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Not Medieval Mod - A Fantasy Modpack

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Added a small update to the Github Dev Build:

- Icon updates for Oak mods (workstation, food/drink, etc)

- New Chicken Coop and reduced audio

- Localisation to make things more sequential

House Coop

20220623115138_1.jpg

Sequential listing.

20220623115151_1.jpg

These will be added to the Moddb in due course as additions/edits mount up.

 
Oakraven updated the icons for the Water Wells/Stand Pipes and they've been added to the Github Development Build.

They are much more face on and each well has its own unique icon.

waterwell.png

 
I am testing this out on a dedicated server.

I was having problems with it generating a network timeout error a few minutes into play.  That seems to have been cleared up with a freshly installed game and new world, but when I got to the top of the Temple Trader POI from MPLogue, the trader's building blocks did not properly load (got a bunch of that grey marble you get when it doesn't know what to load) and two traders in, it did the timeout error and kicked me again.  Going to try replacing the two instances of this POI on the map and see if the error occurs anywhere else. 

Edit:  oof, nope.

2022-06-25T00:31:50 771.948 INF Entity animalZombieVulture 726 killed by strattonel 171
2022-06-25T00:31:50 771.948 INF [CSMM_Patrons]entityKilled: strattonel (Steam_76561198084870905) killed zombie animalZombieVulture with Dragon Hand Axe
2022-06-25T00:31:50 772.002 INF [CSMM_Patrons]playerLeveled: strattonel (Steam_76561198084870905) made level 5 (was 4)
2022-06-25T00:31:52 773.832 INF MinEventLogMessage: XP gained during the last level:
2022-06-25T00:31:52 773.832 INF CVarLogValue: $xpFromLootThisLevel == 0
2022-06-25T00:31:52 773.832 INF CVarLogValue: $xpFromHarvestingThisLevel == 0
2022-06-25T00:31:52 773.832 INF CVarLogValue: $xpFromKillThisLevel == 0

Caught fatal signal - signo:11 code:1 errno:0 addr:0x8a2ecdfb
Obtained 6 stack frames.
#0  0x007f9f01fe8730 in funlockfile
#1  0x00000041b4fae8 in (Unknown)
#2  0x000000421f05af in ChunkCluster:CheckCollisionWithBlocks (Entity)
#3  0x000000421ef83c in World:CheckEntityCollisionWithBlocks (Entity)
#4  0x00000042228ea0 in EntityAliveSDX:OnUpdateLive ()
#5  0x000000421d406c in EntityAlive:OnUpdateEntity ()

 
Last edited by a moderator:
I am testing this out on a dedicated server.

I was having problems with it generating a network timeout error a few minutes into play.  That seems to have been cleared up with a freshly installed game and new world, but when I got to the top of the Temple Trader POI from MPLogue, the trader's building blocks did not properly load (got a bunch of that grey marble you get when it doesn't know what to load) and two traders in, it did the timeout error and kicked me again.  Going to try replacing the two instances of this POI on the map and see if the error occurs anywhere else. 

Edit:  oof, nope.

2022-06-25T00:31:50 771.948 INF Entity animalZombieVulture 726 killed by strattonel 171
2022-06-25T00:31:50 771.948 INF [CSMM_Patrons]entityKilled: strattonel (Steam_76561198084870905) killed zombie animalZombieVulture with Dragon Hand Axe
2022-06-25T00:31:50 772.002 INF [CSMM_Patrons]playerLeveled: strattonel (Steam_76561198084870905) made level 5 (was 4)
2022-06-25T00:31:52 773.832 INF MinEventLogMessage: XP gained during the last level:
2022-06-25T00:31:52 773.832 INF CVarLogValue: $xpFromLootThisLevel == 0
2022-06-25T00:31:52 773.832 INF CVarLogValue: $xpFromHarvestingThisLevel == 0
2022-06-25T00:31:52 773.832 INF CVarLogValue: $xpFromKillThisLevel == 0

Caught fatal signal - signo:11 code:1 errno:0 addr:0x8a2ecdfb
Obtained 6 stack frames.
#0  0x007f9f01fe8730 in funlockfile
#1  0x00000041b4fae8 in (Unknown)
#2  0x000000421f05af in ChunkCluster:CheckCollisionWithBlocks (Entity)
#3  0x000000421ef83c in World:CheckEntityCollisionWithBlocks (Entity)
#4  0x00000042228ea0 in EntityAliveSDX:OnUpdateLive ()
#5  0x000000421d406c in EntityAlive:OnUpdateEntity ()
This POI was removed a few weeks ago and recently replaced with a lighter version from Shema. It would be prudent to update to the very latest version of the NMM mod and World.

 
Pushing an update for Moddb and Github Development Build with recent weekly updates and a few new recipe items added to Oakraven's collection.

The Chick Chop recipe will not be added to the 'gore' type beverages but a few lighter ones will.

3 Medieval drinks.

Acorn Coffee, Pine Cone Tea, and Sweet Mead Wine.

drinkAcornCoffee.pngdrinkPineConeTea.pngdrinkSweetMead.png

And 1 Medieval food item.

Pine Cone Jam. These additions will provide added ways to use Bee Hive crafted surplus honey. 

foodPineConeJam.png

 
Just pushed an update for the Moddb and Github versions.

One of the POIs:-

xcostum_Medieval_Doune_Castle_Riah(by_Riahsaurus_Rex)

had a mistake in a spawning group and will not allow a complete 'Clear' quest. This update replaces it.

Another update will be coming to the 1-XNPCCore soon with an update that allows the hired Fox to loot for players.

 
Here's an update for both the Github Development Build and Moddb stable build.

- Updated both 0-Score and 0-XNPCCore since they introduce some new/updated features.

- Added a chance to receive 1 or 2 'Tree Resin' at a rate of 10% when chopping down trees.
(This is something that was discussed earlier in the thread and I believe the consensus was to include this)

A couple of images to demonstrate.

This tree is dropping and gave 2 Tree Resin in addition to 2 Acorn Seeds.

20220629214630_1.jpg

If you find the Fox out in the Biomes and hire it with 20 meat, it can be set to Loot on your behalf.

The Fox has just looted the Bird's Nest.

20220629220136_1.jpg

A nice little haul. Thank you to the NPCMod team for turning on this feature for the Fox. I could test it for a few hours and it really works best out in the Biomes.

20220629220143_1.jpg

 
You forget one thing.

Turn EAC off at the launcher or use the 7DaysToDie.exe directly.

Recommend, when you use overhaul mods, create a copy of your game folder.

Automatical updates are nice, but can be a pain when the game got updated and don't fit the mod anymore and you can't play the world/savegame anymore.
This was the problem thank you!

I now have a new problem though, I have a guest computer which I installed Ubuntu 22 on. 7DTD runs fantastic on it, except when I install the mod, it just crashes when loading into the game. Is there something different that needs to be done when running the mod on Linux?

 
This was the problem thank you!

I now have a new problem though, I have a guest computer which I installed Ubuntu 22 on. 7DTD runs fantastic on it, except when I install the mod, it just crashes when loading into the game. Is there something different that needs to be done when running the mod on Linux?
This is pretty much uncharted ground.

Apart from knowing the shaders for Windows/Linux builds differ and can cause visual distortions, everything else is not well tested or documented beyond tentative steps in the Oakraven Forest Collection thread.

Can you run 7D2D with just 0-Score, 0-XNPCCore and a 1-Addons pack to experience the NPC side of the mod?

 
A small update for both the Moddb and Github builds.

Notre Damn T5 has been updated. It can complete a Fetch + Clear in the Editor but was troublesome in game. One of the sleeper volumes that allows the entities to spawn was set to 0 and have no entities in it. It may not cause any issues but it is not really compliant with how things generally are. This has been reported to the CP 48 team as well since it will need updating in the original as well.

 
Pushed a small update to both builds. The primary update is:

- Correcting Sleeper Volumes to Stillwater.

- Rebalancing some POI loot.

- Wording for Demon Lord Quest to include only Biome versions will register kills (POI versions are a special kind that will not register).

 
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Here is a small update for NMM Github and Moddb Builds. In addition both NMM01 (6K) and NMM02 (8K) have been updated since it is POI related.

Medi Grange by Shema is a T4 POI which sits in the Town Tiling System.

Apart from changing over modern assets, as much stayed the same as possible.

A superb T4 (42 x 42) addition to provide additional variety to the town and increase T4 opportunities.

20220703001907_1.jpg

 
Excuse me for being busy.
Where are the elves?
It's less visible than previous versions.

There are 4 Elves, Sword/Swear/Crossbow/Archer.

Nothing much has changed with them over time except the Crossbow and Archer appear a little less because players feel they are too powerful.
However, these two will appear quite a lot in the NMM_Bandits_Joust_Arena_01 POI.

They can appear in the Snow, Forest, Wasteland, and Desert at any time. They will appear more in the 'Wasteland' (Orcland) because the friendly/survivor kind do not appear as much. They can also appear in some POIs. These POIs are:

_MazeSm_by_MPLogue (T3)

_Petra_Indiana_Jones_by_MPLogue (No Tier/Special)

_Rose_Abby_byMPLogue (No Tier/Special)

NMM_Bandits_Joust_Arena_01 (T4) - Crossbow and Archer Elf have a high chance of being in the towers.

NMM_Cave_01 (T3)

NMM_cave_04 (T3)

NMM_hostilechurch_01 (T4)

NMM_nest_01 (T5) - This one contains A LOT of Orcs, Goblins, Ogres, and Elves.

NMM_stables_01 (T1)

NMM_vanilla_cave_03 (T1)

xcostum_Medieval_Jarls_Estate(by_Eihwaz) (T1)

xcostum_Medieval_Doune_Castle_Riah(by_Riahsaurus_Rex) (T5) - This one contains A LOT of Orcs, Goblins, Ogres, and Elves.

xcostum_Medieval_Castle_Spartan_v3(by_Ericbeaudoin) (T5)

xcostum_Medieval_Castle_Destroyed(by_Zyncosa) (T3)

For the Crossbow and Archer Elves visit the NMM_Bandits_Joust_Arena_01 POI more often because they have a good chance to appear in the towers. It is because the 4 towers can hold 16 'Bandits' and some of them will be Elves. If you get this POI as a quest, attack it once before starting the quest and then again once it is clear for a double chance to see 32 types of Crossbow/Archer type.

However, for the Spear and Sword type of Elves, it is best to visit Orcland more often because they have a lot of competition in Forest, Snow, and Desert with friendly NPCs. And even after that, there are also a lot of Bandit types.

Orcs (12 total)

Orc Gurl, Orc Bandit, Orc Raider, Orc Archer, Orc Crossbowman, Orc Shaman, Orc Slavemaster, Orc Matron, Orc Slave Bald, Orc Slave Beard, Orc Berzerker, and Orc Uruk.

Goblins (10)

Goblin Club, Goblin Shaman, Goblin Chief, Goblin Spear, Goblin Knife, Goblin Archer, Goblin Crossbowman, Goblin Gurl, Goblin Cook, and Goblin Baker.

Knight Pack (1)

Chaos Marauder

Ogres (3)

Ogre Sword, Ogre Axe, and Ogre Mace.

And finally the 4 Elves

Dark Elf Crossbowman, Dark Elf Sword, Dark Elf Spear, and Dark Elf Archer.

30 Bandits in total but only 4 Elves in that group. The Dark Elf Crossbowman and Dark Elf Archer have a higher chance to be seen because they are placed in a special group for ranged Bandits carrying Bows.

However, the chance to see the Dark Elf Sword and Dark Elf Spear is much lower because there are so many other types in their group. Players really need to visit the Wasteland or those special POIs above to see them more often.

Is your question linked to trying to find the Dark Elf Sword and Dark Elf Spear for the quests? They are not so easy to find...

 
Code:
[B]Thank you for answering. solved.

I asked the question because I wanted to make an elf a friend, not a quest.[/B]
 
Thank you for answering. solved.

I asked the question because I wanted to make an elf a friend, not a quest.

It means you are looking for the Elven Archer that we can hire. It sounds like you found her.

 
A small update for both the Github and Moddb builds.

- T1 POI (Medieval house Kamelot Domo 02) by PapyKero.

20220705234220_1.jpg

PapyKero uploaded this POI to Nexus and kindly gave permission to add it to the NMM. It is a 3 storey house with a similar play through to Guppy's house but with its own unique layout and style. A very decent high quality build.

 
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