Nickguy5467
New member
yeah my bad i forgot since they are running together. *to another forum!You have to do it in XML. It's intended to be a horde night replacement, hence the ferals.
that sounds like a Sorcery problem.
yeah my bad i forgot since they are running together. *to another forum!You have to do it in XML. It's intended to be a horde night replacement, hence the ferals.
that sounds like a Sorcery problem.
Awesome, working great so far. TYVM!When you open kinggen, click advanced and there's a POI list dropdown.
Click that, select use custom, click the text file you downloaded, done
wanderingHordeStageGS1
It's in the DF discord.Where can I DL the 'Anywhere Anytime' add-on mod for DF?
/don't see it at any of the usual places
Check to see if the first letter needs to be capitalized - WanderingHordeStageGS1 vs wanderingHordeStageGS1 (and also check to make sure you got it correct). The game is looking, but can't find the object. That makes me believe you might have an issue with the change you made (does not match up to the group name).
Then play romero mod. It's got the same mod in it but they always walk.Well I was copying this from the game. I just wanted to have regular Hordes instead of Blood Moon Zombies. But I am not a modder. I dont know anything about it and just wanted to get the code. It seems thats not possible, sadly because I really like the mod. Just dont want to have always Ferals in it.
Thank you!Then play romero mod. It's got the same mod in it but they always walk.
Hell you MIGHT be able to copy the wandering horde code from that and use it.
It means trader protection is off. So zombies can destroy walls, you can build inside the POI, etc.why is "traders no longer protected" listed in mod features when i have the current version v3.6 and there are still guards with guns at rekt? im confused
oh! thanks for the info. yeah i did that once. felt kinda cheesy with the gunners for protection sortaIt means trader protection is off. So zombies can destroy walls, you can build inside the POI, etc.
KhaineGB said:I'm not going through all the localization for all the books to duplicate the same information that people could find if they looked at the book, what it unlocks, went "Oh, it unlocks this perk" and then looked up the perk.
That's several HOURS if not DAYS with time better spent elsewhere just because people can't be bothered to look.
Lockable inventory slots is already included in DF, so you don't need to add it.Hey Khaine love your mod. Can't play 7 Days without it anymore. I am trying to get the two modlets you have for the main mod to activate but am having issues, The lockable inventory and wandering hordes are not working. I've even put both of them into vanilla and I can see right away that at least the lockable inventory works in vanilla so I can only assume the wandering hordes works as well. However, for DF I put the same modlets into the mods folder for DF in the main directory and they don't seem to work? I even tried putting both modlets into the TempMods folder to see if that would fix it. When I look at the console in game it says it is loading the mods so it looks like the game can see the data but it still doesn't work. I can only assume the wandering hordes modlet isn't going to work either if the lockable inventory isn't working at the start of the server. This is all local play as well no dedicated server or anything. I am not sure what else to do to get these two to work?
I have an idea, but I make 0 promises.Ok...
I do not feel up to tackling the translation issues either (though I am tempted to try for an english language update for the descriptions, which preserves the existing text for other languages).
In the mean time, I guess the concept is: when reading schematics for armor and workstations, they might involve perks and if you want to check whether you have them you should look for those corresponding perks.
Had to rebuild/build a new pc. Had a current playthgough of DF 3.5 (Alpha 19.5) saved that I've managed to keep, but installing 7D2D ModLauncher on the new system this has downloaded 3.6 (for Alpha 19.6). Is there any way to make 7D2D Modlauncher use 3.5 so I can continue my current playthrough or am I boned? ModLauncher will copy across 19.5 ok, it's finding DF 3.5 that seems to be the issue.
Many thanks![]()
so i installed a horde wandering mod thing and it caused command line errors suggesting i used the wrong one that either doesnt work with a19 or DF can anyone point me to the correct file?
thanks ill look for it3.5 is on nexus. You can't use it with the launcher.
Pretty sure I posted either on this page or the last page with a google link to download it, which works fine with DF.