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Tallons Alpha 18 Modlets

War3zuk Insane Quests Had a go at doing my own Quests, Not easy so for the player....

Are these harder than tier 5 quests? And what kind of rewards we talking here :o

 
It was when I Did my 1st Unity Model which was the Machete which is why I made the Quest.. 10 zombies, kill5 10 dogs kill 5 10 ■■■■ed of boars kill 5 all with a standard Machete, once complete you get my Machete, custom model as said & does slightly better damage than a top tier level 6, The other quest was just a play about with seeing how the code worked with sending the player to different areas to kill various things... On difficulty ive no clue how to answer that as I found it a challenge but not to hard..

 
Updated the NO Kick mod to Include the Uager & Chainsaw NO longer attracting screamers the way it did

Fixed/Edited Punisher 50 DE, Ammo supplies & Added a Trader location Quest for use at any time on Random Gen, Also added 10 slot crafting & trader tweaks

 
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Using the golden ticket and the ammo mods and get xpath errors. The items show up in game but have no icons. I am also using SMX bigger bag and ui mods if that helps. I noticed you posted something about entityclasses.XML and how to fix it for another of your mods... is there a way to do the same for these 2 mods of yours/ The bigger bag mod does use that XML file.

 
Only way to fix the Issue is to decide on 1 & remove the other using the <!-- --> line they will clash when loading which will mean certain parts will load & certain parts wont which will lead to errors... I know 100% that the mods load without error so just do a little checking

I tend to stick to The SMX mods for backpack & UI as they tend to work well & dont clash...

ALSO (Important) These Mods are no longer updated as I switched to GitHub once I got rid of all the small errors....

https://7daystodie.com/forums/showthread.php?131699-War3zuk-Tallon-Alpha-18-1-Stable-Modlets-GitHub

 
By any chance does the A18 20k stack work in 17.4?

Also keep up the good work on the mods you, just awesome!

 
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You can just load the mod & press F1 to see if it generates any errors.. its the easiest way to check to see if they renamed anything...

 
We have the problem that the chunk will always be reset in which the HD Forges are, is this a known bug?

It is at the moment only a guess that it is the forges. But at least it's always the chunk they are in.

 
We have the problem that the chunk will always be reset in which the HD Forges are, is this a known bug?
It is at the moment only a guess that it is the forges. But at least it's always the chunk they are in.
Umm I will look at it shortly, Not sure why the chunk would reset with the forges unless something was changed in how the models are done in Unity ?? I havent heard anyone mention it..

Modlets go into the Mods folder in your game directory...

 
Removed the HD Forge (replaced with original) & edited the XML plus updated the Mod to Github just in case it is that, Can you confirm that it is as in did you test it ? Ive removed it anyway just in case..

 
I Did some testing but not 100% sure that I think it was the Crucible Code that was causing the server to - the Calculations so adjusted those but removed the Forge anyway just in case..

 
These Modlets all work fine so long as no other modlet changes anything..

These are NOT being Updated.... ONLY the GitHub links are updated..

Added HD Forge again but better with upgraded Blocks plus upgraded Spikes, Steel polish & Titanium Polish, Also added a single Stew in Honor of my misses haha...

 
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