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Magolis Compo Pack by The Compopack

no dont need to replace vanilla xmls at all. Just simply put modlet folder into mods folder then run game you get both vanilla and compo prefabs then 🙂. Should only require it on server side unsure tho if error put on client side to. Maybe someone whom jas set a server up recently can solve this also
Thanks buddie :)

 
Our apologies guys.

This affects those whom use nitrogen only.

Nitrogen had a file missing from the download which also goes in the resource folder.

New dl is up. Again our apologies.

Modlet is good tho for the non nitrogen users

 
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So unfort found another nitro error in prefablist_compopack_46

find xcostum_origamigallery(by topminder and pille) and remove the whole line. as there was a double up and we kept the gallery version of theirs (both exact same copies of each other)

2nd error is xcostum_HellMart(by_ Riahsaurus Rex),none,3,-2,59,24,75,downtown should be xcostum_HellMart(by_Riahsaurus_Rex),none,3,-2,59,24,75,downtown

Fix is also in the new dl for nitrogen

 
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 2 hours ago I downloaded both, the nitrogen version and the modlet and I noticed some prefab.xml s differ in the packs:

RotationToFaceNorth:

- xcostum_powerplant(byKam)

- xcostum_ShoppingCenter_Galleria(by_Laz_Man)

- xcostum_strange_cornfield(by_magoli)

TotalVertices + TotalTriangles:

- xcostum_Courthouse(by_Stallionsden)

😉

View attachment 15363

 
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Thanks for the release, rapid patch, and the overall very noticeable increase in performance.

My first fetch trader quest was to Magoli's xcostum_timbershop. I couldn't find a quest marker anywhere as I neared the Prefab and didn't receive a proximity update either. I opened up the Prefab in the Editor, and there are certainly satchels in the Prefab but no sign of a quest rally marker. Just one for the list.

Sorry to bring it up so soon after release.

 
Thanks for the release, rapid patch, and the overall very noticeable increase in performance.

My first fetch trader quest was to Magoli's xcostum_timbershop. I couldn't find a quest marker anywhere as I neared the Prefab and didn't receive a proximity update either. I opened up the Prefab in the Editor, and there are certainly satchels in the Prefab but no sign of a quest rally marker. Just one for the list.

Sorry to bring it up so soon after release.
thanks for the catch, let me check, I think that one was under review as to keep questable as it was receiving a makeover by mags before we stopped hearing from him

edit: looked at it, yes, until I loot rebalance it, it will not be allowed to reset. there is a line in the xml to remove questing. will put that out later today or tomorrow in the main OP, here it is for those who want a quick patch. goes in the prefab folder for nitro. and the modlet folder for rwg

View attachment 15369

 2 hours ago I downloaded both, the nitrogen version and the modlet and I noticed some prefab.xml s differ in the packs:

RotationToFaceNorth:

- xcostum_powerplant(byKam)

- xcostum_ShoppingCenter_Galleria(by_Laz_Man)

- xcostum_strange_cornfield(by_magoli)

TotalVertices + TotalTriangles:

- xcostum_Courthouse(by_Stallionsden)

😉

View attachment 15363
this is because when in testing, some of the rotations were handled differently in rwg vs nitrogen, we do not know why, but they just did. so they had to have separate copies for them

 
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 2 hours ago I downloaded both, the nitrogen version and the modlet and I noticed some prefab.xml s differ in the packs:

RotationToFaceNorth:

- xcostum_powerplant(byKam)

- xcostum_ShoppingCenter_Galleria(by_Laz_Man)

- xcostum_strange_cornfield(by_magoli)

TotalVertices + TotalTriangles:

- xcostum_Courthouse(by_Stallionsden)

😉

View attachment 15363
The rotations of the courthouse is fine. There is a difference between the rwgmodlet and the nitro but both still spawn the same rotation even tho having different rotations.
Nitro reads them differently to the rwg>

the galleria tho needs rotating correctly in nitro as was missed. but rotated correctly in modlet.As with the strange cornfield. No seperate copies are required once galleria and strange cornfield are rotated properly you should be able to use either prefab folder in either nitro or modlet.

Will note down errors and have a fix for galleria and strange cornfield in cp47.

NItro (first pic)
unknown.png



RWGModlet (2nd Pic)
unknown.png


 
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Putting CP46 through its paces on Alpha 19.2 (b3) of all things for players on low-mid end gaming rigs who want to experience enhanced gameplay with custom features.

stresstest.jpg

World settings: 8K with CP46 supporting vanilla built in Nitro.

PC setup (Quite dated)

i7 4770 / 24gb ddr3 / SSD for primary apps but running 7D2D on HDD / rx 5600 xt (6gb)

At first there was a spike of 10-11gb while loading out. This continued for a while as regions unlocked and things settled down. After checking again 30 minutes later things looked very decent at a low 3gb. This was with Snufkin Custom Zombies and a whole host of mods on the server side as well as the necessary client addition of Bdub's Vehicles being drawn on in the client.

What can I say? There really is hope now for lower end rigs with 8gb RAM (but adequate virtual paging to accommodate any spikes) to join CP modded servers and participate in the fun.

Optimising the CP was probably hell at times, but thank you as the difference will make all the difference.

 
Putting CP46 through its paces on Alpha 19.2 (b3) of all things for players on low-mid end gaming rigs who want to experience enhanced gameplay with custom features.

View attachment 15383

World settings: 8K with CP46 supporting vanilla built in Nitro.

PC setup (Quite dated)

i7 4770 / 24gb ddr3 / SSD for primary apps but running 7D2D on HDD / rx 5600 xt (6gb)

At first there was a spike of 10-11gb while loading out. This continued for a while as regions unlocked and things settled down. After checking again 30 minutes later things looked very decent at a low 3gb. This was with Snufkin Custom Zombies and a whole host of mods on the server side as well as the necessary client addition of Bdub's Vehicles being drawn on in the client.

What can I say? There really is hope now for lower end rigs with 8gb RAM (but adequate virtual paging to accommodate any spikes) to join CP modded servers and participate in the fun.

Optimising the CP was probably hell at times, but thank you as the difference will make all the difference.
There is still more to come lol as well. Cp47 for myself has begun wolf is having a bit of a break and enjoying as he deserves. 

 
Hi all,

Firstly - thank you guys so much for the work. Compopack with Nitrogen and Darkness Falls is keeping this game alive for me and my crew :)

Now - followed the instructions exactly for cp46 yet whenever I generate a map all the POIS are in 11 straight lines in the bottom left of the map...  Done th eusual delete everything and restart etc..

Any ideas?

Cheers

Adr :)

spacer.png


 
Hi all,

Firstly - thank you guys so much for the work. Compopack with Nitrogen and Darkness Falls is keeping this game alive for me and my crew :)

Now - followed the instructions exactly for cp46 yet whenever I generate a map all the POIS are in 11 straight lines in the bottom left of the map...  Done th eusual delete everything and restart etc..

Any ideas?

Cheers

Adr :)

spacer.png
Turn off the ocd map lol last row of options in nitrogen map make it none

 
Doh!!!!

Thanks mate :)

Next dumbass question as I used to have this working......

How do I get the Darkness Falls POIS into the map - specifically the two ones needed for the endgame?

 
Next dumbass question as I used to have this working......

How do I get the Darkness Falls POIS into the map - specifically the two ones needed for the endgame?

 
Next dumbass question as I used to have this working......

How do I get the Darkness Falls POIS into the map - specifically the two ones needed for the endgame?
we do not handle darkness falls as they mod prefabs from the CP, and we dont have the same files

 
Just curious as to which POI were considered to be gamebreakingly overpowered.

there are a few that had insane amounts of loot, which I found hilarious.

The library tower had a LOT of books, but it's a library, it should have a lot of books.

(also had a lot of zombies, so had to work to get them)

btw, I cleared 3 of those towers, never did get the workstation schematic I was looking for. (or a couple others)

RNG is still RNG, so I hope that got left alone.

I checked the changlog, and it doesn't say which ones got loot reductions.

(I'd like to check them in 45 before going to 46+)

Just for giggles.   :D

 
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