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(A20) Oakraven Forest Modpack

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Hello, I have a problem, after the last update I played for a couple of hours, then I quit the game, now I can't log in to the game, an error in one of the files, if you delete the file, a new one will be created and the problem will disappear, but my house will disappear! Of the mods, there were storage boxes, a workbench with mod weapons and a forge. Is there any way to fix this?

Maxim said:
Hello, I have a problem, after the last update I played for a couple of hours, then I quit the game, now I can't log in to the game, an error in one of the files, if you delete the file, a new one will be created and the problem will disappear, but my house will disappear! Of the mods, there were storage boxes, a workbench with mod weapons and a forge. Is there any way to fix this?
IZOBRAZENIE_2022-08-18_0118034644397955c37a21991.png


 
Hello, I have a problem, after the last update I played for a couple of hours, then I quit the game, now I can't log in to the game, an error in one of the files, if you delete the file, a new one will be created and the problem will disappear, but my house will disappear! Of the mods, there were storage boxes, a workbench with mod weapons and a forge. Is there any way to fix this?

There are a few posts about this in this forum. The above may be closest to your issue since it is possibly mod related.

Did you remove any mods before trying to start the game again? The mod assets may still be hooked up in that region and causing the region to corrupt. Add the mods back into the game.

However, if you did not remove any mods, then that region may have just corrupted. I have seen no tools to repair corrupted world regions.

 
The Oakraven Modpack was updated, and using the new build will require a whole new World.

This is because Fabbersville has been removed by default since it restricts players/communities from adding other CP 48 packs since Fabbersville hogs the World. ^^

The first post outlines the current build status. There is a new 6K custom World which brings in default commercial, industrial, and residential buildings. The downtown city area remains as it was, not included. This is because the render hit when bringing NPCs can be overly disruptive.

CP 48 is still very compatible for the Oakraven Forest Modpack and encouraged.

A few additional updates include:

- Disc ammo damage is reduced. It is still does +10% damage of Steel Bolts along with its buffs.

- Quad Shot damage is reduced. It still does +20% damage of Shotgun AP Shells and is still a beast. The trade off hasn't changed and still requires extra resources compared to regular shells.

- Horde Night brings in all mythical beasts, at regulated levels linked to Game Stage. Early Horde Nights will be calm but as level increase or party Game Stage goes over the threshold, the beasts will visit.

A gentle beast that is more of a harrassment than any real danger.

20220821205452_1.jpg

A bit stingy.

20220821205511_1.jpg

Ah the Radiated Demolition dude.

20220821205732_1.jpg

Acid/Fire Breathers

20220821210007_1.jpg

Tallon ticklers.

20220821210325_1.jpg

 
The Oakraven Collection updated the Work Stations with an Oakraven Ammo Bench. It has been added to the Modpack.

It can be crafted from Advanced Engineering Skill 1 and offers a stand alone ammo crafting tool that will be compact and free up the Workbench.

20220821180040_1.jpg

It has no power requirements beyond a battery in its crafting recipe.

20220821225805_1.jpg

The range of Oakraven Work Stations covers an abundance of resource management features.

20220821230304_1.jpg

 
Added an update to the Modpack based on request.

1. Wandering Hordes

The Undead Skeleton type zombies have been added to Wandering Hordes for their grunt, feral, and radiated type.

In addition JaxTeller718's Bigger Wandering Hordes Mod has been added to the Modpack.

It has been customised a little as follows:

- All Game Stages where zombie entities spawn sees +10 added to the total amount.

- All Games Stages where animals spawn sees +1 added to the total amount.

This increase will give your Fish Stick a good work out.

2. Quests

After much play testing, the amount of entities to complete regular elimination quests has been changed from:

10 > 25 > 50 > 100 > 250 to 10 > 20 > 30 > 50 > 100.

Due to the large variety of entities, it was hard to reach the total of 435. This now decreases to a total of 210 which is similar to the 222 total for Undead entities during a Blood Moon (and some from Wandering Hordes) which while infrequent are abundant when you see them.

 
Hy I get a yellow message, when I wandering through the wildernis: WRN and than something wit 1 missing or so. I uses the chicken and bees and have some Mods like NPC Mod and wasteland. Is this a problem? Can I change something?

Best regards

 
It should be OK. There are a few kinds of warnings we can often ignore.

Sometimes:

Invalid Layer Index '1'

or an animal is missing something.

or a particle is repeating.

or a 'cnt' or block has a problem with a surface.

 
Got a question I love this MOD is there a way to get the crafting stations to work with SMX? I use this MOD for my UI. But none of your crafting stations work with it. Also the copper oven I think is what it's called has no picture. 

 
Got a question I love this MOD is there a way to get the crafting stations to work with SMX? I use this MOD for my UI. But none of your crafting stations work with it. Also the copper oven I think is what it's called has no picture. 
Maybe best to download the most recent version of this Modpack as the most recent version had some icons renamed to match the type of alphabet used by TFP. It seems some PCs could accept non regular text but some cannot. Renaming to the default alphabet should solve any icon issues.

Naturally, this is best done on a new World though as there is always risk when a mod changes something on an existing World.

It is possible the crafting stations are not working because SMX is loading after the Modpack and the game is using the SMX crafting code.

The Modpack crafting tables are added to 1-OakModpack. Try renaming SMX to 0-SMX. This will allow SMX to load up first followed by 1-OakModpack. This may allow the Modpack crafting stations to become functional again.

 
A small update to the Modpack.

Clear Bulletproof Glass. This addition allows players to craft clear bulletproof glass in the forge just as we can with regular bulletproof glass.

It provides a better view of the garden area to make sure we can keep an eye on the expanded Wandering Hordes.

20220831215344_1.jpg

As with all types of glass, if you want a smooth join, they must all be placed when you are facing the same direction and with no block rotation.

Otherwise, it will show the joins.

20220831215220_1.jpg

 
Pushed a small update for the Modpack.

- A new 6K sample World was bundled into the Modpack. It has received some custom Biome edits so all Old West is in the desert and Snow Orc POIs are in the snow.

Since the algorithm changes for A20.6 Stable it has a different layout. A layout has been added to the first post as a 'spoiler'. It only has 1 starting spawn point which is pretty much dead central in the World.

- Some new custom Old West POIs have been added to give additional Old West variety.

@Guppycur kindly shared a new entity with the community. It is a roasted vulture which has bi-pedal gait and will chase you on foot.

TBoVRYv.jpg


And a sample of the custom POIs you can expect in the Old West.

This is a strip type where all 3 buildings are linked into 1 POI quest.

7LSJErg.jpg


 
Pushed a small update to support the Old West street.

- Bony Xpress. This is a T3 POI which supports all Quest types. It is a 50 x 25 size. There were periodic gaps along some sides of the streets for 50 x 25 and this additional POI helps to address that and give a more populated POI feel.

- A new OAK6K01 sample World has also been upload that contains this new POI.

LA2RoTB.jpg


 
What's the very first error message in the log before all of these warnings appear?
You turned off EAC, right?

Pushed another Old West POI and associated World.

Meatloaf T2 on a 25 x 25.

zezyFuX.jpg


 
What World are you attempting to use? The PREGEN6k?

There's a warning with Failed loading world header file for PREGEN6k\Oakwood\main.ttw.

Any other posts relating to such an issue generally suggest a Region file has corrupted.

The Oakraven Modpack has its own World called OAK6K01 as well as its own Prefabs and needs to be set up on a new RWG world.

All I can suggest is deleting/moving all of your saved and trying with the sample OAK6K01 World if you aren't already.

 
What World are you attempting to use? The PREGEN6k?

There's a warning with Failed loading world header file for PREGEN6k\Oakwood\main.ttw.

Any other posts relating to such an issue generally suggest a Region file has corrupted.

The Oakraven Modpack has its own World called OAK6K01 as well as its own Prefabs and needs to be set up on a new RWG world.

All I can suggest is deleting/moving all of your saved and trying with the sample OAK6K01 World if you aren't already.
i have uninstalled the game and everything that was left over in folders. I`m currently re-installing and going to try again, let you know how it goes

 
Do you have the very latest installation of this modpack?

If so, try to join 64.42.177.210:26920 and see what happens.

There is no password.

If the error still continues, maybe share a screenshot of your mods folder and explain where you installed the World as there are a variety of ways to do that these days.

 
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