Guppycur Posted December 16, 2018 Share Posted December 16, 2018 Awesome! ...so that's it, right? All levels appropriately gated and makes sense? Fantastic... Thanks! Link to comment Share on other sites More sharing options...
Khelldon Posted December 18, 2018 Author Share Posted December 18, 2018 All modlets appear to be working fine with B321 update. Please report any problems. Thank you! Link to comment Share on other sites More sharing options...
Dracos99 Posted December 18, 2018 Share Posted December 18, 2018 For the UMA Zombies, they dont seem to collide with vehicles...things like the jeep drive right through them. Is this a limitation of using UMA Zombies or are they missing some settings? Link to comment Share on other sites More sharing options...
Khelldon Posted December 18, 2018 Author Share Posted December 18, 2018 For the UMA Zombies, they dont seem to collide with vehicles...things like the jeep drive right through them. Is this a limitation of using UMA Zombies or are they missing some settings? I'm not sure Dracos. My guess is it might have something to do with the UMA zombies having a different class than the vanilla zombies. I'll look into it. Thanks :-) Link to comment Share on other sites More sharing options...
Khelldon Posted December 19, 2018 Author Share Posted December 19, 2018 Updated: UMA Zombies to exclude a bunch of redundancies. Still haven't gotten the UMA zeds to be run over by vehicles, I tried a bunch of things but couldn't get them to be ran over. If anyone knows how to make this work please let me know! Link to comment Share on other sites More sharing options...
stallionsden Posted December 19, 2018 Share Posted December 19, 2018 Updated: UMA Zombies to exclude a bunch of redundancies. Still haven't gotten the UMA zeds to be run over by vehicles, I tried a bunch of things but couldn't get them to be ran over. If anyone knows how to make this work please let me know! Did you look in the vehicles stuff maybe need to add uma collision or something maybe Link to comment Share on other sites More sharing options...
Khelldon Posted December 19, 2018 Author Share Posted December 19, 2018 Did you look in the vehicles stuff maybe need to add uma collision or something maybe I did, although I couldn't find anything that seemed relevant. The only thing I found that looks even remotely right is the vehicles tags in the big lists at the end of buffs.xml however it clearly states that a lot of them don't work yet. I'm guessing VehicleEntityDamage is probably one of the things not implemented. I also added tags to all the zombies as I thought it may be tied into that somehow but nope. I'm starting to think it may be tied into the zombies class. Edit: I mean it's not game breaking, which is good. But it is a little silly that you can run down the vanilla zeds but not these. Link to comment Share on other sites More sharing options...
stallionsden Posted December 19, 2018 Share Posted December 19, 2018 I did, although I couldn't find anything that seemed relevant. The only thing I found that looks even remotely right is the vehicles tags in the big lists at the end of buffs.xml however it clearly states that a lot of them don't work yet. I'm guessing VehicleEntityDamage is probably one of the things not implemented. I also added tags to all the zombies as I thought it may be tied into that somehow but nope. I'm starting to think it may be tied into the zombies class. Edit: I mean it's not game breaking, which is good. But it is a little silly that you can run down the vanilla zeds but not these. Then how do they currently hit normal as if it not implemented Link to comment Share on other sites More sharing options...
Khelldon Posted December 19, 2018 Author Share Posted December 19, 2018 Then how do they currently hit normal as if it not implemented I think they mean that the xml doesn't change the value yet, so they'd be hard coded but not changeable by xml. Link to comment Share on other sites More sharing options...
Khelldon Posted December 19, 2018 Author Share Posted December 19, 2018 Updated: Removed Starter Crate mod. Since there seems to be a bug causing the crate loot to double I have temporarily removed it from the pack. Hopefully I'll find a fix soon and can put it back online. Sorry everyone. :-) Link to comment Share on other sites More sharing options...
stallionsden Posted December 19, 2018 Share Posted December 19, 2018 Updated: Removed Starter Crate mod. Since there seems to be a bug causing the crate loot to double I have temporarily removed it from the pack. Hopefully I'll find a fix soon and can put it back online. Sorry everyone. :-) Meh with mine I just dump the double ups lol. Link to comment Share on other sites More sharing options...
Dracos99 Posted December 20, 2018 Share Posted December 20, 2018 strange...i was only getting multiples if my loot abundance was over 100%. and when i set it to 25%, the crate was empty. I dont know if we can override the abundance multiplier. Link to comment Share on other sites More sharing options...
Khelldon Posted December 20, 2018 Author Share Posted December 20, 2018 strange...i was only getting multiples if my loot abundance was over 100%. and when i set it to 25%, the crate was empty. I dont know if we can override the abundance multiplier. The loot abundance shouldn't affect the crate like that but it would make sense if it was. That would explain a lot. In a16 I think loot abundance only affected the number of each item and not the total number of items. At any rate I'm not happy with how the modlet was functioning and until I come up with a solution I won't post it. :-) UPDATED: Get Nailed mod so that the opening quests take into account that you need nails to complete the "build a base" quest. Please update. Thank you to Guppycur for finding and fixing this! Link to comment Share on other sites More sharing options...
Khelldon Posted December 21, 2018 Author Share Posted December 21, 2018 Updated: Get framed to fix fatal syntax error Link to comment Share on other sites More sharing options...
Khelldon Posted December 21, 2018 Author Share Posted December 21, 2018 All mods tested and working with b240. No update needed. Soon I'll stop posting about compatibility since all updates to 7 days so far have required no action by me. For now though, I'll keep letting you guys know how the updates go. Thanks! :-) Link to comment Share on other sites More sharing options...
Khelldon Posted December 22, 2018 Author Share Posted December 22, 2018 3 new modlets added! Bigger Buck and Doe! About: This is a very simple modlet that increases the scale of the buck and the doe. I always felt they were way too small, this modlet fixes that. Does are 25% bigger and Bucks 10% bigger. Baby Bears! About: This is a very simple modlet that adds baby bears into the game where ever regular bears are spawned. Baby bears are just scaled down bears but docile until attacked like a boar. Screamer Bears! About: This is a very simple modlet that adds Bears to the Screamer group. Sometimes instead of a screamer, a bear will come. Bears roar will attract a horde. This mod can be quite fun as the screamer bears often will attack their own horde. :-) Screamer Bears now have their own skins. Don't worry it won't overwrite the default bears, this adds a new kind of bear with a new skin. Link to comment Share on other sites More sharing options...
stallionsden Posted December 22, 2018 Share Posted December 22, 2018 3 new modlets added! Bigger Buck and Doe! About: This is a very simple modlet that increases the scale of the buck and the doe. I always felt they were way too small, this modlet fixes that. Does are 25% bigger and Bucks 10% bigger. Baby Bears! About: This is a very simple modlet that adds baby bears into the game where ever regular bears are spawned. Baby bears are just scaled down bears but docile until attacked like a boar. Screamer Bears! About: This is a very simple modlet that adds Bears to the Screamer group. Sometimes instead of a screamer, a bear will come. Bears roar will attract a horde. This mod can be quite fun as the screamer bears often will attack their own horde. :-) Dang you Khelldon I not at home lol. Can't do these haha Link to comment Share on other sites More sharing options...
Khelldon Posted December 22, 2018 Author Share Posted December 22, 2018 Dang you Khelldon I not at home lol. Can't do these haha I'm sorry! I thought I saw your lights on at home and assumed you were in there. haha! :-P Link to comment Share on other sites More sharing options...
Guppycur Posted December 22, 2018 Share Posted December 22, 2018 Probably gonna steal the cub. You should have him scream for his mother. Link to comment Share on other sites More sharing options...
Khelldon Posted December 22, 2018 Author Share Posted December 22, 2018 Probably gonna steal the cub. You should have him scream for his mother. Nice. Not sure how to do that. I guess if the yell raised the heat map then if used with the screamer bear mod should call a bear. Not sure if there's another way to have a sound summon an entity without dll changes? I do want to add more to these in the future but I have company over for the holidays and coding time is limited. But they should technically spawn as a group of maybe 3 babies to one full sized bear and stay together like a wandering horde in the future. Right now it just adds them to the same groups the bears are in. :-) Link to comment Share on other sites More sharing options...
Khelldon Posted December 22, 2018 Author Share Posted December 22, 2018 New Modlet Available! Get Greener! About: This modlet removes the snow and desert biomes from the game and replaces them with more Forest biome. This is my answer to the issues cause by the random world generator putting snow next to desert and the ridiculous weather survival issues that causes. You can still find oil shale by digging in the forest until you find some. IMPORTANT: You must generate a new world for this modlet to take effect. This will not change existing worlds like Navezgane. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted December 22, 2018 Share Posted December 22, 2018 3 new modlets added! Bigger Buck and Doe! About: This is a very simple modlet that increases the scale of the buck and the doe. I always felt they were way too small, this modlet fixes that. Does are 25% bigger and Bucks 10% bigger. Baby Bears! About: This is a very simple modlet that adds baby bears into the game where ever regular bears are spawned. Baby bears are just scaled down bears but docile until attacked like a boar. Screamer Bears! About: This is a very simple modlet that adds Bears to the Screamer group. Sometimes instead of a screamer, a bear will come. Bears roar will attract a horde. This mod can be quite fun as the screamer bears often will attack their own horde. :-) You mad scientist you! BABY BEARS? Do i pet it or do i kill it! *breathing intensifies* Link to comment Share on other sites More sharing options...
Khelldon Posted December 22, 2018 Author Share Posted December 22, 2018 You mad scientist you! BABY BEARS? Do i pet it or do i kill it! *breathing intensifies* It's really really simple. just a property <property name="SizeScale" value="1.2"/> . I mean thanks! but it took no real science on my part. :-) Link to comment Share on other sites More sharing options...
stallionsden Posted December 22, 2018 Share Posted December 22, 2018 You mad scientist you! BABY BEARS? Do i pet it or do i kill it! *breathing intensifies* You eats it lol Link to comment Share on other sites More sharing options...
Khelldon Posted December 22, 2018 Author Share Posted December 22, 2018 You eats it lol It does appear to be made of chocolate. Mmmmmm. Link to comment Share on other sites More sharing options...
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