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HDHQ - Textures/Lighting/Environment


Vehicle update 1.1b-apc








New


 




  • Added HDHQ APC Vehicle. Exit is through top hatch of vehicle. In Gyrocopter loot spawns. Recipes added.
  • Illuminated Tail lights when lights are active. Monster Car, APC.

 


Fixed





  • Wheel collision/physics on Monster Ute and Monster Car. Should be less skatey.
  • Icons for crafted items - accessories, chassis.
  • Bus Texture
  • Adjusted light settings







hwV6Frq.jpg


7 DAYS MOD LAUNCHER

DOWNLOAD FROM NEXUSMODS

HDHQ MODLET REPO @ GITLAB

 
Last edited by a moderator:
How do you get the recipes to make these got points in to be able to make a truck but wont let me make these cant find a book or anything to learn it so I can make them? Also trying to find out were to get the recipes for the lights and torch

 
Ok so I've been playing with this mod which is awesome, but I have a slight issue. It's a personal one but an issue none the less. I attempted to do some underground mining and due to my colour blindness I have no clue what the special resources look like now. Could someone post some pictures of what each of the ores look like? Nitrate, iron, lead coal. It'd be greatly appreciated so that way I know what to look for.

 
I think you will all enjoy them :)

Maybe some customicons be great to lol. Nice work tho got it dl and ready to go lol
I did add the vehicle icons to the missing craftable objects, just forgot to mention it :)

 
Hi Dust, I have a question. I got your mod to work with DF, thanks for this and your overhaul is amazing. I have been trying to make a 16K map (yeah I know) but the wasteland ring that is created is enormous and dead center of the map. Have you figured out a way to get the wasteland back to the edges? I have been messing around and the only thing I have seemed to do that changes anything is turned the entire map into a wasteland on my last attempt lol.

https://cdn.discordapp.com/attachments/414452497139367972/540287912248606760/unknown.png

 
HDHQ doesnt touch the RWG mixer as that would make it incompatible with many things.

DF however, does.

If you open the rwgmixer.xml from DF, and go to line 1272, you will find the start of the section that handles the wasteland ring generation.

It is commented, so it should be relatively easy with some testing to push the ring out on 16K maps.

hakeGNY.jpg


I hope that helps. :)

 
HDHQ doesnt touch the RWG mixer as that would make it incompatible with many things.
DF however, does.

If you open the rwgmixer.xml from DF, and go to line 1272, you will find the start of the section that handles the wasteland ring generation.

It is commented, so it should be relatively easy with some testing to push the ring out on 16K maps.

I hope that helps. :)
Yeah those are the ones I was messing with. I only succeeded in making the entire 16K map waste land somehow LOL. Theres 2 sets of numbers. I'll just mess with em both :D

 
Could someone post some pictures of what each of the ores look like? Nitrate, iron, lead coal. It'd be greatly appreciated so that way I know what to look for.
Iron

FW4fpAs.jpg


Lead

V8oK3Fw.jpg


Coal

ObnG9sb.jpg


Potassium

aIpkXiF.jpg


Oil

aOH1HZg.jpg


Rare

QnZcFbs.jpg


 
Thank you soo much Dust2Death. You rock. LOL you don't know how much this helps me. And lol after seeing this, I had a derp realization and thought gee I could have used the creative menu to do the same things. *sigh* I guess hindsight is always 20/20.

 
just stumbled upon this one, seems very promising!!

one question for installation though,

am I right (and no, I'm not using the mod launcher),

- I do need ONE of the following: 2K OR 4K ressource files, which need OVERRIDE the original files (so a backup should be made prior)

- and from the modlet sets also ONE of the following: BASELINE OR REDUX (with Redux is the better grafical wise)

- and the optional Vehicles-DF can be ignored when not using that Darkfalls Mod

right?

 
You are correct.

Each component is stand alone, so you can use as little or as much as you like.

 
Thanx!

As the Biome and main Texture Mods/Modlets are stand alone,

I do plan to integrate your vehicle modlet with a compatibility patch into my own mod,

for the Gun textures on the other hand could I just use only part of your mod (that is just the (complete) ressource files and icons without the xml files)?

(of course with proper credit given)

Reason is there's too much changes I had to apply to make it compatible...

Thank you!

 
When using this with Darkness Falls Overhaul mod you are unable to collect Tree Sap from the trees. Just a notice as both this mod and DF say they are 100 percent compatible with each other.

 
Thanx!As the Biome and main Texture Mods/Modlets are stand alone,

I do plan to integrate your vehicle modlet with a compatibility patch into my own mod,

for the Gun textures on the other hand could I just use only part of your mod (that is just the (complete) ressource files and icons without the xml files)?

(of course with proper credit given)

Reason is there's too much changes I had to apply to make it compatible...

Thank you!
Replied to your PM.

When using this with Darkness Falls Overhaul mod you are unable to collect Tree Sap from the trees. Just a notice as both this mod and DF say they are 100 percent compatible with each other.
I'll get this patched ASAP. Thanks for the notice :)

 
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