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]
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.
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:
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_Fallen_Skyscraper(by_Slaan) (Slaanhatten)
- xcostum_Sandown_Court(by_Slaan) (Slaanhatten)
PREFABS RETURNING FOR CP48:
- xcostum_Raccoon_Police_Department(by_ChaoticCreative)[Formerly xcostum_Chaotic_RPD(by_ChaoticCreative)]
- 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
- 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.
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
Fixes the illegal memory error caused by the above uni fix
Wilderness bug -
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:
Cactus can drop underground and appear in pois when they arent there (server sync issue possibly) 1 person sees it the other doesnt.
IN PREFAB EDITOR:
THESE ARE KNOWN ISSUES AND NEED NOT BE REPORTED.
More tree falling pics: