KhaineGB 418 Posted January 31 Author Share Posted January 31 1 hour ago, shadow0727 said: Honestly its because the food values on items arnt % and now you have a cap before overeating/drinking just wastes the extra. Its easier to know that if i need 45 to reach cap, i need to eat 1 bacon and eggs and kbow im full instead of eating 1 and finding out it only did 10% Good point. I mean, you can try the code that I posted. What I really don't understand is why it's showing as a % when the code I'm currently using is literally how health/stamina works, and THAT is an absolute value. 1 hour ago, mike said: Maybe you can also help me change the NPC model that I joined. I've also got a lot of character models. Dude. There's a forum for getting help with mods. I don't offer personal mod support because I just don't have the time between my 2 jobs AND working on my own stuff. Link to post Share on other sites
shadow0727 1 Posted January 31 Share Posted January 31 Ty. I just stole the ui mod jawoodle uses and removed all of the localization, etc just to get the left side modlet lol Link to post Share on other sites
Dugong 0 Posted February 1 Share Posted February 1 I have tried to install the Mod to lock the inventory slots but can't seem to make it work, Can someone please help? I have download it from here https://7daystodiemods.com/lockable-inventory-slots/ I unzipped the file and placed the new file into D:\Steam\steamapps\common\7 Days To Die\Mods After loading the game I don't have the lockable buttons? Link to post Share on other sites
shadow0727 1 Posted February 1 Share Posted February 1 1 minute ago, Dugong said: I have tried to install the Mod to lock the inventory slots but can't seem to make it work, Can someone please help? I have download it from here https://7daystodiemods.com/lockable-inventory-slots/ I unzipped the file and placed the new file into D:\Steam\steamapps\common\7 Days To Die\Mods After loading the game I don't have the lockable buttons? Make when you open the folder for the inventory lock mod, there isnt a 2nd folder before you see the config. Having the extra folder means the game doesnt think you have a mod installed 1 Link to post Share on other sites
Dugong 0 Posted February 1 Share Posted February 1 (edited) 10 minutes ago, shadow0727 said: Make when you open the folder for the inventory lock mod, there isnt a 2nd folder before you see the config. Having the extra folder means the game doesnt think you have a mod installed Do I need a folder for my config to be inside of. I just have the config and xml straight under the Mods folder. Is the naming for the mods folder case sensitive also? Edited February 1 by Dugong Got it to work shadow in single palyer. Does it work on servers? (see edit history) Link to post Share on other sites
cereza1985 0 Posted February 15 Share Posted February 15 On 2/1/2021 at 12:29 PM, Dugong said: Do I need a folder for my config to be inside of. I just have the config and xml straight under the Mods folder. Is the naming for the mods folder case sensitive also? Basically what I do when I install mods, when I download the mod I use 7zip to extract so it makes a folder that is the name of the mod. Once the folder of the mod is made in it will be the config folder and the .xml folder, don't touch the .xml file and the config folder. All you need to do is copy the folder that was created by 7zip and pasted in the Mods folder in the 7daystodie directory. Go into your save game and bam it should be there. Link to post Share on other sites
BigPatty64 0 Posted February 18 Share Posted February 18 So I have been trying to use your backpack button mods as well as the 96 slot backpack mod and for some reason I cant get it into my game. I have a few other War3zuk mods that are working in my game save but I can't get these two to work. I have tried using them from the vanilla steam launcher as well as tried to download them through the 7d2d mod launcher app and same results. Any ideas what could be the issue. Link to post Share on other sites
KhaineGB 418 Posted February 19 Author Share Posted February 19 Backpack mods often can't be added to an already running game, from my own testing. Seems to need a new save. In other news, added a modlet to the first post to put these back in... Random spawn in the wasteland and also spawn on horde nights. I kept them as close to "as TFP intended" as possible, which means they WILL kill you in one hit and they WILL tear your base apart. Have fun. Link to post Share on other sites
AndrewT 1 Posted February 20 Share Posted February 20 do the behemoth and radiated behemoth have high HP? Link to post Share on other sites
KhaineGB 418 Posted February 20 Author Share Posted February 20 1 hour ago, AndrewT said: do the behemoth and radiated behemoth have high HP? Yes they do. According to TFP's XML, the normal was supposed to have 5k HP, so I set it to that. I set the radiated to 8k because I thought that was reasonable. It's adjustable by XML if you want/need to though. Link to post Share on other sites
KhaineGB 418 Posted February 21 Author Share Posted February 21 And here's another one for folks! Remember this little @%$# from A15 and earlier? It's back and working. Link added to first post. Does not spawn on horde nights. Only spawns in the Forest biome as an "enemy animal". Harvesting it gives honey, just like it used to. And yes, the god awful sounds from A15 are back too. 1 Link to post Share on other sites
KhaineGB 418 Posted February 21 Author Share Posted February 21 Pushed a small patch for the behemoth because it's hits were wonky. Just an XML tweak. Side note, I had to increase it's range, which means it'll struggle to hit you if you get close. Link to post Share on other sites
AndrewT 1 Posted February 21 Share Posted February 21 11 hours ago, KhaineGB said: Pushed a small patch for the behemoth because it's hits were wonky. Just an XML tweak. Side note, I had to increase it's range, which means it'll struggle to hit you if you get close. i like the crimson red texture on this version alot better than the original yellow. Nice job Link to post Share on other sites
Xingeqwd 0 Posted March 4 Share Posted March 4 (edited) Wow ! How good the man is ! Edited March 4 by meganoth language (see edit history) Link to post Share on other sites
KhaineGB 418 Posted March 6 Author Share Posted March 6 Added a modlet so players can keep track of how many different things they've killed, and with which weapon. It's very basic and I make no guarantees of how "good" it is, but apparently folks wanted that. Download link: https://gitlab.com/KhaineGB/khaines-modlets-a19/-/archive/master/khaines-modlets-a19-master.zip?path=KHA19-KillTracking Link to post Share on other sites
forbiddenwon 1 Posted March 27 Share Posted March 27 On 2/19/2021 at 8:53 AM, KhaineGB said: In other news, added a modlet to the first post to put these back in... <behemoth image> Random spawn in the wasteland and also spawn on horde nights. I kept them as close to "as TFP intended" as possible, which means they WILL kill you in one hit and they WILL tear your base apart. Have fun. does the behemoth mod need to be loaded on both server and client side? reason i ask is, the mod loads fine on the server no errors..... but when i attempt to spawn in either zed, i get an error on the client side: 2021-03-26T20:17:30 51.232 WRN [MODS] Mod reference for a mod that is not loaded: TFP Behemoths 2021-03-26T20:17:30 51.232 WRN [MODS] Trying to guess path from mod name: #E:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7daystodie_Data/../Mods/TFP Behemoths/Assets/p_onFire2.unity3d?p_onFire2 Unable to open archive file: E:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7daystodie_Data/../Mods/TFP Behemoths/Assets/p_onFire2.unity3d (Filename: C:\buildslave\unity\build\Runtime/VirtualFileSystem/ArchiveFileSystem/ArchiveStorageReader.cpp Line: 587) 2021-03-26T20:17:30 51.233 ERR Loading AssetBundle "E:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7daystodie_Data/../Mods/TFP Behemoths/Assets/p_onFire2.unity3d" failed! but on the server, there are no errors in the log.... Link to post Share on other sites
KhaineGB 418 Posted March 27 Author Share Posted March 27 (edited) Yes, it needs to be on both client and server due to "new" models. Edited March 27 by KhaineGB (see edit history) Link to post Share on other sites
Vresiberba 0 Posted April 6 Share Posted April 6 Does the steel casing ammo work in turrets? Link to post Share on other sites
KhaineGB 418 Posted Thursday at 10:05 AM Author Share Posted Thursday at 10:05 AM Nope. Turrets can only have one "ammo" type, unfortunately. I'd need to make a new turret specifically for the steel ammo Link to post Share on other sites
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