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CyrusBlaze

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About CyrusBlaze

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    Survivor
  1. The melee in this game has always felt TERRIBLE even in SP. Every swing seems to have some odd delay/lag to it making properly aiming hits near impossible on moving targets. And range always seems WAAAYYY off. zombies to far to hit with a club/sledge.. but they can swing/hit me at the same distance? And that's on SP.. play on a server with any kind of latency and these are magnified even more so.
  2. I have not tried for A18 but in A17 you could use a skill point modifier to create a skill point growth curve. I haven't done much in the modding for A18 yet, but skill points and exp growth are on my todo list
  3. don't know how I missed this mod back when I last played A16, but saw you UI stuff and just had to give this a shot. SO reloaded my A16 copy and so far I am loving it! Can't wait to see what you do with this for A17!
  4. I modified it slightly, but am at work so cant test to make sure it functions right <set xpath="/buffs/buff[@name='buffReloadMovementPenalty']/effect_group/requirement[@name='ProgressionLevel' and @value='0']/passive_effect[@value='.5']/@value">0.005</set> <set xpath="/buffs/buff[@name='buffReloadMovementPenalty']/effect_group/requirement[@name='ProgressionLevel' and @value='1']/passive_effect[@value='.4']/@value">0.004</set> <set xpath="/buffs/buff[@name='buffReloadMovementPenalty']/effect_group/requirement[@name='ProgressionLevel' and @value='2']/passive_effect[@value='.3']/@value">0.003</set> <set xpath="/buffs/buff[@name='buffReloadMovementPenalty']/effect_group/requirement[@name='ProgressionLevel' and @value='3']/passive_effect[@value='.2']/@value">0.002</set> <set xpath="/buffs/buff[@name='buffReloadMovementPenalty']/effect_group/requirement[@name='ProgressionLevel' and @value='4']/passive_effect[@value='.1']/@value">0.001</set>
  5. Here is a snippet that I used to add it to various food types. I originally did it for each recipe individually, but you can chain some 'or' commands in the name section to add them all at once. <append xpath="/items/item[@name=foodBoiledMeat] /property[@class=Action0]"> <property name="Create_item" value="drinkJarEmpty"/> </append>
  6. You don't need to update the locilization.txt file. You can simply add it as plain text in the description field. Anything the game cant find in there it will display it as is. Such as: <set xpath="/progression/attributes/attribute/level_requirements[@level='1']/requirement/@desc_key">Required level 1</set> OR <buff name="asphaltStaBoostTrigger" name_key="Running on roads" description_key="You are running on roads" icon="ui_game_symbol_agility" >
  7. While you may not be able to modify the locilization file. I have had decent success in modifying a description directly and bypassing the localization file (if it cant fidn it in the locilization fiel it prints it as is ingame) It may not be perfect for all cases, but my limited use of it works well enough until propr localization modding is implemented.
  8. CyrusBlaze

    TSBX Collection

    I went about this a slightly different way with my tweaks. (Have not heavily tested it but should work... maybe) Instead of adjusting the weapons, I added a Level 0 skill to the various headshot skills to give a baseline headshot amount that increases based on skill level.
  9. First A17e patch and I can already say I LOVE this new method. Yes, it does take a bit more work upfront.. but man is it worth it!!
  10. (Have not tested this yet - will attempt to do so when I get home tonight) How about adding/changing things within the text files such as the locilization.txt?
  11. Do you know in what order the mods are applied? I'm assuming that it is most likely going to be trying to parse them alphabetically. May do some testing later today to see if that seems to be the case
  12. CyrusBlaze

    A16 Valmod Pack

    This is due to the amount of recipes. basically every time the inventory is updated (items added/removed) the game rechecks EVERY recipe in the game causing this lag. This is especially worse in the forge when you are melting items down or making items that get crafted quickly (such as bullets) as the quantities are changing constantly thus call for a recipe refresh constantly. You can reduce this effect to an extent by switching to your "favorites" menu as that will usually have no, or very few recipes in it and will reduce the number of 'refreshes' that are done at each inventory update. Personally I would like too see TFP address this directly by having a simple 'refresh' button that will update the recipe list rather than it doing it at every inventory update.
  13. As have I and seen the same thing.. however that corn IS there due to human intervention (those fields were planted by man in the first place and thus some still kinda remains) A bird didn't drop a few 'seeds' while flying and caused those patches to show up But that wasn't really my point. Rather that corn (as we know it) is a man made thing and doesn't naturally occur in the wild. Some wild varieties can exist (and even prosper) with minimal human intervention.. but those varieties still only exists in general because we made them.
  14. Not just 'directly' genetically modified.. but selective 'breeding' over thousands of years. Its a great example of how we as humans have been modifying our foods long before direct genetic tampering Most corn as we know it simply wouldn't exist if it wasn't for human intervention including the the various 'wild' variants.
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