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Quillbeatssword

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About Quillbeatssword

  • Birthday 01/22/1989

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  • Biography
    My name is James. I am a Recording artist and music producer that goes by"sickNsane" I manage "Degenerate Recordings" I play entirely too many video games. When im not making music I'm probably modding out of bordem 😉
    Also known by my gaming alias Quillbeatssword or just Quill. I'm new to the 7D2D community. I have been an active part of many modding communities in the past. Final Fantasy Tactics, Several different Total War games, Dragon Age Origins, Oblivion, Skyrim, DayZ, Resident Evil and many others. I love gaming. I love modding. I LOVE Zambies! 🧟‍♂️ 

    I hope to make wonderful mods together with many of you 😊

    Psst. (Need some sounds?, Voice, Ambience, Music?) I'm your dude 🙃
  • Location
    Flint, Michigan, USA
  • Interests
    Music, Video Games, Movies, Television, Modding.

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  1. Curious if it's at all possible to have certain animations dependant on current ammunition count? Loading Shotguns, Revolvers realistically. One bullet/Shell at a time 1-8 times etc depending on how much room is left in the gun etc. How reloading works in DayZ for example.
  2. I'm going to try and keep the occurrence rare so that people don't get frustrated by encounters like that lmao
  3. I'm working on something for that atm for personal use. I'm trying to use Khaines wandering horde mod to also add occasional bandit groups and animal packs. You could try something similar or use mine if I get it to work 😉 That being said. I do know that with A21 getting closer any large amount of work I do will have to be redone but atm I'm considering it practice. Trying to familiarize myself with the code and what can be accomplished with it for the moment.
  4. I was pretty sure I had the right idea with target/tasks and Factions! Thank you! What I didn't know how to do was change that part of entityclasses. Thank you so much! I do start new games in between tests. But thanks for making sure! Edit* Looking at the XNPCCORE entityclasses.xml i notice at the top it says that they stopped using class based targeting in favor of Faction based targeting. If that is the case than wouldnt i only need to define Factions and faction enemies? If you open it up in notepad you can reduce the bandit spawn rates to 0 and increase animal spawns to whatever you like.
  5. Yeah but again. There are potential work arounds. Let's say the gunshot wakes up 90 zombies. It could be coded to spawn them in waves. So say. A few spawn immediately then it keeps track of a spawn que and spawns the others until all woken zombies are evaded or dealt with etc. Not saying it would be a perfect system. Only that it would feel alot more organic than sleepers currently do.
  6. Well. Sort of. Certain mods already make up for that in other ways. Other gameplay mechanics could also. Instead of houses full of ambush zombies. Sitting and nonsensically waiting for you to enter a certain room even though you just shot off 30 rounds outside the front door You'd just have houses full of potential zombie spawns. That could and would enter any fighting they hear. Now couple that with increased hearing/sight ranges for zombies. Then things like random wandering hordes. I'm not saying you couldn't still spawn zombies in closets and on trusses but they wouldn't be completely oblivious to the outside world. So yeah. If you shoot a gun every zombie in any house on the street might come for you. But if you're moving quietly and happen to get surprised and have to shoot it could get really bad. Really quick. With every zombie on the street now coming while you're corned inside of a house. Now Imagine that happening as a random horde of 5-60 zeds are close too. Now Imagine that at night.. There are plenty of ways to keep zombies dangerous and random WITHOUT turning it into a weird dungeon crawler 🙄 But like I said. I do also enjoy the suspense of exploring a new poi. Just not all the time. Sometimes I just wish it was more organic. That's why a toggle would be ideal. Wouldn't be that hard. Just a toggle to replace all sleepers with static zombie spawns. You could even make those spawns have a 100% chance of occurring so then a poi with 14 sleepers would still jave 14 zombies in those 14 spots. They just wouldn't be oblivious. Imagine firing a gun in a city and waking that many pois at once. Can you imagine how crazy that could get and fast? 🤔
  7. No red warnings after removing his mod. Yours works fine. I will reach out to him regarding the errors. Thank you for your responses Guppy. 🙏
  8. Very solid idea! I love it! Make Zombies use heat map, make bandits use both heat map AND economy value!
  9. Why though? The inability to do that is literally my least favorite immersion breaking part of this game 🙃 "Yeah, Lemme just yehaw into this buildin full er sleepin Zambers" Uh? Hell no. Slap the wall. Wake them up. Group them. Frag out. Survive. 🙄 At least give us an option toggle to turn that off 🤔 Don't get me wrong. I respect the hell out of the time people put into their POI development. But I can only deal with Zombies nonsensically standing on top of trusses or hiding in closets when they aren't even smart enough to open a door so many times before I want to headbutt my tv. There's a reason some of us mod the sleepers out or at least minimize the volumes to wake them up quicker. I'd rather have an option to turn sleepers off completely and replace them with normal spawning zombies.
  10. Yeah. Would definitely be nice to have some subtle transition between biomes. Stepping 5 feet out of a sunny summer day immediately into a fridged, dark, windy waste is very jarring. Needs a slower and more subtle shift ti make the environmental shift seem more organic for sure 🙏 Fish. Fishies, Fishes, Le Fich. 🤘
  11. Hello everyone. I am new to the forum. Fairly new to the game in general. But, I have been modding several games for years. I'm self taught as I'm sure most of you are and my approach is trial and error, pluck the grey hairs. Cuss alot. Drink some coffee. Then try again until it works 💪 My coding knowledge is minimal. I mostly study other people's work to see how they make stuff work then attempt my own tweaks. Eventually overhauls when I am familiar enough. I will do my best to contribute some useful things to help out! I do run a Recording studio however and I would be more than happy to provide any custom audio files you guys need for your mods. Anything from ambient sounds to voice work and music. Just let me know and I'll getRDunE 🤙
  12. Yes. That's the one. Uses 0-Score and your fire mod as dependencies. I'll have to try your mod without that one real quick to see if I'm still getting errors. Is it normal for your mod to throw a couple of errors on its own? As stated it does still load and seem to work despite the errors so I'm not entirely sure exactly what aspect of it is failing yet.
  13. Very much love this mod! Great work! I have 3 questions if youd be kind enoughto indulge me. First. My wife also plays but she uses a Playstation controller. Using a controller allows L1 and R1 to move the lock pick left or right but X(Jump) nor any other button will spin the lock to try opening. I tried to alter the controller configuration to make X use Space bar instead. Still doesn't work. Tried this with a ps4 and a ps5 controller. Neither works. Thoughts? Also I notice that I can no longer lockpick Gun cabinets. I see no mention of this in the mod description but I assumed this was done intentionally because it's a "Dial" not a lock you can pick. Am I correct in that assumption? Lastly is it possible to pick player locked doors and if not how can that be enabled? Oh, Also. I noticed that picking a reinforced POI door removes the metal layer from the door leaving only the wood. Thus weakening the door. Not sure if that was intentional or an unavoidable side effect. 🤷‍♂️ I also have a suggestion. Perhaps enable players to "Lock" doors they have picked open. So that they can be shut and relocked behind you to stop other players/NPC from entering.
  14. Hello everyone! I just recently started toying with some personal mods. I've modded other games in the past and typically catch on quickly but I'm having trouble getting anything I do for this game to work correctly. Initially I was working on a "Faction pack" using the base npc.xml. When it failed I noticed that this mod also alters that file so I opened it and took a look. I've noticed you've added several new Factions. "Aggressiveanimalssmall" etc. But, I don't see that you have changed the vanilla Factions for any of the animals from the default "Animals" faction. What I was trying to do is seperate animals into their own Factions. Things like rabbits, chickens and deer would still share the same passive animals function but things like Wolves, bears and mountain lions would be hostile towards eachother. I also wanted to make zombies actively aggressive towards animals as well. So would I need to pull the original strings from the vanilla npc.xml and add them to this one after editing? Trying to do it separately gave me red errors and I'm unsure why 🤔 Also. After installing this mod, before tinkering with any of the base values I'm running into a couple of issues I wanted to ask about. When I see an NPC off in the distance there's not really a way to determine if it's friendly or a bandit until it's too late. So often times I'd treat it like a pvp encounter and take a shot at them. But I noticed that hireable npc cannot be shot. I was considering making them work like boars. Friendly until fired upon. However I assume that doing so would also make it possible to shoot an NPC AFTER I hire them and trigger them into attacking me or am I mistaken? If so. Is there a way around this? To make an NPC neutral until either hired "Allied" or fired upon "Enemy"? Any insight would be much appreciated 🙏
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