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Everything posted by Tristam

  1. I want to be corned in a building and see an un-barricaded window and essentially dive through it to the other side. Take a bit of health damage but better than dying. The damage should never kill you but it should take you to 1 HP, and of course you have to deal with w/e fall damage awaits on the other side. Zombies and dogs should also be able to go through those windows to get to you, making POI way different when it comes to defending them. And now upgrading windows into their barricaded forms has new meaning and incentive. It might keep them out, or it might keep you in.
  2. Try installing it by itself and testing it in SP. I imagine this is some conflict but I'm not going to work on compatibility patches if it is. I can also only test this for SP as that's all I have access to. No server for me to troubleshoot with. So if you get errors playing this in SP, let me know.
  3. Ah, he hide it under the one place no one would ever look-- tutorial land. Thanks again.
  4. I heard tale of Guppycur's discord, but never found a way to join. Asked someone for a link a few months back once a friend suggested I did, but got no reply. If it's not against their rules, PM me a link if you don't mind?
  5. Ha, you read my mind. Well, that leaves roughly a dozen people capable of pulling it off outside of the funpimps themselves afaik. Ba, humbug. You're appreciated though.
  6. Bah, go figure. I'm glad I asked before I tried too hard at it. Now I just have to bribe and/or harass someone to do it. Gonna be a compatibility nightmare with other mods that use it though, but I'm willing to make that sacrifice.
  7. I was able to reveal the 2nd toolbar by removing visible="{secondrow}" from line 870. I can place things there, but I can't scroll there with my mousewheel or use Shift + 1 (or any #) to jump to the slot. Removing "visible" lines from other .xml files under the XUi folders did nothing, and XUi_Menu is for the main menu, not in-game things. Some help would be appreciated.
  8. I figured out some issues with the Fetch and Clear 05 and 06 Tiers. I've got it patched. Gonna update the mod and upload. When that's done, try that version. I suggest that anyone who updates using my mod or any mods in general take screencaps of your skills, levels, items-- anything you're worried about losing. Everything. Then console those items back in if they're removed from updating.
  9. I change the controls a lot, and they keep reverting to default. Usually when I load up a different instance of the game I have backed up. Is there a way to prevent this, or otherwise just load my entire control setup without having to do it manually?
  10. I couldn't hazard a guess, since this mod was created on vanilla 19.4. And I work on random maps as well, nothing special. It's possible that something else in your folder was edited and you don't remember. Especially if you installed DMT or something that edits things outside of the mod folder. If I could recreate this, I could help you out. Only thing that comes to mind is reinstalling 7 days. Fresh. Delete the entire folder so nothing is lingering (move your mods out until you figure this out) and then try.
  11. That's what I was explaining in the last topic: If you try to get a quest for a situation your map doesn't support, you get nothing. So if I have a map that's nothing but forest, using a snow-only questbook will make an empty quest.
  12. You might need to make a new save. Works fine on my end. Either that or it's conflicting with something you have installed as well.
  13. Lam's Tristam's Crafting Tier 03-27-21 Crafting Perk for Combiner https://drive.google.com/file/d/1IZybtqLEDBxih62sbRCYVQ3v4LnsUbhW/view?usp=sharing Require's Credits to LAM for framework of this mod. When used with Lam's Master Mod, adds a new perk, Crafting Tier, under the LAM tree that adds 1 crafting quality per tier. So on a new game, 1 rank will make all your weapons craft at level 2. Stacks with default perks, so a Tier 1 in Deadeye and Tier 1 in Crafting Tier will produce Level 3 Perception Weapons. With this mod, you can craft level 6 weapons, but it's really for mods that grant workbenches the old combine function. Without this mod, you will only be able to combine items up to a certain level. Usually 4 or 2. Now you can go all the way to tier 6 if you so desire. Costs 2 points per rank until rank 3, in which it becomes 3 points. ReQuests 03-27-21 fixes and icons https://drive.google.com/file/d/1veTV6Rp86kWe_M7b4ZgXw5dT-R6DFGdA/view?usp=sharing Changelog: An updated and fixed version of my ReQuests mod. Allows the crafting of a Bulletin Board that spits out quests once a week. Old thread and thorough description here: Tactical Action by IvanDX. Updated to 19.4 with various tweaks to be more in line with vanilla. Original thread here:
  14. Your appreciation is appreciated. I've never edited a vanilla POI before and have no idea what files I'd have to pack to redistribute it. It would be a great solution as opposed to people building separate boards in their bases, I suppose. But if I did that, I would have to give the quests themselves a cost so that someone couldn't just take them all. The problem though is that if I were to do that, the rich would get richer as end-game players could just buy up all the quests as soon as they spawn. Without some other way to balance it out, I'm going to have to keep it as-is. As far as making it so that they scrap to paper, I'm probably going to pass on that as well. Since paper can be made into explosives, ammo, and various other things. Going out to get that sort of stuff is part of the game, and while paper is far from the most exciting thing to get, the fact that you need to get it and the time it takes you helps keep the game balanced. Otherwise shotguns would be king, since 1/3rd of their ingredients would land right in your lap.
  15. Glad to get some feedback. I got some errors while using some of the quests that send me for vehicles. I'll upload a new version with those fixed either tonight or tomorrow. After brainstorming with a friend, the current route this mod will be taking is that you'll be awarded a generic quest paper that can then be turned into the other quests. Higher tier quests cost more Quest Paper (QP). You'll be offered QP from the Bulletin Board weekly and also rarely in the Secret Stash of the Trader. This is so that if you cancel your quests or otherwise lock yourself out of the quest -> QP -> quest loop, there's some way to get back in. Initially, you'll only have, say, 4 quest papers. Which is 4 tier 1's, 2 tier 2's, or 1 tier 3 with a paper leftover. When you do Special Trader quests to point you to a new trader, your reward will be more QP's. This will continue until you hit Tier 5. I don't currently know if I can then have a custom quest that will kick in after completing your last, vanilla, Special Quest or not. But if so, I'll make it so that every 10 quests you complete will net you one more paper. This setup should keep players from screwing themselves over with their own incompetence (though nothing is every truly fool proof) while at the same time preventing ReQuests from being entirely overpowered from the jump compared to vanilla quests or in general. Players who do nothing but quest can just do it more, and those who wish to go in a different direction should still be well supported. QP should be a great bargaining chip while trading with other players too, considering.
  16. I learned how to make this mod from reverse engineering other authors' works. A common practice among them is to put in a line like that so you can get a yellow error and know the mod successfully loaded. It helps with troubleshooting. Feel free to remove it if it bothers you. I was thinking about reducing the rewards you get in comparison to the vanilla mods, but the prices and such escape me. Even removing all dukes you get would probably ultimately net you more dukes because you can sell whatever rewards you earn. Hard to think of a way to balance this with anything but how I play it.
  17. INSTALL ONLY ONE 1 of each Quest Notes ver https://drive.google.com/file/d/1ZLt-gLf5uHb8kdDC0ANGS6T_FrmjjB1R/view?usp=sharing OR 50 of each Quest Notes ver https://drive.google.com/file/d/11IQv_iynQOJyn5hnwbl2PMwUiY3ufcFD/view?usp=sharing This mod, while fully functional, is a WIP in my eyes. It needs heavy rebalancing in order to not throw the game for a loop. I've posted it here so that people can give me feedback on what they would want in a new version. As is, the mod adds a new recipe: Bulletin Board. When place, this board spawns Quest Papers once a week. Those quest papers can be read to give you the quests they describe. Most are duplicates of vanilla quests. Others will offer specific rewards such as Bike Parts, Weapons, Ammo, or Medicine. The names of the Quest Papers will tell you what biome the quest will take place in. If no biome is listed, it will be random. If you read a Quest Book for a quest that does not exist, such as a Tier 4 Wasteland Quest in a map that has no Tier 4 POI in the Wasteland, you will get a quest location that says "No Trader." Simply remove the quest from your quest log and pick something else. The quests I designed are meant to be fun and convenient far more than being balanced. When you are sent to a POI to clear it out, you'll have to kill X amount of zombies. The higher the tier, the more zombies you have to deal with. They don't have to be the zombies in the POI you were sent to-- any zombies will do. For those who care about my logic behind the design of this mod, it's as follows: I'm looking for suggestions on how to improve the mod. I'm thinking about making quests that take place in various biomes reward more based on the difficulty of said biome. So it'd be Pine Forest -> Desert/Snow -> Burnt Forest ->Wasteland I've also considered having a new McGuffin rewarded when you complete quests, and those are used to craft the higher level quests. But I didn't want to do that since it would, again, suck if you couldn't start the quest since you had no POI for it. If anyone knows how to keep two bulletin boards from being in close proxy, lmk. I tried taking info from the trees and seeds under block.xml but to no avail.
  18. In the original thread, it was said that it'd be removed in an update. We'd probably have to wait for that.
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