ozmods Posted February 5, 2022 Share Posted February 5, 2022 i get a truckload of red errors when i use this mod. null reference to an object or something to that effect. looks like it's searching for something that doesnt exist. Link to comment Share on other sites More sharing options...
stallionsden Posted February 5, 2022 Author Share Posted February 5, 2022 1 hour ago, ozmods said: i get a truckload of red errors when i use this mod. null reference to an object or something to that effect. looks like it's searching for something that doesnt exist. Hi ozmods Can I see your output log please and what mod/s are you using. Link to comment Share on other sites More sharing options...
ozmods Posted February 5, 2022 Share Posted February 5, 2022 1 hour ago, stallionsden said: Hi ozmods Can I see your output log please and what mod/s are you using. it seem to have stopped doing it, if it happens again i'll repost, cheers 1 Link to comment Share on other sites More sharing options...
Chunkimunki Posted February 9, 2022 Share Posted February 9, 2022 Enjoying all you do. Quick question - how do I remove survivor notes from trader rewards? Cheers Link to comment Share on other sites More sharing options...
Timroham Posted February 12, 2022 Share Posted February 12, 2022 (edited) I just started running Open Door Syndrome (No loot) and Lock Picking Additions mod, and it seems to have broken the Take Out the Trash by Ragsy. It's not a huge deal, I prefer the realism added by your mod over the QoL added by his, but I wanted to mention it. *Edit* I already tried mucking about with load order to see if that might help, but alas. Edited February 12, 2022 by Timroham Clairification (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted February 13, 2022 Author Share Posted February 13, 2022 10 hours ago, Timroham said: I just started running Open Door Syndrome (No loot) and Lock Picking Additions mod, and it seems to have broken the Take Out the Trash by Ragsy. It's not a huge deal, I prefer the realism added by your mod over the QoL added by his, but I wanted to mention it. *Edit* I already tried mucking about with load order to see if that might help, but alas. OK thank you. Not all mods will work together. Depends what xml and what in each xml a mod edits/changes. Do you get a nre or On 2/10/2022 at 3:41 AM, Chunkimunki said: Enjoying all you do. Quick question - how do I remove survivor notes from trader rewards? Cheers Thank you sorry did mean to reply earlier will check shortly with a answer when back at my pc . Thank you very much appreciated. Link to comment Share on other sites More sharing options...
Fergun Posted February 13, 2022 Share Posted February 13, 2022 The containers respawn way too quickly when using Open door Syndrome with respawn and Lock Picking Additions. They change form to next block every ~6 seconds, which seems to be every 63 ticks? A Refrigerator, Open is indestructible, spawns the same thing when destroyed. It stops being ticked when 'destroyed'. Same for Retro version A Modern stove open, when destroyed by tool, turned into old stove open I also noticed that cntRetroFridgeVer2Open[N] have no localization I had other mods installed, but I did two additional tests: first I loaded my modded save with only this mod, then i generated a new world, and both times the same issue happened. 1 Link to comment Share on other sites More sharing options...
stallionsden Posted February 13, 2022 Author Share Posted February 13, 2022 On 2/10/2022 at 3:41 AM, Chunkimunki said: Enjoying all you do. Quick question - how do I remove survivor notes from trader rewards? Cheers was thinking of removing it but left it in incase some people wanted it. But if you look in loot.xml for this section and remove this you wont get them in the quests no more. ```<append xpath="/lootcontainers/lootgroup[@name='groupQuestSchematics']" > <item name="survivorNotes" count="1" loot_prob_template="QuestT1Prob" /> </append> <append xpath="/lootcontainers/lootgroup[@name='groupQuestMods']" > <item name="survivorNotes" count="1" loot_prob_template="QuestT1Prob" /> </append> <append xpath="/lootcontainers/lootgroup[@name='groupBuriedStashChest']" > <item name="survivorNotes" count="1" loot_prob_template="low" /> </append>``` Link to comment Share on other sites More sharing options...
dujinyuan Posted February 13, 2022 Share Posted February 13, 2022 The mod is the best of the best ....especially Open Door Syndrome mod....But there is a problem...I find a fridge....And I want to disintegrate it...And that thing reborn....??What? 12 hours ago, Fergun said: The containers respawn way too quickly when using Open door Syndrome with respawn and Lock Picking Additions. They change form to next block every ~6 seconds, which seems to be every 63 ticks? A Refrigerator, Open is indestructible, spawns the same thing when destroyed. It stops being ticked when 'destroyed'. Same for Retro version A Modern stove open, when destroyed by tool, turned into old stove open I also noticed that cntRetroFridgeVer2Open[N] have no localization I had other mods installed, but I did two additional tests: first I loaded my modded save with only this mod, then i generated a new world, and both times the same issue happened. yeah....same question 1 Link to comment Share on other sites More sharing options...
stallionsden Posted February 13, 2022 Author Share Posted February 13, 2022 (edited) 4 hours ago, dujinyuan said: The mod is the best of the best ....especially Open Door Syndrome mod....But there is a problem...I find a fridge....And I want to disintegrate it...And that thing reborn....??What? yeah....same question Thank you I will check it out and get a fix out soon for that Edited February 13, 2022 by stallionsden (see edit history) Link to comment Share on other sites More sharing options...
Chunkimunki Posted February 15, 2022 Share Posted February 15, 2022 On 2/13/2022 at 6:57 AM, stallionsden said: was thinking of removing it but left it in incase some people wanted it. But if you look in loot.xml for this section and remove this you wont get them in the quests no more. ```<append xpath="/lootcontainers/lootgroup[@name='groupQuestSchematics']" > <item name="survivorNotes" count="1" loot_prob_template="QuestT1Prob" /> </append> <append xpath="/lootcontainers/lootgroup[@name='groupQuestMods']" > <item name="survivorNotes" count="1" loot_prob_template="QuestT1Prob" /> </append> <append xpath="/lootcontainers/lootgroup[@name='groupBuriedStashChest']" > <item name="survivorNotes" count="1" loot_prob_template="low" /> </append>``` You sir are a gentleman and a scholar - I thank you. 1 Link to comment Share on other sites More sharing options...
stallionsden Posted February 15, 2022 Author Share Posted February 15, 2022 2 hours ago, Chunkimunki said: You sir are a gentleman and a scholar - I thank you. You are welcome 🙂 Link to comment Share on other sites More sharing options...
bigoogabaloogas Posted February 15, 2022 Share Posted February 15, 2022 Don't know if this was posted before, but I can't seem to craft theonebook or the schematic one at the campfire, even though I have the beaker and the required materials. Do I have to find them out in the world? Link to comment Share on other sites More sharing options...
stallionsden Posted February 15, 2022 Author Share Posted February 15, 2022 11 minutes ago, bigoogabaloogas said: Don't know if this was posted before, but I can't seem to craft theonebook or the schematic one at the campfire, even though I have the beaker and the required materials. Do I have to find them out in the world? Have you made the specific campfire (not vanilla one) Link to comment Share on other sites More sharing options...
TiTANSTORM Posted February 16, 2022 Share Posted February 16, 2022 Stupid question... Open Door Syndrome (No Loot Respawn) vs Open Door Syndrome With Respawn. The respawn one almost instantly respawns loot even though the server config is set to every 7 days. If I run the No Loot Respawn version, will it respawn on the world timer or it will never respawn? Link to comment Share on other sites More sharing options...
stallionsden Posted February 16, 2022 Author Share Posted February 16, 2022 9 minutes ago, TiTANSTORM said: Stupid question... Open Door Syndrome (No Loot Respawn) vs Open Door Syndrome With Respawn. The respawn one almost instantly respawns loot even though the server config is set to every 7 days. If I run the No Loot Respawn version, will it respawn on the world timer or it will never respawn? Hi titanstorm I will be getting to the fixes for opendoor Syndrome with loot respawn. The opendoor syndrome no respawn tho won't respawn loot. 1 Link to comment Share on other sites More sharing options...
bigoogabaloogas Posted February 17, 2022 Share Posted February 17, 2022 On 2/15/2022 at 12:54 PM, stallionsden said: Have you made the specific campfire (not vanilla one) Didn't know there has to be a specific campfire. Is it named any different? Link to comment Share on other sites More sharing options...
stallionsden Posted February 17, 2022 Author Share Posted February 17, 2022 (edited) 31 minutes ago, bigoogabaloogas said: Didn't know there has to be a specific campfire. Is it named any different? I had to make it different to the vanilla campfire as it needed to do different things. It is called valfire I believe Edited February 17, 2022 by stallionsden (see edit history) Link to comment Share on other sites More sharing options...
ozmods Posted February 22, 2022 Share Posted February 22, 2022 NullReferenceException: Object reference not set to an instance of an object at EntityVehicle.CheckForOutOfWorld () [0x00171] in <9b2a57aa6d1740f6935439cf700f87b7>:0 at EntityVehicle.PhysicsFixedUpdate () [0x0032a] in <9b2a57aa6d1740f6935439cf700f87b7>:0 at EntityVehicle.FixedUpdate () [0x00000] in <9b2a57aa6d1740f6935439cf700f87b7>:0 WHEN I use the buffed supply crate mod, this is the error i'm getting making it useless for me, which is painful because the vanilla drops are complete rubbish, i'm lucky if it drops 3-4 items per time. if you could look at this and see what the issue is, it could be, that i'm using undead legacy, but i cant see how, because it worked fine in alpha 19, i'm suspecting there is something in there, that is not included in alpha 20, thanks in advance Link to comment Share on other sites More sharing options...
stallionsden Posted February 22, 2022 Author Share Posted February 22, 2022 3 hours ago, ozmods said: NullReferenceException: Object reference not set to an instance of an object at EntityVehicle.CheckForOutOfWorld () [0x00171] in <9b2a57aa6d1740f6935439cf700f87b7>:0 at EntityVehicle.PhysicsFixedUpdate () [0x0032a] in <9b2a57aa6d1740f6935439cf700f87b7>:0 at EntityVehicle.FixedUpdate () [0x00000] in <9b2a57aa6d1740f6935439cf700f87b7>:0 WHEN I use the buffed supply crate mod, this is the error i'm getting making it useless for me, which is painful because the vanilla drops are complete rubbish, i'm lucky if it drops 3-4 items per time. if you could look at this and see what the issue is, it could be, that i'm using undead legacy, but i cant see how, because it worked fine in alpha 19, i'm suspecting there is something in there, that is not included in alpha 20, thanks in advance I will take a look and see if it is the supply crate mod. But entityvehicle looks like a vehicle issue. 1 Link to comment Share on other sites More sharing options...
stallionsden Posted February 23, 2022 Author Share Posted February 23, 2022 (edited) On 2/22/2022 at 11:36 AM, ozmods said: NullReferenceException: Object reference not set to an instance of an object at EntityVehicle.CheckForOutOfWorld () [0x00171] in <9b2a57aa6d1740f6935439cf700f87b7>:0 at EntityVehicle.PhysicsFixedUpdate () [0x0032a] in <9b2a57aa6d1740f6935439cf700f87b7>:0 at EntityVehicle.FixedUpdate () [0x00000] in <9b2a57aa6d1740f6935439cf700f87b7>:0 WHEN I use the buffed supply crate mod, this is the error i'm getting making it useless for me, which is painful because the vanilla drops are complete rubbish, i'm lucky if it drops 3-4 items per time. if you could look at this and see what the issue is, it could be, that i'm using undead legacy, but i cant see how, because it worked fine in alpha 19, i'm suspecting there is something in there, that is not included in alpha 20, thanks in advance Hey ozmods Took a look at the Buff supply drops I didn't find or get any nres. Could i suggest maybe making a new game folder and testing each mod you have individually as I don't have unread legacy myself. It could also be a vanilla thing to with the checkoutofworld line disappearing vehicles and duping stuff. Edited February 23, 2022 by stallionsden (see edit history) 1 Link to comment Share on other sites More sharing options...
ozmods Posted February 23, 2022 Share Posted February 23, 2022 alright thanks cobber, it's odd because it USED to work fine, under alpha 19, thanks for investigating it anyhow. Link to comment Share on other sites More sharing options...
stallionsden Posted February 23, 2022 Author Share Posted February 23, 2022 14 minutes ago, ozmods said: alright thanks cobber, it's odd because it USED to work fine, under alpha 19, thanks for investigating it anyhow. Will keep an eye on it but haven't seen any issue or got any issue. Link to comment Share on other sites More sharing options...
ozmods Posted February 24, 2022 Share Posted February 24, 2022 there are a heap of comments on the mod page, and some arent flattering. but i decided to be more diplomatic, and post here instead lol. Link to comment Share on other sites More sharing options...
stallionsden Posted February 24, 2022 Author Share Posted February 24, 2022 Just now, ozmods said: there are a heap of comments on the mod page, and some arent flattering. but i decided to be more diplomatic, and post here instead lol. what mod page lol may i ask Link to comment Share on other sites More sharing options...
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