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Szynsz

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Posts posted by Szynsz

  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. 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 :)

  3. 28 minutes ago, Colin248 said:

    hey Bdub! so, couple of things. first off, the bandits are no longer shooting on my server... they just... run up to us and walk into us. its realy odd. 

     

     

    I had that same problem with bandits and soldiers

  4. 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

  5. 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

  6. 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>

     

  7. 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:

    FLCYKeC.png

     

    I don't disturb you more. Look at this in free while. Btw good that you bringing valmar collections to life. Thank you :)

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