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Vampiricon999 said:Hi KhaineGB !
I do have a few more questions about your mod if you have time.
- Are you able to let me know more about what changes were done to GAMESTAGES.XML ? I have been comparing the files but was hoping to hear from you direct, because it is quite a long file. What I am finding that blood moon night is actually the most quiet period! I have hordes of zombies during the day and lots during a normal night, but once I get to blood moon night, it drops right off. This is especially obvious if you set the blood moon to every night. I get an initial rush, and then the rest of the night is quiet. What I am hoping to do is restore the blood moon continual rushes but using normal zombies only. So I have replaced all ferals and spider zombies with normal zombies to try and achieve that effect. But maybe your changes to GAMESTAGES are still limiting the zombie rushes. I can see you have reduced the Diminishing Returns, but I am still working out what you did with the rest of the GAMESTAGES.XML.
- As you noted previously - by default Blood Moon phase occurs at 7 days, even though it says DISABLED. You have to specifically change it to 0 days, as noted. I did try to get to the bottom of that and I think the game is hardwired to start the default at 7 days blood moon. So I actually restored the Blood Moon to its original setting (via the UI files) so you can enable or disable as you like, and this seems to work fine, except for the fact that Blood Moon night is quiet. I guess my question is, if I restored the original GAMESTAGES.XML to what is in 19.5, is that all I need to do to return Blood Moons to continual rushes? (given that I have replaced most SPIDER and FERAL zombies with regular zombies)
- This question comes up a lot: You have changed the UI to fix the Night Zombie walking speed at WALK in the menu. But at night, the zombies clearly move faster than in the day!! Are you able to let me know a little bit more about this? It is like the Blood Moon DISABLED quirk: It says WALK, you cannot change it, but they appear to almost run at night. (Which I don't mind but just want to understand a little more about how this was modified)
Sorry for all the question, but really keen to understand a bit more, rather than just reverse engineering your code and guessing....
- I notice the wooden spikes are invincible against the 2 flamethrowers in my pack, and weapons as well. I can destroy them with axes, but they seem immune to other weapons. Would you know any reason for this?
Many thanks!!!!
Vampiricon
In THEORY.... yes. But I can't promise anything. It may need some tweaks.Hey khaine, i like your idea of old school zombie apocalipse, just wandering, will your overhaul work along with mods that adds new zombies, like enZombies or snuffkin? would love to see more variety in the hordes. Thanks for all the work youve done.
I figured it out. I re-installed the mod and this time I did not update Spherell Core. I guess this was the reason.Hi Kaine. Zombies are still running at night even thought the setting is walk. Any idea why?
I'm not sure how to tag people, but also omegarte mentioned this issue.Hey, i like the idea of old school zombies, ran into something though, backpack buttons seems to be overlapping in mi game, vanilla buttons are there altogether with the modded ones, theres a way i can fix this so i can have only one of both? im not using the mod manager btw.
View attachment 17969
I finally started trying this mod yesterday in 19.5, and ran into the same problem. I am using the mod launcher, and here is how I fixed it:Try deleting the backpack buttons folder from Mods.
I'll double check later and see if I accidentally modded the XML with it and also added the modlet (which is possible cos i'm dumb sometimes) but that should sort it.
Hey Kaine.
Just started using your mod and having a great time - it's completely changed my playstyle which is what I wanted. I have a quick question and a weird bug - question is, have you removed Trader protection in the mod? For some reason I'm able to destroy things and zombies attacking the trader post aren't causing the usual alarm to sound. The bug is - for some reason I have 2 copies of the trader NPC spawning in the trading post offering different inventories and different missions. I'm only using a couple of additional modlets and nothing that should be affecting traders in any way. Is this a known issue or just some random individual weirdness? Thanks.
I'm not sure how to tag people, but also omegarte mentioned this issue.
Khaine offered a quick attempt at a fix
I finally started trying this mod yesterday in 19.5, and ran into the same problem. I am using the mod launcher, and here is how I fixed it:
1) I added Khaine's Lockable Slots mod (because I love it and I'm used to it from my normal 7D2D game.
2) I removed the inventory buttons that are added in the core RomeroMod. Here's how:
Go in to \Mods\1-RomeroModCore\Config\XUi\windows.xml
You will see
<configs>
<!-- Backpack Buttons mod -->
<append xpath="/windows/window[@name='windowBackpack']/panel[@name='header']">
<button depth="3" name="btnStashAll" style="icon30px, press, hover" pivot="center" pos="281,-21" sprite="manux_ui_game_symbol_basket" tooltip_key="lblStashAll" sound="[paging_click]" visible="{lootingorvehiclestorage}" />
<button depth="3" name="btnStashFillStacks" style="icon30px, press, hover" pivot="center" pos="317,-21" sprite="manux_ui_game_symbol_stash_all_but_first" tooltip_key="lblStashFillStacks" sound="[paging_click]" visible="{lootingorvehiclestorage}" />
<button depth="3" name="btnStashSmart" style="icon30px, press, hover" pivot="center" pos="353,-21" sprite="manux_ui_game_symbol_stash_all" tooltip_key="lblStashSmart" sound="[paging_click]" visible="{lootingorvehiclestorage}" />
<combobox name="cbxLockedSlots" type="ComboBoxInt" pos="374, -6" width="140" height="30" value_min="0" value_max="45" value_wrap="true" value_increment="1" tooltip_key="xuiStashLockedSlots" visible="{lootingorvehiclestorage}" />
</append>
... then the custom logo mod
That is the code that is putting in the overlapping buttons, and since I have the newer Lockable Slots mod, I don't need these...so here's how I fixed it by commenting out the backpack buttons part. You should be able to just delete that part between the <configs> line and the comment about the custom logo though.
<configs>
<!-- Backpack Buttons mod -->
<!--append xpath="/windows/window[@name='windowBackpack']/panel[@name='header']">
<button depth="3" name="btnStashAll" style="icon30px, press, hover" pivot="center" pos="281,-21" sprite="manux_ui_game_symbol_basket" tooltip_key="lblStashAll" sound="[paging_click]" visible="{lootingorvehiclestorage}" />
<button depth="3" name="btnStashFillStacks" style="icon30px, press, hover" pivot="center" pos="317,-21" sprite="manux_ui_game_symbol_stash_all_but_first" tooltip_key="lblStashFillStacks" sound="[paging_click]" visible="{lootingorvehiclestorage}" />
<button depth="3" name="btnStashSmart" style="icon30px, press, hover" pivot="center" pos="353,-21" sprite="manux_ui_game_symbol_stash_all" tooltip_key="lblStashSmart" sound="[paging_click]" visible="{lootingorvehiclestorage}" />
<combobox name="cbxLockedSlots" type="ComboBoxInt" pos="374, -6" width="140" height="30" value_min="0" value_max="45" value_wrap="true" value_increment="1" tooltip_key="xuiStashLockedSlots" visible="{lootingorvehiclestorage}" />
</append-->
<!-- Custom Logo Mod -->
For those not familiar with XML, notice the difference of the <append changed to <!--append at the start, and then the </append> changed to </append--> at the end. That converts those two bits to comment start and end. Like I said, probably easiest to just delete the part between <configs> and <!-- Custom Logo Mod -->, but I didn't try that yet and figured I'd get this posted because there's a couple of YouTube streams that would probably like this fixed.
Khaine - Thanks for your great mod work! You've really given extra life to this game.