Tritox Posted July 20, 2017 Author Share Posted July 20, 2017 Here's an img http://imgur.com/a/OYgK1 Hmm, that container looks modded or I just haven't played the game enough. Could it be that the server has some inventory mod activated? Link to comment Share on other sites More sharing options...
wkdboi1 Posted July 20, 2017 Share Posted July 20, 2017 Not that I can find, I think it could be a random bug but still doing some testing Link to comment Share on other sites More sharing options...
wkdboi1 Posted July 20, 2017 Share Posted July 20, 2017 Okay I fixed it, it was to do with chest being locked, so I destroyed the first layer and bam it worked.. So not sure if thats something you could investigate Link to comment Share on other sites More sharing options...
Sirillion Posted July 20, 2017 Share Posted July 20, 2017 Okay I fixed it, it was to do with chest being locked, so I destroyed the first layer and bam it worked.. So not sure if thats something you could investigate Is this a new world save or is it passed over from experimental? Link to comment Share on other sites More sharing options...
wkdboi1 Posted July 20, 2017 Share Posted July 20, 2017 new with stable Link to comment Share on other sites More sharing options...
Sirillion Posted July 20, 2017 Share Posted July 20, 2017 new with stable Ok. Errors like this are common when opening chests that contain items that has been removed from the game. But since its new it has to be something else. Link to comment Share on other sites More sharing options...
wkdboi1 Posted July 21, 2017 Share Posted July 21, 2017 Yea, but fixed it with destorying first layer and doesnt seem to effect new chests so weird but if anyone else has issues thats my suggestion Link to comment Share on other sites More sharing options...
APerfidiousDane Posted July 21, 2017 Share Posted July 21, 2017 That chest has 90 slots and I believe vanilla has 72... Link to comment Share on other sites More sharing options...
kattenijin Posted July 27, 2017 Share Posted July 27, 2017 Unfortunately, it looks like the current version breaks the turret cameras and the motion sensor camera. Link to comment Share on other sites More sharing options...
SurvivalUK Posted August 1, 2017 Share Posted August 1, 2017 Hi Tritox, hoping an update is in the works for the latest experimental branch A16.2b7? The current version of your mod sadly doesn't work. Cheers Link to comment Share on other sites More sharing options...
Tritox Posted August 4, 2017 Author Share Posted August 4, 2017 Hi Tritox, hoping an update is in the works for the latest experimental branch A16.2b7? The current version of your mod sadly doesn't work. Cheers Oh shoot, I had missed the experimental build totally, my apologies! Anyhow, I've an update ready for 16.2 which should help. Link to comment Share on other sites More sharing options...
SurvivalUK Posted August 5, 2017 Share Posted August 5, 2017 Oh shoot, I had missed the experimental build totally, my apologies! Anyhow, I've an update ready for 16.2 which should help. Great stuff, many thanks for the awesome mod Link to comment Share on other sites More sharing options...
Apocalypticus Posted August 5, 2017 Share Posted August 5, 2017 Oh shoot, I had missed the experimental build totally, my apologies! Anyhow, I've an update ready for 16.2 which should help. Thanks for the fast update. Played a few hours, works great, as usual :-) Link to comment Share on other sites More sharing options...
P3rf3ctVZer0 Posted August 6, 2017 Share Posted August 6, 2017 I have some requests ... A Zombie Kill Counter and Player Kill Counter! - If at all possible. Link to comment Share on other sites More sharing options...
Syphon Posted August 10, 2017 Share Posted August 10, 2017 If I add it to my dedicated server and replace the UI files, all connected players will use this UI, is this correct? So I don't have to tell people to install it on their clients separately. Link to comment Share on other sites More sharing options...
SylenThunder Posted August 10, 2017 Share Posted August 10, 2017 If I add it to my dedicated server and replace the UI files, all connected players will use this UI, is this correct? So I don't have to tell people to install it on their clients separately. Yes. files are pushed from server Link to comment Share on other sites More sharing options...
Gobarg Posted August 11, 2017 Share Posted August 11, 2017 Is there a reason there is no "controls.xml" file in the XUI folder? I tried just moving the new folder into the config folder and got an error on startup. I looked in the XUI folder and saw that there was no controls.xml file. Will just transferring the Styles and windows files into my existing XUI folder still allow the UI to work or do I need a controls.xml file that has been edited? Link to comment Share on other sites More sharing options...
Tritox Posted August 20, 2017 Author Share Posted August 20, 2017 I have some requests ... A Zombie Kill Counter and Player Kill Counter! - If at all possible. Sorry for the late reply! I am mostly solo player and almost never play MP (when I do, it's coop) so player kill counter is something I don't really need to see in the HUD. Same goes with the zombie kill counter; I think it really doesn't give any useful information and if I need to see it, I can always quickly view it from the score screen. That said, kill counters aren't on my road map, but there are plenty of other mods around which have them. Feel free add them to my mod if you want to. Is there a reason there is no "controls.xml" file in the XUI folder? I tried just moving the new folder into the config folder and got an error on startup. I looked in the XUI folder and saw that there was no controls.xml file. Will just transferring the Styles and windows files into my existing XUI folder still allow the UI to work or do I need a controls.xml file that has been edited? The reason why I don't have it is that the mod doesn't really need the controls.xml. It uses one part from the file (quest tracker objective control), but I've implemented that part directly into windows.xml so I don't have to keep controls.xml in the mod files only because of few very minor changes. Link to comment Share on other sites More sharing options...
QuantumX Posted September 18, 2017 Share Posted September 18, 2017 Is this working with Version 16.3? Link to comment Share on other sites More sharing options...
LewZephyr Posted September 21, 2017 Share Posted September 21, 2017 Is this working with Version 16.3? Yes. Link to comment Share on other sites More sharing options...
SylenThunder Posted November 4, 2017 Share Posted November 4, 2017 Confirmed working on 16.4 Link to comment Share on other sites More sharing options...
Jagmeister Posted November 11, 2017 Share Posted November 11, 2017 Hi! I Trying to put the buff timers to tranasparent, but the game is stuck in the loading screen. Why? Thx! Link to comment Share on other sites More sharing options...
SylenThunder Posted November 16, 2017 Share Posted November 16, 2017 Hi! I Trying to put the buff timers to tranasparent, but the game is stuck in the loading screen. Why? Thx! Could you post both the log, and your xml file? Instructions are here. Link to comment Share on other sites More sharing options...
Crater Creator Posted December 5, 2017 Share Posted December 5, 2017 I just wanted to chime in that I'm enjoying this mod! I tried it as-is at first, and have since scaled it back to the parts I think are actually important. I'm now down to just using it to add three things over vanilla: core temperature, fullness, and hydration. The files are well documented, so it was easy to make changes, including merging it with ComSenMod. Link to comment Share on other sites More sharing options...
WoOzGaME Posted June 29, 2018 Share Posted June 29, 2018 This post contains information on how to enable parts of the Origin mod. Enabling in this case almost always requires editing the provided XML files. I recommend on getting some proper XML editor (like XML Copy Editor) for this since they make the editing so much easier. Edits can be made with some other text editor too, but I strongly advise against on using programs like Notepad and whatnots. I. Buff durations and how to enable them: Origin mod has an extra feature available which allows players to modify how the active buff indicator is displayed in the HUD. Mainly this feature adds (de)buff timers which tell how much time is left on each buff. For example, this includes buffs from Coffee, Painkillers and Antibiotics and debuffs like Burning, Broken leg and Bleeding. Timers are displayed as below: While the feature can be rather handy, it is deactivated by default for several reasons (aka. the cons): When enabled, some of the existing active buff items won't be displayed fully. Every (de)buff icon is displayed, but the buff info text isn't there and this is because of the implementation of the buff timers. For example, thirst and hunger warnings are displayed, but not their percentage values. Same goes with temperature warnings: overheated/freezing debuffs are shown, but not by how much. Wetness however, is displayed correctly. Minor HUD buff display desyncing problems occur when the feature is on. Buff timers pull their information from the character window's Active Buffs-section and while most of the time, the same buffs are listed in both places, Active Buffs-section doesn't have exactly the same buffs than the indicator in the HUD. Basically this means sometimes you might see a timer on some (de)buff which shouldn't have one or vice versa. This shouldn't appear that often though. For an unknown reason, the game will crash severely when you quit from a dedicated MP server if you have buff timers activated. Severe in this case means that you have to shutdown the game from the Task Manager. However, in SP this problem doesn't occur at all. If you think the buff timers' pros outweight the cons, here are the instructions on how to enable them: Install the mod as usual.Open windows.xml and search for HUDBuffDurations. Remove the comments (<!-- -->) from the window which is named after what you just searched (from lines 124 to 182).Search for BUFF TIMERS in the same xml. From the line (215) it is found, change the label's color attribute from white to transparent.Save the file. This works on 16.4 ! Link to comment Share on other sites More sharing options...
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