Jump to content

mr.devolver

Members
  • Posts

    2,040
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by mr.devolver

  1. 2 minutes ago, InsKill said:

    @Tristam:

     

    First of all - thank you for your work with mods!

    I using TA and ReQuest and found that ReQuest throwing some warnings in console:

    "WRN XML patch for "blocks.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\blocks.xml']"  (line 4 at pos 3)

    WRN XML patch for "items.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\items.xml']"  (line 4 at pos 3)

    XML patch for "recipes.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\recipes.xml']"  (line 4 at pos 3)

    WRN XML patch for "quests.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\quests.xml']"  (line 4 at pos 3)

    WRN XML patch for "traders.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\traders.xml']"  (line 4 at pos 3)"

     

    WRN ≠ ERR. Also please note how it says "Successfully_Loaded", that's a hint. Closer look at the files mentioned in those warnings reveals this note regarding those lines:

    Quote

    <!-- This will log as a WRN for not able to remove -->
    <!-- This is done on purpose to have a log entry showing this file was read -->

     

    Personally I don't understand why the author did something like this in the first place, because the game tries to load all the mods automatically, granted they are installed correctly and when people who aren't aware of what's going on see warnings in the console, they get all worried, but hey it's what it is. Not a big deal in this case.

  2. 2 hours ago, psouza4 said:

    Topic updated with download link compatible with version Alpha 20.

    Excellent! I loved your mods, then you disappeared for a while, I missed your fishing mod, so in previous Alpha I made an unofficial update to it and gave you credit for creating the original, I hope you don't mind. Welcome back to modding, I'm glad you've returned!

  3. @arramus thank you for looking into it. In the meantime I came to a conclusion this is probably the case with every human guard, but animal guards (tried dogs so far) seem to work well, although they do not seem to attack first, they wait for zombies to hit them and only then they attack back, but at least they fight back. Human guards on the other hand just stand there doing nothing. Could it be a mod conflict? Because I do have other mods installed. If it's a mod conflict, I doubt the problematic mod is something as simple as decorations or weapon mods, but it could be conflicting with SCore and NPC mod that I also have installed. I haven't tried to remove them yet, but I honestly can't think of anything else that would cause this. Do you also have those two mods installed?

  4. 9 minutes ago, ErrorNull said:

    hi @tombstone2 and @mr.devolver ... as arramus mentioned, unfortunately the floaty ragdoll behavior for any UMA zombies can't be toned down much... other than just disabling the "HasRagdoll" attribute... which results in that jesus death pose lol. the best i got was going into the physicsbodies.xml file and tweaking the "ragdollscale" and "ragdolloffset" values.. which decreased the floatiness just a little bit. this was what i did for enZombies v2.4. any other combination of values i tried just borked the whole thing.

     

    in regards to walking through 1x1 meter blocks, yea.. the cause certainly appears like what you said mr.devolver. the UMA zombies are still following the same 'new' rules as the vanilla zombies.. in that they can crawl through 1m block spaces.. but the UMA zombies are just missing the programming code to initiate their existing crawling animations... so their upper bodies just appear inside the upper blocks. more reason to block off those holes!

    I think the reason why they fly away so fast, far and high has something to do with some values on melee weapons being too high for them to handle (keep in mind that weapons have been updated several times while UMA zombies haven't), can't recall exactly which values can affect this, but I'm pretty sure I had the same problem with my crowbar mod back in A19. The goal was to create a crowbar that would be strong enough to break into safes, doors easily as well as have a high chance to pop zombie heads open. In order to achieve those effects, I was messing with the values a lot and while I was doing that, some of the values made it so OP that zombies started flying very far and high. Keep in mind that I was testing it on regular zombies, not on these old UMA zombies, so in conclusion, I have this theory: How fast, far and high they fly away is affected by certain values on melee weapons and the only reason why regular zombies have that effect so subtle is because they might have much higher threshold for it to happen. If my theory is true, we may be unable to affect their behavior, it's probably something hardcoded in their controller, but we could modify the weapon values to match standards of UMA zombies, however doing that could make those weapons too weak against regular zombies. I'm thinking about a possible workaround, you could only apply this new value if the zombie that you attack is UMA based, this would be a requirement inside the xml, if it's possible to detect the UMA zombie type at all, that is...

  5. I recently checked the loot.xml in A20. It looks like the containers go through lots of different loot groups to give you the specific loot tied to your current stats, so it seems like it doesn't actually matter where exactly do you go to find loot, if it's in harder biomes, let's say wasteland on day 1, you will find high quality items, but not really high tier items, so for example if you check out the safe in wasteland on day 1, you may find 9mm pistol with quality 6, but it will be only a pipe revolver. It will take some time to figure out how is it all connected in this new version.

  6. 7 minutes ago, Mahnogard said:

    Oooh! I love the idea of the Free Lunch Machines. And I was looking for an excuse to start over anyway because I have a new seed I want to try. LOL

    Great, please let me know if it needs more balancing like ratio between individual machines - working, broken useless, broken lootable.

    Right now it's set like this: Working machines should have the same chance as before - 33%, chance of broken useless was 66 before, now it's split between broken useless and broken lootable by 24 : 42 respectively.

     

    Now, this MAY feel generous at first glance, but I did a quick test in Navezgane and I didn't find too many lootable ones, but if you take it to those big cities of random gen, it may feel OP, so balance test is needed in real gameplay.

  7. Hello,

     

    welcome to my modest mod list.

     

    DISCLAIMER:

    Mods here are Work In Progress, they may change for better balance and other improvements.

     

    Just click the mod title to download. Enjoy!

     

    Spoiler

    TODO: Add some fancy description here to get those clicks and downloads... 😛

     

    GSgvfUr.png

     

    Radioharm Hyluck

    Adds an alternative way of curing dysentery to the Game.

     

    Manufacturer's name as well as the name of this medicine is unreadable, although old survivors believe its name was Hyluck made by Radioharm and it used to be a very potent medicine to cure all kinds of digestive and intestinal problems including, but not limited to dysentery. Definitely beats Goldenrod Tea, but it's more rare. You should probably keep this for the most severe cases.

     

    Free Lunch Machines

    Adds lootable vending machines aka "Free Lunch". It does NOT remove the original machines, so you will still get machines that you can buy from, broken machines that are useless and now also broken machines that can be opened with a lockpick (or broken) and looted for items that are normally found in a working vending machine. Also, chances are other survivors spent some dukes there before the damn thing broke, but they surely won't need them anymore...

     

    Note: You might need to start a new game for this mod to work. Sigh, if anyone wants to figure out how to get around that requirement, feel free to hack the code and don't forget to let me know, so that I can implement the changes accordingly and keep playing my current character instead of starting a new game over and over again lol, thank you!

     

    More Beakers And Acid

    This mod changes Beakers and Acid loot probability group from veryLow to just low where applicable, increasing their chance to be found in the loot where they can (or should be) usually found.

     

    Remove Early Quest Resource Indicators

    This mod removes early quest resource indicators for those who want the original game experience back. Experience the game as it once was before it started holding your hand through the early in-game days. Enjoy!

     

     

     

    The following mods are my add-ons / contributions to NPCMod - A Community Project, and as such, they require SCore, NPCCore base mods, and character packs installed to work properly, unless specified otherwise in the mod description.

     

    Installation instructions and download links to those base mods are on the main NPCMod forum page here.
    2PmQvDi.png

     

    wTMrqFL.png

     

    2-RaiderGurlzPack_Friendly

    This is an add-on for awesome RaiderGurlzPack from DarkStarDragon. This mod adds friendly versions of Raider Gurlz that are normally hostile, so that when you meet one of the friendly ones, you can hire them to work for you, or to be your followers. Please note that for this mod to work, you absolutely NEED to have the base 1-RaiderGurlzPack from DarkStarDragon installed, because my mod relies on its resources, thanks for understanding!

     

    avNZaA3.png

     

    BagAlert

    This mod is inspired by another mod zAlert by bdubyah and feature from EndZ overhaul by Thee_Legion. For those who don't know, zAlert detects zombies and places their icons on compass. My BagAlert mod does something similar, but for dropped loot bags. It places colored icons into the world to point you into the direction of dropped loot bags. It's compatible with loot bags dropped by NPCMod. I realize not everyone may like this type of mod, but people with poor eye sight like me may find it useful.

     

    Some screenshots from the gameplay are in the spoiler. Yes, it's a gameplay from EndZ overhaul, so it's compatible with it for those interested! :)

    Spoiler

    Yellow loot bag indicator on the left, blue loot bag indicator on the right

    ipBYvJu.jpg

     

    Red loot bag indicator down there on the road

    uuib2nH.jpg

     

    It's been a while and I feel a bit rusty when it comes to this stuff; I tried to hook it up with buffs, but it didn't work on my end, so if anyone feels like making any improvements to this, please do so and please share your improved version with me, I always appreciate contributions!

     

    Speaking of contributors, I'd like to give credit to @arramus for his kind help and testing and all other nice people on Guppy's Discord for their assistance!

     

    UPDATE LOG:

    January 10, 2024:

    • Added BagAlert mod - Adds in on screen indicators of dropped loot bags.

     

    January 23, 2022:

     

    January 13, 2022:

    • Added a new mod: Remove Early Quest Resource Indicators for those who want to experience the game as it once was before it started holding your hand through the early in-game days. Enjoy!

     

    January 10, 2022:

    • I fixed a problem in Radioharm Hyluck mod due to which the product would never show up in the store. The chance was meant to be small, but not 0% lol. Please reinstall the mod.
    • Added couple of new mods
  8. 2 hours ago, Red51 said:

    Hey mr.devolver, thanks for the heads up. I had not thought to look at his online activity.

     

    I would certainly be happy to help test the mod and offer feedback when you have a functioning version.

    Actually I do have a working version. I did a quick test, but then I made some small adjustment to it, so yeah, I could use some balance testing...

  9. 7 hours ago, Red51 said:

    @GreatWhiteOwl I tested your mod on A20 and it is not working. The vending machines are not acting as traders, but they are not lootable either. 

     

    I tinker with xml somewhat, so I did take a look at it. I am just not familiar enough with it to know what to change. Any chance you might do an update?

     

    Side note: I would love to see an option to have vending machines locked by default, but pickable via lockpicks.

    OP was online in october 2020, I think it's pretty safe to say he won't see your message any time soon. I'm working on my own version of the mod, loot is based on this one because it wouldn't make sense to reinvent a wheel, but I might add my own stuff and the logic might be slightly different.

  10. This is interesting, although I never really have enough of canned food, lol by the time I find at least one can of food, I'm already so hungry that I just eat it right there on the spot. :D

  11. 23 minutes ago, Bazgrim said:

    I'm having an issue where zombies just walk through 1x1 openings.

    Half their body clips through the upper block and they just walk on through.

    What value do I need to adjust to stop this from happening?

     

    This may have something to do with the new ability of zombies to crawl through 1x1 holes which was introduced in Alpha 20. Naturally these UMA zombies are not officially supported anymore (and their support will be phased out further in future Alpha releases), so the issue may be simple as missing crawl animation, but the game knows they are capable to crawl through 1x1 hole, so it lets them do that anyway, which may result in such effect as you're describing when you see zombies walking through a wall with 1x1 hole in it. This is just a theory though, might be something completely different, but it may as well be something that cannot be fixed, because again UMA is not supported anymore.

  12. 1 hour ago, Ruinedworld said:

    I figured if you have unlocked the ChemStation, which takes some time. Then this shouldn't feel unbalanced.

    Lack of acid is all time classic, but how about another all time classic - unlocking chem station, swimming in tier 6 tools, weapons and armor, character level 65, but no luck at finding beakers to build chem station? In fact, I had more than enough dukes to BUY the whole chem station from a trader and I did that, because I haven't found a single beaker...

  13. 4 minutes ago, Mahnogard said:

    If there's anything I learned from my chaotic 20s back in the day, it's this: If you know the people comin' to the party can't behave themselves, you have the party at someone else's house. :D

    Haha, yeah, zombies party hard lol. Sometimes they are too needy and I have to troll them by hitting them with a steel axe and quickly closing the door on them just when they are about to hit back, so they always hit the closed door instead, that's too funny. :D

  14. 4 minutes ago, Mahnogard said:

    Thanks! To be fair, this is the cabin at bombshelter_md_01 and it's just one room that's already in pretty good shape. The only difference with A20 is that it now has a few zombo occupants whereas it was empty before. I use plates to make a loft in about 2/3 of the ceiling area (you can see the trellis that can be climbed to get up there) and the house itself only needs a few blocks repaired on the roof, plus the new back door. I only upgrade the house to cobblestone, because there's a wall around the property that's concrete with iron bars. If they breach that, I'm toast anyway. LOL That half-wall behind the sink / coffee maker is constructed from Sam's bookcases. 

     

    On the new save I started last night, I'm going to build from scratch. I've played enough of A20 now that I think I can make the most of the new trim blocks and such, and working on that cabin for the millionth time (I love that POI) helped me "practice" a bit. 

     

    90% of pretty is paint, and paint is SUPER cheap and easy to make from Day 1 these days. Back in the day of having to use the chem bench, oil, etc, I always freaked out about wasting any paint but now I just hit the campfire and make like 1000 and go nuts. I love paint. I do wish there were more "cleaner" paint textures available but I make it work. 

     

    Building in this game is what I do. I love it. I use modded 3-hour days and I spend my morning looting / visiting the trader, and my evening working on my home. It's probably no surprise that most of my other favorite games are those with building: Ark, Conan, No Man's Sky... I love creating homes. :D The main difference for me with converting a POI vs building from scratch is that if I start with an empty lot, I also start with blood moon turned off because I don't know how long it will take for me to figure out what I want to build and I don't like to be rushed.. LOL I know I could hole up in a POI for the first couple of hordes but I don't really like doing that. Sometimes I just leave it off, sometimes I turn it on after I get started. I love how the game gives me all these options for playing the way I want to. 

    Well, I'm not much of a builder myself, I just build simple 9x9 rooms inspired by Madmole's old A19 video lol, once I get enough materials, I just add more 9x9 rooms to extend the base in different directions. :D As for the horde nights, in my current gameplay I decided to switch to 14 days instead of 7 days. It helps a lot, gives you more than enough time not only to create a solid base, but also to level up enough to handle the horde easily, but somehow I still avoid spending horde nights at my base. I shared the story of how I spent my first horde night in my current gameplay here. But truth be told, if it wasn't for that little delay in the city, I would leave the base for the night anyway, just to avoid it taking any damage that would cost me more resources. The first hordes usually aren't that bad, so you don't even need a base to protect you for the most part. Well, usually... :D

  15. 8 minutes ago, Ragsy 2145 said:

    Can only offer up this atm .....  Just finishing up  should be out soon , the Return of the glider for A20 .

     

    20211228224146_1.thumb.jpg.27d859588842e295b7e58ba70e4eca61.jpg

     

    I have played about with a method to do a flight suit ...so not beyond the realms of possibilty .   

     

    Ragsy !!

    Yay! My favorite glider mod, I knew I can count on you! :D

  16. 16 hours ago, Telric said:

    Hey all, just added a new mod that I've seen requested here and there. It's a simple mod to let you sleep some nights away. It is a single player only mod as it WILL cause issues on multiplayer. Once the check for IsBloodmoon is fixed, it will work for multiplayer, though multiple people sleeping at the same time will trigger double or more time acceleration.

    Check under the Utility modlets to find it, and let me know how it is.

    Interesting new game mechanic, does it allow you to skip horde night for when you absolutely can't be bothered with it? :p

  17. 2 hours ago, Mahnogard said:

    I just realized I never came back to post the end result. I posted  the pic in JaxTeller's thread for the appliances but forgot to come back here! Here is my finished kitchen, with Sam's cabinets and fridge to ensure that I can store all the things and live a nice organized life. 

    20211225193623_1.jpg

     

    How cool! My base will never look so pretty like that. I started building a base from scratch, so I guess lots of pretty things are simply out of my reach now, but this screenshot clearly shows the end result of taking the harder path by using an existing house is worth the extra effort. And it really is harder to take over an existing building, because you have to destroy and repair a lot of stuff which takes a long time in early game without proper skills and tools, whereas when you're building something from scratch, you're just mostly adding new things, granted you have enough building materials. Then again, custom built bases can't be so pretty as they miss a lot of details.

×
×
  • Create New...