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Wyr3d's Mods - V 1.0 unstable (aka A22) Compatible

Yeah, when they get around to releasing them*, it will be tagged as A21 coz there's no tag for 1.0 yet, but the file name will be suffixed with "R1" (for Release 1.0) instead of the current files "A21" suffix. I am hoping some staff with get around to approving them sometime soon, but from experience I have found it can take anywhere from a few minutes, to upto a few days  😕

*I looked into how long this would taken given I uploaded late Friday, and as I figured:

 

Project/File moderation is done between 9AM to 10PM PT, Monday through Friday
So yeah, probably be available for download sometime Monday

 
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Okay then.

Looks like CurseForge have gone ahead and approved all my V 1.0  updates, so they should be available for download now. Please note that the tag is still listed as A21 because there is not tag for 1.0 yet, but you can be sure it is the correct file by making sure you download the R1 version (latest file)

 
WELL ... YOUR SPEED MOD CRASHED My Game after installing ... Game HAD BEEN RUNNING JUST FINE, Until I put your Mod in and Had to START a New Game TODAY.

I Downloaded it yesterday and thought I would give it a try .... BIG MISTAKE.

Not Just the Speed Limit

 
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WELL ... YOUR SPEED MOD CRASHED My Game after installing ... Game HAD BEEN RUNNING JUST FINE, Until I put your Mod in and Had to START a New Game TODAY.

I Downloaded it yesterday and thought I would give it a try .... BIG MISTAKE.

Not Just the Speed Limit
Shouldn't ever add mods to an ongoing save. Just not a good idea. And if you're going to, always backup your save. That said, I grabbed the mod and loaded a test save a few times adding and removing the mod without any issue. So not sure what your issue is. Without a log it's hard to say. Did you load into the game or when did it crash?

Oh, and of course there's the whole "It's an experimental build of the game so don't expect things not to break." Not really the time for long term plays. Or using mods, honestly. But to each their own.

 
Shouldn't ever add mods to an ongoing save. Just not a good idea. And if you're going to, always backup your save. That said, I grabbed the mod and loaded a test save a few times adding and removing the mod without any issue. So not sure what your issue is. Without a log it's hard to say. Did you load into the game or when did it crash?

Oh, and of course there's the whole "It's an experimental build of the game so don't expect things not to break." Not really the time for long term plays. Or using mods, honestly. But to each their own.


I was running another speed mod for vehicles and it was *WORKING* Fine ... But thought I would try this one after removing the other (THAT was a Bad Ideal on my part _ Game went Total Red Line ERROR after installing it) ... and don't Try and Me about Mods .... I KNOW How to run them and Have been gaming for over 25+ years.

So be it ... just a Bad Mod in my opinion.

 
not just iron explosives..

fails because resourceHubcap no longer exists in v1.0

 
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I was running another speed mod for vehicles and it was *WORKING* Fine ... But thought I would try this one after removing the other (THAT was a Bad Ideal on my part _ Game went Total Red Line ERROR after installing it) ... and don't Try and Me about Mods .... I KNOW How to run them and Have been gaming for over 25+ years.

So be it ... just a Bad Mod in my opinion.
Worked fine for me, but you do you. I don't care how long you've been gaming. You say you know how to run them but right before that said you removed another mod that was working fine. That isn't wise to do. 

Either way, mod worked just fine for me. 

 
Curseforge have now added V 1.0 as a tag, so all my mods' tags have now been updated to reflect that (switched out the temp A21 tag to the new one)

@pgcstargate - I test all my mods before uploading. Your crash  was unlikely to have anything to do with my mod. Sorry for your loss, but from what I understand you used an old save file, failed to back it up - and that file was save data using a similar mod. NGL you were pretty much asking for trouble there. Who knows what that mod left behind when you pulled it out? Always, always, always backup your save files. Regardless of whether you are switching in mods or not. Every time you exit the game, you should make a backup. Even without mods the game has the potential to brick a save if there's a problem loading. That goes double during experimental builds.

Please note: I run a test on all my saves both individually, and as a collective - but I do not test them against other peoples mods. It would be impossible to do that for every mod out there, and unfair to do just a handful.

@ALo - Really? It exists in mine. Are you sure you downloaded the correct version? You should see the occasional hubcap on the road, or handing in some sheds, garages etc in game. Mining those out should drop a hubcap. They should also drop from cars the same as air filters. I have been farming them without issue, both in testing and my current playthrough (see image below) Besides, there's also a recipe so should you have the materials on hand, you can actually craft both hubcaps, and air filters.

EDIT - I have just checked again with a completely fresh install (I figured it may be possible my game had an old file that wasn't replaced) but no, this changed nothing. Mod still works fine, no issues. Looks like you must have downloaded the wrong version after all, ALo

 

hubcaps.jpg

 
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Recently had to re-upload a new version of the Not Just Default Prefabs mod.

I am not sure why, given there was no issues in A21, or V1.0 Ex (A22) but when loading the game in the release version, two of the POIs in this mod (Monkey House, and the Bunker Barn) would throw up red errors on loading. The rest of the POIs were fine, so I looked into the issue. It seems like there was something changed in the coding causing the pre-existing signs in these two POIs to suddenly start throwing up these errors.

The signs in Monkey House had writing, but the signs would show up blank in game. I removed these signs, and the problem was resolved. Oddly, the signs in Bunker Barn were blank but still had the issue. In any case, removing the signs from this POI as well fixed the problem here too.

Anyway, mod is working fine now with the new V3 download. Please download the latest version to fix it.

Please note the fix should still work even if you do not rebuild your world from scratch. The signs should be removed for any POIs you have not yet visited, but any existing ones will probably still have them which may, or may not cause the load issue. Essentially it is not required, but may be worth starting your save file over to avoid any issue.

 
Recently had to re-upload a new version of the Not Just Default Prefabs mod.

I am not sure why, given there was no issues in A21, or V1.0 Ex (A22) but when loading the game in the release version, two of the POIs in this mod (Monkey House, and the Bunker Barn) would throw up red errors on loading. The rest of the POIs were fine, so I looked into the issue. It seems like there was something changed in the coding causing the pre-existing signs in these two POIs to suddenly start throwing up these errors.

The signs in Monkey House had writing, but the signs would show up blank in game. I removed these signs, and the problem was resolved. Oddly, the signs in Bunker Barn were blank but still had the issue. In any case, removing the signs from this POI as well fixed the problem here too.

Anyway, mod is working fine now with the new V3 download. Please download the latest version to fix it.

Please note the fix should still work even if you do not rebuild your world from scratch. The signs should be removed for any POIs you have not yet visited, but any existing ones will probably still have them which may, or may not cause the load issue. Essentially it is not required, but may be worth starting your save file over to avoid any issue.
Awesome, thanks for that. Heard something was causing the errors with the signs... cant remember if it was SCore or a recent version of the game. I had just ignored the errors as they seemed a lot like the yellow warning errors for the sign pieces, from what I saw.

Glad you have it updated though! Look forward to using your mods.
Thank you.

 
No worries man.

Unfortunately, I missed a sign in the POI Bunker Barn so I had to go back into the editior and search for it to remove it. I did not notice there was still a problem initially because this sign did not throw up the error initially. Not sure why, but I'm guessing it had something to do with it's location way deep in the catacombs and so maybe was not loaded in? Iunno. Anyway, I removed that last sign, and the v4 version has been uploaded to CurseForge.
 

 
wyrd, i just read the msg about the hubcaps. i guess i hadnt updated properly or something idk anymore. or maybe another mod was affecting it. either way im glad i was wrong and your mod works.

 
Not Just the Speed Limit
Can I change the speed a little bit a little bit slower?what is the threshold for changing numbers and what they depend on, they go chaotically 8, 6, 10, 6


 
@ALo - No worries, glad it's working for you now.

@TaKoi - Yeah, it's a simple enough mod, so you should be fine to swap around numbers for your personal choice. Just remember that if it needs to be updated, you'll have to re-tweak them again. Not really sure what the max values are, never really pushed it too far to find out. But you can look up the default vehicle values in the config folder. 

 
Are these still good? I saw the game updated recently, but I haven't played in a bit myself. Lemme know if I need to update

 
Added new mod Not Just for Stabbing that adds back the old stone spear as a standalone Javelin weapon. This can be used as a melee weapon similar to the new spear, but instead of having a power attack, is a thrown weapon again. There are no iron, or steel upgrades for the Javelin, it is meant to be an early game throwable.

The link may not be active right away, as CurseForge has to approve it first.

EDIT - Just a heads up, but it being weekend, it prolly won't get approved til Monday

 
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