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Magolis Compo Pack by The Compopack

@stallionsden I didn´t touch the tile and parts folders. Just deleted the POI´s themselves.

I seem to have bad luck then, didn´t manage to get  Pilles Gallery and also your truck stop with the big swimming pool and the basement full of zombies.
Peer Cafe isn't in the classic. The classic only has upto 200 zs max and most the big pois are also not included in classic.  

All explained in the video lol 😆  🤪 .

Eventually as I work on pois more be added to the classic tho. 

Pilles gallery should be there tho

 
Found 2 small issues in a POI the name is Paccos Residence Residence, pretty sure it should be only one Residence unless i am missing an inside joke here.. On the stairs to the second floor you have to crouch to be able to get trough. 

 
Found 2 small issues in a POI the name is Paccos Residence Residence, pretty sure it should be only one Residence unless i am missing an inside joke here.. On the stairs to the second floor you have to crouch to be able to get trough. 
Yes should only be 1 residence and shall take a look ty

 
Hi Stallionsden,

Is there a complet version without bandits, NPCs and other mods, just like the previous Compopacs? Personaly I'm not in favor of the idea to make the complete pack dependent on any mods to work at all. From my point of view:
- In the past never was this way.
- Increase the chance for conflicts with other mods.
- Most prefabs not designed with them.
- Increase the loading time. (especially with 50+ other mods)
- I'm I want NPCCore and SCore? Most certanly not.
- Modded version is also welcome.
- 5 versions is good for confusion.

Thank you.

 
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Hi Stallionsden,

Is there a complet version without bandits, NPCs and other mods, just like the previous Compopacs? Personaly I'm not in favor of the idea to make the complete pack dependent on any mods to work at all. From my point of view:
- In the past never was this way.
- Increase the chance for conflicts with other mods.
- Most prefabs not designed with them.
- Increase the loading time. (especially with 50+ other mods)
- I'm I want NPCCore and SCore? Most certanly not.
- Modded version is also welcome.
- 5 versions is good for confusion.

Thank you.
More pois will move to the classic as I get to them. 
Many Prefabs are also been built with the custom blocks in mind nor will my plans for the compopack change. But there is a big restructure I am doing  and I not finished yet  
 

Alot of prefabbers are using mods.  There is a pack classic pack which will expand but keep a vanilla aspects to it tho. that is no mods but each pack has certain limits etc and I won't stop prefabbers using mods etc. 

Edit: Magoli was also going this route as well.   But I will maintain a vanilla version but the pois in the cubp are definitely designed for custom unity blocks.

The npc ones as well.

The modded doesn't have bandits or unity blocks but has modded vanilla blocks. 

There is only atm 4 packs. 

 
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I had seen extra textures in the older prefabs and never caused any issue. Probaly extra shapes or deco work just fine. The complex mods what change the gameplay and potentional source of conflicts Is my concern. Or, if the best prefabs require them and no way around.

Sometime ago I suggested to the creators of the NPCCore and SCore to make a version just for the enemies. Probably will not happen until the Pimps come out with their own NPC support for the game engine.

 
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I had seen extra textures in the older prefabs and never caused any issue. Probaly extra shapes or deco work just fine. The complex mods what change the gameplay and potentional source of conflicts Is my concern. Or, if the best prefabs require them and no way around.

Sometime ago I suggested to the creators of the NPCCore and SCore to make a version just for the enemies. Probably will not happen until the Pimps come out with their own NPC support for the game engine.
Still a far way to go in the restructure and lots of work going on. 

There are some pois in npc pack that are in modded. 

But mods is the future and it is just adjustments to help run alongside overhauls  

But as I mentioned I am far from finished the restructuring.  There will always be a classic pack  pure vanilla for those whom don't want modded and as I get to the pois more will come across  but some require the offset vanilla blocks. 

 
Update Time 1.1.50.2:
 

Classic Stable - 1.1.50.2 Changelog
[New game required]
[Folder structure change please remove old version]

  • Fixed double residence in localization
  • Fixed All volumes
  • Added infested quests to many
  • Adjusted Tiers and reduced some pois tiers
  • Checked all volumes
  • Painted some blank pois
  • Painted missing textures
  • Reduced size of some pois
  • Reduced sleeper amounts in some pois.
  • Many POI sizes reduced
  • Fixed Missing quest rally markers
  • Fixed missing satchels
  • Removed satchels in quest line when poi had no fetch.
  • More pois from Modded moved to Classic
  • Return of an old poi
  • A couple new POIs

Note: roughly 95 to 98% of all pois in the classic now have a infested chance when you get a quest.

=================================================================
CP NPC Changelog 1.1.50.2:

  • Renamed folders mostly for more consistency
  • Adjusted Teragon list name

======================================================================

CUBP 1.1.50.2 CHANGELOG:

- Restructured Files as follows - 

  • CP CUBP Core is base requirement 
  • CP_CUBP_All_In_One_Vanilla Requires CP CUBP Core to work
  • CP_CUBP_All_In_One_CP Requires CP CUBP Core and CP Modded to work

========================================================================

CP Modded - 1.1.50.2 Changelog:

  • Fixed double residence in localization and fixed house_01_Stallionsden getting stuck going up stairs
  • Fixed pois with long names and path to long errors
  • Fixed blank signs in Fortcp causing non harmful nres
  • Couple new POIs
  • Implemented new folder structure [CP Modded Core added for the required Mods with the CP_Modded_All_In_One_No_Traders and CP_Modded_Traders_Only_In_One requiring the Core to work] This allows me to also update a mod inside the core faster if needed or new stuff been added.
  • Please delete Previous versions.
  • New map recommended
  • Fixed t7 Quest issues
  • GroundZero Located in the Wasteland is The epi centre it is now heavily radiated and if you step foot in it you instantly die. You must get to trader Joels to buy the hazmat mods for your outfit to enter. 

=========================================================================

 
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is there an updated tutorial on adding compopack to teragon? do i also need to add it to the game install?
No just to appdata.

Riamus has done some tutorials that will be helpful. You just need a add source path and then add town property list and add poi property list .

Add source path will  be directed to your appdata/roaming/7daystodie/Mods folder.

The add town property list to the town list you are using and poi property list to the wilderness list both included in the teragon download 

 
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is there an updated tutorial on adding compopack to teragon? do i also need to add it to the game install?
There are a variety of updated tutorial videos on my YouTube page.  They are linked to in the #tutorials channel on Teragon's Discord, and if you're using the Testing version of Teragon, they are also linked to on the Help Center tab (they'll be in the Stable version with the next update).  One of those is about using custom POI.  That works for CP as well as any other custom POI.  The only thing it doesn't go into detail on that relates to CP is using the custom settlements (town types) for CP Modded.  For those, you can just import the Town Property List(s) for the settlement(s) you want to use, or the all in one list if you want all settlements.  Otherwise, you just need Add Source Path pointing to wherever you have CP installed, and if you want to use the POI Property List for CP so you get things placed where CP recommends, you would use Import POI Property List that points to the POI Property List that CP has.  But the main thing is really just to have Add Source Path.  That will include everything other than any custom districts (and POI that go into those custom districts) in towns and any custom gateway tiles (if there are any) even if you don't use any other commands.  And if you're using the CP Classic, there won't be any of those.

 
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