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Life_For_Dead

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  1. In fact I spoke about in general & not just for CP, by assuming the tags are correct with the xml of each prefabs & in rwgmixer.xml Example: - If I move all commercial prefab vanilla to ...\Steam\steamapps\common\7 Days To Die\Data\Prefabs\Commercial - If I place all prefab I found in the internet to ...\Steam\steamapps\common\7 Days To Die\Data\Prefabs\Download & so seem like the game automatic finds any prefab in the folder ...\Steam\steamapps\common\7 Days To Die\Data\Prefabs\ & subfolders.
  2. Hello, about this, how that's work, please ? Do the game recognize automatically all prefab in the folder Prefabs without set the path in xml ?
  3. Seem to work well with 20.3 but it's a little difficult to place the TheaterScreen, IDK if it's the problem of the game or the block itself but need to be like +/-5m from where we want to place it. Anyway, thanks again ! (Note, IDK for any Billboard because I don't use it & the video00.mp4 for any POIActive will need maybe a little lower sound by 50% that was I do myself.)
  4. Oky, I tested & that's work with a20.3b3 but sadly not with a20b238 & so it's seem like a "bug" of the audio manager from a20b238. That's work so that can be oky but if not (with a20.3), all TV have a problem to load correctly the next video, the sound is always read but the video have difficulty to show up on the TV (it's black screen). After several reading cycles all video can be read but example, can read video only 1,2,5,6,9 ect & the next round cycle that read only 1,3,6,7,9 ect I use my personnel video (all encoded in the same way) but it's the samething. Edit: Just say LOLLL The mod work finally with a20b238, because I renamed the mold folder & so I let the original name then the mod work well ! I can play all video without any black screen... But it's very strange, because I already rename many mods & that work well, it's the first one who don't want... & I forget onething, your link go to a19 mod & not a20 mod, that can make confuse when people download & that not work at all...
  5. Thanks for the update but there's a little error for the "</recipe>" here: <recipe name="Billboard01" count="1" > <ingredient name="resourceMechanicalParts" count="10"/> <ingredient name="resourceElectricParts" count="10"/> </recipe> <effect_group> <passive_effect name="CraftingIngredientCount" level="0,1,2,3,4" operation="perc_add" value=".56,.56,.56,.34,.15" tags="resourceElectricParts,resourceMechanicalParts"/> </effect_group> Like for all previous version, TheaterScreen need this: <property name="ModelOffset" value="0.5,0,0.5"/> If not, seem like not to work, the video don't show & got this yellow console error: wrn audiomanager loadaudio failed to load audio source object for audiosource_interactfullvolume (But I play with a20b238, do this need the last version ?)
  6. It's a bug from game ressource asset unity3d... Dev don't compile well...
  7. LOL That was simply to fix it... Seem like to work, very thanks a lot I could not see myself adding them by hand one by one...
  8. It's not a problem of spawn of the prefab, it's the problem of prefab are not write in the list when I create it... KingGen was just skip some prefabs without any message in background... You can try yourself & see if example if the prefab "aaa_store_book_lg_01" is in your list... I try manytime & always don't want it...
  9. Yes I know but it's not the problem, like I export all my personnel prefabs, no sleeper/quest/loot in it & KingGen can use them. & Like I said, like others some moders prefabs (of course for a19.6) that I found can't be used too. Even I open them in the editor & do a little change, that don't want it. Must have a sort of "protection" of something like that in KingGen or in the prefab files or maybe I miss a option in the editor, but what ? ? ? IDK...
  10. Hello, there's something I don't understand, there's the old prefab big book store "aaa_store_book_lg_01", but when recreate the cutosm prefab list vanilla, KingGen don't want write this prefab (as many others vanilla) into the list, why? In internet, I find other custom prefabs for a19.6, but samething, KingGen don't want them o_O" IDK but seem look-like there's no protection to don't use prefab in the xml files...
  11. Yes, I know too multi skip BM since they changed the mechanic of it, but I don't talk specially to skip it. Actualy on a private server +50 players, we build a big city 1000x1000 since the beginning of a19. The base anti-horde is build in the center of the city 0.0. We not yet build street & so if we do (we plan to put blocks in cobble & concrete), well I think BM's zombies will not spawn... Or maybe they will spawn but outside of the city so at 500m from the center ?
  12. Are you serious for your game ? Take a look of this video, https://www.youtube.com/watch?v=4Ln3jrW-uYc It's in french but that explain nearly the way to do to don't have zombie during BM because zombies don't spawn on player block (here tested with/without claim/bed) & so I think if we place "one million" blocks all around us to +500m, we will not have zombie during BM ? ? ? If it's right, that will be very stupid...
  13. Since I play this game, there's something I hate very much, it's to place "one million" block one by one, so that will good if we can have a autoplace block like in this way: - place a block to be point A, then place a another block to be point B - then a line is draw from A to B - then we will upgrade this line & that will place in auto in this line with the block in our inventory we choose to draw this line What people think about this idea ?
  14. Hello, there's a problem with the world map POI mode where I can not understand the problem. I add Magolis Compo Pack & others prefabs. I build the map for my little cousin so that he can discover all prefabs without wasting time with a normal map. But, IDK why, in single play, each time he login out & then he relog later, his profil si always reset, nothing about the character is save (inventory/level/skill). Console error: loading player data failed for player rolling back With another normal maps made with KingGen, no problem, I try on my side, same thing... So it's normal cause of the world map POI mode or I miss something?
  15. I find it, it's my bad... I try "large" & "small" to see the difference & so in fact the size "small" with KG build city/town bigger than the "small" with Nitrogen & so it's for that I was said city was every time bigger... In fact my opinion is "small" with KG should be built city/town at 50% less bigger than currently... & for any road missing, KG don't build it like Nitrogen & so I take a look for the road tutorial youtube & so sadly we must edit ourself the splat file... But I will pass, easy to do but boring to do it LOLLL Thanks anyway !
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