Valmar Posted October 3, 2016 Author Share Posted October 3, 2016 Hey Val, suppose this shoulda been in a PM but - whatever - anyhow: Firstly, I will be generating a blogspot/forum for my webpage. As I constantly rely on the brilliance of your mods to enthuse both my players and I it's only natural that I host a link to your mod right on my page. If you allow; which link should I use, and may I use your banners as the link item? Second, I've noticed I'm having issues creating the various fences, is there something I am missing on how to make 'em in the workbench or what? I have the handsaw and bought the skill. Thanks again man You're welcome to share the mod and any included images wherever you so desire. What link you use is up to you. Though if they're viewing it on a blogspot anyway it would probably be more convenient to the users if the link you share is the direct download link. That way when they click the link they're not brought to another page and have to find another download link for the specific version your server is using. Direct links work best. Though of course its up to you on how to go about doing it, I have no issue one way or another. Some of the fences may be inside the Artisan Decor Station, as they are a cosmetic block. ________ Mod Plans: So guys I wanted to share some of my future plans with the mod and see what your input would be. I'm thinking of rewriting the perk system so that perks can be bought into without actually "finishing". Let me explain. Currently the Gun perk costs 10 skill points. So you spend 10 skill points all at once and get the Gun. However I was thinking of giving the perk 10 levels. You need all 10 levels to unlock the recipe. What does this change? Well, on the surface, not a lot. You still will need 10 skill points to unlock it (as you will have to max it out) but doing it this way opens up some opportunity with books. A big reason I removed so many schematic books is because I didn't like that if the player happened to get lucky they could get a free perk that would otherwise cost them 30 skill points or something. However if I gave the perks levels I could bring back some of the schematics. For example now finding a pistol book would not have to instantly unlock the pistol - but it could give you two or three points into the pistol perk to make it cheaper to buy. This could also impact the classes a little. I could make perks "cheaper" for certain classes without actually unlocking them outright. Just for example the medic could start with 5 points in Pistol perk, meaning he'd only need to spend 5 more points to unlock the Pistol recipe as opposed to the full ten. I think this system would add a lot of extra control and ultimately be better than the current system. The only "problem" I have is that I feel it might be too confusing for players. Many players are used to buying a perk once and instantly getting rewarded for it. There are already some who have difficulty grasping the multi-level perks like Metal Smithing (I bought the perk but still can't make X! Oh I need level 3 in it?). That is the only downside I can see to this approach. What is everyones thoughts on the above proposal? Link to comment Share on other sites More sharing options...
Nolla Posted October 3, 2016 Share Posted October 3, 2016 Just read your proposal and I think it would be ok. Here is what I'm thinking and I hope I'm on the same wavelength as you. As you say the medic has 5 points in pistol - not enough to get the perk. But whilst raiding a book store finds two pistol books which provide the medic with 6 points taking them over 10 points needed for the perk plus 1 more - so now they would be able to assemble and re-assemble a pistol? Link to comment Share on other sites More sharing options...
Valmar Posted October 3, 2016 Author Share Posted October 3, 2016 @Nolla That is correct. Recipe books, for the most part, will not be "read and done" affairs. To fully unlock a recipe/perk with nothing but a book you'd have to find a few copies of the book. Link to comment Share on other sites More sharing options...
Nolla Posted October 3, 2016 Share Posted October 3, 2016 Thumbs up!! GTG Link to comment Share on other sites More sharing options...
Erik Louden Posted October 4, 2016 Share Posted October 4, 2016 I think this is a fantastic idea Val! The problem I have with the removal of schematics and books is that it also removed any real reason for me to leave my base except to gather resouces. This should increase the incentive to explore. Link to comment Share on other sites More sharing options...
Neb2566 Posted October 4, 2016 Share Posted October 4, 2016 I support this idea, sounds like a plan! I also support the implementation of the steel bars you helped make me ;P Link to comment Share on other sites More sharing options...
kickasscorm Posted October 4, 2016 Share Posted October 4, 2016 Error upon Load Hey all, just had an error - when i load it, it comes up with the coding error of "talltreegrassdiagonal" or something like that. anyone able to help? do i have to delete previous save games or what? Link to comment Share on other sites More sharing options...
Puschpa Posted October 4, 2016 Share Posted October 4, 2016 Full error message would help Link to comment Share on other sites More sharing options...
kickasscorm Posted October 4, 2016 Share Posted October 4, 2016 Full error message would help i can't attach. the zip file isn't working. here's a web link (last resort to me knowing how to do this) https://www.facebook.com/photo.php?fbid=10154591000714518&set=a.10154590999349518.1073741830.509254517&type=3&theater let me know if this works Thanks, Cormac Link to comment Share on other sites More sharing options...
kickasscorm Posted October 4, 2016 Share Posted October 4, 2016 any thoughts? Well, firstly, did the link work? Link to comment Share on other sites More sharing options...
Strael123 Posted October 4, 2016 Share Posted October 4, 2016 Perhaps I'm just an idiot.... I've a question for people here: I own a dedicated Linux server and, after 3 hours of searching, I FOR THE LIFE OF ME, am unable to find where I am supposed to install server-side mods. Anyone have insight? In example: https://7daystodie.com/forums/showthread.php?31730-Valmod-Pack - This has an A15 build. It runs fine on Single Player, but when I drop all files into my 7D2D server, it only half-works. The new recipies for Classes don't show up etc, and I am unsure if I have the Mods folder in the wrong directory or if I need to move the .git files elsewhere. I am able to connect to my A15 experimental server, and I get the popup notification about choosing a class and using the key, but I don't have said key or briefcase. Help? =) Link to comment Share on other sites More sharing options...
Puschpa Posted October 4, 2016 Share Posted October 4, 2016 any thoughts? Well, firstly, did the link work? Nope, doesn't work. Link to comment Share on other sites More sharing options...
Valmar Posted October 4, 2016 Author Share Posted October 4, 2016 Hey all, just had an error - when i load it, it comes up with the coding error of "talltreegrassdiagonal" or something like that. anyone able to help? do i have to delete previous save games or what? It sounds like you're installing the wrong version of the mod for your version of the game. What game version are you playing on, A14 or A15 b94? I've a question for people here: I own a dedicated Linux server and, after 3 hours of searching, I FOR THE LIFE OF ME, am unable to find where I am supposed to install server-side mods. Anyone have insight? In example: https://7daystodie.com/forums/showthread.php?31730-Valmod-Pack - This has an A15 build. It runs fine on Single Player, but when I drop all files into my 7D2D server, it only half-works. The new recipies for Classes don't show up etc, and I am unsure if I have the Mods folder in the wrong directory or if I need to move the .git files elsewhere. I am able to connect to my A15 experimental server, and I get the popup notification about choosing a class and using the key, but I don't have said key or briefcase. Help? =) Mods on a server install the same fashion that they do in singleplayer. There is literally no difference. Though since the server is running Linux the install directory may be different from that of windows. I don't know. Show me a screenshot of what you think is the install directory and I can probably verify it. Just to clarify, the server needs the entire mod installed on it (well, other than my Mods folder, since icons dont push from servers anyway). The "server client files" I share, if you were using those, are only for clients who want to join the server. Can you give me the direct download link you used to obtain the files, just to verify? Also dont worry about the Mods folder or the .git files. They are completely useless on the server. The .git files are actually usually regardless, they're just something github adds, pay them no mind. Finally ensure that when you join the modded server it is your first time ever joining it. That is the only way you will spawn with the class selection and class key item. If your character has already existed in the world before the mod was added then you get nothing. When you join the server do you see the toolbelt background image Valmod adds? Troubleshooting this might be easier if you add me on steam so we can chat more directly. http://steamcommunity.com/id/silkyfedora/ Link to comment Share on other sites More sharing options...
Moloch Posted October 4, 2016 Share Posted October 4, 2016 Hey Val - Has there been anyone noticing or remarking on the very high sale price of carpenter kits - easy exploit on sale value of those for classes that start with them. Sell for far too much as is. Link to comment Share on other sites More sharing options...
Strael123 Posted October 4, 2016 Share Posted October 4, 2016 As a follow up It sounds like you're installing the wrong version of the mod for your version of the game. What game version are you playing on, A14 or A15 b94? - I am on A15 (b94) for client, and server is: INF Version: Alpha 15 (b94) Compatibility Version: Alpha 15, Build: Linux 64 Bit - from the tailed log. - I can join the server also, just I do not have the key, briefcase or recipes in the UI. I added you to Steam. Link to comment Share on other sites More sharing options...
Valmar Posted October 5, 2016 Author Share Posted October 5, 2016 Hey Val - Has there been anyone noticing or remarking on the very high sale price of carpenter kits - easy exploit on sale value of those for classes that start with them. Sell for far too much as is. I was not even aware you COULD sell them as I did not add any value to them. However I will adjust that and make it so you CAN'T sell them. Lol. - I am on A15 (b94) for client, and server is: INF Version: Alpha 15 (b94) Compatibility Version: Alpha 15, Build: Linux 64 Bit - from the tailed log. - I can join the server also, just I do not have the key, briefcase or recipes in the UI. I added you to Steam. Issue was resolved in private, I believe. Assuming I'm remembering the name correctly. Link to comment Share on other sites More sharing options...
Moloch Posted October 5, 2016 Share Posted October 5, 2016 I was not even aware you COULD sell them as I did not add any value to them. However I will adjust that and make it so you CAN'T sell them. Lol. Issue was resolved in private, I believe. Assuming I'm remembering the name correctly. Your a god - anything I can do to help you btw bro - I would be happy to help. I also have gotten reports from my players on the imbalance of merchant order mailbox purchases vs VENDORS prices... guns and ammo especially. Link to comment Share on other sites More sharing options...
Valmar Posted October 5, 2016 Author Share Posted October 5, 2016 Your a god - anything I can do to help you btw bro - I would be happy to help. I also have gotten reports from my players on the imbalance of merchant order mailbox purchases vs VENDORS prices... guns and ammo especially. Just continue sending any feedback you have and I'll be in your debt. Thank you. As for prices in the merchant mailbox it /should/ be even out by now. Let me know if it still isn't. Link to comment Share on other sites More sharing options...
Moloch Posted October 5, 2016 Share Posted October 5, 2016 40 coins / 9mm at Vendor 420 (hehe) for 30 - 9mm via merchant orders 14 coins per bullet via merchant order ----- Is there a way to poll the values for sale of items from the Vendors to use as the values for mail merchant orders in case of furture or dynamic changes - I dunno but might be useful Link to comment Share on other sites More sharing options...
Valmar Posted October 5, 2016 Author Share Posted October 5, 2016 When was the last time you updated your files? The merchant order should be 420. Link to comment Share on other sites More sharing options...
Vyanant Posted October 5, 2016 Share Posted October 5, 2016 You're welcome to share the mod and any included images wherever you so desire. What link you use is up to you. Though if they're viewing it on a blogspot anyway it would probably be more convenient to the users if the link you share is the direct download link. That way when they click the link they're not brought to another page and have to find another download link for the specific version your server is using. Direct links work best. Though of course its up to you on how to go about doing it, I have no issue one way or another. Some of the fences may be inside the Artisan Decor Station, as they are a cosmetic block. ________ Mod Plans: So guys I wanted to share some of my future plans with the mod and see what your input would be. I'm thinking of rewriting the perk system so that perks can be bought into without actually "finishing". Let me explain. Currently the Gun perk costs 10 skill points. So you spend 10 skill points all at once and get the Gun. However I was thinking of giving the perk 10 levels. You need all 10 levels to unlock the recipe. What does this change? Well, on the surface, not a lot. You still will need 10 skill points to unlock it (as you will have to max it out) but doing it this way opens up some opportunity with books. A big reason I removed so many schematic books is because I didn't like that if the player happened to get lucky they could get a free perk that would otherwise cost them 30 skill points or something. However if I gave the perks levels I could bring back some of the schematics. For example now finding a pistol book would not have to instantly unlock the pistol - but it could give you two or three points into the pistol perk to make it cheaper to buy. This could also impact the classes a little. I could make perks "cheaper" for certain classes without actually unlocking them outright. Just for example the medic could start with 5 points in Pistol perk, meaning he'd only need to spend 5 more points to unlock the Pistol recipe as opposed to the full ten. I think this system would add a lot of extra control and ultimately be better than the current system. The only "problem" I have is that I feel it might be too confusing for players. Many players are used to buying a perk once and instantly getting rewarded for it. There are already some who have difficulty grasping the multi-level perks like Metal Smithing (I bought the perk but still can't make X! Oh I need level 3 in it?). That is the only downside I can see to this approach. What is everyones thoughts on the above proposal? I like the idea I have played with your mod for some time now and I love what you did with it. I think it will give the crack a book more value then it does right now - - - Updated - - - Fyi game updated to b104 and it hates you again Link to comment Share on other sites More sharing options...
MadDogBrian Posted October 5, 2016 Share Posted October 5, 2016 any idea on update time The game is now updated to b104 and mod is not working. Link to comment Share on other sites More sharing options...
Valmar Posted October 5, 2016 Author Share Posted October 5, 2016 Updated for b104. Link to comment Share on other sites More sharing options...
Puschpa Posted October 5, 2016 Share Posted October 5, 2016 Thanks Valmar, reliable as always P.S. Item ""skillbookUnarmed"" needs to be commented out in the traders.xml too, or it will throw an error on loading. Link to comment Share on other sites More sharing options...
Augure Posted October 5, 2016 Share Posted October 5, 2016 I'm getting this error on a brand new install. Any idea how to solve it please? (latest A14 build btw) (forum image doesn't seem to be working so here's another link : https://postimg.org/image/y2mgyv3sv/) Link to comment Share on other sites More sharing options...
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