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funnyhalo1

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Everything posted by funnyhalo1

  1. Greetings! I've been looking around for awhile, both in game, and on the web, and as far as I can tell, there is nothing like this currently being requested. When you are genetically altering your dinosaurs, ie, making them more social, is there a way to mod/edit the amount of points that grants? The default starting amount of modifcation is "8". I'd like to make some of my more unique dino's more social. EDit: Maybe something the fixes the rng of the stat outcomes?
  2. I know this issue has been reported before, (as I did a search here and on google), however, I am having issues with some enemies attacking me, and some are not even being tagged as enemies. I have my most list and order posted below in the hidden section, assuming i can get the working. If anyone could take a look, and let me know what COULD be causing my issue, I'd appreciate it. Been working on and off the last few days just to get my Elder Vampire campaign running.
  3. Howdy Nexus folks! So, I'm having a bit of an issue...several issues in fact. It started several days ago, after the new dlc came out. Suddenly, my power armor would start "eating" (immedietly using and destroying) power cores as soon as I inserted them. I found a way around that, but today, out of the blue, a new bug popped up. And I'm not sure what's causing it. To test it in on a clean save would be difficult, because it requires modding high level power armor. And then another issue occured where my power armor would reset to the default I found it at. All mods, legendary addons, deleted and set to default. no more Mark Vi's. got around that by using buildable power armor frames, and NEVER leaving the cell where my power armor is.... So anyway, my NEW issue. I've done a google search, and found out some people have similar solutions with no real answer. The closest thing I could find on a search of these forums is this, https://forums.nexusmods.com/index.php?/topic/3478805-requirements-issue-on-crafting/?hl=%2Byou+%2Black+%2Bthe+%2Brequirements and that really isn't my problem. My problem is, starting today (yesterday I could do it fine), I can no longer repair my power armor. I have all the items necessary, all it says to me is "you lack the requirements to repair this item" and the T for repair in the crafting menu is greyed out. I can install mods. Hell, I could probabbly downgrade the armor. but I cannot repair it for some odd reason. I'm sure it's due to a mod conflict somewhere, or me being stupid, but after several hours of trying to figure this out, I'm either about to start a new game and cheat my way to where I was (without the console, but even then it would be difficult) or leave it to someone who is smarter then me, or see a detail I missed in my mod list or order. I have LOOT, so I used that, but that doesn't seem to fix anything. So this is my request. I'm going to post my plugins list, and if anyone see's something that might cause this issue that I may have looked over and missed, please let me know. It would be greatly appreciated. If anyone also has a mod work around or a patch, that would also be fine. If no one has any ideas, that's fine. Thanks for even reading this far. Again, any help is greatly appreciated. Sorry if it's something stupid I missed. - Kriiden (Aka, funnyhalo1@Nexus) EDIT: Ok, so as far as I know, most of these problems were fixed...however, encountering a specific issue with one mod, so I'll ask about it there. However, something tells me I'll be coming back here shortly to report more issues and request more help, even if no one replies (which can be expected, nexus is huge). Anyway, thanks to anyone who read this and at least tried thinking of a solution.
  4. Well, it wouldn't have been possible without you Swinka! So, since Dave has been busy with multiple mods, we are looking for more coders to work on abiltities, and more animators/riggers to assist Maclimes. If anyone is interested, let me know via pm, or friend me @Kriiden on steam.
  5. Thanks again Swinka for the assistance! I've run into a new problem though. With the Generosity of DerBK and his team, he allowed us to use The Fire breathing berserker, and include it as an ability in it's skill tree. Unfortuntatly, I've run into a road block. The few times me and Sernik managed to get the ability to actually show up in game, it had no ammo. So we (serniK)fixed that. And everything seemed to work fine...except when the ability triggers, it doesn't sweep the entire area with fire, like it should. Any fix we make makes the ability unusable, or the project unabuildable. If anyone is interested in taking a look at the project file and helping, the advice would be appreciated. Send me a message via pm, or make a request here. Example below of how the mod should work, in derBK's mod, a Better Advent. https://www.youtube.com/watch?v=Qd75XbyMoX0 How it's working in our mod.... https://www.youtube.com/watch?v=L76EbC3luC0 Any advice would be greatly appreciated.
  6. Honestly? Before I became a contributor, and was using the mod that loaded in a bunch of aliens on a save, I used the secto all the time. If it had an evac zone I couldn't access (which was usually on top of a building) I'd just knock the building down with the secto and force the game to use a new evac zone, which was usually on the ground. =P But yeah, for other scenarios where the evac zone could be on elevated territory, that could be a problem. I think I may know a way around this function wise, but it wouldn't work lore/animation wise, since it's a simple teleportation.
  7. Honestly, I don't see any reason why we couldn't coloborate, except for one thing. We make aliens playable (not necessarily advent) and they did a wicked good job of improving the AI all around for enemies. This modding community is amazing, and I don't see anyone holding back code from anyone else, as long as credit and permission is given, I personally wouldn't have a problem with it. But since I'm only a partial organizer and minor coder on Playable Advent, any sort of serious team effort would have to be ok'd from @derBK and David Allen.
  8. Loaded up your addtions (as we discussed on steam) along with the correct fly over's and skill tree, but now Game crashes in debug mode upon attempt of mission. Thanks for your help on this, but I can't still figure out what's causing the issue. If anyone has any idea's, feel free to post. The project builds fine, and so does the mod, however, upon attempting to launch the skyranger and enter the screen to select your soldiers, it crashes. And I can't fathom as to why, as Swinka's solution shouldn't have changed selecting something on the skyranger. The game works fine otherwise. I just can't launch missions. >.> If anyone else has idea's, I'm open to them. My crash log is below in spoilers, and I can't seem to make heads or tails of it, especially since it's refrencing mods that I don't have activated, (I'm also launching from mod buddy in debug mode.)
  9. Amineri, Thanks for the response. I'll be perfectly honest thought, still learning. I get mostly what you are trying to say, and IF (and that's a big IF) I am, would looking at the x2effect_panicked.uc lead me in the right direction? It has everything I need, except for removing the panic effect and running in the opposite directions. AS far as I can read the code (which is not much, but I am getting there) it already removes control of the unit and gives it to the ai, granting it action points and forcing it to move away and hunker down/or attack. Do you think I'm on the right track? If anyone else has any suggestions, I'm open. Thanks again for the response.
  10. Thanks, I'll talk to my team members about this. Any more guidance or suggestions are greatly appreciated. Edit: I took a look at the function based off the ranger Uc and the line of code you mentioned, but not the ability faceoff. (It might have a different name). I found what you referenced. I also found it the specific lines in our mod where it is in the template of the particular uc we are using. What I don't get what is we are doing wrong. Are we using an incorrect animation? Or an invalid one?
  11. Howdy Folks, Been trying to figure out how to make this ability function. Essentially the goal is to have your unit move to within one block towards an aggressor who manages to hit them with a ranged or melee attack. The ultimate goal is to get this unit to be attacked, run towards the unit who attacked it after it finishes spending it's action, and then have the unit with the custom ability run towards it and smash it. As of right now, all this does is make the unit roar in reaction to any nearby enemies...and kill them on the spot, without moving. Kind of funny to send this unit in the middle of a map during test and to watch everything die instantly...but as you may guess, this is not the end goal. =P. (I did make a video, which I may post adventually, which shows the unit killing and ragdolling the dead units towards her.) If someone could look at this code, and give suggestions, I'll attempt to do them. Thanks regardless!
  12. koopakidshyguy, Apologies about the Berserker. She is more definently in an alpha state. We are trying to craft some customizable abilities, and plan an overhaul of the tree later. Running into some issues; but I am fully aware some of her skills don't work.
  13. Unfortunately, not that I know of David. Steam workshop doesn't seem to be collaboration friendly, mostly due to to having one "Primary" admin over the file. You can give credit and the ability to be a sort of "moderator", but that's it. In the case of the collaboration thing, I just wanted to say thank you again for Lucubration for pointing me in the right direction so I can change the 0 id to the correct one. It still boggles my mind that modbuddy copies all your project files...including the file with the actual id...but doesn't actually COPY the Publish id and give it a value of 0. Argh. My brain. - Kriiden
  14. We have been getting reports that the mod has issues being installed manually and from the nexus (the nexus mod manager installs it through a process which is also essentially a manual installation, which according to the game mod launcher, there is no difference). I for one can't test the mod by installing manually either. It doesn't have to do with the mod or nexus I think. I believe it has to do with the game mod launcher just being not perfect. When I upload the pre-release test version, it has to be on the steamworkshop in private or else I can't test it. >.> Apologies for any inconvenience guys, but not much we can do. (Hell, very randomly, when I do try to install it manually, it does work sometimes. But very rarely.)
  15. Howdy folks. New version is up on the Steam Workshop, and includes a broken but playable berserker (you can build it for free in the provinggrounds). Link is here. http://steamcommunity.com/sharedfiles/filedetails/?id=644076161 David; I sent you an email with the most recent project files. It won't be buildable into a solution until you get rid of some .uc files I added in for temporary reference (they have the word reference in their names, just check the .uc files, you will see them. Delete them if you want to make it buildable.)
  16. Edit: Simple coding error. Everything was fine. Ignore this post. Sorry.
  17. AHA. DevastatingPunch! That must be it. It's called DevasatingBlow on the wiki. OK, now time to figure out if I can get him to show up in the provingground, since it may or may not have worked before. Hypothetically of course. Ahem. *Cough*. Sorry, allergies.
  18. I don't suppose anyone here knows of the Berserkers primary melee name? As it is referenced in the code? I've checked the various ini files, but I suppose I could have missed it. Hypothetically speaking, if I were to add a Berserker into this mod, he would need his primary melee ability. Does anyone know the name of the ability? Of course, this is just for hypothetical purposes. I am in no way working on adding a playable berserker. *cough*
  19. David, I've at the armory right now. That option isn't available. It's greyed out. As of the version I currently have, you cannot customize voices.
  20. Really? His is still the only one? I had figured by now... >.>____<.<
  21. Animations are being worked on by a separate animator Sgtcal10 has contacted. I won't post their name or put any of their work on here without their permission though. They already have a mod up involving animations with Vipers; That's how Sgtcal10 got into contact with them.
  22. Davidallen. Kriiden here, When I last talked to Sgtcal10, he did say zombies were in and working, but I'm not so sure. Could be a bug. I'll confirm next time I talk to him, if you don't. Edit 1: I am also encountering an overwatch bug, but that could be from mod conflicts. Unsure right now. None of my soldiers are starting with the overwatch ability. =P Edit 2: Bug apparently fixed. Note to self: Do not run this mod with second wave options mods (90% certain this is what caused the conflict) Edit: 3 Bug apparently not fixed. If anyone else runs into this, let me know. As of right now, I have to figure out which mod to disable. Edit 4: I give up. >.>. Running the game in debug dev console strat mode, and couldn't reproduce the bug. However, after I take ten minutes to see if the bug reproduces regularly in a normal campaign, it does. >.>.
  23. I am on Internet Explorer and also getting issues from the Washington Server. Its a Normal "Internet Explorer cannot display the webpage" when it should be giving me a download box. Sometimes (rarely) it allows me to download items (only the files that don't ask me to select the washington server), but most of the files I attempt give me the "cannot connect". Good luck on fixing this issue.
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