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Szynsz

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  1. Hello, i try to made crosbow with 5 bolts in magazine. Its almost done but idk why i can't attach crafting tier to archery perk. Can anyone help me? My files codes are below: items.xml <configs> <append xpath="/items"> <item name="Szynsz X-bow"> <property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,sideAttachments,smallTopAttachments,mediumTopAttachments,bottomAttachments,attAgility,perkArchery,crossbow,attachmentsIncluded,canHaveCosmetic"/> <property name="DisplayType" value="rangedBow"/> <property name="DescriptionKey" value="gunBowT1IronCrossbowDesc"/> <property name="HoldType" value="69"/> <property name="Meshfile" value="#Other/Items?Weapons/Ranged/Bows/AdvancedBow/AdvancedCompoundCrossbow/AdvancedCompoundCrossbowPrefab.prefab"/> <property name="Material" value="MBowCrossbowParts"/> <property name="Weight" value="6"/> <property name="RepairTools" value="resourceRepairKit"/> <property name="EconomicValue" value="1000"/> <property name="CustomIcon" value="gunBowT3CompoundCrossbow"/> <property name="CustomIconTint" value="0066ff"/> <property name="DegradationBreaksAfter" value="false"/> <property name="SoundJammed" value="ItemNeedsRepair"/> <property name="SoundDestroy" value="wooddestroy1"/> <property name="CrosshairOnAim" value="true"/> <!-- aimTest --> <property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest --> <property name="Sound_Sight_In" value="crossbow_sight_in"/> <property name="Sound_Sight_Out" value="crossbow_sight_out"/> <!-- <property name="SoundUnholster" value="crossbow2_unholster"/> Custom unholster but sounds inconsistent when other weapons don't have custom ones --> <!-- <property name="SoundHolster" value="crossbow2_holster"/> --> <property name="Group" value="Ammo/Weapons,Ranged Weapons"/> <property name="RepairExpMultiplier" value="5.5"/> <property name="PickupJournalEntry" value="alternateAmmoTip"/> <property name="ShowQuality" value="true"/> <property class="Action0"> <property name="Class" value="Launcher"/> <property name="Hitmask_override" value="Arrow"/> <property name="Delay" value=".8"/> <!-- obsolete if rounds per minute exists --> <property name="Magazine_items" value="ammoCrossbowBoltStone,ammoCrossbowBoltIron,ammoCrossbowBoltSteelAP,ammoCrossbowBoltFlaming,ammoCrossbowBoltExploding"/> <!-- <property name="Reload_time" value="4"/> --> <property name="Sound_start" value="crossbow2_fire"/> <property name="Sound_repeat" value=""/> <property name="Sound_end" value=""/> <property name="Sound_empty" value="dryfire"/> <property name="Sound_reload" value="crossbow2_reload"/> <property name="AutoReload" value="false"/> </property> <property class="Action1"> <!-- UseAction --> <property name="Class" value="Zoom"/> <property name="Zoom_max_out" value="55"/> <property name="Zoom_max_in" value="55"/> </property> <effect_group name="gunBowT3CompoundCrossbow"> <passive_effect name="DamageFalloffRange" operation="base_set" value="25" tags="perkArchery"/> <passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tags="perkArchery"/> <!-- random effective rng --> <passive_effect name="EntityDamage" operation="base_add" value="13.5" tags="perkArchery"/> <!-- damage offset --> <passive_effect name="MaxRange" operation="base_set" value="100" tags="perkArchery"/> <passive_effect name="MagazineSize" operation="base_set" value="5" tags="perkArchery"/> <passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".5" tags="perkArchery"/> <!-- 3.4s --> <passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15" tags="perkArchery"/> <!-- random EntityDmg --> <passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6" tags="perkArchery"/> <!-- tier bonus --> <passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15" tags="perkArchery"/> <!-- random BlockDmg --> <passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6" tags="perkArchery"/> <!-- tier bonus --> <passive_effect name="ProjectileVelocity" operation="perc_add" value="-.08,.08" tags="perkArchery"/> <!-- random Veloc --> <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkArchery"/> <!-- random DegMax --> <passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkArchery"/> <!-- random WeaponHandling --> <passive_effect name="SpreadDegreesVertical" operation="base_set" value="3.35" tags="perkArchery"/> <passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="3.35" tags="perkArchery"/> <passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".10" tags="perkArchery"/> <passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8" tags="perkArchery"/> <passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5" tags="perkArchery"/> <passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2" tags="perkArchery"/> <passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2" tags="perkArchery"/> <passive_effect name="WeaponHandling" operation="base_set" value=".6" tags="perkArchery"/> <!-- crosshair reset speed --> <passive_effect name="RoundsPerMinute" operation="base_set" value="75" tags="perkArchery"/> <passive_effect name="BurstRoundCount" operation="base_set" value="1" tags="perkArchery"/> <passive_effect name="KickDegreesVerticalMin" operation="base_set" value="2" tags="perkArchery"/> <passive_effect name="KickDegreesVerticalMax" operation="base_set" value="2" tags="perkArchery"/> <passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-1" tags="perkArchery"/> <passive_effect name="KickDegreesHorizontalMax" operation="base_set" value="1" tags="perkArchery"/> <passive_effect name="DegradationMax" operation="base_set" value="120,250" tier="1,6" tags="perkArchery"/> <passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkArchery"/> <passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/> <passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/> <passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/> </effect_group> <effect_group name="sneak damage bonus"> <requirement name="CVarCompare" cvar="_crouching" operation="Equals" value="1"/> <requirement name="CVarCompare" cvar="_notAlerted" operation="GT" value="0" target="other"/> <passive_effect name="DamageBonus" operation="base_add" value="2"/> <passive_effect name="EntityDamage" operation="perc_add" value="2" tags="perkArchery"/> <display_value name="dEntityDamageSneak" value="2"/> </effect_group> </item> </append> </configs> Progression.xml <configs> <append xpath="/progression/perks/perk[@name='perkAchery']"> <effect_group> <passive_effect name="CraftingTier" operation="base_set" level="1,2,3,4,5" value="2,3,4,5,6" tags="Szynsz X-bow"/> </effect_group> </append> </configs> And recipe.xml <configs> <append xpath="/recipes"> <recipe name="Szynsz X-bow" count="1" craft_area="workbench"> <ingredient name="gunBowT3CompoundCrossbow" count="1"/> <ingredient name="resourceSpring" count="10"/> <ingredient name="resourceForgedSteel" count="20"/> <ingredient name="resourceMechanicalParts" count="20"/> </recipe> </append> </configs>
  2. Hello, Anyone know how to or have map with on big city covering whole map?
  3. Ok thx for answer. About traders xml i add for example all A1 parts and i get full of errors. What item from items.xml i must add for for example helmet, powerArmorMaster1, powerArmorHelmet_Base1 or powerArmorHelmet_Model_A1? It worked, I added a power armor to the trader
  4. Hello, I am looking for a mod that would change the amount of resources, ammunition, etc., at traders. Preferred server side mod. Anyone can help me?
  5. My friend have radar mod for power armor helmet but it don't show zeds. There is any switch key for it? How to add power armors to traders secret stash? I try but i lose 😛
  6. I had that same problem with bandits and soldiers
  7. Hmm i found q3 power armor gloves and it was worse than q6 steel gloves, so i'm really unlucky guy 😛 Ok thx for help
  8. Hmm inever was a lucky guy 😛 Thx i will try again. Btw power armor only have better stats than steel armor or it have any other bonuses without mods instaled?
  9. How to get bettel power armor pieces from stand than grey? I have game stage 118 and lucky looter skill on tier 3 and always get grey pieces
  10. I solve problem i use KingGen and i have all poi.
  11. Ok its weird, all poi from mod besides ufo_crash, ufo_crash_desert and vault 101 generate normal
  12. Hello and please help me. I try to generate map via nitrgogen map generator but i can't add poi from The Wasteland mod. I add POI's files to prefab folder in game directory, and modify prefablist.txt in resource folder of nitrogen (i paste prefablist.txt content on end of this post). But after generate map and start new game i can't find for example vault 101 with debug mode. Please help me... prefablist.txt content: https://pastebin.com/A4D0pKPq Here is screenshot of my nitrogen settings maybe it will be important: https://i.imgur.com/ijOYVIk.png
  13. Hello, There is possible to add see traders on webmap? I don't see that option in webpermission.xml
  14. Hello stallionsden, i have quick question, how to make fire log steel spike? I try to upgrade them from vanillia steel log spike but i can't
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