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Everything posted by Telric

  1. If you want a linear storyline with an actual story, i'd say a custom map is the only way to go. Say if you had an NPC that spawns at a specific POI. RWG could spawn that POI multiple times, making more than one of those NPCs in the world. I have a few 'story-like' POIs on my mods.. My magisters mansion story POI can spawn multiple times through RWG. It's the same quest each time, so its not super worth it to redo the quest, but in order to get it spawning consistantly in each new world, i had to up the chance of more spawning. The mod i'm doing now is fully custom. Very little of vanilla w
  2. I've been messing with buffs for a long time. Years.. so i just know what to do with them generally. Having organization in buffs will definitly help out. I dont think there's a limit to how many effect groups you can have, so use them to organize as much as possible. Very useful. For your other howtos.. Drink to give a buff would be in items.xml, in the actual items effect group, add a onSelfSecondaryActionEnd (or primary, depending) that adds the buff in question. Localization is wehre you do all descriptions and such. Easiest way would be to have a localization.txt file in your mod with Key
  3. Hmm idk why its not reseting.. but i did some patchwork on it.. This buff works if you want to use it. Just need to change the buffswhenwalkedon to be the buffSwiftLegsTrigger. (i added that one.) tested the resting and it works. As for the timer going up to 59 minutes, it was because you used a . cvar... from the documentation: "CVars that start with "." are NOT networked AND they are not saved with the game." so it wasnt saving the cvar. changing it to be a normal cvar made the timer stay as it should be. <buff name="buffSwiftLegsTrigger" hidden="true"> <stack_typ
  4. For the reapplying it part, you can add a onSelfBuffStack just above the first onSelfBuffStart. Have it also set the cvars (basically copy paste the first two lines in Set CVars effect group and rename them to be onSelfBuffStack.) This will make it so when the buff triggers it's stack_type=Replace, it will reset the cvars. As for the reloading... i'm not sure ill have to try it out myself later today after work and get back to you on that.
  5. It's all accessible right this moment. Its just most people dont want to put in the hard work it takes to create something. It's never going to be as easy as click and drag x to where you want it. I'm currently working on a full story driven mod myself. Completely new world with new creatures to fight, tons of quests (at about 40 something for the main story as of this writing) and new dungeons to go through. Been working on it for quite a while. several months now. And that's after already having years of modding experience and assets / codes that i can reuse from old mods. The functionality
  6. Not sure why it put all that in a quote... lol
  7. Well, first thing.. Buffs are read top down. This means if you have an on update that subtracts a value, before that value is set, itll mess things up. So what your buff is doing is subtracting from the cvar which is set to 0, so you're going into negative.. then its removing that buff instantly cuz of the requirement update to remove further down the buff. Try setting the cvar at the very top of the buff and see what happens. I would also use a onselfbuffstart instead of update to set the cvar. If you use update, then every tick it will reset that cvar to the value you set. The buff i gave yo
  8. Np glad to help! You can do it that way, for sure. Use one buff that then splits off. Idk the cvar name for fort bites, so you'd have to check that buff to find out what that is exactly, unless you did already. Another way you can do it is on the actual item itself in items.xml.. you can make a onselfprimaryactionend trigger that gives each buff. Me personally, i like to do as much as possible in one xml file. So i load down with buffs. Ill make the weapon / item give a single buff (usually i call it like.. buffThisWeaponStart) then from there i trigger other buffs via buffstart, buffupdate, o
  9. Bout to head to bed, so if you don't manage to get it working, i wrote this buff.. it should work, though i havent tested it. if anything it can be a starting spot for ya.. this is the buff that you'd reference in the walkson property. <buff name="buffThisIsYourNewBuff" hidden="true"> <stack_type value="replace"/> <duration value=".5"/> <!-- you don't need a long duration for a buff that's just used as a trigger --> <effect_group name="Set CVar"> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffDrugRecogDuration"
  10. Yeah its possible. What i would do is create a new buff.. call it say buffRecogDurationTrigger or w/e you want. have that as the buff that's given through the walkson property of the block... then in buffs.xml, inside this new buff you would do onSelfBuffStart, set the cvar (what i linked earlier) to w/e you want the duration as, then another onSelfBuffStart that would AddBuff the recog buff..
  11. I would suggest learning buffs.. It will open up a whole new world to modding. Most of all my mods have to do with buffs. If you attempt it and need help let me know.. But def try it yourself first. Buffs.xml is quite intimidating, but once you get the hang of it, everything is fairly straight forward in there.
  12. BuffsWhenWalkedOn triggers a buff from buffs.xml when that specific block is walked on. You'd have to add a new buff in that xml.
  13. Looks like recog uses a cvar called: $buffDrugRecogDuration It's subtracted from by the @$MetabolismDuration amount, and once the $buffDrugRecogDuration is LTE 0, it removes the recog buff. That check happens every 1 sec (buffs without a defined update_rate will default to 1 sec). So you'll need a buffer buff that applies the recog buff as well as sets a duration for that cvar.
  14. Glad you liked the quests. Looks like you figured out the side quests.. I'm currently working on a massive overhaul mod that contains many many quests, much like this one. So... when its released (long ways off still) you'll have plenty to do.
  15. Alot of buffs use a cvar counter to determine the duration. I think recog one does,but not fully sure. Look at it in buffs.xml to see. If thats the case, you would need a primer buff as the one the player gets when stepping om block. This buff would then add the recog buff and set a cvar amount.
  16. I just loaded it up and it's allowing me to interact with her. It might be a conflict with another mod or something. You can type while in DM to give yourself the quest, if you're on single player or admin on a server. I'm not sure why it wouldnt allow you to interact, since its just a lootable block.
  17. You get the quest from the npc next to the door.
  18. Awesome! Thank you, as always, Chiko! I've updated the files to include this localization now.
  19. I wonder what people said when they first played a mario game.. "What? I simply have to jump on a mushroom's head to kill it?!?! ABSURD!!!"
  20. For future, when you are targetting a property by name, you use ...passive_effect[@name='WaterChangeOT']... not parenthesis. the [contains] code works cuz it's all wrapped up in brackets, not just parenthesis.
  21. Not sure what's so hard about dragging a folder into another folder... That's all that is required for people to have the mods you have on the server... If you're wanting new players on the server, put a list of the mods required on the server's description or something. Steam workshop will be nice when it gets here, but it's dead simple to add a mod as it is now. If it's the DLL modded ones, there is a mod launcher that will set it all up for you.
  22. I dont think degradation is a cvar. Its just a property of an item.
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