Junkyard Cat
New member
That would be great! Thank you, stallion!
There is one here called Max Animals/Zombies and Claim BlocksHey stallion, I've been looking on Google for a land claim block mod to increase how many land claim blocks that can be placed at once. Is there any way you could make a simple mod just to increase how many land claim blocks you can place? Thank you!![]()
Argh i looked in khaines lol urgh i am blind lol. Thank youThere is one here called Max Animals/Zombies and Claim Blocks
Hi CMGPythonI have an issue with the zombie modifications with no rage mod. Instead of walking towards me the zombies just slide. at a distance they walk, but when they get closer to me they just lose animation and just slide. I have a few mods but none that mess with zombies. I did have JaxTeller's Zombie Reach and Mumfy's Skins. But nothing changed when I removed those. It wasnt until I removed the zombie mod with no rage. I havent seen any errors pop up either. Maybe just a setting but I dont know really.
Its no trouble. I honestly thought I was doing something wrong and just couldnt figure it out. But I will try that one. Thank you.Hi CMGPython
yeh Try the zombie modifications one I have some work to do with the rage ones i found out to.
Sorry for the trouble
wil check it out. can you try with just the pallets and brewery and lootable objects in without any others to rule out the other mods you have causing issuesIt appears that the lootable objects and pallets mods have stopped working with stable release, when I try to start a game with them I just get errors about loot tables not being defined and such, and I flew around to check and there were no lootable objects or pallets... I would assume that the home brewery mod then is also broken since it works in a similar way, however I did not check to see if any barrels were lootable or not. I am trying to run Darkness Falls as well with them so not sure if that makes a difference, though just before stable release I was running the mods along with war3zuk and it seemed to work alright.
no worries happy to help where i canAhh yeah, disregard the above. I went back and tested plain vanilla with nothing on but the mods and they seem to be working again. That's rather peculiar though... I wonder what in DF causes it to break. Oh well, I suppose I'll just have to do without them as I realize that it's a non-issue for you to solve. Thank you though for the quick reply, I still appreciate that quite a bit!
They got it figured out. Was just a simple installation mistakeHi Stallion,
The owner of a server I play on just updated their backpack mod from the older version I was using (the one that had the clear inventory button and broken sort buttons, etc.) to the newest version from Aug 8th. After updating, we are having issues with the backpack mod (and others) not working. There was also a UI mod and a few others they are using on the server and it seems like none of them are working anymore. All I get when in-game is an IndexOutOfBounds error when trying to open up crafting tables. I receive this error once when trying to open the tables and then I can exit the console and hit esc one more time to close the invisible crafting table menu, then open the crafting table again normally (no errors), but the crafting tables are all vanilla (6 output slots). I wonder if it was an installation mistake or if the newest backpack mod version has conflicts with the other mods used on the server. I can still start up a single player game and the backpack mod works fine. I wasn't sure if you have seen anything like this before and might have some insight into how we might be able to fix it.
/Edit: It would appear that the other mods installed ARE working, so that is my mistake. Just the backpack mod is not working.
Thanks for your time!
Hi digdugHello there. I'd like to thank you for keeping so many of Valmar's mods alive and well. It's much appreciated as I had grown used to using many of them.
When you have a moment could you look over the quest requirements for the class system modlet? After starting the gunman's quest I noticed I wasn't getting credit for pistol kills despite using the desert vulture I started with and figured it was just the fact that it was a new weapon. Cheers and keep up the excellent work.
Thats great to hear sorry to have bot gotten back to you earlierThey got it figured out. Was just a simple installation mistake![]()
Thanks!
It worked for me.Muclear Power
Gathered all required resources, Made Nuclear Engine, Nuclear Gen Bank,
Placed Nuc Gen, Added the Nuc Engine, show max output, Filled with Gas, hooked to light, light doesn't work Turned it on, shows Zero Output, tried couple different items, Generator has no output, it smoke as if running, just no output.
Any Ideals?
Just downloaded/installed/rebooted server of files on front page.
Sorry for Double post in MODS forum.
DC
Thank you shall fix that up to when checking the mod.I recently tried the nuclear mod also but haven't got to the point of making the parts in my game yet. What I did notice was the blueprints show up way to consistently and always all 3 every time. I ended up removing about half the entries in the loot cfg in the hopes it helps. Not only does it take the spot of other loot but it gives the players lots of exp or cash by them being so prevalent. Hopefully there is a way to fine tune this.
ok what bout when using the nuclear stuff. Does it give errors then or.No MOD errors on loading.