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Everything posted by Survager

  1. Update v 1.4 fixed the wrong level scheme was used to create a pistol scheme reduced the number of parts that are required to study the subject To create a higher rank weapon / tool schema, a level 6 weapon / tool schema of the previous rank is required. Now, to study the top weapons, you will need to fully study the simple weapons.
  2. Update v 1.3 removed the increase in the crafting level of rocket launchers, now you can improve the quality of the created rectometers only with the help of special books. fixed english localization Sorry for this mistake, this is my carelessness.
  3. If I understand correctly, then this mod will be enough to install only on the server.
  4. Rework Repair and Learn Weapons, Tools and Armors A19 [by SURVAGER] Hi everyone! I have to you BIG UPDATE for my first MODLET "Rework Repair Weapons". UPDATES Your's "Big Thanks" please send me here: Description 1. I am very confused that the details of weapons and tools are now used only to create these things. Now you will need these items to repair weapons and tools! 2. I was also confused by the fact that a character could magically learn how to create complex weapons and tools simply by purchasing a skill level. Now, in order to learn how to make weapons or tools, you will have to find these items and study them! In addition, in order to create weapons and tools of a higher level, you will also have to learn this by further studying these items. Now, by purchasing skills, you will not be able to learn how to make complex weapons or complex tools. The rest of the skills remain the same. 3. It also bothers me that a simple repair kit is used to repair complex things, such as machine guns, a drill and a chainsaw. The uselessness of parts of weapons and tools is especially visible at the end of the game, when we already have top-end items. I decided to change this a bit. Now, to repair weapons and complex tools, you need not a simple repair kit, but parts of these items. 4. Leather Armor, Rag Armor and Military Armor can no longer be repaired using repair kits. This will require the appropriate materials. RU ะžะŸะ˜ะกะะะ˜ะ• WARNING! This can greatly change your approach to survival. You will think about whether to sell this rifle or better to break it. Is it worth it to use a drill / chainsaw now, or is it better to use an ax / pickaxe, since there are no parts for repair. It may happen that your favorite weapon becomes unusable, and even the dealer simply does not have repair parts. In this case, you will have to buy expensive weapons or tools from the merchant in order to break them in order to receive parts for repair or to learn this items. To compensate for the complexity of the repair, the degradation of the changed items is reduced by 2 times. It still requires balancing, so write your opinion in this thread, we will test together ๐Ÿ˜ƒ Since complex weapons and tools require parts from these items to learn, the number of parts in the loot has been slightly increased. RU LIST CHANGES To repair complex weapons, you need the parts of this weapon. Repairing complex tools requires the parts of these tools. Repairing rag armor requires duct tape. Repairing Leather Armor requires leather. Depending on the quality of the item, repairs will require a different amount of resources. The number of weapon parts and tools in the loot has been increased. Increased the number of weapon and tool parts in yellow bags dropped from zombies By purchasing skill levels, you cannot learn how to make complex weapons and tools, or improve the quality of the items being created. In order to learn how to make some kind of complex weapon or tool, or learn how to make this item of better quality, you will need to study this factory item at the workbench. To do this, you need the item itself, the details of the item, paper and adhesive tape. Auto Turrets and Shotgun Turrets can only be explored using a schematic. Old weapon and tool schematics have been removed from loot and sale. Added new books to study items and improve the quality of items crafted. Added factory weapon and tool variants to the game. Such items can be used until they break, but they cannot be repaired. Such items you can either be sold very cheaply or broken for parts. Factory quality items have more mod slots and reduced durability consumption when used. As a reward for the quest, the player can receive factory-quality items. Only the first level schematics of complex weapons and tools can be bought from the merchant. To learn how to make weapons and tools of a higher level, you must study these subjects and create new schemes. RU I hope you enjoy this little hardcore ๐Ÿ˜ƒ DOWNLOAD LINK (A19): Google Disk: https://drive.google.com/drive/folders/1au0xYF0z1ag22Iewl-ZHPxRkgeJokui1 Yandex Disk: https://yadi.sk/d/hNQvgO6svC4oAQ?w=1 IMAGES
  5. Update v1.3 Added unique loot lists for each zombie! (nevertheless, you still cannot swim in loot) Removed yellow bags falling from zombies. Zombie corpse lifespan increased to 180 seconds. Zombie corpse durability reduced to 100.
  6. I have a little complaint about the new nurse ๐Ÿ˜ƒ The new zombie nurse has a movable lower jaw and hairy tail, but the stethoscope is firmly glued to the zombie. A stethoscope, unlike a tail of hair, is constantly in front of the player's eyes, and the fact that it has no physics is very striking. Will the stethoscope have physics like this zombie's jaw and hair?
  7. It could be some secret bonuses, dispatch bonuses and so on. For example, with a certain set of clothes, a character could fall on hay from any height without taking damage ๐Ÿ˜ƒ It would be cool if, in addition to the existing sets with a description, there were such sets that players could open completely by accident. This would generate a lot of discussion, speculation and legends on the forums and on Steam... but only if it was not in the clear in xml. Just reasoning ๐Ÿ˜ƒ
  8. @Madmole Now at 19 Alpha, you must complete 10 quests of a certain level in order to unlock the next trader. For instance: - to open the third trader, I have to complete 10 quests of the second level. - to open the fourth trader, I have to complete 10 quests of the third level. - to open the fifth trader, I have to complete 10 quests of the fourth level. In Alpha 20, I will be able to switch quest tabs and select low level quests. If the completion of these quests is counted without checking the level of the quest, then I can very quickly open all the traders by simply completing the first level quests. Will the game require you to complete quests of a certain level in order to unlock the next trader?
  9. @Madmole You wrote that you plan to add at least 10 sets of clothes. Question: can some items of clothing participate in several sets at once?
  10. @madmole Will these new armor sets replace the old rags, leather, scrap and steel armor sets, or will the new armor sets be additional armor sets to what is already in the game?
  11. I have not seen this mod. I planned to make different loot for different zombies a little later.
  12. Update v1.2 Reduced the chance to find a pistol. Added the ability to search normal zombies after being killed. Zombie corpse lifespan increased to 240 seconds. Zombie corpse durability reduced to 300.
  13. I tried using a different trigger, but I couldn't change the value "DegradationMax". What am I doing wrong? <append xpath="/items/item[@name='gunHandgunT1Pistol']/effect_group[@name='gunHandgunT1Pistol']"> <triggered_effect trigger="onSelfAimingGunStart" action="ModifyCVar" cvar="DegradationMax" operation="perc_add" value="1"/> </append>
  14. Hi everyone. Tell me, is it possible to somehow reduce the DegradationMax value of an item after repair in XML? I tried to do this, but nothing came out <append xpath="/items/item[@name='gunHandgunT1Pistol']/effect_group[@name='gunHandgunT1Pistol']"> <triggered_effect trigger="onSelfItemRepaired" action="ModifyCVar" cvar="DegradationMax" operation="add" value="-1"/> </append>
  15. Can we hope that water will work like in Minecraft, being distributed between blocks when the amount of water in one of the blocks decreases? Will water be able to flow from one water area to another, located below the level? I dream a lot ... probably ๐Ÿ˜ƒ
  16. But I did not see you mentioning me in the description of your modlet ๐Ÿ˜‰
  17. You probably didn't understand me. I say that the zombies are not running towards the sound of the explosion, but towards the place from where I threw the grenade. Is it normal? Or is this a joke? ๐Ÿคจ
  18. Some time ago, I noticed a problem with grenades and other similar items? The problem is that after the explosion, zombies run to where the grenade was thrown from, and not to where it exploded. Is this mistake?
  19. Hey. I don't really like complex modifications and therefore prefer to collect my version of the game from modlets. Can I use your mod to create a separate weapon modlet for tubular weapons and scrap tools?
  20. This is the only good thing in TLOU 2 ๐Ÿ˜‚
  21. Technically, following the logic, I proposed an option for the recipe for incendiary or explosive arrows/bolts to include a regular steel arrow/bolt instead of the materials (wood, plastic, steel tip) that a regular steel arrow / bolt is made of. You did not read my post carefully, so your comment is inappropriate By the way, there is no steel recipe in the game for a long time, you just need a crucible ๐Ÿ˜… When you make an incendiary or explosive arrow / bolt, you logically first have to make an ordinary steel arrow / bolt, this can be seen on the icon and on the arrow / bolt model. So why, knowing how to make incendiary or explosive arrows / bolts, you can't make a regular steel arrow / bolt? You can make a separate recipe for the steel head, and the player should be able to make steel arrows / bolts without a recipe, in this case it will solve the problem of logic.
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