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Stallionsden Mods & Modlets

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Nice lol but Imma do a bigger one soon lol. Normal issues that every other alpha has had but apart from that it works good.
Issues - sometimes you fill to a certain slot and no more goes in to rectify shift click 1 item back into container then works as normal from there on in. The next game it just works lol.

Affects all bigger bag mods.
I remember using a 120 slot backpack in Alpha 16 that looked great, but in Alpha 17 only the 60 slot backpack looked right (to me anyways), but I seen a screen shot of a 96 slot backpack and it looks good on Alpha 18.

 
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I remember using a 120 slot backpack in Alpha 16 that looked great, but in Alpha 17 only the 60 slot backpack looked right (to me anyways), but I seen a screen shot of a 96 slot backpack and it looks good on Alpha 18.
yeh thats khaines one he has a 60 and 96 slot one. he does great work :-) which ever best suits your play style and feels good to you :-)

 
Stallionsden, I'm using your Stack Size Increaser for version 18B143. An issue is that @name, 'ammo' is that it defines ammoGasCan which nerfs it from the default of 10,000.

As it's unintended I add the line below it to restore vanilla values and all is well once more:

Code:
<set xpath="/items/item[starts-with(@name, 'ammoGasCan')]/property[@name='Stacknumber']/@value">10000</set>
 
Stallionsden, I'm using your Stack Size Increaser for version 18B143. An issue is that @name, 'ammo' is that it defines ammoGasCan which nerfs it from the default of 10,000.
As it's unintended I add the line below it to restore vanilla values and all is well once more:

Code:
<set xpath="/items/item[starts-with(@name, 'ammoGasCan')]/property[@name='Stacknumber']/@value">10000</set>
Argh yep thanks will update that meant to do it earlier when another friend mentioned it and all. Thanks for bringing it up :-)

 
ZOMBIE MODIFICATION MODLET
Zombies destroying your base or your overnight accomodation.

Zombies jumping from out of no where making you change your pants often.

Zombies making you work hard and not giving you anything in return.

Well here it is my personal no block damage EVER, No Zombie jumping at you and each Zombie giving you a bag each time you kill one.

PS: This Modlet also has Zombies created by another user I cant remember who did it lol (happy to edit the correct person) Pretty sure StompyNZ tho so all credits to him for those zs.
How do i Bring back Zombie block damage?

 
How do i Bring back Zombie block damage?
In Entityclasses --

 


copy over the AI section for each zombie (esp the zombietemplate one.with this) -





<property name="AITask-1" value="BreakBlock"/>

<property name="AITask-2" value="DestroyArea"/>

<property name="AITask-3" value="Territorial"/>

<property name="AITask-4" value="ApproachDistraction"/>

<property name="AITask-5" value="ApproachAndAttackTarget" data="class=EntityNPC,0,EntityEnemyAnimal,0,EntityPlayer,0"/> <!-- class,maxChaseTime (return home) -->

<property name="AITask-6" value="ApproachSpot"/>

<property name="AITask-7" value="Look"/>

<property name="AITask-8" value="Wander"/>

<property name="AITarget-1" value="SetAsTargetIfHurt" data="class=EntityNPC,EntityEnemyAnimal,EntityPlayer"/>

<property name="AITarget-2" value="BlockingTargetTask"/>

<property name="AITarget-3" value="SetNearestCorpseAsTarget" data="class=EntityPlayer"/>

<property name="AITarget-4" value="SetNearestEntityAsTarget" data="class=EntityPlayer,0,0,EntityNPC,0,0"/> <!-- class, hear distance, see dist (checked left to right, 0 dist uses entity default) -->

Remove Items.xml from modlet

That should do it

 
SUPPLY CRATE DROP

Seems to be a hit and miss diff game diff results. have updated this modlet hopefully they all are lockpickable like the last playthru i tried.

 
SUPPLY CRATE DROP
Seems to be a hit and miss diff game diff results. have updated this modlet hopefully they all are lockpickable like the last playthru i tried.
I got one that I couldn't lockpick, seems like the ones that can't be lockpicked is half buried in the ground, the ones you can lockpick is actually on the ground or "levitates" little bit above it.

UPDATE: Does this help? It seems like the ones that can't be picklocked have their block seperated into 2 blockspaces.

u2E8y09.png


 
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I got one that I couldn't lockpick, seems like the ones that can't be lockpicked is half buried in the ground, the ones you can lockpick is actually on the ground or "levitates" little bit above it.
UPDATE: Does this help? It seems like the ones that can't be picklocked have their block seperated into 2 blockspaces.

u2E8y09.png
They are a multiblock container. Which is why they are spread over 2 blocks.

Yeh I noticed the ones in the ground weren't lock pickable either I even put an offset on them using the file cabinets one. Didn't work still. I will look more into it and hopefully come to a better solution. Maybe code I can use or maybe another block type even. Even tho I love the hardened chest blocks. They suit the drops perfectly.

Last play thru they all were lock pickable I mean I went to like 5 or 6 and all worked as intended. The game before that was hit and miss some in ground some above weren't lock pickable still.

 
Errors Using Modified Zombie mod.

Hi Stallionsden,

Been struggling with your Zombie Modifications mod in A18. (I really hope I did not misread and it is compatiable)

I seem to be getting a ton of "NullReferenceException: Object reference not set to an instance of an object" causing my world to crash, using only your mod and SMX huds. Removing your Zombie mod did appear to resolve the issue, my question is has anyone else reported this? Or do you know of an issue with it?

What I changed from your mods:

  • Modify the "lootbagdrops" to 0.2 in your config file
  • Reinstated the AI to break blocks as per your post above carefully comparing to the base game's AI tasks
  • Lastly I deleted the items.xml as you suggested as well to put back zombie block damage. (I suspect maybe this step is the issue?)



I have attached my log file, not very long until the first exception, regarding a zombiedog. After that it's just NullReferenceExceptions until I ALT+F4

Thoughts?

output_log__2019-10-21__23-06-12.txt

 

Attachments

Hi Stallionsden,
Been struggling with your Zombie Modifications mod in A18. (I really hope I did not misread and it is compatiable)

I seem to be getting a ton of "NullReferenceException: Object reference not set to an instance of an object" causing my world to crash, using only your mod and SMX huds. Removing your Zombie mod did appear to resolve the issue, my question is has anyone else reported this? Or do you know of an issue with it?

What I changed from your mods:

  • Modify the "lootbagdrops" to 0.2 in your config file
  • Reinstated the AI to break blocks as per your post above carefully comparing to the base game's AI tasks
  • Lastly I deleted the items.xml as you suggested as well to put back zombie block damage. (I suspect maybe this step is the issue?)



I have attached my log file, not very long until the first exception, regarding a zombiedog. After that it's just NullReferenceExceptions until I ALT+F4

Thoughts?
I am not at home atm to take a look. Maybe there was other stuff in the items.xml I missed when looking into this for you.

 
Hi Stallionsden,
Been struggling with your Zombie Modifications mod in A18. (I really hope I did not misread and it is compatiable)

I seem to be getting a ton of "NullReferenceException: Object reference not set to an instance of an object" causing my world to crash, using only your mod and SMX huds. Removing your Zombie mod did appear to resolve the issue, my question is has anyone else reported this? Or do you know of an issue with it?

What I changed from your mods:

  • Modify the "lootbagdrops" to 0.2 in your config file
  • Reinstated the AI to break blocks as per your post above carefully comparing to the base game's AI tasks
  • Lastly I deleted the items.xml as you suggested as well to put back zombie block damage. (I suspect maybe this step is the issue?)



I have attached my log file, not very long until the first exception, regarding a zombiedog. After that it's just NullReferenceExceptions until I ALT+F4

Thoughts?
ok I think i found your issue.

You will have to reinsert the items xml. However you will need to go thru it and remove the VANILLA zombie hands only as there are other zombies in the files you will have to edit those ones to add back the block damage like the vanilla ones have. so pretty much remove from the very first line under the append items bit of course and until the vanilla hand is finished. Look at vanilla items.xml of when the vanilla hands finish.

Then simply add block damage like the vanilla hands have to the rest.

also rename the extends from handsmaster1 to just handsmaster.

 
Fix and cleanup for lootable objects

Hey Stallionsden. I fixed the problems with your lootable objects. The issue is that if a block with the properties of DisplayType=blockMulti, or MultiBlockDim=x,x,x is used as a block placeholder, then EVERY SINGLE CUBE OF SPACE runs the placeholder replacement. My solution is to remove both these from the original blocks, then add them back to the Full and Empty version. I have also reformatted blocks.txt to make it easier to extend/modify. Feel free to use it.

Have confirmed the fix works in several games.

blocks.xml

 
Hey Stallionsden. I fixed the problems with your lootable objects. The issue is that if a block with the properties of DisplayType=blockMulti, or MultiBlockDim=x,x,x is used as a block placeholder, then EVERY SINGLE CUBE OF SPACE runs the placeholder replacement. My solution is to remove both these from the original blocks, then add them back to the Full and Empty version. I have also reformatted blocks.txt to make it easier to extend/modify. Feel free to use it.
Have confirmed the fix works in several games.

blocks.xml
Oh that 1 stumped me lol. In the end I just removed them but Sandy beaches to the rescue thank you alot.

I did figure that bit was the blockmulti was why but to fix i wasnt sure. Will def take a look ajd use this with credit to you.

Maybe you could help me with the supply crate drop the crates are all spose to be lock pickable but some are some aren't. Some spawn half in the earth so I added a offset like the filecabinet which fixed the buried issue but lock picking them is hit and miss.

I might look at this from the conclusion you found and see if that helps

 
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The thing about getting them to sit level with the terrain should be

<property name="IsTerrainDecoration" value="true"/>

Don't bother offsetting them. The only ones I could lock pick in game were half in the ground anyway lol.

As for why they can't be lockpicked sometimes... no idea so far. If I think of something, I'll post.

 
The thing about getting them to sit level with the terrain should be <property name="IsTerrainDecoration" value="true"/>

Don't bother offsetting them. The only ones I could lock pick in game were half in the ground anyway lol.

As for why they can't be lockpicked sometimes... no idea so far. If I think of something, I'll post.
thank you i think it is a game bug because the vanilla hardened chest is lock pickable each time. I will use the is terraindeco line to thank you

 
OPEN DOOR SYNDROME

Updated and added more blocks that will open when you loot them

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<!---------------------------------------------------------------------------------------->


OPEN DOOR SYNDROME WITH RESPAWN

Updated and added more blocks that will open when you loot them

<!---------------------------------------------------------------------------------------->


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<!---------------------------------------------------------------------------------------->


OPEN DOOR SYNDROME WITH RESPAWN LOCK PICKING ADDITIONS

Updated and added more blocks that will open when you loot them.

BLOCKS ADDED : (Opens once Looted)

* Toolbox

* The Rolling Tool Box

* The Utility Cart

* The Tilt Truck

* The MunitionsBox(lock pickable goes to Empty or insecure)

* The Dumpster

* The Dumpster With Flies

* Luggage Pile A

* Luggage Pile B

<!---------------------------------------------------------------------------------------->


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<!---------------------------------------------------------------------------------------->


Still to FIX:

* Stoves

* Retro Fridge

* Stainless Steel Fridge

[For some reason these three keep destroying back down to themselves. Whereas all the other containers within this modlet destroy if you hit them.]

<!---------------------------------------------------------------------------------------->


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<!---------------------------------------------------------------------------------------->


TEMP SOLUTION

Destroy blocks under them and around them to make them fall.

SUPPLY CRATE DROP

Added <property name="IsTerrainDecoration" value="true"/>

Thanks to SandyBeaches for the help to make them stay on top of the ground.

<!---------------------------------------------------------------------------------------->


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<!---------------------------------------------------------------------------------------->


LOOTABLE OBJECTS

Again thank you to SandyBeaches for this fix.

This error affected the -

*Park Benches

*DecoPicnicTable

*The Wagon

*the Sofa01

*The Leather Lounge

Where you would upto one of these and there be multiple of them within each as Stated by SandyBeaches

The issue is that if a block with the properties of DisplayType=blockMulti, or MultiBlockDim=x,x,x is used as a block placeholder, then EVERY SINGLE CUBE OF SPACE runs the placeholder replacement.

[sOLUTION SANDYBEACHES]

My solution is to remove both these from the original blocks, then add them back to the Full and Empty version
 
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