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About renejant

  • Birthday 01/22/1980

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  • Biography
    Just a regular guy from the netherlands which loves games alot!
  • Location
    Den Oever, The Netherlands

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  1. Thanks we'll see what you can come up with
  2. I see what u mean... Is it also possible for you that you can make smaller versions of the speaker? or different kind of speakers? because the one in "smitty's mod" it is pretty big imho... I prefer some smaller one so that you can place away in some corner or that you can hide somewhere... Dunno if that is too much work? If you can't do it, no problem...
  3. That sounds cool! Maybe you can make it so, that you adjust the sound levels in the xml if someone wants to.... Cause one "fixed" sound level is pretty annoying... Currently in "smitty's mod" one speaker is too loud and the other too low or annoying to hear... It is a good mod, but it could use some more work imho... I got some sounds in mind that i would like to see incorporated as a speaker... example: https://www.youtube.com/watch?v=GWXLPu8Ky9k modern alarm 1 https://www.youtube.com/watch?v=W_9KR3mYkUo&list=PL9Z_KwF-qaztJlEdtO1Kiw-6UKVZbk75I Claxon Alarm https://www.youtube.com/watch?v=jmrXN6q0eu4 SGC Base Alert https://www.youtube.com/watch?v=IIwJFYDuC-s Stargate Atlantis Offworld alarm Im also looking for one that says "Intruder Alert" but can't find any of the moment... And maybe, i dunno if this is possible, to make a rotating warning beacon in red (or with other colors) that you can connect to your speaker, so that the base turns red when the alarm goes off... That would be a cool feature!
  4. hmm there should be something that controls the overall sound levels?
  5. I am just referring to the overal sound volume of the speakers... In general, i find them too loud when it goes off!. I have been looking at the code in the xml file, but what i see is this code, I have marked in red what i think needs to be adjusted to the sound level... : <append xpath="/Sounds"> <!-- Speaker 1 --> <SoundDataNode name="smitty_siren1"> <AudioSource name="Sounds/AudioSource_VO_Announce"/> <AudioClip ClipName="#@modfolder:Resources/smittylv_envato_sounds.unity3d?ship_siren" Loop="true"/> <LocalCrouchVolumeScale name="1.0"/> <CrouchNoiseScale name="0.5"/> <NoiseScale name="1"/> <!-- i think this one needs to be lowered --> <MaxVoices value="10"/> <MaxRepeatRate value="0"/> </SoundDataNode> If you guys can tell me if i need to adjust this then i know what has to be done... Otherwise i want to know which line has to be adjusted accordingly...
  6. is it possible to adjust the volume of the sounds by editing a specific line of code in the xml file? Because some sounds are incredingly loud!
  7. It worked! Thanks to Telric for guiding me into the right direction! I added the following 2 lines into the "HideonScreenSprites" Mod! <remove xpath="/nav_object_classes/nav_object_class[@name='land_claim']/map_settings" /> <remove xpath="/nav_object_classes/nav_object_class[@name='sleeping_bag']/map_settings" /> Happy me! Thanks Telric!
  8. Hi Guys, i am looking for a modlet that removes the bedroll and the landclaim icon from the ingame map, since they are in the way for me... I have searched everywhere in the files where this is being adressed... But to no avail! So i was wondering if someone could write a small modlet using xpath's that removes those 2 icons from the map... Thanks in advance!
  9. @bdubyah looking at your military vehicles, may i suggest to add in a Abraham/Tiger tank or an Apache helicopter? I think they are missing from your collection... Would be a nice addition to the game, seeing the military tried everything to fight the zombie apocalypse... 🙂
  10. That is another approach people can do... but i did it on a per item based coding cuz in my opinion, some items should still be unsellable, due to being overpowered, or the trader doesn't want it, or seems useless to sell... etcetera etcetera... But people can adjust the coding to their own needs if they want to. What i just did was to make a little adjustment to the files because it seemed unlogic to me that you could not sell a simple item like the stone axe to the trader, sure you can scrap it, but if you come across alot of stone axes in loot, it should be handy to make a few bucks from them if you quickly need some money so you could buy some desired item from the trader...
  11. @stallionsden, i've taken the liberty to update your mod to add in some extra lines... Here is what i have added into the items.xml of your modlet: <!-- Tools that are unsellable made by TFP --> <!-- added by Renejant --> <append xpath="items/item[@name='meleeToolRepairT0StoneAxe']"> <property name="SellableToTrader" value="true"/> </append> <append xpath="items/item[@name='meleeToolRepairT0TazasStoneAxe']"> <property name="SellableToTrader" value="true"/> </append> <append xpath="items/item[@name='meleeToolShovelT0StoneShovel']"> <property name="SellableToTrader" value="true"/> </append> <append xpath="items/item[@name='meleeWpnBladeT0BoneKnife']"> <property name="SellableToTrader" value="true"/> </append> <append xpath="items/item[@name='meleeWpnClubT0WoodenClub']"> <property name="SellableToTrader" value="true"/> </append> <append xpath="items/item[@name='meleeWpnSpearT0StoneSpear']"> <property name="SellableToTrader" value="true"/> </append> <append xpath="items/item[@name='meleeWpnSledgeT0StoneSledgehammer']"> <property name="SellableToTrader" value="true"/> </append> <append xpath="items/item[@name='gunBowT0PrimitiveBow']"> <property name="SellableToTrader" value="true"/> </append> <append xpath="items/item[@name='vehicleMinibikePlaceable']"> <property name="SellableToTrader" value="true"/> </append> <append xpath="items/item[@name='apparelPlantFiberMaster']"> <property name="SellableToTrader" value="true"/> </append> <append xpath="items/item[@name='medicalBloodBag']"> <property name="SellableToTrader" value="true"/> </append> <append xpath="items/item[@name='foodShamSandwich']"> <!--- why the hell is this unsellable, while all other food items are sellable, seems unlogic to me --> <property name="SellableToTrader" value="true"/> </append> <append xpath="items/item[@name='drinkJarRiverWater']"> <property name="SellableToTrader" value="true"/> </append> <append xpath="items/item[@name='drinkJarGrandpasForgettingElixir']"> <property name="SellableToTrader" value="true"/> <property name="EconomicValue" value="2000"/> <!--- changed economic value, so it is more logic and not too overpowered when selling --> </append> <append xpath="items/item[@name='resourceBone']"> <property name="SellableToTrader" value="true"/> </append> <append xpath="items/item[@name='toolForgeCrucible']"> <property name="SellableToTrader" value="true"/> </append> <!-- end of edit by Renejant --> Some items are still unsellable, because i didn't feel the need to add them in... Feel free to add this into your modlet if you want! cheers renejant
  12. might it be possible that the next upcoming version will have a rwgmixer-file in it? with a more diversity in buildings being spawned? because personally i think some buildings popup too many times... while others don't...
  13. @meganoth have you tried increasing the prob number to see what happens? maybe increasing will increase the drop chance... @falcon470 yes, there is an uncertainty factor into play which i cannot completely understand yet, so most things here i say is a total quess.... i am just trying to help with the knowledge i do have about the files... like i said before... im not an expert nor will i claim it to be one...
  14. renejant

    Riles Vanilla Plus

    never mind, i edited it myself and now it works.. here's what i changed myself: <configs> <!-- Zero scrapping times! I hate the scrapping times with a PASSION!--> <append xpath="/items/item[@name='resourceYuccaFibers']"><property name="CraftingIngredientTime" value="0"/></append> <append xpath="/items/item[@name='resourceScrapBrass']"><property name="CraftingIngredientTime" value="0"/></append> <append xpath="/items/item[@name='resourceScrapLead']"><property name="CraftingIngredientTime" value="0"/></append> <append xpath="/items/item[@name='resourceCloth']"><property name="CraftingIngredientTime" value="0"/></append> <append xpath="/items/item[@name='resourcePaper']"><property name="CraftingIngredientTime" value="0"/></append> <append xpath="/items/item[@name='partsMaster']"><property name="CraftingIngredientTime" value="0"/></append> <append xpath="/items/item[@name='resourceSewingKit']"><property name="CraftingIngredientTime" value="0"/></append> <append xpath="/items/item[@name='resourceScrapIron']"><property name="CraftingIngredientTime" value="0"/></append> <append xpath="/items/item[@name='resourceRockSmall']"><property name="CraftingIngredientTime" value="0"/></append> <append xpath="/items/item[@name='resourceWood']"><property name="CraftingIngredientTime" value="0"/></append> <append xpath="/items/item[@name='resourceScrapPolymers']"><property name="CraftingIngredientTime" value="0"/></append> <append xpath="/items/item[@name='resourceLeather']"><property name="CraftingIngredientTime" value="0"/></append> <append xpath="/items/item[@name='resourceMilitaryFiber']"><property name="CraftingIngredientTime" value="0"/></append> <append xpath="/items/item[@name='resourceElectricParts']"><property name="CraftingIngredientTime" value="0"/></append> <append xpath="/items/item[@name='resourceElectronicParts']"><property name="CraftingIngredientTime" value="0"/></append> <append xpath="/items/item[@name='resourceMechanicalParts']"><property name="CraftingIngredientTime" value="0"/></append> <!-- <set xpath="/items/item[@name='resourceScrapIron']/property[@name='CraftingIngredientTime']/@value">0</set> <set xpath="/items/item[@name='resourceRockSmall']/property[@name='CraftingIngredientTime']/@value">0</set> <set xpath="/items/item[@name='resourceWood']/property[@name='CraftingIngredientTime']/@value">0</set> <set xpath="/items/item[@name='resourceScrapPolymers']/property[@name='CraftingIngredientTime']/@value">0</set> <set xpath="/items/item[@name='resourceLeather']/property[@name='CraftingIngredientTime']/@value">0</set> <set xpath="/items/item[@name='resourceMilitaryFiber']/property[@name='CraftingIngredientTime']/@value">0</set> <set xpath="/items/item[@name='resourceElectricParts']/property[@name='CraftingIngredientTime']/@value">0</set> <set xpath="/items/item[@name='resourceElectronicParts']/property[@name='CraftingIngredientTime']/@value">0</set> <set xpath="/items/item[@name='resourceMechanicalParts']/property[@name='CraftingIngredientTime']/@value">0</set> --> <insertAfter xpath="/items/item[@name='resourceBrokenGlass']/property[@name='EconomicBundleSize']"> <property name="CraftingIngredientTime" value="0"/> </insertAfter> </configs> the white part i copied and just make an append xpath instead of a set xpath.... and now they work, also i was getting yellow error warnings, and by changing this they have been removed...
  15. @meganoth You are right... it is just a combination of factors that are into play here... @falcon470 I have taken a look again, and to me it seems like, items are also categorised into which lootcontainers it has to drop. Lootcontainers are for example a cupboard, thrashcans, bags etcetera... Each LC contains a line that says which items has to be into that when u open it ingame. <lootgroup name="cupboard"> <item name="drinkCanEmpty"/> <---- item will ALWAYS be in here <item group="cannedfood" prob="0.5"/> <---- states a probability chance it drops <item group="seeds" prob="0.05"/> <item name="drinkJarBoiledWater" prob="0.5"/> <item name="drinkJarEmpty" count="1,4"/> <item name="resourceElectricParts" count="1,2" prob="0.05"/> <item name="resourcePotassiumNitratePowder" count="10,20" prob="0.15"/> <---- states a probability chance AND gives a min/max number of items that may drop <item group="dyes" prob="0.1"/> </lootgroup> so you have to define each lootcontainer to tell the game that it has to have that item you want in there, then you give a count number or probability number OR both! if you give the prob="1" than you make sure that item will always drop into that lootcontainer, every number below that is a percentage number of a rolling drop chance.... I hope you understand now better how it works... I am not an expert on this, because my knowledge is still pretty basic here.... so i could be wrong about this because TFP keeps changing a lot of files over time...
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