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(V1) Preppocalypse

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@arramus I have a weird bug?  I hope it's a bug and not intentional..  anyway, I cannot USE anything while it is in my backpack.   I have to put it on my toolbar and "Eat" it for it to work.   This applies to Everything that you would use; IE: Food, Books, Meds, etc  I have 1.1 b14 stable.  Using the most recent download from nexus.
I am just in game testing and did this check as a last action before logging off.

In Navezgane on a new Save with no other mods I am unable to verify this issue.

If there are other mods in the Mods folder there is always the possibility of a conflict or error cascade which impacts Preppocalypse.

Drinking Red Tea directly from the Back Pack.

7jwvDxm.jpeg


 
I am just in game testing and did this check as a last action before logging off.

In Navezgane on a new Save with no other mods I am unable to verify this issue.

If there are other mods in the Mods folder there is always the possibility of a conflict or error cascade which impacts Preppocalypse.

Drinking Red Tea directly from the Back Pack.

The only mod I added was one that you said would work with it, the Vehicle Extreme mod.   Not sure what to do.. is it no longer compatible?

 
That Vehicles mod is compatible with V1.0 Stable. It has not been updated for V1.1 yet and that is where the issue lies.

Here is the last page of the thread for Vehicle Madness with a last post from the creator.




 
That Vehicles mod is compatible with V1.0 Stable. It has not been updated for V1.1 yet and that is where the issue lies.

Here is the last page of the thread for Vehicle Madness with a last post from the creator.



Ok, that's unfortunate, but, makes sense.  Thank you!  
 
So maybe I am just at a point in the game where my character is still rough around the edges, but I am constantly getting bleeds on me almost every single time one of those Zombies shoot me. Is it possible to disable shooting zombies in this mod? I am not a full purist when it comes how Zombies should be, and there should be some interesting variations of Zombies, but shooting Zombies to me at least sometimes feel a bit ridiculous. 

 
Preppocalypse draws on a lot of Oakraven collection mods. Oakraven and I have collaborated on these mods for a few Alphas and they make up the bulk of the Quality of Life features. It is possible to emulate many of the Preppocalypse features by combining a set selection of Mods, but leaving out the shooting element.

The zombies that can shoot are a sub section of the zombies, and this is well within the realms of what a full purist should be able to accept based on past precedence. For example, Day of the Dead with zombie Bub showing proficiency with fire arms, and Land of the Dead with Big Daddy. Even Night of the Living Dead shows the very first interaction with a zombie as being a more sentient event. After the zombie eliminates the first target it does not just mindlessly begin feasting. Its primary action is to begin its next attack. These are all Romero offerings and we don't get too much more purist than that considering they set some level of benchmark.

Discussing a purists view is beyond the scope of this mod and thread and best done in the Discussion and Requests area.

 
Here is an update for Preppocalypse:

- Prepper I.V. Screamer Stand

The Prepper Screamer Scout challenge was functional in A21, and early V1. However, a change to how Screamers appear was made to the base game around V1.0 (b116). This revised the heat algorithm and didn't allow them to be called as before.

This update now allows them to be called on demand, along with the 'heat' chance which remains in the background.

Step 1. Accept the Quest which is now placed in the Starter Kit for new play through saves.

Step 2. Unlock, Craft, and Place your Prepper I.V. Screamer Stand.

Step 3. Hit it (melee or ranged) to trigger a game event which spawns a Screamer (one of the 5 Preppocalypse types) and a few of her Minions. The more you hit it, the more will appear so consider that.

Step 4. Pick up your I.V. Screamer Stand when appropriate.

Place.

7OKqQrb.jpeg


Damage by hitting. It will not show any HP damage and can be instantly picked up.

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Observe the incoming Screamer Horde, with the amount matching how many times you hit the Stand. This brings back the Screamer Challenge in a slightly different format, but the end goal remains the same.

tKNaWHB.jpeg


 
@arramus I noticed with other mods they put the Zombie health bars on top. Was there a particular reason why you never added it into this mod? I am sort of on the fence about it, I am used to it not showing in Vanilla, but I played the WarZUK mod or whatever it's name is and there are health bars on the Zombies. I guess I could add one into this mod, but I am not fully convinced I need it or even want it so to speak. 
I would recommend adding one for your first playthrough. The special zombies spawn in the biomes from the very start and a health bar will tell you your odds if you decide to fight them with stone and pipe weapons.

 
Preppocalypse draws on a lot of Oakraven collection mods. Oakraven and I have collaborated on these mods for a few Alphas and they make up the bulk of the Quality of Life features. It is possible to emulate many of the Preppocalypse features by combining a set selection of Mods, but leaving out the shooting element.

The zombies that can shoot are a sub section of the zombies, and this is well within the realms of what a full purist should be able to accept based on past precedence. For example, Day of the Dead with zombie Bub showing proficiency with fire arms, and Land of the Dead with Big Daddy. Even Night of the Living Dead shows the very first interaction with a zombie as being a more sentient event. After the zombie eliminates the first target it does not just mindlessly begin feasting. Its primary action is to begin its next attack. These are all Romero offerings and we don't get too much more purist than that considering they set some level of benchmark.

Discussing a purists view is beyond the scope of this mod and thread and best done in the Discussion and Requests area.




You made some good points about Bub, I totally forgot about him. 

 
This was added quite recently, but just for reference, Bub's Gun Range. We can just make out Bub standing in front.
S7DKFcF.jpeg


aXBsUZW.jpeg


 
This is in debug menu God Mode. By default, it will activate the zombie health bar and name. I use it for development testing for the most part.

However, for players using the 'Crafting from Containers' feature using 0-Score, we can go to the 0-Score folder / Config / blocks.xml and search for the area with AdvancedUI.

Change that <property name="ShowTargetHealthBar" value="false" /> are from "false" to "true" and it will show the Health Bar features on top of the 'Crafting from Containers'.

 
This is in debug menu God Mode. By default, it will activate the zombie health bar and name. I use it for development testing for the most part.

However, for players using the 'Crafting from Containers' feature using 0-Score, we can go to the 0-Score folder / Config / blocks.xml and search for the area with AdvancedUI.

Change that <property name="ShowTargetHealthBar" value="false" /> are from "false" to "true" and it will show the Health Bar features on top of the 'Crafting from Containers'.
I am bad with this stuff, is Craft from Containers a mod I need to download in addition to the Prepper mod I run through the mod launcher? 

 
0-Score contains the 'Craft from Containers' feature. If it is added to the Mods folder, Preppocalypse sees it and turns that feature on. 0-Score also has the option to manually turn on the Health Bars for zombies. It is a versatile mod and useful for overhauls. However, it is optional and not required unless you want the Craft from Containers feature and/or manual option to turn on the Health Bars.

 
Got it I was confused, the mod is actually Called 0-Score. I thought this was a file in the directory - I'll go find it and download it then. 

 
0-Score contains the 'Craft from Containers' feature. If it is added to the Mods folder, Preppocalypse sees it and turns that feature on. 0-Score also has the option to manually turn on the Health Bars for zombies. It is a versatile mod and useful for overhauls. However, it is optional and not required unless you want the Craft from Containers feature and/or manual option to turn on the Health Bars.




Do you have a Paypal donation link or some such? 

 
seems a Lot of the old west stuff and some other POIs wont (load? Integrate?) into my game, heres an extremely long pastebin full of the last log

https://pastebin.com/ai50RbDS

also at some point last night i clicked on a recipe and it soft locked the game with the log thing top of screen constantly loading some red text. couldnt salvage that log

 
I don't have any donation links or anything like that set up. I tend to refer any of those to bdubyah for The Wasteland Mod because he uses donations specifically to purchase new assets to add to the mod. He seems to have a Ko-fi link here. https://ko-fi.com/bdubyah

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Based on this log, this load out is using V1.0 (b336). Since we have moved to V1.1 Stable there is the potential for conflict with V1.1 assets in POIs in recent Preppo updates.

1. There is a known error with POIs for V1.0 (that is fixed in V1.1) that have a player sign with text added to them. It causes these errors to show.

at TileEntitySign.SetText (System.String _text, System.Boolean _syncData, PlatformUserIdentifierAbs _signingPlayer) [0x00014] in <6d1a8548522e46dc83d70764cc5f4032>:0

These POIs will load but the player signs will have no text on them. This is not a critical error and more of a warning. It was fixed during 1.1 experimental after we reported it.

2. This is a new V1.1 asset that is being used in POIs.

2024-10-20T09:33:33 133.985 ERR Loading prefab "preppo_farm_15" failed: Block "cntBookPile03AirRandomLootHelper" (22308) used in prefab is unknown.

This is the new Hogzilla POI update. This POI will not load because the asset does not exist in V1.0. It allows books to be added in a pile that may or may not appear, just as the Random Loot Helper name suggests.

3. This is a Vanilla file. It suggests there is something missing. It is possible it has simply corrupted. This is typically fixed when performing a File Verification/Validification through Steam so it can download what it requires.

2024-10-20T09:33:25 126.622 ERR Loading AssetBundle "G:/steam/steamapps/common/7 Days To Die/7DaysToDie_Data/../Data/Bundles/Other/Items" failed: Parent folder not found!

Data/Bundles/Other/Items is a default game folder. It is possible this is linked to that scrolling error.

 
thanks! ive been using Izayos gun modes and 1.1 compatibility isnt out until they update their mod to version 3 so ill eat the 1.1 errors for now. started a new game using your pregen and all the western stuff is there so im happy with that

 
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