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bdubyah

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Everything posted by bdubyah

  1. This is just how they are till I get everything updated and start requiring SCore and NPCmod. A20 broke the bandit class used for them in a19 and before. It wasn't perfect either but was better than what they are currently. I just had no other options outside of removing them. When the next update comes out they will be much better. Maybe even too good...;)
  2. Small update to The Wasteland pushed. The Wasteland v2.75: -Changed: Tweaked custom door positions to help aligment with other doors/blocks -Fixed: Antivenom buff not properly removing -Fixed: Door animation loop on rejoining a game -Fixed: Energy weapon stat display
  3. It only shows up in third person. You won't see it in your character screen. I don't think it is possible to show it there. The stats issue is because they are mods. I need to look into it and see if it can read them and add them, but I seem to remember someone having the same issue and it not really having a good fix. You can always just click on the armor piece itself. They show their stats. It just doesn't show on the frame pieces. Ah, okay. Good to know.
  4. If people would spend the time playing it instead of sitting around complaining about it, they would realize it isn't broken like they think it is. Give it a shot, give it some time, and adapt. It isn't that bad... But on that note, I am done answering questions about changing/tweaking/removing the SPIFSAL feature. I've had enough of it. Either give it a chance and get used to it, or find another mod to play. If you have legit questions or balance feedback, I'm all ears.
  5. Hmm, that's odd. I redid the doors in Unity to make them more like how vanilla doors operate. I never noticed that happening before, but just repro'd it. If the door is closed, it seems fine, but if it's open when you log out it seems to break. I'll see what I can find out.
  6. That's already been fixed. Make sure you are using the latest version.
  7. It does seem to rain a lot in a20. Not always a full on storm but it seems you can get a shower or two almost every day. If there is weather desync you should both take screens of it and report is as a bug.
  8. Did some testing and I think I figured it out. the Capacity cannot exceed what I assume is 1024 or so. And the BRDM is set to 800, so when that mod gets used on it, it goes over. Which causes issues. I'll have to adjust it and a few others that have a high Capacity. I'll update them once I test it for sure.
  9. That's easily accomplished by the player themselves. I balance the mod how I want it to be. If you want it to be different, edit it yourself. I can't cater to everyone.
  10. Maybe try vanilla and see if it is the same? Water does drop pretty fast normally. I haven't touched that.
  11. So you say you haven't installed anything else, but I see something called "Sleepiness" in you debuffs there. What is that? And I also don't recognize the one with the lightning bolt. You gotta have other mods active...
  12. The only real change you can make is how often they spawn in the wild. Look at entitygroups.xml at Biome Spawn Additions starting at line 125. The group names are pretty self explanatory. Just up the prob values for whatever you want to spawn more often.
  13. Infection does increase stamina drain I think, which would increase thirst. So it's possible. It drains fairly fast on its own, especially early game when you're running around on foot all the time. Being infected on top of that will probably make it pretty rough to maintain.
  14. I haven't really messed with that at all. The Survival attribute helps manage food/water drain, but the base rates at which you burn through it haven't been changed.
  15. Yeah, I updated that post and the change log post above to reflect that Wasteland is now an overhaul. And EAC must be off.
  16. Okay guys, here is the Wasteland update for A20! Just note that this mod should be considered an overhaul now as it has a lot of changes that will conflict with other mods. So do not expect any other mods to work with this, and do not come here saying my mod doesn't work if using other mods with it. Run it by itself and if there are issues, then please let me know. And obviously, this will require a new game to function properly. And EAC MUST BE OFF! The Wasteland Updated to 2.5, for A20 Download at Git or Nexus -----FIXED/CHANGED----- **EAC MUST BE OFF** -Added: Attribute/Perk Overhaul, READ the green note you spawn with -Added: Default backpack is now 60 slots, starts with 30 free slots, 30 encumbrance slots unlocked through perks/mods (Thanks to Khaine for letting me use his 60BBM mod <3) -Added: Ability to level up crafting level of a single item by reading multiple schematics for the item, maxes out at quality level 5 this way -Added: Broken versions of all non-primitive guns/bows that can be used to craft a working item with less parts needed -Added: Glock 19 and Micro Roni pistols -Added: Semi Auto Crossbow -Added: Cattleprod spear -Added: Mutant Scorpionfly, with new foods made from it -Added: Snowberry can be farmed like other crops -Added: Drink/Food using Snowberry and Super Corn -Added: More normal armor mods and Power Armor mods -Added: Drugs -Added: Plasma weapon mods -Added: More serious heatstroke/cold/pneumonia buffs -Added: Powered variants of the new roll up doors, with 2 relay blocks that hide wires to use with them -Added: Bicycle block that will give you a complete bicycle when picked up, is a rare spawn in place of some of the sedan/bus/work truck spawns -Added: Vehicle mod support -Changed: A20 Vanilla pipe weapons may only use the basic ammo(No HP/AP) and now require a workbench -Changed: Vanilla pipe pistol switched to use .44 magnum ammo -Changed: Vanilla pipe machine gun switched to use 9mm ammo, increased reload time, decreased rate of fire -Changed: New lever action rifle now uses .44 magnum instead of 7.62 -Changed: Slightly lowered amount of RNG on items -Changed: Increased death penalty that reduces max health by 3 for each death, up to 45, for an ingame week -Changed: Infection gets worse much quicker(was 7 hours to hit 100%, now ~4 hours) -Changed: Trader POIs no longer have protection (Protect Jen!) (Thanks to Khaine for the patch. <3) -Changed: Reworked custom doors to hopefully help sync issues -Changed: Armor now degrades twice as fast -Changed: Repair Kits don't repair nearly as much -Changed: Most weapons now use their parts to repair where it makes sense -Changed: Some weapons have new sounds -Changed: Nerfed gas crafting/vehicle usage increased -Changed: Lowered amount of gas salvaged from cars -Changed: Reduced ammo loot from zombies -Changed: Reduced misc loot in trash -Changed: Vending machines nerfed, less items, restock every 3 days -Changed: Various trader inventory tweaks -Changed: Rad Z will slow the speed of radiation poisoning for its duration -Changed: Power armor pieces are now dye pieces that install into Power Armor Frame armor parts -Changed: Full set of Power Armor will partially negate encumbrance debuff -Fixed: Missing loc/icon for rad food buff -Fixed: Various loc errors -Fixed: Missing UnlockedBy values -Fixed: Missing AltTypeIcons on some books -Fixed: Rad-B-Gone showing rad screen effects when taken without rad poisoning -Fixed: Missing colliders on some custom zeds for vehicle collisions -Fixed: Oil Filter Suppressor on 10mm Revolver not following reload animation -Fixed: Cop NRE when trying to target bandits On Git and Nexus now. Might be on the launcher, but haven't checked.
  17. Should be working fine. Just tested it. Make sure you installed it correctly.
  18. Alrighty, just finished updating all the individual vehicle mods. Nexus and Git are good to go. Links here have been updated. Launcher isn't showing them yet, think I need to get with sphereii on that.
  19. Realism wise, it fits. But I would like to see a little more variation. Every city/town being surrounded by so many farms gets old. There is a outskirt_district property in the mixer file for both town and city townships that is set to rural. I wanna try changing the city one to residential or something and see what it breaks. Lol.
  20. So you shot at a bear that was in the distance and what? Stood there shooting while it ran right at you? I'd say you deserved that one. If you aren't in a defensible position or have higher end gear, maybe don't do that? Seems like common sense to me. Bears are tough SOBs in every game I've seen them in. Avoid them... I haven't done too many power quests but I could see where they could be a bit much. But I also over-prepare for everything so I can be ready. I'm sure they will get a bit of balancing in the coming updates. Their rewards seem a bit lacking for the current difficulty.
  21. Well, would you look at that. Lol. Also, holy @%$#. 92mb for just that car? Man needs to learn texture compression or something.
  22. ^^That. I have enough to fix/do with my own @%$#. I can't be bothered maintaining other mods. Plus, if you looked into it, you could make that mod work in a20 in just a few minutes as it likely just needs a few xml changes to work correctly. And no, I'm not walking you through it or doing it for you.
  23. Can't yet. I haven't updated the individual mods. I spent today cleaning up a lot of the vehicles so dyes wouldn't affect the entire vehicle. Still not 100% perfect, but good enough. Fixing to push that update and then it's time for bed. Maybe I'll get to the separate mods tomorrow.
  24. I think you need to make that change in entityclasses. Need to add something like <property name="Consumables" value="ulmAmmoFuelGasoline,ulmAmmoFuelGasolineBarrel"/> to each vehicle. And I think in vehicles, each one needs <passive_effect name="VehicleCargoCapacity" operation="base_set" value="1000"/> Just from what I gathered from others asking. Haven't tested myself, so ymmv.
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