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bdubyah

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Posts posted by bdubyah

  1. 49 minutes ago, Alan Lau said:

    I'm wondering if I borked my installation somehow.  I spent my SPIFSAL points, then the game started, but I have no quests, and no direction to a trader.  Is this how the game is supposed to be played?  I'm using the pregen map, Wasteland10K_1.  Thanks

     

    Yup, totally normal. I may add some type of beginner quest at some point, maybe, but either way I wanted to remove the tedious vanilla starter quest chain. If you are playing this mod you should know the basics. And I hate the game leading you straight to a trader. They aren't hard to find.

  2. Have there been many new deco assets added in A22? I know that was a big thing for A21 so not sure if there was much left that was needed. Mainly asking because with all the new blocks and new shapes it doesn't leave us modders much room in the custom block department. So the more added is less room we have. Unless, you know...TFP wants to up the limit...

  3. 3 hours ago, SavageSaffron said:

    @bdubyah - thoughts on this update breaking current saves?  Wife and I are in the midst of a game (getting crushed repeatedly by radiation, mind you) and don't want to start a new world quite yet...but would like to incorporate the latest update.  Adding a variety of weapons to NPC's sounds fun!

    It should be save safe, but I can't say I tested it. Best case, just make a backup of the save before updating and save the current version of the mod you have. Can then always rollback if needed.

  4. Update time! Mutie Claus has retreated and has no more presents to give. I have also updated all the pregen maps I have here. These are RWG made maps, and I really didn't check them for all the POIs so let me know if any of them are missing really important ones.

     

    !!!EAC MUST BE OFF!!!
    
    Game Version: 21.2
    Wasteland Version: 21.2.2.4
    
    -Mod Dependencies: 
    SCore v.21.2.49.751+
    NPCmod v.21.1.0.18+
    FullautoLauncher v.1.2.2
    RandomMainmenuBackground v1.0.2
    
    -----WL FIXED/CHANGED-----
    
    Mutie Claus was seen flying away, taking his presents with him.
    
    -Added: Limited amount of NPC hires to 2 per player(will likely rework this into a perk later)(also not sure how this will affect current saves; it may not apply to current hires but shouldn't break anything regardless)
    -Added: Missing notes for Nuka Factory variants and associated quests
    -Added: First pass at adding Wasteland weapons to NPCs(can give them a Combat Shotgun, Service Rifle, 10mm SMG, BAR, Beo 50, Battle Rifle, Heavy Sniper, AS-50, or Laser Rifle and they can now swap to them; more to come in the future)
    -Changed: Gamestaged NPC sleepers(should fix them not spawning at higher GS; also better balance so you aren't running into the tougher ones as early, as often)
    -Changed: 500 Magnum can no longer equip a silencer
    -Changed: When a crafting perk is maxed, loot bonus for associated mags/books now goes to 1 instead of 0(vanilla change in 21.2)
    -Changed: Scrapper perk also gives bonus to finding junk items
    -Changed: Added repairable air vehicle helper to parking_garage_2 POI(will need a quest reset/chunk reset/new world to see)
    -Fixed: Vault doors that use keycards can no longer be lockpicked
    -Fixed: Hirable NPCs loot bags were referencing loot lists, not containers
    -Fixed: Power Armor Statues could be reused
    -Fixed: Overseer desk would break upon looting
    -Fixed: M1 couldn't use silencer
    -Fixed: Novac POI - Removed empty volume and tweaked others to make quests work/POI flow better
    -Fixed: Missing Industrial Generator recipe(for real this time!)
    -Fixed: Electrician crafting tier 4 was missing some entries, causing index errors
    -Fixed: Arcade machines gave more parts when salvaged than needed to repair

     

  5. 6 minutes ago, mmurica said:

    I'm playing on the 8k map, do I need to be on the default map?

    If it's one of the one I uploaded, then try the one arramus linked earlier in the thread(Can grab it here), or make a new one with RWG. The maps I uploaded were missing several Wasteland POIs as I didn't realize Teragon had a bug which meant they didn't all get used.

     

    I'm going to try and generate a handful of 8k and 10k maps using RWG and make sure they have most/all the WL POIs and I will replace my current ones with them.

  6. 6 hours ago, mmurica said:

    I'm having a problem with the mod, when I try to accept the new POI quests (nuka plant, rad cats) it accepts and immediately fails the quests for me. Am I doing something wrong?

    Are you on a RWG map? It's possible you just don't have those POIs on your map.

  7. 18 hours ago, Ratero said:

    How do you actually use the Mip-Boy in the Wasteland Mod?  I bought one from the Trader and put it on but cannot see how to see the time.  Thank you in advance.

    Pretty sure it adds a journal entry that explains it.

     

    31 minutes ago, nabsickle said:

    Hey been playing this mod for a while now just realised there's been an update after updating I still cannot craft the Industrial Generator no recipe showing, I don't really want to create a new world just to get flying vehicles would resetting a Tier 5 POI that has a helipad from a quest have a chance of spawning a new flying vehicle I've balloon and Vertibird parts but never found one also I have no clue how to get AEM stuff to make my own mutants I've the collars for them but no Idea where to get the other stuff do I have to level up the Rad Cats Trader?

    Thanks

    Sigh... I swear I had the generator recipe added. My mind is mush most of the time. Haha. I'll get it fixed for the next update.

     

    Resetting the POI through a quest should work, afaik.

     

    Everything needed is in the Nav-Tek POI.

  8. 8 hours ago, Shiana said:

    Yes, that was actually the solution.

    Please, modders, provide the players with self-zipped downloads, and don't rely on githubs auto-zipping feature. I re-downloaded the npccore mod from the same link 5 Times, and 2 times it was missing one folder (Config) without any kind of error/warning message because the github on-the-fly zipping did something strange. (filesize was almost the same.  (77.8 vs 78 MB). 

    Xyth actually uploads a zip version of NPCCore as well: https://github.com/7D2D/A21Mods/blob/main/0-XNPCCore.zip

     

    I just never linked to it as sometimes he forgets to update it at the same time. But it is there.

  9. 3 hours ago, Shiana said:

    Snip

    Check out the NPCcore folder. It shows it loaded the mod but I didn't see it load its localization.txt file. And most of the initial warnings and stuff look like it is missing. 

  10. 39 minutes ago, Shiana said:

    Installed all prerequisites, then the mod, no container is lootable. i then found out that there are many errors (red lines about containers when you press f1). The mod in its current state is broken.
    Installed it multiple times, everytime the same result.

    I'd imagine if that was true there would be way more people complaining. If you link me to your output log I can tell you what the issue is.

  11. 3 hours ago, Rechew said:

    when i read Old Journal Page (Nuka Factory) mission failed that means my map 100% no nuka factory POI?? 

    That's a possibility. Those POIs usually get placed well in RWG, but never a 100% guarantee. And obviously if you are playing on Nav or a PREGEN map you won't have the custom POIs anyway.

    On 12/23/2023 at 1:20 AM, CrazyCelt said:

    I've been enjoying the mod - thanks!  
    I've run into an issue fairly early on, but haven't found a way to resolve it yet; my hired NPCs seem to be stuck in 'Full Control' mode (even before I'd ever tried switching to FC from Hunting mode).  They were appropriately aggressive very early on in the playthrough, but at some point quite a while back they started only attacking when hit, or when I (or a turret) hit something else.  They'll stand around and take the first punch / shot before reacting, and then after a short burst of return fire they actually stop attacking, even though the enemy is often still alive.
    I crafted the Mode switching and Halt / Resume command items, but while the buffs / icons update properly when I use them, my hirelings' behaviour stays the same: never initiating combat.  Interestingly though, 'wild' NPCs work just fine, and cruise around ganking everything they see.


    I've also noticed that having more than 3 active hirelings (at least of the same kind, but maybe it's an issue with any combination above 3) can result in the sudden disappearance of the 4th NPC (pathfinding glitch, maybe?).  Much, much later on (many game days), I've had them reappear just as suddenly, so now I avoid having too many out at once.  

    Oh - and on a separate note: if any modded items are stored on an NPC when you pick them up, those items are seemingly 'stripped' of mods.  I haven't yet determined if that only happens when stored NPCs are placed in a vehicle or other non-backpack storage before retrieval, but it's happened a number of times now, so I've learned not to combine items to save space if storing them in NPC's inventory, and to make sure I don't accidentally store any of my modded gear on them.

    I'm not super familiar with the control modes honestly. I have heard before that over time NPCs get a bit weird. Likely some cvars are getting lost over time or something. No idea on the 4th hire causing issues. I currently don't have any kind of limits set, so they might get stuck and get unloaded before finally getting TP'd to you later.

     

    I think the item mods disappearing is a known issue but not sure if they ever looked at it, or if it was a difficult fix. I'll mention it again to be sure.

  12. 2 hours ago, ahawksfan said:

    Thanks for the hard work in creating this overhaul it has some great features.  

     

    Just checking, should the random map generation work properly (put all the new poi, quest, and trader in) or do we have to stick to the posted maps?

     

    Thanks!

    I need to actually update those maps, so I wouldn't use them. RWG does a pretty good job usually, but no guarantees. Arramus posted a nice map recently, so you can try it out if you haven't already. It might be a page ago now.

  13. 10 hours ago, Hathor said:

    @bdubyah Since the last update brother I haven't been getting loot bag drops, can you advise if that is by design or if my extra couple of addons has screwed the mod up? thank you :) 

    Loot bags have been disabled for all but hirable NPCs for a while now. 

  14. 1 hour ago, SandmanSA said:

    I don't know if this has been discussed or not.  It's not showing up in the search.  But in BdubsVehicles, there doesn't seem to be any progression for the golfclub.  You can only craft a tier1 golfclub.  Is there a fix for this?

    I always forget that thing even exists in that mod. Haha. I'm sure it's just missing it's new progression stuff. I'll get it fixed and updated in the next day or so.

  15. Hmm. I also changed their spawners the same as I did the others so not sure why they wouldn't have worked as well. Will do some more tinkering tonight.

     

    EDIT: If you happen to go into the Big Rocket again, hit F1 and look at the console. Are there any red lines popping up?

  16. 4 minutes ago, nismo1969 said:

    I played some more and went to the last Red Rocket trader I hadn't discovered and Johnny is there but no Rad Cats on roof or wandering around the trader compound. Hope this helps. Cheers.

    Likely the same issue. I pushed an update just a bit ago. See if it fixes the issue for you.

  17. 1 hour ago, nismo1969 said:

    Found the Mutie Claus love the concept. Getting a zombie to hit you and him at same time triggered his agro was so cool to watch even the reindeer joined the fight.

    I have found what I think is a bug in that now I'm max level (300) enemy Mutants or Raiders no longer spawn in POI's (even ones I haven't cleaned out).

    Thanks for this awesome Mod. Merry Christmas, Cheers.

    Huh, not sure about that. Haven't really touched any of that stuff to my knowledge. Will have to test it out. What is your gamestage at? EDIT: Did some testing and it is actually throwing NREs when triggering the sleeper volumes. I'll try and get it fixed and push a small update soon.

     

    Yeah, he's chill unless you hit him. Haha. Glad you are enjoying the mod. Happy holidays! :)

  18. 2 hours ago, suto2023 said:

    I dont know if this has been answered before and if it has i'm sorry, but i just started a new world and none of the crafting stations are showing recipes. 

    You likely have some errors then, probably some xml files not loading. Need a log to help further.

  19. 9 minutes ago, ZykovEddy said:

    Hello!

     

    May I ask, who made this military base/laboratory bunker POI in The Wasteland mod?

     

    Also, the mod is amazing. I'm having lots of fun playing it. Had a problem with this POI though, and wanna give my feedback to the creator.

    x2scrap2.png

    Do you happen to know the name of it? On my phone so a bit hard to see but I don't recognize it.

  20. 2 hours ago, drogor said:

    I'm going to update and start a new world but I was playing Alpha 21.1 using the most recent versions of your mod you had before this update you just posted and here are the problems I encountered

     

    1: I could not loot the 5/7 car part from Old Police Car I got lots of front and back bumpers and grills but whatever that part is that is required it would not drop please fix this cannot upgrade and build that car because of it.

     

    2: Are you able to fix the multiple trader quest marker waypoints that show up on top of the traders location when you do missions for the traders? You also cannot delete them and they pile up and I know another person wrote that eventually it will cause the trader to stop working I have not gotten to that point yet but it is an annoying issue on the map.

     

    3: Do you recommend I not adjust the advanced settings for RWG and leave it default? I adjusted the settings in the RWG advanced tab before I generated my map I made  a 10k RWG map where I tweaked the amount of cities in the advanced tab to be more and to have more wasteland and to have more wilderness POI's I increased it by 1 point for each. I don't know if this caused this problem but I could not find the Big Rocket POI with the RadCats in any of the cities. I did not totally reveal the full map but I did reveal 5 cities in each biome not including the burnt forest biome which I did not find. Do the Big Rockets have a biome preference like wasteland only or is it just random? I want that trader it is my favorite and I could not find it.

     

    One request and I know others have asked for this. But Please offer an alternate download with the required dependencies already bundled into the mod. I know you like to keep things separated but many of us just want all the files in one download with all the updated files-case in point one of your links for S-core sometimes sends us to Github and it does not automatically start the download for the zip file it just dumps you into the file structure on Github making it frustrating getting the files from there especially for a new person using your mod I almost didn't play your mod when I first found out about it because one of your dependencies kept sending me to Github and I couldn't figure out how to download the file from there. I have figured it out now I had to click on a green button called Code and I was able to find the zip file but that was unnecessary frustration that would be fixed with the files all in one download.

     

    Thank you for the mod and I will update this post if I have better luck in the new update thanks!

    1: Looks like it would be the vehiclePCBLightbar for that one. Will have to loot it or find it at a trader. or find the wrecked out version that has the lightbar as it has a decent drop rate from that.

     

    2: As Fisher above stated, this isn't a mod issue but an issue with vanilla that has been fixed in 21.2.

     

    3: Default likely works best, but making some tweaks shouldn't hurt. RWG wil never guarantee every one of my POIs makes it in, though most usually do. Can always open that world's prefabs.xml file and search for a particular POI so you at least know if it exists or not. Or go into dm while in game and look at the POI Teleporter. No POIs in this mod are biome limited atm.

     

    I hear you, and I might do that on the Azure repo soon. But I already get yelled at on Nexus for people having to redownload the entirety of Wasteland for a small update. Would only get worse with all the other mods packed in. And it would also mean if sphereii fixes something in SCore, the whole pack needs updating on my end. Same with NPCcore, etc. It really isn't that hard to use Git or Azure for downloads.

  21. Alrighty, pushing this release out.

     

    New save recommended. As always, make a backup first!

     

    There are reported sightings of the fabled Mutie Claus roaming the snow biomes! Hunt him down and see what gifts you can get!

     

    !!!EAC MUST BE OFF!!!
    
    Game Version: 21.2
    Wasteland Version: 21.2.2.1
    
    -Mod Dependencies:  
    SCore v.21.2.18.1001+
    NPCmod v.21.1.0.16+
    FullautoLauncher v.1.2.2
    RandomMainmenuBackground v1.0.2
    
    -----WL FIXED/CHANGED-----
    
    There are reported sightings of the fabled Mutie Claus roaming the snow biomes! Hunt him down and see what gifts you can get!
    
    -Added: M1 Battle Rifle and .44 Magnum SMG
    -Added: A few variants of normal POIs that can spawn repairable air vehicles(mostly POIs that had helipads already)
    -Changed: Utilitrons crafted will be auto-hired by whoever places them down
    -Changed: Biome fog now works on servers as well as SP(Big thanks to FuriousRamsay for this <3)
    -Changed: Emptying either dead bodies or their corpse block will now make it disappear(if needing to harvest the body do it before looting)(also reduced the gore block HP so you can easily harvest if you want)
    -Changed: Added air vehicle repairables/wrecks to some POIs(needs a new world)
    -Changed: Added fist weapons to Big and Fast perk since they were missing their flurry perk
    -Changed: Supply Run quests should no longer be shareable(no point for them to be)
    -Changed: Tweaked power armor set buff to fix sound from looping
    -Changed: Beo-50 moved to Machine Gunner
    -Changed: Added some weapons to craftingSkills(unlock/quality levels may have shifted some due to this)
    -Changed: Small tweaks to ghoul/rad ghoul/rad mutated radiation buff damage
    -Changed: Set StabilityIgnore on rad blocks needed for quests so they won't break if the block underneath them is broken
    -Changed: Various weapon balancing
    -Changed: Removed RNG MagazineSize for guns to match vanilla
    -Changed: Added limit to WL drugs so they can't stack more than 3 at a time for duration
    -Changed: Slightly increased Brotherhood spawn rates; added Rad Cats to biome spawns; added both to wasteland spawns also
    -Changed: Added TraderStage to item mods
    -Changed: Small tweaks to NPC weapons to make them a bit easier to deal with(still dangerous)
    -Fixed: Made some tweaks to the raider assets to try and stop their meshes from disappearing at certain angles
    -Fixed: Airships seating positions
    -Fixed: Supply Run quests completion dialog was wrong
    -Fixed: Supply Run and Clear Rad quest rewards were limited to 2 choices
    -Fixed: Added missing drug recipes
    -Fixed: Added missing 45 ACP ammo bundle recipes
    -Fixed: .50 Cal weapons broken version recipes will now increase in quality with respective perks(only craft up to Q4 though)
    -Fixed: Blade and knuckle weapon crafting max crafting level was incorrect
    -Fixed: Legendary 500 Mag and Beo-50 had HP ammo twice and no AP ammo available
    -Fixed: Vehicle parts appearing in book loot
    -Fixed: Survivalist Faceask and Lucky Piercings missing from loot
    -Fixed: Some perks still mentioned crafting/updated some descriptions
    -Fixed: Having more than one feral ghoul near you stopped the rad buff from damaging you
    -Fixed: SPIFSAL and starter quest weren't working with new permadeath option
    -Fixed: 5.56 AP not tagged for Heavy Weapons
    -Fixed: Added missing Industrial Generator recipe
    -Fixed: Added missing military/steel armor part recipes
    -Fixed: Fixed drug addiction buffs not firing
    -Fixed: Miner 69'er was missing the stamina reductions
    -Fixed: Vehicle journal tip given from items was incorrect
    -Fixed: Johnny was excluded from bartering bonuses
    -Fixed: A Valuable Lesson quest was still using RandomGoTo that doesn't work on servers
    -Fixed: Junk Eyebot crafting quality not increasing as it should

     

  22. 5 hours ago, CinnaBean013 said:

    I love playing wasteland because i loved playing fallout but when you are doing quest for the trader I've had it happen twice to me where if i place a trapdoor on the lot (because i was double looting) then reset the POI to start the quest, the POI completely breaks (it doesn't fully load, walls are missing, you can see through the POI, etc.) and doesn't fully reset. I hope there is a fix for this but right now I've had 2 different POIs break on me because of this bug.

    What type/tier of quest and what POI? If it is a vanilla quest and a vanilla POI, I'm not sure what I can do. I've had a few reports like this, but I honestly have no idea what would be causing it.

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