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Everything posted by Telric

  1. Just got around to adding some recipes for the can of tuna and can of salmon for the fishing mod. Each require a can and a fish to craft. Also removed the german translation stuff for now.
  2. Zombies have a limited time in this world... Either 12 or 24 hours after being spawned (in game hours). They will just fall over dead when this time is up.
  3. Thanks for the feedback. Yeah it's mostly just a test to determine how it'd be welcomed in my rpg mod. That's why there's more arcadey type things on it with the icons and what not. Ill definitly add a couple recipes sometime today (just got home..). As for the distance, that can be adjusted easily in unity so ill look into that. In the mod i'm working on, you actually progress your fishing, unlocking new fishing poles that can catch different fish and all. They all have different bite chances, but for this one I just put it at 8% per second... That could be lowered or upped depending on how O
  4. Hey all, I just put out a fishing modlet (can be found under the events modlets section). It's a bit of a test modlet to see what people think of this style of fishing. Working on this RPG mod and this is the type of fishing in that mod... Though much much less involved. Test it out and let me know how you like it. There's only 1 recipe for the fish atm.. I hate doing recipes... Be sure to read how the mod works. The white cube is intended... Enjoy!
  5. Glad you got it. And yes, append is, by definition, adding something. If you wanted to change something that already exists, you'd use a <set> xpath.
  6. You need another perk node. This is looking for a perks node named perkmasterchef that's a child of the progression node.. the perkmasterchef is a perk that's a child of the perks node.... /progression/perks/perk[@name='perkMasterChef']/effect_group As a tip, I always use alt0 in notepad++ to collapse all nodes, then write them in the xpath as i uncollapse them.
  7. You can put a modifier in the entityclass.. <property name="SoundFootstepModifier" value="Enemies/Feral_Zombie/zombieferalfootstep"/> Idk if vanilla has a silent sound or not.
  8. Telric

    Telrics Pokemod

    Lol thank you. it was fun to make.. Right now i'm real deep in making an rpg mod, so I wont be messing with older mods for a bit.
  9. Its in blocks.xml. if a block doesnt have the property, it defaults to a stacknumber of 500. The powered turrets have the property and are set to a sn of 10.
  10. In essence, an explosion is just aoe damage with a particle effect.. Both of which are doable via buffs (or triggered effects). In code, it would be considered a hacky way to do things, but in gameplay it would look as if you caused an explosion when you attack... What I would do is create a particle (or use one in game, though i dont think you can use the normal explosion particles as they are an index), then add a triggered effect to the weapon in question. This would use the onselfattackedother trigger to apply a buff to target=selfAOE. This buff would deal the damage. Then, i'd also make a
  11. I think all that can be found in the xml and in the prefab editor.. The facenorth is 0. The y offset is -7. The size is 81,47,78. As for the .pille file, I'd assume that's from pilles prefab editor, which is another thing ive never used lol... Maybe just loading the prefab into that editor and saving it would generate a .pille.... But i'm not sure. Also note that the xmls are set to have this: <property name="Zoning" value="ResidentialOld, Commercial" /> <property name="AllowedBiomes" value="burnt_forest,snow,plains,pine_forest,forest,desert" /> Not sure if that'
  12. Hey thanks for playing! For that, I have no idea. I've never messed with compo pack and nitrogen together. That might be a better question to ask in nitrogen's thread.. How to add prefabs to the gen list.. Sorry I dont have a direct answer
  13. Just put in a little fix that someone brought up. The horses in horse2.0 mod werent able to be healed with apples. Fixed that now, so redownload the files if you're wanting that to work again. It wont require a restart or anything if you redownload.
  14. <property name="AllowAllRotations" value="true"/> <!-- enables the 45 degree rotations --> Supposedly that's what makes it work at 45 angles. I didn't test though so idk if there's more to it than that.
  15. Awesome! Thanks Chiko. I added it to the files in dropbox.
  16. Hey all! While working on this RPG project, I created a little assassin. The model is from mixamo. You can find the link and a video (though idk how well itll show the stealth part) in the "Entity Modlets" section.
  17. Just tried it on my end and i dont get those messages. Try verifying files. Do you have a mod that for some reason changes the names of biomes?
  18. Np glad it works now. It's always those tiny mistakes that break everything.. You should see my rage when something dont work right and i can't figure out why for the life of me.. then i load up unity and see that the file is thisismyfile instead of thesearemyfiles.... lol.
  19. Does your mod actually add the quest? Your file name is quest.xml instead of quests.xml. You can use the uhhh exportconfigs command i believe. It will dump your newly loaded xmls that combine your mod with vanilla.
  20. Oh on 2nd look, it's probably the "zombie" id for the objective. ID is used to say a specific zombie, ie zombieScreamer.. so kill 1000 screamers. Simply "zombie" isnt an entityclass. This is how vanilla does kill any zombie: <objective type="ZombieKill" value="2" phase="1"/> Try that and see.
  21. <objective type="ZombieKill" id="zombie" value="1000" phase="1"/> </objective> That </objective> is an extra and doesn't actually close anything. Probably the cause of the error.
  22. Hello all you UI modders! What I'm wanting to do is to reduce the number of equipment slots (where your chest / pants armor goes) down to 6 slots and possibly remove the faded image of the clothing item when no equipment is equipped. I checked out the equipment window in windows.xml and checked a bit around, but didn't see anything that stood out as "this is the line to remove to get less equipment". For a bit more info, what I'm after is to have helmet, chest, pants, gloves, boots, and then one accessory slot. I found the localization to change the pop ups, but need to reduce the equipment
  23. It's called MaybellsFarm. I could be wrong, but i think in order to get it to show up in the dynamic prefabs you need the actual prefab in the vanilla's prefabs folder. They don't show up from mods when using dynamic prefabs. Not sure if that's what you're using or not.
  24. Sorry.. Cyberpunk 2077's forums are -----> that way.
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