YaSo Posted October 5, 2016 Share Posted October 5, 2016 [ATTACH=CONFIG]17350[/ATTACH] 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/) I was having similar issues after the last two game patches. For random gen maps, this is what happened to me and what I did to get around it. -Start a NEW Random Gen Map. Either get a bunch of red console errors, or I am waiting for more than 5 minutes for it to load. -Alt-Tab out to Windows (7 pro), use Task Manager to force quit the game. -Start a new Navezgane map. That should load just fine. Wait until you get all of the starting quests to load. -Quit the Navezgane map, then load the previous Random Gen map. This time is should load. (I had this issue since I joined the a15 beta, both with and without ValMod) Link to comment Share on other sites More sharing options...
YaSo Posted October 5, 2016 Share Posted October 5, 2016 [ATTACH=CONFIG]17350[/ATTACH] 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/) Oops, sorry. Didn't notice that it was for a14. (a14.7, right?) --Is this a previously played map or a new one? I would remove the game through Steam and the game's folder from Windows, and reinstall the game, then reinstall the patch. (ask in a post for help with that) Link to comment Share on other sites More sharing options...
LukeSkywalker Posted October 5, 2016 Share Posted October 5, 2016 Updated for b104. TY! Where is the download link? Best Regards Edit: its the b94 link! Link to comment Share on other sites More sharing options...
Augure Posted October 5, 2016 Share Posted October 5, 2016 Oops, sorry. Didn't notice that it was for a14. (a14.7, right?) --Is this a previously played map or a new one? I would remove the game through Steam and the game's folder from Windows, and reinstall the game, then reinstall the patch. (ask in a post for help with that) A14.7 yes, but it happens as soon as I launch the game, before the main menu. Edit: Tried reinstalling, didn't work. Link to comment Share on other sites More sharing options...
Valmar Posted October 5, 2016 Author Share Posted October 5, 2016 A14.7 yes, but it happens as soon as I launch the game, before the main menu. Edit: Tried reinstalling, didn't work. A14.7 is a long-standing stable branch. It should be working fine, it hasn't been changed in a while. Are you sure you downloaded the A14 version of the mod and not the A15 experimental? Add me to steam and we can troubleshoot it more personally if you'd like. http://steamcommunity.com/id/silkyfedora/ Link to comment Share on other sites More sharing options...
narimbur Posted October 5, 2016 Share Posted October 5, 2016 with b104 and the files of the first post dl-link (b94). Try to break in a tool-shop. Got red massages in the console. Only thing I could read, was something with "vending machine" Had to force quit the game. After restart the same. Link to comment Share on other sites More sharing options...
Valmar Posted October 5, 2016 Author Share Posted October 5, 2016 with b104 and the files of the first post dl-link (b94). Try to break in a tool-shop. Got red massages in the console. Only thing I could read, was something with "vending machine" Had to force quit the game. After restart the same. I suspect I know what it was. Hopefully is fixed now. Link to comment Share on other sites More sharing options...
narimbur Posted October 5, 2016 Share Posted October 5, 2016 I suspect I know what it was. Hopefully is fixed now. great, it works now. Link to comment Share on other sites More sharing options...
Augure Posted October 5, 2016 Share Posted October 5, 2016 A14.7 is a long-standing stable branch. It should be working fine, it hasn't been changed in a while. Are you sure you downloaded the A14 version of the mod and not the A15 experimental? Add me to steam and we can troubleshoot it more personally if you'd like. http://steamcommunity.com/id/silkyfedora/ Oh man I'm so stupid, I did just that... Hope I didn't waste any of your time and thank you for your work! Link to comment Share on other sites More sharing options...
Nolla Posted October 5, 2016 Share Posted October 5, 2016 Got an error running the new b104 build Something around INF error, saving chunks. Not sure if its Valmod or the engine? Link to comment Share on other sites More sharing options...
Valmar Posted October 6, 2016 Author Share Posted October 6, 2016 Got an error running the new b104 build [ATTACH=CONFIG]17361[/ATTACH] Something around INF error, saving chunks. Not sure if its Valmod or the engine? The image is sadly too small for me to make out what the console is saying. However it might be related to the earlier bug Narimbur reported and I fixed a few hours back. Redownload the mod to grab the latest files and see if that resolves it. If not, then I will have to look into the matter more closely. Link to comment Share on other sites More sharing options...
Valmar Posted October 6, 2016 Author Share Posted October 6, 2016 Updated the Horde edition version to work with b104. Also restructured it. Now it only contains the three files that are changed from Overhaul. Install Overhaul first then put the Horde Edition on top of it to if you want it. Items.xml - makes headshots deadly and bodyshots weaker. spawning.xml - ramps up the zombie spawn setting considerably so you have more to contend with. entityclasses.xml - disabled running zombie's climbing and running. You can use any of these files interchangeably to suit your needs. So if you only want headshots, you can just add the items. Horde Edition Link to comment Share on other sites More sharing options...
Valmar Posted October 6, 2016 Author Share Posted October 6, 2016 Call to Testers! I have a new version of Valmod Overhaul (b104 build) that completely overhauls (heh, pun) the progression system in many ways. I'm mainly testing this out and would love to get some feedback on the new approach. So far I do enjoy what I've done with it but it does need more eyes on it to spot possible faults or issues. What has changed, you may ask? Well, a huge reduction in the amount of perks, for one. Almost every recipe is now connected to a /skill/, not a perk. What does that mean? Well, now, to unlock the Pistol, for example, you have to level up Pistols to level 20. This goes for many other recipes aswell. You could now gradually unlock more medical recipes as your skill in medicine levels up, just for example. What perks are still kept also now function with a new system. Perks now only give you the recipe when they have been maxed out (or at a certain level, if specified otherwise). So while a perk may still cost 10 skill points it will now have 10 levels instead of just 1 level for 10 points. Many new books have been added to the game that you can find that will add various skills or perks. However now that perks have multiple levels you will not instantly max out and learn a recipe from a perk just from finding one book. For example finding a chainsaw schematic will not max out the perk and unlock the recipe instantly, but it will put points into to make it cheaper to purchase if you desire. Or you can wait till you find another to keep leveling the perk for free to get the recipe. Your skill level in a specific gun now determines the quality loss from repairs. Gun Smithing is no longer a thing. If you never used a shotgun before repairing it will cost you more quality. If you've mastered pistols repairing them will cost you less. Here is a quick rundown of new skills/perks or other changes and what unlocks what. ..:: Skills ::.. Scavenging Scrap Iron/Brass/Lead - level 5 scrapIronAxe - level 5 scrapIronPickaxe - level 5 scrapIronShovel - level 5 scrapIronShiv - level 5 blunderbuss - level 10 Blunt Weapons: clubIron - level 20 clubBarbed - level 30 clubSpiked - level 40 Blade Weapons: huntingKnife - level 20 machete - level 30 scythe - level 50 combatAxe - level 80 Mining Tools: pickaxeIron - level 20 pickaxeSteel - level 40 Construction Tools: clawHammer - level 20 sledgehammer - level 30 wrench - 40 Axes: fireaxeIron - level 10 fireaxeSteel -level 20 Pistols: gunPistol - level 20 gunPistolSilenced - level 30 gun44Magnum - level 40 gun44MagnumSilenced - level 50 Shotguns: gunSawedOffPumpShotgun - level 15 gunPumpShotgun - level 20 gunPumpShotgunChoked - level 30 Rifles: gunHuntingRifle - level 20 gunBoltRifle - level 20 gunHuntingRifleSilenced - level 30 gunBoltRifleSilenced - level 30 gunSniperRifle - level 40 gunSniperSilenced - level 50 gunSniperRifleHPScope - level 50 gunSniperRifleHPScopeSilenced - level 50 Assault Rifles: gunMP5 - level 20 gunMP5Silenced - level 30 gunAK47 - level 40 gunAK47Silenced - level 50 Fletching: ironArrow - level 20 ironCrossbowBolt - level 20 steelArrow - level 30 steelCrossbowBolt - level 30 flamingArrow - level 50 explodingCrossbowBolt - level 50 Medicine: healingAgent - level 5 drinkHealth - level 5 firstAidBandage - level 10 maniacPowder - level 15 disinfectantBandage - level 20 medicalSplint - level 25 firstAidKit - level 30 antibiotics - level 35 herbalAntibiotics - level 40 Science: chemistryStation - level 15 beer - level 15 mead - level 15 meadBlueberry - level 15 appleCider - level 15 fuelLog - level 15 glue - level 20 grainAlcohol - level 20 oil - level 20 bioFuel - level 20 chemicalAgent - level 20 gasCan - level 20 Tailoring: sewingKit - level 5 Armor Smithing animal hide armor - level 10 leather armor - level 20 scrap iron armor - level 30 iron armor - level 40 steel armor - level 50 Leatherworking leather - level 15 tanningRack - level 15 Mechanical: This is a new crafting skill that you level up by crafting various mechanical bits and bobs. Blacksmith: This is a new crafting skill that you level up by crafting various items and blocks in the forge. forge - level 10 bellows - level 10 forgedIron - level 10 ironArrowHead - level 10 ironRingsRivets - level 10 emptyJar - level 15 Syringe - level 15 Glass Blocks - level 15 beaker - level 15 weldingTorch - level 20 ironBars - level 30 anvil - level 30 calipers - level 50 spring - level 50 forgedSteel - level 80 steelArrowHead - level 80 mechanicalParts - level 80 steelRingsRivets - level 80 Carpentry: This is a new crafting skill that you level up by crafting various wood items such as woodframes or carpenter kits. Wood Blocks - level 10 handsaw - level 10 carpenterKit - level 10 Masonry: This is a new crafting skill that you level up by crafting carious stone or brick blocks. cementMixer - level 20 chisel - level 20 Cobblestone Blocks - level 20 Brick Blocks - level 30 Cement - level 50 concreteMix - level 50 Rebar Blocks - level 50 ..:: Perks ::.. Boom Stick: Increases shotgun damage. gunBoomstick - level 3 Better Lead Than Dead: Increases hunting rifle and sniper damage. G.I. Joe: Increases assault rifle (ak47/smg) damage. Gun: Rocket Launcher: gunRocketLauncher - level 30 Wooden Bow: woodenBow - level 5 ironBow - level 15 (requires level 20 Archery) Crossbow: crossbow - level 10 ironCrossbow - level 20 (requires level 20 Archery) crossbowRepeater - level 30 (requires level 30 Archery) Quicker Crafting: woodBlock - level 1 cobblestoneBlock - level 2 (requires player level 20) AutoWall_Wood - level 3 (requires player level 30) AutoWall_Concrete - level 4 (requires player level 40) AutoWall_Reinforced_Concrete - level 5 (requires player level 50) Miner 69er: minersTNT - level 5 (requires Mining Tools level 80) Lumberjack: Increases block damage with axes and reduces the stamina drain. Electric Lights: This perk gives you the required items to craft working electric lights. electricalToolKit - level 12 (requires Mechanical level 10) flashlight02 - level 12 (requires Mechanical level 10) Plumbing: This perk teaches you how to craft kits to fix sinks or craft your own working sinks for infinite clean water. plumbingKit - level 15 (requires Mechanical level 15) workingCabinetSink - level 15 (requires Mechanical level 15) workingGranitSink - level 15 (requires Mechanical level 15) Oven Repair: This perk teaches you to craft oven repair kits or working ovens to cook without fuel. ovenKit - level 15 (requires Mechanical level 15) workstationOven - level 15 (requires Mechanical level 15) Lockpicks: Lockpick - level 15 (requires Scavenging level 15) Animal Traps: animalSnare - level 10 (requires The Survivor level 1) chickenCoop - level 10 (requires The Survivor level 1) Pottery: bowl - level 3 dinnerPlate - level 3 clayBucket - level 3 Chainsaw: chainsaw - level 8 Nailgun: nailgun - level 15 Auger: auger - level 15 partsAuger_Blade level 15 Minibike: minibikeChassis - level 30 (requires Mechanical level 30) minibikeWheels - level 30 (requires Mechanical level 30) minibikeSeat - level 30 (requires Mechanical level 30) minibikeHandlebars - level 30 (requires Mechanical level 30) Traps: trapSpikesNew - level 10 woodLogSpike1 - level 10 trapFall - level 10 trussingSpike - level 20 trussingWallSpike - 20 tnt - level 20 dynamite - level 20 mineAirFilter - level 20 mineCandyTin - level 20 mineHubcap - level 20 mineCookingPot - level 20 pipebomb - level 20 rScrapIronPlateMine - level 20 trapNailMine - level 20 trapFire - level 30 Garden Tools: shovelIron - level 5 (requires Tool Smithing level 10) shovelSteel - level 5 (requires Tool Smithing level 10) hoeIron - level 5 (requires Tool Smithing level 10) weedCleaver - level 5 (requires Tool Smithing level 10) Security: Secure Wooden Door - level 5 Secure Wooded Crates - level 10 (requires Carpentry level 10) Secure Safes - level 20 (requires Mechanical level 10) Iron and Vault Doors - level 20 (requires Mechanical level 10) Drawbridges - level 20 (requires Mechanical level 10) Any and all feedback on this version would be greatly appreciated! Unless it gets a lot of hate this will likely one day become the new Overhaul standard. Valmod Overhaul Experimental Edition Link to comment Share on other sites More sharing options...
Roncor Posted October 6, 2016 Share Posted October 6, 2016 Sweet can't wat to try it this will work on the alpha 15 stable? Link to comment Share on other sites More sharing options...
Valmar Posted October 6, 2016 Author Share Posted October 6, 2016 Yes. When I call it "experimental edition" what I mean is that its an experimental prototype of Valmod, not that its intended for an experimental build of 7DTD. Both my experimental edition and my Valmod Overhaul (main download) are both A15 stable compatible. Link to comment Share on other sites More sharing options...
Felipe_Oyabu Posted October 6, 2016 Share Posted October 6, 2016 About Expansion version Valvar you gonna update the expansion to A15? for now i'll try the experimental version... Link to comment Share on other sites More sharing options...
Roncor Posted October 6, 2016 Share Posted October 6, 2016 Can't wait to get home and give it a try looking forward to it and you do a fantastic job on the mods Link to comment Share on other sites More sharing options...
Valmar Posted October 6, 2016 Author Share Posted October 6, 2016 Valvar you gonna update the expansion to A15? for now i'll try the experimental version... I am, it just takes time. The Overhaul I basically already had updated to A15 since I was keeping up with their beta build. The Expansion Pack however I have to start from scratch, more or less. That takes time. Lots of time. It will probably take me a few days. But yes, I do fully plan on updating Expansion Pack to work with A15. Link to comment Share on other sites More sharing options...
Moloch Posted October 6, 2016 Share Posted October 6, 2016 When was the last time you updated your files? The merchant order should be 420. Sorry - that's a remark on the difference between merchant order and vendor. If I use in game vendor to buy 30 bullets it costs 1,200 dukes for the stack versus 420 dukes via merchant order. Creating a loop which could be exploited for infinite ammo/increasing currency. Link to comment Share on other sites More sharing options...
narimbur Posted October 6, 2016 Share Posted October 6, 2016 use your new version with b105: -can't find receipt for whetstone, only find it in items.xml Link to comment Share on other sites More sharing options...
Loktar Posted October 6, 2016 Share Posted October 6, 2016 Icons I am abit new to this Mod community, but I did as intructed. But for some reason the game does not pickup the icons in the "mods" folder. The mods folder was not present when I copied it over either. Did I place it wrong? I could enter the modded game fine and everything worked, but no icons for the new stuff that is added? On a side note I think this Modsounds great. Me and my friends look forward to test it later today. Thanks for any answers you may provide Valmar. edit: Nevermind, I am blind. I just didnt read at the end of the guide. My bad Link to comment Share on other sites More sharing options...
zakhad Posted October 6, 2016 Share Posted October 6, 2016 I would like to petition for the cost of leasing a vending machine to be reduced from 2500 dukes, which 30 days. (60 real life hours, but that's tied to my game timelapse duration) Might I suggest that their could be different leasing times for various machines? Daily rental / 3 day rental / weekly rental / 2 weeks rental / monthly (in game time) My reasoning would be by the time I ever get remotely close to 2500 dukes I would have a end game tools like chainsaws auger iron/steel plate minibike etc by then it doesn't fit the scale of when you're able to lease one vs if its even worth anything by that point. While on topic talking about prices, the bullet tumbler has a base price of 1 duke. I do prefer the changes you've made to the skill system, I haven't played it long enough to suggest any changes though. Link to comment Share on other sites More sharing options...
visageiii Posted October 6, 2016 Share Posted October 6, 2016 hey Val, could you release the base changes per file? ex.... the items file, rather than a complete file, just the changes you made to the file inside a file named... Items_Val_exp.txt or items_val_overhaul.txt ? that way we could pick and chose which files to add to customize our game world? Link to comment Share on other sites More sharing options...
Valmar Posted October 6, 2016 Author Share Posted October 6, 2016 Sorry - that's a remark on the difference between merchant order and vendor. If I use in game vendor to buy 30 bullets it costs 1,200 dukes for the stack versus 420 dukes via merchant order. Creating a loop which could be exploited for infinite ammo/increasing currency. Strange. I'm not really sure whats up with that. I might just remove the recipes for it now anyway. The merchant delivery box was only meant to be a stand-in for merchants, anyway. use your new version with b105: -can't find receipt for whetstone, only find it in items.xml There is no recipe for it. You harvest it from mining boulders or stone. edit: Nevermind, I am blind. I just didnt read at the end of the guide. My bad Out of curiosity was it related to playing on a server and needing the mod installed locally? I would like to petition for the cost of leasing a vending machine to be reduced from 2500 dukes, which 30 days. (60 real life hours, but that's tied to my game timelapse duration) Might I suggest that their could be different leasing times for various machines? Daily rental / 3 day rental / weekly rental / 2 weeks rental / monthly (in game time) My reasoning would be by the time I ever get remotely close to 2500 dukes I would have a end game tools like chainsaws auger iron/steel plate minibike etc by then it doesn't fit the scale of when you're able to lease one vs if its even worth anything by that point. While on topic talking about prices, the bullet tumbler has a base price of 1 duke. I do prefer the changes you've made to the skill system, I haven't played it long enough to suggest any changes though. I'm not entirely sure how the vending system works. What you suggest should be possible but would require new blocks. With the block ID limit being what it is I really don't want to do that. I'll keep the idea in mind though. I think you can keep buying time on them, can't you? You could then set the default time to 3 days and reduce the cost. Then you just keep buying more time as you need it to stack it. I'm not sure if thats possible yet but I assume it would be. Most of my items added have no EconomicValue and thus likely all default to 1. Hopefully overtime I will add some more appropriate values to them. I appreciate you taking the time to try out the experimental build. hey Val, could you release the base changes per file? ex.... the items file, rather than a complete file, just the changes you made to the file inside a file named... Items_Val_exp.txt or items_val_overhaul.txt ? that way we could pick and chose which files to add to customize our game world? I don't think you realize the sheer magnitude of what you're requesting. It would be practically impossible to do that in any feasible way and require a lot of work. Especially for something only one or two people will use and anyone else who tries to use it will probably not understand it and break something. I share many various individual mods in my mod collection that come from Valmod. That would be a better place to look for such things. Link to comment Share on other sites More sharing options...
zakhad Posted October 6, 2016 Share Posted October 6, 2016 I've changed it myself manually by editing the traders.xml <!-- Rented - Vending Machine --> <trader_info id="5" reset_interval="-1" override_buy_markup="1.0" override_sell_markup="1.0" allow_sell="false" rentable="true" rent_cost="2500" rent_time="30" /> I changed / marked down / quantified down? for a 3 day rental at rent_cost="250" rent_time="3" maintaining the same cost / duration just as as a bite sized chunk of 3 days at 250 instead of 1 month for 2500 Just a personal preference. Edit - I didn't realise I could sell items to the vendor -,- I thought it was only in the rented machine, but ah well I do prefer the bite size rent duration/cost as opposed to the whole chunk at 2500 for a 30 days. Editing these as I notice them. Items with no value (Mod items) Peroxide Light Bulb Suggested that the price be changed, posted below is their current selling value. Burning Barrel - 2 dukes. (it has no practical value in the vanilla game, but in this mod its used for a recipe ~I forgot what :S) Link to comment Share on other sites More sharing options...
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