JaxTeller718 Posted November 27, 2018 Author Share Posted November 27, 2018 Jax, first im waiting for Ravenhearst before I even get into A17. Second until you release your mod im modding mine. Ive added bandits to my version, im missing something and don't understand. Both melee and ranged bandits just stand there. They attack but that's it. I have tried -Default entityclass and modified entityclass bandit -Default entitygroup and modified entitygroup bandit -Default utilityai and modified utilityai In A16.4 Ravenhearst, all I had to do was copy melee and ranged bandit entity and paste them into enemyAnimal groups and they spawned just fine. Wondering if you could give me a heads up on how to get them to move around, and what line I might be missing. Thanks Taylorsd Bandits UMA no longer work due to the new AI. If theres a way i havent seen it yet but maybe someone will find a way. UMA zombies do work though. Work on RH has already begun, which is how these modlets are able to be shared, its all stuff I have completed Link to comment Share on other sites More sharing options...
Taylorsd Posted November 27, 2018 Share Posted November 27, 2018 Bandits UMA no longer work due to the new AI. If theres a way i havent seen it yet but maybe someone will find a way. UMA zombies do work though. Work on RH has already begun, which is how these modlets are able to be shared, its all stuff I have completed Thanks for the feedback, i'll keep playing around with it.. It was all your extra zombies that made me play your mod so, its all cool, I can wait. I did get a bandit to move around attacking zombies by changing the mesh and avatar controller, of course the bandit was insvisible though. Thanks for making mods and modlets Link to comment Share on other sites More sharing options...
Draykon Posted November 28, 2018 Share Posted November 28, 2018 JaxTeller718 nice tweaks love it any luck you can make one that you can remove the weapons from the traders? Link to comment Share on other sites More sharing options...
JaxTeller718 Posted November 28, 2018 Author Share Posted November 28, 2018 UPDATE! All mods now tested and confirmed working on b208. Also made some tweaks to a few of them so check out that first post. Added JaxTeller718_GunLootBalance JaxTeller718_LessCropsInBiomes JaxTeller718_NicerVultures Link to comment Share on other sites More sharing options...
JaxTeller718 Posted November 28, 2018 Author Share Posted November 28, 2018 Added multiple variations of the Death Penalty Buff Link to comment Share on other sites More sharing options...
JaxTeller718 Posted November 28, 2018 Author Share Posted November 28, 2018 Added 2 more mods JaxTeller718_IncreasedWildernessSpawns JaxTeller718_CoalInCampfireRecipe Link to comment Share on other sites More sharing options...
Death2gnomes Posted November 30, 2018 Share Posted November 30, 2018 have you decided on a UI ? Link to comment Share on other sites More sharing options...
JaxTeller718 Posted November 30, 2018 Author Share Posted November 30, 2018 SMX by Sirillion is looking like our go to choice again unless something crazy comes along. I have been messing with it a bit myself and came up with this So may edit it to match the blue hue. That's not a finished product but just something i wanted to test out. Link to comment Share on other sites More sharing options...
Killerpit Posted November 30, 2018 Share Posted November 30, 2018 SMX by Sirillion is looking like our go to choice again unless something crazy comes along. I have been messing with it a bit myself and came up with this So may edit it to match the blue hue. That's not a finished product but just something i wanted to test out. Kinda like the blue hue looks awesome. Nice work Link to comment Share on other sites More sharing options...
bbautista Posted November 30, 2018 Share Posted November 30, 2018 ok so I have to say this and probably make your head swell .. lol i actually quit playing 7 days to die.. for over 7 - 8 months... only reason I came back was I heard about this Ravenhearst.. I played it one time.. and completely fell in love with it.. It made me scared to play the game again. It had purpose, it was challenge again, and for the most part.. It just made sense.. I mean everything. It just so happened when I came back that Alpha 17 dropped not too long after. Now I have my own server and using some of your modlets on it.. Just want to say thank you for making a game good again. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted November 30, 2018 Author Share Posted November 30, 2018 ok so I have to say this and probably make your head swell .. lol i actually quit playing 7 days to die.. for over 7 - 8 months... only reason I came back was I heard about this Ravenhearst.. I played it one time.. and completely fell in love with it.. It made me scared to play the game again. It had purpose, it was challenge again, and for the most part.. It just made sense.. I mean everything. It just so happened when I came back that Alpha 17 dropped not too long after. Now I have my own server and using some of your modlets on it.. Just want to say thank you for making a game good again. Thank you so very much for the kind words. They are quite inspirational. I promise i have some great surprises n store for RH5, including all new creepiness and scares Link to comment Share on other sites More sharing options...
JaxTeller718 Posted November 30, 2018 Author Share Posted November 30, 2018 New Mods Added to the front page JaxTeller718_PotAndGrillRecipeRemoval JaxTeller718_SlowerProgression JaxTeller718_LessFeathers JaxTeller718_CookingPotBalance Link to comment Share on other sites More sharing options...
Taylorsd Posted December 1, 2018 Share Posted December 1, 2018 Heres the line to change to get the Bandits to move around <property name="AvatarController" value="AvatarLocalPlayerController"/> Problems still of course with BanditEntity spawning, I got by this by copy paste banditmelee template into zombieJoeRadiated and removed the extends zombieJoeFeral line. Before B208 the melee weapons and ranged weapons showed up properly now they they are not.....but they move around and attack. Just incase you have time and want to play around with it and put them in game, since I brought up the original question. - - - Updated - - - ok so I have to say this and probably make your head swell .. lol i actually quit playing 7 days to die.. for over 7 - 8 months... only reason I came back was I heard about this Ravenhearst.. I played it one time.. and completely fell in love with it.. It made me scared to play the game again. It had purpose, it was challenge again, and for the most part.. It just made sense.. I mean everything. It just so happened when I came back that Alpha 17 dropped not too long after. Now I have my own server and using some of your modlets on it.. Just want to say thank you for making a game good again. I second this, only reason I came back to Alpha 16.4 Link to comment Share on other sites More sharing options...
JaxTeller718 Posted December 4, 2018 Author Share Posted December 4, 2018 Long time no hear all! Working on a host of new modlets as i produce Ravenhearst. Added 2 today i think you guys would like. Info in the first post. JaxTeller718_SlowerGamestages JaxTeller718_MoreStorageOptions Link to comment Share on other sites More sharing options...
JaxTeller718 Posted December 4, 2018 Author Share Posted December 4, 2018 Even more modlets for you guys to enjoy including Ravenhearst dev Makabriels first! JaxTeller718_AllZombiesWalk JaxTeller718_FeralRadiatedLootBagChance JaxTeller718_Lockpicks JaxTeller718_ZombieXPRebalance Makabriel_RealisticSafes Link to comment Share on other sites More sharing options...
Baobab Posted December 4, 2018 Share Posted December 4, 2018 Even more modlets for you guys to enjoy including Ravenhearst dev Makabriels first! JaxTeller718_AllZombiesWalk JaxTeller718_FeralRadiatedLootBagChance JaxTeller718_Lockpicks JaxTeller718_ZombieXPRebalance Makabriel_RealisticSafes Cool Stuff, everytime i looked in, thx. - - - Updated - - - SMX by Sirillion is looking like our go to choice again unless something crazy comes along. I have been messing with it a bit myself and came up with this So may edit it to match the blue hue. That's not a finished product but just something i wanted to test out. Looks Great Link to comment Share on other sites More sharing options...
Greymantle Posted December 5, 2018 Share Posted December 5, 2018 I'm getting a error on startup and its not loading your spawning xml. It says WRN XML patch for "spawning.xml" "jaxteller718_increasedwildernessspawns" did not apply. It says this like 4 times then I get a spawning.xml' failed Nullreferenceexception: object reference not set to and instance of an object. Update: The issue was the edit I did in the spawning xml to disable screamers. Do you by chance no a way to disable screamers? Link to comment Share on other sites More sharing options...
JaxTeller718 Posted December 5, 2018 Author Share Posted December 5, 2018 I'm getting a error on startup and its not loading your spawning xml. It says WRN XML patch for "spawning.xml" "jaxteller718_increasedwildernessspawns" did not apply. It says this like 4 times then I get a spawning.xml' failed Nullreferenceexception: object reference not set to and instance of an object. Update: The issue was the edit I did in the spawning xml to disable screamers. Do you by chance no a way to disable screamers? Disable completely? ill have to check i can start by reducing heat from all stations and fires. that may at least reduce them greatly. let me cook something up for you tomorrow Link to comment Share on other sites More sharing options...
Greymantle Posted December 5, 2018 Share Posted December 5, 2018 Disable completely? ill have to check i can start by reducing heat from all stations and fires. that may at least reduce them greatly. let me cook something up for you tomorrow Disable or at least stop them from spawning every 5 min with a cook fire only going. Gets a bit old having to deal with them all the time. Thanks for your mods and your time. Link to comment Share on other sites More sharing options...
Darkxenoth Posted December 9, 2018 Share Posted December 9, 2018 @JaxTeller718 Just wanted to give you a great big thank you... especially for the JaxTeller718_AllZombiesWalk modlet Link to comment Share on other sites More sharing options...
JaxTeller718 Posted December 10, 2018 Author Share Posted December 10, 2018 Added three new mods. Check first post for info JaxTeller718_BetterXPBalance JaxTeller718_TougherFarming JaxTeller718_SmallerAnimalHordes Also updated and rebalanced the following: JaxTeller718_GunLootBalance Lowered basic gun chances even further, removed guns from toilet, lowered them in desks and nightstands, added ammo to Shotgun Messiah boxes so it is not JUST gun loot JaxTeller718_IncreasedWildernessSpawns Added a second set of spawning zombies daily JaxTeller718_LessFeathers Reduced feathers by 1 count each. Link to comment Share on other sites More sharing options...
felipebsr Posted December 10, 2018 Share Posted December 10, 2018 what about reducing the zombie damage to blocks? Link to comment Share on other sites More sharing options...
Greymantle Posted December 11, 2018 Share Posted December 11, 2018 Does your gun reduction include compound bows? There way to easy to get with the current game settings. Another question is if you make the bike at level 20 you still need to wait until 30 for workstation access to make it. Am I missing something here? Any way to stop or at least reduce corn, potato, blueberry crops on random maps and or Navesgane? Really makes farming almost pointless with the abundance of crops on the map. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted December 11, 2018 Author Share Posted December 11, 2018 Does your gun reduction include compound bows? There way to easy to get with the current game settings. Another question is if you make the bike at level 20 you still need to wait until 30 for workstation access to make it. Am I missing something here? Any way to stop or at least reduce corn, potato, blueberry crops on random maps and or Navesgane? Really makes farming almost pointless with the abundance of crops on the map. The corn and crops changes will wind up occurring in Ravenhearst itself. We plan on going over all the pois that give huge amounts of crops and lowering them to only give a slight advantage. I'm with you though. My wife is the farmer and since 17 dropped she has been happy with the changes but is actually the one who pushed me to make farming a bit more difficult as right now all you need to do is find one of those POIs and your basically set up for the duration of the game. True you still need a workbench, but offering the recipe at 20 allows you to find a working bench and make one sooner. In my last 2 plays i was fortunate and riding in style at level 20, but this current one no luck on a working workbench. I am planning a restructure of every perk gate for Ravenhearst and MAY include here in modlet form, but for now I figured the trade off on a bike earlier with having to find a RNG working bench was at least a slight band aid to the real issue. - - - Updated - - - what about reducing the zombie damage to blocks? Not 100 percent on it. I can look into it but I tend to release modlets that I use in my current server and game, and Im finding zeds a bit too easy to be honest. I may do one just for the people who have interest in it though Link to comment Share on other sites More sharing options...
Greymantle Posted December 11, 2018 Share Posted December 11, 2018 True you still need a workbench, but offering the recipe at 20 allows you to find a working bench and make one sooner. In my last 2 plays i was fortunate and riding in style at level 20, but this current one no luck on a working workbench. I am planning a restructure of every perk gate for Ravenhearst and MAY include here in modlet form, but for now I figured the trade off on a bike earlier with having to find a RNG working bench was at least a slight band aid to the real issue. I disable all stations on my map on generation so that makes your modlet pointless in my case. You didn't answer about the compound bows could you please? I don't see any thing in your files but wanted to make sure. Link to comment Share on other sites More sharing options...
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