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Telric

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Posts posted by Telric

  1. 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.

  2. 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.

  3. "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.

  4. 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.

  5. 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.

  6. 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.

  7. Missing first node. /progression/perks/perk........

    also, missing the effect group node.

     

    Spoiler

    <set xpath="/progression/perks/perk[@name='perkGreaseMonkey']/effect_group/passive_effect[@name='RecipeTagUnlocked'  and @level='1,5']/@tags">vehicleWheels,vehicleBicycleChassis,vehicleBicycleHandlebars,resourceVehiclesRepairKit</set>

     

    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!

  8. <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.

  9. 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.

  10. 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....

  11. 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.

  12. 3 minutes ago, Sugarfree said:

    ...wow okay. Well I have like 40 mods installed truthfully...  Like I have almost all the A19 mods that enhance the game and add fun things to do and explore because otherwise (for me) there is no point in really playing past the 7 day Blood Moon...  But the Mansion doesn't work as intended, the Horses never showed up anywhere that I could find, the Mead Hall (not sure who owns that one - would have to look it up) never showed up (yet)...

    I forced the quest through the command you listed but that didn't do anything either even when I got the key and crafted the Stone Axe. So I basically just broke the wall down next to the door and walked in, killed some ghosts and holy hell...  There's a million wall safes. At this point since nothing works it just becomes another POI to loot I guess because I'm tired of starting a new random map after I get so far in the game...

    ...meh.
    I dunno...

     

    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.

  13. 27 minutes ago, Sugarfree said:
    • Telrics Magisters Mansion

      So I started a brand new POI - random - and these Mansions are there. I've seen them in almost every city area. The problem is that when I go to try and interact with the Siera Nightstalker NPC I get the following error: "Object reference not set to an instance or object" and when I go to click on the door it has no interactions at all.

      What to do here? How to fix this?

      Thanks.

    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.

  14. Quote

    It's really been bugging me that my character knows how to craft the item, but not the parts for it.

    Not to be pedantic... This is meant to be a joke.... But surely you know how to put together a desk from Ikea... But do you know how to create the wood parts? The screws? The rubber things to keep it from sliding around?

  15. 2 hours ago, katarynna said:

    Very easy does fail if you die. All quests fail if you die before completing them. Except maybe buried supply quests... i don't know if they fail on any difficulty.

     

    Don't take my word for it. Start an ez mode nav game, pick up a fetch or clear quest, and intentionally let the zombies kill you or eat glass.

    According to the xmls, all fetch and clear quests are defined as medium+, not veryeasy. The starter quest is veryeasy and if you die during it, you won't lose it.

  16. 52 minutes ago, stallionsden said:

    ...

    Just fixed that error. The horses 2.0 mod and the husbandry mod had a couple items named the same, so that's the error you're getting. I just changed the husbandry mod, so you don't have to re download both. Just husbandry...

    On a side note, do be aware the husbandry mod is listed as single player only. It will definitely throw errors to clients when someone tries placing one of the mountable animals from it. Also the actual breeding and mating system probably won't work correctly.

    Thanks for reporting this error though!

  17. You'll need a minimum of two blocks to do this. One as a plant that grows into the 2nd block. Here is an example from my mod. In this case, I'm using blocks for the player to loot to speak with an npc. I place the block in the world, player loots it, it downgrades into the talktoair block, which is a plant that will grow back into the normal talkto block.

     

    <block name="NPCLyraTalkToAir">
    	<property name="Material" value="Mair"/>
    	<property name="Shape" value="Invisible"/>
    	<property name="Texture" value="250"/>
    	<property name="FilterTags" value="fterrain"/>
    	<property name="SortOrder1" value="d0j0"/>
    	<property name="SortOrder2" value="0050"/>
    	<property name="Class" value="PlantGrowing"/>
    	<property name="PlantGrowing.FertileLevel" value="0"/>
    	<property name="PlantGrowing.Next" value="NPCLyraTalkTo"/>
    	<property name="PlantGrowing.GrowthRate" value=".5"/>
    	<property name="PlantGrowing.IsRandom" value="false"/>
    	<property name="PlantGrowing.LightLevelStay" value="0"/>
    	<property name="PlantGrowing.LightLevelGrow" value="0"/>
    	<property name="PlantGrowing.IsGrowOnTopEnabled" value="false"/>
    </block>
    <block name="NPCLyraTalkTo">
    	<property name="AllowAllRotations" value="true"/>
            <property name="CustomIcon" value="PirateChestIcon" /> 
            <property name="Material" value="Mcloth"/>
            <property name="IsTerrainDecoration" value="true"/>
            <property name="Shape" value="ModelEntity"/>
            <property name="Model" value="#@modfolder:Resources/TelricsQuestWorld.unity3d?DecorationTalkToNPCPrefab"/>
            <property name="Collide" value="melee"/>
            <property name="CreativeMode" value="Player"/>
            <property name="Stacknumber" value="500"/>
            <property name="Group" value="Building,Building2"/>
            <property name="EconomicValue" value="300"/>
            <property name="FilterTags" value="fdecor"/>
            <property name="SortOrder2" value="0050"/>
            <property name="MaxDamage" value="50"/>
    	<property name="Class" value="Loot"/>
    	<property name="LootList" value="812"/>
    		<property name="Place" value="TowardsPlacer"/>
    	<property name="DowngradeBlock" value="NPCLyraTalkToAir"/>
    	<drop event="Destroy" count="0"/>
    	<drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/>
    </block>


    Feel free to copy that and change to what you need.



    Oh and another thing... You'll need to set the loot ID to use the destroy_on_close parameter. That way the block will downgrade once looted.

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