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Tarf

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Everything posted by Tarf

  1. This pack is fantastic. Love how these new rifles play. Just in time too. Co-op partner and I are probably almost done with 7DTD so we'll need the fire power for T6 missions in the Wasteland. It shouldn't. I added this mod to my test world and it is working fine.
  2. The people playing the game have to install the mods as well because this mod has assets.
  3. That's what it looks like for me as well. I assume the issue is TFP didn't expect so many weapons to be added to the tree.
  4. No, it is working for me. I just tried both in a fresh world as well. Can see and craft weapons from both mods. Note, you don't move the top-level folder in the rar into your mod folder. You put the subfolders in.
  5. Ah, did you look in the folder? The top-level folder of the rar file is NOT what you put in your mod folder.
  6. Weird. I got it working in a clean world. Here are my steps: Downloaded from the mega download link in the OP. https://mega.nz/file/NIo22QbY#Ee69AwSd8RQRJ-x6P351j3FDGWrQnAjD8LO16sQbYJQ I put the two subfolders into my Mods folder. I started a clean world with creative on. I was able to see and start crafting a T1 rifle from the pack.
  7. I tried out this mod in creative with the stun baton books and it was pretty fun. But haven't made much progress after 2 blood moons in my normal game. I've only found one of the books with all the int melee skills maxed. Looks like only the only book that the trader is selling are the hammer books. Could the other books be added to the trader and maybe add all the books to the quest rewards?
  8. What other mods do you have installed? I assume there is a conflict.
  9. Shot in the dark... but maybe conflicting with a crafting mod as well. I remember someone using a Sam's Stuff mod had a problem because they were also using a Craft Quality 6 item mod. I think they fixed their issue by adding a "01" to the start of Sam's mod folder.
  10. Yes, I did. It is a change in the items.xml Basically, changed: <passive_effect name="EntityDamage" operation="base_add" value="-7" tags="perkMachineGunner"/> To have different values for different tiers of TC and BC rifles. Here are the values in a table. Weapon Type Weapon Tier value Tactical Carbine 1 -7 Tactical Carbine 2 -4.36 Tactical Carbine 3 -1.51 Tactical Carbine 4 1.57 Battle Carbine 1 -7 Battle Carbine 2 -3.7 Battle Carbine 3 -0.07 Battle Carbine 4 3.92 In other words, the edit for Battle Carbine T4, is editing the entity damage (operation="base_add") to: <passive_effect name="EntityDamage" operation="base_add" value="3.92" tags="perkMachineGunner"/> If you are using the ammo bundle xml edit already, then this should be both edits in the same file. https://pastebin.com/TjzuBEP8
  11. Tarf

    Magbow 3.0 (A21)

    Tried it out in Creative and it is pretty nice. Can this be bought from traders though? I thought it had to be in a "trader_item_group". Thoughts on making the Magbow a rare quest reward?
  12. Oh, ignore the ammo boxes, that's just something I was playing around with after testing whether I could craft normal ammo. I first tried to craft normal ammo.
  13. It works in my game, but I wasn't maxed on the shotgun crafting books so I don't know if that complicates things. Pretty sure that when I installed the mod, I was able to craft T1 shotguns... but it has been a while. Definitely not schematic-based. Might be a conflict with another mod.
  14. Here is an xml edit that I did for my personal use. I like being able to craft bundled ammo. Added to items.xml Added to recipes.xml Added to progression.xml End result is boxes of the custom ammo in @Izayo pack that is tied to reading all the shotgun perk books. Not a clue how to do a modlet so here are all the files that I modified in the mod's config. https://file.io/LgLtjXw2n09j
  15. Weird. Are you using other mods? I had no issues crafting ammo. edit: didn't want to double post Here are some xml edits that I did for my personal use. This is for bulk ammo crafting. Added to: items.xml recipes.xml progression.xml So now the custom ammo in this pack has ammo bundle boxes with crafting tied to reading all the automatic weapons books. No idea how to package these so here are the xml files that I changed https://file.io/GvYRt2d3k9IX
  16. I added it to a multiplayer game in-progress without any problems. I assume it would be fine for you.
  17. Gotcha! The improvements in other areas are pretty nice and noticeable. I think a small damage increase between going up the tiers would be nice though especially since the base game assault rifles had their damage number linearized. Entity damage goes up by 32% going from a quality 6 AK to a quality 6 Tactical AR. Same percentage increase going from a Tactical AR to a M60. Since your rifles already have improvements in other areas, a 8-10% damage increase between tiers would keep progression in-line with the base game weapon progression imo. As an example with concrete numbers, here are the in-game stats for a few weapons (Q6 with full mods and a good base damage roll): AK Tactical AR M60 SMG-5 SKAR-L (T4 Battle Carbine) G36C (T4 Tactical Carbine) Currently, the T4 Carbines (which are much harder to get than the other weapons) do less entity damage than a T1 AK. The T4 Tactical Carbine has uniqueness in terms of mobility, but the T4 Battle Carbine is noticeably worse than that T2 Tactical AR and T3 M60 at killing tougher zombies at range. Imo, the advantages of the T4 Battle Carbine doesn't outweigh the 31% damage increase on the T2 Tactical AR and the 84% damage increase on the T3 M60. If Battle Carbines had a 10% damage increase per tier, then the T4 Battle Carbine would have 83.5 damage which I think is pretty in-line with the other weapons. Similarly, if Tactical Carbines had a 8% damage increase per tier (bit less since the mobility increase is pretty unique), then the T4 Tactical Carbine would have 70.4 damage which doesn't feel OP to me and keeps a sense of progression. What are you thoughts? edit: lol, I tried to figure out entity damage from the items.xml and am completely lost... edit2: oh, base entity damage is on the bullet, that explains a lot edit3: okay, figured it out
  18. Nice! I tried out the pack and love how the guns feel and sound. Also, tested out buying from the trader, trader quest rewards, and general looting. Looks good! One thing that I noticed was that all the Tactical Carbines did the same damage regardless of tiers. Is that expected? Same thing with the Battle Carbines. The T1/T2/T3/T4 Battle Carbines all had the same max damage roll. Also, any plans for bulk crafting 5.56 ammo in the future?
  19. Ultimately, Izayo makes the final decision since it is his mod. Just offering suggestions. What I did to try it out locally was create a file: ...\A21_Izayo_Firearms_Shotgun_packVAL\Config\loot.xml with the contents of: And that's it. Just the one file.
  20. Neat. I tried it out and found a T2 shotgun in a weapon bag pretty quickly. I also added to the quest reward loot groups. <!-- append new shotguns to tiered group quest reward loot groups --> <append xpath="//lootgroup[@name='groupQuestWeaponsRangedT1']"> <item name="IZYgunT1shotgunDoublebarrellong"/> <item name="IZYgunT1shotgunBoltactionShotgun"/> <item name="IZYgunT1shotgunModel1887"/> </append> <append xpath="//lootgroup[@name='groupQuestWeaponsRangedT2']"> <item name="IZYgunT2shotgunM31hunter"/> <item name="IZYgunT2shotgunM1897"/> <item name="IZYgunT2shotgunM870Police"/> </append> <append xpath="//lootgroup[@name='groupQuestWeaponsRangedT3']"> <item name="IZYgunT3shotgunM4terminator"/> <item name="IZYgunT3shotgunXM12G"/> <item name="IZYgunT3shotgunM590S"/> <!-- T4 --> <item name="IZYgunT4shotgunSaika12g" prob="0.3"/> <item name="IZYgunT4shotgunHEXAGun" prob="0.3"/> <item name="IZYgunT4shotgunSPAS12" prob="0.3"/> </append> Managed to get a T1 shotgun as a reward for a T2 quest. A little confused what to do about the "groupInfestedT5MeleeRanged" loot group though. It has T2/T3 weapons in it. Feels weird to add T2/T3/T4 shotguns to it. Up to @Izayo what he wants.
  21. I managed to figure out why I couldn't see your rifles in your shop and tested a fix locally. Currently, in the items.xml, all 7 rifles have the same: <property name="TraderStageTemplate" value="baseTier1"/> I assume my trader-level is already too high and filtering out all baseTier1 items which include your rifles. If I swap the values to "baseTier2" for the T2 rifles and "baseTier3" for the T3/T4 rifles (same pattern as what I see in the items.xml for your shotgun pack), then I start seeing your rifles at my current trader-level. I am pretty sure this is the right fix since the gunMGT2TacticalAR is "baseTier2" and gunMGT3M60 is "baseTier3". edit: Randomly guessing, but I wonder if the "loot_quality_template" need to be changed per tier as well. Otherwise, I think your items will be treated the same as a low tier piece of loot and not sure what the implications of that are. edit2: Also, I see in the loot.xml that there are loot groups by quest tiers as well... I assume the individual weapons need to be added to those loot groups so your weapons can show up as quest rewards.
  22. I don't think the xpath made a difference. Evaluating against the traders.xml and both xpath do the same thing. I also tried your version in the mod and could never get the trader to sell the new rifles. Saw a bunch of normal assault rifles though.
  23. Is xpath like jquery for xml? Does <append xpath="//lootgroup[@name='groupQuestAmmo']"> match all nodes that look like: <lootgroup name='groupQuestAmmo'> and then does the append of child nodes underneath to all those nodes? If so, that's pretty neat. Reading the game's xml files, it seems like it would be possible to add these weapons as quest rewards as well. I might try that for my own education. Do the xml file names need to match? Or does the game take all the xml documents and create a giant master document in memory?
  24. Neat. I really enjoyed your shotgun pack and have been looking forward to this. I managed to buy a Quality 3 M31 Hunter shotgun from the trader, so your guns do show up from the other pack. If that helps at all. edit: oh, guess this isn't really relevant to the issue after playing around with this new pack. Wish I knew enough to help.
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