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bdubyah

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Everything posted by bdubyah

  1. I mean, it should be common knowledge that mods probably won't work with new alpha releases without being updated. From what I've seen it won't be too bad to update them, but the POIs still haven't been completely solved.
  2. Pretty sure he meant the public release. But technically the public release is prior to the weekend too. Next weekend. 😛
  3. Thank Xyth. He's the one who looked at the code and saw it could accept those values.
  4. It's only for third person. third_person_rotation="-15,180,0" Looked it up on my phone. That's what I added to its holdtype in misc.xml.
  5. You can add rotation to the holdtype for it. Xyth found that when I had the same issue. Not at my PC to give you the exact xml but it's in my Wasteland mod. I had the same issue with the same weapon. Lol. Obviously it changes it for everything that uses that holdtype. But I think vanilla only has the bat. So unless you have other weapons that you've added that use it that might look odd if rotated, it'll be fine. Edit: I do know they listed some animation fixes regarding 1st/3rd person for a20 so maybe it's fixed there. But if not you can do it this way.
  6. You can level the crafting tier of an item unrelated to your attribute/skill selections, but you don't gain any of the other perk bonuses. Just means you've read enough about, say, an auto shotty to know how to make a good one. But it doesn't give you better reloads or added damage with it like the perk does. And the traits like NV had are something I'd like to add, but that will be later if I do. The main balancing I'll have to do will be getting loot to match your perk levels.
  7. Just figured I would give a small update since it's been a while and it looks like a20 will finally be here soon. As it stands I plan on updating my vehicle AIO and the Wasteland mods to a20. No plans at the moment to do the individual vehicle mods, though I might down the line if it isn't a lot of work. I would like to add the features Ragsy and the guys have in Vehicle Madness for my AIO at some point. If a20 was a bit later I would probably try and get it in before release. I may still try and do that. I've went back and forth on whether to make it a patch to the AIO, or add it to the AIO itself. Still undecided. Would be a lot easier to keep it as one mod, and I've had a lot of people asking about making my vehicles work in this manner, so that will probably be how I do it. As far as the Wasteland, I've been slowly working on it, and the attribute/perk overhaul is mostly done. I already know some people won't like the direction I went with it, and that's fine, but it probably isn't going anywhere. It will surely need a bit of balancing as the aim of it was to do something a bit different for 7 Days, while slowing progression down some. The main issues I'm expecting right now is I'm going to have to rework vanilla's loot progression to match my new skill progression. The way it feels in my small test game is that the loot will move out a good bit ahead of your skill level so that by the time you'd get to crafting even q5 stuff, you'd be swimming in q6's already. And of course I can't even start on this attempt at balancing till a20 releases as I'm sure there will be a lot of changes to loot. So I have to wait on that front. Hopefully I can get it done while a20 is in experimental. I'm trying to make sure all other content I've added or changed is polished up so I can put my focus on that when the time comes. This is also why I'm a bit leery about starting the AIO changes till after I know the Wasteland mod is good to go. With all that said, the next Wasteland update won't be it's biggest content update, as far as new things, but the skill overhaul is a pretty decent change. It's heavily inspired by Fallout 4's skill system. You will now spawn in with with a "You're SPIFSAL!" book bundle. This bundle comes with 9 books for each of the 7 attributes. Reading all 9 of one attribute would give you max level(10) for it. The limiter is you can only read a total of 21 of any SPIFSAL books. So it's like choosing your SPECIAL points in the beginning of a Fallout game. All perks are now level gated as well, so even if you max out an attribute, you can't max any perks on day 1. Level one of each perk is available at player level 1, but the higher levels vary. If you hover over a locked perk level it will tell you what level you need to be. There are still a bunch of the vanilla perks, as well as several new ones. I currently have removed a few vanilla ones, such as Charismatic Nature. Light and Heavy armor are now leveled by finding their Training books. Every time you read the book, it gives you the next level of the perk. So they are unchained from any specific attribute. All perks now have 5 levels, and at max level allow q6 crafting of any items the perk governs. Crafting level of specific items can be manually increased outside of perks by rereading their schematics, if they have one. This will cap at q5 though, making the perks better in the end. And I have changed the Forgettin' Elixir so that when used it resets all attributes, perks, and quality levels gained from schematics back to q1. It will also give you a new SPIFSAL bundle. There are cvar requirements on each book so you can't cheese the elixirs to max all attributes though. 😛 There are also collectible Power Armor statues to look out for that increase their corresponding attribute by 1. And there are a few drugs to help you out as well... Anyway, sorry for the wall of text. Just wanted to go ahead and throw the framework out there so people will know what to expect. Bring on a20!
  8. That's not a bad idea. I think some of the small changes they've made over time have added up to big changes that aren't so great. Vanilla needs more personality to it. They made it so things didn't lose quality, so those q6 things you got lucky and found in the first few days meant you were set. So now you only find stone crap for a week or so. And on and on. And repair kits being simple to make and only needing one to fully repair anything just makes the issue worse. That's something I'm changing in my mod for a20. I've been watching an old series on YT from a12 days and I also have considered making it so all items will be destroyed if you let them degrade completely. Also makes me miss weapon parts again. Lol. And don't even get me started on placing rebar frames and pouring buckets on concrete into them... Which is funny, because I didn't even get the game till right after a15 came out, after watching this group play it on YT all the time. So some of these old mechanics I never even saw for myself, yet I miss them. Haha. Molds in the forge, the gore blocks, food smell, etc. All these things got removed and really took away a lot of the character of the game IMO. Doesn't feel nearly as much of a survival game to me now.
  9. That won't be happening till at least a21 from what TFP has said. And who knows, maybe they'll leave it in for us modders.
  10. Item degradation upon repairing really needs to come back. I know they always bring up mod slots as an issue, but that's a cop out. Just give a tooltip, attempt to move a mod off into the player's inventory, and if it's full then throw it out on the ground. Could even have a little sound so you know it fell out. Or just make so mods have to be removed to repair the item. A bit more annoying, but still worth it. It would add so much with just that change. I'd even be totally fine if combining items doesn't come back. Ever play Dying Light? I love their method of each tier having one(I think?) more repair as you find the higher tiers, but even the best stuff eventually wears out and is junk. It keeps you looking for replacements, makes you debate using certain weapons all the time instead of as SHTF backups. I love that. I think part of the issue is the loot vs. craft balance. You spec into something so you'll be able to craft q5 things in that tree, but almost always find one before you can craft it, either by rng luck or not having the needed parts. Or get it from the OP traders, but I assume that is/will be balanced in a20.
  11. Well, Roland said at their meeting last Monday that they decided not to crunch to release this weekend. Which means that it was possible for it to have been released this weekend. So assuming no big issues come up it could be out for streamers this Friday. I don't think they gave much of a heads up for a19 either.
  12. Well, in a21 armor/clothes are being redone completely so that's when it will change.
  13. Either needs to disable the nav object when it hits a player, or greatly reduce the range at which it shows the icon.
  14. Bach, I assume you've seen #10 on the list of new things shown in the original Dev Siary post, right? They know current trader balance is out of whack. Hopefully a20 will make it better. Gotta wait and see. May still not be nerfed enough to suit you but should be better than it is currently.
  15. Tool tier balance definitely needs some TLC. I just don't think a stone axe should ever outdo an iron or steel pickaxe, especially on metal or stone. As far as wood, meh. But stone axes should be almost useless against safes, boulders, concrete blocks, etc. And I know it's been a core part for a while but it's kind of odd the stone axe has kept its upgrade ability after all the other changes. I liked when the wrench was capable of it as well. Would already have a wrench anyways, so it worked fine and was convenient. But I usually keep a stone axe on me a lot even after having a much better iron/steel pick because I might need to do some quick repairs. Only really use a nailgun for horde base stuff.
  16. I wonder how many people opt in to experimental releases. Obviously the majority of people here probably do. But I wonder what percentage of the active player base download a release before stable automatically updates it for them. And having streamer weekends builds anticipation. You know how when big sales and big game releases are getting close they throw out more info or videos or whatever to get people hyped so they buy whatever? This is the same thing. It's also a show of appreciation to content creators who help keep it relevant by showing the game off. You can say your word of mouth helped sell a few copies, but content creators have sold more copies than you whether you like it or not. As Roland said, it sounds like most of you whiners just have a grudge against streamers for some reason. But keep crying, I'm sure it'll convince them to stop doing something they've been successfully doing for the last several years.
  17. Yeah, find your output log and see what it says. Could help narrow it down.
  18. I honestly don't. They've said multiple times they won't do a public release going into a weekend, which is why it's "streamer weekend" then the public release the following Mon/Tues if no nasty bugs turn up. So we wouldn't get it till then anyway. So all you could hope to accomplish is to stop streamers from getting it for the weekend and waiting till Mon/Tues like everyone else. Which is just silly and childish. I also never said all bugs will show up during their weekend or anything of the sort. But having all these people playing it is basically like a closed alpha test, that people can stream. Not ready for public consumption, but definitely more people than the normal QA team putting in hours that can help discover new bugs or help repro known ones. Streamer weekends attract several streamers that don't necessarily play 7 Days all the time. So it gets the game broadcasted to an audience that might not follow or even know of the game. That's free advertisement for TFP. Hate it or not, it's a smart move on their part.
  19. For the buff, it would need to be something like: <passive_effect name="PerkLevel" operation="base_add" value="1" tags="perkDonor"/> so as long as you have the buff it keeps the perk at level 1. Then just need to have a way to remove the buff. For the perk, that's where you need to gate the recipe. So the perk needs to look like: <perk name="perkDonor" max_level="1" base_skill_point_cost="0" desc_key="perkDonorDesc" long_desc_key="perkWildWastelandCompleteLongDesc"> <effect_group> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="LVL4 Purple LootBox"/> </effect_group> </perk> This should get you close at least.
  20. Well, obviously the streamer enjoys the game too. If he is truly just after views, and chose 7 Days, then he is an idiot. Lol. No offense towards 7 Days or TFP, but if he was after views he'd be playing whatever was popular at the time. I do feel like they should do a light screening of applicants and only allow ones that have a history with the game, but's that just my opinon. And I suppose it's also good to show first time players reactions and stuff as well. It's a good mass-bug-finding event and free advertising for their game. I don't know why people get so bent out of shape over it.
  21. My mod currently doesn't work like that. Maybe in a20 I'll add a patch to add those features. It works like vanilla at the moment.
  22. I don't think it stores any xml locally when you join a server.
  23. Those are all vanilla issues. They are aware of the duping but I haven't heard much about it being worked on/fixed. The bouncing I assume is possibly due to the vehicle either loading in before the terrain, or loading in after it but down in it just enough to cause them to spring out. Or it could be the game doing it unstick thing like it does with players.
  24. I did not make nor do I maintain the DF patch. I don't think it has been kept up to date with my mod or DF. Mythix made it, so you could ask him if he will update it. That said it sounds like you have a different problem. I'd reinstall it and make sure it's correct.
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