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AboveTheChemist

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Everything posted by AboveTheChemist

  1. Updated (in top post) to rename 'Womp Womp' to 'Ankle Biter'. I also noticed that the settitle commands were broken in the sequential lists, and I fixed those. If you tried to set your badge title from the sequential lists and were unable to do so previously, that should function properly now. If anyone notices any other issues, please let me know. Happy Halloween badge hunting!
  2. I've published an update to include the new kneel emotes from the Issue 27, Page 5 patch. The updated file is available at the post at this link, and in the City Mod Installer. More details are available in the changelog in the linked post above. The initial version of the menu that I uploaded to City Mod Installer and Google Drive was a past revision from Jan 5, 2022, and not the latest version of the mod. Users that installed this mod within the last week or so from either of those sources will definitely want to update to this latest version. My apologies to any users who may have had limited functionality. The currently available version restores all features of the Aug 23, 2022 update (plus the new kneel emotes).
  3. I record all my sales as well, dating back to late 2019, and I agree with your observation that prices since then have been fairly steady.
  4. Does anyone want to try to get together for a few hours of Halloween festivities sometime before the end of October? I did some ToT'ing on Cerulean Cipher the other night (I don't plan on keeping any of the rewards, I mostly wanted the badges) but I thought it would be more fun if we could get together as a group. I'd especially like to run through Dr. Kane's House of Horrors if possible.
  5. I've updated the event maps in the top post above. I would recommend a complete uninstall/reinstall of the event maps. Specifically, I added a Halloween GM spawn map for Kallisti Wharf after locating what I think are all the possible GM spawn points. I removed the Halloween GM spawn maps for Echo: Atlas Park, Echo: Faultline, Echo: Galaxy City, Echo: Rikti Crash Site, and Night Ward after searching each of these zones repeatedly without finding any Halloween GMs. If anyone notices any issues please let me know!
  6. I have updated the top post to account for the new mod installation tool that Michiyo developed. Part of that update changes the manual installation process from a zip archive of individual files, to a single .pigg archive. Users will need to refer to the installation instructions in the top post to account for this new installation process. I also added a section for removal/deletion of the old installation, which will be necessary in order for the new installation to work. Going forward, I think this new installation process will greatly simplify mod installation, particularly for mods with multiple files such as this. I added a map for Kallisti Wharf with all the GM spawns I could find (after a week of intensive searching). I removed the maps for Echo: Faultline, Echo: Galaxy City, Echo: Rikti Crash Site, and Night Ward, because I tried repeatedly to find GM spawns in each of those zones without any luck. I also added maps to cover the other seasonal variants of Atlas Park, if someone wants to use these maps out-of-season for any reason. If anyone notices any errors, please let me know!
  7. I have updated the top post to account for the new mod installation tool that Michiyo developed. Part of that update changes the manual installation process from a zip archive of individual files, to a single .pigg archive. Users will need to refer to the installation instructions in the top post to account for this new installation process. I also added a section for removal/deletion of the old installation, which will be necessary in order for the new installation to work. Going forward, I think this new installation process will greatly simplify mod installation, particularly for mods with multiple files such as this. There were some minor map additions, which are noted in the update log.
  8. I have updated the top post to account for the new mod installation tool that Michiyo developed. Part of that update changes the manual installation process from a zip archive of individual files, to a single .pigg archive. Users will need to refer to the installation instructions in the top post to account for this new installation process. I also added a section for removal/deletion of the old installation, which will be necessary in order for the new installation to work. Going forward, I think this new installation process will greatly simplify mod installation, particularly for mods with multiple files such as this. There were some minor map tweaks/additions, which are noted in the update log.
  9. I have updated the top post to account for the new mod installation tool that Michiyo developed. Part of that update changes the manual installation process from a zip archive of individual files, to a single .pigg archive. Users will need to refer to the installation instructions in the top post to account for this new installation process. I also added a section for removal/deletion of the old installation, which will be necessary in order for the new installation to work. Going forward, I think this new installation process will greatly simplify mod installation, particularly for mods with multiple files like this one.
  10. I have updated the top post to account for the new mod installation tool that Michiyo developed. Part of that update changes the manual installation process from .mnu files to .pigg archives. Users will need to refer to the installation instructions in the top post to account for this new installation process. I also added a section for removal/deletion of the old installations, which will be necessary in order for the new installations to work. There were some minor editorial tweaks made to both menus.
  11. I have updated the post at this link to account for the new mod installation tool that Michiyo developed. Part of that update changes the manual installation process from a .mnu file to a .pigg archive. Users will need to refer to the installation instructions in the top post to account for this new installation process. I also added a section for removal/deletion of the old installation, which will be necessary in order for the new installation to work.
  12. I have updated the top post to account for the new mod installation tool that Michiyo developed. Part of that update changes the manual installation process from a .mnu file to a .pigg archive. Users will need to refer to the installation instructions in the top post to account for this new installation process. Note that there are two install options, one for a variant that enables a Favorites section in the menu, and one in which the Favorites section is disabled. I also added a section for removal/deletion of the old menu installation.
  13. I updated the name of the vidiotmaps mod to 'Vidiotmaps for Homecoming' in the installer tool, which hopefully will alleviate any confusion or difficulty in finding vidiotmaps in the tool. I am also in the process of updating the installation instructions for all the mods I have in there, but that process may take a few more hours so please bear with me. EDIT: All installation instructions for my mods should now be updated. If I missed one just let me know.
  14. I have updated the top post to account for the new mod installation tool that Michiyo developed. Part of that update changes the manual installation process from a zip archive of individual files, to a single .pigg archive. Users will need to refer to the installation instructions in the top post to account for this new installation process. I also added a section for removal/deletion of the old vidiotmaps installation, which will be necessary in order for the new installation to work. Going forward, I think this new installation process will greatly simplify mod installation, particularly for complicated mods like vidiotmaps. There were some minor map tweaks/additions, which are noted in the update log.
  15. This new tool is fantastic and I encourage everyone interested in mods to check it out and to heap thanks upon Michiyo for doing such a great job putting this together in such a short time. Users of my mods should find them all available within this new installation tool. I need to update all of my mod threads to reflect the new installation process, and I won't have much, if any, time to do that over the next few days. So, if you run into installation issues with my mods, I may not be available for a few days to help sort them out. I'll get my mod threads updated as soon as I can when I get back, but in the meantime, please bear with me and try not to break anything!
  16. There is now a wonderful new mod installation tool that Michiyo put together that I encourage everyone to check out. You can find it at this link. Vidiotmaps, along with the rest of my mods, are in there and are available for installation. The installation process is a bit different now, and I think it's a change for the better, but I have not had a chance to update my installation instructions for the new tool. And I am going out of town for a few days and don't plan to spend too much time thinking about mods if I can help it. There is no urgent need at the moment to update vidiotmaps (or any of my other mods) via the new tool, so please be patient a few days and I'll get the instructions updated as soon as I can. Thanks!
  17. I am not totally sure what you mean by 'working ones', but in general, I think it's going to require a bit of a community effort in order to restore some (or maybe most) of the mods that were in CoH modder. I confess that I only used a couple of mods in there that were not my own mods, so I have no idea how actively most of the mods in there were maintained. Certainly there are still folks like me that are still around and active that can upload their mods to the new tool that Michiyo is building, but I have a feeling that there will be a fair number of modders that are no longer active whose mods won't make it into the new tool without help from the community. And for the record I am just making some observations, I am not volunteering to head up that effort. I don't have room on my plate for that extra work.
  18. One other thing to note for CoH modder users. Access was lost not only to CoH modder but also to the server that housed all the mods, so there isn't an easy way to access all the mods that were available through CoH modder. However, for each mod that you installed, CoH modder kept an archive zip file containing all the files for that mod. Those should be housed in the top level of your CoH install directory in a folder called 'mods'. I would suggest holding onto those mod zip files for now, as they may be the only available copies of some of the mods that were in CoH modder, especially if the modder that made them has moved on from CoH.
  19. For those that might not have noticed, you can now take a sneak peek of the new modding tool that Michiyo is working on.
  20. Unless someone objects, it probably makes sense to get rid of the storage for white salvage, since it indeed can be had quite cheaply and/or quickly (and often both at the same time) from the AH. Yellow salvage is a bit different, as it has some odd seasonal fluctuations in price that can make it difficult to obtain cheaply at times (spring to summer timeframe, usually). It might not hurt to consider getting rid of DO storage as well if no one is using the DOs stored in the base. SOs and IOs make the most sense to keep on hand. I also think it is fine if folks want to request a few individual racks in a personal quarters area that are for their use only. I wouldn't need any but other folks might find them useful. What I would like to maintain is some space below the base storage rack cap. There can't be more than 18 racks in a base, and I would like to keep 4-5 of those slots free so if someone (like me!) needs to drop in a few storage racks for temporary use (and by temporary I mean for an hour or two) while they shuffle around inventory between AH storage and/or on-character storage, then that option is available.
  21. Me too! I hate that what I intended only as a bit of tidying up to make things easier to find turned into what was no doubt a stressful situation for BT.
  22. I highly doubt it. Salvage racks can't be deleted unless they are empty, and I didn't delete (or move) any salvage racks when I did the spring cleaning. I did delete a few enhancement racks that were empty, though. My guess is that BT looked in the racks expecting to see the orange salvage listed with his name as donor. When a fair bit of it was actually listed with Cerulean Cipher's name as donor (due to the previously mentioned salvage rack reorganization), he didn't realize that it was still his salvage with my name attached. And for the record I have always assumed that what is in the racks is fair game for everyone, which is why I don't store my stuff there. Had I known that members were using the base storage as personal storage, I would not have bothered with trying to organize it (nor will I in the future).
  23. If you weren't aware, there is a log available for the storage racks so that you can see exactly who put in or took out each piece. Just click any storage rack then click the 'Show Log' button. I replied to your tell in-game, but I might as well reply here, too, and this is more accurate/detailed than the tell I sent since I've now had a chance to review the storage log. Early on after I joined the SG (Jan 17th to be precise), I removed a few pieces of yellows/whites but it looks like I replaced them all and added a Source Code as well. Since then I decided I wanted to be totally self-sufficient on salvage, so I have kept all my salvage drops on my person (and in the AH) and I have not removed anything (salvage or otherwise) from the base racks for personal use. Any other salvage I've needed for crafting I've bought off the AH. I did some spring cleaning on Sept 13 (I mentioned it in my last post just up the thread) during which I pulled 41 pieces of orange salvage out temporarily (along with white/yellow salvage and some enhancements) so that I could organize the racks a little better. Total time from removal to replacement was about 20 mins. So there may have been quite a few orange salvage pieces that had me (Cerulean Cipher) listed as the donor, but those were the 41 pieces I had removed and returned as part of the rack organization, and the logs bear this out. I am 99.99% certain I returned everything I removed, as I was quite careful to separate my personal inventory from the inventory I was reorganizing (I put all my personal inventory in the AH while I was reorganizing). However if you find any discrepancy in the log just let me know. I will more than happily replace or reimburse if it turns out I made an error. The next day (Sept 14), I added a few temporary racks so that I could store some of my personal salvage/enhancements while I listed them on the AH. I store a LOT of stuff on the AH and due to an AH bug I experienced a while back, I always clear my AH storage out before listing anything and I needed those racks to temporarily hold my AH storage while I listed a bunch of set IOs I had crafted. A couple of weeks later (Sept 28) I added another temp rack or two so I could use them to alphabetize another lot of set IOs I had crafted. In each instance I removed the storage racks once I had reclaimed all my items from them. Part of my motivation for the aforementioned spring cleaning was to get rid of some extraneous storage racks so there would be space in the base to add a few temporary racks when needed to hold personal storage short-term. I will likely make use of temporary racks again in the future. Anything in the storage racks with my name listed as the donor is available for anyone to take. I have not added much stuff (a few IOs mostly) but I do not store my personal inventory in the base racks (unless it's in a temporary rack that I use briefly then remove). I am also happy to meet in-game and/or over voice chat to review the storage logs if needed. Also, I don't think there is a point to adding a vault storage to the base. It accesses the same storage space as the vault storage that is available from one's salvage window, so adding a vault to the base is mere decoration.
  24. I was part of an 80's-movie themed static group a year or two ago, and the character I made was inspired by John Carpenter's "The Fog". Named Elizabeth Dane, after the ship in the movie, she is a Sonic/Storm defender that I envisioned as a banshee that embodied the vengeful spirit of the sailors on that ship. If you have seen then movie then hopefully that makes sense. I even created a sound mod (cobbled together from other CoH sound files) for her. She is one of my favorite characters in terms of concept and costume. Here she is haunting browsing the library in Steel Canyon. That static group had a spot-on Xenomorph (from the Alien franchise) homage as well. I also have a (retired and seldom used) titan/bio scrapper that was a gender-swapped homage to Ash from the Evil Dead series. She used the big chainshaw available in titan weapons. I spent the weekend at a horror movie festival so I might get some inspiration from that.
  25. Go to Options > Windows and in the top section labeled 'User Interface', look at the bottom of the section for the slider labeled 'Cursor Scale'. It will slide up to 200% of normal size. There are also mod options for installing cursors that are larger and/or more visible. If you are interested in going that route, the thread at this link has some options. There may be other cursor mods available, and I can help search for those if that is of interest and you don't find what you want in the thread above.
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