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irongamer

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Everything posted by irongamer

  1. I was responding to this quote, "I concede that there is at least one game that does not require you to get all the pieces of an armor collection for the set bonus." So there was some question about that. I was just mentioning there are good number of games in the past/present that do. I really don't care how Fun Pimps implement it.
  2. Over the years there have been many action RPGs that do set item bonuses in "increments." Some sets have bonuses at 2, 3, 4, 5, and 6 pieces depending on the game. The system has pros and cons of course but "incremented" set bonus have been around for a long time in the action rpg genre. - Diablo 2-3 - Sacred 2 - Titan Quest - Torchlight 2 - Grim Dawn - Last Epoch Other rpg games like World of Warcraft have also used incremented set bonuses.
  3. @bdubyah A question on ghoul radiation. I haven't made any of those changes to the power armor radiation resist mod so this is using vanilla Wasteland. Is it possible for the ghoul radiation to overpower the power armor radiation mod? The reason I ask is on the roof of the grocery_store_03 near the center there are often 1 or 2 ghouls (I think my day is in the 30-40s). There also some others I had not noticed before, something like normal feral ghouls? They look more like a standard ghoul from fallout, could be just another zombie model? Anyhow! At that location even with the power armor radiation resist mod I get the radiation warning and some hp damage ticks, the ticks were pretty minor. Can the ghoul buff stack or something? Or does the buff increase with gamestage? Just curious as it seemed previously that the mod negated those fields completely. [Edit] I'm all for cases where the mod is helpful (slower hp tick) but doesn't negate the mechanic completely. Was just curious about possible stacking ghoul buffs, or maybe I was just hit in melee? I was pretty close to them when they jumped out of the sleeper locations.
  4. Maybe a known issue, grocery_store_03 does not spawn the last guy(s) in the freezer. Mission cannot be completed if it is a clear mission.
  5. Thank you for the example. I just love the ghoul radiation cloud mechanic (hunt them fast or die) and was surprised it could be completely negated. Just my opinion (obliviously) on that great mechanic being removed "late game." Looking forward to the NPC update. =D
  6. Ah, I think I see. Buff buffGhoulRadiation is written specifically for NotHasBuff and perkRadResistant. The power armor mod passive effect BuffResistance with the tag buffGhoulRadiation completely prevents the buff from occurring, since the buff has no specific catch for armor based resistance it would just chew off your HP if you get the buff. Just spitballing here as I'm not really familiar with 7 days modding. The buff buffGhoulRadiation would likely need another catch specific to a new armor buff with another effect_group that defines hp lost, using a new buff triggered effect similar buffPADampener?
  7. Thanks for the fast reply! Looking forward to the update, like a lot! @bdubyah A quick question on the radiation upgrade for power armor. Does that negate the ghoul radiation zone completely or just to a certain level of radiation? I see the add base value is 2. If it negates all possible ghoul radiation levels could I bump that down to make it mostly resistant but not totally?
  8. Loving this mod. The ghoul radiation mechanic is brilliant! We are running this on a server and all raider POI with raiders as sleepers do not wake up unless you attack one and none of the others wake up, they all sleep until you hit them. Even if the sleepers are side by side massive amounts of gun fire noise will not wake them, they have to be hit to wake up. Is there a setting to fix this or is this just how raider sleepers work at the moment.
  9. Moar Zeds No joke! This is fraking amazing! Hands down the best 7 days experiences I've seen yet. The x12 natural spawns mod is amazing for creating zombie movie like events at whatever stage screamers start to show up. The thing to fear is the amount of mobs building on the outside of the POI while you try to clear asap, the longer you take the higher chance a horde breaks in somewhere. Feral sense is on in the example below. Sample Experience There is one poi that is rather deadly with this mod. It is a pharmaceutical factory with the underground section and the elevator shaft with the glass side. I was mopping up the last room and I'd been hearing a lot of noise outside. Dropped to the floor in the last room to check on a wall, it burst open and a massive horde starting flooding into the room. I turned to run to high ground and there in the f'ing floor was a new hole and a zombie head sticking out! They had dug in multiple ways at once! I fought the horde from high ground but they were just taking too much ammo and a screamer (that I couldn't find) kept them pouring in that wall breach. I finally decided to fall back to the elevator shaft. There was just as much noise at the elevator shaft and then I saw it, a 3 story tall wall of zombies pummeling the reinforced glass wall. It was then when zombies started raining down the elevator shaft. I panicked and tried to ascend the stairs around the shaft but kept failing a jump only to land on a horde below. The window was broken at this point and I had to flee back to the final underground room. At this point I was starting to run low on ammo, I had to get out. I lured zombies out of the elevator shaft and finally managed to make my way up and out. It was an amazing experience! I've taken another mission or two at the same poi and it resulted in similar experiences. Just stupid dangerous with hordes outside breaking in and having to fall back or up to the roof only to find out i forgot the cache pickup and having to descent back into the hell hole. Should be recording this insanity. Performance notes I tried a few varieties of this mod, x4, x8, and x12. I'm running a 5800x and a 3060 ti and had to kick resolution down to 1080p to maintain ~100 fps, this works in most tier 4 poi, but most of the tier 5 poi will drop to 40-50 fps. Especially the skyscrapers, not sure if the performance drop is just high poly count or the extra pathing due to the huge horde sizes building on the outside of the location. The x12 results in the most insane situations and is just amazing, but you may have to lower the graphics or avoid some pois. Summary I'm hooked, the zombie increase mod is amazing. Would be great if the default menu options had sliders for natural spawns and wandering horde sizes. If not, or until then, this mod will always be installed. https://www.nexusmods.com/7daystodie/mods/1310?tab=description
  10. So, does working enough Tier 1 jobs at a trader finally open Tier 2? Then tier 2 for 3, and 3 for 4, etc. The first trader gave me tier 1 and then tier 2 and the new trader special. The new trader only had tier 1. What is funny though, is they kept sending me between those two traders for the special mission and finally a 3rd trader special mission. Now all the special trader missions I've had are just bouncing between those 3 traders. They are all forest biome.
  11. Oh hell yes! When I saw the shielded zombie and the need to kill the other first I was like, "That would be great in the normal game!" Looking forward to seeing how some of those are brought into the full game.
  12. Love this idea, not sure if it fits with what they are trying to do with 7 days... but I'd love to see it. Terraria is another nice example of boss progression within a block filled world. The battle in Valheim is one of my favorite boss fights of all time because of how the environment provides cover but also changes over time. Moder to some extent as well but the battle feels more iconic maybe due to setting where you summon.
  13. Pretty sure you start with a bug out bag. Place it on the ground and then open it like any other container. It should have a bedroll and bunch of other goodies in it.
  14. Is there a fix for the visible blocks that show up randomly in poi, they block LOS but you can clip through them. Is this indicative of an old poi, a poi being worked on, or is it an issue with my install? The blocks seem to randomly occupy spaces that normally have no blocks. Just adding this if anyone else looking at this stuff. Looks like other have termed these phantom or ghost blocks. Might be related to super dense poi? That is a rabbit hole for sure... wow.
  15. Any chance there could be a weighted roll or exclusion list in the future? POIs that have been used in a quest recently could either have reduced weight in their roll or they are added to an exclusion list and added back in after 2, 3, or X number of quests. And obviously if no POI is assigned due to those rules just fall back to randomly picking one.
  16. Wow, great mod! Makes the world feel quite a bit more active and holy crap the first wandering horde was a legit horde. I had to bug out and setup camp in the traders area, but that didn't stop them. They piled so high they started to drop a guy or two over the wall, this worked out great for working them down. Your mod had renew my interest in playing again, thanks!
  17. Does the special radiation zone expand or move over time? Changed from 2.4 to 2.5 with the same NitroGen map (v0474, that was set for Darkness Falls zones). In 2.4 the radiation zone was where one would expect, right at the edge of the red area on the map. Using the same map with 2.5 the zone has extended beyond that point and is now covering some normal traders. Is this normal behavior or is something up? [EDIT] Checking the buffs.xml and it appears that 2.4 using "wasteland_hub" ID 12 for the radiation zone. While 2.5 is using biome ID 8 which is "wasteland". Is this correct? If so, I'd likely need to use one of the default DF maps or wait until NitroGen updates for these changes?
  18. Hello KhaineGB! This is a fantastic mod! Makes the 7 days world much more alive, I find the progression more interesting, love all the zombie types, the rad zone, omg! So much great stuff. Fan-TASTIC. Dug through the thread a little, but my search fu is not that great on these forums. 1. Can traders come back if they die? Or are they gone for good? 2. Sounds like the gyrocopter was out, then rare drop? Where does this stand now? The recipe is in the crafting list but we haven't found a way to make it. Again, thanks for making this!
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