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Everything posted by Telric

  1. I've done playthroughs where I can't kill a single zombie. These rocks come in handy.
  2. I get where you're coming from, I just think you're coming from it the wrong way about. All games throughout the course of history have been made by the devs, the devs way. If they determine they want something done a certain way, that's their choice to do so. This one happens to allow you to mod just about every aspect of the game to be how you want it. There is Romero mod which removes all of the non traditional zombies, as well as makes it so headshots kill in one bullet. Then there is the crazier mods like snufkins zombies which add much more, i guess you could say, cartoony style mechanics to zombies. (Including your rocket launcher reference...) As for the drone, I know a lot of people are not excited about it. There will definitely be a mod to remove it. I do believe there was at one point a mod to remove jumping zombies, though i could be hallucinating. I know there's been people that dislike that feature. But at what point does it stop being someone elses job to make a mod that someone personally wants? As a modder myself, I'm wrapped up in all of what I personally want the game to do / be. I don't have time to go off and make someone elses dreams come true. There comes a certain point where one should pony up and learn to mod, even if its a small amount. I'm fairly sure the mod for jumping zombies will require a DMT mod, which is advanced modding for sure. But removing an entity is extremely easy. Drones included. You could learn that in a weekend with zero modding experience. On the options point... Again, i must ask... At what point do things stop being a toggle feature and become a modded feature? To please everyone, you'd need sliders and toggles for every setting in the game. Zombie walk, zombie run, how many crops of each type spawn, etc. At an eventual point it becomes more of a nuisance for everyone else as the menus are then cluttered with toggles THEY didn't ask for. Do you get where I'm coming from? Edit: I totally just realized the person replying to the thread was not the OP..... So this is directed to Virgil, not necessarily the OP.
  3. You've solved this with your own post... Mods. Let them make the game for these so called "casuals" and you can enjoy it with mods. Why is it that you think you should get the game you want, while these "casuals" have to mod their game to be easier? That's the power of games like this is the mods. You can literally tailor the game to exactly what you want. I just don't get the viewpoint that your opinion should be the base game, while the "casuals" as you call them are required to mod it to be easier or how they want. Imo it should always be the other way around. The more experienced gamers should, infact require mods to increase difficulty beyond the base game. Imagine if a brand new player came to the game and were part of this "casual" crowd. They jump in all hyped up and end up in a death cycle due to it being too hard for them. Well, since they are new, they might not know about modding or anything like that. So they end up putting the game down. Now, take yourself. You know of modding. You think the game is too easy, so you're able to mod it to be harder to your hearts content. I see this only as a win win situation for all. Look at minecraft. The base game is extremely simple and easy. The players who have progressed past that base game have installed mods to create an endless amount of difficulty and experiences. But if minecraft had all those difficulties and experiences as base, many people would be turned off. In the end, the more people that aren't turned off, the better for the game and the community, even if some of those people come onto forums to scream into the void.
  4. Audio source is the point where that sound comes from. It's coded, but i've never really tried to target a custom one. If i add a specific sound to a block, itll have a audiosource already. If changing the audio source doesn't do anything, i guess put the sound through audacity and increase it's volume. Easy enough to do.
  5. What audiosource are you using? that has a slight factor in how loud the sounds are. Using the Sounds/AudioSource_WeaponFire, all of my custom sounds are the same volume as they are in unity.
  6. One thing i can think of is... that passive effect you're appending after is in an effect group which has a itemhastags requirement. This means, anything within that effect group would need that tag in order to be active. In other words, you holding an item with that tag. You could test this by holding one of the weapons with that tag and crafting the item. That may work. If not, just append a new effect group without the requirement tag and see if it works.
  7. Obviously: https://7daystodiemods.com/telrics-pokemod/
  8. I've tried a few things in an attempt to figure out a way to make biome spawns to work off gamestage. For the mod I'm working on, gamestage will be tied to certain quest lines so progress can be more controlled on my end. (It's a quest world with a story, so having certain things able to spawn at certain times will be useful). Curious to know if anyone has figured out a way to do this. Biome spawns use a day/night/any requirement, but not a gamestage one. I've thought about creating a sound that will constantly trigger the heatmap, causing a custom screamer group to instantly trigger a roaming horde, which I could in theory control via gamestage. But, as I haven't tested it, I feel like that would cause a pretty large performance hit, if the player doesn't take care of the hordes. Any ideas you guys have, send em my way. If this can be done, it'll save me a ton of work. lol.
  9. You'll need to use a modifystats trigger if you want it to be instant. <triggered_effect trigger="onSelfBuffUpdate" action="ModifyStats" stat="food" operation="add" value="100"/> You can use any trigger, so that onselfprimaryaction will work. This is just a snip from a mod i'm doing now, so it's set up for what i need.
  10. "But since you've mentioned modding, don't you think it would be better to take the view that such POI's should be "Mod-In" if desired, rather than expecting people to take them out after experiencing them. " Not at all. TFP, along with many, have no issue with a strip club POI, so it's absolutely within reason they would add it in to their vision of the game. Should it not line up with you personal views, that's on you to deal with. If they went through every complaint and removed things that people were offended by, we'd end up with minecraft... And even then, you'd have the parents saying those blocky zombies are too scary for their 3 year old... Considering how easy it is to mod things out as opposed to mod things in, the ones who are offended should be the ones to mod it out. Creating a POI like the strip joint would take a few hours. The time it takes to mod it out of the RWG is probably 1 minute.
  11. Once again, i must recommend using notepad ++, and using ALT 0 to collapse all nodes. Then as you open them up, write them down. This way you won't miss a node. You're missing the very first one. Xpath should be: /worldgeneration/biomes/biome[@name...........etc. It's very easy to miss nodes if you are new to xpath, and I highly suggest you get notepad++ and use the method i just put up.
  12. operation="perk_add" isn't a function. perc_add is percentage add, which is what you need to use.
  13. Well... not silly at all. That's quite an opening to abuse and trolling by admins of servers. What is it you're looking to remove? I'm not sure if its possible, but might could have a work around. IE: if it's a hacker, could make a buff that kills them based on the item. I'd be fine helping someone put a hacker into an endless cycle of death when they tried it. lol.
  14. You need to lower your buff resistance before you can apply that buff. If you type 'buff buffInfectionCatch' in console, it says you are immune to that buff. This is due to players having a buff resistance of 1 by baseline. It's only when the player is hit that this is lowered. It seems they use 'triggerInfection' for testing infections. This lowers the resistance by 5, then applies the infectioncatch buff. So either you need a step between eating and applying the debuff, or find another way around it.
  15. We all know why you want VR.... "Oh I'm just browsing Jen's inventory. I swear......." 😛
  16. Missing first node. /progression/perks/perk........ also, missing the effect group node. Alt 0 will collapse all nodes. As you open them, write them in your xpath. This method works 100% each time. You'll never miss a node again!
  17. Ah ok kewl. I've never used a double slash xpath. Might have to use that now. Thanks!
  18. <set xpath="/buffs/buff[@name='buffDrugPainkillers']/effect_group[3]/triggered_effect[@stat='Health']/@value">0</set> That should work. You don't need to mention the requirement property since that's not a node that actually contains the triggered effects. I added the [3] cuz in your example it's just going to any effect group i think. Either that or it's going to the first effect group and stopping there. It's been so long so I don't remember... Unfortunately most of vanilla's effect groups aren't labeled, so using the number works, but should they change anything about them or the order, you'll have to recheck the code. Not able to test, but lemme know if this works for ya! Also.. As I say for everyone using xpath, I highly recommend using notepad++, then pressing ALT 0. This will collapse each node. Write them down as you open it, and there's your xpath ... path.
  19. So... First thing is movement_factor is a material property, not a property of blocks. So for your first problem you'd need to modify the material of the block type. This would change it for any block that uses that material, which might be a good thing for you so you don't have to change every block. For your buff, again movementfactor is a material property. The way you control movement with buffs is WalkSpeed and RunSpeed. Both of these can use the perc_add / perc_subtract operation. Once you get your buff sorted how you want it, you can add a BuffsWhenWalkedOn property to blocks to give that specific buff. The way i do this is to have a 1 sec buff that is set to replace. This will allow the block to rebuff the player without the buff falling off.
  20. Interested in keeping up with the latest mods, or want to give input on things I'm working on? Come join the discord. https://discord.gg/gUPbVD9X
  21. So... Instead of taking the couple mins to download a mod that does what you want, you spent an entire year of your life not playing a great game? Logical. Seeing as this is in the modding discussion, I assume you're wanting to mod this in. A much more simple fix would be to copy the invisibleAnimal class, paste it at the bottom of entityclasses.xml, and rename it to animalZombieVulture. Then do the same for animalZombieVultureRadiated. Boom. Now you don't have vultures. In their place, an instantly killed entity will spawn. You won't even notice. Hope this helps you get back that year of your life that you lost out on.... Not sure why people want options in the game that are already out there. They just might include a small fraction of work on your part. God forbid....
  22. That mod is on hold. I'm working on a very large scale fantasy overhaul right now with a full story and loads of quests to tell the story.
  23. I get your point, but... All this would do is make people park across the street instead of in their bases. Since zombies come for you, and not the vehicle, parking it a short distance away, even in plain sight, would be just as defensive as making a parking garage for it. There are a lot of things in game that isn't "needed", as you state parking garages are. Do you NEED an ak47? No, not at all. You can outlast a horde, or even the entire game, without killing a single zombie (from experience, I've done this.)... I personally don't think not picking up a vehicle would change much, other than annoying some of the people that like it.
  24. Unfortunately for modders, we have no realistic way of making all of our mods work with all other's mods unless every modder collabed together to make sure every change each of us make wouldn't harm another's work. I just played through the entire mansion quest to make sure it does work properly, and it does. There must be another mod that changes something that my mansion mod changes as well, resulting in a conflict. Forcing the quest is generally a bad idea, for future reference. Quests are very picky about things in mods. One tiny change could result in a complete wipe in your character data (which is why i'm up to test world number 480 on the mod i'm working on now...). So for future reference, for your games sake I wouldn't recommend that. Lol. Sorry you're having issues with mods conflicting. If you'd like to post your output log, I can take a little look and see if I'm able to pinpoint the conflict.
  25. Just downloaded, created a new rwg and tested it. No problems when its the only mod in the list. To get any idea, a list of the mods you're using and your error log will be required.
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