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bdubyah

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Everything posted by bdubyah

  1. People not putting in any effort to follow the game's progress but still coming and complaining about things: check.
  2. 1: This is intended, but the loot may be balanced over time. Still making my stuff work better with the new loot setup they are using now. 2: This is intended. I just think something like a 2x on a small caliber handgun is silly. Lol. 3: Yes, it should be. 4: There is one legendary set of power armor now in. Might do more later. Ah, it was using an old sleeper group name I guess. Surprised it didn't throw errors. Got it fixed. SCore and NPCmod integration is going well, but I had a bug reported last night that has kind of slowed progress. Apparently in a20, using CVar requirements for nav objects is broken. So the radar mods for power armor, and the Awareness perk are currently useless. I've been trying to come up with a solution, but so far nothing has worked.
  3. That's a vanilla issue TFP is currently working on.
  4. That off-road light schem is everywhere... I see it so much more than almost anything else it seems. Lol.
  5. You could have the rad mod give you a buff with 0 duration, that does nothing and is removed if you remove the rad mod. Then just copy the perk effect groups and add another req for the rad mod buff. Something like: <effect_group> <requirement name="HasBuff" buff="buffRadMod"/> <requirement name="ProgressionLevel" progression_name="perkRadResistant" operation="Equals" value="0"/> <passive_effect name="HealthChangeOT" operation="base_subtract" value="12"> <requirement name="NotHasBuff" buff="buffRadiationResist"/> </passive_effect> <passive_effect name="HealthChangeOT" operation="base_subtract" value="7"> <requirement name="HasBuff" buff="buffRadiationResist"/> </passive_effect> </effect_group> for example. Then just make an entry like that for each level of parkRadResistant that edits the values as you see fit. May not be the cleanest way, but should work.
  6. That's for resistance to getting the buffs in the first place. Lowering would allow you to get the buff, but once you get it, it would be like you have no resistance at all and would drain HP pretty quick.
  7. 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...;)
  8. 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
  9. 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.
  10. 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.
  11. 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.
  12. That's the main issue I see with how it is currently. I would think since tiles are set up to handle any combination of POIs that fit the spawn size for that tile can be used, why not use that same system for the parts? I don't want to have to convert and include numerous tiles with my mod just to get a couple custom deco parts to show up.
  13. That's already been fixed. Make sure you are using the latest version.
  14. So messed around with making a custom part, which was a new billboard piece. It seems that parts are added directly onto tiles, so the only way I could add my new part would be to include the whole tile with it. Is this correct? Would it be possible to make it so parts can have a list to choose from or something along those lines? From what I saw looking at a vanilla countrytown tile that had a billboard, you have to pick a specific one, and the only control over it is whether it spawns at all or not. Seems like a fairly simple way to add more variety if you allow all the billboard parts to be able to spawn there using a group or tag or something.
  15. 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.
  16. 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.
  17. 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.
  18. Maybe try vanilla and see if it is the same? Water does drop pretty fast normally. I haven't touched that.
  19. 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...
  20. 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.
  21. It would be nice if the game kept track of the POIs you do quests for and at least tries to avoid sending you to the same type of POI very often. And early on, since all traders on city edges, and city edges are always farms, almost all quests are farm related ones. The farms look nice, but they get old pretty quick when you have to quest a bunch of them in a row.
  22. 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.
  23. 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.
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