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Wyr3d's Mods - V 1.0 unstable (aka A22) Compatible


wyr3d

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  • 2 weeks later...
  • 4 weeks later...
  • 4 weeks later...
  • 2 weeks later...

Not Just the Standard Pace. i cant say if its affecting all terrain, but i did notice that i cannot sprint in Desert biome. burnt forest and wasteland seemed okay. i did notice the stutter mentioned above when in the Snow biome.
what i can say is i personally have not noticed any difference in movement speed nor do i see the property name "MovementFactor" in the vanilla code in A21.2. 

Edited by ALo (see edit history)
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  • 1 month later...

question... im new to modding and such, but is there a way to change the amount of skill levels from 5 to 2 on my end?? id like to level skills faster but not THAT fast. o.O or would that require a whole new mod?

idk so i figured id ask 

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Posted (edited)

Added a new special modlet for reasons. Don't ask me why it is pending..

EDIT
 

Quote

Not Just the Stand Pace..[chat about function etc]

- various

I have not really been playing 7 Days to Die as much lately, so I do not know for certain, but I would assume they did not change the game code for minor patches like these, so the drop in movement should be working as intended.

Speed: The difference in movement speed is not huge for the most part, so it's more a cumulative effect. The quickest way to test this would be to find a starting marker (a tree, sign post whatever) and run along a road until your stamina bar depletes, then do the same again along the grass verge. The distance should be shorter for the latter.

IRL there isn't a whole lot of difference between walking on the road, or walking on grass - the exception being if say there are patches of damp soil, or tall grass, or low scrub. The same pretty much applies in game. A lot of the terrains would not really hinder the character that much, so the difference is small - but it is there. This is why you notice it most on sand, and snow, where the ground is noticeably hard to walk in IRL.

Stuttering: Have you tested this with only NJTSP mod? Coz it may be some other mod you have running that is at fault here. I just can not fathom how the mod could cause this, but I would have to check to be sure.  I have checked, running just the mod, and have not noticed any stuttering. What you might actually be seeing is the stagger caused by changes in elevation (hills etc)  that is part of the vanilla game, it is possible this is more evident with the mod enabled, because you are moving slower. On a flat snow surface, there is no sign of any stutter, just slowed pace.

Or perhaps more likely it is down to some other mod you are using, your game settings, or your PC specs - iunno.

 

  

On 11/28/2023 at 5:12 PM, ALo said:

nor do i see the property name "MovementFactor" in the vanilla code



Iunno what to say, look harder? The mod works just fine, so it must be there somewhere right? (it is, by the way) lol 


 

On 1/6/2024 at 10:12 PM, SelvrinReturne said:

is there a way to change the amount of skill levels from 5 to 2 on my end?


Which mod are you referring to here? It's been a while.. I'm guessing you are referring to NJASL - since this changes book requires. So, um yeah, it should be possible to change the numberical value in the mod easily enough, if you know what you are doing. I don't use the mod myself (I'm fine with vanilla books) but it will involve swapping out a ton of 5 for 2 in your case. Have fun with that. :D

Edited by wyr3d
Less clutter this way :P (see edit history)
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been awhile since i looked at that. i never did get Standard Pace working for me.

im personally using not just imbalanced perks (works fine) and not just a cosmetic. the latter i made some significant changes to, if you are interested i can post them on dropbox. I basically added more stuff to the UI info, and made the cigar give a buying bonus and the facial piercings a selling bonus (since the vanilla method left them both doing the same thing). looks good and makes more sense now i think.

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5 minutes ago, ALo said:

been awhile since i looked at that. i never did get Standard Pace working for me.

im personally using not just imbalanced perks (works fine) and not just a cosmetic. the latter i made some significant changes to, if you are interested i can post them on dropbox. I basically added more stuff to the UI info, and made the cigar give a buying bonus and the facial piercings a selling bonus (since the vanilla method left them both doing the same thing). looks good and makes more sense now i think.


Like I said, NJTSP works fine so iunno if your issue was another mod or whatever I mentioned previously. Regarding NJAC, sure I can take a look at it. I knocked that mod up just coz I kept getting the damned things and they didn't do squat. I'm not sure if they have ripped them out again since or not (since I haven't been playing 7 Days to Die lately) but if it looks the part, I can update the mod to include your changes

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  • 2 months later...
  • 4 weeks later...
Posted (edited)

Okay, so I have just uploaded the new version of the Not Just a Cosmetic mod, utilizing the changes ALo posted to display the effects . I also added a recipe, so the facial piercings are now available for crafting, and come unlocked by default. They require two silver nuggets, and some scrap iron to craft.  I also decided to keep the changes made to the cigar, since a thermal boost seemed appropriate, and I did not wish to make it too valuable over other options.

Curseforge should update soon, and the new version should be available when it completes

Edited by wyr3d (see edit history)
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  • wyr3d changed the title to Wyr3d's Mods - V 1.0 unstable (aka A22) Compatible

I've now updated all my A21 mods to the unstable version of V 1.0 (aka A22) barring a few that were either made obsolete, or were  not functioning correctly after the update. These few have been given a suffix in parenthesis denoting their version availability. Please bare in mind that the updates first need to pass CurseForge's Security measures before they will be available for download. Also note that they are tagged for A21, because that was the latest tag available on CurseForge at this time

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Getting these errors when loading up a new world. 

 

2024-06-28T16:53:06 276.973 ERR Loading prefab "Wyr3d_Monkey_House" failed: Block "cntStorageGenericPOI" (16978) used in prefab is unknown.
2024-06-28T16:53:06 276.973 WRN Could not load prefab 'Wyr3d_Monkey_House'. Skipping it
2024-06-28T16:53:07 277.708 ERR Loading prefab "Wyr3d_Cockup_Comms" failed: Block "cntBeerCooler" (17576) used in prefab is unknown.
2024-06-28T16:53:07 277.708 WRN Could not load prefab 'Wyr3d_Cockup_Comms'. Skipping it
2024-06-28T16:53:07 278.083 ERR Loading prefab "Wyr3d_BG_Entertainment" failed: Block "cntStorageGenericPOI" (16978) used in prefab is unknown.
2024-06-28T16:53:07 278.083 WRN Could not load prefab 'Wyr3d_BG_Entertainment'. Skipping it
2024-06-28T16:53:10 280.935 ERR Loading prefab "Wyr3d_Monkey_House" failed: Block "cntStorageGenericPOI" (16978) used in prefab is unknown.
2024-06-28T16:53:10 280.935 WRN Could not load prefab 'Wyr3d_Monkey_House'. Skipping it
2024-06-28T16:53:11 282.525 ERR Loading prefab "Wyr3d_Bunker_Barn" failed: Block "cntStorageChest" (16997) used in prefab is unknown.
2024-06-28T16:53:11 282.525 WRN Could not load prefab 'Wyr3d_Bunker_Barn'. Skipping it
2024-06-28T16:53:12 282.596 ERR Loading prefab "Wyr3d_Monkey_House" failed: Block "cntStorageGenericPOI" (16978) used in prefab is unknown.
2024-06-28T16:53:12 282.596 WRN Could not load prefab 'Wyr3d_Monkey_House'. Skipping it
2024-06-28T16:53:12 282.931 ERR Loading prefab "Wyr3d_Monkey_House" failed: Block "cntStorageGenericPOI" (16978) used in prefab is unknown.
2024-06-28T16:53:12 282.931 WRN Could not load prefab 'Wyr3d_Monkey_House'. Skipping it
2024-06-28T16:53:12 283.275 ERR Loading prefab "Wyr3d_Monkey_House" failed: Block "cntStorageGenericPOI" (16978) used in prefab is unknown.
2024-06-28T16:53:12 283.275 WRN Could not load prefab 'Wyr3d_Monkey_House'. Skipping it
2024-06-28T16:53:12 283.447 ERR Loading prefab "Wyr3d_Abbis_Ababa" failed: Block "cntBeerCooler" (17576) used in prefab is unknown.
2024-06-28T16:53:12 283.447 WRN Could not load prefab 'Wyr3d_Abbis_Ababa'. Skipping it
2024-06-28T16:53:13 283.617 ERR Loading prefab "Wyr3d_Monkey_Mansion" failed: Block "cntStorageGenericPOI" (16978) used in prefab is unknown.
2024-06-28T16:53:13 283.617 WRN Could not load prefab 'Wyr3d_Monkey_Mansion'. Skipping it
2024-06-28T16:53:13 283.688 ERR Loading prefab "Wyr3d_Monkey_House" failed: Block "cntStorageGenericPOI" (16978) used in prefab is unknown.
2024-06-28T16:53:13 283.688 WRN Could not load prefab 'Wyr3d_Monkey_House'. Skipping it
2024-06-28T16:53:13 283.689 ERR Loading prefab "Wyr3d_Monkey_House" failed: Block "cntStorageGenericPOI" (16978) used in prefab is unknown.
2024-06-28T16:53:13 283.689 WRN Could not load prefab 'Wyr3d_Monkey_House'. Skipping it
2024-06-28T16:53:13 283.741 ERR Loading prefab "Wyr3d_BG_Entertainment" failed: Block "cntStorageGenericPOI" (16978) used in prefab is unknown.
2024-06-28T16:53:13 283.741 WRN Could not load prefab 'Wyr3d_BG_Entertainment'. Skipping it
2024-06-28T16:53:13 283.885 ERR Loading prefab "Wyr3d_Bunker_Barn" failed: Block "cntStorageChest" (16997) used in prefab is unknown.
2024-06-28T16:53:13 283.885 WRN Could not load prefab 'Wyr3d_Bunker_Barn'. Skipping it
2024-06-28T16:53:13 284.041 ERR Loading prefab "Wyr3d_Monkey_House" failed: Block "cntStorageGenericPOI" (16978) used in prefab is unknown.
2024-06-28T16:53:13 284.042 WRN Could not load prefab 'Wyr3d_Monkey_House'. Skipping it
2024-06-28T16:53:13 284.042 ERR Loading prefab "Wyr3d_Cockup_Comms" failed: Block "cntBeerCooler" (17576) used in prefab is unknown.
2024-06-28T16:53:13 284.042 WRN Could not load prefab 'Wyr3d_Cockup_Comms'. Skipping it
2024-06-28T16:53:13 284.118 ERR Loading prefab "Wyr3d_Monkey_Mansion" failed: Block "cntStorageGenericPOI" (16978) used in prefab is unknown.
2024-06-28T16:53:13 284.118 WRN Could not load prefab 'Wyr3d_Monkey_Mansion'. Skipping it
2024-06-28T16:53:16 287.191 ERR Loading prefab "Wyr3d_Monkey_Poolhouse" failed: Block "cntBeerCooler" (17576) used in prefab is unknown.
2024-06-28T16:53:16 287.191 WRN Could not load prefab 'Wyr3d_Monkey_Poolhouse'. Skipping it
2024-06-28T16:53:16 287.368 ERR Loading prefab "Wyr3d_Monkey_Poolhouse" failed: Block "cntBeerCooler" (17576) used in prefab is unknown.
2024-06-28T16:53:16 287.369 WRN Could not load prefab 'Wyr3d_Monkey_Poolhouse'. Skipping it
2024-06-28T16:53:17 288.272 ERR Loading prefab "Wyr3d_Prepper_Bunker" failed: Block "cntStorageGenericInsecure" (17000) used in prefab is unknown.
2024-06-28T16:53:17 288.272 WRN Could not load prefab 'Wyr3d_Prepper_Bunker'. Skipping it
2024-06-28T16:53:18 289.025 ERR Loading prefab "Wyr3d_Prepper_Bunker" failed: Block "cntStorageGenericInsecure" (17000) used in prefab is unknown.
2024-06-28T16:53:18 289.025 WRN Could not load prefab 'Wyr3d_Prepper_Bunker'. Skipping it
2024-06-28T16:53:18 289.026 ERR Loading prefab "Wyr3d_Monkey_Mansion" failed: Block "cntStorageGenericPOI" (16978) used in prefab is unknown.
2024-06-28T16:53:18 289.026 WRN Could not load prefab 'Wyr3d_Monkey_Mansion'. Skipping it

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1 hour ago, MrSamuelAdams said:

Getting these errors when loading up a new world. 

 

[snip]


Well, yeah, of course you would. A ton of blocks were removed in 1.0, so the A21 version of the mod will throw up errors. Please be patient and wait for CurseForge to release approve the 1.0 version - they are currently still waiting for approval, so will not even show as available to download yet! Although I uploaded them all this morning, looks like they must be busy with some other stuff, so chances are they will not get approved until Monday, given that it's now Friday night

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Posted (edited)

Yeah, when they get around to releasing them*, it will be tagged as A21 coz there's no tag for 1.0 yet, but the file name will be suffixed with "R1" (for Release 1.0) instead of the current files "A21" suffix. I am hoping some staff with get around to approving them sometime soon, but from experience I have found it can take anywhere from a few minutes, to upto a few days  😕

*I looked into how long this would taken given I uploaded late Friday, and as I figured:

 

Quote

Project/File moderation is done between 9AM to 10PM PT, Monday through Friday


So yeah, probably be available for download sometime Monday

Edited by wyr3d
Added estimated release (see edit history)
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Okay then.

Looks like CurseForge have gone ahead and approved all my V 1.0  updates, so they should be available for download now. Please note that the tag is still listed as A21 because there is not tag for 1.0 yet, but you can be sure it is the correct file by making sure you download the R1 version (latest file)

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Posted (edited)

WELL ... YOUR SPEED MOD CRASHED My Game after installing ... Game HAD BEEN RUNNING JUST FINE, Until I put your Mod in and Had to START a New Game TODAY.

 

I Downloaded it yesterday and thought I would give it a try .... BIG MISTAKE.

 

Not Just the Speed Limit

Edited by gpcstargate (see edit history)
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44 minutes ago, gpcstargate said:

WELL ... YOUR SPEED MOD CRASHED My Game after installing ... Game HAD BEEN RUNNING JUST FINE, Until I put your Mod in and Had to START a New Game TODAY.

 

I Downloaded it yesterday and thought I would give it a try .... BIG MISTAKE.

 

Not Just the Speed Limit

Shouldn't ever add mods to an ongoing save. Just not a good idea. And if you're going to, always backup your save. That said, I grabbed the mod and loaded a test save a few times adding and removing the mod without any issue. So not sure what your issue is. Without a log it's hard to say. Did you load into the game or when did it crash?

 

Oh, and of course there's the whole "It's an experimental build of the game so don't expect things not to break." Not really the time for long term plays. Or using mods, honestly. But to each their own.

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On 7/5/2024 at 1:09 AM, bdubyah said:

Shouldn't ever add mods to an ongoing save. Just not a good idea. And if you're going to, always backup your save. That said, I grabbed the mod and loaded a test save a few times adding and removing the mod without any issue. So not sure what your issue is. Without a log it's hard to say. Did you load into the game or when did it crash?

 

Oh, and of course there's the whole "It's an experimental build of the game so don't expect things not to break." Not really the time for long term plays. Or using mods, honestly. But to each their own.

 

I was running another speed mod for vehicles and it was *WORKING* Fine ... But thought I would try this one after removing the other (THAT was a Bad Ideal on my part _ Game went Total Red Line ERROR after installing it) ... and don't Try and Me about Mods .... I KNOW How to run them and Have been gaming for over 25+ years.

So be it ... just a Bad Mod in my opinion.

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8 hours ago, gpcstargate said:

 

I was running another speed mod for vehicles and it was *WORKING* Fine ... But thought I would try this one after removing the other (THAT was a Bad Ideal on my part _ Game went Total Red Line ERROR after installing it) ... and don't Try and Me about Mods .... I KNOW How to run them and Have been gaming for over 25+ years.

So be it ... just a Bad Mod in my opinion.

Worked fine for me, but you do you. I don't care how long you've been gaming. You say you know how to run them but right before that said you removed another mod that was working fine. That isn't wise to do. 

 

Either way, mod worked just fine for me. 

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Posted (edited)

Curseforge have now added V 1.0 as a tag, so all my mods' tags have now been updated to reflect that (switched out the temp A21 tag to the new one)

@pgcstargate - I test all my mods before uploading. Your crash  was unlikely to have anything to do with my mod. Sorry for your loss, but from what I understand you used an old save file, failed to back it up - and that file was save data using a similar mod. NGL you were pretty much asking for trouble there. Who knows what that mod left behind when you pulled it out? Always, always, always backup your save files. Regardless of whether you are switching in mods or not. Every time you exit the game, you should make a backup. Even without mods the game has the potential to brick a save if there's a problem loading. That goes double during experimental builds.

Please note: I run a test on all my saves both individually, and as a collective - but I do not test them against other peoples mods. It would be impossible to do that for every mod out there, and unfair to do just a handful.

@ALo - Really? It exists in mine. Are you sure you downloaded the correct version? You should see the occasional hubcap on the road, or handing in some sheds, garages etc in game. Mining those out should drop a hubcap. They should also drop from cars the same as air filters. I have been farming them without issue, both in testing and my current playthrough (see image below) Besides, there's also a recipe so should you have the materials on hand, you can actually craft both hubcaps, and air filters.

EDIT - I have just checked again with a completely fresh install (I figured it may be possible my game had an old file that wasn't replaced) but no, this changed nothing. Mod still works fine, no issues. Looks like you must have downloaded the wrong version after all, ALo

 

hubcaps.jpg

Edited by wyr3d (see edit history)
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  • 3 weeks later...

Recently had to re-upload a new version of the Not Just Default Prefabs mod.

I am not sure why, given there was no issues in A21, or V1.0 Ex (A22) but when loading the game in the release version, two of the POIs in this mod (Monkey House, and the Bunker Barn) would throw up red errors on loading. The rest of the POIs were fine, so I looked into the issue. It seems like there was something changed in the coding causing the pre-existing signs in these two POIs to suddenly start throwing up these errors.

The signs in Monkey House had writing, but the signs would show up blank in game. I removed these signs, and the problem was resolved. Oddly, the signs in Bunker Barn were blank but still had the issue. In any case, removing the signs from this POI as well fixed the problem here too.

Anyway, mod is working fine now with the new V3 download. Please download the latest version to fix it.

Please note the fix should still work even if you do not rebuild your world from scratch. The signs should be removed for any POIs you have not yet visited, but any existing ones will probably still have them which may, or may not cause the load issue. Essentially it is not required, but may be worth starting your save file over to avoid any issue.

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