The Lorax Posted April 18, 2017 Share Posted April 18, 2017 My friend is on my server and he can't craft arrows or a bow.. and his starter crate class paper is literally blank. He copied the files over. If you are able to do those things, but he cannot, he might have had an issue with the files being copied over. Maybe get him to recopy the latest files? There is no harm for him doing it a second time. Link to comment Share on other sites More sharing options...
majinvegito123 Posted April 18, 2017 Share Posted April 18, 2017 It works now. Any reason why torches don't work? They work in the inventory but not when you place them. So I have to use candles which give trash lighting. Link to comment Share on other sites More sharing options...
The Lorax Posted April 18, 2017 Share Posted April 18, 2017 It works now. Any reason why torches don't work? They work in the inventory but not when you place them. So I have to use candles which give trash lighting. I believe torches now require fuel, like a campfire. Link to comment Share on other sites More sharing options...
Roncor Posted April 18, 2017 Share Posted April 18, 2017 Yup need to put wood for the fuel but the time isn't working Link to comment Share on other sites More sharing options...
Darkstardragon Posted April 19, 2017 Share Posted April 19, 2017 Hey, just out of curiosity do the survivors wander around aimlessly or are they the kind you can recruit a la stallionsdens and spiders mods? Link to comment Share on other sites More sharing options...
majinvegito123 Posted April 20, 2017 Share Posted April 20, 2017 Hey, just out of curiosity do the survivors wander around aimlessly or are they the kind you can recruit a la stallionsdens and spiders mods? They seem to wander aimlessly. Anyway, is there a working sink like in Valmod? would be nice. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted April 20, 2017 Share Posted April 20, 2017 In my experience before if you hit them they do follow but it is wacky. Havent played this update though. Link to comment Share on other sites More sharing options...
majinvegito123 Posted April 20, 2017 Share Posted April 20, 2017 (edited) Does anyone know how to get the Armor Smithing Workbench? Do I need aBuilder Class? EDIT: I'm level 100 but I can't progress in content because of class restrictions? And I've searched for hours and haven't found a single class paper. Literally can't even craft Iron Armor, and am stuck with Iron Tools.. Edited April 20, 2017 by majinvegito123 (see edit history) Link to comment Share on other sites More sharing options...
tankedup_ Posted April 20, 2017 Share Posted April 20, 2017 the class papers can be found in lootable objects related to the specific class (I.E. survivalist paper can be found in medical loot objects such as pill cases, tradesmen paper in cars, mechanical objects etc.) but i believe they can rarely be found on zombies too. Link to comment Share on other sites More sharing options...
majinvegito123 Posted April 20, 2017 Share Posted April 20, 2017 (edited) Anyone know if they added more POIs in this mod? Otherwise I'll download a POI pack EDIT: Nevermind.. Looks like they've got a lot of POIs Edited April 20, 2017 by majinvegito123 (see edit history) Link to comment Share on other sites More sharing options...
LionsDen Posted April 20, 2017 Share Posted April 20, 2017 Does anyone know how to get the Armor Smithing Workbench? Do I need aBuilder Class? EDIT: I'm level 100 but I can't progress in content because of class restrictions? And I've searched for hours and haven't found a single class paper. Literally can't even craft Iron Armor, and am stuck with Iron Tools.. I found them in the traders secret stash fairly often and had used all of them. For some reason the Protection class didn't give me the third one so I still can't craft the higher armors. It told me that the quest finished but I didn't get the third one unlocked allowing me to unlock and craft the higher armors. I also think the skill points are awarded too high as I am level 80 something and have over 1000 points and I have put points into every thing I can maxing out every skill and I did do all of the class papers so I unlocked everything that isn't locked by mistake or by level restrictions. Link to comment Share on other sites More sharing options...
dwallorde Posted April 21, 2017 Author Share Posted April 21, 2017 Version 4.4.3 Released! -Fixed Protection Class Level 3 Bug Preventing Proper Skill Award *Note if you have already completed it you may have to get admin of server or in SP to manually award skill "ProtectionClassLevel3" Link to comment Share on other sites More sharing options...
TOR Posted April 21, 2017 Share Posted April 21, 2017 In my experience before if you hit them they do follow but it is wacky. Havent played this update though. She was a nice girl always looking up my base b4, but when i hit her she only had one answer, brought to me by her shotgun So looks like this update makes the good ones hate u when u hit, i feel dead but good now this is how it sud be Link to comment Share on other sites More sharing options...
Garg1979 Posted April 22, 2017 Share Posted April 22, 2017 really nice mod , but is there a way to change the speed of the rest system? would nice if it would be slower to get rest level 20 , anyone know what need to be changed to do so? Link to comment Share on other sites More sharing options...
John8ball Posted April 25, 2017 Share Posted April 25, 2017 Fixed the bandits now they are challenging, the key is the bullets are not projectiles, a few other attributes could be fine tuned: Items.xml <item id="1906" name="gunAK47Bandit"> <property name="IsDeveloper" value="true" /> <property name="Candrop" value="false" /> <property name="Meshfile" value="Items/Weapons/Ranged/ak47/ak47Prefab" /> <property name="Material" value="metal" /> <property name="HoldType" value="48" /> <property name="Stacknumber" value="1"/> <property name="DegradationBreaksAfter" value="true"/> <property name="Degradation" value="99999" param1="true"/> <property name="SoundJammed" value="Weapons/weapon_jam" /> <property class="Action0"> <property name="Class" value="Launcher" /> <property name="Instantiate_on_load" value="false"/> <property name="Delay" value="0.150" /> <property name="Auto_fire" value="true" /> <property name="Magazine_size" value="30" /> <property name="Magazine_items" value="steelCrossbowBolt" /> <property name="Magazine_item_ray_counts" value="1" /> <property name="Magazine_item_ray_spreads" value="0" /> <property name="Reload_time" value="3.9" /> <property name="Bullet_icon" value="uzi" /> <property name="Sound_start" value="Weapons/Ranged/AK47/ak47_fire_start" /> <property name="Sound_repeat" value="Weapons/Ranged/AK47/ak47_fire_lp" /> <property name="Sound_end" value="Weapons/Ranged/AK47/ak47_fire_end" /> <property name="Sound_empty" value="Weapons/weapon_empty" /> <property name="Sound_reload" value="Weapons/Ranged/AK47/ak47_reload" /> <property name="Particles_muzzle_fire" value="nozzleflash_ak" /> <property name="Particles_muzzle_smoke" value="nozzlesmokeuzi" /> <property name="DamageBonus.head" value="3" /> <property name="DamageBonus.wood" value="5" /> <property name="DamageBonus.earth" value=".2" /> <property name="DamageBonus.glass" value="25" /> <property name="Buff" value="critGunAK47" /> <property name="Buff_chance" value=".1" /> </property> <property class="Attributes"> <property name="FalloffRange" value="50,100"/> <property name="Accuracy" value="0.7"/> <property name="EntityDamage" value="15,50"/> <property name="BlockDamage" value="5,5"/> </property> </item> <item id="1907" name="gunSawedOffPumpShotgunBandit"> <property name="IsDeveloper" value="true" /> <property name="Candrop" value="false" /> <property name="Meshfile" value="Items/Weapons/Ranged/SawedOffPumpShotgun/SawedOffPumpShotgunPrefab" /> <property name="Material" value="metal" /> <property name="HoldType" value="5" /> <property name="Stacknumber" value="1"/> <property name="DegradationBreaksAfter" value="true"/> <property name="Degradation" value="99999" param1="true"/> <property name="SoundJammed" value="Weapons/weapon_jam" /> <property class="Action0"> <property name="Class" value="Launcher" /> <property name="Instantiate_on_load" value="false"/> <property name="Delay" value="0.8" /> <property name="Magazine_size" value="8" /> <property name="Magazine_items" value="steelCrossbowBolt" /> <property name="Magazine_item_ray_counts" value="9" /> <property name="Magazine_item_ray_spreads" value="0.9" /> <property name="Reload_time" value="2.6" /> <property name="Bullet_icon" value="uzi" /> <property name="Sound_start" value="Weapons/Ranged/SawedOffPumpShotgun/sawed_off_shotgun_fire" /> <property name="Sound_repeat" value="" /> <property name="Sound_end" value="" /> <property name="Sound_empty" value="Weapons/weapon_empty" /> <property name="Sound_reload" value="Weapons/Ranged/SawedOffPumpShotgun/shotgun_reload" /> <property name="Particles_muzzle_fire" value="nozzleflash_shotgun" /> <property name="Particles_muzzle_smoke" value="nozzlesmokeuzi" /> <property name="DamageBonus.head" value="6" /> <property name="DamageBonus.glass" value="25" /> <property name="DamageBonus.wood" value="2" /> <property name="DamageBonus.earth" value=".2" /> <property name="Buff" value="shotgunWound" /> <property name="Buff_chance" value=".8" /> </property> <property class="Attributes"> <property name="FalloffRange" value="50,100"/> <property name="Accuracy" value="0.7"/> <property name="EntityDamage" value="15,50"/> <property name="BlockDamage" value="5,5"/> </property> </item> entityclasses.xml <entity_class name="banditLeader" extends="banditMelee"> <property name="Archetype" value="BanditLeader"/> <property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunAK47Bandit,steelCrossbowBolt" /> <property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunAK47Bandit,steelCrossbowBolt" /> <!-- in s --> <property name="AttackTimeoutDay" value="0.5" /> <property name="AttackTimeoutNight" value="0.5" /> <!-- AI properties --> <property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/> <property name="AITask-2" value="ApproachAndAttackTargetNPC" param1="EntityZombie" /> <property name="AITask-3" value="ApproachAndAttackTargetNPC" param1="EntityAlive" /> <property name="AITask-4" value="ApproachSpot" /> <property name="AITask-5" value="Wander" /> <property name="AITask-6" value="Territorial" param1="50" /> <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemy" /> <property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityZombie" /> <property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityPlayer" /> <property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntitySurvivor" /> <property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityZombie" /> <property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntityEnemy" /> <property name="AITarget-7" value="SetNearestEntityAsTarget" param1="EntityPlayer" /> <property name="AITarget-8" value="SetNearestEntityAsTarget" param1="EntitySurvivor" /> <property name="CorpseBlock" value="RangedBanditCorpse"/> </entity_class> <entity_class name="BanditSasha" extends="banditMelee"> <property name="Archetype" value="BanditSasha"/> <property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunSawedOffPumpShotgunBandit,steelCrossbowBolt" /> <property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunSawedOffPumpShotgunBandit,steelCrossbowBolt" /> <!-- in s --> <property name="AttackTimeoutDay" value="0.5" /> <property name="AttackTimeoutNight" value="0.5" /> <!-- AI properties --> <property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/> <property name="AITask-2" value="ApproachAndAttackTargetNPC" param1="EntityZombie" /> <property name="AITask-3" value="ApproachAndAttackTargetNPC" param1="EntityAlive" /> <property name="AITask-4" value="ApproachSpot" /> <property name="AITask-5" value="Wander" /> <property name="AITask-6" value="Territorial" param1="50" /> <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemy" /> <property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityZombie" /> <property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityPlayer" /> <property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntitySurvivor" /> <property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityZombie" /> <property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntityEnemy" /> <property name="AITarget-7" value="SetNearestEntityAsTarget" param1="EntityPlayer" /> <property name="AITarget-8" value="SetNearestEntityAsTarget" param1="EntitySurvivor" /> <property name="SoundRandom" value="" /> <property name="SoundAlert" value="" /> <property name="SoundSense" value="" /> <property name="SoundAttack" value="" /> <property name="SoundHurt" value="Player_Female/player2painlg" /> <property name="SoundHurtSmall" value="Player_Female/player2painsm" /> <property name="SoundDeath" value="Player_Female/player2death" /> <property name="SoundStamina" value="Player_Female/player2stamina" /> <property name="SoundDrownPain" value="Player_Female/player2drownpain" /> <property name="SoundWaterSurface" value="Player_Female/player2drownsurface" /> <property name="SoundDrownDeath" value="Player_Female/player2drowndeath" /> <property name="SoundJump" value="Player_Male/player2Jump" /> <property name="SoundLandSoft" value="Player_Male/player2LandSoft" /> <property name="SoundLandHard" value="Player_Male/player2LandHard" /> <property name="SoundPlayerLandThump" value="PlayerLandThump" /> </entity_class> Link to comment Share on other sites More sharing options...
StompyNZ Posted April 25, 2017 Share Posted April 25, 2017 Fixed the bandits now they are challenging, the key is the bullets are not projectiles, a few other attributes could be fine tuned: FYI, this is also along the lines of what I changed my bandits to for my experimental build and they definately work better (too well maybe). Link to comment Share on other sites More sharing options...
SavageArsenal Posted April 28, 2017 Share Posted April 28, 2017 should work in smx dude would be sweet Link to comment Share on other sites More sharing options...
dwallorde Posted May 1, 2017 Author Share Posted May 1, 2017 FYI, this is also along the lines of what I changed my bandits to for my experimental build and they definately work better (too well maybe). Thanks for the info, I will use this for the next version! - - - Updated - - - should work in smx dude would be sweet I would love to work with SMX but have no clue on how to work it. Need more time in my life lol Link to comment Share on other sites More sharing options...
Akrux Posted May 1, 2017 Share Posted May 1, 2017 I am on day 16 of a good tough game of War of the Walkers and doing well with no deaths. Suddenly I am hit with red NullReferenceException error popping up on my screen while exploring. I deleted everything except my save file including using regedit.exe and reinstalled from scratch and verified files. I am using 7DtD mod launcher. I have played 1000's of hours of 7DtD on this computer and never had this problem before. Still the red error code pops up within seconds of starting the game from my save. If I start a new game there is no red error code at least not within the first few minutes of play. I was playing in version 15.2 but the error is still there when I reload in 15.2 or even latest experimental build. Any suggestions? Link to comment Share on other sites More sharing options...
Suicidasestao Posted May 1, 2017 Share Posted May 1, 2017 Hi, I found a problem with fishing. <item id="1805" name="FishingPoleBated"> <property name="CustomIcon" value="FishingPoleBated" /> <property name="Meshfile" value="Items/Weapons/Melee/Stick/stick" /> <property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab" /> <property name="Material" value="wood" /> <property name="HoldType" value="45" /> <property name="RepairTools" value="ductTape" /> <property name="Degradation" value="50" param1="true" /> <property name="FuelValue" value="15" /> <property name="Weight" value="13" /> <property class="Action1"> <property name="Class" value="MakeFertile" /> <property name="Delay" value="2" /> <property name="Block_range" value="4" /> <property name="DamageBlock" value="0" />[b][color="#00FF00"] <property name="Focused_blockname_1" value="water" /> <property name="Focused_blockname_2" value="waterMoving" /> <property name="Focused_blockname_3" value="waterStaticBucket" /> <property name="Focused_blockname_4" value="waterMovingBucket" /> <property name="Focused_blockname_5" value="waterSource8" />[/color][/b] <property name="Sound_start" value="UseActions/bucketbail_water" /> <property name="Sound_end" value="UseActions/bucketfill_water" /> <property name="Fertileblock" value="FishLoot" /> <property name="Adjacentblock" value="water" /> <property name="Stamina_usage" value="5" /> </property> <property class="Attributes"> <property name="EntityDamage" value="1,2" /> <property name="BlockDamage" value="1,2" /> <property name="DegradationMax" value="5,50" /> <property name="DegradationRate" value="2,1" /> </property> <property name="Group" value="Tools/Traps" /> <property name="CraftingSkillGroup" value="Tool Smithing" /> </item> It is supposed that you should fish in the water blocks, but for some strange reason, you only do it in the "burntForestGroundWGrass2" blocks, that is, on the burned earth. No matter if there is no water on either side, if there is burned earth, I will be able to fish. *BurntForestGround no water nearby. *It allows me to "fish" ؟Anyone know how to fix it? Link to comment Share on other sites More sharing options...
Mike c Posted May 2, 2017 Share Posted May 2, 2017 i tried it on dirt and i can cast on land . it puts a rebar frame in the ground that destroys the dirt block and you loot your fish. For now im just pretending theres a pond outside my fort and catching alot of mudfish Link to comment Share on other sites More sharing options...
NazT_DragN Posted May 2, 2017 Share Posted May 2, 2017 (edited) {Request} Replace X in RWG Preview editor I am using the 7D2D Launcher and after starting WoWalkers for the first time, I got stuck in the terrain preview screen because ESC doesn't do anything from that screen, and there's no "X" to click on. I'm having to alt-F4 and manually crash the game after I find a seed that I like, just so I can get back to the menu and start a new game. I haven't even got to try playing it yet. I'm going to try after posting this. In and of itself isn't a major thing, but not being able to back out to the main menu IS a pain. Edited May 2, 2017 by NazT_DragN Added screenshot (see edit history) Link to comment Share on other sites More sharing options...
The Lorax Posted May 2, 2017 Share Posted May 2, 2017 FYI, this is also along the lines of what I changed my bandits to for my experimental build and they definately work better (too well maybe). Whats the reasoning behind it? more accurate? more realistic? Link to comment Share on other sites More sharing options...
The Lorax Posted May 2, 2017 Share Posted May 2, 2017 I am on day 16 of a good tough game of War of the Walkers and doing well with no deaths. Suddenly I am hit with red NullReferenceException error popping up on my screen while exploring. I deleted everything except my save file including using regedit.exe and reinstalled from scratch and verified files. I am using 7DtD mod launcher. I have played 1000's of hours of 7DtD on this computer and never had this problem before. Still the red error code pops up within seconds of starting the game from my save. If I start a new game there is no red error code at least not within the first few minutes of play. I was playing in version 15.2 but the error is still there when I reload in 15.2 or even latest experimental build. Any suggestions? Could you post your error log to pastebin? it would be called something like output_log.txt located in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\7DaysToDie_Data or wherever you have the game copy stored. Link to comment Share on other sites More sharing options...
vladt Posted May 2, 2017 Share Posted May 2, 2017 A big problem with the mod Hello. First of all, the mod is incredible!! but i have a big problem to play it. When a npc or bandit shoot 3 or 4 FPS at the moment. i have a gtx 1080.... Thanks Link to comment Share on other sites More sharing options...
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