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A16 Valmod Pack


Valmar

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@Mark

 

That is very strange indeed. Its almost as if some files aren't being ported over correctly. But I see the toolbelt so clearly something went over. Short of reinstalling the mod again to make sure you have everything Im not really sure what could be causing that.

 

If possible add me to steam and we can discuss the problem more directly to see if we can find the solution.

 

http://steamcommunity.com/id/silkyfedora/

 

 

 

@Erik

 

Ah guys sorry. I'm an idiot. I fixed the hunting quest but A14.6 dropped right afterwards and like a ditz I forgot to refix it. Blah. I will fix it for real in the next update. Until then... hold onto it. Lol. Sorry again.

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@Erik

 

Ah guys sorry. I'm an idiot. I fixed the hunting quest but A14.6 dropped right afterwards and like a ditz I forgot to refix it. Blah. I will fix it for real in the next update. Until then... hold onto it. Lol. Sorry again.

 

Hey Valmar,

 

If it is just a simple .xml change let me know and I'll change it myself.

 

Thanks.

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Well I dont want to be too absolute about it. It certainly could be something I messed up somewhere. I for the life of me do not know what it could be though. Nothing is obvious with that error. It doesn't seem like it could come from anything that I did. I don't mean to just shrug the blame. I just genuinely cant think of anything it could be that's on my end. If you have an easy way to replicate the problem you could see if it happens in vanilla under the same circumstances. Or just ignore if its not that big of a deal.

 

Like I'm doing. Ignoring the problem and saying "it wasn't me".

 

 

 

 

 

Lol sounds like you sent you game to the outer limits of the twilight zone.

 

*giggle* your not wrong. At the time it was WEIRD.

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@Mark

 

That is very strange indeed. Its almost as if some files aren't being ported over correctly. But I see the toolbelt so clearly something went over. Short of reinstalling the mod again to make sure you have everything Im not really sure what could be causing that.

 

If possible add me to steam and we can discuss the problem more directly to see if we can find the solution.

 

http://steamcommunity.com/id/silkyfedora/

 

 

done! i send you invite via steam, also if can help with the problem, my other friend have the exactly problem... and BTW look how the Bandid are now...

 

20160501022656_1.thumb.jpg.70a2d1e093cb62441caced0581fca4c6.jpg

 

I try validating cache, then instal the mod, etc... and its the same, later im going to remove the game and downloading again..but its rly weird that my friend and I have the same issue...

20160501022657_1.thumb.jpg.de51d35964ff9bb407079d51097f4198.jpg

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seems the remote for the drawbridge doesn't work.... says it needs to be repaired or is missing parts when clicking the bridge...

 

ours works fine

I noticed you can Repair things with the Shovel now

 

Mine doesnt work either...gives the same message as "needs to be repaired or is missing parts" when i right click on the remote

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DUDE I FIX IT!!!!!! :D

 

Here is the problem, at least for me and my friend:

 

fresh install of 7dtd, if use this mod-link: http://download1025.mediafire.com/45j00wcq27ng/dbc7w6k4sw83bbb/Valmod+Overhaul+Client+Files.zip The game start and look like this

 

20160501150136_1.thumb.jpg.bf048138758222b2cb390967571374cd.jpg

 

the Valmod Msg pop up, but I start with the "vanilla items in the belt" and no new items.

 

If use this link-mod: http://www.enbot.org/ius/game-mods/7-days-to-die/valmod-3174-715.zip this happend:

 

20160501150618_1.thumb.jpg.bad40da5f8ef0c51d4483a9de72efab1.jpg

 

What happend here is that...i see the new items, the key, the "class selector"...but i can craft all w/o skill/class (forge for example)

 

And if I use this link: https://www.mediafire.com/folder/nwxli43yox62y/Valmod (This link is on the steam group) this happend (i cant put more attach so here is the link http://i.imgur.com/l48yVXy.jpg the game run like a charm with your mod, and all working fine... i think maybe is a issue with your other links, i dont know why, but the only "mod-link" that work for me is the last one, from steam group, the others don work fine with me.

 

Thanks a lot for your time, and i hope that my post help anothers! Cheers!

20160501150145_1.thumb.jpg.d57c9485e7fc6ef97618a3b6e8f3ec57.jpg

20160501150632_1.thumb.jpg.df2d85da6dd9320a90bfca0ebb8cfe08.jpg

20160501150626_1.thumb.jpg.cb087cd6fad5197c28f7b28fc2b24d2d.jpg

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seems the remote for the drawbridge dosent work.... sais it needs to be repaired or is missing parts when clicking the bridge...

 

Ah I forgot to give degradation to the expansion pack remote. I'm an idiot sometimes. This is what happens when you're editing four files at once. I'll make a note of it. Sorry for the inconvenience.

 

Hey Valmar,

 

If it is just a simple .xml change let me know and I'll change it myself.

 

Thanks.

 

It is. The quests.xml, find the hunter quest section starting with challenge_hunter1.

 

<objective type="AnimalKill" id="" value="5" />

 

You need to remove the id.

 

<objective type="AnimalKill" value="5" />

 

 

 

ours works fine

I noticed you can Repair things with the Shovel now

 

Ah, its only intended to let you upgrade with turds. I see why it lets you repair. Funny thing is that this means you were always able to repair with gas cans, door knobs, remotes, lockpicks and animal feed. I guess no one ever realized that since no one ever tried maybe?

 

Either way thanks for mentioning it. I'll fix that.

 

Hi there. Great mod! Maybe I'm blind, but could someone please tell me how to make silencers or scopes in the expanded version?

 

They only drop in loot.

 

 

 

 

 

@Mark

 

To clarify were you playing on a server or singleplayer? You shouldn't need to install the client files if you're playing singleplayer - they're only for servers.

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I'm getting an invalidcastexception.

 

InvalidCastException: Cannot cast from source type to destination type.

at XUiC_WorkstationToolGrid.Init () [0x00000] in <filename unknown>:0

at XUiController.Init () [0x00000] in <filename unknown>:0

at XUiController.Init () [0x00000] in <filename unknown>:0

at XUiController.Init () [0x00000] in <filename unknown>:0

at XUiC_CraftingWindowGroup.Init () [0x00000] in <filename unknown>:0

at XUiC_WorkstationWindowGroup.Init () [0x00000] in <filename unknown>:0

at XUiWindowGroup.Init () [0x00000] in <filename unknown>:0

at XUiFromXml.F (.XmlFile ) [0x00000] in <filename unknown>:0

at XUiFromXml.Load (.XmlFile _xmlFile) [0x00000] in <filename unknown>:0

at WorldStaticData.Init (System.String _name, .XmlFile _xmlFile) [0x00000] in <filename unknown>:0

at GameManager.ConfigFileReceived (System.String _name, System.Byte[] _data) [0x00000] in <filename unknown>:0

at NetPackageConfigFile.ProcessPackage (.World _world, INetConnectionCallbacks _netConnectionCallback) [0x00000] in <filename unknown>:0

at ConnectionManager.UH (INetConnection , NetPackageDirection ) [0x00000] in <filename unknown>:0

at ConnectionManager.Update () [0x00000] in <filename unknown>:0

 

never mid, I reverted. I was trying to use origin ui mod and it had a fit, it works now.

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@Mark

 

To clarify were you playing on a server or singleplayer? You shouldn't need to install the client files if you're playing singleplayer - they're only for servers.

 

Ah....its ok, so tellme what files need to copy on my "dedicated server" folder i mean what "link" need to copy? can use the same that use on my "Game folder"? or need another files?

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Is there a way to make "cold" drinks? or is it just from loot?

 

Yes, there is. While holding a drink click the left mouse button while pointing at a fridge. It will exchange it for a cold variant if one exists.

 

I'm getting an invalidcastexception.

 

never mid, I reverted. I was trying to use origin ui mod and it had a fit, it works now.

 

 

Just for future reference to others if you're experiencing a problem using my mod and have added other mods or made altercations to the files in some way please start off with that.

 

Ah....its ok, so tellme what files need to copy on my "dedicated server" folder i mean what "link" need to copy? can use the same that use on my "Game folder"? or need another files?

 

 

I believe we went over this in chat but just for future reference I will answer here.

 

You were using steams dedicated server which has its own folder and own set of xml files. You would have to open that server folder and then install the mod the same way you would on a singleplayer game (drag and drop). The files you need are either the Expansion Pack or the Overhaul depending on what one you want. The "client files" I provide are only for clients who want to play on a server that has the full mod installed and do not want to have to install the entire mod themselves.

 

Note: even if you install the mod to the server your own files will also need it installed. Or you can just install the client files on your side (not the server folder), whichever you prefer.

 

Hope that makes sense.

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Great Mod.

 

However, this seems to be missing - could you please add it to the recipies.

 

Clay Bowl + Bottle Water -> Clay Bowl of Water

 

I support this idea, and also an empty bottle. preservation of matter is important for realism!

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So... Something that confuses me.

 

Survivors get: Crossbow and crossbow schematic out the bat (awesome), a good supply of food and water, a decent amount of ammunition that can easily be restocked as opposed to bullets, some basic clothes, hunting knife, improvised weapons / traps, campfire, bedroll, and seeds.

 

Seeds.

 

This is significant because gardening eqauipment is gated behind a schematic. Which means you can't... actually do anythign with those seeds until you either find the schematic or enough survivor's notes to craft a forge, hoe, and get the perk to forge iron. Which means, combined with your storage requiring the RNG to drop duct tape and enough paper if you aren't using a prefab, you're better off just ditching the seeds since you won't be gardening aaaaanytime soon.

 

So... why spawn with seeds at all? By the time you can plant them, barring finding a hoe by the blessing of the Random Number God, you'd probably find just as many desperately scavanging for schematics.

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I support this idea, and also an empty bottle. preservation of matter is important for realism!

 

What do you mean?

 

So... Something that confuses me.

 

Survivors get: Crossbow and crossbow schematic out the bat (awesome), a good supply of food and water, a decent amount of ammunition that can easily be restocked as opposed to bullets, some basic clothes, hunting knife, improvised weapons / traps, campfire, bedroll, and seeds.

 

Seeds.

 

This is significant because gardening eqauipment is gated behind a schematic. Which means you can't... actually do anythign with those seeds until you either find the schematic or enough survivor's notes to craft a forge, hoe, and get the perk to forge iron. Which means, combined with your storage requiring the RNG to drop duct tape and enough paper if you aren't using a prefab, you're better off just ditching the seeds since you won't be gardening aaaaanytime soon.

 

So... why spawn with seeds at all? By the time you can plant them, barring finding a hoe by the blessing of the Random Number God, you'd probably find just as many desperately scavanging for schematics.

 

 

You know you can just break dirt for get fertile earth and then place that earth down. You don't need a hoe, they just make it quicker. You can also use a stone shovel and turds to make any earth block fertile.

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Question to those who play and follow this topic:

 

I'm thinking of adding a new mechanic to the game that lets you craft a "trading post" block (probably the mailbox) that lets you trade in casino coins for items like ammo, weapon parts, medical supplies and possibly food.

 

It would be easy to make, though balancing could be a problem. How rare are those coins?

 

If anyone is interested about this idea please share your thoughts on what you think would work best,if you think it would work at all.

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Question to those who play and follow this topic:

 

I'm thinking of adding a new mechanic to the game that lets you craft a "trading post" block (probably the mailbox) that lets you trade in casino coins for items like ammo, weapon parts, medical supplies and possibly food.

 

It would be easy to make, though balancing could be a problem. How rare are those coins?

 

If anyone is interested about this idea please share your thoughts on what you think would work best,if you think it would work at all.

 

They seem pretty rare, just might want to tweak the quantity because they can drop alot from cash registers and some of the custom prefabs are bit op like the bank for it.

 

I'd say if you do it then you can probably easily put in the notes what to comment out if people don't want to use it, or add some notes so those not as familiar with the xml can easily modify the list of whats available from it.

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I think those "upgrade items" are a pain. the nails feel a little...too expensive, and some of the ways of getting metal, too stingy. one of my favorite scrap iron sources is those "scrap metal" piles that scatter the waste land biome. those only give 3 units. I think that should be comperable to the destroyed wood block which I think recovers 10? or six? as if getting enough scrap iron wasn't enough of a problem starting out. oh! that reminds me, I will have to do testing, but will the "vanilla" nails work? maybe they do, and you need less of them because they're not "crude"

 

Granted, for doing a crapton of building, this will consolidate inventory space, especially if those kits have a HUGE stack size.

 

One other tweak I will BEG for is to make barbed wire easier to make and/or MUCH cheeper. right now, it's too expensive. and it USED to be nice and cheep. used to be 3 forging iron gave 15 bits of barbed wire. now it's 2 PER.

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