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xxx73

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Everything posted by xxx73

  1. Great work guys, appreciate it So what version should I use, arramus or Slawa, or both 😛
  2. Ok that's nice, is that something I can do now, or is it difficult to do? I see this settings: <maxVoicesPerEntity value="3"/> <LowestPitch name="0.95"/> <HighestPitch name="1.05"/> <LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="15"/>
  3. Really love the birds, robin, eagle and crow, but I think they should be easier to hear, is it possible to increase sound volume?
  4. Yeah this I know, so I tried to add them back to some guns for tests, but when I change materials to e.g. material = MRifleParts as in vanilla the guns is not possible to scrap at all. I also tried to make a new material or use another materiel like short pipes, but they also scrap to metal. All I want is for guns to scrap into something unique I can make gun parts from, its not important what it is, I can add localization and icons later. Anyway I guess that have nothing to with DF, but it seem easy to just use the already existing M...parts that is not used in DF.
  5. Hi again I'm working on a little add-hock gun part crafting project, and I like to use the vanilla crafting parts player get from scrapping guns for this project. I know this parts is not in use in DF, like MRifleParts and MMachineGunParts and so on, but they are still in the game, so I was thinking to add them to guns, but if I do the guns cannot be scrapped. So I wonder if its possible to use the old weapon parts for scrapping guns or have they been disabled or something?
  6. Ok, thanks for the clarification.
  7. I'm not very good with this, but it failed to load many files because of missing items/blocks and more. I think you have old files or mods that dont belong. Dont use any mod when starting this mod, most mods is not compatible. Add mods later if wanted. If it was me I go back to backup of game (or delete all files and use verify files in steam), and make sure Im using right alpha version of the game for correct version of Darkness falls. But as said Im not very good with this.
  8. I'm trying to understand the use of tags on guns in items.xml. Each gun class have a buyable perk that depend on that class action skill. They go as following: Pistol: "The Qutlaw" Shotgun: "Boom Stick " Rifles: "This Is My Rifle" Automatics:"Better Lead Than Dead" Both perkBoomstick and perkBetterLeadThanDead is added to <property name="Tags" (items.xml) for shotguns and automatics. So I wonder why isn't perkThisIsMyRifle and perkTheOutlaw added to <property name="Tags" (items.xml) for rifles and pistols, the same way as for shoguns and automatics?
  9. sry for the post, I found the answer to my question.
  10. Thanks for your reply. Exactly my first impression looking at the settings, I was thinking I hope author can give me a quick fix or this going to be messy 😛 I guess it will be messy now , anyway thanks for really great mod.
  11. Really great idea to make a flare gun, I have a lot of fun with it How can I tweak it to last even longer without flying higher and light get weaker?
  12. This mod look like a must have mod for me, thanks for sharing.
  13. Nice work, thanks for sharing
  14. I can point you in the right direction. In Robeloto_CustomZombies folder in Mods folder, open up config folder. In config folder there is file named entitygroups.xml. In that file you can just remove the lines with zombies you dont want. You maybe also need to look into quests.xml and make sure the zombies you deleted is not to find in that file, if it is, just replace them with some other zombies or remove the quest completely, or remove the file quests.xml, you can play without the quest.xml. If you dont know the names of the zombies, just check pics or vids at first page of this thread.
  15. Nice work, love the sound mod
  16. Very cool mod, thanks for sharing. Im going to use many zombies from your mod in my next game. One thing, I like that more of the puking zeds have puking sound, can I add that with xml or something like that?
  17. I tried it and get some weird attachment error when loading and cant use it, same result as before when using different zoom settings in "<property class="Action1">" But its not very important, anyway thanks for trying to help
  18. As top tier in machine guns Im still using DFgunPlasmaCannon from A18.4, but I need some help with a minor annoyance. Originally this weapon do not have any "property class="Action1" and therefor no zoom effect when clicking right button. I have hoped to add a small zoom effect and I have tried to add a "property class="Action1" with no luck. This seem a little more complex than I hoped for, so I need help with this. Is it possible to add right click zoom to a weapon, or is this something that is defined deep down in some unreachable files?
  19. I just tried this also, think I clicked too fast and now there is no colors to click Damn this discord server have child protection 😛
  20. That's sounds great, I guess that's not in xml files so please add, or I have to make a "less ideal" repairing system with many different repair kits
  21. In A19 items degrade when repairing, so if you repair low level items they will break and disappear. So lvl 1 and 2 items will break for sure.
  22. Not the answer I hoped for 😛. After posting this I found a small thread about same topic, but only solution suggested was different repair lit for each item/weapon, and that is not very intuitive, and a lot of work. I know it worked like this in earlier versions of the game but I guess it got "streamlined". It was for me an essential feature for making looting fun and still get a feeling of progress. A top of my head approach could be to make a tier based repair kit system, then only 3-5 different repair kits would be needed. But still not the same.
  23. Hi again Im not sure if this is DF or vanilla A19 now, but I really miss that in older game version I had to have schematic before I could repair things. This made it ok to find good weapons early since they could only be used until broken, to repair schematic was needed. Do you have any idea how I can reintroduce this in my DF game, and it it possible to do for a noob like me?
  24. In A18 I used buffPowerArmorComplete buff to enable some powerful weapons, now I only see buffHazmatChecking for both hazmat and power armor. How can I use a power armor check for enabling weapons now?
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