You alcoholic you lolAny way I can make the home brewery all lootable instead of just some?
will take a look at it. and get a fix out for youthe "no diggingZombies prevents the new shiny Zs from spawning, i still get the old models
it just spawns new ores lol. no digging holes unfort.Question. The mining machine, does it actually dig and collect the ore under it? or is it just... spawning in new ore?
Hi hexywoman79.Thanks so much for your mods! Just a quick one though, having a problem with both the Zombie Modification and Zombie Modification 2. I tried each of them, and I keep getting "null reference exception errors". During the 2 hours or so that I played, no zombies spawned at all (I was in my home during that time) and when I went outside, I got all of the errors and still no zombies spawned. Log states:
2020-09-19T21:24:12 3882.001 ERR Could not load file '#Entities/Zombies?Zombies/zombieStandardCocktailWaitressHDRagdoll.prefab' for entity_class 'zombieStripper'
NullReferenceException: Object reference not set to an instance of an object
at AvatarZombieController.LateUpdate () [0x00019] in <d7c95f421d354b5e851d6f3126817769>:0
at AvatarZombie01Controller.LateUpdate () [0x00000] in <d7c95f421d354b5e851d6f3126817769>:0
as well as this over and over again:
(Filename: <d7c95f421d354b5e851d6f3126817769> Line: 0)
NullReferenceException: Object reference not set to an instance of an object
at AvatarZombieController.Update () [0x00081] in <d7c95f421d354b5e851d6f3126817769>:0
(Filename: <d7c95f421d354b5e851d6f3126817769> Line: 0)
NullReferenceException: Object reference not set to an instance of an object
at AvatarZombieController.LateUpdate () [0x00019] in <d7c95f421d354b5e851d6f3126817769>:0
at AvatarZombie01Controller.LateUpdate () [0x00000] in <d7c95f421d354b5e851d6f3126817769>:0
Hoping you can help, as I'm really wanting to use your mod.![]()
Hey no worries! I'll just wait to play until I hear from you, as I just fixed my base again and its horde day, so I don't want them to break it all again (its crazy that zombies are so unrealistic as to be able to break concrete and brick with their bare hands, climb ladders, etc).Hi hexywoman79.
Sorry just got your post. Shall take a look in the morning and dee what its doing. Apologies for the trouble
ok I tested both so please redownload my mods from my thread here and let me know how you goHey no worries! I'll just wait to play until I hear from you, as I just fixed my base again and its horde day, so I don't want them to break it all again (its crazy that zombies are so unrealistic as to be able to break concrete and brick with their bare hands, climb ladders, etc).
Also, if it would be easier if I provide you the whole log file, just let me know![]()
7daystodie site i really wouldnt download mods from there. They never keep mods up-to-date so i always recommend grabbing the downloads from the mod author themselves. Also they get money for our mods and they dont ask to post our mods up nor do we see any of the money they make.Okay so I just tried it, same thing happened - just tried going into closest neighbouring building where I know there should be zombies. The console bar popped up with a thousand "null reference exceptions" and screen froze. Used Task Manager to end process, removed zombie mod, restarted game. In the same building, no console appears, no crash, zombies spawned as expected.
Uploaded my log file for you in case that helps.
View attachment 14924
That is another approach people can do... but i did it on a per item based coding cuz in my opinion, some items should still be unsellable, due to being overpowered, or the trader doesn't want it, or seems useless to sell... etcetera etcetera... But people can adjust the coding to their own needs if they want to. What i just did was to make a little adjustment to the files because it seemed unlogic to me that you could not sell a simple item like the stone axe to the trader, sure you can scrap it, but if you come across alot of stone axes in loot, it should be handy to make a few bucks from them if you quickly need some money so you could buy some desired item from the trader...I don't use your mod EVERYTHING IS SELLABLE because I do my own mod, but people in other webshare/youtube said that's not really do what the name say.
To can sell all, you must simply add in:
- blocks.xml
Normaly it's enought just with this:
<set xpath="/blocks/block/property[@name='SellableToTrader']/@value">true</set>
Option to force to all blocks & normaly if a block already have the property but set to false, this new property will be load and overwrite the first:
<append xpath="/blocks/block">
<property name="SellableToTrader" value="true"/>
</append>
- items.xml
Normaly it's enought just with this:
<set xpath="/items/item/property[@name='SellableToTrader']/@value">true</set>
Or to force to all items & normaly if a item already have the property but set to false, this new property will be load and overwrite the first:
<append xpath="/items/item">
<property name="SellableToTrader" value="true"/>
</append>
You can add both line "set + append" or only "append", if not to do more easy, I think these'a possiblity to add command something like "if exist / if not exist", I don't remember exactly the name of the command but I already see something like that in some mods.
I just said what I said because the name of the mod do a confusion...That is another approach people can do... but i did it on a per item based coding cuz in my opinion, some items should still be unsellable, due to being overpowered, or the trader doesn't want it, or seems useless to sell... etcetera etcetera... But people can adjust the coding to their own needs if they want to. What i just did was to make a little adjustment to the files because it seemed unlogic to me that you could not sell a simple item like the stone axe to the trader, sure you can scrap it, but if you come across alot of stone axes in loot, it should be handy to make a few bucks from them if you quickly need some money so you could buy some desired item from the trader...
I just said what I said because the name of the mod do a confusion...
But yes it's right, some items must not can sell to trader because since they are implanted in game, it's cheat & that destroy the difficulty of the game...
With all my personal mods "hardcore" in single game, I set all items/blocks to false but except for realism: guns, ammo, vehicle part, water, food, medical, plant, gas... & only with a party in coop, all is sellable...
That is another approach people can do... but i did it on a per item based coding cuz in my opinion, some items should still be unsellable, due to being overpowered, or the trader doesn't want it, or seems useless to sell... etcetera etcetera... But people can adjust the coding to their own needs if they want to. What i just did was to make a little adjustment to the files because it seemed unlogic to me that you could not sell a simple item like the stone axe to the trader, sure you can scrap it, but if you come across alot of stone axes in loot, it should be handy to make a few bucks from them if you quickly need some money so you could buy some desired item from the trader...