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bdubyah

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Posts posted by bdubyah

  1. On 2/19/2023 at 1:31 PM, Deathpie75 said:

    Is there a place I can find info on how to find stuff like the combat shotgun schematic or how rare it is and how many companions there are and how they work. Like the mutant one, can we give him weapons and can he perma die? I also just want to say again how great this mod is. I genuinely cannot play base game 7 days to die anymore. This mod and the insane amount of work is great. Also, I real quick want to go over some unrelated questions or ideas.

     

     is not being able to open up the airship normal. I can't look at the inventory or mod it at all. 

     

    Please give the vertibird or airship a horn, I really want it to be the entirety of the " we are the BOS" speech from FO4 Because it would be funny, and I love spamming horns at my friends. 

     

    A fast-moving alien ship unlocked by a unique drop that drops from dismantling them given through a recipe that is very rare could be pretty cool assuming the game can even handle it. 

     

    My final question is where the VA for the raiders come from? As my friends and I quote them constantly while playing. 

     

    Once again, Thank you for this mod. If you have a patreon or anything like that please let me know as I love what you make. I cannot express that enough. 

    There is no wiki or anything. Most loot is balanced against vanilla counterparts as much as possible. 

     

    The mutants can't change weapons as of now. Not sure if that will ever be possible. I am adding their armor parts to their loot that you can use on the hired ones to give them a bit more protection. And he can die. 

     

    The size of the airship is pushing the limits. Lol. Stand right up against it near the middle and you should be able to get into its storage. 

     

    I might add some horns for them at some point. 

     

    Fast moving vehicles aren't really a good idea. I had considered making the crashed UFO into a vehicle but haven't decided yet. 

     

    If you mean the hostile raider/soldier voices those are vanilla sounds they added back when they first worked on bandits.

     

    There is a donate ink kn the first post. Appreciated, but not required. 🙂

     

  2. 10 minutes ago, Deathpie75 said:

    Spoilers for the newest POi added. 

     

      Hide contents

    Found what I think is a bug. We got to the Mutant base where you make the FEV Virus and instead of giving us an orange and blue viral it gave us two blue ones so we couldn't make it. I'm not sure what caused it. Honestly probably the coolest POI I have ever seen. Hopefully in the future we can craft the mutant statues. As I really like them. 

     

    Yeah, I realized it watching Danny stream it earlier. I have it fixed on my end, but not sure when I'll push this update yet. Waiting on a few SCore fixes and then maybe I'll release it.

     

    Glad you enjoyed it though. I had a lot of fun making it. I'll consider maybe adding a way to get the tube blocks.

  3. 2 hours ago, Weazelsun said:

    So something I've noticed while playing on a dedicated server and p2p servers is that sometimes my hired npcs go AWOL. I mean it could just be my connection to the servers that cause this issue. Sometimes they come back other times they permanently are gone. 

     

    Here's my output log: 7 Days to Die - Output Log 2/172023 - Pastebin.com

    This is a known issue. Sphereii tried several things to help it, but for now it is what it is.

  4. 14 hours ago, Deathpie75 said:

    Just want to say that I love the mod. How do you get the airship? I see that it says I unlocked it at tier 5 of grease monkey, but I can't find it in my crafting interface. Also is there a way to decrease the tankyness of the ai and reduce their damage via the config? I looked but could not find anything. I grow tired of turning the corner only to be lasered by a raider with an auto shotty who absolutely demolishes my armor and takes 20-30 shotgun ammo and multiple deaths to be dealt with. 

    Lol. Looks like I forgot the recipes for the airship's parts. I made some up real quick if you wanna paste them into Wasteland's recipes.xml. You can easily paste them in at the bottom of the file below vehicleR75motoplaceable. Just make sure to paste it above the </append> bit. Feel free to adjust the counts if needed, I just threw it together real quick. The next update will be removing these parts anyways.

    <recipe name="vehicleAirshipcarriage" count="1" craft_area="workbench" craft_time="300" tags="learnable,workbenchCrafting">
    	<ingredient name="resourceElectricParts" count="20"/>
    	<ingredient name="resourceForgedSteel" count="200"/>
    	<ingredient name="resourceMechanicalParts" count="50"/>
    	<ingredient name="resourceDuctTape" count="25"/>
    	<ingredient name="resourceMetalPipe" count="25"/>
    </recipe>
    <recipe name="vehicleAirshipballoon" count="1" craft_area="workbench" craft_time="300" tags="learnable,workbenchCrafting">
    	<ingredient name="resourceForgedSteel" count="250"/>
    	<ingredient name="resourceMechanicalParts" count="15"/>
    	<ingredient name="resourceLeather" count="100"/>
    	<ingredient name="resourceDuctTape" count="25"/>
    	<ingredient name="resourceScrapPolymers" count="100"/>
    </recipe>

     

    As far as making the NPCs easier, there's no quick solution. You would have to comb through entityclasses.xml and find things like HealthMax and PhysicalDamageResist for raiders, soldiers, and mutant. If you are familiar with mass replacing in something like NP++ it isn't that bad. And just know regular shotgun ammo is about the worst thing against armored types. Slugs will likely work much better. It's not different than the soldier zombie, just that the NPCs are even tougher with a bit more health.

  5. These mods shouldn't have any effect on RWG. So not sure what your issue is. If the host can't store a simple log file then I'd find another host. Every one I've ever used I could get the logs files myself without issue.

  6. 3 hours ago, CaptainCalzone said:

     

    Hmm unfortunately that's all I'm given from the server portal. And the log is the full text from the latest log file located below. Am I looking in the wrong place for the log you're asking for? As for running the server without any mods, yes that did work. So it's not the server, I think.

     

    C:\Users\xxx\AppData\Roaming\7DaysToDie\logs

    I think that's the right place. Though I have had them in the 7DaysToDie_Date folder as well. Maybe post a pic of the server's root folder?

  7. 2 hours ago, CaptainCalzone said:

     

    Awesome, thanks!

     

     

    Local: https://pastebin.com/uA5acvjY

     

    Server: https://pastebin.com/15Z2BrHS

     

    I noticed a lot of "does not exist" lines. Is there a third mod that I'm missing? Or should the mods be located somewhere other than my common/7DTD/Mods folder? It works just fine when I boot up a single player game, it's just an issue when I try to play the server version (which also only has these 2 mods (0-SCore and 0XNPCCore) ).

    That server log isn't very helpful. Would need to see the beginning of it. Both logs have a lot of missing prefabs stuff. Not sure what that's about. Maybe try running the server without any mods and see if it still has issues, and see if you can join it.

  8. 1 hour ago, CaptainCalzone said:

    Hey y'all, I went through the comments trying to find an answer that I haven't already tried but I've come up short. I downloaded the mods and they all run fine on my computer, but cause my server to crash. I have anti-cheat turned off and I've done a clean restart of the server (including wiping the world and starting over). I've also made sure I don't have any other mods installed on my computer or the server. Any ideas?

     

    EDIT: I removed all mods except for 0-SCore and 0XNPCCore from the server and from my local Mods folder. Still crashes as soon as I see my character's hands. If that helps clear anything up.

    Find your log file. Server and local would help. They are installed correctly on both, right? And EAC is off for both the server and client?

  9. 21 hours ago, Ganeshakw said:

    Can anyone suggest any youtube channel who has done or is doing a complete series on "The Wasteland" mod ?

    I searched on youtube but I couldn't find any.

     

    Thanks in advance.

    She has started one recently. It isn't an overly popular mod so I haven't seen too many people making a series with it as of yet.

  10. 36 minutes ago, Roland said:

     

    What mod has a working Behemoth? The Behemoth files were never completed and while its coding was still present but commented out there were some modders who added it to the game but even in those mods it could not be damaged. In the next update they removed it from the code and I've never seen it in any mod since. I wouldn't mind downloading a mod that somehow still has it just for kicks and to see if it actually does have all of its pathing issues fixed. I am skeptical that it actually exists since the model has not been in the code to be utilized by modders for years now. But I would be happy to be wrong.

    Khaine has a mod for it. It works, but it isn't perfect by any means. But I don't see why they couldn't have polished it up over time, though the model itself just seems odd to me, even in this game. I like the demo and its mechanics more.

  11. 27mb for one gun? Oof. You might wanna try out the crunch compression on the textures in Unity. And resize ones like AO and metallic/roughness when possible to save space. Depending on which map most of the detail is in you can get away with using 1k res on some textures and you barely notice a change. Once I get the material for the item set up in Unity I change all the textures to crunch compression, then I go through resizing each one to see which ones I can shrink without making it look bad. Just a suggestion. :)

  12. Just a heads up, the Git download links will be down for a while until I have a minute to update them as I made a new repo. The ones on the launcher will likely not be there until I get it all sorted and hit sphereii up. But if needed they are still on Nexus and the new repo is https://gitlab.com/bdubyah/Mods-A20

     

    Links here have all been updated. Probably still not on the launcher though.

  13. It doesn't have to go that far, but it's already gone too far towards ammo being basically infinite. Personally, I'd be fine with it being "a game like that" because, ya know, survival. But that pushes it into more of a niche, so I understand them not doing that. But they already lowered default difficulty, and most of the changes made from A19 on have made the game easier in general. Ammo, gas, weapons, vehicles, traders, etc. Too easy. It does seem like A21 might finally bring some balance to some of these things, so hopefully they've dialed back at least a little.

     

    A lot of this could be remedied in a vanilla way with better game options. More loot slider options would be great. Or if loot percentage as it is now worked better than it does.

  14. That's the thing though. Loot bags are rare, but there are ammo piles in nearly every POI now. Every main loot area has them usually, and the locked chests usually have some as well. Treasures are usually large amount of ammo. Quests rewards are ammo more often than not. Traders always have a bunch of ammo. You can even find small amounts in other random loot. It's everywhere now. Lol.

  15. 42 minutes ago, Riamus said:

    Not that I see.  I see ammo often, but definitely not in every bag.

     

    That doesn't mean ammo isn't easy too common, of course.  The only ammo I don't fill a box with quickly is .44.  9mm too, if I use turrets.

    <lootgroup name="groupZpackReg" count="all">
    	<item group="groupAmmoMedium" count="1"/>
    	<item group="groupZpackReg01" count="2"/>
    	<item group="groupZpackReg02" loot_prob_template="med" force_prob="true"/>
    	<item group="groupZpackReg03" loot_prob_template="low" force_prob="true"/>
    </lootgroup>

    That's the group called when you loot a normal zombie loot bag. Either 10-20 9mm, 8-15 7.62, 8-12 .44, 8-12 shotgun shells, or 8-12 iron arrows or bolts. It's so cookie cutter it's painful. And I don't remember ever getting one without ammo. Maybe you just aren't counting arrows/bolts in that category? Either way, it makes regular old zombies ammo delivery services on top of making opening those loot bags fairly boring. Which is the opposite of what it should be, really.

  16. 49 minutes ago, Annihilatorza said:

    Pretty much exactly that, not everyone wants to spend weeks grinding for every ounce of fuel or scrap of food.

     

    I simply don't have the time to do so, why they give you the options, loot 50%, never respawn, no planes, feral zombies ect ect.

    But what does a loot option have to do with mining oil shale? Sure, 50% loot would reduce the bits of gas from pumps and stuff, but that isn't much to begin with. And I love the idea of running 50% or 75% loot, and I have in several games, but I'm not a fan of the way the game handles reduced loot.

    And I never said anything about gas always being a crazy struggle. I do feel how it is now is too easy even for end game times. And sure, the beakers are RNG but for all the games I've played I have never had the issues some people have of being day 50 or 100 or whatever with not even one beaker to show for it. Maybe with reduced loot or no airdrops or not using traders it becomes an issue, but then you can't really complain.

     

    1 hour ago, Roland said:

    There is supposed to be a progression from struggling to thriving in each aspect of survival represented in the game.

    I agree with this. Which is the point to my original post about gas. Yes, you need a beaker and a chem station, but getting those items doesn't take long enough in an average game to justify that being all it takes to have unlimited gas. And yes, I'm aware you still have to mine the oil shale and that somehow seems like a whole ordeal to some, but if you can't manage your time wisely enough to spend part of one day mining enough shale to last your whole play through, then that's on you. Vehicles in general are a bit easy mode in A20 thanks to the OP traders. Between them constantly having either the vehicle or parts themselves, the schems to make them or giving you a whole vehicle as a quest tier reward, it's easier than ever to get one and keep it fueled. I guess it's just a continuation from the last couple alphas of making the game easier in general.

  17. 5 hours ago, Riamus said:

    I'm pretty sure they said paper in book loot would not be anything like it is now.  It'll be a lot less common.  Keeping in mind you'll need hundreds of magazines to complete everything (if you want to complete everything), you can't limit loot too far.  As for empty shelves, I see nothing wrong with most shelves being empty.  Others would have been through there before you, after all.

    That is true with all the new magazines I guess. But even those don't need to be too common.

    To me the best solution is making books/magazines/schems all a bit more rare from bookshelves/mailboxes and have paper stay the same. So maybe, it would work out to 25% chance of a book item, 25% for nothing, 50% for paper. And as I said, nerf the damn ammo down some so people actually have to craft it again. That was always the biggest use of paper afaik. And a20 mostly killed that use. Every loot bag has ammo, no matter what. Most other ammo piles and loot containers have a high if not guaranteed chance for ammo. The repetition I see in A20's loot is annoying. Hopefully A21 adds a bit more variety.

  18. 5 hours ago, Riamus said:

    It's funny... I typically find the gas can schematic on day one or maybe two, and the chem station schematic in one of the first couple chem stations I loot, which is often from the trader's chem station.  Those are some of the easiest schematics to find for me.

    Same here. And I know it's RNG and all, but between the chances of looting the schem, or the trader having either the schem or the whole station, it's not hard to get one if you try. And you always have the fallback of perking into it. Not sure about A21, but in A20 you can unlock it from either Physician or Advanced Engineering.

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