test it again but all I do is remove the open/close times, so it shouldn't be erroring out at all. It's probably one of your other mods. Hard to tell without a log Link to comment Share on other sites More sharing options...
AndrewT Posted July 1, 2021 Share Posted July 1, 2021 just out of curiosity I know the behemoth spawns in the wasteland but at what gamestage? Link to comment Share on other sites More sharing options...
KhaineGB Posted July 1, 2021 Author Share Posted July 1, 2021 (edited) Biome spawns aren't gamestaged. I think I just set it to a very low prob Edited July 1, 2021 by KhaineGB (see edit history) Link to comment Share on other sites More sharing options...
rueishiuan22 Posted July 8, 2021 Share Posted July 8, 2021 thank Link to comment Share on other sites More sharing options...
nathandaboss88 Posted July 12, 2021 Share Posted July 12, 2021 Are these server side mods? Link to comment Share on other sites More sharing options...
AndrewT Posted July 20, 2021 Share Posted July 20, 2021 Before yall ask yeah I increased the sizescale of the behemoths but to me it looks like a bug that causes them to bounce around the map after being knocked down with headshots. they literally bounce around the map like a giant pin ball. Link to comment Share on other sites More sharing options...
KhaineGB Posted July 22, 2021 Author Share Posted July 22, 2021 On 7/12/2021 at 2:29 AM, nathandaboss88 said: Are these server side mods? Most are. On 7/20/2021 at 10:01 PM, AndrewT said: Before yall ask yeah I increased the sizescale of the behemoths but to me it looks like a bug that causes them to bounce around the map after being knocked down with headshots. they literally bounce around the map like a giant pin ball. They were working fine for me at the size I set. Link to comment Share on other sites More sharing options...
AndrewT Posted July 23, 2021 Share Posted July 23, 2021 13 hours ago, KhaineGB said: Most are. They were working fine for me at the size I set. Ok I didn't think a SizeScale of 7 for the regular behemoth and 15 for the radiated one would be that much of a problem what sizes would u recommend for both of them im open to ideas. Link to comment Share on other sites More sharing options...
KhaineGB Posted July 23, 2021 Author Share Posted July 23, 2021 From the notes i've seen in the xml, I wouldnt go higher than 2 Link to comment Share on other sites More sharing options...
AndrewT Posted July 23, 2021 Share Posted July 23, 2021 9 hours ago, KhaineGB said: From the notes i've seen in the xml, I wouldnt go higher than 2 Ok so to reduce the chance of this goofy bouncing ill probably do a SizeScale of 3 for the regular behemoth and 4.5 to 5 for the radiated one. Link to comment Share on other sites More sharing options...
sandpaper600 Posted July 23, 2021 Share Posted July 23, 2021 @KhaineGBLoved DF! Any chance of porting the elevator out as a stand alone modlet for use in vanilla? Link to comment Share on other sites More sharing options...
KhaineGB Posted July 23, 2021 Author Share Posted July 23, 2021 54 minutes ago, sandpaper600 said: @KhaineGBLoved DF! Any chance of porting the elevator out as a stand alone modlet for use in vanilla? That's actually 308's modlet. He just posted an updated version in the modders discord.DMT Multi level elevatorHey guys I think I have all the bugs out of this now so putting it up for testing while I do some fine tuning. Let me know if you come across any issues I've missed. Note that occlusion must be turned off in your game settings or the models will flicker and sometimes become invisible. And you should not use the elevator with debug menu turned on. https://www.mediafire.com/file/s5mw9ngs49962yv/Elevator_A19_%2528v3.0_Alpha_0.31%2529.rar/file You MUST use DMT to compile and install it. Link to comment Share on other sites More sharing options...
sandpaper600 Posted July 23, 2021 Share Posted July 23, 2021 (edited) @KhaineGBThanks for the heads up. I'm a bit nervous about using DMT. It looks kinda' daunting. I'm just now getting to where I can (kinda') mess around in the config files without completely binning my game. I'll take a look and see if I'm up to that. Thanks again & KEEP MODDING! Edited July 23, 2021 by sandpaper600 typo (see edit history) Link to comment Share on other sites More sharing options...
AndrewT Posted August 3, 2021 Share Posted August 3, 2021 Does the health bar mod include numbered health like TFP originally did? Link to comment Share on other sites More sharing options...
AndrewT Posted August 12, 2021 Share Posted August 12, 2021 Khaine I just had an idea for an idea for an update for the behemoths mod which all behemoth fans would enjoy which is a new quest called Kill Behemoth, similar to the Kill juggernaught quest in the snufkin's zombies mod but this quest has the player go to a rally point where u encounter 2 rare radiated behemoths along with other high level zombies such as radiated weights and other radiated zombies. the goal in this quest is simple... KILL'EM ALL. and after completing the quest go to the trader and get really good rewards along with 10000000 coins. now all quest items look like yellow notepads but this behemoth quest should be a dark red notepad as a way to tell players that their gonna go on a war RAMPAGE. Link to comment Share on other sites More sharing options...
KhaineGB Posted August 15, 2021 Author Share Posted August 15, 2021 Hm... might be worth considering. Also yes, the health bar has numbers on it like TFP showed off back in A17. Link to comment Share on other sites More sharing options...
eXSe Posted August 16, 2021 Share Posted August 16, 2021 (edited) Is there any way to use that Any time any where mod in vanilla? Overhaul mods kill the game for me because I have only 8 GB of RAM, and they crash quite frequently, but the vanilla still runs smooth Edit: Would it work if I just deleted the entitygroups.xml Edited August 16, 2021 by eXSe (see edit history) Link to comment Share on other sites More sharing options...
KhaineGB Posted August 16, 2021 Author Share Posted August 16, 2021 No, because it requires custom C#. Closest you're gonna get is Romero Mod. Link to comment Share on other sites More sharing options...
eXSe Posted August 16, 2021 Share Posted August 16, 2021 3 hours ago, KhaineGB said: No, because it requires custom C#. Closest you're gonna get is Romero Mod. Thx for the reply BTW, could you make it work for vanilla... no rush, just sayin' Link to comment Share on other sites More sharing options...
KhaineGB Posted August 16, 2021 Author Share Posted August 16, 2021 (edited) No, because it requires custom C#. 😛 Just play Romero Mod and turn off the headshots. That's close to vanilla and doesn't add many extra assets so RAM usage isn't an issue. Also, for the record, one of my DF testers tests on 8GB RAM, so it's entirely possible to play an overhaul with that much. Edited August 16, 2021 by KhaineGB (see edit history) Link to comment Share on other sites More sharing options...
AndrewT Posted August 16, 2021 Share Posted August 16, 2021 I got it Khaine. for this behemoth quest first off the sticky not icon should be dark red as opposed to yellow like the others, second the quest should be called "wasteland Rampage" now this is obviously a late game quest but by then the quest would be too easy for well equipped players, so instead of just a regular and radiated behemoth, the quest has u fight 1 regular and 1 radiated behemoth along with all other high level zombies including radiated zombies, weights, cops, screamers, rad spiders and demolishers. and this aint no blitz quest where u only get like 4 common zombies, this quest gives u 1 regular and 1 rad behemoth to fight along with a HUGE army of the other zombies i just listed. When u think about it the vanilla quests are not super intense at all so this extreme quest can fix that. but what do u think of these ideas. Link to comment Share on other sites More sharing options...
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