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Magolis Compo Pack by The Compopack

A pre made map by a map creator will have a save name you scroll thru the names in mew game til that map name appears. Then select your options and play

Argh awesome to hear 🙂
I'm talking about the maps that came with the game, not custom made ones.

Will the new POIs appear in the maps that came with the game?

 
I'm talking about the maps that came with the game, not custom made ones.

Will the new POIs appear in the maps that came with the game?
Ok you were talking previously bout handmade maps. 

Ok then yeh name your world. Name your seed select size select options start game as long as the modlet is in your Mods folder where the .exe is then the pois will spawn .

 
Ok you were talking previously bout handmade maps. 

Ok then yeh name your world. Name your seed select size select options start game as long as the modlet is in your Mods folder where the .exe is then the pois will spawn .
I was, I'm not talking about custom maps anymore though, I'm talking about the maps that are built into the base game

 
So, I have a world with precisely one trader in the pine forest biome.  The initial White River Citizen tutorial quest ('quest_WhiteRiverCitizen1') can only take you to a trader in that biome.  I've had worlds with no valid trader, so the quest has no location.  In this particular world, despite a trader ('xcostum_Multi_Trader(by_Sparrow)') existing in the correct biome, my quest had no location.  So I checked the prefab XML.

It turns out that several of the Compo Pack's traders ('TraderArea' set to 'True') do not have a 'QuestTags' property (with the 'trader' tag).  I have not tested it, but I suspect this tag controls whether it can be selected as a quest destination.  This probably also applies to the "special" quests (e.g. 'tier2_nexttrader') offered when you complete a quest tier.

All trader POIs probably need that tag.

 
So, I have a world with precisely one trader in the pine forest biome.  The initial White River Citizen tutorial quest ('quest_WhiteRiverCitizen1') can only take you to a trader in that biome.  I've had worlds with no valid trader, so the quest has no location.  In this particular world, despite a trader ('xcostum_Multi_Trader(by_Sparrow)') existing in the correct biome, my quest had no location.  So I checked the prefab XML.

It turns out that several of the Compo Pack's traders ('TraderArea' set to 'True') do not have a 'QuestTags' property (with the 'trader' tag).  I have not tested it, but I suspect this tag controls whether it can be selected as a quest destination.  This probably also applies to the "special" quests (e.g. 'tier2_nexttrader') offered when you complete a quest tier.

All trader POIs probably need that tag.
Hi @Anxiety123

The multi traders have that left out on purpose. As they should be rare finds and you happen upon them. Since the 1 you mention has 1 of each trader.This is done on purpose

 
Is it intended for so many of the POIs to have ShowQuestClearCount = 0?

It makes clear quests, particularly on some of the larger POIs, a real pain to complete.

 
Is it intended for so many of the POIs to have ShowQuestClearCount = 0?

It makes clear quests, particularly on some of the larger POIs, a real pain to complete.
No they should have atleast one. I will address this for the next release. Thank you for bringing this up 🙂

 
Been using CP47 with Nitrogen and can get all the  skyscrapers in one city by making new maps till I get what I like.  Makes it feel like a real city with all the tall buildings.  Have switched to KingGen with CP47 and can't seem to get more than half of the tall buildings to spawn.  Have made many maps to try to get them to show up.  Is it just a luck of the draw thing or am I doing something wrong.  Have settings set in KingGen for large cities and large city grid.

 
Been using CP47 with Nitrogen and can get all the  skyscrapers in one city by making new maps till I get what I like.  Makes it feel like a real city with all the tall buildings.  Have switched to KingGen with CP47 and can't seem to get more than half of the tall buildings to spawn.  Have made many maps to try to get them to show up.  Is it just a luck of the draw thing or am I doing something wrong.  Have settings set in KingGen for large cities and large city grid.
The whole map or.

Have you set your biomes to large to.

Don't think you are doing anything wrong. It could be kinggen is spreading them out or luck of the draw. 

Nitrogen allowed us to place better pois in the zones Nitrogen had as we were able to input the pois manually into the correct zones. Kinggen handles that within its self. 

 
Is it intended for so many of the POIs to have ShowQuestClearCount = 0?

It makes clear quests, particularly on some of the larger POIs, a real pain to complete.
For my education, what is the effect of both settings?

 
For my education, what is the effect of both settings?
ShowQuestClearCount is how many groups of zombies need to be remaining on a clear quest before the yellow dots appear on your compass showing you the locations of the groups you missed.

When its set to zero, you'll never get the yellow dots on a clear quest.

 
I love this mod but at the same time I have been very disappointed.

The new buildings seem to me to be incredibly well made, even much better than the current ones in the official game, it shows that the people who created them have made an effort, but...

God, quests in these buildings are like a pain in the ass. The official buildings (vanilla) are created in such a way that you don't need to break any blocks to complete the quest, and that seems incredible to me, because otherwise, you would spend an immense amount of time to find where the zombies or the package are, which is what happened to me with a custom building of this mod. Most (or all) of the buildings in this mod can NOT be completed without breaking doors and / or blocks. I just did a simple Tier 3 mission to clean up zombies and it took me a whole day just because the building didn't tell me where to go and everything was closed. Closed doors, places closed with wood, etc. I had to break a lot of blocks and doors to find the zombies.

Just the buildings themselves are incredibly elaborate, but every time there is a quest in those buildings I will have to reject it, because it isn't that it's difficult, it's that it takes a long time because there is no "established path".

I don't know if there is any way to solve this, but if there is I would love to know, I have fallen in love with the buildings in this mod and when I saw that there were also quests in these buildings I was very excited, until I saw this problem...

 
I love this mod but at the same time I have been very disappointed.

The new buildings seem to me to be incredibly well made, even much better than the current ones in the official game, it shows that the people who created them have made an effort, but...

God, quests in these buildings are like a pain in the ass. The official buildings (vanilla) are created in such a way that you don't need to break any blocks to complete the quest, and that seems incredible to me, because otherwise, you would spend an immense amount of time to find where the zombies or the package are, which is what happened to me with a custom building of this mod. Most (or all) of the buildings in this mod can NOT be completed without breaking doors and / or blocks. I just did a simple Tier 3 mission to clean up zombies and it took me a whole day just because the building didn't tell me where to go and everything was closed. Closed doors, places closed with wood, etc. I had to break a lot of blocks and doors to find the zombies.

Just the buildings themselves are incredibly elaborate, but every time there is a quest in those buildings I will have to reject it, because it isn't that it's difficult, it's that it takes a long time because there is no "established path".

I don't know if there is any way to solve this, but if there is I would love to know, I have fallen in love with the buildings in this mod and when I saw that there were also quests in these buildings I was very excited, until I saw this problem...
Hi @TheBus4K

  Doors in vanilla are locked also. 

The compopack is bigger challenge then vanilla. Some loot is well hidden. Doors locked as long as the door is of equal to the tier. The zombies and traps are more then vanilla and the level of difficulty is higher to.

If you feel a poi is wrong welcome to supply a name of the poi and I will happily take a look. But the compopack has a higher rule set then vanilla as well. 

In regards to finding last volume these will be fixed in next release.

To get name of poi

- DM in console then escape

- then press f3

- a set of boxes will appear on the left of h.u.d

- the fly upto poi and name will appear tho sometimes you may have to fly around a bit to get name.  

Then simply supply and I will take a look 

Regards

Stallionsden

 
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