khzmusik Posted May 19, 2021 Share Posted May 19, 2021 (edited) Hello, all. I'm starting a separate A19 thread for my modlets. I am unable to update the original post in the A18 thread, and this has unsurprisingly caused confusion. I will probably start a separate thread for my A20 modlets when I start porting them over. The old (and now deprecated) A18 thread is here: These modlets were all developed on A19.3, but they should work for any A19 version. If there are bugs or issues, feel free to let me know. The Git repo for my A19 modlets is here:https://gitlab.com/karlgiesing/7d2d-a19-modlets Each modlet has its own individual README file. These files can be read on the Web by going to the modlet's directory in the GitLab repo; I have provided a link for each modlet. The README files have many details about installation and usage, including whether it is recommended to create a new game world, as well as technical details about the creation of the modlet and how to modify its behavior. Feel free to download them, modify them, learn from them, use the code in your own mods/modlets, and in general do whatever you like with them. Credit is appreciated but not required. All these modlets should be available in the Mod Launcher as well. I highly recommend using that to install and manage your mods and modlets:http://7d2dmodlauncher.org XPath modlets These modlets use XPath, so they are EAC friendly. Most require installation only on the server. Those that contain custom assets (usually additional icons) will need to be installed on both the server and clients. See the individual README.md files for details. I am also including modlets that are dependent upon other modlets that use XPath (and/or custom assets), and do not have custom C# code or require DMT. Adjustments to 0-CreaturePackZombies Makes a number of adjustments to the 0-CreaturePackZombies modlet, provided by Xyth and company. Many thanks to Xyth and all the people who provided custom NPCs. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/0-CreaturePackZombies_khzmusik_Adjustments Auto Mechanics Adds auto mechanic traders and workstations. The workstation cannot be crafted, and can only be found at the custom trader. This means you will need to include the trader in RWG or add it by hand to Navezgane. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Auto_Mechanics Bad Medicine You can only craft dirty bandages using cloth alone. Dirty bandages can be sterilized (to "vanilla" bandages) using alcohol in your backpack, or by boiling with clean water in a cooking pot. Dirty bandages have a chance to cause infection. Treating lacerations (as opposed to just bleeding) will always cause infection. To make up for the increased chance of infection, first aid items now have a very small antiseptic effect (less than honey). You can now drink grain alcohol. It has the same effects as beer, but lasts slightly longer, and has a good chance of making you sick. You can also drink gasoline. Don't drink gasoline. If you are on fire, don't douse yourself with flammable liquids. You're not Rambo. Stitch up a wound using a sewing kit, and you'll make pain sounds for everyone to hear. Unless you're drunk. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Bad_Medicine Book Icons Modifies the "book read" icon to be a green check mark. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Book_Icons No Bedrolls Bedrolls and beds can still be crafted but are purely decorative. They don't act as respawn points or prevent zombie spawning. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_No_Bedrolls Preserved Foods Adds craftable canned goods and preserved foods. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Preserved_Foods Reset Skills On Death On death, this modlet will reset (not remove) skill points, and remove all books read. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Reset_Skills_On_Death Slow Build Slows down building, and to a lesser extent upgrading. The idea is to discourage base building, and to encourage renovating existing POIs for both horde bases and dwellings. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Slow_Build Snowberry Love In the vanilla game, snowberries are nearly useless. This seems like a waste to me, so I added a bunch of uses for snowberries. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Snowberry_Love UMA Zombies Adds zombie versions of the vanilla UMA archetypes. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_UMA_Zombies Modeled Zombies Adds these new zombies, which have their own models and assets (i.e. are not UMA): a new burnt zombie an older businessman zombie an older businesswoman zombie a skinny cowgirl zombie a generic, skinny, female zombie a female lumberjack zombie a female office worker zombie a female stripper zombie, similar to the original TFP designs (Warning! Nudity) a male firefighter zombie a generic, but skinny, male zombie a short but stocky police woman zombie This modlet is dependent upon 0-CreaturePackZombies. It has custom assets, so it is not server-side safe. However, it does not have custom C# code, so you can just copy it into the Mods folder, and you do not need to disable EAC. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/1-CreaturePackZombies_khzmusik DMT modlets These modlets contain custom C# code, and need to be built using the DMT tool. The Mod Launcher includes the DMT tool, and will build them for you automatically; this is how I recommend installing the modlets. I am also including modlets that are dependent upon other modlets which require DMT, even if my own modlets do not. Crop Growth By Weather A modlet that allows crop growth to be negatively affected by adverse weather conditions. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Crop_Growth_By_Weather_DMT Food Spoilage Introduces food spoilage to the game. This is dependent upon the 0-SphereIICore modlet (requires DMT), which provides the food spoilage code. Thank you to SphereII for doing the hard work! https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/1-SphereIICore_khzmusik_Food_Spoilage Mostly Dead A modlet that implements the "mostly dead" character death style for 7D2D. The idea is that when a player character dies, players respawn as an entirely new character, but they respawn into a (mostly) unchanged world. It can be modified for traditional "dead is dead" gameplay. If you get this modlet, you don't need the "No Bedrolls" or "Reset Skills On Death" XPath modlets - those features are included. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Mostly_Dead_DMT Seasonal Weather Adds seasonal weather to the game. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Seasonal_Weather_DMT NPC modlets - NEW I'm adding all my NPC-related modlets here, since most people will want to get some or all of them at once. Those that require DMT, or that are dependent upon modlets that themselves require DMT, will be marked as such. Adjustments to 1-NPCPackHumans (DMT) Makes a number of adjustments to the 1-NPCPackHumans modlet, provided by Xyth and company. That modlet is itself dependent upon other modlets - see the README.md. Many thanks to Xyth, SphereII, and all the people who provided custom NPCs. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/2-NPCPackHumans_khzmusik_Adjustments_DMT Human Factions and Prefabs New version available! Fixes a bug where the Tier 4 Whiteriver POI would not accept quests. New factions, and tools for adding NPCs to prefabs per faction. Also includes "sample" POIs, Tier 2 to Tier 5 for each faction. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Human_Factions_Prefabs CreaturePack Humans for Human Factions and Prefabs Adds the CreaturePack Humans to prefabs (POIs) with human faction sleeper volumes. It is mainly for users who do not want to use DMT modlets. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Human_Factions_Prefabs_CreaturePackHumans NPCPack Humans for Human Factions and Prefabs (DMT) Adds the NPCPack Humans to prefabs (POIs) with human faction sleeper volumes. This is the recommended package to use, provided you don't mind DMT. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Human_Factions_Prefabs_NPCPackHumans Quests for Human Factions and Prefabs (DMT) New quests that target prefabs (POIs) containing NPCs of a certain faction. Includes a Reputation mechanic, which is affected by killing NPCs, and quest rewards that affect the player's reputation. Requires the very latest version of SphereII Core! There are added features in the new version, and this modlet will not work without them. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Human_Factions_Prefabs_Quests Trader Lore Adds unofficial lore and history to the trader dialogs. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Trader_Lore Human prefabs, quests, and trader lore integration (DMT) This modlet ties the trader lore, human factions, prefabs, NPCPack humans, and faction quests modlets, together into a cohesive experience. I highly recommend getting this modlet, and all its dependent modlets, if you want a fully-featured NPC experience. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Trader_Lore_Human_Factions_Prefabs_Quests Edited September 28, 2021 by khzmusik Added info about new version with bug fix of Prefabs modlet (see edit history) 2 Link to comment Share on other sites More sharing options...
khzmusik Posted May 19, 2021 Author Share Posted May 19, 2021 If anyone is coming here from the original A18 thread, then the only new modlet here is the Trader Lore modlet. But I'm pretty proud of how it turned out, so I really hope people check it out. Link to comment Share on other sites More sharing options...
khzmusik Posted May 22, 2021 Author Share Posted May 22, 2021 (edited) New modlet: Book Icons Modifies the "book read" icon to be a green check mark. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Book_Icons Inspired by this thread: Edited May 22, 2021 by khzmusik removed unnecessary @%$#ing about editing the first post (see edit history) Link to comment Share on other sites More sharing options...
khzmusik Posted May 31, 2021 Author Share Posted May 31, 2021 (edited) And now, here's something I hope you'll really like. Bad Medicine You can only craft dirty bandages using cloth alone. Dirty bandages can be sterilized (to "vanilla" bandages) using alcohol in your backpack, or by boiling with clean water in a cooking pot. Dirty bandages have a chance to cause infection. Treating lacerations (as opposed to just bleeding) will always cause infection. To make up for the increased chance of infection, first aid items now have a very small antiseptic effect (less than honey). You can now drink grain alcohol. It has the same effects as beer, but lasts slightly longer, and has a good chance of making you sick. You can also drink gasoline. Don't drink gasoline. If you are on fire, don't douse yourself with flammable liquids. You're not Rambo. Stitch up a wound using a sewing kit, and you'll make pain sounds for everyone to hear. Unless you're drunk. As always, details are in the README.md file in the repo. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Bad_Medicine EDIT: Forgot to mention - this modlet is compatible with EAC. However, it does include a custom icon for the dirty bandages, so it must be installed on both client and server. Edited May 31, 2021 by khzmusik (see edit history) 4 Link to comment Share on other sites More sharing options...
Dark_Shadow_231 Posted June 7, 2021 Share Posted June 7, 2021 Hi @khzmusik, Been enjoying a couple of your modlets. Just discovered a bug with the Snowberry love. When you plant your own snowberry, after harvesting a seed is not replanted (effectively meaning it's a net loss). Just went into the blocks for the main game, there's a line in the XML that downgrades the planted crop on harvest. I think this is missing from yours. From Vanilla blocks file. <block name="plantedAloe3HarvestPlayer"> <property name="Extends" value="plantedAloe3Harvest"/> <property name="DescriptionKey" value="plantedAloe3HarvestDesc"/> <property name="CustomIcon" value="plantedAloe1"/> <property name="CreativeMode" value="None"/> <drop event="Harvest" name="resourceCropAloeLeaf" count="1" tag="cropHarvest"/> <property name="DowngradeBlock" value="plantedAloe1"/> </block> Link to comment Share on other sites More sharing options...
khzmusik Posted June 7, 2021 Author Share Posted June 7, 2021 (edited) 10 hours ago, Dark_Shadow_231 said: Hi @khzmusik, Been enjoying a couple of your modlets. Just discovered a bug with the Snowberry love. When you plant your own snowberry, after harvesting a seed is not replanted (effectively meaning it's a net loss). Just went into the blocks for the main game, there's a line in the XML that downgrades the planted crop on harvest. I think this is missing from yours. From Vanilla blocks file. <block name="plantedAloe3HarvestPlayer"> <property name="Extends" value="plantedAloe3Harvest"/> <property name="DescriptionKey" value="plantedAloe3HarvestDesc"/> <property name="CustomIcon" value="plantedAloe1"/> <property name="CreativeMode" value="None"/> <drop event="Harvest" name="resourceCropAloeLeaf" count="1" tag="cropHarvest"/> <property name="DowngradeBlock" value="plantedAloe1"/> </block> Nice catch. I actually did not change the Snowberry blocks. I looked at the "plantedSnowberry3HarvestPlayer" XML and it is correct, it downgrades to the plant. What I did not check was to make sure "plantedSnowberry2" grew into this block. It didn't, it grew into the one that is used in POIs. It was an easy fix, and so I already fixed it. (EDIT: I also tested it to make sure it worked.) It's pushed to the master branch for that modlet. You can download the new version directly (it's now v1.0.1). If you're using the Mod Launcher, it will show up there, but it takes time for the Mod Launcher to catch up with the updated repo. (I think it might speed things up if you clear all the caches, but I'm not sure.) It's such an easy fix that you shouldn't need to start a new map. Theoretically at least. Hope you're enjoying the modlet. It's sometimes hard for me to know if anyone is even paying attention. If you find any other issues, please let me know. Edited June 7, 2021 by khzmusik (see edit history) 2 Link to comment Share on other sites More sharing options...
magejosh Posted June 10, 2021 Share Posted June 10, 2021 On 5/31/2021 at 8:10 AM, khzmusik said: And now, here's something I hope you'll really like. Bad Medicine You can only craft dirty bandages using cloth alone. Dirty bandages can be sterilized (to "vanilla" bandages) using alcohol in your backpack, or by boiling with clean water in a cooking pot. Dirty bandages have a chance to cause infection. Treating lacerations (as opposed to just bleeding) will always cause infection. To make up for the increased chance of infection, first aid items now have a very small antiseptic effect (less than honey). You can now drink grain alcohol. It has the same effects as beer, but lasts slightly longer, and has a good chance of making you sick. You can also drink gasoline. Don't drink gasoline. If you are on fire, don't douse yourself with flammable liquids. You're not Rambo. Stitch up a wound using a sewing kit, and you'll make pain sounds for everyone to hear. Unless you're drunk. As always, details are in the README.md file in the repo. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Bad_Medicine EDIT: Forgot to mention - this modlet is compatible with EAC. However, it does include a custom icon for the dirty bandages, so it must be installed on both client and server. I love all of your mods i've used so far, Bad Medicine included. I'm curious if it was your intention for the gasoline effect to translate over to using power tools as well? It seems it considers reloading an auger or chainsaw and simply using them to harvest and treats them as a though you are triggering action 0 on holding gasoline, thereby gaining dysentery every time. I'd thought about seeing if i could add a tag to the buff or item to add a requirement not has tag tool or something to the triggered effect but can't seem to figure out the right way to implement it. Either way I will likely just make new buff that's a lowgrade annoying visual effect instead as though you were huffing gas instead of gaining dysentery. The rest of the mod is fantastic and working completely as intended i believe. That modification to the sewing needle use was genius. Such a perfect touch that makes so much sense. Love the dirty bandages as well. That makes way more sense to find in loot than what is effectively perfect doom quality med supplies every time. And that antibiotic bump to the good medical items was an awesome discovery as infection is more likely in Purgatory. 1 Link to comment Share on other sites More sharing options...
khzmusik Posted June 11, 2021 Author Share Posted June 11, 2021 1 hour ago, magejosh said: I love all of your mods i've used so far, Bad Medicine included. I'm curious if it was your intention for the gasoline effect to translate over to using power tools as well? It seems it considers reloading an auger or chainsaw and simply using them to harvest and treats them as a though you are triggering action 0 on holding gasoline, thereby gaining dysentery every time. I'd thought about seeing if i could add a tag to the buff or item to add a requirement not has tag tool or something to the triggered effect but can't seem to figure out the right way to implement it. Either way I will likely just make new buff that's a lowgrade annoying visual effect instead as though you were huffing gas instead of gaining dysentery. The rest of the mod is fantastic and working completely as intended i believe. That modification to the sewing needle use was genius. Such a perfect touch that makes so much sense. Love the dirty bandages as well. That makes way more sense to find in loot than what is effectively perfect doom quality med supplies every time. And that antibiotic bump to the good medical items was an awesome discovery as infection is more likely in Purgatory. Thanks! I'm glad you like it. I don't even know how much that would be noticed (I mean, who puts themselves out with gasoline?) but I thought it would be funny. Regarding power tools - no, that was definitely not intended. I didn't even consider that possibility when testing. I'll have to take another look at that, if there is no way to avoid "using" the gasoline when you refuel something, then I might have to take it out, unfortunately. (Hopefully not.) ...It might be a bit for me to do though, I just got a new gaming laptop and I want to play with it. :) 1 Link to comment Share on other sites More sharing options...
magejosh Posted June 11, 2021 Share Posted June 11, 2021 Just now, khzmusik said: Thanks! I'm glad you like it. I don't even know how much that would be noticed (I mean, who puts themselves out with gasoline?) but I thought it would be funny. Regarding power tools - no, that was definitely not intended. I didn't even consider that possibility when testing. I'll have to take another look at that, if there is no way to avoid "using" the gasoline when you refuel something, then I might have to take it out, unfortunately. (Hopefully not.) ...It might be a bit for me to do though, I just got a new gaming laptop and I want to play with it. I just fixed it. There was a ! in front of holdingitem has tags, and the tags were toolAnvil instead of gasoline. <effect_group tiered="false" name="Drink Tier 0"> <requirement name="NotHasBuff" buff="buffIsOnFire" /> <requirement name="HoldingItemHasTags" tags="gasoline"/> is what i changed it to. Link to comment Share on other sites More sharing options...
khzmusik Posted June 11, 2021 Author Share Posted June 11, 2021 3 hours ago, magejosh said: I just fixed it. There was a ! in front of holdingitem has tags, and the tags were toolAnvil instead of gasoline. <effect_group tiered="false" name="Drink Tier 0"> <requirement name="NotHasBuff" buff="buffIsOnFire" /> <requirement name="HoldingItemHasTags" tags="gasoline"/> is what i changed it to. Oh, that's interesting, I actually didn't know about that requirement or that tag. If it's just a matter of adding that requirement then I should be able to push it soon (basically as soon as I have time). Thank you very much for the help! Link to comment Share on other sites More sharing options...
magejosh Posted June 11, 2021 Share Posted June 11, 2021 I'm not entirely positive the gasoline tag actually did anything. First test was just changing that so that maybe the requirement would not key onto the power tools. When that failed to prevent new dysentery buffs i went back and looked again, then copied the holding item has tags text and did a search of that text in the vanilla buffs. Didn't see the ! used in that manner so i decided to try removing it. I see it used in lots of cvar instances but not that case on a requirement in an effect group not using modifycvar. Link to comment Share on other sites More sharing options...
khzmusik Posted June 12, 2021 Author Share Posted June 12, 2021 16 hours ago, magejosh said: I'm not entirely positive the gasoline tag actually did anything. First test was just changing that so that maybe the requirement would not key onto the power tools. When that failed to prevent new dysentery buffs i went back and looked again, then copied the holding item has tags text and did a search of that text in the vanilla buffs. Didn't see the ! used in that manner so i decided to try removing it. I see it used in lots of cvar instances but not that case on a requirement in an effect group not using modifycvar. It was an easy fix. All you have to do is add the "HoldingItemHasTags" requirement to the effect_group that triggers the buff, so that it only fires if you're actually holding gasoline (or technically, an item with the "gasoline" tag). I already pushed the changes to the repo. The modlet version is now 1.0.1. It should eventually show up in the Mod Launcher. If you want to make it so the user is "huffing gas" (just a low-grade visual effect) that actually sounds kind of cool too. I'm sure you could also trigger some kind of player sound that sounds a bit like "huffing," but I don't know offhand which sound that would be. (Maybe the stamina sound?) 1 Link to comment Share on other sites More sharing options...
Mkhansen981017 Posted June 21, 2021 Share Posted June 21, 2021 (edited) Hello, I tried adding the Auto Mechanics mod to the nitro generation tool. When I load up my map on my server all the mechanic trader poi are sticking out of the ground. Is this something I did wrong and how do I fix this? Edited June 21, 2021 by Mkhansen981017 (see edit history) 1 Link to comment Share on other sites More sharing options...
khzmusik Posted June 27, 2021 Author Share Posted June 27, 2021 (edited) On 6/21/2021 at 3:26 AM, Mkhansen981017 said: Hello, I tried adding the Auto Mechanics mod to the nitro generation tool. When I load up my map on my server all the mechanic trader poi are sticking out of the ground. Is this something I did wrong and how do I fix this? Apologies - I don't know how I didn't see this until today. I think this is a bug in the prefablist entry. I don't actually use Nitrogen myself, so I didn't test that. Try using this: trader_gas_station3,egal,2,-5,35,25,41,trader;industrial;hillbillyjunk;carlot (Note the "-5" - that's taken from the "YOffset" property in the POI XML file.) If that works, I will push an update ASAP. But on the subject of the Auto Mechanics modlet: That modlet spams the logs with console warnings if you use DMS (dynamic music system). This is an issue with all custom traders, not just mine. The trader IDs are hard-coded into the DMS code, and a warning will be logged if DMS finds a trader that doesn't match any of the vanilla IDs. The warnings go away once you leave the trader area, and they do not occur if you have DMS turned off. EDIT: Also, to clarify, these are warnings and not errors - players won't notice this unless they open the console. It will cause your log files to grow though. Thanks to @bdubyah for discovering this. Edited June 27, 2021 by khzmusik (see edit history) Link to comment Share on other sites More sharing options...
khzmusik Posted June 27, 2021 Author Share Posted June 27, 2021 (edited) Quick update on the warnings in the logs, when DMS and custom traders are used: @sphereii has a patch in his 0-SphereIICore mod that will remove the logging. Core does require DMT however. If that is something you're OK with, then you can get his Core mod here: Edited June 27, 2021 by khzmusik (see edit history) Link to comment Share on other sites More sharing options...
Matt115 Posted August 10, 2021 Share Posted August 10, 2021 i have a question : alma is in your version of zombie creature pack? Link to comment Share on other sites More sharing options...
khzmusik Posted August 11, 2021 Author Share Posted August 11, 2021 On 8/9/2021 at 8:06 PM, Matt115 said: i have a question : alma is in your version of zombie creature pack? Sorry I didn't see this earlier... The forum software isn't notifying me when people post to topics I'm following, and I thought it would. No, Alma is not mine. I think you are talking about one of the CreaturePack zombies, "zombieGuppyAlma" (as the name suggests, it was added by Guppy). If you're using my "adjustments" pack, she's one of the ones I did not mess with (she was fine as is). My zombies are the "zombified" versions of the vanilla UMA archetypes - the UMA models that are pre-built that you can select when you start a new character. Hank, Emma, Miguel, etc. (All except Madmole, since he would never be killed.) Also, tI set the spawn chances of my zombies very low (to 0.1), deliberately, since UMA zombies are performance hogs. If you like them, and your computer can handle it, you could change the chance to something higher. TFP usually use a range of 0 to 1. Look in my entitygroups.xml file and adjust the "prob" values. Link to comment Share on other sites More sharing options...
Matt115 Posted August 11, 2021 Share Posted August 11, 2021 (edited) oh okay, well i was looking for screens how zombies from Creature Pack and i found her so i was not sure , btw thx i will change this because i too often meet "vaniilia" zombies Well i mean you thrown some zombies from CreaturePack and i wasn't sure which one Edited August 11, 2021 by Matt115 (see edit history) Link to comment Share on other sites More sharing options...
Matt115 Posted August 11, 2021 Share Posted August 11, 2021 (edited) 19 hours ago, khzmusik said: Sorry I didn't see this earlier... The forum software isn't notifying me when people post to topics I'm following, and I thought it would. No, Alma is not mine. I think you are talking about one of the CreaturePack zombies, "zombieGuppyAlma" (as the name suggests, it was added by Guppy). If you're using my "adjustments" pack, she's one of the ones I did not mess with (she was fine as is). My zombies are the "zombified" versions of the vanilla UMA archetypes - the UMA models that are pre-built that you can select when you start a new character. Hank, Emma, Miguel, etc. (All except Madmole, since he would never be killed.) Also, tI set the spawn chances of my zombies very low (to 0.1), deliberately, since UMA zombies are performance hogs. If you like them, and your computer can handle it, you could change the chance to something higher. TFP usually use a range of 0 to 1. Look in my entitygroups.xml file and adjust the "prob" values. So if i want spawn variants from your pack i need change for example <entity name="zombieKhzRayah" prob="0.1" /> to <entity name="zombieKhzRayah" prob="0.8" /> right? But if i want more more spawn from CreaturePack i need first : <insertAfter xpath="/entitygroups/entitygroup[ starts-with(@name, 'zombieHospitalGroupGS')]/entity[@name='zombieBoeFeral' and @prob='0.5']"> change into 0.8 and <entity name="zombieGuppyDoctor01Feral" prob=".05" /> into 0.8 too ? I meani good understand? and : <!-- Gan/Xyth's method for injecting new characters from other modders. Baselining on the above characters --> <append xpath="/entitygroups/entitygroup[descendant::entity[@name='zombieFemaleTutorial' and @prob='.3']]"> <entity name="zombieGirl" prob=".3" /> <entity name="zombieRekt" prob=".3" /> <entity name="zombieHugh" prob=".3"/> <entity name="zombieWhiteClown" prob=".3"/> <entity name="zombieGirl" prob=".3" /> <entity name="zombieGuppyBaldCop" prob=".3"/> <entity name="zombieGuppyBaldMan" prob=".3"/> <entity name="zombieGuppyBeatCop" prob=".3" /> <entity name="zombieGuppyBelle" prob=".3" /> <entity name="zombieGuppyCarmela" prob=".3"/> <entity name="zombieGuppyClot" prob=".3"/> <entity name="zombieGuppyHungryJeff" prob=".3" /> <entity name="zombieGuppyLucy" prob=".3" /> <entity name="zombieGuppyNurse" prob=".3"/> <entity name="zombieGuppyOldManZombie" prob=".3"/> <entity name="zombieGuppyPete" prob=".3" /> <entity name="zombieGuppyPoliceRalph" prob=".3" /> <entity name="zombieGuppySeth" prob=".3"/> <entity name="zombieGuppyAlma" prob=".3" /> <entity name="zombieGuppyBiomechanicalWight" prob=".3" /> <entity name="zombieGuppyProstitute" prob=".3"/> <entity name="zombieGuppyMalePatient" prob=".3"/> <entity name="zombieMalacayFCiv01" prob=".3"/> <entity name="zombieHazmatFemale01TSBX" prob=".3" /> <entity name="zombieCopSheriffTSBX" prob=".3" /> <entity name="zombieCopSwat01TSBX" prob=".3"/> <entity name="zombieCopCityFemale01TSBX" prob=".3"/> <entity name="zombieHoly01MUMPFY" prob=".3"/> <entity name="zombieGuppyBlackSoldierMaskHelmet" prob=".3" /> <entity name="zombieGuppyBlackSoldierHelmetNoMask" prob=".3" /> <entity name="zombieGuppySoldier01" prob=".3"/> <!-- <entity name="zombieGuppySoldier01Crawler" prob=".3"/> --> <entity name="zombieGuppySoldierFemale01" prob=".3" /> <entity name="zombieGuppySoldierFemale01Helmet" prob=".3"/> <entity name="zombieGuppySoldierLeader" prob=".3"/> <entity name="zombieGuppyDoctor01" prob=".3" /> <entity name="zombieGuppyDoctor02" prob=".3" /> <entity name="zombieGuppyDoctor03" prob=".3"/> <entity name="zombieGuppyDoctor04Black" prob=".3"/> <entity name="zombieGuppyDoctorFemale01" prob=".3" /> <entity name="zombieGuppyDoctorFemale02" prob=".3" /> </append> so if i want zombies from this group i need to put them somewhere for example : <insertAfter xpath="/entitygroups/entitygroup[ starts-with(@name, 'zombieSoldierGroupGS')]/entity[@name='zombieSoldierFeral' and @prob='0.1']"> or they are "added" to spawn ? well and last question: there is a way to increase time lying body on ground before it disappearing? Edited August 11, 2021 by Matt115 (see edit history) Link to comment Share on other sites More sharing options...
khzmusik Posted August 13, 2021 Author Share Posted August 13, 2021 On 8/11/2021 at 6:22 PM, Matt115 said: So if i want spawn variants from your pack i need change for example <entity name="zombieKhzRayah" prob="0.1" /> to <entity name="zombieKhzRayah" prob="0.8" /> right? But if i want more more spawn from CreaturePack i need first : <insertAfter xpath="/entitygroups/entitygroup[ starts-with(@name, 'zombieHospitalGroupGS')]/entity[@name='zombieBoeFeral' and @prob='0.5']"> change into 0.8 and <entity name="zombieGuppyDoctor01Feral" prob=".05" /> into 0.8 too ? I meani good understand? and : <!-- Gan/Xyth's method for injecting new characters from other modders. Baselining on the above characters --> <append xpath="/entitygroups/entitygroup[descendant::entity[@name='zombieFemaleTutorial' and @prob='.3']]"> <entity name="zombieGirl" prob=".3" /> <entity name="zombieRekt" prob=".3" /> <entity name="zombieHugh" prob=".3"/> <entity name="zombieWhiteClown" prob=".3"/> <entity name="zombieGirl" prob=".3" /> <entity name="zombieGuppyBaldCop" prob=".3"/> <entity name="zombieGuppyBaldMan" prob=".3"/> <entity name="zombieGuppyBeatCop" prob=".3" /> <entity name="zombieGuppyBelle" prob=".3" /> <entity name="zombieGuppyCarmela" prob=".3"/> <entity name="zombieGuppyClot" prob=".3"/> <entity name="zombieGuppyHungryJeff" prob=".3" /> <entity name="zombieGuppyLucy" prob=".3" /> <entity name="zombieGuppyNurse" prob=".3"/> <entity name="zombieGuppyOldManZombie" prob=".3"/> <entity name="zombieGuppyPete" prob=".3" /> <entity name="zombieGuppyPoliceRalph" prob=".3" /> <entity name="zombieGuppySeth" prob=".3"/> <entity name="zombieGuppyAlma" prob=".3" /> <entity name="zombieGuppyBiomechanicalWight" prob=".3" /> <entity name="zombieGuppyProstitute" prob=".3"/> <entity name="zombieGuppyMalePatient" prob=".3"/> <entity name="zombieMalacayFCiv01" prob=".3"/> <entity name="zombieHazmatFemale01TSBX" prob=".3" /> <entity name="zombieCopSheriffTSBX" prob=".3" /> <entity name="zombieCopSwat01TSBX" prob=".3"/> <entity name="zombieCopCityFemale01TSBX" prob=".3"/> <entity name="zombieHoly01MUMPFY" prob=".3"/> <entity name="zombieGuppyBlackSoldierMaskHelmet" prob=".3" /> <entity name="zombieGuppyBlackSoldierHelmetNoMask" prob=".3" /> <entity name="zombieGuppySoldier01" prob=".3"/> <!-- <entity name="zombieGuppySoldier01Crawler" prob=".3"/> --> <entity name="zombieGuppySoldierFemale01" prob=".3" /> <entity name="zombieGuppySoldierFemale01Helmet" prob=".3"/> <entity name="zombieGuppySoldierLeader" prob=".3"/> <entity name="zombieGuppyDoctor01" prob=".3" /> <entity name="zombieGuppyDoctor02" prob=".3" /> <entity name="zombieGuppyDoctor03" prob=".3"/> <entity name="zombieGuppyDoctor04Black" prob=".3"/> <entity name="zombieGuppyDoctorFemale01" prob=".3" /> <entity name="zombieGuppyDoctorFemale02" prob=".3" /> </append> so if i want zombies from this group i need to put them somewhere for example : <insertAfter xpath="/entitygroups/entitygroup[ starts-with(@name, 'zombieSoldierGroupGS')]/entity[@name='zombieSoldierFeral' and @prob='0.1']"> or they are "added" to spawn ? well and last question: there is a way to increase time lying body on ground before it disappearing? Answering your questions will require a bit of explanation. If this is too much information, here's the tl;dr version: You can change the "prob" values of my UMA zombies, but don't make them too high. Don't mess with anything from 0-CreaturePackZombies unless you know what you're doing. For my kzmusik_UMA_Zombies modlet, you have it correct. You want to increase the "prob" values in my own modlet's entitygroups.xml file. But before you set it to something like 0.8, keep in mind what that would do. In all the entity groups used for spawning, I have inserted my own zombies after the vanilla zombies. I did not consider the vanilla zombies' "prob" values - mainly because my own "prob" values are so low that it doesn't matter. For example, the Richie zombie is spawned with the vanilla businessman zombie (since he matches thematically; he's in a suit). But the vanilla businessman zombie could itself spawn with a "prob" of 1, or 0.5, or 0.2, or whatever. So if you set Richie's "prob" to 0.8 then he could spawn more often than the vanilla businessman, in certain circumstances. The 0-CreaturePackZombies modlet was created by Xyth, not by me. But, looking at his code, he did something different. He added "tutorial" and "template" zombies that spawn with specific probabilities, and those spawn with specific vanilla zombies. For the zombies added by other modders, he made the other modders' zombies target the "tutorial" or "template" zombies that he added. And, those do target - and match - the specific probability values of the "template" or "tutorial" zombies. So, if you change those probabilities, there is a large chance that you will mess something up. For instance, if you change the "prob" values for the "tutorial" or "template" values from 0.3 to 0.35, then none of the other modders' zombies will match that probability, they won't be inserted into the entity groups, and they won't spawn at all. But - your question about the "insertAfter" XML was not taken from 0-CreaturePackZombies. I'm not sure where that came from. What that code would do is insert something after the vanilla Boe zombie with a "prob" value of 0.5. If you changed that to 0.8 then you would be inserting something after the vanilla Boe zombie with a "prob" value of 0.8. You would be targeting a different part of the XML - you wouldn't be changing anything. Hopefully this helps? Link to comment Share on other sites More sharing options...
Matt115 Posted August 13, 2021 Share Posted August 13, 2021 @khzmusik yeah, thx you help a lot Link to comment Share on other sites More sharing options...
Sugarfree Posted August 20, 2021 Share Posted August 20, 2021 AUTO MECHANICS So I downloaded this and installed on a restart random. Finally found one of them in the Forest Biome. I love the idea of going to an Auto-Mechanic to build your vehicles however............................. That being said - I was recently (as in tonight) build my 4x4 Chassis and 4x4 Accessories and it seems the second OUTPUT slot is bugged. The 4x4 accessories are stuck in the 2nd spot. I made another one, so it stacked and now their both stuck. I'm afraid to make any more 4x4 accessories now for fear they're going to stack and stick too... I have tried everything within game limits to free them and add them to my inventory, even quitting and restarting but no help. Has anyone else ran into this issue with these Traders (is this a known issue?) and what can be done to free the 4x4 accessories from the OUTPUT window? I'm going to quit using him for now on and try to find another somewhere else and see if I can make them there. I'm wondering if it's just that 2nd spot as well because I was able to make them earlier when they landed in the first spot and make a Jeep (mod). Thanks! Link to comment Share on other sites More sharing options...
Sugarfree Posted August 21, 2021 Share Posted August 21, 2021 23 hours ago, Sugarfree said: AUTO MECHANICS So I downloaded this and installed on a restart random. Finally found one of them in the Forest Biome. I love the idea of going to an Auto-Mechanic to build your vehicles however............................. That being said - I was recently (as in tonight) build my 4x4 Chassis and 4x4 Accessories and it seems the second OUTPUT slot is bugged. The 4x4 accessories are stuck in the 2nd spot. I made another one, so it stacked and now their both stuck. I'm afraid to make any more 4x4 accessories now for fear they're going to stack and stick too... I have tried everything within game limits to free them and add them to my inventory, even quitting and restarting but no help. Has anyone else ran into this issue with these Traders (is this a known issue?) and what can be done to free the 4x4 accessories from the OUTPUT window? I'm going to quit using him for now on and try to find another somewhere else and see if I can make them there. I'm wondering if it's just that 2nd spot as well because I was able to make them earlier when they landed in the first spot and make a Jeep (mod). Thanks! EDIT: (8-20-2021): So I went back today just to see if it was still stuck in that 2nd slot and it was BUT............................................... I accidentally hit my ESCAPE button - went back in and clicked on it and all of a sudden it released into my inventory (both). So woohoo I LOVE this mod by the way. It's just such a cool concept. That little technical difficulty scared me a little because they cost a lot to make but so happy now so HELL YEAH Link to comment Share on other sites More sharing options...
khzmusik Posted August 21, 2021 Author Share Posted August 21, 2021 (edited) 19 hours ago, Sugarfree said: EDIT: (8-20-2021): So I went back today just to see if it was still stuck in that 2nd slot and it was BUT............................................... I accidentally hit my ESCAPE button - went back in and clicked on it and all of a sudden it released into my inventory (both). So woohoo I LOVE this mod by the way. It's just such a cool concept. That little technical difficulty scared me a little because they cost a lot to make but so happy now so HELL YEAH Apologies for missing your posts. I think I found out why the board wasn't notifying me when there were new posts in this topic, so hopefully that won't happen again. I'm glad your problem was fixed somehow... because I have no idea how to fix it. I've never encountered that bug before. The workstation's block and UI XML were taken nearly verbatim from vanilla workstations (I think the workbench), so I don't know how the items would be stuck. Do you have any other modlets installed? Maybe something that has some C# code that affects workstations? That's the only thing I can think of. EDIT: Also, this is one of those times where you could be forgiven for spawning in replacements. Edited August 21, 2021 by khzmusik (see edit history) Link to comment Share on other sites More sharing options...
Jegethy Posted August 26, 2021 Share Posted August 26, 2021 Regarding the weather mod, what exactly does the meteorological season number relate to? You've said it's 3 weeks and I am unsure how "84" equates to 3 weeks. Link to comment Share on other sites More sharing options...
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