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Magolis Compo Pack by The Compopack


stallionsden

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MAGOLIS COMPO PACK 

So welcome to the CompoPack.

 

Compo Pack has its own Discord server FoundHERE

Discord Requirements: PHONE VERIFIED with Discord and in your privacy and Safety - ALLOW DIRECT MESSAGES FROM SERVER MEMBERS NEEDS TO BE ON
Once you join, agree to the rules then a verification PM will be sent for you to follow, simply follow the steps and you will be in 🙂 .

 

- Feel free to join. On the Compo Pack Discord channel you can

- Submit new prefabs to be added to the compo Pack,

- Report any errors or problems you may find

- Discuss any thoughts and ideas

- As well as general talk

 

 

WHAT IS THE COMPOPACK:

The Compopack is an expanded collection of custom-made prefabs for the zombie sandbox game 7 Days to Die. The poi pack/poi archive/overhaul was first compiled by Magoli in the early Alphas of the game and has continued to grow over the years. Prefabs are balanced to the pack and to work together in a vanilla setting. The compopack is also a museum and archive to keep every poi ever made alive and not forgotten. 

 

 

***IMPORTANT INFO***

This will require a new world to be generated, not just a new save game because several prefabs have changed size which can cause severe errors in existing world when they are reset by questing.

 

For multiplayer the mod will need to be installed on all player clients. This is a definate as keyracks will not work as with the many other issues caused by not having them in your prefab folder.

 

A comprehensive clean. Every prefab has been gone through to fit into A20 and the new tile system. A full light optimisation on prefabs, a texture go thru and zombie spawn site clean up in an attempt to lower lag. All quest locations should now work. Every prefab that has a quest has been gone through and updated to ensure they can be completed. Vanilla locations not included.

 

A questpath walkthroughs have been gone through to insure entry into the buildings. a Major questpath walkthrough is ongoing. Many prefabs have had several of their doors unlocked in logical locations.

 

Also gone through each prefab to fix paint, a gew spots may be missing, if so, please report.

A large loot reduction has been done in many gamebreakingly over populated loot pois.

 

COMPOPACK 48 CHANGELOG

 

 

Tasks that will be ongoing
- Replaced many blocks to their correct block for texture saving. IE: if it was painted concrete and the block under the paint was actually wood it got replaced with concrete (This will still continue into CP47 if we find more)


- Zombie amounts in prefabs were fixed to a more standardised level and per more vanilla amounts in alot of over populated pois. (Mine included lol)


- Loot rebalance will be ongoing each and every iteration of the compo pack.

 

- quests, pathing and zombie interactions.  Ie: active, passive and attack tags. 
 

DOWNLOAD THE METHOD YOU PLAY HERE:

MODLET: Version 48.1

METHOD 1
 

*** CP48.1 COMPLETE *** 

 

INSTALL INSTRUCTIONS:
Step 1: Unzip

 

Step 2: Add CP48 Complete to your - *Users/Usernames/Roaming/7daystodie/Mods*

METHOD 2

***CP48.1 COMPLETE BETTER FPS***


INSTALL INSTRUCTIONS:
 CP48.1 COMPLETE BETTER FPS (Separates the Mods folder from the Prefabs.)
 

Step 1: Unzip 


Step 2: The contents of the *CP48 Complete (MODS Part 1)*   folder goes into the Mods folder located in - *Users/Usernames/Roaming/7daystodie/Mods*
 

Step 3: Contents of the *CP48 Complete (PREFABS Part 2)*   folder goes inside of -  *Steam/Steamapps/Common/7 Days To Die/Data/Prefabs*

 

 

How To Install CP48 Modlets by TallmanBrad


 

Server Instructions:

 

 

1. Add Contents of Prefabs Folder To your server prefabs folder

ADVANCED USERS ONLY - 
PART I

[Server owners and those whom create maps for servers of their group etc require Part 1 and Part 2]

[Players joining a server or dedi game with the cp installed only require part 2]

Contents of *CP48 Complete (MODS Part 1) * goes into -  *Users/Usernames/Roaming/7daystodie/Mods*
 

SERVER OWNERS AND MAP GENERATION REQUIRED STEP
 

 

PART II

PART II required by all. server owners, map creators, players and server prefab folder
Server Owners can simply guide players to this link
Contents of - *
CP48 Complete (PREFABS Part 2)* goes into - 


Server - Server Prefabs Folder

Server Owners Prefab Folder - *Steam/Steamapps/Common/7 Days To Die/Data/Prefabs*

Players - Players Game Prefab Folder - *Steam/Steamapps/Common/7 Days To Die/Data/Prefabs*

Map Creators - Game Prefab Folder - *Steam/Steamapps/Common/7 Days To Die/Data/Prefabs*

 

SERVER OWNERS, MAP CREATORS, PLAYERS AND SERVER REQUIRED


INFINITY:

DOWNLOAD INFINITY V1.4
[PREVIOUS PRESETS WILL NOT WORK]


Unveiling (video unveiling Infinity a 7 days to die prefab installer)

 

 

How To Use Infinity: 


SERVER INSTRUCTIONS:
AS prefabs are required on both server and client side of every user that joins your server. After you have selected the prefabs you only wish on your server and they appear in your prefab folder bundle them up and send to your players and drag them into your server prefab folder to.  For sending to other users you can simply save a preset in infinity and send them the saved txt file they can then load up in infinity and it dl for them as well.

INFINITY STEP BY STEP INSTRUCTIONS:
 

HOW TO SET UP AND USE INFINITY:

1.  Find pathsettings.txt and open using any text reader like notepad or notepad++

2.  Get your game address where the 7daystodie.exe is and past into first line of pathsettings.txt (Instructions on how to do this in the README_FIRST.txt)

3.  Get your appdata address C:\Users\Username\AppData\Roaming\7DaysToDie and past in 2nd line. (see video on how to unhide the appdata folder)

4.  Save and close. 

5.  Run the infinity v1.exe (a screen will appear and run thru a few processess)

STEP 1:
6.  Read then hit any key. The following settlements need just a "Y" or a "N" 
6a. Fabbersville - "Y" you see fabbersville poi_tile set option.  Fabbersville - "N" Fabbersville Poi Tile set skipped.
6b. Megacity - "Y" you see Mega City Poi Tile Set option. Mega City "N" Mega City Poi Tile Set skipped.
6c. Fabbersville - "Y" Fabbersville Poi Tile Set "N" Mega City - "Y" Mega City Poi Tile Set "N" (As lpng as Mega City and/or fabbersville is selected you will get corralating Poi Tile Set option that is attached to that settlement.

7. Continue to choose Y/N for the remaining settlements.

STEP 2: POI Tile Sets that spawn in Vanilla Cities a "Y" or a "N" response fpr the following 20 poi/tile sets.
[I reccomend either have the poi tile sets in gabbersville and mega city only and not in vanilla cities (so "Y" to fabbers and mega poi tile sets and "N" to the Step 2 poi tile sets. or vice versa - "N" to gabbersville and Mega City Poi Tile Sets and "Y" to all Step 2 Poi Tile Sets.]

STEP 3:

CP Pois that spawn in vanilla cities:
Top Line Left side:
* Select all (removes all in that district. click twice to undo back to all selected.)
* Load Preset (adds a preset previously done prior) 
* Save Preset (saves the current list for future use to save redoing step 3 all again) [Saves the list in the infinity folder] 
* Back To Step 1 (returns to the first step in case you change your mind)
* Back to step 2 (Returns you to step 2 in case you change your mind)

- Pois list left side. 
- Category Selection middle top [Districts containing in each what cp pois spawn in each district]
- Tag Selection middle bottom [highlight all attached to the tag - LMB (left Mouse Button) Remove all attached to that tag - RMB (Right Mouse Button)]
- Poi Info right top [Name of poi, allowed biomes, editor group, size, sleeper volumes and min and max, Difficulty tier, Questable, yoffset]
- Poi Picture right bottom

***Please note*** Biome Decoration Tag does NOT work

Once you finish going thru these hit Install Files

next page gives you a chance to return to change or add or remove any you mistake or what not by pressing any key [OTHER then 1]
Press 1 to complete and start the adding process. 
Once complete press any key and close program. Run game and enjoy.

SERVER INSTRUCTIONS:
once the server host completes the above they have a few options to get the list of prefabs to the players to join their servers with:

1. Simply save a preset and send this preset to the player for them to load infinity and use to get the pois placed in the right folders/ [Pathsettings.txt will need to be correct for them on their end.

2. Simply zip up the prefabs placed in the prefab folder and send to the player/s to be placed in the prefab folder.

Play and enjoy 

 

Recommended choices: 
The poi tile sets are monotinous meaning if you have them in fabbersville, megacity and the vanilla cities you will see alot of them. I recommend the poi tile sets be in fabbersville and megacity only no vanilla cities OR none in fabbersville and megacity and them in vanilla cities only.

 

 

Prefabs will also need to be on client side as well as server side.

 

CP 48 Proudly brought to you by:
MAGOLI - A legend whom kept everyone entertained with his updating of the Compo Pack for all of us to enjoy


STALLIONSDEN.

TESTERS:

WOLFBAIN5.
GOBARG.

MANA.

BATTLEPAPI.
OCTOBERFIRE.

ZZTONG.

NAZ.

ZEEBARK
 


Plus all the many Great and amazing prefabbers out there whom have contributed to the CP over the years and all those whom will be adding more in the future..

 

Prefabs Removed from CP to be fixed and re added when ready:

* The Slums (By_Pikero)

* ResidentEvilMansion (by_Magoli)

 

 

DISCORD CHANNELS

PREFAB SUBMISSIONS HERE



 

Please refer to original thread for any info in the O.P for now. comments welcome here to,

Original thread can be found here for cp45 dl and info:

 

 

 

Edited by stallionsden (see edit history)
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Infinity V1.4 [CP48.1]

Moved Condo and Condo Destroyed out of the mega and vanilla cities
Several spelling mistakes corrected

Fixed Fabbersville duplex tile being to long

IMPORTANT STEPS PRIOR TO RUNNING INFINITY V1.4

- Delete cp modlets from appdata
- Delete CP Prefab folders in game prefab folder BEFORE running infinity 1.4
Before running Infinity v1.4

[Please note: Previous Presets dont work]
[New Map required for Infinity Users] 



CHANGELOG 48.1

PLEASE DELETE CP RELATED FOLDERS IN MODS FOLDER AND PREFABS FOLDER PLEASE A NEW MAP IS REQUIRED FOR 48.1

Renamed fabbers and megacity stuff to shorter names to deal with windows 256 character length
xcostum_Trader_Rekt_Rifles(by_Weaponspec) - Added quest trader to xml
xcostum_Shrub_Conservatory(by_Werewulfen) - Rotated letterbox
xcostum_City_Combo_03(by_Stallionsden) - Fixed Missing textures 
xcostum_Casino_ANKH(by_Magoli) - Added Keyracks to correct locked metal doors in tier 2
xcostum_City_Park(by_Spider) - Added missing quest rally marker
xcostum_Trader_Gas_Station(by_NLBlackEagle) - Rotated mailbox and delooted
xcostum_Winchesta(by_Isak) - Rotated mail box
xcostum_Asia_Sword_Master(by_Magoli) - Replaced wolves with dogs
xcostum_Art_Gallery(by_Wsiegel) - Added missing quest marker 
xcostum_house_9(by_Nodabba) - Removed 2nd end loot
xcostum_Trailer_House_Mix_03(by_SandyBeaches) - Fixed missing paint textures
xcostum_Chippys_chips(by_Zeebark) - Loot balance, fixed missing block, changed cabinets to random, painted missing textures
xcostum_Haulier_md(by_Limodor) - Rotated misrotated mattress
xcostum_Vaccination_Hub(by_Zeebark) - Removed car in wall, fixed name on sign
xcostum_Business_Precinct_02(by_Stallionsden) - Fixed Volumes
xcostum_Valentine_Gift_Shop(by_Libby) - Delooted and corrected tier from 2 to 1
House_Modern_05(by_Topminder_Pille) - Changed the single volume to 3 volumes.
House_Modern_05_Pillified(by_topminder_Pille) - Changed the single volume to 3 volumes
xcostum_Farm_05(by_Zyncosa) - Changed zombie bear to sleepers. Swapped super corn to normal corn 
xcostum_Shops(by_Warsaken) - Rotated chain link doors. Moved and spread out end loot
xcostum_Castle(by_Pille) - Spread out end room loot. 
xcostum_Castle(by_Libby) and xcostum_Medieval_Castle(by_Libby) - fixed mispaint
xcostum_Condo(by_PlastikRice) - Some S.I Work performed
xcostum_Condo_Destroyed(by_PlastikRice) - Some S.I Work performed
xcostum_Tudor_Village(by_Midnight_Peach) - Added missing Quest Rally Marker, Fixed texture inside clock tower and added words to signs
xcostum_Medieval_Tower(by_VitaminE) - fixed missing textures
xcostum_Medieval_Tavern(by_VitaminE) - Fixed wrong textures
xcostum_Medieval_Stone_Church(by_Wormpie) - replaced no ph satchels with the correct random satchels. fixed missing textures, replaced some book cases, added piles to meet tier loot amounts. 
xcostum_Medieval_Stillwater(by_Eko) - Replaced missing textures, Delooted and changed standard loot with the matching random variants
xcosatum_Sly_Ship(by_Unknown) - replaced missing texture
xcostum_Notre_Damn(by_Tehkarmah) - added missing quest rally marker, replaced some missing textures.
xcostum_Store_Bank(by_Deverezieaux) - fixed mattresses on roof
xcostum_Galera(by(VitaminE) - added quest line, marker and satchels
xcostum_Medieval_House_02(by_Guppycur) - fixed missing textures 
xcostum_Castle(by_Zyncosa) - Added Quest line, marker and satchel  
xcostum_Castle_Destroyed(by_Zyncosa) - Added quest line, marker and satchel 
xcostum_Medieval_Castle_05(by_PVWolfgang) - fixed wrong tier level 
xcostum_Medieval_Sly_Ship(by_Unknown) - Added Quest line, marker and satchels 
xcostum_medieval_Castle(by_Libby) - Added quest line, marker and satchels 
Removed Condo and Condo Destroyed out of the city and into the wilderness (FPS Reasons)
Linux bug fixed causing nres




CHANGELOG COMPOPACK 48:

A20 was going to be huge so the CP matched it.

A20 has been on us and Compopack48 is ready to be unleashed. A must is to make sure no old cp versions are installed in your game.

A20 bought massive (Exciting and awesome) changes and old residual prefabs from A19 will not work. This will also require a new world to be generated this is a must, not just a new save game with A20 because prefabs have changed size which can cause severe errors in existing world when they are reset by questing.

A comprehensive upgrade on every prefab has been gone through and updated to a20, many new and cool things added, restore power quests added to several pois,  paint fixed tho may find a few spots, if so, please report.
==============================================================================================================
BIG CP48 A20 RELEASE NEWS:

INFINITY (1st iteration)- A CP first prefab installer. simple to use, simple to select only the prefab/s, settlements and poi/tile sets you want in your game tool to get you playing how you like or all of them if you wish. 
==============================================================================================================

CHANGES :

WORK DONE FOR CP48 :
- Nitrogen Archived (The CP will not be using or supporting Nitrogen in A20)
- Kinggen Archived (The CP will not be using or supporting Kinggen in A20 unless kingslayer updates to A20)
- Names of Pois updated to be easier read rather then 1 word
- Corrected the ShowQuestClearCount = 0? to - ShowQuestClearCount = 1 for t1 and t2 quested pois.
  ShowQuestClearCount = 2 for t3 and t4 quested pois and ShowQuestClearCount = 3 for t5 quested pois.
- Removed SC_Bunker(by_Rhapsodus) and added to a poi museum.
- Renamed Zyncosa pois named industry to the actual names of the business it represents, volume fixes and loot check.
- Full Boss Room Loot Balance and Loot Chest update. 
- Partial poi loot balance outside of Boss Room
- Removed all player made traps ie:motionsensors (replaced with poi version), turrets, dart and blade traps etc also removed. 
- FPS improvements - full light check no pois lights cross over.
- 20 custom tiles with specific pois.
- 5 custom settlements.
- Old West tile connects to oldwest. 
- Every poi is in its tier without stepping into another tier level.
- Switches added to many pois (if you cant open a door maybe there is a switch or key rack)
- Pois sized, tagged and driveways/roadexits added
- Parts added to many pois
- Many custom made parts to fill certain pois 
- A game first multiplayer poi - Peer Cafe.
==============================================================================================================
PREFABS GONE THRU A MAKE OVER:
- xcostum_Hospital(by_Wsiegel)
- xcostum_TV_Tower_Restaurant(by_Magoli)
- xcostum_Asylum(by_Wsiegel)
- xcostum_Apartment_Stores(by_Laz_Man) 
==============================================================================================================
WORK Still needed on the following:
- Mineshaft(by_NLBlackEagle) - lowered ground level added ground sloping to each side (will have work done in cp49 to make more smoother. Lifted height to fix spawning under bedrock issues) 
- Bunker_01(by_Memo) - lowered ground level added ground sloping to each side (will have work done in cp49 to make more smoother. Lifted height to fix spawning under bedrock issues)
- Canyon_Cave(by_War3suk) - lowered ground level added ground sloping to each side (will have work done in cp49 to make more smoother. Lifted height to fix spawning under bedrock issues)    
- xcostum_VaultTec_Bunker_01(by_NLBlackEagle) - lowered ground level added ground sloping to each side (will have work done in cp49 to make more smoother. Lifted height to fix spawning under bedrock issues)    
PLUS many more.
==============================================================================================================
TRIBUTE TO ALL WHOM CONTRIBUTED POIS TO THE COMPOPACK SINCE A4
- xcostum_Compopack_Hall_Of_Fame(by_Gobarg_Mana_Stallionsden) [CP Trader poi]
==============================================================================================================
SPECIAL SURPRISE TO THE COMPOPACK FOR THE LONG TERM PLAYERS:
<!-- RETURN OF THE OLD -->
- xcostum_Basketball_Arena(by_LowfDog)
- xcostum_Blacksmith_01(by_Laz_man)
- xcostum_Cliff_Dwelling(by_DMC)
- xcostum_Coronado_LLBaseball(by_Curmudgeon)
- xcostum_The_Lost_Treasures_Of_Zombietobia(by_Curbolt)
- xcostum_House_01(by_Curbolt)
- xcostum_Maya_Pyramid(by_Curbolt)
- xcostum_Olympic_Pool(by_BraizD)
- xcostum_Subway_01(by_Braizd)
- xcostum_Subway_02(by_Braizd)
- xcostum_Subway_03(by_Braizd)
- xcostum_Outback_House_Tree_House_House_Storage_SC_Bunker(by_Magoli_DevilHunter_Rhapsodus)
- xcostum_Rest_Area_Desert(by_Guppycur)
- xcostum_Fallen_Skyscraper(by_Slaan) (Slaanhatten)
- xcostum_Sandown_Court(by_Slaan) (Slaanhatten)
- xcostum_Shopping_Center_Mall(by_Warsaken)
- xcostum_Shopping_Center_Shops(by_Warsaken)
- xcostum_Stone_Henge(by_Magoli)
- xcostum_The_Estate(by_Ekk0)
- xcostum_The_Pyramid_1(by_Andyjoki)
- xcostum_Duplex(by_Unknown)
- xcostum_Medieval_House_2(by_Guppycur)
- xcostum_Office_Space(by_Stallionsden) 
==============================================================================================================

PREFABS RETURNING FOR CP48:
- xcostum_Cyberdyne(by_SevenSaryns)
- xcostum_Subway(by_RokugenSan)
- xcostum_The_Walking_Dead_Prison(by_Laz_Man)
- xcostum_Area51(by_Stallionsden)
- xcostum_Raccoon_Police_Department(by_ChaoticCreative)[Formerly xcostum_Chaotic_RPD(by_ChaoticCreative)]
==============================================================================================================
NEW SETTLEMENTS:
- Asia Town
- Medieval Village
- ZombieLand - settlement theme park and game pois 
- Fabbersville - A countrytown full of Compopack town pois
- Mega City - A Mega City full of Compopack only City prefabs
==============================================================================================================
NEW POIS ADDED:
- 1051 pois fill cp48 including amongst settlements (not including fabbersville and megacity) a total of 600+ more then CP47.
==============================================================================================================
WORK DONE ON PREFABS:
- All trees set to random variant version 
- All bedrolls replaced with bedroll poi version 
- All tree stumps replaced with treestump (poi) version 
- Checked/removed underneath blocks for any textures
- Checked/fixed volumes
- Checked pois were correct tiers
- Checked rotation of prefab
- Checked ground levels
- Checked blocks for correct base blocks used
- Fixed stone textures on book cases in old prefabs
- Repainted a few old prefabs 
- Changed old trussingmetalblockold with the new trussing block (to avoid paint being stripped behind them in future for when strip internal textures are done. )
- Checked Quests
- Redid mesh 
- Stripped internal textures 
- Another quest pathing run thru
- A heavy balance thru out all prefabs
- Missing Textures Fixed (ongoing may have missed some) 
==============================================================================================================

WORK DONE ON PREFABS FILE:
- Synced all Prefabs
- pois are in their set district folder
==============================================================================================================
Traders:
- Multi Traders Wilderness only 
- Traders set to gateway size has a chance to spawn in gateway tile.
==============================================================================================================
WORK STILL TO DO ON PREFABS FILE:
- Multi traders & Rekt will only be found in the wasteland.
- Single traders will be biome specific. IE: trader joel & Jen pois - forest, hugh - snow,  bob - desert
==============================================================================================================
VANILLA ISSUES REMAINING:
- Wilderness bug. A poi is fine from a distance get closer and one side has stopped generating and the rest of the poi dissappears.
 Get 2 of the same poi on a map and 1 spawns perfect the other has this issue.  (see video below)
- invis cactus and tree bug
- trees in weird places. IE: poi is placed on top floor of a building and in game the trees move down to ground level. 


INFINITY CHANGELOG:
Infinity V1.2
Fixed pathing issue that lead to a empty file with mega poi tile set casino
fixed block id mapping failure of mega_university
Fixed map generation nre


Infinity V1.3
Fixes the illegal memory error caused by the above uni fix

 

 

Wilderness bug - 

https://youtu.be/zWShKoiHafA

 

WILDERNESS BUG - 
SEEMS TO OCCUR ON POIS BIGGER THEN 200. HOW EVER IF YOU GET 2 OF THEM SPAWNING ONE WORKS FINE THE OTHER DOESNT. 
 


TREES FALLING THRU FLOOR:
A20.3_2022-03-18_04-58-50.thumb.jpg.40dc0706f87cc6d99adf2fbf21b68863.jpg      

INVISIBLE CACTUS:
Cactus can drop underground and appear in pois when they arent there (server sync issue possibly) 1 person sees it the other doesnt.
IN GAME:

A20.3_2022-02-24_11-56-54.thumb.jpg.ebbd12b2d4d257d33d83735b5abe44c9.jpg

IN PREFAB EDITOR:
A20.3_2022-02-24_17-39-38.thumb.jpg.3a02c1912b727662a90452b6491d4e72.jpg

THESE ARE KNOWN ISSUES AND NEED NOT BE REPORTED.

 

More tree falling pics:

 

A20.3_2022-03-17_12-32-37.jpg

A20.3_2022-03-18_04-49-57.jpg

A20.3_2022-03-18_04-54-29.jpg

A20.3_2022-03-18_04-57-58.jpg

A20.3_2022-03-18_04-58-28.jpg

A20.3_2022-03-18_04-58-38.jpg

Edited by stallionsden (see edit history)
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13 minutes ago, ogmogul said:

I've been trying to follow the multiple threads so forgive me if I've overlooked the answer, but... how about that download link?

No dl link for cp46 as yet. Its coming.

 

Will say there wont be any new pois in this version but your pretty much getting new pois as cp46 will be a whole new experience for you to enjoy. 

 

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3 hours ago, stallionsden said:

No dl link for cp46 as yet. Its coming.

 

Will say there wont be any new pois in this version but your pretty much getting new pois as cp46 will be a whole new experience for you to enjoy. 

 

Are links available for previous versions of the pack, say from an archival perspective? I realize you're working on a new release but I'd like a recent pack to do some testing with.

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5 minutes ago, ogmogul said:

Are links available for previous versions of the pack, say from an archival perspective? I realize you're working on a new release but I'd like a recent pack to do some testing with.

In the original thread the cp45 link is still there. For dl. 

 

This one will be for cp 46 upwards or until magoli returns. 

Edited by stallionsden (see edit history)
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3 minutes ago, stallionsden said:

In the original thread the cp45 link is still there. For dl. 

 

This one will be for cp 46 upwards or until magoli returns. 

Understood, and thank you! I didn't think to expand the revision history, sorry for being lazy.

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That is a truly superb decrease in processing demand. 3 months ago on a 12K map I was crashing on load out with 12gb+ RAM demand and I had to increase paging followed by get a couple more sticks of RAM. The extra RAM peaked at 14.5gb on load out until it settled down. This will open things up to a lot more low-medium end players. A fine accomplishment.

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I wonder if the Bunker by Pille could be released with a clear or fetch/clear attribute? Just asking because it is a real challenge with a group, offers a nice supply of potentially replaceable coal, and simply adds more variety. In a 10K map I'm on now it appears about 8 times that I know of but there are still huge chunks of unexplored land and it appears to be a regular feature when a Nitro World compiles.

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If you are already going over most POI's please take a look also at the sleeper volume flags. It seems to me using the latest compopack45 that few POI's have heavily overused the attack-upon-entering flags in their volumes. 

Such an event should be more of an exception than a rule. 

 

And it is a special kind of problem if the  POI designer has added also lions/direwolves and zombie bears into the population that can spawn in their POI for some bizarre reason. I mean OK - it could be an extra challenge, but really? - getting attacked by a zombie-bear-sleeper or even a dire wolf upon entering for a tier 1 clear quest might be a bit overdoing it?

 

If possible maybe just change the auto-attack volumes into normal sleeper volume which wakes the zombies up (if a flag exists for it maybe just turn them into a random walker mode)  in POI's where it seems to have been overused or if random walker is not possible flag just turn on their senses, instead of just beelining the whole small tier 1 quest POI down your throat, with lions, radioactive mother pigs, wolves and snakes and the rest of the carneval. 

 

Because as it currently stands some of the buildings in compopack45 seem to be just done for the purpose of trolling players using the pack. Stuff like that, for example, (good luck stepping into THAT volume without taking note of the residents):

7d2d_sead.jpg

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16 minutes ago, arramus said:

I wonder if the Bunker by Pille could be released with a clear or fetch/clear attribute? Just asking because it is a real challenge with a group, offers a nice supply of potentially replaceable coal, and simply adds more variety. In a 10K map I'm on now it appears about 8 times that I know of but there are still huge chunks of unexplored land and it appears to be a regular feature when a Nitro World compiles.

If pille set his to be questable it is questable. If not then no wont be questable.  A poi even at tier 5 requires a certain time frame to complete it in and if you fail you get errors

 

 

2 minutes ago, Tehnomaag said:

If you are already going over most POI's please take a look also at the sleeper volume flags. It seems to me using the latest compopack45 that few POI's have heavily overused the attack-upon-entering flags in their volumes. 

Such an event should be more of an exception than a rule. 

 

And it is a special kind of problem if the  POI designer has added also lions/direwolves and zombie bears into the population that can spawn in their POI for some bizarre reason. I mean OK - it could be an extra challenge, but really? - getting attacked by a zombie-bear-sleeper or even a dire wolf upon entering for a tier 1 clear quest might be a bit overdoing it?

 

If possible maybe just change the auto-attack volumes into normal sleeper volume which wakes the zombies up (if a flag exists for it maybe just turn them into a random walker mode)  in POI's where it seems to have been overused or if random walker is not possible flag just turn on their senses, instead of just beelining the whole small tier 1 quest POI down your throat, with lions, radioactive mother pigs, wolves and snakes and the rest of the carneval. 

 

Because as it currently stands some of the buildings in compopack45 seem to be just done for the purpose of trolling players using the pack. Stuff like that, for example, (good luck stepping into THAT volume without taking note of the residents):

7d2d_sead.jpg

We have gone thru every poi and wolfbain5 has handled the zombie amounts and tags and triggers part and fixed them up. More will be listed as to what has been the focus and work done on cp46 when release is upon us. 

 

Dont believe much longer just rwgmixer  nitro stuff being done and tidy ups etc. Still also testing for any last minute problems.. bit all looking good so far. 

 

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Sorry to be a pain, but just gearing up for CP46.

 

How does this part of the prefablist work? Is Nitro pulling from this area for trader placement? I didn't know if // is commenting out or commenting in a command.

 

At first I used this default list and it certainly spawned in a lot of psuedo traders but I'm not sure if it was just cosmetic or at the expense of other traders.

 

//TRADER'S :
xcostum_Lost_Joels(pseudo-trader)(by_DMC),COMMERCIAL;INDUSTRIAL;RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,2,-1,37,23,37,trader
xcostum_Multi_Trader_02(by_War3zuk),Commercial;Downtown;Industrial;ResidentialNew;ResidentialOld;Residential,2,-4,30,12,29,trader
trader_bob,none,2,-1,41,27,46,trader
trader_hugh,none,2,-8,45,28,49,trader
trader_jen,none,2,-1,43,24,41,trader
trader_joel,none,2,-1,35,32,35,trader
trader_rekt,none,2,-1,37,24,37,trader

 

I changed it to this to see if Sparrow's Multi Trader joined the traders placed and removed the psuedo trader. It did place Sparrow's Multi Trader and I can't find any pseudo ones. Did I just get lucky or is it like a cvar setting?

 

//TRADER'S :
xcostum_Multi_Trader(by_Sparrow),none,2,-1,44,33,40,trader
xcostum_Multi_Trader_02(by_War3zuk),Commercial;Downtown;Industrial;ResidentialNew;ResidentialOld;Residential,2,-4,30,12,29,trader
trader_bob,none,2,-1,41,27,46,trader
trader_hugh,none,2,-8,45,28,49,trader
trader_jen,none,2,-1,43,24,41,trader
trader_joel,none,2,-1,35,32,35,trader
trader_rekt,none,2,-1,37,24,37,trader

 

If there is a cvar element, is it possible to have Sparrow's in there by default just like War3zuk's? The pseudo trader is cool but I hope it doesn't replace the real traders and take a precious slot? I hope you can share some insight on how it works, thx.

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4 minutes ago, arramus said:

Sorry to be a pain, but just gearing up for CP46.

 

How does this part of the prefablist work? Is Nitro pulling from this area for trader placement? I didn't know if // is commenting out or commenting in a command.

 

At first I used this default list and it certainly spawned in a lot of psuedo traders but I'm not sure if it was just cosmetic or at the expense of other traders.

 

//TRADER'S :
xcostum_Lost_Joels(pseudo-trader)(by_DMC),COMMERCIAL;INDUSTRIAL;RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,2,-1,37,23,37,trader
xcostum_Multi_Trader_02(by_War3zuk),Commercial;Downtown;Industrial;ResidentialNew;ResidentialOld;Residential,2,-4,30,12,29,trader
trader_bob,none,2,-1,41,27,46,trader
trader_hugh,none,2,-8,45,28,49,trader
trader_jen,none,2,-1,43,24,41,trader
trader_joel,none,2,-1,35,32,35,trader
trader_rekt,none,2,-1,37,24,37,trader

 

I changed it to this to see if Sparrow's Multi Trader joined the traders placed and removed the psuedo trader. It did place Sparrow's Multi Trader and I can't find any pseudo ones. Did I just get lucky or is it like a cvar setting?

 

//TRADER'S :
xcostum_Multi_Trader(by_Sparrow),none,2,-1,44,33,40,trader
xcostum_Multi_Trader_02(by_War3zuk),Commercial;Downtown;Industrial;ResidentialNew;ResidentialOld;Residential,2,-4,30,12,29,trader
trader_bob,none,2,-1,41,27,46,trader
trader_hugh,none,2,-8,45,28,49,trader
trader_jen,none,2,-1,43,24,41,trader
trader_joel,none,2,-1,35,32,35,trader
trader_rekt,none,2,-1,37,24,37,trader

 

If there is a cvar element, is it possible to have Sparrow's in there by default just like War3zuk's? The pseudo trader is cool but I hope it doesn't replace the real traders and take a precious slot? I hope you can share some insight on how it works, thx.

No the compo trader ones wont replace the vanilla ones at all.

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i removed joels psuedo trader from trader list. it should not have been there.

 

the prefab with the graces have always been that way. they are just acting different this alpha, they arent set to attack, or not supposed to be. And yes, 5 prefabs are set to have oh SH! moments with attack volumes. and others have traps meant to kill set bu future bandits. but they are high level prefabs. not t1 or t2. still in the process of cleaning that up. more to come in 47. My part of 46 is done. Hound stallion if you want more. hehehe. but it should be smoother and cp quests shouldnt fail anymore

 

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1 hour ago, stallionsden said:

There you go guys

On behalf of Magoli Creator and devoted maintainer of the Compo Pack, Wolfbain5 And myself, as well as all the contributors to the Compo Pack Compo Pack 46 is live.

NItrogen and rwg modlet in O.P

As well as the Compo Pack Discord Channel

Thanks for the head's up!

Is there a way for the Nitro files to include an addition for the ConfigPrefablists.txt file? If you're familiar with Nitro it's not that big of a deal, but in an event you have to add the prefab list to that file so that it is available from the nitro drop down.

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On 10/1/2020 at 11:35 PM, ogmogul said:

Thanks for the head's up!

Is there a way for the Nitro files to include an addition for the ConfigPrefablists.txt file? If you're familiar with Nitro it's not that big of a deal, but in an event you have to add the prefab list to that file so that it is available from the nitro drop down.

there is all the necessary files you need are in the nitrogen dl. SImply move the .txts to the resource folder of nitrogen and overwrite where asked. it contains all vanilla pois to.

Edited by stallionsden (see edit history)
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  • stallionsden changed the title to Magolis Compo Pack by The Compopack

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