Page 226 of 234 FirstFirst ... 126176216224225226227228 ... LastLast
Results 3,376 to 3,390 of 3499

Thread: Darkness Falls: They mostly come out at night...

  1. #3376
    Colony Founder KhaineGB's Avatar
    Join Date
    Apr 2017
    Location
    Liverpool, UK
    Posts
    1,920
    Rep Power
    1
    Quote Originally Posted by Nauman Marwat View Post
    It only happens when I set him on guard in base,When he follow me outside,he drink as you mentioned.
    Also when I place animal(every type),they just follow me,I even placed haybale as bed and food storage box for them.
    Looks like they might be another problem with the animals that I need to look into.

    I'll look into the guard function. That definitely shouldn't be using that much. I'll see if there's something I can hook into to put a custom buff on when guarding to balance things out.

  2. #3377
    Hunter -Holo-'s Avatar
    Join Date
    May 2016
    Posts
    138
    Rep Power
    0
    Quote Originally Posted by KhaineGB View Post

    The bleeding effect I cannot confirm OR reproduce. It's working absolutely fine for me locally and I have confirmed the ranged attacks DO NOT proc bleeding in the XML. I used the cop as a base to get the hand items all working, and they don't proc bleeding either.

    The second isn't a bug. It's an effect of the Mutated Wight. All mutated zombies have some kind of special effect... that's the wights. He makes you throw up. You can thank my wife for that idea. :P

    EDIT: Potential fix for Holo. Go on to the server, open buffs.xml and search for buffIsOnFire.

    Replace it with this.

    Code:
    	<buff name="buffIsOnFire" name_key="buffIsOnFireName" description_key="buffIsOnFireDesc" tooltip_key="buffIsOnFireTooltip" icon="ui_game_symbol_fire" icon_color="255,0,0" icon_blink="true">
    		<damage_type value="Heat"/>
    		<stack_type value="ignore"/>
    		<duration value="0"/>
    		<update_rate value="1"/>
    		<!-- bookkeeping for all burning buffs -->
    
    		<effect_group> <!-- extinguish any fire if wet or if buffExtinguishFire is executed -->
    			<requirements compare_type="or">
    				<requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,1" operation="LTE" value="@_wetness"/>
    				<requirement name="HasBuff" buff="buffExtinguishFire"/>
    			</requirements>
    
    			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningFlamingArrow"/>
    			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningMolotov"/>
    			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningMolotov2"/>
    			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningEnvironmentHack"/>
    			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningEnvironment"/>
    			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurningElement"/>
    			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffBurning"/>
    			<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffInjuryBleeding"/>
    		</effect_group>
    
    		<effect_group> <!-- terminate only if all burn buffs are gone -->
    			<requirements>
    				<requirement name="NotHasBuff" buff="buffBurningFlamingArrow"/>
    				<requirement name="NotHasBuff" buff="buffBurningMolotov"/>
    				<requirement name="NotHasBuff" buff="buffBurningMolotov2"/>
    				<requirement name="NotHasBuff" buff="buffBurningEnvironmentHack"/>
    				<requirement name="NotHasBuff" buff="buffBurningEnvironment"/>
    				<requirement name="NotHasBuff" buff="buffBurningElement"/>
    				<requirement name="NotHasBuff" buff="buffBurningElement2"/>
    				<requirement name="NotHasBuff" buff="buffBurning"/>
    			</requirements>
    				<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffIsOnFire"/>
    		</effect_group>
    
    		<effect_group> <!-- run particles -->
    			<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,0.75,0"/>
    			<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,0.75,0"/>
    
    			<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_onFire"/>
    			<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_onFire" />
    
    			<triggered_effect trigger="onSelfBuffStart" action="AddJournalEntry" journal="onFireTip"/>
    			
    			<passive_effect name="BuffResistance" operation="base_add" value="1" tags="buffInjuryBleeding"/>
    		</effect_group>
    	</buff>
    That should remove the bleeding buff and make you immune while on fire. I haven't tested it beyond "It doesn't break the game" so I make no promises. :P
    Thanks! That removes the bleeding when I use a waterdrink! Should be doable to survive the bunker now!
    I wonder if it's something to do with the uuhh. that demonic perk to negate some physical damage.
    I -think- it started happening around the same time i bought into 5 ranks in that perk, but on the otherhand, it happens to my buddy to which has choosen the tech tree instead. I did notice I am immune to spikes now though :P

    Ah. I see. Would it be possible to have the effect's like that puke-wight showup in the buffs? Would have made it more clear

    (and about the demonportals from earlier, I wasn't gonna farm XP, I was gonna farm for gyroparts )
    ((actually, how about having those gyrocomponents craftable as the perk for the completionist instead of the increased XP?))

  3. #3378
    Colony Founder KhaineGB's Avatar
    Join Date
    Apr 2017
    Location
    Liverpool, UK
    Posts
    1,920
    Rep Power
    1
    A few of us have been testing out the bleeding thing and honestly cannot get it to reproduce at all. So I have no idea what's going on in your case.

    And that's with either all tech or all demon too. So.... no clue.

    The puke buff is an instant-effect, so not really. I can trigger a tooltip though (shows above the hotbar).

    You can still farm the rad biome itself for gyro parts. The respawn rate is pretty fast. And no, it's not going to be a perk you can just get.

  4. #3379
    Scavenger
    Join Date
    Jul 2018
    Posts
    37
    Rep Power
    0
    Hey Khaine love the mod and what it brings into 7dtd. I don't have any issues when I am playing and everything seems to be working fine, but i do have an odd issue that i can't seem to "fix". I don't get any output logs when I play this mod. Is that a normal thing or should I re-download the mod?

  5. #3380
    Colony Founder KhaineGB's Avatar
    Join Date
    Apr 2017
    Location
    Liverpool, UK
    Posts
    1,920
    Rep Power
    1
    If you're using the mod launcher, I think that stores logs somewhere else.

    Otherwise it's in %AppData%\LocalLow\The Fun Pimps\7 Days To Die

  6. #3381
    Refugee Tymevich's Avatar
    Join Date
    Oct 2018
    Location
    Somewhere in France
    Posts
    17
    Rep Power
    0
    @KhaineGB Sorry for disturbing but i meet two problems regulary :

    First one : when i try to take a reward for a tier V Fetch quest, my console open, say no item found, i have the popup with xp and coins but can't choose any object cause the list is empty.

    Second one : On the wood POI with lot of leed, oil, coal, iron etc... When i die on it, my backpack doesn't appear on my map when i respawn, same for vehicles. Last time, i died there, my motorcycle disapear. So well, i continue playing and craft a 4X4. I went for a run but when drive near the famous POI, i was teleported on my motorbike who magically reappear !

    Good job for your amazing mod !

  7. #3382
    Scavenger
    Join Date
    Jul 2018
    Posts
    37
    Rep Power
    0
    Thanks @KhaineGB You're right. That is where the output log was I thought the logs went into the 7daystodie_data folder. Thanks for the help.

  8. #3383
    Colony Founder KhaineGB's Avatar
    Join Date
    Apr 2017
    Location
    Liverpool, UK
    Posts
    1,920
    Rep Power
    1
    Quote Originally Posted by Tymevich View Post
    @KhaineGB Sorry for disturbing but i meet two problems regulary :

    First one : when i try to take a reward for a tier V Fetch quest, my console open, say no item found, i have the popup with xp and coins but can't choose any object cause the list is empty.

    Second one : On the wood POI with lot of leed, oil, coal, iron etc... When i die on it, my backpack doesn't appear on my map when i respawn, same for vehicles. Last time, i died there, my motorcycle disapear. So well, i continue playing and craft a 4X4. I went for a run but when drive near the famous POI, i was teleported on my motorbike who magically reappear !

    Good job for your amazing mod !
    Not gonna lie, i'm not sure what's going on with the quest thing. I had someone else report it, but ONLY on a server... but the XML is setup correctly. So I'm going to have to test that.

    Second one sounds like you may have chunk corruption, for just that area. Sadly it's a vanilla thing. I know there's a way to find out what region that POI is in, then you can delete the region and force the game to reset it, which SHOULD fix it... in theory.

  9. #3384
    Refugee Tymevich's Avatar
    Join Date
    Oct 2018
    Location
    Somewhere in France
    Posts
    17
    Rep Power
    0
    Quote Originally Posted by KhaineGB View Post
    Not gonna lie, i'm not sure what's going on with the quest thing. I had someone else report it, but ONLY on a server... but the XML is setup correctly. So I'm going to have to test that.

    Second one sounds like you may have chunk corruption, for just that area. Sadly it's a vanilla thing. I know there's a way to find out what region that POI is in, then you can delete the region and force the game to reset it, which SHOULD fix it... in theory.
    Thanks a lot ! I play on SP game. I will try that !

  10. #3385
    Colony Founder KhaineGB's Avatar
    Join Date
    Apr 2017
    Location
    Liverpool, UK
    Posts
    1,920
    Rep Power
    1
    Ok, being in SP means it's easier for me to reproduce, so I'll do some poking later.

  11. #3386
    Refugee
    Join Date
    Sep 2019
    Posts
    1
    Rep Power
    0
    Howdy,

    I came up with this idea for a mod I call "wrath of the living dead" Basically its Darkness Falls but with the items and monsters from Fantasy and sorcerer mods that add a main questline to the game where a cult caused all the zombies and other monsters to rise because they summoned Beelzebub so the goal is to kill 4 bosses in the maps 4 cornes and enter the dark castle at 0,0. i'd do it myself but I don't know how. How's that sound?

  12. #3387
    Scavenger
    Join Date
    Aug 2019
    Posts
    34
    Rep Power
    0
    does anioane nows why i cant upgrade the titanium frames ?i have the forged titanium but i cant upgrade the frams....when i use the nail gun it shows me that i dont have the forged titanium but i have it...

  13. #3388
    Scavenger
    Join Date
    Apr 2017
    Posts
    52
    Rep Power
    0
    Quote Originally Posted by Roby94 View Post
    does anioane nows why i cant upgrade the titanium frames ?i have the forged titanium but i cant upgrade the frams....when i use the nail gun it shows me that i dont have the forged titanium but i have it...
    You need laser repair tool for titanium upgrading.

  14. #3389
    Scavenger
    Join Date
    Aug 2019
    Posts
    34
    Rep Power
    0
    Quote Originally Posted by Nauman Marwat View Post
    You need laser repair tool for titanium upgrading.
    ooo....thanks

  15. #3390
    Colony Founder KhaineGB's Avatar
    Join Date
    Apr 2017
    Location
    Liverpool, UK
    Posts
    1,920
    Rep Power
    1
    Or a titanium clawhammer

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •