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bdubyah last won the day on February 17

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  1. My modlets won't work with DF as they come. DF changes a lot of things from vanilla that my mods use. I gave Khaine permission to make a patch for the vehicles on his side, but I'm not sure what the status of that is. There is an included progression.xml to use with DF that I think should fix the Grease Monkey problems(literally just updated this on Git as I noticed a mistake with it). But I don't know what all he changed in traders.xml that makes it fail. I'm guessing loot groups or something, but I don't know. Might ask him where he's at on it. If someone gets it all sorted out I would be glad to include DF versions of the necessary files for people to use when running DF as well.
  2. The only thing I could think to try with the sounds is to go back to the same settings the vanilla 4x4 uses as far as the pitch, fades, and stuff like that. Other than that, I think it's just server weirdness. The fuel I honestly have no idea about. The vehicles are using the same xml as vanilla with just tweaks to capacity and whatnot. But I'm not really too concerned with this one as I'd disable vehicle pickup in a heartbeat if I could do it with xml. Lol.
  3. I don't see any of those causing issues. I might have to setup a server on my PC and try it out. But I have no idea what would cause it, or how I could fix it.
  4. Alright, pushed a fix to Git that should resolve the AK and MR10 issues. Please let me know if there are any issues still. I'm not pushing this to Nexus as I always upload the whole mod each time there and that takes me ages. So it'll come whenever I push out the vault POI.
  5. I can't reproduce either of those in my SP game. The new vehicle sounds did give me some problems sometimes when I would spam W or something like that, but even when I tried that the revving sound came back after a second. And I placed a Box Truck, fueled it up, drove it a bit then hopped out and picked it back up. Placed it down again and it still had fuel. I haven't really ever tested my mods on a server, but I know a lot of people use them and I've never heard any complaints about this. So I'm really not sure what is causing it.
  6. There are a few small issues atm. I might try and push and updated entityclasses.xml to Git tonight to fix them.
  7. No, that is my bad. I commented out the entity stuff as I couldn't make it work correctly, but I forgot about the custom mini trader I made so that the POI works correctly. The fixed version is on Git now and will be on Nexus soon.
  8. Currently working on a Vault 101 POI. Just not much to show at the moment. Probably be a bit before an update. And about the Duster. One, this game doesn't have a plane I can just copy, so it's what I managed to come up with. Don't like it, don't use it. Two, it's an old, crappy plane. How well would it fly at this point? Some people just gotta complain...
  9. Everyone needs to have it installed.
  10. Doing the old way, usually by mostly knowing where to place the children in Unity to get it close, then a lot of testing and tweaking in the xml. The new way they are all pre-attached to the weapon in Unity, and just toggled on and off by installing the mods in game.
  11. Believe me, I'm not happy about it. Lol. I tried everything I could think of. Even imported a vanilla weapon into Unity, simply swapped meshes to one of mine, and exported it. They wouldn't shoot still. I'll definitely take another look at some point. Hopefully we see some new TFP Bandit code soon. Should help with some of these issues. And believe me, the Fat Man was one of the first ones I was trying. Lol.
  12. It's just the gun I copied it from. I think vanilla was always Base Effects before, then they started using the item names for it. It doesn't affect anything, just makes it easier to search for when editing things. For my actual guns I usually follow the vanilla, but these have been hacked and changed so much I don't care anymore. Lol.
  13. Yeah, I've changed them around a lot. I originally planned on having them use mostly weapons from my mod, but I haven't had any luck since they never wanna shoot my guns for some reason. So that was probably a copy/paste issue. Think I got that one sorted as well. If you guys see any other ones, let me know.
  14. No need to spam this question all over the place, man. Pretty sure it's on my end, so no issues here.
  15. Damn, looks like I forgot to change the name of that AK in mine. I'll fix it on my end, but I don't know when I'll update again. If you have N++ and aren't scared editing some files, do a search and replace for gunBanditAk47 and change it to gunBanditAk47_b in items.xml and entityclasses.xml. That should fix the issue.
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