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  • xyth's Avatar
    12 Hours Ago
    At the bottom of the biomes.xml file, are all the decals. I'm not sure which texture value is the one you want to remove though. You might want to...
    3 replies | 32 view(s)
  • xyth's Avatar
    1 Day Ago
    No one has figured out how to make new UMA assets yet. Maybe the skirt his on overlay layer1 now?
    2 replies | 27 view(s)
  • xyth's Avatar
    1 Day Ago
    xyth replied to a thread [OVERHAUL] Darkness Falls: They mostly come out at night... in Mods
    So far 17.4 seems save safe.
    2586 replies | 323816 view(s)
  • xyth's Avatar
    1 Day Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    I can add more NPCs when needed. The ones currently in the mod were for testing and for future crafter roles like baker and farmer. I'm not...
    398 replies | 10496 view(s)
  • xyth's Avatar
    2 Days Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    You only add that if you need to. Format is: <property name="EyeHeight" value="0.15"/>
    398 replies | 10496 view(s)
  • xyth's Avatar
    3 Days Ago
    Very nice. There are some robot and mechs I made for Sphereii's and My SyXSecurityBots modlet that would make for nice spawns in this POI.
    2 replies | 237 view(s)
  • xyth's Avatar
    3 Days Ago
    xyth replied to a thread [MODLET] Design pictures for modders and prefabs in Mods
    Nice addition to mod collection!
    4 replies | 251 view(s)
  • xyth's Avatar
    4 Days Ago
    xyth replied to a thread [OVERHAUL] Darkness Falls: They mostly come out at night... in Mods
    I think you will get it automatically once you meet all the requirement. In my case, I need level 80 to buy a level 4 perk (science perk I think)
    2586 replies | 323816 view(s)
  • xyth's Avatar
    4 Days Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    Hands. Your cow issue is probably related to not loading animationsdx
    398 replies | 10496 view(s)
  • xyth's Avatar
    4 Days Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    We think its fixed. At some point today Sphereii will push a code fix.
    398 replies | 10496 view(s)
  • xyth's Avatar
    4 Days Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    I was able to remove the bug by moving one AI target back to vanilla so have narrowed down the bug hunt. Stay tuned.
    398 replies | 10496 view(s)
  • xyth's Avatar
    5 Days Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    Good to know.
    398 replies | 10496 view(s)
  • xyth's Avatar
    5 Days Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    Unlikely, that's just an animation sequence in unity. I tested by spawning the ammonpc outside of the range that triggers that "IsBusy" bool that...
    398 replies | 10496 view(s)
  • xyth's Avatar
    5 Days Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    Its probably an artifact of some code change, perhaps like the teleport to player code.
    398 replies | 10496 view(s)
  • xyth's Avatar
    5 Days Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    I was able to reproduce.
    398 replies | 10496 view(s)
  • xyth's Avatar
    5 Days Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    I saw the hand issue in A17.1 before. Had nothing to do with custom entities but was a vehicle issue. Notice the hands are stuck in the "holding...
    398 replies | 10496 view(s)
  • xyth's Avatar
    6 Days Ago
    "When in danger or in doubt Run in circles scream and shout"
    4 replies | 85 view(s)
  • xyth's Avatar
    6 Days Ago
    I was told the planet forcibly tipped on its axis about 45 degrees when the apocalypse occurred, then straightened back out, leaving cars embedded...
    4 replies | 85 view(s)
  • xyth's Avatar
    6 Days Ago
    xyth replied to a thread [PACK] Bunch O Npcs Modders Resource in Mods
    Glad to see your sharing these with the community. Thanks!
    6 replies | 433 view(s)
  • xyth's Avatar
    1 Week Ago
    xyth replied to a thread [SDX] A16 - Working CCTV Camera and Screen! in Mods
    While your waiting you could try my CCTV modlet instead: https://7daystodie.com/forums/showthread.php?110849-CCTVs-Vanilla-version
    97 replies | 29716 view(s)
  • xyth's Avatar
    1 Week Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    Nope.
    398 replies | 10496 view(s)
  • xyth's Avatar
    1 Week Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    Uploaded version 1.3 of NPCs. Fixed dupe on ammo.
    398 replies | 10496 view(s)
  • xyth's Avatar
    1 Week Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    I did some testing and i can reproduce the error. Might be a A17.3 change. I will need to repackage the ammo and make them even more different.
    398 replies | 10496 view(s)
  • xyth's Avatar
    1 Week Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    If they were identical files, then the error is correct. That's why I made each a unique version. Not sure how they could become identical as I...
    398 replies | 10496 view(s)
  • xyth's Avatar
    1 Week Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    Those are not identical files. Check the matching items.xml for each. Different item names, different ammo names, different unity3d file names.
    398 replies | 10496 view(s)
  • xyth's Avatar
    1 Week Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    Check all other mods to see if contains that bundle. The Bandits, NPCs and traders all have separate ammo files so they don't conflict. Perhaps you...
    398 replies | 10496 view(s)
  • xyth's Avatar
    1 Week Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    Besides the Maslow NRE your getting, I see this as well: Looks like that file might be loaded twice. 2019-05-17T11:40:52 8053.080 ERR...
    398 replies | 10496 view(s)
  • xyth's Avatar
    1 Week Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    Don't compile the Hals DLL fixes if your compiling with DMT.
    398 replies | 10496 view(s)
  • xyth's Avatar
    1 Week Ago
    xyth replied to a thread [SDX] NPCs SDX Mod in Mods
    Once the NPC code is ... "stable" .. I'll port the bandits and traders over to the NPC codebase so factions will apply across all of those types.
    398 replies | 10496 view(s)
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About xyth

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About xyth
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12-08-2016