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Stallionsden Mods & Modlets

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OPEN DOOR SYNDROMEThis 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
It also affect Home Brewery (The wine barrel set) and the Bodybags.
 
It also affect Home Brewery (The wine barrel set) and the Bodybags.
The new version has the body bags fixed in LOOTABLE OBJECTS. I will look at the brewery modlet and fix also. Thank you for bringing this to my attention.

 
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Btw, found why combine return isn't working as intended. It is based off of a player's [passive effect "CraftingTier" + 1].

Since all the crafting skills now have their own levels instead of using CraftingTier, it inevitably stays at '1', giving a max combine of 2.

My temp solution was to make a helmet item_modifier that had a quality based off of Int->Engineering crafting skill, that gives

<passive_effect name="CraftingTier" operation="base_add" value="1,5"/>

A better solution would be to incorporate a new skill (maybe under int?) that boosts CraftingTier. Call it artificer or something.

 
Btw, found why combine return isn't working as intended. It is based off of a player's [passive effect "CraftingTier" + 1].Since all the crafting skills now have their own levels instead of using CraftingTier, it inevitably stays at '1', giving a max combine of 2.

My temp solution was to make a helmet item_modifier that had a quality based off of Int->Engineering crafting skill, that gives

<passive_effect name="CraftingTier" operation="base_add" value="1,5"/>

A better solution would be to incorporate a new skill (maybe under int?) that boosts CraftingTier. Call it artificer or something.
Oh interesting. I will have to take a look at it all and process a new one incorporating your ideas and suggestions. Thank you

 
stallionsden,

lootable store shelves has an error in b155. <lootcontainer id="212" is looking for item group "backpacks" . the item group is now

<item group="backpacks/survival"/>

 
B155 UPDATE TIME

Due to the backpacks lootgroup changing to backpacks/survival these mods have been updated -

STALLIONSDENS POISON REMOVAL

STALLIONSDENS STORE SHELVES

 
I went around navezgane and looked at all the crates I found and it seems the ones on roads are the one that can't be picklocked while all the others in the wilderness can be picklocked.

 
I went around navezgane and looked at all the crates I found and it seems the ones on roads are the one that can't be picklocked while all the others in the wilderness can be picklocked.
I have come across some on the road that can be pick locked alot tho weren't. Next game play I had heaps lock pickable and some not. it is really weird for the same block cnthardenedchest exact same code except name change and lootlist play totally differently.

 
the game spawn random stuff on roads with cntStreetRandomLootHelper and carsRandomHelper maybe some of those you can used for the supply crate?

 
Error

Running Stallionsdens LootableObjects

Getting this error:

2019-10-24T16:15:42 24.030 ERR XML loader: Loading and parsing 'loot.xml' failed

2019-10-24T16:15:42 24.030 EXC lootgroup 'backpacks/survival' does not exist or has not been defined before being reference by lootcontainer/lootgroup id='228'

Exception: lootgroup 'backpacks/survival' does not exist or has not been defined before being reference by lootcontainer/lootgroup id='228'

at LootFromXml.parseItemList (System.String _containerId, System.Xml.XmlNodeList _childNodes, System.Collections.Generic.List`1[T] _itemList, System.Int32 minQualityBase, System.Int32 maxQualityBase) [0x000fa] in <436e9ae7e500400485da91a71377bbb9>:0

at LootFromXml+<LoadLootContainers>d__1.MoveNext () [0x002c9] in <436e9ae7e500400485da91a71377bbb9>:0

at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__39.MoveNext () [0x00044] in <436e9ae7e500400485da91a71377bbb9>:0

 
Running Stallionsdens LootableObjects
Getting this error:

2019-10-24T16:15:42 24.030 ERR XML loader: Loading and parsing 'loot.xml' failed

2019-10-24T16:15:42 24.030 EXC lootgroup 'backpacks/survival' does not exist or has not been defined before being reference by lootcontainer/lootgroup id='228'

Exception: lootgroup 'backpacks/survival' does not exist or has not been defined before being reference by lootcontainer/lootgroup id='228'

at LootFromXml.parseItemList (System.String _containerId, System.Xml.XmlNodeList _childNodes, System.Collections.Generic.List`1[T] _itemList, System.Int32 minQualityBase, System.Int32 maxQualityBase) [0x000fa] in <436e9ae7e500400485da91a71377bbb9>:0

at LootFromXml+<LoadLootContainers>d__1.MoveNext () [0x002c9] in <436e9ae7e500400485da91a71377bbb9>:0

at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__39.MoveNext () [0x00044] in <436e9ae7e500400485da91a71377bbb9>:0
Will take a look

 
Will take a look
I'm playing the latest version of A18 and I downloaded the latest version of Stallionsdens LootableObjects and I don't get any error, neither in game started nor in new game. Sorry for the English, I use translator.

2019-10-24T22:46:00 10.809 INF [MODS] Loaded Mod: Stallionsdens Home Brewery (A18)

2019-10-24T22:46:00 10.809 INF [MODS] Trying to load from Stallionsdens LootableObjects

2019-10-24T22:46:00 10.811 INF [MODS] Loaded Mod: Stallionsdens Lootable Objects (A18)

2019-10-24T22:46:00 10.811 INF [MODS] Trying to load from Stallionsdens Pallets

2019-10-24T22:46:00 10.812 INF [MODS] Loaded Mod: Stallionsdens Pallets (A18)

2019-10-24T22:46:00 10.812 INF [MODS] Trying to load from Stallionsdens store shelves

2019-10-24T22:46:00 10.813 INF [MODS] Loaded Mod: Stallionsdens Store Shelves (A18)

2019-10-24T22:46:00 10.814 INF [MODS] Trying to load from StallionsdensInvisibleanimalfix

2019-10-24T22:46:00 10.815 INF [MODS] Loaded Mod: Stallionsdens Invisible animal fix Modlet (A18)

2019-10-24T22:46:00 10.815 INF [MODS] Trying to load from Stamina_Regen_SexualTrex_A18

 
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Its Stallionsdens store shelves. New random Gen map, not existing or anything, only Modlet installed for testing, client verified
What error do you get. As the lootcontainers 228 is in the lootable objects modlet

 
What error do you get. As the lootcontainers 228 is in the lootable objects modlet
Looks like 212, only Stallionsdens store shelves installed

2019-10-24T20:51:28 35.460 ERR XML loader: Loading and parsing 'loot.xml' failed

2019-10-24T20:51:28 35.460 EXC lootgroup 'backpacks/survival' does not exist or has not been defined before being reference by lootcontainer/lootgroup id='212'

Exception: lootgroup 'backpacks/survival' does not exist or has not been defined before being reference by lootcontainer/lootgroup id='212'

at LootFromXml.parseItemList (System.String _containerId, System.Xml.XmlNodeList _childNodes, System.Collections.Generic.List`1[T] _itemList, System.Int32 minQualityBase, System.Int32 maxQualityBase) [0x000fa] in <436e9ae7e500400485da91a71377bbb9>:0

at LootFromXml+<LoadLootContainers>d__1.MoveNext () [0x002c9] in <436e9ae7e500400485da91a71377bbb9>:0

at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__39.MoveNext () [0x00044] in <436e9ae7e500400485da91a71377bbb9>:0

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

 
OPEN DOOR SYNDROME
Got the Idea from this THREAD

You ever wonder how the previous raiders looted the cabinets and left them open but for you they stayed closed.

WELL not no more. This mod makes all objects that have a open version to them become open state once you have looted them.

Loot a microwave bam it is now open.

Loot a fridge BAM its now open.

You get the drift.

More to follow and if you notice i have missed some feel free to let me know about.

****WARNING*****

Disregard yellow text that can be seen in the console - Those warnings are nothing important. Just means there is a repeating cycle of down / upgrades. x goes to y goes to z goes to x.

CREDITS

OldManBrian - for his modlet CLOSE THOSE DARN DOORS and his code i edited to suit.

Khaine

Khelldon

Dust2Death

Telric

Quasimiyao (Dont worry mate - tomorrow you will learn how you helped me lol when you catch up to Australian time lol mr living in the past :-P )

Sphereii

Anyone else I have missed

**WARNING - May not work with close those darn doors altho I don't see why not ones upgrade ones downgrade. Haven't tested **
Looting Stoves destroys them, no open state.

 
Looting Stoves destroys them, no open state.
which version you running open door syndrome

opendoorsyndromewithrespawn or

opendoorsyndromewithrespand and lock picking additions

- - - Updated - - -

have you dl the latest versions also

- - - Updated - - -

and you are def using B155

 
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