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    Originally posted by stallionsden View Post
    Hi creativename

    The mods are modlets. You just create a new folder inside gane directory where the exes are and call it Mods then drag the modlet folder directly inside that folder and launch game.
    Thank you for the fast reply! do you mean I don't have to make any manual changes to blocks.xml? I was trying to change it according to the instructions on the original thread by Valmar. I just have to put the mod in 7daystodie/mods and everything works?

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      edit: accidental double post

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        Originally posted by CreativeName View Post
        Thank you for the fast reply! do you mean I don't have to make any manual changes to blocks.xml? I was trying to change it according to the instructions on the original thread by Valmar. I just have to put the mod in 7daystodie/mods and everything works?
        Yes that is correct. Benefits of xpath. So easy. Make sure mod folder is a capital m so Mods.

        The attaching to the original thread is just a memory thing and to help people understand what the mod does rather then me explaining it again to lol. And as a reference. But yeh no need to add the code to vanilla anymore.
        Last edited by stallionsden; 01-12-2020, 03:59 AM.

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          Originally posted by stallionsden View Post
          Yes that is correct. Benefits of xpath. So easy. Make sure mod folder is a capital m so Mods.

          The attaching to the original thread is just a memory thing and to help people understand what the mod does rather then me explaining it again to lol. And as a reference. But yeh no need to add the code to vanilla anymore.
          Oh. Man, I was being dumb for no added benefit then! I getcha and thank you, it seems to be all good now... except when I repair a door it goes back to being locked. Is that also intended? it's pretty cool, I'm just asking since it says differently in the original thread so tryin to make sure this time! 8D

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            Originally posted by CreativeName View Post
            Oh. Man, I was being dumb for no added benefit then! I getcha and thank you, it seems to be all good now... except when I repair a door it goes back to being locked. Is that also intended? it's pretty cool, I'm just asking since it says differently in the original thread so tryin to make sure this time! 8D
            Hmmmm yeh it not spose to lol It never did go back to locked version for me when i used it and repaired door. Maybe something has changed. Let me test and will get back to you :-).

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              Originally posted by stallionsden View Post
              Hmmmm yeh it not spose to lol It never did go back to locked version for me when i used it and repaired door. Maybe something has changed. Let me test and will get back to you :-).
              Alright! no rush man, and if you need help with testing I'm glad to assist.

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                Just an Idea: Is it possible to make a Mod to unlock doors with a lockpick? Ofc make the success rate alot higher than safes etc. and for Vault Doors making a modified Time Charge that doesnt damage but "unlocks" them. Lockpicks would be silent but for the bulky Vault Doors youre using loud explosives to bust the lock open.

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                  Originally posted by GneX View Post
                  Just an Idea: Is it possible to make a Mod to unlock doors with a lockpick? Ofc make the success rate alot higher than safes etc. and for Vault Doors making a modified Time Charge that doesnt damage but "unlocks" them. Lockpicks would be silent but for the bulky Vault Doors youre using loud explosives to bust the lock open.
                  Unfortunately not i and others have tried with doors and the code doesnt allow it as it is hard coded. Maybe dmt could but vanilla no unfortunately

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                    Originally posted by stallionsden View Post
                    Hi metrodetroitgaming. Because of the icons yes unfortunately.

                    Possibly your able to bundle all the icons up and distribute them to your players that could work and they just place the icons in the clients games icon folder
                    .
                    hopefully one day icons and txt will push from server

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                      Valmod Traps:

                      Wasn't Log, scrap and steel spike (one big spike) and "flat" Barbed wire part of the original valmod or do i remember incorrect? =)
                      - else i hope they will be now that they aren't in a18 anymore =)


                      anyways i miss Valmod Ligning mod, those big street light was Awesome hope it will return too at some point =)




                      OH and btw THANK YOU SO MUCH FOR REVING THIS! really been missing to play Valmod!

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                        Will this be all in one again befor too long ? that we can drag drop overwrite , of use with a mod installer ?

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                          Originally posted by Uzumati View Post
                          Will this be all in one again befor too long ? that we can drag drop overwrite , of use with a mod installer ?
                          You should be able to use these with the mod launcher. Let me contact sphereii.

                          But no not plans to make a overhaul or all in one at this time. Ravenhurst has most of vals overhaul inc in it tho pretty much.

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                            UPDATED VALS EXPANDED AMMO

                            Fixed Loot.xml

                            where if random roll chose the ammo to spawn it wouldnt due to a 0 value.

                            **Thanks to Sphereii for finding this and correcting me**

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                              i have some problems with the Working ovens and sinks mod.. ( i think) there is no outputbin anymore. Is it possible to sepperate the ovens and sinks.. to make two mods?

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                                Originally posted by Laaglander View Post
                                i have some problems with the Working ovens and sinks mod.. ( i think) there is no outputbin anymore. Is it possible to sepperate the ovens and sinks.. to make two mods?
                                The sink you just walk upto it and habe glass jars and (i think left click) to fill. I will look at the stove output today to see

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