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A16 Valmod Pack


Valmar

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"press e to open" prompt shows for everything but the cardboard box which shows nothing. If I press and hold E over the broken forge and cement mixer I see a campfire symbol.

 

I invited you on steam.

 

Alright, message me when you get a chance so I know its you and we'll see if we can find a solution. Though I'm not expecting much to be honest.

 

The daytime sky was completely black for me when I tried this so you might want to wait till Valmar chimes in.

 

Lol my mod really doesn't like you. :)

 

It is as you say, the no bags version is meant to replace the other if you want to turn off the bagdrops. Not sure how that could effect the sky. Though there are a lot of things happening to your poor game that baffle me.

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Lol my mod really doesn't like you. :)

 

It is as you say, the no bags version is meant to replace the other if you want to turn off the bagdrops. Not sure how that could effect the sky. Though there are a lot of things happening to your poor game that baffle me.

 

LOL sounds like an instance where one would just have to do a clean install of the game and mod.

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Hello Valmar

 

You misspelled Experience - Athletics.You typed in (EXPATHLETICS)

 

 

[ATTACH=CONFIG]15059[/ATTACH]

 

 

Well, its not really a misspelling. I just forgot to add the localization information so it shows its "real" item ID name. I've made a note though, thank you.

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Hello Valmar

 

You misspelled Experience - Athletics.You typed in (EXPATHLETICS)

 

 

[ATTACH=CONFIG]15059[/ATTACH]

 

easy fix...open

 

C:\Program Files (x86)\Steam\SteamApps\common\7 Days To Die\Data\Config\Localization.txt

 

and add:

 

expAthletics,items,Item,,Experience - Athletics,,

 

Fixed

 

- - - Updated - - -

 

So after my 21st horde I was collecting loot from zombies and my inventory was full. Each time I try opening my inventory, opening bench, storage this error pops up....

 

HELP!

 

http://postimg.org/delete/jhl9i4yh2/

 

did you Mod anything in the game ..Maybe change a value?

 

that's the Same error i get when i forget to <!-- --> a file

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So after my 21st horde I was collecting loot from zombies and my inventory was full. Each time I try opening my inventory, opening bench, storage this error pops up....

 

HELP!

 

http://postimg.org/delete/jhl9i4yh2/

 

Overhaul or expansion?

 

Can you access the player viewer (that shows you your character and clothes)? Is it only the inventory acting funky? Can you access your inventory via opening a container?

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Alright, message me when you get a chance so I know its you and we'll see if we can find a solution. Though I'm not expecting much to be honest.

 

 

 

Lol my mod really doesn't like you. :)

 

It is as you say, the no bags version is meant to replace the other if you want to turn off the bagdrops. Not sure how that could effect the sky. Though there are a lot of things happening to your poor game that baffle me.

 

Heh - tell me about it.

 

I amde a short video of the issue to see if that helps:

https://youtu.be/0m9u1EejFrU

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The daytime sky was completely black for me when I tried this so you might want to wait till Valmar chimes in.

 

I dont know how you did it buy you are know in the mini-world inside a lootbag There is no sky in there lol jk. did you edit the code right? I changed stuff before missed one symbol and broke the game lol.

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I wish I could offer something but Im not sure of what could cause it or what could fix it. I'll use the cop-out excuse that its a vanilla bug and outside of my control. For the box though I could suggest modding the cardboard box to downgrade into itself to see if you can force it back to working shape.

 

<block id="1959" name="cntEPSCardboardBox">

<property name="DowngradeBlock" value="cntEPSCardboardBox " />

<property name="MaxDamage" value="100" />

<property name="Extends" value="cntCardboardBox" />

<property name="DescriptionKey" value="cntEPSCardboardBoxDesc"/>

<property name="Class" value="SecureLoot" />

<property name="CustomIcon" value="cntCardboardBox" />

<property name="LootList" value="102" />

<property class="RepairItems">

<property name="ductTape" value="3" />

</property>

<drop event="Destroy" count="0" />

</block>

 

With this downgrade property it should turn back into itself when you break it. WHich might trigger it to reactive itself or whatever. I'd try doing that then breaking the box to see if it forces it to reset.

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easy fix...open

 

C:\Program Files (x86)\Steam\SteamApps\common\7 Days To Die\Data\Config\Localization.txt

 

and add:

 

expAthletics,items,Item,,Experience - Athletics,,

 

Fixed

 

- - - Updated - - -

 

 

 

did you Mod anything in the game ..Maybe change a value?

 

that's the Same error i get when i forget to <!-- --> a file

 

Nah, i didnt touch anything on any files. The only fix i found was to close the whole game entirely and re-open it back up.

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Just started using your mod, and it's great. I'm having problems put the cooking pot(or any tool) into the campfire (same with forge). Has anyone else had this problem or am I doing something wrong?

 

I have exactly the same issue, just after updating to the latest version of valmod overhaul.

any ideas?

 

Edit: I rolled back to 2.3 from 2.5 and its working again now....originally upgraded from 2.2 to 2.5.

so anything above 2.3 wont work with adding anvils etc to forge...or adding pots/grills to campfire.

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I have exactly the same issue, just after updating to the latest version of valmod overhaul.

any ideas?

 

Edit: I rolled back to 2.3 from 2.5 and its working again now....originally upgraded from 2.2 to 2.5.

so anything above 2.3 wont work with adding anvils etc to forge...or adding pots/grills to campfire.

 

Are you sure you're using the latest version of the game (A14.6) and definitely installed the latest version of my mod? I'm playing my 2.5 pack over here and have zero problems with adding tools the forge or campfire on either version. Have you tried placing a new campfire/forge to see if that fixes the problem?

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Are you sure you're using the latest version of the game (A14.6) and definitely installed the latest version of my mod? I'm playing my 2.5 pack over here and have zero problems with adding tools the forge or campfire on either version. Have you tried placing a new campfire/forge to see if that fixes the problem?

 

The forge was changed slightly in terms of the ui change, this might be causing a problem in the updated version. I suggest you roll back, drain the forge, update to latest version and then rebuild the forge. Same with campfire as I believe the tool slots were moved.

 

Should this change make a difference, no but I have had weird issues which should only relate to the ui before effecting the game.

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The forge was changed slightly in terms of the ui change, this might be causing a problem in the updated version. I suggest you roll back, drain the forge, update to latest version and then rebuild the forge. Same with campfire as I believe the tool slots were moved.

 

Should this change make a difference, no but I have had weird issues which should only relate to the ui before effecting the game.

 

Sorry Guys i must have missed a update that came out..... obviously wasnt on 14.6

it happened as i run 2 versions....one modded and one not.

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some new ideas

 

Hello Valmod fans!

 

I had a couple of ideas after my last talk with Valmar regarding balance, this seems like the best way to get ideas and see what he thinks, so here goes...

 

The first thing he expected me to complain about was the inability to make wood frames, this was not my complaint, and an enterprising player can bypass this limitation in most of the ways people use frames early game, that said, it did lead me to some thoughts...

 

So it's fairly easy to get concrete in vanilla, which also applies to Valmod currently, this may change, what I was thinking, is instead of Builder starting with Carpentry, maybe start them with Masonry, and put Carpentry behind a perk, much like Concrete is now, make Concrete harder to get, but put Carpentry at say 20 Construction skill and Concrete at 40, or 60 Construction Skill?

 

Just some ideas, any thoughts?

 

Is Masonry too strong for a starter class?

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The problem I'd face with making it a perk is that if I do that in a practical way then the builder class won't be able to start off with that talent. I do like the idea of making it perk-based but I don't want to nerf the builder class to do it.

 

There is a possible workaround for this that I could do but it would require me to rework how the classes are handled and be a lot of work. Just not worth it in my eyes. I'd rather make concrete more expensive.

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Version 2.6 Update -

 

In this update I have added a few new things to play with. Everything is mentioned in the changelog but I will make special mention of a few key parts players might be interested.

 

Firstly there are two new "legendary" items added - a chainsaw and a wrench. These, like all legendary weapons, are only lootable and not something you can craft.

 

I've added three new wearable head items that provide flashlight functionality. Two are "LED" face items (goggles) and the other is a "Range Hat" which is essentially a cowboy hat with a light. Hopefully these will provide the player with a little more flexibility in what to wear for light.

 

I've added a "merchant" workstation in the form of a mailbox. With this workstation you will be able to exchange casino coins for a few various items such as food, health kits, weapon parts and ammo. This is to act as a temporary "store merchant" until we have NPCs.

 

I've added the steel version of tools to their respective schematic books rather than being locked behind the perk. Those who already knew them may need to re-read the schematic to unlock it.

 

I've added a new quest you can find that will let you earn 3 survivor notes by killing zombies.

 

You no longer need to use animal feed to upgrade snares and coops. You use it as part of the recipe to craft them now and they will be automatically "baited" when you place them.

 

Ovens have a chance to give a grill when harvested.

 

Forges can no longer support blocks ontop of them. So you can't stack blocks ontop of the forge anymore. Blocks already ontop of forges should still be safe, however.

 

Steel Fire Spike has a new texture to make it more clear when it is "fueled" and when it is not.

 

Junk, Garden Tools, Chainsaw, Pottery and Animal Hide books are now considered "common" rather than rare in the overhaul.

 

The rational for why the chainsaw is common while the axe is rare is because a chainsaw cannot actually be "crafted" but is rather just assembled from parts you find. The book is just a manual. Also by time you have a chainsaw in vanilla a lot of times it seems you no longer really need at as by that point you likely already are building with cement and have moved past the "wood" stage.

 

I removed the Bowl of Water icon from the working oven and campfire. This is because there was an exploit brought to my attention where placing a bowl of water there would also, for some reason, also place water in all nearby campfires or ovens. I don't understand it. To work around this the icon is removed BUT you can still place a bowl of water in one of the three slots. I suspect it will be placed in the "beaker" slot by most players.

 

Feral Ravager has a speed boost now. This because I felt he was too slow and easy to kill for the kind of loot he can drop.

 

I increased the perk requirements for concrete.

 

I increased the probability of the zombie gorilla boss to spawn since no one has ever actually reported seeing him yet since he was added. He is meant to be rare but after a few hundred days I do expect at least some sighting.

 

 

- Changelog -

 

 

v2.6

 

Mods folder -

 

Added cntPurse01 icon

Added legendaryWrench icon

Added legendaryChainsaw icon

Added ledAviatorGoggles icon

Added ledGoggles icon

Added militaryRation icon

Added lokiMeat icon

Added workstationMerchant icon

Added soap icon

Changed trapSteelFireSpike icon

 

 

Items.xml -

 

vegetableStew - increased wellness

gunBoomstick - adjusted to work with lokiShell

(Overhaul) schematicFireaxe - added fireaxeSteel to recipes to learn

(Overhaul) schematicPickaxe - added pickaxeSteel to recipes to learn.

(Overhaul) schematicGardenTools - added shovelSteel to recipes to learn.

(Overhaul) shotgunSlugSchematic - Commented out recipes to learn.

1728 - added steelToeBoots

1729 - added rangerHat

1755 - added ledAviatorGoggles

1756 - added ledGoggles

1843 - added militaryRation

1844 - added lokiMeat

1981 - added soap

2626 - added challengeTakingNote

2805 - added legendaryWrench

2806 - added legendaryChainsaw

Small changes to the Helmet Lights

crossbowSchematic - added Archery skill gain

(Overhaul) recipebookArchery - added Archery skill gain

gunMP5 - added an attribute to fix an issue with alt ammo buffs carrying over to other ammo types.

animalFeed- removed upgrade event and Degradation

 

 

 

Blocks.xml -

 

cntPurse01 - added descriptionkey

emberPile1 - removed BuffsWhenWalkedOn

forge - added stabilitysupport with false flag

cntOven - added harvest event to get cooking grill

cntWallOven - added harvest event to get cooking grill

trapSteelSpike - added MaxDamage to 2000 to reduce their overall health.

trapSteelFireSpike - added MaxDamage to 2000 to reduce their overall health.

trapSteelFireSpike - changed texture to make it more visually distinct

oilRefiner - changed model and shape to make it slightly more distinct

chickenCoop - changed to upgraderated to avoid needing to upgrade.

animalSnare - changed to upgraderated to avoid needing to upgrade.

1944 - Added workstationMerchant

cabinetFiller2Block - changed material to wood.

 

 

Recipes.xml

 

Added drywallBlock

Added drywallWhiteBlock

Added orangeDrywallBlock

Added blueDrywallBlock

Added redMetalBlock

Added greenMetalBlock

Added blueMetalBlock

Added cabinetFiller2Block

Added <!-- Merchant Mod --> section with recipes

Changed concreteBlueDrywallBlock recipe

Adjusted a gasCan recipe in the oilRefiner

Changed Brewery recipe to use more wood.

Added workstationMerchant

chickenCoop recipe added need for animalFeed

animalSnare recipe added need for animalFeed

(Expansion) houseFrontDoor2_v1 no longer uses workstation

(Expansion) houseFrontDoor1_v1 no longer uses workstation

(Overhaul) schematicFireaxe increased note cost.

(Overhaul) chainsawSchematic lowered note cost.

 

 

 

Loot.xml

 

(Overhaul) rareBooks group - moved the recipebookJunk book to commonBooks

(Overhaul) removed shotgunSlugSchematic.

(Overhaul) rarebooks group - moved the schematicGardenTools to common books

(Overhaul) rarebooks group - moved the chainsawSchematic to common books

(Overhaul) rarebooks group - moved the recipebookPottery to common books

(Overhaul) rarebooks group - moved the schematicAnimalHide to common books

(Overhaul) beverages group - increased emptyJar probability.

clothes group - added steelToeBoots

clothes group - added ledGoggles

clothes group - added ledAviatorGoggles

cowboyHatAll group - added rangerHat

sportingGoods group - added ledGoggles

sportingGoods group - added ledAviatorGoggles

legendarymelee group - added legendaryChainsaw

legendarymelee group - added legendaryWrench

SurvivorClass group - changed ironCrossbow to crossbow

HunterClass group - changed ironBow to woodenBow

cupboard group - added militaryRation

SuppyFood group - added militaryRation

container id 59 - added militaryRation

questChallege lootgroup - added challengeTakingNote

toiletLoot lootgroup - added soap

(Expansion) rottenFood group - added moleSandwich

(Expansion) medicine group - increased Syringe drop count

(Expansion) questChallenge - added challengeFeedTheMole

coldfood lootgroup - added lokiMeat

 

 

windows.xml

 

 

Made an alt version in the file that has no toolbelt image for those who dont have internet connections.

windowToolsCampfire - changed required_tools_only to false for compatibility with those with low resolutions.

windowsToolsCampfire - lowered the cols to 3 and removed the bowl of water to fix exploit.

 

 

entityclasses.xml

Feral Ravager - Increased approach speed

 

 

progression.xml

 

Master Archer - lowered requirements.

(Overhaul) Concrete Mixing - increased requirements.

(Overhaul) Metal Smithing - revampmed perk.

(Overhaul) shotgun Shell Crafting - added shotgun slug to level 2 unlock

 

 

 

xui.xml

 

Added workstation_workstationMerchant window_group

 

 

 

entitygroups.xml

 

ZombiesFeral group - increased probability of Zombie Gorilla Boss

 

 

 

quests.xml

Added challenge_takingnote

Added challenge_takingnote2

Added challenge_takingnote3

challenge_animaltrap - modifed to remove BlockUpgrade objective.

challenge_animaltrap - modified to remove BlockUpgrade objective.

 

 

 

Localization -

 

Added cntPurse01Desc

Added expAthletics

Added expScavenging

Added expMiscCrafting

Added legendaryWrench

Added legendaryWrenchDesc

Added legendaryChainsaw

Added legendaryChainsawDesc

Added steelToeBoots

Added steelToeBootsDesc

Added shirtPurple

Added ledAviatorGoggles

Added ledGoggles

Added LEDHelmetDesc

Added rangerHat

Added rangerHatDesc

Added coolGloves

Added coolGlovesDesc

Added militaryRation

Added militaryRationDesc

Added lokiMeat

Added lokiMeatDesc

Added workstationMerchant

Added workstationMerchantDesc

Added soapDesc

Added cabinetFiller2Block

Changed skillbookAthletics

Changed skillbookAthleticsDesc

Changed bottledWaterDesc

Changed lokiWater

Changed coldlokiWater

Changed recipebookJunkDesc

Changed plumbingKitDesc

Changed chickenCoopDesc

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Snip

 

Looks like a bunch of great stuff added!

Planning on building a shop around the "mailbox" and luring a zombie into it to act as a merchant. He'll have about the same personality as most pawn shop owners anyway, if what I see on tv is any indication...

 

"I increased the probability of the zombie gorilla boss to spawn"

Wait, what? 0_o

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I got involved with the forge conversation in the A15 thread. Thought I'd repost my idea's here, in case there's anything you could use in your great mod pack (ignore the multi-block idea, I know this isn't possible without SDX):

 

"I'd like to see an easy to make, high degradation forge similar to what we have now for low end stuff, like forged iron and ammo components, but a multi-block, more permanent "smeltery" that's made from scavenged parts, like what Tinkers Construct provides in Minecraft, for the higher end product. Maybe even bring back a few molds to use for steel items like the pick, the axe, etc.

Once electricity is in the game, one of the scavenged pieces could be a blower to amp up the heat to produce steel. (*Valmod could use a battery instead)

Smeltery's could be found in factories and other buildings, components as rare loot or laying around in the wasteland and burnt forests. Break apart the whole smeltery for a chance to get components, or set up the electricity at the factory to use the smeltery there. Coal, or coal coke (20 coal, 20 oil shale?) to add the heat, the blower to intensify the heat for steel."

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