• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Magolis Compo Pack by The Compopack

Hey all, been gone a while but started a new game a couple weeks ago using a Nitrogen + Combopack 47 and I'm having a bit o difficulty.

Still running a very old GPU (missed out buying a 1650 Super :( ) and there's one POI that's simply killing my frame rates;
xcostum_Sky-Twintowers(by_TopMinder) View attachment 19948

Is there any way to remove or replace it _without_ starting over? (I'd remove it from the prefablist_CompoPack_47.txt prior to gen'ing a new world)

prefabs.xml shows there are 12 in the world, and I've run across 4 of them so far. Used the Admin MP5 to destroy 1, but dropping that @%$# took a looooong time, so hoping there's another way..?

a) was considering copying over it's files with another POIs. Use same names, just spoof in a small house or something.

b) or maybe removing lines with it from the ..\Worlds\abc\prefabs.xml file. Doubt that would work alone? But might for the un-discovered ones?

Fwiw the POI is very cool, and just guessing here but maybe all the glass or the shiny tile texture is the culprit, more than the shear size? I say that as there is a very distinct difference between this one poi and any other skyscraper. And weirdly, even if my pov is far enough away that I can't really even see it (hundreds of meters), it still kills frames scanning in it's direction.

Any advice appreciated, and happy Friday! :)
Could try the world editor. Load your save file and go thru the world and remove them. 

 
Morloc said:
Some of the quests come up too frequently, and others never at all. Is there an .xml (etc.) to edit that defines which quests/POIs are available for a trader?
there isnt anything in those 2 xmls. However apart from the teir level of the pois it also depends on the pois that spawn within the area of the trader that dictates what quests you get. the more variety that spawns of different types of tiered pois the trader has the option to give according to the level you are at. 

 
I'd like to report two issues I had with the medieval village.  First, let me mention that discovering it in-game, having not read the change log, was a treat.  Anyway...

First issue:  The torches lighting the village must be the player torch block instead of the POI torch block, because that place is screamer city.

Second issue:  There is a small tower POI (might be "xcostum_Tower(by_VitaminE)") I had to visit for a quest that turned out to be a damned clown car.  I cleared the outdoor sleepers quietly, but was noisy when entering the building.  I think every zombie that ever existed in the history of zombies popped out the door.

----

Speaking of clown cars, there's another POI with that problem.  I think it's "xcostum_PeerCafe(by_Stallionsden)".  Between the parking lots and pool, on either side, are underground clown cars.  When you trigger their sleeper volumes, you get vast hordes of zombies crawling up from ladders below.  I think my max zombie count is the default 64 or whatever, and I think the zombie count exceeds that.  After clearing a wave, more seem to spawn there.

----

Though not a densely-packed clown car situation, there's another too-many-zombies issue.  I don't recall having problems with the HN Mall in Compo Pack 46 (should be either "xcostum_Mall_Large_Volume(by_hernanxx)" or "xcostum_Mall(by_hernanxx)").  Now, when I enter the parking lot, zombies spawn across the vast parking lot and march directly toward me (there must be an ambush trigger?).  The two problems I see there:  (a) I've hit the spawn limit upon entering the parking lot.  Though I probably spawned a few sleepers beforehand while passing other POIs, that parking lot spawns zombies very far away (maybe 200 meters or more?).  (b) The parking lot seems to have a massive ambush trigger, causing very distant zombies to slowly march toward you from what feels like half a mile away.  I think the spawns in the lot surrounding the HN Mall should be split into multiple zones instead of one massive sleeper volume or whatever.

----

While I'm citing problems, "xcostum_Industry_02Destroyed(by_Zyncosa)" (I think it was that one) needs some work.  Several design choices stood out to me:  (a) I recall two concrete-encased bunkers with locked, fully reinforced vault doors.  Those are a pain in the ass to deal with for a Tier 2 Clear quest.  (b) There's a section of tunnel with no entrance.  There isn't any indicator that it exists (e.g. destroyed stone to indicate a collapse).  The walls are pristine stone and ore.  I only discovered it because I woke a sleeper inside it.  So I had to tunnel through solid rock to reach him and finish my Clear objective.  (c) I discovered three sealed crates hidden in solid rock above the lower bunker.  There's no in-universe reason for them to be there.  There's no reason to expect any player to find them.  I only found them because, after finishing the quest, I flew around in no-collision mode looking for bull@%$#.

----

Those are the specific issues I can think of right now.  Plenty of Compo Pack POIs have the "every door is locked, and most of them are metal" problem.  Some have the same "load-bearing potted plants and/or garbage piles" issue as some vanilla POIs.  Nothing remarkable.  Overall, I love the increased variety of POIs and some in particular;  I'm looking at you, "xcostum_ModernArtGallery(by_Pille_TopMinder)".

 
I'd like to report two issues I had with the medieval village.  First, let me mention that discovering it in-game, having not read the change log, was a treat.  Anyway...

First issue:  The torches lighting the village must be the player torch block instead of the POI torch block, because that place is screamer city.

Second issue:  There is a small tower POI (might be "xcostum_Tower(by_VitaminE)") I had to visit for a quest that turned out to be a damned clown car.  I cleared the outdoor sleepers quietly, but was noisy when entering the building.  I think every zombie that ever existed in the history of zombies popped out the door.

----

Speaking of clown cars, there's another POI with that problem.  I think it's "xcostum_PeerCafe(by_Stallionsden)".  Between the parking lots and pool, on either side, are underground clown cars.  When you trigger their sleeper volumes, you get vast hordes of zombies crawling up from ladders below.  I think my max zombie count is the default 64 or whatever, and I think the zombie count exceeds that.  After clearing a wave, more seem to spawn there.

----

Though not a densely-packed clown car situation, there's another too-many-zombies issue.  I don't recall having problems with the HN Mall in Compo Pack 46 (should be either "xcostum_Mall_Large_Volume(by_hernanxx)" or "xcostum_Mall(by_hernanxx)").  Now, when I enter the parking lot, zombies spawn across the vast parking lot and march directly toward me (there must be an ambush trigger?).  The two problems I see there:  (a) I've hit the spawn limit upon entering the parking lot.  Though I probably spawned a few sleepers beforehand while passing other POIs, that parking lot spawns zombies very far away (maybe 200 meters or more?).  (b) The parking lot seems to have a massive ambush trigger, causing very distant zombies to slowly march toward you from what feels like half a mile away.  I think the spawns in the lot surrounding the HN Mall should be split into multiple zones instead of one massive sleeper volume or whatever.

----

While I'm citing problems, "xcostum_Industry_02Destroyed(by_Zyncosa)" (I think it was that one) needs some work.  Several design choices stood out to me:  (a) I recall two concrete-encased bunkers with locked, fully reinforced vault doors.  Those are a pain in the ass to deal with for a Tier 2 Clear quest.  (b) There's a section of tunnel with no entrance.  There isn't any indicator that it exists (e.g. destroyed stone to indicate a collapse).  The walls are pristine stone and ore.  I only discovered it because I woke a sleeper inside it.  So I had to tunnel through solid rock to reach him and finish my Clear objective.  (c) I discovered three sealed crates hidden in solid rock above the lower bunker.  There's no in-universe reason for them to be there.  There's no reason to expect any player to find them.  I only found them because, after finishing the quest, I flew around in no-collision mode looking for bull@%$#.

----

Those are the specific issues I can think of right now.  Plenty of Compo Pack POIs have the "every door is locked, and most of them are metal" problem.  Some have the same "load-bearing potted plants and/or garbage piles" issue as some vanilla POIs.  Nothing remarkable.  Overall, I love the increased variety of POIs and some in particular;  I'm looking at you, "xcostum_ModernArtGallery(by_Pille_TopMinder)".
Hi anxiety

1. Will take a look at the medievil Village torches used.

2. The tower is a t4 or t5 so yes packed with zs

3. Peercafe is a big poi it has large volumes and zs will respawn til the volume has been reached. As with other pois.

4. Hnmall large volume should give a clue it has large volumes and is intended. It has a few volumes not just 1 in the car park areas. 

5. Will take a look at the bunker doors and level it is etc.  As for where a creator places the loot is not for us to decide or whether it is logical or why is it there. Creator designed it like that. Many players have missed hidden loot others find them easily cause they search every inch of the poi and hit walls to see fake walls etc.

6. Quest pathing has been done. If a t3 metal doors can be locked. Tier 2s in certain situations. T1s should be mostly unlocked or wooden doors only. 

Thank you for the feedback tho will check the few things out. As for volume size tho you will get 64 spawn at a time so of a volume has 150 zs in it the zs will respawn 2.5 times. 

Regards

Stallionsden 

 
I mean the different things, the nitrogen, the modlet, etc. they will all get the same result?
Sorry for the misunderstanding.

They all create maps with the compo pack pois.

nitrogen you have more options to be able to create a map with the compopack as it generates maps outside of 7 days to die 

The modet uses the vanilla generation engine.

Kinggen has options also but uses the pois xmls to help with poi placement.

I think you would be suited for kinggen it is easier to understand and use to generate maps. 

As sylen mentioned nitrogen hasn't been updated since a19exp. Kinggen is new but is working great. But as it is in early development still there maybe a few things off here and there but kingslayer is great in working out the map gen issues as he updates it and improvements occur constantly. 

 
Last edited by a moderator:
Seems the modlet is only for 19.3 is there a version for 19.4?
Modlet should work on 19.4  & 19.5 

Did you extract modlet then open tht folder should have another folder inside that is the folder that needs to go into the Mods folder located where your game.exe is 

 
Last edited by a moderator:
Modlet should work on 19.4  & 19.5 

Did you extract modlet then open tht folder should have another folder inside that is the folder that needs to go into the Mods folder located where your game.exe is 
I did that, I assumed that since it has 19.3 in its title that it'd only work for 19.3

 
I'm trying the Compo Pack for the first time, the modlet version. Reading through the topic I see a mention of multiple copies of POIs spawning, and then an update saying the prefablist section was now commented out to prevent this. I don't find any sections commented out in the mod's rwgmixer.xml, only comments, including one that says to uncomment the prefablist if you want more POIs. I downloaded from github today so that should be the updated version, correct? I'd prefer not a lot of the same POIs so how do I make sure my world won't have this?

 
I'm trying the Compo Pack for the first time, the modlet version. Reading through the topic I see a mention of multiple copies of POIs spawning, and then an update saying the prefablist section was now commented out to prevent this. I don't find any sections commented out in the mod's rwgmixer.xml, only comments, including one that says to uncomment the prefablist if you want more POIs. I downloaded from github today so that should be the updated version, correct? I'd prefer not a lot of the same POIs so how do I make sure my world won't have this?
If you put a <!-- where the ***HERE*** is in the first section of the modlet rwgmixer under  <!-- PREFABLIST GENERAL -->  -

          
   ***HERE*** <append xpath="/rwgmixer/prefab_rules/prefab_rule[@name='prefabList']">    

Then add --> where the ***LASTHERE*** is 

</append>***LASTHERE***

the section that has probs atttached to each line pretty much and those will be commented out. 

having these in the modlet and using the 4k or 8k section spawned multiple copies of each. 

Tho it depends on what gamne you are going to play ofc. if you wanted the pois spread out then use the 4k or 8k depending on your map size you select in the game menu. how ever if you want many to spawn then you use the prefablist section and comment out the rest. User choice as to which they want also. 

I mean you still may get doubles as the game goes thru and selects a poi as it fills the map. Nothing much vanilla gen can be done  for this. 

I will upload a version with the commented out line shortly

 
Last edited by a moderator:
Thank you. I was thinking it was just missing comment tags, but wanted to make sure I didn't have things wrong since I haven't looked at how the RWG stuff works yet.

 
Not directly related to this but.. Is there a way to help tracking sleeper zombies?

Many prefabs in the Compo Pack doesn't seems to be having "clear area" quests friendly in mind, with a lot of sleeper zombies, around many tiny corners, no way to awake them unless you're right next to them.. I just spend 30 minutes trying to finish a clear area quest, after I killed everything I could find. Then I found one last zombie sleeps on the balcony of a small corner. I can't even imagine how bad it could be for a tier 5 huge location.

 
Not directly related to this but.. Is there a way to help tracking sleeper zombies?

Many prefabs in the Compo Pack doesn't seems to be having "clear area" quests friendly in mind, with a lot of sleeper zombies, around many tiny corners, no way to awake them unless you're right next to them.. I just spend 30 minutes trying to finish a clear area quest, after I killed everything I could find. Then I found one last zombie sleeps on the balcony of a small corner. I can't even imagine how bad it could be for a tier 5 huge location.
Icon should show where your last volume/zs are in yellow dot on the compass.  And red dots for those before.

By the sounds of it you were in amytiville horror house lol. I had that went around the whole poi lol the last sleeper was on the balcony hidden by the trees lol. 

 
Last edited by a moderator:
Icon should show where your last volume/zs are in yellow dot on the compass.  And red dots for those before.

By the sounds of it you were in amytiville horror house lol. I had that went around the whole poi lol the last sleeper was on the balcony hidden by the trees lol. 


Yeah yellow and red dots works pretty good, for vanilla places that is. They wont track sleepers unless they're awake. In vanilla prefabs, the trigger event of awaking is much more refined, very rarely they wake up when you must literally step on them, but happens a lot in prefabs from Compo Pack.

This time I had a vulture just waiting on a perch on the outside wall of a house, wont move at all, out of sheer luck I somehow fell from the roof and happened to be very close to its position, then it finally decided to attack me.

 
Back
Top