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A19/A18 CreaturePacks - A community entity project

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Pushed updated zombiepack .51, might fix it but i cant repo so please test on a new game.
I just grabbed the update and I'm going to test it. Well, it's probably hard to reproduce really, because I literally didn't do anything in the game when that happened, because I was tweaking reshade filters (trying to match the new Alpha 19's look lol) and I started doing that immediately after spawning into a new world. While I was doing that, it was soon the in-game evening and zombies started spawning more closely to my location so I wanted to use God mode to avoid getting killed while I'm messing with the reshade settings and when I pressed F1 to get into console, I noticed the red sea of NREs was already there, filling up the whole space in the console. I guess I didn't see those errors thanks to Sphereii's code which prevents errors from taking control from the player. So yeah, kinda hard to reproduce when I have absolutely no idea how this happened.

 
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thank you @xyth😊     

that comma-bug-fix was it, I think.

I first tested in a new world and later also in my existing world. Every creaturepack sleeper woke up by self and the best - no NREs so far 😁

 
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thank you @xyth😊     

that comma-bug-fix was it, I think.

I first tested in a new world and later also in my existing world. Every creaturepack sleeper woke up by self and the best - no NREs so far 😁
That's good to hear, I also hope I won't see those NREs again, but I'm still testing. So far so good. We will see.

 
Great news.  Thanks for tesring guys.  I want a stable build that can last a bit while we prep for A19

 
Great news.  Thanks for tesring guys.  I want a stable build that can last a bit while we prep for A19
I wanted to report major problem with entities, one guppy zombie and vanilla vulture as they spawned but didn't move. Then I realized I accidentally pressed the AI toggle key, oh well at least now I know which key it is LOL

 
Excellent Work!! Love playing the modlets. Do have a question tho, these modlets must be on both client and server to work on a rented server? I wanted to add them, but when i looged in to my server i gor errors.

 
Heya fellas,

First of all I'd like to say from what i've seen, i'm really impressed and like to thank you for the work you've put into the mods.

However I do have a little problem I can't seem to fix on my own and would love to get some help with it.

I'm not new to modding 7 Days To Die but after adding a few of the creature packs I keep getting the infernal: "Null reference exception object reference not set to an instance of an object".

And it has me stuck.

I've been able to reproduce the specific error in a world that was generated by NitroGen (along with the ComboPack addition).

And it only seems to happen with the Zombie Creature Pack. I've tested the other packs seperate and it only seems to happen with this specific pack.

The specific error that I keep geting is listed below:

--------------------------------------------------------------------------------------------------

(Filename: <3ca2702590144b2c95bd610195728952> Line: 0)

NullReferenceException: Object reference not set to an instance of an object
  at Chunk.GetEntitiesInBounds (System.Type _class, UnityEngine.Bounds _bb, System.Collections.Generic.List`1[T] _list) [0x0009e] in <3ca2702590144b2c95bd610195728952>:0 
  at World.GetEntitiesInBounds (System.Type _class, UnityEngine.Bounds _bb, System.Collections.Generic.List`1[T] list) [0x00097] in <3ca2702590144b2c95bd610195728952>:0 
  at EAISetNearestEntityAsTarget.FindTarget () [0x001f4] in <3ca2702590144b2c95bd610195728952>:0 
  at EAISetNearestEntityAsTarget.Continue () [0x00081] in <3ca2702590144b2c95bd610195728952>:0 
  at EAITaskList.OnUpdateTasks () [0x00030] in <3ca2702590144b2c95bd610195728952>:0 
  at EAIManager.Update () [0x0001b] in <3ca2702590144b2c95bd610195728952>:0 
  at EntityAlive.updateTasks () [0x00063] in <3ca2702590144b2c95bd610195728952>:0 
  at EntityAlive.OnUpdateLive () [0x00154] in <3ca2702590144b2c95bd610195728952>:0 
  at EntityEnemy.OnUpdateLive () [0x00000] in <3ca2702590144b2c95bd610195728952>:0 
  at EntityZombie.OnUpdateLive () [0x00000] in <3ca2702590144b2c95bd610195728952>:0 
  at EntityAlive.OnUpdateEntity () [0x0001e] in <3ca2702590144b2c95bd610195728952>:0 
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x0015d] in <3ca2702590144b2c95bd610195728952>:0 
  at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <3ca2702590144b2c95bd610195728952>:0 
  at World.TickEntitiesSlice () [0x00000] in <3ca2702590144b2c95bd610195728952>:0 
  at GameManager.UpdateTick () [0x00026] in <3ca2702590144b2c95bd610195728952>:0 
  at GameManager.gmUpdate () [0x00297] in <3ca2702590144b2c95bd610195728952>:0 
  at GameManager.Update () [0x00000] in <3ca2702590144b2c95bd610195728952>:0 

--------------------------------------------------------------------------------------------------

I appreciate any help you guys can give so I can enjoy the new playthroughs of the game we all love (and hate sometimes lol).

I will be heading off to bed, any responses might take a little bit :).

Thanks guys.

 
Heya fellas,

First of all I'd like to say from what i've seen, i'm really impressed and like to thank you for the work you've put into the mods.

However I do have a little problem I can't seem to fix on my own and would love to get some help with it.

I'm not new to modding 7 Days To Die but after adding a few of the creature packs I keep getting the infernal: "Null reference exception object reference not set to an instance of an object".

And it has me stuck.

I've been able to reproduce the specific error in a world that was generated by NitroGen (along with the ComboPack addition).

And it only seems to happen with the Zombie Creature Pack. I've tested the other packs seperate and it only seems to happen with this specific pack.

The specific error that I keep geting is listed below:

--------------------------------------------------------------------------------------------------

(Filename: <3ca2702590144b2c95bd610195728952> Line: 0)

NullReferenceException: Object reference not set to an instance of an object
  at Chunk.GetEntitiesInBounds (System.Type _class, UnityEngine.Bounds _bb, System.Collections.Generic.List`1[T] _list) [0x0009e] in <3ca2702590144b2c95bd610195728952>:0 
  at World.GetEntitiesInBounds (System.Type _class, UnityEngine.Bounds _bb, System.Collections.Generic.List`1[T] list) [0x00097] in <3ca2702590144b2c95bd610195728952>:0 
  at EAISetNearestEntityAsTarget.FindTarget () [0x001f4] in <3ca2702590144b2c95bd610195728952>:0 
  at EAISetNearestEntityAsTarget.Continue () [0x00081] in <3ca2702590144b2c95bd610195728952>:0 
  at EAITaskList.OnUpdateTasks () [0x00030] in <3ca2702590144b2c95bd610195728952>:0 
  at EAIManager.Update () [0x0001b] in <3ca2702590144b2c95bd610195728952>:0 
  at EntityAlive.updateTasks () [0x00063] in <3ca2702590144b2c95bd610195728952>:0 
  at EntityAlive.OnUpdateLive () [0x00154] in <3ca2702590144b2c95bd610195728952>:0 
  at EntityEnemy.OnUpdateLive () [0x00000] in <3ca2702590144b2c95bd610195728952>:0 
  at EntityZombie.OnUpdateLive () [0x00000] in <3ca2702590144b2c95bd610195728952>:0 
  at EntityAlive.OnUpdateEntity () [0x0001e] in <3ca2702590144b2c95bd610195728952>:0 
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x0015d] in <3ca2702590144b2c95bd610195728952>:0 
  at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <3ca2702590144b2c95bd610195728952>:0 
  at World.TickEntitiesSlice () [0x00000] in <3ca2702590144b2c95bd610195728952>:0 
  at GameManager.UpdateTick () [0x00026] in <3ca2702590144b2c95bd610195728952>:0 
  at GameManager.gmUpdate () [0x00297] in <3ca2702590144b2c95bd610195728952>:0 
  at GameManager.Update () [0x00000] in <3ca2702590144b2c95bd610195728952>:0 

--------------------------------------------------------------------------------------------------

I appreciate any help you guys can give so I can enjoy the new playthroughs of the game we all love (and hate sometimes lol).

I will be heading off to bed, any responses might take a little bit :).

Thanks guys.
Please, first make sure you start playing a new world. If you can reproduce this problem in a new world, then provide your output_log.txt file from the gameplay where these NREs occured, so that Xyth can analyse it and fix the problem. Thank you.

 
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Seems like your loading .50 of the zombiepack, and the fix is in .51    Please update that pack and retest on a new world.

 
like @xyth said, you're using an old version - update '0-CreaturePackZombies' to the latest version (18.4.1.51) - that should help.

A new world may not be needed in that specific case ;)

 
*Faceplam*. Why did I not check that beforehand.

After updating it seems to have fixed the error for that specific spot, so i'm assuming it's solved :).

Thank you guys for replying and the advice. 

Hopefully that is the last of that (and if not i'll probably be back again lol)

And keep up the good work guys, your work is appreciated!

 
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Hi Xyth,

Got this error with the latest DL of the Human pack.

2020-05-06T18:50:22 90.190 EXC Requested value 'BlockPenetrationFactor' was not found.
ArgumentException: Requested value 'BlockPenetrationFactor' was not found. 

This is the only instance I found.

        <item name="ammoNPCShotgunShell">

                <passive_effect name="BlockPenetrationFactor" operation="base_set" value="5"/>

I commented it out and the pack loaded. 

Thanks to you and all the contributors. 

 
Installation


Just drop the mod into your Mods folder and have fun. They are not dependent on each other so load the ones you want. If your using a dedicated server, you also need to load this into your dedi server Mods folder.

Is this for single player only? I put in Mods folder on rented server, all i get are errors in the console, red lettering when i enter a region. Can't get out unless i use ctrl+alt+del - or am i missing something? This would be awesome...if this has been answered before, then sorry...thanks for the work and hopefully i get to see it...thanks again

 
This is just ... amazing! This plus the compopack for more prefabs makes the game so much more interesting. There's some super creepy new zombies in there. Love them!

I had a couple NRE's pop up, but I'm having so much fun that I don't even care! Great job to everyone involved!

 
This is just ... amazing! This plus the compopack for more prefabs makes the game so much more interesting. There's some super creepy new zombies in there. Love them!

I had a couple NRE's pop up, but I'm having so much fun that I don't even care! Great job to everyone involved!
You should report any NREs that may pop up though, Xyth was on the hunt for NREs, I believe.

 
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Can i ask does this mod touch any vanilla textures ? am using a mod called War3zuk Alpha 18.4 B4 AIO OverHaul, and when i play it some of the vanilla textures drop to very low quality EXP:

View attachment 8979

but then some odd reason when i remove some of the files from this mod in that pack ie , 0-CreaturePackAnimals or the zombie Pack it all goes back to normal. Just wondering if there would be a reason why this might happen , and if you have any thoughts , thanks.

 
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