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Subquake's Undead Legacy

so we can place it as a test block.
Why you don't start a new world, enable cheat mode for that.

Enable Creative mode (F1 then enter cm) and give you all the materials you want to test with.

Just to test out how it works so you can do it right at your main world.

 
very frustrate with the elevators, and drawbridges.

had a brick foundation supported by 8 pillars on the edge as you can see, and the elevator was destroyed along with my blocks, upon placement even tho it was green color.

same thing happened with a powered drawbridge.

View attachment 26788

could you possibly make these 2 items, drawbridge, and elevator, since they are so expensive and cumbersome to put down have a placement version you build, called maybe elevator shape helper, and drawbridge shape helper, that would cost nothing more than mabye a bunch of wood and nails.

But this object would have the same mass as the real one, but the same durability as wood. to prevent it from being used as a defense block or something.

so we can place it as a test block.

But also, instead of picking it up to put the real one down, you would use the nail gun or some such tool to upgrade that to the real one by having it in your inventory and applying it.
I've had that happen to me in vanilla and in Undead Legacy before, where I thought I had everything designed and placed correctly, but the game mechanics and physics had their own way with things 🙂 and CRASH, everything falls apart.  Drawbridge placement can be finicky, since it takes up so many blocks and has to be placed just right to prevent it from falling apart.

If I expended the materials myself to build the special items (drawbridge, for example), I'll do similarly what Canute suggested, go into CREATIVE MODE, grab fresh items that got destroyed and try to place them again into my structures.  That way it isn't like you are cheating.

If the structure itself didn't support the drawbridge before, then maybe something in your design was too wide or structurally unsound.  That's a good time to do exactly what Canute said and fire up a new test instance of UL, go into creative mode: F1 for console, then type "CM" for creative mode, and optionally type "DM" to get into debug mode Debug mode will let you look at the stability structure of your buildings when clicking your ESC key and checking the box on the options panel.  I usually have a test game where I am always in debug/creative mode where I can test out my building ideas before I make a mess of a building I spent a lot of time working on.

Below is a picture of me test-placing a drawbridge to start a raised walkway from my base (across the street) to my reclaimed parking garage/helicopter landing base!  The drawbridge works fine on the 8 wood frames I placed.

Good luck!

2022-12-08_08-35-52.png

 
13 minutes ago, Subquake said:

Oh thanks, but I meant third party non-UL mods. Before this I used a 10K item stack and other favorite mods in UL2.5 and now I can't remember where I put them last time that they worked for me.

 
Oh thanks, but I meant third party non-UL mods. Before this I used a 10K item stack and other favorite mods in UL2.5 and now I can't remember where I put them last time that they worked for me.
The downloaded folder with the mod should be placed in SteamLibrary\steamapps\common\7 DTD Unded Legacy\Mods right?

 
More or less yes.
Whereever you have installed UL, there should be a Mods folder. Thats the place you put all the mods.

It is recommend (but not nessesary) to create a copy of the vanilla gamefolder and use that copy when you use overhaul mods.

You can use the modlauncher (https://github.com/SphereII/7D2DModLauncher/releases/) to instal UL and addional mods.

BUT, overhaul mods don't like other mods much, special UL which got alot of own custom code which made it difficult to work with UL without a special patch/version of that mod.

So be very carefully when you use addional mods.

 
Currently no, it doesn't matter where you put them, even on a rooftop or something. That will be reworked in future
I think LS or GS has a factor on these.

After putting them in the wasteland i started getting much better harvests, and it keeps geting better as I get more GS.

Also, i got a looting perk skill level from opening one, so I am sure this is based on lucky looter as well.

 
MAC OS X Rending Issues [Updated List]

Here is a quick update for you Subquake, assuming at some time in the future you'll have time to look into the graphic issues with the small handful of models in UL that appear either fully or partially in matte black colors on Mac OSX.  I hope this list helps.  This is in no way a criticism of this amazing MOD or your skills as a developer, just my way of trying to help out with the Mac OS graphical rendering issues on a handful of UL objects (all custom to your Mod).  If I spent this much time on this, I obviously love and care about this mod 😄 

Maybe its a texture common to all these objects or a lighting issue?  Hopefully you'll have some time to look at these in the future.  I might have a couple Mac Minis laying around here I could send you if you don't have access to a Mac!  Thanks again for making 7D2D so much fun again.  -- Spladow

All items below have screenshots stored in a public Google Drive for anyone wanting to look at them.  https://drive.google.com/drive/folders/1Vis5EXRPaM8wi2p41au6Pq16d_SOg8Rn?usp=share_link

STORAGE

  • Cloth Sack - [2 models] Both version render properly.  Signed version does NOT show text.
  • Wood Storage - [10 models] All version EXCEPT brown Signed and brown Secure render properly.
  • Iron Storage - [8 models] Only the first two and last storage appear correctly.
  • Large Iron Storage - [3 models] - Only the signed last model renders correctly.
  • Steel Storage - [3 models] - NO models render correctly.
  • Large Steel Storage - [4 models] - NO models render correctly.
  • Titanium Storage - [4 models] - NO models render correctly.
  • Large Titanium Storage - [4 models] - NO models render correctly.


VEHICLES

  • SUV - [16 models including police + repairables] - NO models render correctly (preview looks great).
  • Ambulance - [1 model + repairables] - Does not render correctly (preview looks bad too).
  • Quad Bike - [1 model + repairables] - Does not render correctly (preview looks great).
  • Military 4x4 - [1 model + repairables] - Does not render correctly (preview looks great).
  • Military Truck - [1 model + repairables] - ALL render correctly EXCEPT for open bed trucks cargo.
  • Police Cruiser - [1 model + repairables] - Does not render correctly (preview looks great).
  • Raven - [1 model] - MAYBE not renderING correctly (unless designed as black "raven" color).
  • Mining Cart - [1 model] - Renders correctly EXCEPT for cargo.


STATIONS

  • Chemistry Station - [3 tiers] - All tiers show some rendering issues on apparatus, shelves and other itmes on the tables.  The previews all appear correctly with their appropriate colors.
  • Recycling Station - Renders correctly EXCEPT for bin on right side and little toolbox under table.


MISCELLANEOUS

  • Tires - [19 models] The selectable tire models all appear as matte balck EXCEPT for "Tire 4 - white"
  • Water Well - Does not render correctly (preview looks good).
 
@Spladow It appears that Mac doesn't like custom complex shaders. Unfortunately I can't help with that issue, those assets are very complexly made using an Amplify Shader Editor Plugin for Unity (https://assetstore.unity.com/packages/tools/visual-scripting/amplify-shader-editor-68570) and it looks like Mac video processing does not understand how to handle those complex materials.

I also have no idea why the preview looks ok and when you place it it's black ¯\_(ツ)_/¯

 
@Spladow It appears that Mac doesn't like custom complex shaders. Unfortunately I can't help with that issue, those assets are very complexly made using an Amplify Shader Editor Plugin for Unity (https://assetstore.unity.com/packages/tools/visual-scripting/amplify-shader-editor-68570) and it looks like Mac video processing does not understand how to handle those complex materials.

I also have no idea why the preview looks ok and when you place it it's black ¯\_(ツ)_/¯
Roger that.  Totally understand.  Maybe in the future if you have some bandwidth, you can revisit.  Maybe try a different shader for those objects.  Especially strange on some of the objects like the Chemistry Station where it is a mix of good and bad rendering for Mac version of the Mod.  Or maybe the Amplify shader plugin could be patched in the future if that is the cause.  Overall, it only detracts from the beauty of the UL Mod, not the playability.

Thanks for the response.  -- Spladow

 
Roger that.  Totally understand.  Maybe in the future if you have some bandwidth, you can revisit.  Maybe try a different shader for those objects.  Especially strange on some of the objects like the Chemistry Station where it is a mix of good and bad rendering for Mac version of the Mod.  Or maybe the Amplify shader plugin could be patched in the future if that is the cause.  Overall, it only detracts from the beauty of the UL Mod, not the playability.

Thanks for the response.  -- Spladow
Well it's definitely a Mac issue I suppose, because I have not seen this being reported by Linux users

My best guess is that it could have something to do with how the ingame lighting works and your video drivers think that the object has no lighting.

 
A few more suggestions

1: since sewing kits are a major major cost in almost everything to upgrade armor / armor mod related and in large numbers could you add the ability to take raw corn you harvest and use its husks basicly as the logic behind turning that fine grain fibers into sewing kits.  Could use a dart trap ammo as the needle.

2: since testosterone is used in I think everything to upgrade at the later levels and right away on some, It would make sense to be able to crush steroids back into it at the mortar and pestle, as well as adding half what bears give to the harvesting of the huge mega mean Dire Wolves.

Or just take it out of the cost for many things that make 0 sense other than it being there as a obvious level gating / gathering hurdle. 

3: could you add advanced rotation to turrets so we can cosmetically attach them to ceilings and walls.

4: the sum value of superior repair kits mats as value to just sell is way higher than the Duke cost to fix a tool that needs titan like the valkerye drill.

It needs 1 ingot worth of actual titan scrap and 30 ingots of titan  plus other stuff you could sell for a few hundred dukes.  So selling the 30 ingots alone already puts me at around 6000-7000 dukes to sell and only need to spend 2300 at trader bench. 

Using my own titan plates at base still asks for 7-8 when fully broke.  But selling 14 ingots still nets me around 400 dukes in my pocket.

Basicly the titan plate coat in both repair bench and kit are just obscene.  Especially for how fast the drill burns out, and I have block damage at 300% to boot.

5: the 6 slot crafting benches for processing nitrate coal bullet tips casings and many many other things you usually want to craft in bulk is quite annoying to type in the qty that ONLY outputs 6 slots, and doing this accross like 5 campfires, 5 mortars, 5 furnaces ect.... is cumbersome,  I'm not asking to make it faster but could you make it output say a box of bullet tips, that stacks to 100 boxes, so we can open these later or store them like this as compact then open a single box of x item to get the 1000 qty stack.

Not saying to change to this. Just add crafting bulk boxes for the many things we want to do that will clog up the 6 slots we have to babysit or use half a dozen of same bench doing.

6: could you make all the traps, turrets, powered spikes electric fence, anything that can't properly run on a pressure plate / camera have 2 states, idle, only takes 1w like a power switch, then active full running draw, when its built in sensors activate the effect.

7 lastly, could u add the ability to pin an active skill like the recipies so we can monitor its exp state in real time.

Loving the mod, it's gotten me back into the game.

 
Last edited by a moderator:
found a significant bug / glitch.

animal harvesting skill does not work right for earning the skill points.

I had harvested hundreds upon hundreds and noticed my skill had not gone up at all.

I started to open the menu and look at the exp value EVERY time i used my knife skinning something.

Since I live in the wasteland, and all i cared about getting was leather, rotten meat and scorpion stuff, and bear testerone, the only things i had been killing and would even spawn near me was vultures, undead bears, scorpions, undead dogs.

NONE!!! of those things give a single point of exp when harvesting them.

However, i did notice, that non infected things, like chickens, rabbits, coyotes, snakes, deer, boars, (havent tested healthy bear) all give animal harvesting exp, even when the animal is not dead, attacking it to just kill it with a bladed weapon gives animal harveting exp, as well as chopping at the corpse after.

Anytime the character uses that special slower harvesting animation, you should get harvesting exp, not in the way i have discovered how it works.

 
found a significant bug / glitch.

animal harvesting skill does not work right for earning the skill points.

I had harvested hundreds upon hundreds and noticed my skill had not gone up at all.

I started to open the menu and look at the exp value EVERY time i used my knife skinning something.

Since I live in the wasteland, and all i cared about getting was leather, rotten meat and scorpion stuff, and bear testerone, the only things i had been killing and would even spawn near me was vultures, undead bears, scorpions, undead dogs.

NONE!!! of those things give a single point of exp when harvesting them.

However, i did notice, that non infected things, like chickens, rabbits, coyotes, snakes, deer, boars, (havent tested healthy bear) all give animal harvesting exp, even when the animal is not dead, attacking it to just kill it with a bladed weapon gives animal harveting exp, as well as chopping at the corpse after.

Anytime the character uses that special slower harvesting animation, you should get harvesting exp, not in the way i have discovered how it works.
Those are not animals, they are undead bears, dogs, vultures, as for scorpions, they are mutated, they aren't normal animals

 
Those are not animals, they are undead bears, dogs, vultures, as for scorpions, they are mutated, they aren't normal animals
Yes right, but the skill im talking about is animal harvesting.

So, in 1 account, getting that skill just stabbing a living animal in basic combat, should not raise this skill, as your not harvesting it, your just trying to kill it.

and the 2nd account is the purpose of that skill is to be more efficient at harvesting the corpse.

So, using a cutting tool, anytthing that gives hides / skins of anytype, fresh or rotten meat, fat, should raise this skill, as its purpose is to increase the harvest yeild.

If it only increases on live animals, which makes me wonder if it even increases the yeild of hides and rotten meat makes this skill very meh past the point where you get your 1st vehicle, as at that point, your prob facing things more than rabits and deer, as well as the tracking skill needs to be crouched to trigger and only lasts 20 sec at max, where most things you can see very far away from in the car already.

I think this perk set between harvest and tracking needs to have tweaks to be more desirable to be taken when food is not the reason for the purpose of going out of way for skinning animals.

I only do it for the leather to upgrade all my armor pockets and mods and what not, the vasts amounts of rotten meat for crop plots, and the scorpion sacs for antidote and again upgrade mats.

Weather the animal is undead or healthy has no bearing on the methods used to harvest its lump corpse, it only has bearing on what you actually harvest.  Logicly, speaing.

 
Having a problem, I keep getting this in the load up-

2022-12-11T15:48:08 389.304 ERR XML loader: Loading and parsing 'loot.xml' failed
2022-12-11T15:48:08 389.338 EXC lootgroup 'groupSchematicsAll' is defined multiple times
  at LootFromXml.LoadLootGroup (System.Xml.XmlElement _elementGroup) [0x00056] in <ffc99a688d2b435db53bb46aed82ca49>:0
  at LootFromXml+<LoadLootContainers>d__1.MoveNext () [0x0009d] in <ffc99a688d2b435db53bb46aed82ca49>:0
  at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__48.MoveNext () [0x00044] in <ffc99a688d2b435db53bb46aed82ca49>:0

What does it mean and how do I fix it?

 
Having a problem, I keep getting this in the load up-

2022-12-11T15:48:08 389.304 ERR XML loader: Loading and parsing 'loot.xml' failed
2022-12-11T15:48:08 389.338 EXC lootgroup 'groupSchematicsAll' is defined multiple times
  at LootFromXml.LoadLootGroup (System.Xml.XmlElement _elementGroup) [0x00056] in <ffc99a688d2b435db53bb46aed82ca49>:0
  at LootFromXml+<LoadLootContainers>d__1.MoveNext () [0x0009d] in <ffc99a688d2b435db53bb46aed82ca49>:0
  at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__48.MoveNext () [0x00044] in <ffc99a688d2b435db53bb46aed82ca49>:0

What does it mean and how do I fix it?
It means that you don't have a clean  installation of Undead Legacy and have some other modlets messing with the mod.

Please install/play Undead Legacy as is with vanilla A20.6 without any additional modlets on top, any additional modlets are not supported and any issues that come with running other modlets on top of UL are your responsibility.

And do not edit any of the UL files directly if you want to change something.

Especially if you don't know what you are doing :D  

 
Yes right, but the skill im talking about is animal harvesting.

So, in 1 account, getting that skill just stabbing a living animal in basic combat, should not raise this skill, as your not harvesting it, your just trying to kill it.

and the 2nd account is the purpose of that skill is to be more efficient at harvesting the corpse.

So, using a cutting tool, anytthing that gives hides / skins of anytype, fresh or rotten meat, fat, should raise this skill, as its purpose is to increase the harvest yeild.

If it only increases on live animals, which makes me wonder if it even increases the yeild of hides and rotten meat makes this skill very meh past the point where you get your 1st vehicle, as at that point, your prob facing things more than rabits and deer, as well as the tracking skill needs to be crouched to trigger and only lasts 20 sec at max, where most things you can see very far away from in the car already.

I think this perk set between harvest and tracking needs to have tweaks to be more desirable to be taken when food is not the reason for the purpose of going out of way for skinning animals.

I only do it for the leather to upgrade all my armor pockets and mods and what not, the vasts amounts of rotten meat for crop plots, and the scorpion sacs for antidote and again upgrade mats.

Weather the animal is undead or healthy has no bearing on the methods used to harvest its lump corpse, it only has bearing on what you actually harvest.  Logicly, speaing.
And I also don't understand why the same hunter's knife does 60 damage to a bear and 48 to a scorpion (At my level of development)

 
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