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McKeighan

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  1. Sorry - been busy IRL and haven't been back in a while. I would agree Gidaeon - it's definitely intended as some kind of end game content I would imagine. I've gotten my toon up to lvl 50ish, put a ton of points into anything that raises up hit-point, and healing factor, and etc. I don't see anything that really gives resistances in the skill trees, so I am assuming it's got to be in the pills that would be attached to the weird plants in the farming part of the mod that have recipe's that I can't learn from anywhere (yet). Or maybe the radiation suit, but haven't seen any of those parts drop yet either. So... Raise Oblivion farming? Maybe... I know there's a book out there somewhere to gain knowledge of oblivion butchering, because I've found it before on a prior playthrough... so that butchering table is pointless until I find the book. Oh yeah, and forget upgrading vehicles to actually useable decent vehicles until you find a mythical CO2 canister - that only drops in airdrops or as part of a wrench down of 1 of the many many chassis out there to be wrenched. At a 1/2 % chance at that. Even upgrading both skills to max, and using a top tier tool, I've never found one yet. But I digress... Back to talking about the Pits of woah. Now - Why would I include a massive spoiler to this mod? BECAUSE I want them to see it and FIX IT. It's got a lot of promise, it shows a lot of cool opportunities, but it's definitely broken. If it's intended as "the" reward for your efforts... well then, ok I suppose. Just delete my comment?
  2. On the topic of the Skull Chambers - My feedback would be that the poison dot tick seems a little too fast? Is there a method to counteract this dot built into the game (i.e. gas mask / anti-poison shot or pill / some kind of something or other you ingest / or some perk - skill you spend points on to mitigate the dot tick speed? ) Just wondering, because As a test, I opened the vault, and rode it down for the first time. Got to the bottom, looted a pile of books, looked around, noticed I had no 2nd key to get back out - had about 70% hitpoints left. Maybe 15 seconds had expired. I quickly looked around the room for an alternate exit, of course there is none, but I spotted the spiral staircase going down. Maybe a room below shuts the gas off or is a breathing chamber or something? So I sprint that way, fly down the stairs, make it to the cells, and DEAD. I lasted MAYBE 30 seconds in the skull chambers. @ lvl 20 with 3 points into fortitude.
  3. Hi All - This part as been stumping me for a bit. I thought I had it, but then it turns out I had been fooling myself and I really had just been removing the attribute itself and not the values of the attribute, which is what i'm after. Here's a bit of what I'm wanting to do. @ lvl 1 in skill in GreaseMonkey, everyone has the ability to create wheels, bike chassis, and bike handlebars. @ lvl 2 in skill, this expands to everyone can now create a bar battery, make gas, and engineer a minibike chassis and minibike handlebars. (and so on and so forth). For this exercise, what I wanted to do was say... yaaaaah. NO, INSTEAD, all you can do is find the chassis/handlebars for the minibike in loot or on vendors to purchase. The schematic to learn how to make the chassis and handlebars doesn't even exist.... and oh yeah - you have to be skill lvl 1 to even understand how to assemble a minibike now. So unskilled players can no longer just luck into finding all the parts in the world and just make a minibike out of their magic backpacks. This is the code I had been playing with, with some success, but of course, there's things I'm just not getting as to why it's not exactly working. progression.xml <TEST> <removeattribute xpath="/progression/perks/perk[@name='perkGreaseMonkey']/effect_group/passive_effect[@level='1,5']/@tags">,vehicleBicycleChassis</removeattribute> <append xpath="/progression/perks/perk[@name='perkGreaseMonkey']/effect_group/passive_effect[@level='1,5']/@tags">,vehicleBicyclePlaceable</append> <removeattribute xpath="/progression/perks/perk[@name='perkGreaseMonkey']/effect_group/passive_effect[@level='2,5']/@tags">vehicleMinibikeChassis,vehicleMinibikeHandlebars</removeattribute> <append xpath="/progression/perks/perk[@name='perkGreaseMonkey']/effect_group/passive_effect[@level='2,5']/@tags">,vehicleMinibikePlaceable</append> </TEST> loot.xml snip <TEST> <removeattribute xpath="/lootcontainers/lootgroup[@name='schematicsVehiclesT1']/[@item='vehicleMinibikeChassisSchematic']"></removeattribute> <removeattribute xpath="/lootcontainers/lootgroup[@name='schematicsVehiclesT1']/[@item='vehicleMinibikeHandlebarsSchematic']"></removeattribute> </TEST> items.xml snip <TEST> <remove xpath="/items/item[@name='vehicleMinibikeChassisSchematic']"/> <remove xpath="/items/item[@name='vehicleMinibikeHandlebarsSchematic']"/> </TEST> traders.xml <TEST> <removeattribute xpath="/traders/trader_item_groups/trader_item_group[@name='schematicsVehiclesCommon']/[@item='vehicleMinibikeChassisSchematic']"/> <removeattribute xpath="/traders/trader_item_groups/trader_item_group[@name='schematicsVehiclesCommon']/[@item='vehicleMinibikeHandlebarsSchematic']"/> </TEST> So yeah. Lots of failing code comes out of this of course. I've tried variations on a lot of different moving parts. I started by just trying to focus on one file (of course), and only get the one thing working. This by the way is litterally all it's doing to the progression.xml file <perk name="perkGreaseMonkey" parent="skillIntellectCraftsmanship" name_key="perkGreaseMonkeyName" desc_key="perkGreaseMonkeyDesc" icon="ui_game_symbol_service"> <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="2" desc_key="reqIntellectLevel02" /></level_requirements> <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="4" desc_key="reqIntellectLevel04" /></level_requirements> <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="6" desc_key="reqIntellectLevel06" /></level_requirements> <level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="8" desc_key="reqIntellectLevel08" /></level_requirements> <level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="10" desc_key="reqIntellectLevel10" /></level_requirements> <effect_group> <passive_effect name="CraftingTier" operation="base_set" level="0,5" value="0,5" tags="perkGreaseMonkey" /><!-- fake crafting perk that is used to scale resources or quality like on carBattery --> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,5" value="1"><!--Attribute "tags" removed by: "TEST-MOD"--></passive_effect> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="2,5" value="1"><!--Attribute "tags" removed by: "TEST-MOD"--></passive_effect> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="3,5" value="1" tags="resourceOil,vehicleMotorcycleChassis,vehicleMotorcycleHandlebars" /> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="4,5" value="1" tags="ammoGasCanBundle,vehicle4x4TruckChassis,vehicle4x4TruckAccessories" /> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="5" value="1" tags="vehicleGyroCopterChassis,vehicleGyroCopterAccessories" /> <effect_description level="1" desc_key="perkGreaseMonkeyRank1Desc" long_desc_key="perkGreaseMonkeyRank1LongDesc" /> <effect_description level="2" desc_key="perkGreaseMonkeyRank2Desc" long_desc_key="perkGreaseMonkeyRank2LongDesc" /> <effect_description level="3" desc_key="perkGreaseMonkeyRank3Desc" long_desc_key="perkGreaseMonkeyRank3LongDesc" /> <effect_description level="4" desc_key="perkGreaseMonkeyRank4Desc" long_desc_key="perkGreaseMonkeyRank4LongDesc" /> <effect_description level="5" desc_key="perkGreaseMonkeyRank5Desc" long_desc_key="perkGreaseMonkeyRank5LongDesc" /> </effect_group> </perk> So clearly - it's not doing the equivalent of a "replace" function, which is probably all I'd really need. I could probably do this all with a set, where I just set the effects to a start point I want, and then use append to add in the recipes to them, so that the tags attribute doesn't get removed.... OH ok.. all this typing I might have just got it out loud. It's cause it's removing the TAG attribute that the entire set of values is going poof and it can't append the placeable minibike. So what's the correct way to do it? Just using <remove xpath="/.... etc... " ???? Would this also explain why it's not being removed from the traders.xml or the loot.xml?
  4. So - it will work and generate a map - up until it tries to populate the map. That's where the POI's xml code comes into play, and then validates if it's supposed to be able to spawn where it's been placed? Or does the POI no longer care where it's been placed anymore in the map? Just trying to figure out if I'm editing poi based XML files and re-naming them for absolutely no reason I suppose I could have just made a 4X4 or 2X2 map with 3 poi's on it that were totally set to be city/downtown/wasteland only poi's and forced them to spawn in pine_forest/city/industrial and desert/town/residentialold and see if they actually populated those areas - but then that's actually doing research on my own. And the chance of me actually coming back and sharing knowledge once derived is very low sadly
  5. BTW Stallionsden - Thanks for the tip - it WAS the doubling up that was hanging the production. Now that I finally got the maps to produce Almost exactly what I was after... stupid ZombieDayz updated to alpha19.6 on me and I gotta rework some of my efforts. So onto round 2 of my newb questions for KingGen Masters. 1 - Which takes the precident in the scenario? The king-gen row definition or the xml of the prefab? What I mean is let's look at a common "mistake"... be it a mistake or maybe it's just my misunderstanding of how this all works still. I'll elaborate on my current understanding, and allow you guys to correct my logic. Now - I've set up these 2 example lines below of a prefab called School_k6_02 and the property parts of the XML of the prefab listed as well for reference. ##<name>,<x size>,<y size>,<z size>,<y offset>,<rotation to face north>,<allowed biomes>,<allowed townships>,<zones>,<required>,<unique>. School_k6_02,49,18,79,-1,2,burnt_forest/pine_forest/desert,town/city,residentialnew/downtown,, POI called School_k6_02.xml (example only) <property name="AllowedBiomes" value="snow,plains,pine_forest,forest,desert,wasteland"/> <property name="Zoning" value="downtown, residential" /> <property name="AllowedTownships" value="city,town,rural" /> My question becomes.... Which takes precidence? Does KingGen overlook the Allowed Biomes and tries to spawn the school into the burnt biome anyway? Does it ignore that it's using an older value for "residential" and substitutes in residential new? What if I swapped in industrial, which isn't even a value? would that also work? OR.... does the xml of the POI block the spawning in those zones - so while kinggen techniqually built a place for the building in the map for it, when it actually tries to populate into the map when the game fires up, it fails population because the actual POI rules are being broken (via it's own XML coding)?? Same basic question I supposed surround the use of zoning and townships. Also - when modders put in the value of "none" for Zoning... what is that actually doing? Is that effectively blocking the poi from spawning anywhere? I guess my question really becomes one of is this an append feature or an exclusion feature of an array (sort of). So - while trying to clean up maps and get all these poi's to actually spawn in, I've been copying a lot of the poi's to my own sub-mod folder, renaming them all slightly, and correcting the XML files to fix the zoning / biomes / townships.... often it's just easier to delete the biomes & townships I've found as those default to the full list on biomes and null for the townships. But I digress. Thanks for reading this far, and any help is appreciated.
  6. I thought I was doing something a bit clever to make my cities and towns a bit more diverse, but KingGen keeps throwing errors on generation. Would this be causing it? I wanted the bookstore to be in the downtown of both towns and cities, but only the commercial areas of cities. (just to be different). xcostum_Book_Stop(by_Hydroponic),35,8,25,-1,1,pine_forest/desert,town/city,downtown,, xcostum_Book_Stop(by_Hydroponic),35,8,25,-1,1,pine_forest/desert,city,commercial,, The error logs i'm getting look like below Traceback (most recent call last): File "crash_log.py", line 19, in handle_crash_log File "gui_generation.py", line 27, in generate File "ntime.py", line 11, in ntime File "world.py", line 1258, in run File "world.py", line 276, in generate File "world.py", line 665, in gen_random_pois File "rrlist.py", line 25, in get_random IndexError: list index out of range This isn't the only place in my pois file I've made this kind of edit, it's just an example.
  7. is there any tried and true "easy" method to get the X,Y,Z coords for the size of a prefab (That's not listed/ custom), as well as the Y offset to make it flush with the ground? The methods i've tried to use, i'm not sure if i'm using them right.
  8. How do we increase the maximum stamina / HP then? Mine has fallen from 100 to 97, not sure how it's come down. I've been focusing on only eating foods that increase wellness, although i think my toon is currently stuffed so will have to wait a while before powereating again. Resting on a bedroll works as intended, but won't go above that "new" hardcap of 97 on my character.
  9. Here's an odd one - Can't craft a stone sledgehammer, although it shows that it's not blocked. I go looking in the xml, and the items exists in both the main a18.4, and also the truesurvival version of the XML. In your version, it's got a tag of learnable, but in the root version, anyone can make them at level 1 (i.e., no tag). If the goal is to have it a learnable only item, then i think you're going to have to kill it from the vanilla xml. I can only imagine that's why most of the other mods out there just merge the xml files. I also noticed that I took some perminent damage to my stamina. It was 100, now it's a max of 97. (Yes, i've even rested on a bedroll and healed up to full). I can only assume this is some issue with it replacing the value of the variable for max health while trying to adjust for the different effects from damage / wounds / injuries. Might want to build in a function that works like " IF negativebuffcount = 0 then set maxhp = 100 + any positive trait - any negative trait" .... I.E. recalculate it again after all the negative buffs wear off. Maybe have it only calculate as well if you're fully rested.
  10. Story quest, step 4? Walkie Communication - this quest wants the player to retrieve the jz_QISateliteRadio object. The text of the quest suggests you find it at a radio station in a forest - how would/does this work on a random gen map? is it ANY satellite dish can drop the object?
  11. Don't know if this has been covered yet - but JZ_professionpage seems to be craftable, but isn't used in any other recipes.
  12. Nother simple question/bug that i can't figure out. jz_preptable. I have all the components needed to make it, i found a working work bench, and i have the handsaw (looks like a power saw) as a tool in the tool area of the workbench. But - it still won't allow me to make the prep table. (it's grey'd out). I'm wondering if there is a skill impacting the requirements - other mods have this issue that i've seen - where the list amount needed is actually less then the true amount needed because of some skill or other thing behind the scenes. Anyway - wanted to give the heads up.
  13. So - the first non-vanilla thing i tried to assemble was the Research Desk - it completed, but i can't find it anywhere in my inventory or on my hot bar to place it into the world. Anybody else have this issue creating a bench?
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