rucky Posted February 3, 2019 Share Posted February 3, 2019 just stumbled upon this one, seems very promising!! one question for installation though, am I right (and no, I'm not using the mod launcher), - I do need ONE of the following: 2K OR 4K ressource files, which need OVERRIDE the original files (so a backup should be made prior) - and from the modlet sets also ONE of the following: BASELINE OR REDUX (with Redux is the better grafical wise) - and the optional Vehicles-DF can be ignored when not using that Darkfalls Mod right? Link to comment Share on other sites More sharing options...
DUST2DEATH Posted February 3, 2019 Author Share Posted February 3, 2019 You are correct. Each component is stand alone, so you can use as little or as much as you like. Link to comment Share on other sites More sharing options...
rucky Posted February 3, 2019 Share Posted February 3, 2019 Thanx! As the Biome and main Texture Mods/Modlets are stand alone, I do plan to integrate your vehicle modlet with a compatibility patch into my own mod, for the Gun textures on the other hand could I just use only part of your mod (that is just the (complete) ressource files and icons without the xml files)? (of course with proper credit given) Reason is there's too much changes I had to apply to make it compatible... Thank you! Link to comment Share on other sites More sharing options...
Deth24 Posted February 3, 2019 Share Posted February 3, 2019 When using this with Darkness Falls Overhaul mod you are unable to collect Tree Sap from the trees. Just a notice as both this mod and DF say they are 100 percent compatible with each other. Link to comment Share on other sites More sharing options...
DUST2DEATH Posted February 4, 2019 Author Share Posted February 4, 2019 Thanx! As the Biome and main Texture Mods/Modlets are stand alone, I do plan to integrate your vehicle modlet with a compatibility patch into my own mod, for the Gun textures on the other hand could I just use only part of your mod (that is just the (complete) ressource files and icons without the xml files)? (of course with proper credit given) Reason is there's too much changes I had to apply to make it compatible... Thank you! Replied to your PM. When using this with Darkness Falls Overhaul mod you are unable to collect Tree Sap from the trees. Just a notice as both this mod and DF say they are 100 percent compatible with each other. I'll get this patched ASAP. Thanks for the notice Link to comment Share on other sites More sharing options...
Cakesonaplane Posted February 5, 2019 Share Posted February 5, 2019 Hi Dust2death, Your overhaul looks amazing, I am very keen to try it with darkness falls, is the sap self fixable while we wait for you to provide an update? Thanks Link to comment Share on other sites More sharing options...
DUST2DEATH Posted February 5, 2019 Author Share Posted February 5, 2019 Hi Dust2death, Your overhaul looks amazing, I am very keen to try it with darkness falls, is the sap self fixable while we wait for you to provide an update? Thanks Right now Im trying to determine the best way to approach the biomes with the patch. What you will need to do is find is drinkJarEmpty and add the new trees to the list of Focused_blocknames that the action applies to. <item name="drinkJarEmpty"> <property name="HoldType" value="3"/> <property name="Meshfile" value="Items/Food/emptyJarPrefab"/> <property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/> <property name="Material" value="Mglass"/> <property name="Stacknumber" value="500"/> <!-- STK resource --> <property name="Weight" value="10"/> <property name="EconomicValue" value="6"/> <property name="CraftingIngredientTime" value="9"/> <property class="Action0"> <!-- UseAction --> <property name="Class" value="ExchangeItem"/> <property name="Delay" value="1.0"/> <property name="Change_item_to" value="DFbottleSap"/> <property name="Do_block_action" value="deplete1"/> <property name="Focused_blockname_1" value="treeJuniper4m"/> <property name="Focused_blockname_2" value="treeOakSml01"/> <property name="Focused_blockname_3" value="treeOakMed01"/> <property name="Focused_blockname_4" value="treeOakMed02"/> <property name="Focused_blockname_5" value="treeOakLrg01"/> <property name="Focused_blockname_6" value="treePlantedOak1m"/> <property name="Focused_blockname_7" value="treePlantedOak08m"/> <property name="Focused_blockname_8" value="treePlantedOak16m"/> <property name="Focused_blockname_9" value="treePlantedOak27m"/> <property name="Focused_blockname_10" value="treePlantedOak41m"/> <property name="Focused_blockname_11" value="treeMountainPine12m"/> <property name="Focused_blockname_12" value="treeMountainPine19m"/> <property name="Focused_blockname_13" value="treeMountainPine27m"/> <property name="Focused_blockname_14" value="treeMountainPine31m"/> <property name="Focused_blockname_15" value="treeMountainPine41m"/> <property name="Focused_blockname_16" value="treeMountainPine48m"/> <property name="Focused_blockname_17" value="treeFirLrg01"/> <property name="Focused_blockname_18" value="treePlantedMountainPine1m"/> <property name="Focused_blockname_19" value="treePlantedMountainPine12m"/> <property name="Focused_blockname_20" value="treePlantedMountainPine19m"/> <property name="Focused_blockname_21" value="treePlantedMountainPine27m"/> <property name="Focused_blockname_22" value="treePlantedMountainPine41m"/> <property name="Focused_blockname_23" value="treeWinterEverGreen"/> <property name="Focused_blockname_24" value="treeWinterPine13m"/> <property name="Focused_blockname_25" value="treeWinterPine19m"/> <property name="Focused_blockname_26" value="treeWinterPine28m"/> <property name="Focused_blockname_27" value="treePlantedWinterPine1m"/> <property name="Focused_blockname_28" value="treePlantedWinterPine6m"/> <property name="Focused_blockname_29" value="treePlantedWinterPine13m"/> <property name="Focused_blockname_30" value="treePlantedWinterPine19m"/> <property name="Focused_blockname_31" value="treePlantedWinterPine28m"/> <property name="Focused_blockname_32" value="treePlantedWinterPine1m"/> </property> and also the same thing for DFemptyBowl <item name="DFemptyBowl"> <property name="CustomIcon" value="bowl" /> <property name="DescriptionKey" value="emptyBowlDesc"/> <property name="Meshfile" value="Items/Food/emptyJarPrefab"/> <property name="Material" value="MresourceClayLump"/> <property name="HoldType" value="3"/> <property name="Stacknumber" value="500"/> <!-- STK resource --> <property name="Weight" value="10"/> <property name="EconomicValue" value="5"/> <property name="CraftingIngredientTime" value="10"/> <property class="Action0"> <!-- UseAction --> <property name="Class" value="ExchangeItem"/> <property name="Delay" value="1.0"/> <property name="Change_item_to" value="DFbowlSap"/> <property name="Do_block_action" value="deplete1"/> <property name="Focused_blockname_1" value="treeJuniper4m"/> <property name="Focused_blockname_2" value="treeOakSml01"/> <property name="Focused_blockname_3" value="treeOakMed01"/> <property name="Focused_blockname_4" value="treeOakMed02"/> <property name="Focused_blockname_5" value="treeOakLrg01"/> <property name="Focused_blockname_6" value="treePlantedOak1m"/> <property name="Focused_blockname_7" value="treePlantedOak08m"/> <property name="Focused_blockname_8" value="treePlantedOak16m"/> <property name="Focused_blockname_9" value="treePlantedOak27m"/> <property name="Focused_blockname_10" value="treePlantedOak41m"/> <property name="Focused_blockname_11" value="treeMountainPine12m"/> <property name="Focused_blockname_12" value="treeMountainPine19m"/> <property name="Focused_blockname_13" value="treeMountainPine27m"/> <property name="Focused_blockname_14" value="treeMountainPine31m"/> <property name="Focused_blockname_15" value="treeMountainPine41m"/> <property name="Focused_blockname_16" value="treeMountainPine48m"/> <property name="Focused_blockname_17" value="treeFirLrg01"/> <property name="Focused_blockname_18" value="treePlantedMountainPine1m"/> <property name="Focused_blockname_19" value="treePlantedMountainPine12m"/> <property name="Focused_blockname_20" value="treePlantedMountainPine19m"/> <property name="Focused_blockname_21" value="treePlantedMountainPine27m"/> <property name="Focused_blockname_22" value="treePlantedMountainPine41m"/> <property name="Focused_blockname_23" value="treeWinterEverGreen"/> <property name="Focused_blockname_24" value="treeWinterPine13m"/> <property name="Focused_blockname_25" value="treeWinterPine19m"/> <property name="Focused_blockname_26" value="treeWinterPine28m"/> <property name="Focused_blockname_27" value="treePlantedWinterPine1m"/> <property name="Focused_blockname_28" value="treePlantedWinterPine6m"/> <property name="Focused_blockname_29" value="treePlantedWinterPine13m"/> <property name="Focused_blockname_30" value="treePlantedWinterPine19m"/> <property name="Focused_blockname_31" value="treePlantedWinterPine28m"/> <property name="Focused_blockname_32" value="treePlantedWinterPine1m"/> </property> Link to comment Share on 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fnfear Posted February 5, 2019 Share Posted February 5, 2019 Hello, stupid question incoming. Can I install sdx alongside this without breaking anything? I really want NoExceptionHijack by TormentedEmu installed but I need sdx, just afraid of trying without asking first. Link to comment Share on other sites More sharing options...
DUST2DEATH Posted February 5, 2019 Author Share Posted February 5, 2019 It shouldnt break anything. Link to comment Share on other sites More sharing options...
derechte881 Posted February 6, 2019 Share Posted February 6, 2019 Need to replace the files from VehicleMod with the DF or i need both? If i play DF. Link to comment Share on other sites More sharing options...
DUST2DEATH Posted February 6, 2019 Author Share Posted February 6, 2019 If you want to use the vehicles with Darkness Falls, you need the main HDHQVehicle modlet AND the HDHQVehicleDF patch. DF patch will load after the main Vehicle Modlet. Link to comment Share on other sites More sharing options...
DUST2DEATH Posted February 6, 2019 Author Share Posted February 6, 2019 Ive uploaded Compat Patch Modlets for Darkness Falls Sap Collection from trees. (gitlab/launcher) Now the catch. The way the sap collection works needs a sequential order of numbers in the xml. There is no way for me to check what blocks exist. For that reason the patch modlets assume that you have all the biome modlets installed. Specifically: Alpine Desert Pine. If you only use a few or one of the biome modlets, you *MUST* remove the other biomes from the patch and renumber the entries correctly. (skipping a number will break sap collection). Blocks that do not exist, will cause NRE spam. I have commented the patch xml to make it easy to remove biomes you dont want. Link to comment Share on other sites More sharing options...
lsuee Posted February 7, 2019 Share Posted February 7, 2019 Ive uploaded Compat Patch Modlets for Darkness Falls Sap Collection from trees. (gitlab/launcher) Now the catch. The way the sap collection works needs a sequential order of numbers in the xml. There is no way for me to check what blocks exist. For that reason the patch modlets assume that you have all the biome modlets installed. Specifically: Alpine Desert Pine. If you only use a few or one of the biome modlets, you *MUST* remove the other biomes from the patch and renumber the entries correctly. (skipping a number will break sap collection). Blocks that do not exist, will cause NRE spam. I have commented the patch xml to make it easy to remove biomes you dont want. If I understand you correctly, I won't have this issue if I install ONLY the main pack (no modlets)? Is my understanding correct? Link to comment Share on other sites More sharing options...
DUST2DEATH Posted February 7, 2019 Author Share Posted February 7, 2019 If I understand you correctly, I won't have this issue if I install ONLY the main pack (no modlets)? Is my understanding correct? Correct. If you arent using any of the biome modlets, then you wont need the patch to enable sap collection from new trees in Darkness Falls. Link to comment Share on other sites More sharing options...
DUST2DEATH Posted February 8, 2019 Author Share Posted February 8, 2019 Wind Enabled Version of HDHQ Plants has been uploaded to all locations ( because Gup knows how to push my buttons ) [video=youtube;QMKih-9_D_Q] 7 DAYS MOD LAUNCHER DOWNLOAD FROM NEXUSMODS HDHQ MODLET REPO @ GITLAB 2 Link to comment Share on other sites More sharing options...
Guppycur Posted February 8, 2019 Share Posted February 8, 2019 Woot! Link to comment Share on other sites More sharing options...
Necrodemus Posted February 8, 2019 Share Posted February 8, 2019 Very nice. Link to comment Share on other sites More sharing options...
danielspoa Posted February 9, 2019 Share Posted February 9, 2019 info on compatibility with 17.2? Link to comment Share on other sites More sharing options...
DUST2DEATH Posted February 9, 2019 Author Share Posted February 9, 2019 info on compatibility with 17.2? 7 DAYS MOD LAUNCHER DOWNLOAD FROM NEXUSMODS DOWNLOAD MAIN PACK FROM GITLAB 4K v1.1b A17.2 b20 DOWNLOAD MAIN PACK FROM GITLAB 2K v1.1b A17.2 b20 All modlets are compatible wtih 17.2 b20. No changes. I will have a update to the Guns soon. Fixed icons, individual maps etc. About 60% done. 1 Link to comment Share on other sites More sharing options...
danielspoa Posted February 9, 2019 Share Posted February 9, 2019 WHY ARE YOU SCREAMING thank you Link to comment Share on other sites More sharing options...
DUST2DEATH Posted February 9, 2019 Author Share Posted February 9, 2019 I forgot to apply the smaller font size + I dont like the way urls look in lowercase You're welcome Link to comment Share on other sites More sharing options...
rucky Posted February 9, 2019 Share Posted February 9, 2019 All modlets are compatible wtih 17.2 b20. No changes. I will have a update to the Guns soon. Fixed icons, individual maps etc. About 60% done. WOOHOO !!!! +1 Can't wait!!! Need more Gun-Textures!!! ;-) (Q: do you plan to make the new textures f.e. on Scopes aswell?) Link to comment Share on other sites More sharing options...
DUST2DEATH Posted February 9, 2019 Author Share Posted February 9, 2019 WOOHOO !!!! +1 Can't wait!!! Need more Gun-Textures!!! ;-) (Q: do you plan to make the new textures f.e. on Scopes aswell?) Maybe. Once I get all the remaining things fixed up, then I'll move to new things Link to comment Share on other sites More sharing options...
DUST2DEATH Posted February 9, 2019 Author Share Posted February 9, 2019 Uploaded a fixed version of Wind Enabled Plants that fixes collision issues on cotton and chrysanthemum. Link to comment Share on other sites More sharing options...
Cave 8 Posted February 10, 2019 Share Posted February 10, 2019 Ah! Thank you. Tried earlier but had issues - chrysanthemum was wind enabled yet no hover name and no collect, cotton no wind and no name/collect, goldenrod had name and could collect but no wind. Was going to post earlier but busy here and figured Guppy would notify. I'll give it another go! Link to comment Share on other sites More sharing options...
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