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Arsenal26

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  1. Like
    Arsenal26 got a reaction from Zorak in Long gun req sling for Hotbar   
    I noticed that you can place any long gun on your back... Maybe a prerequisite for this should be a sling ?
  2. Like
    Arsenal26 got a reaction from T-Titenic? in Map Question: Spawnpoint won't show at ingame selection ( SOLVED )   
    Not sure if it makes a difference or not, but comparing to the spawnpoints.lua on my custom map, I do not have commas at the end as you do in lines (6,10,14,18,22,26) unless there are multiple spawn point coordinates under that occupation... And in that instance there is no comma after the last set of coords in that group... Also, I don't have a comma after the last occupation as you have in line 27...
     
     
  3. Like
    Arsenal26 got a reaction from ChrisH43272 in [41.17] Slow down when loading save   
    Same here.... Console is same error repeating.... referencing the HotBar..
     
    What  I noticed in several save/load tests is this :
    Loads fine :
    Item on back, nothing in belt, NO HOLSTER
     
    Loads fine :
    Item on back, Item in belt (screwdriver), NO HOLSTER
     
    Loads with massive lag :
    Item on back, Item in belt (screwdriver), wearing holster (empty)
    Thing is, upon load, the screwdriver is shown in the Holster slot, and the holster is empty...
     
    Screwing around with it some more, after the first successful load without a holster, if I switch things around, and then wear the holster, it loads normally... even if I set it up exactly as it was when it loaded with lag issues...
     
    First time I had this happen... not 100% but Iirc, I had items on back, belt, and holster...
     
     
     
  4. Like
    Arsenal26 reacted to ARZUMATA in IWBUMS 41.17 - Character perks preset dialog   
    Well,
     
    On "Select Occupation and Traits" if you save preset and enter the name the 'save' dialog doesn't go away, even by clicking 'cancel'.
    You can enter another name and click save, it will do, but the dialog doesn't go away.
     


  5. Spiffo
    Arsenal26 reacted to Johnnyonoes in IWBUMS 41.14 released!   
    Bug: When starting a new character it is possible it starts you without the chosen profession.
     

     

     
    LOG  : General, 1571418794259> 1 players found
    LOG  : General, 1571418794262> player 0 is mouse
    LOG  : General, 1571418794264> PLAYER DATA OFFSET 0
    LOG  : General, 1571418794267> 320
    LOG  : General, 1571418794270> 0
    LOG  : General, 1571418794272> 640
    LOG  : General, 1571418794275> 360
    LOG  : General, 1571418794398> STATE: enter zombie.gameStates.IngameState
    WARN : General, 1571418794410> VehicleType.initNormal> vehicle type "Base.ModernCar_Martin" isn't in VehicleZoneDistribution
    WARN : General, 1571418794415> VehicleType.initNormal> vehicle type "Base.SportsCar_ez" isn't in VehicleZoneDistribution
    WARN : General, 1571418794418> VehicleType.initNormal> vehicle type "Base.ModernCar_ez" isn't in VehicleZoneDistribution
    WARN : Shader, 1571418794726> ShaderProgram.getUniform> Texture doesn't exist in shader
    LOG  : General, 1571418795242> Init ISContextManager
    LOG  : General, 1571418795438> FirstNAME:AntonioMurphy
    COMMAND QUEUE stallCount = 0 peakUsage = 7776
    COMMAND QUEUE stallCount = 0 peakUsage = 10368
    COMMAND QUEUE stallCount = 0 peakUsage = 16352
     
    Further Testing:
     
    Seems that this is tied to using the Random button when selecting your character's appearance. Using random during the character appearance screen, consistently removes the character's profession. Not using the random button keeps the profession in place.
  6. Like
    Arsenal26 reacted to Okamikurainya in Zombie Zone Definitions   
    Current Zone Definitions:
     
    Army Athletic Bank Bar Baseball Beach CarRepair ConstructionSite CountryClub Default Dinner Doctor Factory FancyHotel Farm FarmingStore FireDept Fossoil Gas2Go Gigamart Golf McCoys Offices Pharmacist PileOCrepe PizzaWhirled Police PoliceState Pony Prison Restaurant School SeaHorse SecretBase Spa Spiffo StreetSports ThunderGas TrailerPark VariousFoodMarket Wedding  
    These are implemented into the objects.lua like any other zone, such as foraging and vehicle zones.

    Example:
    { name = "Beach", type = "ZombiesType", x = 30664, y = 30946, z = 0, width = 33, height = 34 }  
  7. Spiffo
    Arsenal26 got a reaction from sainttawny in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    Have to agree with you...  The aim vs movement direction has got to be an oversight... I can see no good reason to alter the result of the input for any immersion bonus... It just makes it impossible to side step into a room while keeping the muzzle pointed & ready to fire... You just end up grinding into the door frame which slows you down, making it counter intuitive to even try to be careful entering rooms.... As it stands, it's safer to run straight in.... At least your directional input is correct...
     
    Fingers crossed that this is just an oversight, and not by design....
     
    On that note, the momentum system.... though looks appealing for the first 10 minutes, is extremely taxing and tiresome to play...  I mean a simple task of walking through a house to look through cabinets, makes you have to pull literal U-Turns in a square space which again, sends you grinding into everything and anything nearby...  I've been testing since this afternoon, and can barely take anymore of my controller feeling like its out of calibration or something...
     
    I wonder if this feeling will go away if the aim vs movement direction is corrected... But I don't think so, because i'm not aiming while looting through a house... and it feels like i'm pushing a shopping cart everywhere I go...
     
  8. Like
    Arsenal26 reacted to scottsm in [SOLVED] Corpses not visible   
    This also worked for me. I turned 3d corpses on and changed 3d models to player+1
  9. Like
    Arsenal26 reacted to Esparcheeki in [SOLVED] Corpses not visible   
    I had the same problem as you and I just messed up with the 3D models and seems like selecting player +1 option made the trick, and 3d corpses aswell.
     
  10. Like
    Arsenal26 got a reaction from thejoker954 in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    Have to agree with you...  The aim vs movement direction has got to be an oversight... I can see no good reason to alter the result of the input for any immersion bonus... It just makes it impossible to side step into a room while keeping the muzzle pointed & ready to fire... You just end up grinding into the door frame which slows you down, making it counter intuitive to even try to be careful entering rooms.... As it stands, it's safer to run straight in.... At least your directional input is correct...
     
    Fingers crossed that this is just an oversight, and not by design....
     
    On that note, the momentum system.... though looks appealing for the first 10 minutes, is extremely taxing and tiresome to play...  I mean a simple task of walking through a house to look through cabinets, makes you have to pull literal U-Turns in a square space which again, sends you grinding into everything and anything nearby...  I've been testing since this afternoon, and can barely take anymore of my controller feeling like its out of calibration or something...
     
    I wonder if this feeling will go away if the aim vs movement direction is corrected... But I don't think so, because i'm not aiming while looting through a house... and it feels like i'm pushing a shopping cart everywhere I go...
     
  11. Like
    Arsenal26 reacted to zakarum in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    Is the IWBUMS coming to GoG? Because it's certainly not in the GoG IWBUMS channel.
  12. Like
    Arsenal26 reacted to hunger john in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    Delightful experience. The gameplay feels much deeper overall and it's like playing for the first time all over again. I love the variety and atmosphere.
     
    The main issue that has consistently stuck out to me is that controlling the character is much more of an ordeal-- It's almost like tank controls and the turning animations are really sluggish. There's also the issue of aiming changing your walking direction which has turned my attempts to glance around for danger into stumbling right at pursuers at the worst times. While I understand there are trade offs to be made from the old system, there's still definitely room for fine tuning this.
     
  13. Spiffo
    Arsenal26 got a reaction from Fenris_Wolf in Profession Framework Mod   
    With legendary speed...
     
    Thanks Fenris!
  14. Like
    Arsenal26 reacted to bragaralho in build 41 bug with controller   
    1 -So the first thing that i notice is that there is no key to sprint, only to jog (Right Trigger) and the double tap option do not work for the controller.
     
    2 -Other thing is that on the status menu, where you find you health, clothes "armor", level, ect, you usually change tabs with the R1 and L1 buttons, but the R1 option is not working... you can only go to the right tab.
     
    3- The last thing is that once you open a tab you can not close it with tha "back" button (circle or B)
  15. Like
    Arsenal26 got a reaction from ilikecaterpillars in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    FYI... tried removing the options.ini first, and my game got stuck on loading... Copied the ini file back, and it loaded.... Per another thread, Enigma said the fix for black screen is to turn [ON] the ROOF HIDING OPTION... and that worked for me.
     
    Not sure if you guys want the bugs on this thread, or a bunch of individual ones on the Bugs area... 
     
    Another FYI, first time I climbed through a broken window after clearing the glass, it crashed to desktop... Not sure where it starts or ends...  On reload, climbed through fine.
     
     
    Untied my hair in the character window, (while wearing Hat) and turned bald... Not sure if hat has anything to do with it...
     
     
  16. Like
    Arsenal26 reacted to EnigmaGrey in [IWBUMS Build 41] Screen flickers black   
    Turn on New Roof Hiding in Options.
  17. Like
    Arsenal26 reacted to Blake81 in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    And more importantly, FIRST!!!
     
    (Would have some meaningful comment, but too busy downloading )
  18. Like
    Arsenal26 reacted to Batsphinx in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    The public ‘I Will Back Up My Save’ beta for the long-awaited Build 41 is now open for testing by the Project Zomboid community.
    HOW?
    The IWBUMS beta is accessible to anyone who plays Project Zomboid. Right click Project Zomboid in your Steam library and hit “Properties”. Then, navigate to the betas tab and select the “iwillbackupmysave” branch from the dropdown menu.

    Those who test IWBUMS beta builds must be aware that what they’re playing is a work in progress.
    If you're having problems with IWBUMS, it is advised that you try verifying the steam cache, and if that doesn't work, completely uninstall and reinstall the game (while also deleting or renaming the installation folder as well as your userfolder in C:\Users\YourUsername\Zomboid). Steam is awkward at times
    The beta is put out for public consumption for player feedback and bug reports. Please direct gameplay feedback to our forum beta release thread, and bugs to this section of our forums.
    For further details on what IWBUMS testing entails, please check here.
    WHAT?
    Build 41 is the most fundamental and wide-ranging update that Project Zomboid has ever had. We intend it to be a stable foundation for us to build on for many years ahead. For this reason too,however, we anticipate a fairly long public beta while all the various issues presented to us by community testers are spotlit and remedied.
    Some key features, primarily MP, are initially disabled in the IWBUMS beta build – and will be turned on during the testing process.
    Build 41 currently contains:
    New gameplay styles: Builder, Brawler and Survivor More deadly ‘Survivor’ (Survival) gameplay balance – player can be dragged down by horde and feasted upon etc. New survivor abilities: sitting, sneaking, sprinting, jogging, racking, reloading, climbing, fence-jumping, collapsing and much much more. New combat, new weapons, new difficulty balance. New character creation – many, many different new clothing options both on spawn and discoverable in the world as loot or on zombies. New zombie behaviour: feasting on recent corpses, lolling against walls, falling over fences etc. Blood system that progressively bloodies bodies and clothing of survivors and zombies New injury system – movement and combat visibly hampered when injured. Lacerations now possible, an injury state that lies between bites and scratches. Improved gunplay: green/red aiming outline, new guns, improved racking and reloading, increased gun loot spawn. Zombie Death Scenes – zombies discovered in the situations in which people died. Prayer meetings, sports-viewing parties, survivor zeds wearing backpacks etc. Situational zombie type/clothing and inventories – cop zeds in police station, firemen zeds in burnt buildings, Chef zeds in restaurant kitchens, bride and groom zeds at a wedding ceremony in church etc. Clothing protection: different clothing provides different levels of protection from zombie attacks. Visibly ripped and damaged clothing. New Sims-style cutaway vision system. Vehicle handling improvements, resizing and appearance tweaks. Updated, remastered and improved Kentucky-themed soundtrack. Original music still in rotation, and also accessible through game options. New SFX: weaponry, zombie moans etc. New water visuals – including visible flow direction. New puddle system during heavy rain. Broken glass and related injuries. Garage doors may be opened / closed and shake when hit. New Challenge maps: Film Set and Kingsmouth Vacation Island 3D Store Mannequins – can be dressed however you like Working washing machines and driers Server-side saving: MP save system now in a server-side database. Offline SP-side, also means no more lost cars via irl power outages. New game cursor New level-up sound, and tweaked levelling system. Faint isometric aiming cursor that shows where you’re aiming in iso space. New loot balance and loot balance system: houses and stores now have loot in the containers you would expect from real life – and not in a jumble. Two tiers of loot priority – allowing for more realistic ‘filler’ loot amidst the more valuable gameplay items. Many, many general fixes including remedies for: floating cars, farming issues, inaudible house alarms, erosion shrubs blocking vehicles, desensitized survivors being panicked by crawlers and much more. VISIBLE BACKPACKS! Build 41 and is the first (biggest) step in our overall plan to bring more life, variety and activity to the Knox Event. From this build onwards we will be adding in (and improving) our existing AI work layer-by-layer.
    Build 42, for example, will use the power of the Build 41 animations build to introduce animals and wildlife.
    We will also be releasing AnimZed, our animation tool, to the community during the IWBUMS beta process – meaning that modders will receive a huge boost in what they can create within PZ.
    WHAT NEXT?
    During the IWBUMS beta process for Build 41 the following features will be re-enabled and/or improved.
    Multiplayer – alongside significant MP Networking improvements Improved visual fidelity of survivor character and zombies Further optimization to improve performance on both low and high end systems. Sprinter Zeds Fire visuals Tutorial Zombie skin appearance/decay Ability to repair ripped clothing WHAT ELSE?
    Due to the extent of engine and gameplay changes in Build 41, existing savegames will NOT be compatible.
    At the time of the full build release, for those wishing to continue playing on old saves, a Steam beta branch of the current Build 40 will be available – and will continue to be available at all times.
    This will be known as ‘PZ Classic’, and will also allow people to continue to play with their favourite mods until such a time as they are updated.
    Click here for a sneak vision into the future beyond build 41!

     
  19. Like
    Arsenal26 got a reaction from piersxoxoxo in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    What a nice Wednesday surprise....  Thanks TIS !!   can't wait to get into the guts of this version to see how similarly or not mods will work...
     
    Gonna miss NPC's and ORGM and FiliBuster cars while testing, but... I just.... I just wanna see my backpack... so badly...
  20. Like
    Arsenal26 got a reaction from Okamikurainya in Far from the Zedding Crowd   
    I like anything that resembles realism, and think that's why most of us keep coming back to this game... That said, shooting on the move is a thing... Tactically speaking, you're putting rounds down range while not being a static "target" for anyone shooting back at you... Or simply being able to do two things you need to do simultaneously... those being "Get somewhere" and "Fight"...
     
    So I applaud the incorporation of this feature in the Animations update, and hope that it's balanced realistically. I trust since the original combat system so far as gun-play is involved, already calculates severe movement penalties, they already have an idea how to take that a step further to make hit percentages a realistic representation of skill level, movement speed, weapon type, etc... maybe even degree of rotation of the torso...
     
    That said, IMO.... it's a trade off, being able to move while striking or firing... You *DO* get to continue moving and not be a static target for zombies, or attackers.... But your effectiveness so far as putting rounds on target is far less when compared to firing/striking from an ideal stance...
     
    Similar to firing from a moving vehicle... Anyone can do it... and it should be possible since it reflects reality... but the penalties should be extremely severe to create the balance of wasting ammo which is already a commodity...
     
    Being that melee weapons do not expend ammunition, one penalty for moving while striking with a melee weapon could be damage penalty... This would make sense to any baseball player, in that without the feet planted firmly and properly, power is lost... So the trade off to doing this is basically :
     
    A) You swing while moving to maintain distance, but it takes 2-4 times as many connects to take out the zombie.... vs
    B) You just stop for a second and give it a couple good whacks and be done with it...
     
    Option (B) may not be an option if you're getting surrounded...  and option (A) may sometimes feel like you're just spinning your wheels not getting any results... Which costs you time... could be considered a commodity as well if you're trying to get out of somewhere before you get surrounded...
     
    This all reminds me of putting severe hit chance penalties on Full-Auto fire... I added that to the version of SuperSurvivors I'm using, and Mr. Fenris Wolf added it to the ORGM options menu so it could be reflected upon the player as well...
     
    So all in all, this is an exciting feature IMO....  But Yes, Balance is the key!!
     
     
     
  21. Like
    Arsenal26 got a reaction from grammarsalad in Cure Zombie Virus   
    So what I'm hearing is....
     
    You can find the cure to the zombie virus that destroyed mankind, and then still die of mutated AIDS ?
     
    FML  that's cold blooded.
     
  22. Like
    Arsenal26 got a reaction from TrailerParkThor in Defecation v2.22   
    Murphy's law.....   it says zombies will break down the door just as you sit down to take a dump....
  23. Like
    Arsenal26 got a reaction from MECR in Super Survivors!   
    I’m having fun playing with this mod, and tweaking/adding things is half the fun even though I’m pretty horrible at coding. I suppose that’s what makes games with good MOD support so amazing. While I can't wait for an “NPC Test Branch”, I think this mod has really added some much needed depth to the game, and opened up a can of worms that cannot be ignored. So while waiting for “Official” NPC’s, we get to mess around with Super Survivors!

    That said, I've made a few tweaks to address a couple minor things that made Super Survivors! A little awkward (imo). I really don't know what the heck I'm doing, but calling upon some 7th grade C++ (from the 90's) I managed to not break the mod too badly while adding a few things to (imo) improve playability... I recorded a short video to help illustrate what I’m talking about…

     
    (Link Here)



    https://drive.google.com/file/d/1YdPgVAspfEqAdRmw-yWxZBn6qXCdXtPx/view
     
    Following in General – I noticed that setting the [Following Distance] only affects at what point survivors start to follow when they are stopped. In other words, they do not consider [Following Distance] when it comes to stopping… This results in survivors bunching up all around the player each time you stop.

    To remedy this, I changed it to check [Following Distance] setting during the stop trigger. The result is survivors will try to maintain the distance while following, and setting it to “10” really does mean “Hang back” and “Stay back there”


     
    Moving with Larger Groups – I find that moving with larger groups is awkward still because even though they can be made to maintain a certain distance and not crowd around the player, 4 or more survivors in a group still move in a bunched up sloppy looking mob. This is hardly noticeable with one or two survivors following, but with a group, it starts to look pretty silly.

    To remedy this, I added the ability to assign a value [Follow Order], which is derived by the current [Follow Distance], to each individual survivor. This value is then added to the [Follow Distance], resulting in the possibility for each group member to have a unique following distance. This allows groups to move in staggered formation where certain members can be placed up front or designated to hang back. (+)Increasing or (-)Decreasing the [Following Distance] setting will bring the entire formation closer or further respectively.


     
    Stand Ground issue - On issuing this command, all Super Survivors attempt to occupy the same square the player is in, similar to the issue with following in general described above. This is awkward when trying to setup a quick defensive posture, because they are all knocking heads and stepping on one another’s heels... I did however want to retain the ability to command individual survivors to Stand Ground in my square, just in case I want to place them behind a counter, or in a corner...


     
    To address this, I linked [Stand Ground] to the [Following Distance] value (similar to the fire control tweak a few posts up)... If [Follow Distance] is "0", they will try to occupy the players square. If [Follow Distance] is anything other than "0", they will Stand Ground where they are at the time the order is given.  This will allow the player to lead a group into position and then issue the order basically freezing them to fight in that formation. This will reduce instances of survivors climbing all over each other when you want your squad to stop and fight...


     
    Exchange Clothing - Added the ability to exchange clothes with survivors via the interaction menu... I dunno... just seemed like a cool thing to be able to do...  Matching uniforms for your Post Apocalyptic gang... Or if a Survivor spawns with amazing skills, but is wearing a purple vest...  "Come on man what the hell are you wearing !?!!"


     
    Dope and Beer - Added menu command instructing Survivor(s) to gather ammo in specific quantities... No more waiting until they've blown through the one box of ammo they brought only to run around in a panic like rank amateurs... You can tell them to bring a crap ton of ammo in a specific quantity designated by....... [Following Distance]!!!

    Just open up a couple cases into boxes... drop it all on the floor... and tell them how many they get each. I find this much easier than passing out ammo box by box.


     
    Survivor Info Screen – Added max (bag) weight, and current (bag) weight carried… useful to prevent survivor from dumping their loot if you accidently tell them to grab too much ammo. Added Bravery Points, and Following Order as well…



     
    Un-Addressed Issue - It seems to me that on occasion, when the Survivor is "Standing Ground" further away (still visible on screen, zoomed out)... specifically between the player and Zombies.... they fail to defend themselves... and just stand there and get chomped on...  Anyone know why this is ??


     
    At anyrate, These are some of the things I did to make this Mod play the way I wanted.... which is kind of turning it into a squad based RTS of sorts... Combined with Fenris Wolf's [ORGM-Rechambered], it's a blast!!!
     
     
     
  24. Like
    Arsenal26 got a reaction from MECR in Super Survivors!   
    Ok... Kinda gave up on the SurvivorMap issue and Stand Alone maps for now...
     
     
    Messed around with some FireControl rules for NPC's using ORGM-SelectFire / Automatics...
     
    I didn't want to tie this in with the NPC's bravery score, because I wanted it to be more of an "Order" and less of a self preservation decision on their part... NPC's will still flee based on the same rules, but with a few minor tweeks to make them a little more useful...
     
    First off, I increased the evasion proximity from 1 to 2 squares, that way, they don't wait till the Zed gets a free bite before thinking about backing up a little...
     
    Then, I tied the decision to switch to Full-Auto with the DangerSeenCount vs. Follow Distance...
    This could more appropriately be tied to Bravery, but I wanted some say in how survivors use the ammo I give them!!!  Again, more of a Rule of Engagement, and less of a Panic mode (more on that below)
     
    At anyrate, if follow distance is set to (4), then they will fire in Semi-Auto until 4 or more Zeds are in their FOV...
    This FOV is unfortunately tied to the range of the weapon, so someone with an MP5 will react different than someone with an M16...  As mentioned a few posts up, this is why Rifle equipped NPC's are kind of useless and freak out alot, because they see further, and there is a larger number of Zeds against their bravery score...
     
    To remedy this (sort of) I increased the Group bravery bonus by a factor of 10, and hasGun bravery bonus to 10 as well... This way, if the NPC has a gun, and has some backup with them, they won't freak out so much.... I also adjusted the "AtLeastThisClose" to equal self.attackrange instead of (15).... It seemed to me that NPC's were not using Rifles to their potential range, so I think this takes care of that, allowing them to pick targets out to 26-30sq if they are using rifles. This gives them the ability to engage out to their potential range which kind of helps them not freak out so much as well, since they'll thin out the horde some that is being counted against their (bravery score + bonuses)...
     
    Once the number of threats decreases below the follow distance, they revert to Semi-Auto fire.... umm... most of the time...  lol Anyone who has used this mod, knows Super Survivors kind of go nuts with Automatic fire!!!  And really this is why I wanted to adjust their behavior with Automatics...
     
    Lastly, I added a proximity (panic) switch.... If any Zed gets within 5 squares, they'll go Full-Auto to get themself out of that situation...  This would be the self-preservation decision as opposed to the ROE that is the following distance...
     
    I think it's kinda cool having a little squad of NPC's that behave a little more tactically and somewhat conserves their ammo when given the choice using Select Fire weapons... Prior to these tweeks, I would always try to give them Mini-14's or SKS's so they wouldn't blow through their ammo so wastefully...  I think I can trust them with MP5's now.
     
     
    What I want to do, and haven't quite been able to get to work is....  To balance Full-Auto fire better in a couple of ways...
     
    First, decrease Critical chance with Full Auto fire.
    Second, decrease the hitChance by some factor as well.
     
    Since Full-Auto fire are not well aimed shots, shot placement should suffer... I think this would promote better Tactics and Strategy when leading NPC squads around.
     
     
    Here's a short clip guiding a Survivor w/MP5 & 2000 rnds, into various predicaments. I think it would be so cool if Survivor NPC's had to reload... or rather knew how to, and had to reload...
    https://drive.google.com/file/d/1b4iaoH0pzJsuNVyBmTsBxFUFJ4hB3Wk1/view
     
     
     
  25. Spiffo
    Arsenal26 got a reaction from jamesorbe0 in Super Survivors!   
    Husband/Wife name
    Steam/steamapps/workshop/content/#######/##########/mods/Super-Survivors/media/lua/shared/translate/EN/
    File - ContextMenu_EN.txt (line 105-106)
     
    Random NPC name list
    Steam/steamapps/workshop/content/#######/##########/mods/Super-Survivors/media/lua/client/1_Dialogue/
    File - SuperSurvivorDialogue.lua (starting at line 1113)
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