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Szynsz

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Everything posted by Szynsz

  1. Hello, What skill determines the type and quality of goods at the trader on A21?
  2. Hello There is any mod that replace server browser? Currently vanilia browser sucks in my opinion. Im looking for browser that not forces me to use filters. Like in Undead Legacy.
  3. Hello I want delete entries in server history on server browser. Before i do that via steam server browser, but now it doesn't work, so how to do this?
  4. 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>
  5. Hello, Anyone know how to or have map with on big city covering whole map?
  6. 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
  7. 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?
  8. 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 😛
  9. I had that same problem with bandits and soldiers
  10. 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
  11. 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?
  12. 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
  13. I solve problem i use KingGen and i have all poi.
  14. Ok its weird, all poi from mod besides ufo_crash, ufo_crash_desert and vault 101 generate normal
  15. 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
  16. Hello, There is possible to add see traders on webmap? I don't see that option in webpermission.xml
  17. 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
  18. Ahh ok, now i understand Tell me last thing, Modded weapons will show in which tab on trader menu?
  19. Now it will work pls check: <config> <append xpath="/traders/trader_item_groups/trader_item_group[@name='weaponsGunsT1']"> <item name="Gamma Gun" prob="0.8" quality="1,6"/> <item name="Gamma Round" count="5" prob="0.8"/> <item name="Newcomen" prob="0.8" quality="1,6"/> <item name="StickyGrenade" prob="0.8" quality="1,6"/> <item name="HyperBlaster" prob="0.8" quality="1,6"/> <item name="Energy Cells" count="5" prob="0.8"/> <item name="Vampire Gauntlets" prob="0.8" quality="1,6"/> <item name="Kronos XII" prob="0.8" quality="1,6"/> <item name="Vulcan" prob="0.8" quality="1,6"/> <item name="CrimsonHunter" prob="0.8" quality="1,6"/> <item name="CrimsonGrenade" count="5" prob="0.8"/> <item name="Savery" prob="0.8" quality="1,6"/> <item name="Polearm" prob="0.8" quality="1,6"/> <item name="QuadShotgun" prob="0.8" quality="1,6"/> <item name="Railgun" prob="0.8" quality="1,6"/> <item name="Thor Hammer" prob="0.8" quality="1,6"/> <item name="RailgunAmmo" count="50" prob="0.8"/> <item name="Thor Hammer" prob="0.8" quality="1,6"/> <item name="CrossbowMag" prob="0.8" quality="1,6"/> <item name="Klak Attack" prob="0.8" quality="1,6"/> <item name="Star Baseball Bat" prob="0.8" quality="1,6"/> <item name="DCLXVI Zeus" prob="0.8" quality="1,6"/> <item name="DCLXVI Zeus Ammo" count="50" prob="0.8"/> <item name="arramus Fire" prob="0.8" quality="1,6"/> <item name="arramus Fire Round" count="50" prob="0.8"/> <item name="Dre X3" prob="0.8" quality="1,6"/> <item name="Dre X3 Clucker Round" count="50" prob="0.8"/> <item name="Black Widow" prob="0.8" quality="1,6"/> <item name="ammoRedWidow" count="50" prob="0.8"/> </append> </config> And sorry but i don't understand what you say about brainsaw item. My english is not good
  20. Hello, I want add weapons to trader and i made trader.xml but idk why weapons don't show up on trader tab. Can anyone help me? I put my code below: <config> <append xpath="/traders/trader_item_groups/trader_item_group[@name='weaponsGunsT3']"> <item name="Gamma Gun" prob="0.05" quality="1,6"/> <item name="Gamma Round" count="5" prob="0.05"/> <item name="Newcomen" prob="0.05" quality="1,6"/> <item name="StickyGrenade" prob="0.05" quality="1,6"/> <item name="HyperBlaster" prob="0.05" quality="1,6"/> <item name="Energy Cells" count="5" prob="0.05"/> <item name="Vampire Gauntlets" prob="0.05" quality="1,6"/> <item name="Kronos XII" prob="0.05" quality="1,6"/> <item name="Vulcan" prob="0.05" quality="1,6"/> <item name="CrimsonHunter" prob="0.05" quality="1,6"/> <item name="CrimsonGrenade" count="5" prob="0.05"/> <item name="Savery" prob="0.05" quality="1,6"/> <item name="Polearm" prob="0.05" quality="1,6"/> <item name="QuadShotgun" prob="0.05" quality="1,6"/> <item name="Railgun" prob="0.05" quality="1,6"/> <item name="Thor Hammer" prob="0.05" quality="1,6"/> <item name="RailgunAmmo" count="50" prob="0.05"/> <item name="Thor Hammer" prob="0.05" quality="1,6"/> <item name="CrossbowMag" prob="0.05" quality="1,6"/> <item name="Klak Attack" prob="0.05" quality="1,6"/> <item name="Star Baseball Bat" prob="0.05" quality="1,6"/> <item name="DCLXVI Zeus" prob="0.05" quality="1,6"/> <item name="DCLXVI Zeus Ammo" count="50" prob="0.05"/> <item name="arramus Fire" prob="0.05" quality="1,6"/> <item name="arramus Fire Round" count="50" prob="0.05"/> <item name="Dre X3" prob="0.05" quality="1,6"/> <item name="Dre X3 Clucker Round" count="50" prob="0.05"/> <item name="Black Widow" prob="0.05" quality="1,6"/> <item name="ammoRedWidow" count="50" prob="0.05"/> <item name="ammoBlueWidow" count="50" prob="0.05"/> <item name="Green Ticket" count="5,10" prob="0.05"/> <item name="Yellow Ticket" count="1,5" prob="0.05"/> <item name="Red Ticket" count="1" prob="0.01"/> </config>
  21. Thx, sorry for being annoying but last thing. Ok you update animal traps mod 2 days ago, so i have lastest version and really there is animal traps book and there is unlock info that include recipe book but in crafting list snares don't have lock icon. Here is screenshot: I don't disturb you more. Look at this in free while. Btw good that you bringing valmar collections to life. Thank you
  22. One more think, Incidenary bullet recipes are locet but there is no info in unlock information (i check 7.62mm). And thx for fixing survival notes
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