Yes you are right ... I did a Modlet Number format change for sphereii's modlauncher a week or so back and changed the website line in Modinfo.xml as well and it does not load because of that.. there was an extra " at end of website line.Also your first person view for vehicles mod doesn't seem to do anything.
Odd .... I have no issues but there again I am used to the quirks, if you place boat in water and wait for it to stop bobbing up/down for a few seconds then add the fuel (if first time placing) then press Shift and W it will float away at its fixed velocity. Because the Pimps have fixed placing I recommend placing in shallow water and wait for boat to rise and stabilise. If you try to place on land and enter water it will not get far before it sinks. I had a little buzz round the Navesgane riverways and if you hit a bank or ground the boat it will do what boats do and sink.For the life of me I can't get the boat's to go more than a few seconds without sinking, lol.This is V3 on 18.1b8, am I missing something, I've tried many keys, even got the bow to point up but it still sinks, would be cool to use as my map will feature islands.
I will take look at it ... if they are tied to loot list 10 then yes they will destroy on close after looting, I may have to seperate them out as well to stop that happening.Also there are new (as of a18 I think) plastic garbage cans that get destroyed when you loot them with your mod. Thanks for taking care of these lovely mods!
Thanks for the feedback and glad you have found them useful. :smile-new:OK, it seems my issues were placement, most of the time the boat would just sink and slowly slide into the depths.With some more testing and patience I have a rythm down to where I hardly sink anymore![]()
Looking forward to your future plans for the mod, it's definitely a welcome addition, thanks!
Hopefully will be releasing a experimental version in the next week for A18, I have some R/L issues to deal with atm so time is restricted.Any news on the Glider?
<set xpath="/entity_classes/entity_class[starts-with(@name, 'zombie')]/property[@value='SetNearestEntityAsTarget']/@data">
class=EntityPlayer,50,10,EntityNPC,50,10
</set><!-- class, hear distance, see dist (checked left to right, 0 dist uses entity default) -->
Line 364: <property name="NoiseAlertThreshold" value="30"/> <!-- DEPRECATED; an awake zombie triggers instantly if touched by the sound range/volume -->
Sorry for late reply R/L issues atm ...@RagsyIn the default entityclasses.xml it states:
Doesn't that mean your classic zombies mod is also affected as I see it references that code and what was the idea behind the -200 value, just so I can understand.Code:Line 364: <property name="NoiseAlertThreshold" value="30"/> <!-- DEPRECATED; an awake zombie triggers instantly if touched by the sound range/volume -->
@Xaliber
To get more info on zombie status in single player type "dm" in the console and then hit the numpad "0" key to get floating status text above npc's which includes sight, range, sound etc...