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[A19] khzmusik's modlets

AUTO MECHANICS

So I downloaded this and installed on a restart random. Finally found one of them in the Forest Biome. I love the idea of going to an Auto-Mechanic to build your vehicles however............................. That being said - I was recently (as in tonight) build my 4x4 Chassis and 4x4 Accessories and it seems the second OUTPUT slot is bugged. The 4x4 accessories are stuck in the 2nd spot. I made another one, so it stacked and now their both stuck. I'm afraid to make any more 4x4 accessories now for fear they're going to stack and stick too...

I have tried everything within game limits to free them and add them to my inventory, even quitting and restarting but no help.

Has anyone else ran into this issue with these Traders (is this a known issue?) and what can be done to free the 4x4 accessories from the OUTPUT window? I'm going to quit using him for now on and try to find another somewhere else and see if I can make them there. I'm wondering if it's just that 2nd spot as well because I was able to make them earlier when they landed in the first spot and make a Jeep (mod).

Thanks!

 
AUTO MECHANICS

So I downloaded this and installed on a restart random. Finally found one of them in the Forest Biome. I love the idea of going to an Auto-Mechanic to build your vehicles however............................. That being said - I was recently (as in tonight) build my 4x4 Chassis and 4x4 Accessories and it seems the second OUTPUT slot is bugged. The 4x4 accessories are stuck in the 2nd spot. I made another one, so it stacked and now their both stuck. I'm afraid to make any more 4x4 accessories now for fear they're going to stack and stick too...

I have tried everything within game limits to free them and add them to my inventory, even quitting and restarting but no help.

Has anyone else ran into this issue with these Traders (is this a known issue?) and what can be done to free the 4x4 accessories from the OUTPUT window? I'm going to quit using him for now on and try to find another somewhere else and see if I can make them there. I'm wondering if it's just that 2nd spot as well because I was able to make them earlier when they landed in the first spot and make a Jeep (mod).

Thanks!
EDIT: (8-20-2021): So I went back today just to see if it was still stuck in that 2nd slot and it was BUT...............................................

I accidentally hit my ESCAPE button - went back in and clicked on it and all of a sudden it released into my inventory (both). So woohoo :)

I LOVE this mod by the way. It's just such a cool concept. That little technical difficulty scared me a little because they cost a lot to make but so happy now so HELL YEAH :)

 
EDIT: (8-20-2021): So I went back today just to see if it was still stuck in that 2nd slot and it was BUT...............................................

I accidentally hit my ESCAPE button - went back in and clicked on it and all of a sudden it released into my inventory (both). So woohoo :)

I LOVE this mod by the way. It's just such a cool concept. That little technical difficulty scared me a little because they cost a lot to make but so happy now so HELL YEAH :)


Apologies for missing your posts. I think I found out why the board wasn't notifying me when there were new posts in this topic, so hopefully that won't happen again.

I'm glad your problem was fixed somehow... because I have no idea how to fix it. I've never encountered that bug before.

The workstation's block and UI XML were taken nearly verbatim from vanilla workstations (I think the workbench), so I don't know how the items would be stuck.

Do you have any other modlets installed? Maybe something that has some C# code that affects workstations? That's the only thing I can think of.

EDIT: Also, this is one of those times where you could be forgiven for spawning in replacements.

 
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Regarding the weather mod, what exactly does the meteorological season number relate to? You've said it's 3 weeks and I am unsure how "84" equates to 3 weeks.

 
I discovered that I can edit the first post again. Yay!

And it's a good thing, too. Just in time for the weekend, I finally finished the human NPC modlets that I've been working on for months.

If you want a fully-featured human NPC experience in 7D2D, then grab all these modlets:

Also, make sure you install these modlets from other modders, the above modlets are dependent upon them:

  • 0-SphereIICore - MUST be the latest version!
  • 0-CreaturePackHumans
  • 1-NPCPackHumans
  • SphereII NPC Dialog Windows
If you don't, or can't, use DMT, then you can use this collection of modlets instead:

Unfortunately, the quests require DMT (in the SphereII Core module), so you won't have those. Also, due to vanilla limitations, sleepers won't wake up at all unless the player is considered an enemy - so, all other humans are enemies in this combination of modlets. (Neither limitation is present in the DMT collection.)

Want to help? Here's how:

  • We need more human POIs. If you are a prefab designer, you only need the Human Factions and Prefabs modlet. That contains the code for the human sleeper volumes. See the design README for details and suggestions.
  • This is an initial release, so there may be a couple of bugs, and there almost certainly will be balancing issues. The bugs I can hopefully fix, but the balancing issues might have to wait until this is all ported over to A20 (which is not too far away now).
I really hope you all enjoy this.

EDIT: I should also mention - the bulk of the NPC quests are designed for mid-to-late game. Most are Tier 2 or above, and you won't get certain quests (like the "murder" quests) until Tier 4 or 5.

 
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One more to sneak in before A20...

New Zombies

I finally got around to messing with Unity and some character model creators, and managed to make a bunch of new zombies:

  • a new burnt zombie
  • an older businessman zombie
  • an older businesswoman zombie
  • a skinny cowgirl zombie
  • a generic, skinny, female zombie
  • a female lumberjack zombie
  • a female office worker zombie
  • a female stripper zombie, similar to the original TFP designs (Warning! Nudity)
  • a male firefighter zombie
  • a generic, but skinny, male zombie
  • a short but stocky police woman zombie
They should all spawn with the appropriate vanilla zombies.

This modlet is dependent upon 0-CreaturePackZombies.

It has custom assets, so it is not server-side safe. However, it does not have custom C# code, so you can just copy it into the Mods folder, and you do not need to disable EAC.

https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/1-CreaturePackZombies_khzmusik

Screenshots are attached.

Hope you all enjoy them!

A19.6_2021-09-18_01-23-48.jpg

A19.6_2021-09-18_01-24-01.jpg

 
Hi khzmusik

It miss a localization file for your creature pack 😜for a lore lover like you, this is really strange 
Not nice to have zombieBusinesswomanKhz is not it ?

Thanks for this pack anyway.

 
Hi khzmusik

It miss a localization file for your creature pack 😜for a lore lover like you, this is really strange 
Not nice to have zombieBusinesswomanKhz is not it ?

Thanks for this pack anyway.


I will have to do research about this. I don't know where that name is displayed, nor how to translate the name.

But, I am doing some final bug fixes for all modlets before A20 reaches experimental. Once I find out, I will add translations.

EDIT: One thing I intend to fix, is the zombie businessman's green skin. I thought it would look cool, but now that I see it in game, I think it looks silly. If anyone here wants me to keep that green skin, now is your chance to tell me.

 
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Just create a file called Localization.txt inside the config folder 😀

Key,File,Type,english
zombieBurntKhz,entityclasses,Entity,Burnt
zombieBusinessmanKhz,entityclasses,Entity,Business man
zombieBusinesswomanKhz,entityclasses,Entity,Business woman
zombieCowgirlKhz,entityclasses,Entity,Cow Girl
zombieFemaleKhz,entityclasses,Entity,Femme
zombieFemaleLumberjackKhz,entityclasses,Entity,Fat woman
zombieFemaleOfficeKhz,entityclasses,Entity,Office worker
zombieFemaleStripperKhz,entityclasses,Entity,Stripper
zombieFirefighterKhz,entityclasses,Entity,Fire Fighter
zombieMaleKhz,entityclasses,Entity,Man
zombiePolicewomanKhz,entityclasses,Entity,Police officer

 
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Key,File,Type,english
zombieBurntKhz,entityclasses,Entity,Burnt
zombieBusinessmanKhz,entityclasses,Entity,Business man
zombieBusinesswomanKhz,entityclasses,Entity,Business woman
zombieCowgirlKhz,entityclasses,Entity,Cow Girl
zombieFemaleKhz,entityclasses,Entity,Femme
zombieFemaleLumberjackKhz,entityclasses,Entity,Fat woman
zombieFemaleOfficeKhz,entityclasses,Entity,Office worker
zombieFemaleStripperKhz,entityclasses,Entity,Stripper
zombieFirefighterKhz,entityclasses,Entity,Fire Fighter
zombieMaleKhz,entityclasses,Entity,Man
zombiePolicewomanKhz,entityclasses,Entity,Police officer


Oh, so they are just like items or blocks. That is good to know.

I will make actual translations. (It is not hard to do.)

 
EDIT: One thing I intend to fix, is the zombie businessman's green skin. I thought it would look cool, but now that I see it in game, I think it looks silly. If anyone here wants me to keep that green skin, now is your chance to tell me.
Indeed too green for me.

 
Bug Fixes for A19 Modlets

I just pushed bug fixes to a lot of my modlets, and updated their patch versions. The fixes are all on the master branch, so they should show up in the Mod Launcher soon, if you're using that. If not, you will need to download and install the modlets manually, as per usual.

Here is a list of what was fixed:

  • 1-CreaturePackZombies_khzmusik: Localization for zombie names
  • 1-CreaturePackZombies_khzmusik: Improvements to zombie models (gore, skins, etc.)
  • 1-SphereIICore_khzmusik_FoodSpoilage: Coffee now spoils, as does beer; added IPA that doesn't (must be crafted)
  • 2-NPCPackHumans_khzmusik_Adjustments_DMT: Adjusted hire costs, by weapon and armor types
  • 2-NPCPackHumans_khzmusik_Adjustments_DMT: Reduced spawn rates for human NPCs
  • 2-NPCPackHumans_khzmusik_Adjustments_DMT: Removed trader voice set from NPCs, so they don't randomly talk to you in Joel's voice
  • khzmusik_Bad_Medicine: Medical (clean) bandages now listed under campfire chemicals group
  • khzmusik_Preserved_Foods: Preserved snowberries cure dysentery (for consistency with Snowberry Love)
  • khzmusik_Snowberry_Love: Snowberry tea spoils (if spoilage modlet is installed - there should be no change if it's not)
  • khzmusik_Snowberry_Love: First aid bandage recipe with snowberry paste, now requires a bandage rather than cloth (for consistency with Bad Medicine, and also because I think that makes more sense)
I am hoping this fixes all of the lingering bugs for A19. If so, there should not be any more updates before A20.

Once A20 happens, I will start porting the modlets over. My plan is to make a new A20 thread and have modlets available as soon as it leaves experimental.

But speaking of A20, I have a question to ask. It seems like there isn't too much interest in the new NPCs modlets, which surprises me. So this is the question:

Should I combine the human NPC modlets into one? 

This would make it closer to an "overhaul," but ideally it could still be used with other modlets. The disadvantage, of course, is that you couldn't pick and choose which features you didn't want, by including or leaving out different modlets.

 
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Should I combine the human NPC modlets into one? 


I only play in SP mode, never in MP, I have largely given on many games in MP with Leroys Jenkins and other stupid mentalities. I never found the atmosphere, the fun, the role-playing game, the respect for the first network games and its players of the time that I knew. I'm an old jerk. So for me the non-player characters are important even if the AI of 7DTD for them (how to put it) is, for the moment, very limited. The game is above all made for MP.

So wait for the A20 to decide, KHz, if technically first and then from a gameplay point of view, if it's really worth investing in lore and the NPCs that go with it.

I'm currently doing my own overhaul, my own stories based on Romero's mind, no zombie bears, other vultures or other zombies that come from I don't know where, no drop backpacks when I kill a zombie, no bodies which disappear within 60 seconds.

Maybe I'll broadcast it one of these four mornings, if there's an audience for those interested.

 
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I'm having an issue with one specific faction mission, the defend whiteriver tier 3. Twice now I have attempted to complete this mission but the waypoint to start the quest does not appear at the POI. I thought it may just be a bugged POI or something at first, but the second time it happened to me was at a different whiteriver camp POI. I get a marker telling me to head to the location but as soon as I get near the camp the actual exclamation point waypoint doesn't appear. I even get a distance measurement that I can use to narrow down to where it should be at the corner of the camp, but there is just nothing to interact with there at all.

 
I'm having an issue with one specific faction mission, the defend whiteriver tier 3. Twice now I have attempted to complete this mission but the waypoint to start the quest does not appear at the POI. I thought it may just be a bugged POI or something at first, but the second time it happened to me was at a different whiteriver camp POI. I get a marker telling me to head to the location but as soon as I get near the camp the actual exclamation point waypoint doesn't appear. I even get a distance measurement that I can use to narrow down to where it should be at the corner of the camp, but there is just nothing to interact with there at all.


That is weird. Are you playing on a new RWG map? Is it possible that the POI didn't spawn?

There is only one POI per faction per tier. Could you let me know which POI it's sending you to? (Or claims it's sending you to.)

EDIT: If it's a Tier 3 defend quest, it should be sending you to a POI called "whiteriver_faction_trailer_park_T3." If you open up the POI teleporter, is it in that list? (To open the POI teleporter, F1 to bring up the console, enter "dm" for debug mode, hit ESC, and you should have an "Open POI teleporter" button in the upper-left hand corner under the usual "Exit" button.)

 
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I'm having an issue with one specific faction mission, the defend whiteriver tier 3. Twice now I have attempted to complete this mission but the waypoint to start the quest does not appear at the POI. I thought it may just be a bugged POI or something at first, but the second time it happened to me was at a different whiteriver camp POI. I get a marker telling me to head to the location but as soon as I get near the camp the actual exclamation point waypoint doesn't appear. I even get a distance measurement that I can use to narrow down to where it should be at the corner of the camp, but there is just nothing to interact with there at all.


OK, I found the issue. It's my fault, sorry.

The POI in question did not have a rally point. I added one earlier in the creation process, but somehow forgot to add it back in to the final version.

I pushed changes to my repo, so this won't happen again. I also updated the version number so the Mod Launcher should pick it up (eventually). It is here:

https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Human_Factions_Prefabs

The only thing that changed is the rally marker, so it should be safe to update an existing game. You probably don't even have to re-compile the Mods.dll file since there are no C# changes (though it shouldn't be an issue if you do).

Unfortunately, the existing POIs won't pick up the changes until they are reset, and they can't be reset without the rally marker. I believe that if the quest sends you to a POI that is not yet loaded into the world's chunks, it will pick up the new version.

But for those existing POIs, I think you need to delete the chunks that the POIs are in. If you do this, then you will lose all information in those chunks, so make sure they're in chunks that don't contain anything else you care about (like a base). Here is a forum topic about that:



(You should only need to delete the chunks that contain the POIs, not the entire world - see the green text in that forum post.)

Another alternative is to place other copies of the POI in unvisited parts of the world using the World Editor, and only accept the quest if it sends you to those copies. Here are a couple YouTube videos showing how to do that:

https://youtu.be/mcRrk8WmqaM

https://youtu.be/9iYajC5QN_k

Or, don't do any of that, and simply don't accept any quests that send you to that POI.

I really apologize for the mistake. I thought I tested all of these but I must have tested an earlier version.

If you run across any other bugs let me know. I will go through and re-test all the NPC POIs when I have time tomorrow.

 
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