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JaxTeller718 Modlet Collection

Jax,
Do you have an updated version of the Weed Wacker? Or know of another one that is good.

Wife is asking for this so she can make it all pretty.

Thanks for work.
Sorry ive been away for a few days, we are prepping Ravenhearst for testing :) So slammed. Im also going to be releasing and all new mod overhaul like Ravenhearst. That will have its own thread and it will be a mixture of edited released modlets and my own personal modlets. Look for that thread soon.,

Im going to be adding some more modlets for you guys in the next few days, some requests from here and also I will be updating the Action Skills modlet to include some more categories and weapons.

I will also add 2 new alternate downloads for biome and wh zeds, one that triples them instead of doubles for those looking for more risk. Ill also get an animal one out for you guys too :)

 
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Sorry ive been away for a few days, we are prepping Ravenhearst for testing :) So slammed. Im also going to be releasing and all new mod overhaul like Ravenhearst. That will have its own thread and it will be a mixture of edited released modlets and my own personal modlets. Look for that thread soon.,
Im going to be adding some more modlets for you guys in the next few days, some requests from here and also I will be updating the Action Skills modlet to include some more categories and weapons.

I will also add 2 new alternate downloads for biome and wh zeds, one that triples them instead of doubles for those looking for more risk. Ill also get an animal one out for you guys too :)
Very much looking forwards to em ^^

Tho not looking forward having to start over after getting soo far with minimum deaths :playful: . That and I will have to remake a new world (I have a problem playing the same world where I know everything is at, makes it too easy xP )and re-edit it so majority of it is wasteland with only very few pockets of green oasises. Tallon/War3zuk has a wonderful modlet that makes it so demos have chance of spawning in wasteland at night so it adds that extra spookiness/danger at night.

Oh I also started a new world since last time and have my random hordes again, only thing I can think of being unlucky or setting it so horde night is a random day after the 7th day may of made it funky (made it this time horde night is exactly every 7 days)

 
Very much looking forwards to em ^^Tho not looking forward having to start over after getting soo far with minimum deaths :playful: . That and I will have to remake a new world (I have a problem playing the same world where I know everything is at, makes it too easy xP )and re-edit it so majority of it is wasteland with only very few pockets of green oasises. Tallon/War3zuk has a wonderful modlet that makes it so demos have chance of spawning in wasteland at night so it adds that extra spookiness/danger at night.

Oh I also started a new world since last time and have my random hordes again, only thing I can think of being unlucky or setting it so horde night is a random day after the 7th day may of made it funky (made it this time horde night is exactly every 7 days)
I used to have this same issue in a15 when we would edit the xmls after a horde night. Since then i try not to mess with day settings because it can be wonky.

None of the modlets should require a restart, although if i make a bunch of changes to the action skill one it is possible it may. Ill make sure to put out a warning first if it does.

The demolisher modlet sounds cool, ill have to check that one out.

 
Wow, you are keeping busy.! It's a wonder that you have any time at all to actually play the game.

It will be great to see those up and coming releases, more animals have to be great.

Don't push yourself too hard tho.

 
I used to have this same issue in a15 when we would edit the xmls after a horde night. Since then i try not to mess with day settings because it can be wonky.
None of the modlets should require a restart, although if i make a bunch of changes to the action skill one it is possible it may. Ill make sure to put out a warning first if it does.

The demolisher modlet sounds cool, ill have to check that one out.
Oh! Helps if I actually install it and check it out in a dummy world and not be a dummy myself and assume.

I thought it would replaced all base stats like in other overhuals (strength agility intel etc) and turn those into progression.

I admit it sounds like that would make the character a bit too strong for my tastes and take away the challenge I crave :05.18-flustered:

But yee the demolisher is super fun, made many like resident evil 2 Mr X moments of demolisher busting through the wall at night with me screaming into the darkness of the wasteland night.

 
With the modlet to increase the wilderness zombies does that include the number of them which can be found in house's.?

Just started a new RWG game with that modlet, and the other one for hordes, loaded and the first house that I visited had quite a lot of them inside. Or is that decided differently.?

Thanks

 
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Any chance you can combine your Working Stoves mod with Stallionsdens Open Door Syndrome? I think they conflict.
If jaxs working stoves use the same stoves as vanilla then yes it will conflict. Can take a look when I am home probably tonight tho so 6 to 8 hrs timeish

 
Yup i can confirm,i test it on A18.0 both existing and new world,just cant open skill page.
Damn it i got ahead of myself. I released this unfinished with a new Construction Tools AS. I fixed it now and it is working properly again. I apologize for that.

Update

Action Skills now has more skills added to it including Turrets

New Mod

Reduced Harvests on Blocks

This reduces the amount you get back from blocks when you harvest such as springs, cloth, polymer, electric parts and pipes.

 
Any chance you can combine your Working Stoves mod with Stallionsdens Open Door Syndrome? I think they conflict.
easiest way would be to remove all my stoves and all relations to it in each xml.

or add this code -

<property class="UpgradeBlock">

<property name="ToBlock" value="workingStove"/>

<property name="Item" value="stoveKit"/>

<property name="ItemCount" value="1"/>

<property name="UpgradeHitCount" value="4"/>

</property>

to the last open stage of the stoves in my blocks.xml so cntstoveopen6 remembering to remove/replace this -

<property name="Class" value="UpgradeRated"/>


<property name="UpgradeRated.ToBlock" value="cntStoveOldRandomLootHelper"/>



<property name="UpgradeRated.Rate" value="63"/>



<property name="CreativeMode" value="Dev"/>


with this -

<property class="UpgradeBlock">


<property name="ToBlock" value="workingStove"/>



<property name="Item" value="stoveKit"/>



<property name="ItemCount" value="1"/>



<property name="UpgradeHitCount" value="4"/>



<property name="CreativeMode" value="Player"/>



</property>


Also removing the above code only from blocks.xml of jaxs

[OR you can also remove the upgrade rate code as above in the cntStoveOldVer2Open6 block so this -

<property name="Class" value="UpgradeRated"/>


<property name="UpgradeRated.ToBlock" value="cntStoveOldRandomLootHelper"/>



<property name="UpgradeRated.Rate" value="63"/>



<property name="CreativeMode" value="Dev"/>


and in jaxs mod in blocks change this line -

<insertAfter xpath="/blocks/block[@name=cntStoveOldVer2Open]/property[@name=Model]" >

TO

<insertAfter xpath="/blocks/block[@name=cntStoveOldVer2Open6]/property[@name=Model]" >




and then make sure that Jaxs modlet loads under mine for the rest of the required stuff.

as xpath mods load alphabetically if jaxs is above mine you will get errors.

to do this simply add a letter that is past the first letter of my modlet before jaxs and then remember to change the modinfo.xml to the same name as what you changed the folder to.

That should work

 
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car respawn mod is doing same bug a18.1 stable: plant car seed disappears 30-60 sec after car is wrenched.
Damn it. Ok I will double and triple check it. Im sorry about that

2 new modlets for those who want a real challenge

Increased Wilderness Zombies x3 and x5!!

 
Anyway to add zombies to towns and buildings? I find version 18 and the lack of zombies in towns and buildings makes it WAY to easy.

 
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