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bdubyah

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Everything posted by bdubyah

  1. The same could be said about several features and changes they've made over the years. With them pushing towards making looting even more important, item degradation just seems like such an obvious thing. Their main argument on the forums I saw from MM and maybe faatal was always what to do with the mods if the item drops a tier and loses a mod slot, and that is easily fixed by not allowing the repair until the mods are removed. Which to me is yet another good change as being able to carry repair kits and repair items in one second while in the middle of a fight is dumb.
  2. I feel like at this point adding item degradation would've been easier for them than the numerous loot/perk rebalances they've had to do to try and get it where they want it. And it's just better.
  3. Pushed a small update to zAlert that changes how it handles the buffs and stuff to fix an XP issue it was somehow causing.
  4. bdubyah

    TechnoBike Mod

    Yeah, I'm sure that'll work...
  5. You think finding a book/schematic in almost every bookshelf was a good thing? I didn't. If I raided a normal size bookstore and come out with a couple new things I'd consider that great. Best case, obviously. I shouldn't be getting a schematic or something from every bookshelf I loot. I do miss the zombie corpse looting, but not having to clean them up. I've considered bringing it back in my mod, but have the corpse blocks turn to air after some time. And on that note I definitely miss the zombie specific loot, like weapons/parts from cops and meds from nurses. The current zombie loot is so cookie-cutter it hurts. But the way that worked so you could basically never leave your base is exactly why they changed it. I remember MM saying he wanted people to have to get out and risk their lives if they wanted to find the better/best stuff. And I agree with that, so I don't mind these new systems. And as Roland has said, you don't have to find 100s of magazines unless you just have to min/max things.
  6. So all these people that hate the idea of learn by looting...did you hate back when finding the minibike book and forge books and stuff were total RNG? There were a lot of people that didn't like when that was changed back then, and this new system sounds like a full blown version of that. I don't see why there's so much hate for it, it's not like it's totally new to the game. Also, people have long cried for removing weapon crafting from being perk-gated, which it sounds like this will do. I remember loving the hunt for those books, so I'm hopeful this system will bring some of that feeling back.
  7. EAC has to be off. If that's the case, you need to move the folder that has the modinfo.xml into the Mods folder, and can delete the top one as it isn't needed. Git and Nexus both seems to add an extra layer for some reason.
  8. https://github.com/SphereII/SphereII.Mods/tree/master/0-SCore That should be the right version.
  9. Um, I never said anything about crafting Q6 things. I was talking about the potential legendary items Roland was talking about. Hell, I even allow Q6 crafting in my mod, so I have no problem there. But a legendary item should be special. If you can craft it, to me, that makes it not special.
  10. Also looks like you're running my vehicle AIO but also running all the separate mods. Don't do that. If you want them all just use the AIO by itself. Otherwise remove it and run whichever separate ones you want.
  11. Because being able to craft every single thing is dumb. There should be some things you can only find in loot. And, by rare item, did you mean something that is loot only? Because if you did....then what's the difference in looting the weapon or the item to craft it? Crafting something has the benefit of being able to sit on your ass and do nothing while crafting it. Looting means being out and taking risks and there should be rewards for that. If you can craft a legendary weapon then it isn't legendary. Just doesn't make sense to me. This whole "I should be able to sit in my base and craft everything I will ever need" mindset is odd to me. Looting is and will always be a core part of the game. If you don't want to loot that's fine, but then you miss out on cool stuff.
  12. I mean, I know you put rhetorical and all, but you are kidding, right? What sense would crafting legendary items make? Those should definitely be loot only.
  13. @Jikdurfind your output log file. Screenshots like that are mostly useless. Logs will give way more info.
  14. I'd bet you have extra folders there. If you open any of those and don't immediately see a modinfo.xml then you've got too many layers of folders. Also, if you are running the AIO mod you don't need to run the Nova and Rat mods as they are in the AIO already and will cause issues. That's all you need to do. Just install them into the Mods folders. Also make sure EAC is off for both server and client. A log would also help diagnose your problem.
  15. Can't see the screenshot. Use imgur or something or attach it here directly. Google will tell you where your log is.
  16. What issues are you having? If you can post a screenshot of your Mods folder and link to an output log I can help you out.
  17. I just pushed a small update to fix a localization issue, as well as a few blocks I noticed were missing from the NavTek POI. You should be able to update to 3.01 without an issue on a current 3.0 save. If you have discovered a NavTek POI already it won't update unless you refresh the chunk it is in. Any new games started in 3.01 should be fine. nHope you guys enjoy it. Will likely be the last bigger update until a21 hits unless that takes longer than I think it will.
  18. Update for The Wasteland: Updated to 3.01, for A20.6 Built on: SCore v20.6.297.1109 NPCmod v20.6.01.01 Full Auto Launcher v1.1.2 Random Mainmenu Background v1.0.1 Download at: Git or Nexus NEEDS A NEW GAME !!!EAC MUST BE OFF!!! -Added: New drone companion(replaces vanilla one) -Added: .50 cal weapons: 500 Magnum, Beowulf 50, AS-50(guns and ammo are loot only) -Added: Some new tier 2,3,4,5 quests -Added: Several new "radiated" blocks used by some of the new quests(these replace the rad ghouls as POI guards) -Added: Working clock block, can spawn where the normal wall clocks spawn; sold by traders and all traders have one in their POI that you can't take(Thanks, Gup!) -Added: Normal style watch mod that will restore the time to the HUD like vanilla -Added: Mip-Boy custom watch item that displays additional stats besides the time/day (Thanks to Alter for this beauty!) -Added: NavTek POI, and several modified others for the rad quests -Added: A handful of other POIs like the Super Duper Mart by arramus <3 -Added: Utilitron robots (A couple in NavTek, and they can spawn in the wild; will have more done with them later on) -Added: Higher tier generator -Added: Several new deco blocks(mostly used in the NavTek POI) -Changed: Traders can now die(Death anims are weird I know)(This and the trader protection can be edited in xml now if needed, check near the top of blocks.xml) -Changed: Beefed up trader POIs a bit so they can stand up to some damage -Changed: Changed wasteland biome spectrum so it isn't so foggy all the time -Changed: Removed the News window from the main menu -Changed: Reworked rad ghoul to be a harder version of the feral ghoul(weakened his AOE, can now spawn in BM/sleepers/biome) -Changed: Added ability to upgrade POI solar banks to working version and can then harvest for a working one, also small chance to salvage solar cells from the broken solar banks -Changed: Added arcade blocks to traders -Fixed: Added mutants back into BM hordes -Fixed: Various missing loc/icons
  19. I mean, if it is broken I'd agree it needs to be fixed. But, with that said, if you and your friends can't fight the urge to cheat then that reflects more on you than the game. It isn't that hard to not open the CM and grab something...
  20. I mean, if you're building/upgrading with steel you should probably be sure of what you are building. Lol.
  21. Faatal has already said the new water can occupy the same space as a block if needed.
  22. I'm pretty sure TFP consider that a bug. They are aware of it at the least. It affects almost any negative debuff, such as starving or drowning.
  23. I know a few people, like magejosh, has a sanity thing in their mod. I would join the discord arramus linked. Plenty of us there to help and a bit easier to help than the forums here. I would think the vast majority of what you wanna do can be done with just xml using buffs and game events for the zombie spawn type stuff.
  24. Screamers only spawn more zombies when they are spawned by the heat map. Just adding them to biome spawns or BM groups doesn't give them the ability to summon more zombies. And also, during a BM all spawns other than the BM specific spawns stop. Which is why you won't get an organic screamer spawning during a BM even though you might be nonstop firing a weapon. And if you mean more than 8 zombies per BM wave, there's an option for that in the game settings at the main menu. If you meant from a screamer horde, you'd probably need to edit those groups.
  25. Well, that would still be new, which is what I was wondering about. Biome spawns are currently fixed, and they never change no matter your level. Biomes modify lootstage, but that's it in A20. Yes, the wasteland has some specific, tougher spawns, but they are still fixed. You'll notice you never see rad zombies wondering around in vanilla outside of bloodmoons. Even wandering hordes only use regular zombies I think. Being able to have biome spawns dynamically change would be awesome.
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