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Showing content with the highest reputation on 01/10/2021 in all areas

  1. Lol. Think bigger. 50 years ago (1971 )was the last big storm with up to 20cm (0,65 feet) of snow depth covering the surrounding mountain villages/cities . Today, in a continuous storm of more than 24 hours we got 50 to 70 cm (1,64 feet to 2,29 feet) snow depth INSIDE the city (500m altitude). Everything is white, every tree with winter leafs has fallen due to the weight, every window full,, every roof filled with snow. The biggest one in Madrid was 1 meter depth back in 1904. So it hasn't snowed this much in the city since 117 years ago. What are we doing to this R
    2 points
  2. *cowboy mode activate* is this a Marksman or assault? @madmole
    2 points
  3. I've been doing more prefab building recently, and I had two questions on the future of textures. I understand that you can't just go adding world textures whenever, because the texture atlas can't get too big. Given this constraint, and that you're expanding tinting to vehicles in A20, have you considered tinting for world textures? I estimate you could free up space for about 20 more world textures, if you strategically converted the ones you could to a base texture plus a tint (e.g. "concrete white" + tint = "concrete purple"), and possibly more if you allowed decals
    2 points
  4. -=TacticalAction=- Hello everyone, I'm from china, and not good as English. About this mod plese see the video : https://www.bilibili.com/video/BV12X4y1M7r6 This mod add a lot of guns and gun mods to the game. Right now, you can use EOTechG33 + AimpointM3 + PVS22 three scopes on one weapon. Or, ACOG_ECOS + PVS22, Or just G33 + PVS22, without Reticle. All those scopes use "C" or "Ctrl"key to change state. There have many other things in this mod. And the best, a huge display of
    1 point
  5. Okay, here's what I came up with. Tested on 19.3 and can confirm works and is both lootable and craftable. Renamed the item mod to OakravenEPS and OakravenEPSv2. Added localization as well modeled after how the hat mods were done in the snuffkins weapons expansion mod. Really liked how the weaker model worked, well sometimes and other times less well but still better than not having them on. I will have to add in the zombie buffs that affect vision from mikepewpew's server side zombies as well to this one for my server but I figured I'd show you this framework before I add that in. txN
    1 point
  6. works perfectly against the banshee. I'll probably just add in a loot and recipe xml for it. Thinking about making two grades of it though, one that has the full 1 value in buff resistance and the other having .5 and make the lower quality one lootable in junk containers. Will share when i get it balanced for my server. Thanks for your help with this oakraven, you are awesome!
    1 point
  7. Test this out and let me know if its works ok, just put it in your mods folder txNicehat.zip In game its a helmet mod
    1 point
  8. I thought of something and I figured out what it was. It's the imposter of the original prefab. When I copied it in the editor and pasted it into a new POI, it moved it some, and the imposter is still in the old position. I'm attaching a zip with the fixed version, or you can load it in the prefab editor and hit Update Imposter to fix it. I would manually delete the existing files from my mods Prefabs folder and then copy these in as overwriting them seemed to not always work for me. Also, if you happen to see any more like that, let me know. I did a few POIs this way before I just
    1 point
  9. Action0 is left mouse button and action1 is right. The power attack tag does other things- you could have a left button power attack if you wanted.
    1 point
  10. 1. Actually you don't have it set to Power Attack. Look at the trigger - it's "onSelfAttackedOther" not "onSelfSecondaryActionRayHit". So you're triggering the effect whenever you attack an "other". 2. That's tricky, since explosion damage in general doesn't grant you XP. (I don't think so anyway...) 3. I'd look at "buffShocked" - the buff applied to the stun baton - as an example. No idea what the "explosion" particle effect is, but you could probably just copy-and-paste the stun baton and replace the particle effect, at least as a starting point. Also: For most weapons
    1 point
  11. Can be done If you like I can make one when I have time
    1 point
  12. Nitrogen takes a lot of shortcuts. It's not nearly as complex as the built-in tool. This has both plusses and minuses. Terrain generally isn't as smooth as stock RWG, though stock does have some areas that are pretty rough as well. You can customize the map a lot more with Nitrogen, especially in regards to POI and biome layout, but it's more likely to have placement bugs than the stock mixer. Also keep in mind that Nitrogen has not been updated for a19.0 stable, much less up to a19.3. As a result, the process it's using is a few versions behind the default RWG mixer, and this crea
    1 point
  13. Not sure what's going on with your issue Ryan, it's been ok for me. Caitlin is dfalls_settlement_trader, same as it has been since A16.
    1 point
  14. Thanks @arramus ... I think I'll give @Dre suggestion a try and use yours as a fall back. and @Dre ... apologies ... I have little experience editing game files. So I should change the bottom three intensity values to "0" ? ... Like this? </passive_effect> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Blur"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Radiation" />
    1 point
  15. In essence, an explosion is just aoe damage with a particle effect.. Both of which are doable via buffs (or triggered effects). In code, it would be considered a hacky way to do things, but in gameplay it would look as if you caused an explosion when you attack... What I would do is create a particle (or use one in game, though i dont think you can use the normal explosion particles as they are an index), then add a triggered effect to the weapon in question. This would use the onselfattackedother trigger to apply a buff to target=selfAOE. This buff would deal the damage. Then, i'd also make a
    1 point
  16. Caitlins Rep isn't hooked up atm. I was trying to decide what I want to do with her.
    1 point
  17. Thank you for the answer. I’m sorry to bother you. ・Walkers : I was surprised to walk. I was afraid that it couldn't install the MOD correctly. I understood that the waves of walkers existed. ・WoodSpikes : I started the game and tried it. Completely understood. With this, I'll be able to survive the next Blood Moon, If I don't fall out of the base. ・Nails : I understand that nails are by design.
    1 point
  18. Open the mods "buffs.xml" and edit her screen effects intensity to 0 <buff name="buffBanshee" hidden="true"> <stack_type value="replace"/> <duration value="3"/> <effect_group> <passive_effect name="RunSpeed" operation="perc_subtract" value="0.8,.2" duration="0,4"> <requirement name="EntityTagCompare" tags="player"/> </passive_effect> <passive_effect name="WalkSpeed" operation="perc_subtract" value="0.8,.2" duration="0,4"&
    1 point
  19. And cheat yourself out of that 4:30am grin? Never!
    1 point
  20. Tech 0 (Stone age) - GS 1 to 11 Tech 1 (Iron age) - GS 12 to 49 Tech 2 (Steel age) - GS 50 to 91 Tech 3 (End game weapons) - GS 92 and up Of course, you have an overlap between techs so you will still find some tech 0 even in Tech 1+ but it should be high level.
    1 point
  21. I've never actually liked flying the gyrocopter. It is way too clunky. I think I'd rather have a blimp or something similar, slow but steady through the air. The motorcycle is by far my favorite vehicle. Not that it matters to this discussion.
    1 point
  22. Some previews of what I'm working on for The Wasteland. Next update will have 2 new sets of magazines for you to collect. Won't spoil all the details on the perks and bonuses they add, but expect some damage bonuses and maybe the ability to craft some things you couldn't before. Also going to be adding in Power Armor. The armor itself came from the amazing Snufkin himself. So shout out to him for letting me use it. Put the armor together with this stand, which will be a lootable block. The plan is to make bundles of the different armors Snufkin made, so it'll be ran
    1 point
  23. Alright, pushed the update for The Wasteland: -----FIXED/CHANGED----- -Fixed NPC AK name conflict -Better Raider idle animations -Removed the Raider corpse eating animation -Raider sleeper tweaks -Made weapon icons more uniform -Made Pew Pew quest nonrepeatable -Loot rebalance, reworked energy ammo/legendary weapon rates -Added Laser Shotgun and ammo -Added weapon tags to everything, should be like vanilla now -Added Vault 101 POI -Added several new deco blocks/containers
    1 point
  24. Thanks. I figured it out. The had to take the other folders out of the main in put into the Mod folder. It was putting the whole folder in the Mod which was causing the issue. The Mod runs fine now. Thanks for all the help. I'm liking it so far.
    1 point
  25. Not sure if you're kidding or not.... but I've heard Joel and developers of other applications claim that too many options is bad because it means the developer couldn't come up with the correct settings on their own. This feels like a developer mindset to me..... I don't think any user has ever thought, "there are too many options, this developer sucks"
    1 point
  26. Pretty sure its their new way of releasing info, dev streams. Oh well.
    0 points
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