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bdubyah

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Everything posted by bdubyah

  1. There's no point in the devs wasting their time to add every single part of the game into the options. That's what mods are for. I don't wanna know that some other cool stuff got delayed or canned because someone had to spend precious time adding more game options that can be changed yourself in minutes.
  2. The top one is house_old_spanish_01 or something like that. Definitely still exists as they've updated it to fit the new sizing. Pretty sure I've seen all of them in the editor while updating my POIs. There just isn't as much repetition so you won't find them as easily.
  3. Being honest, but some hybrid of the current and old LBD system would be best to me. But it isn't gonna happen. I've only played maybe an hour or so of a20 now, and loot does feel a bit too easy. But it's only been one game so I don't know yet if it was just good RNG so far or if it's the new normal. The little trash piles having 30+ of cement, cobble, wood, etc seems a bit too much. Another one had almost 10 cans and another had 7 lead trophies. That seems a bit too much to me. I shouldn't be able to go around just looting trash piles and surviving.
  4. There is an entire section dedicated to posting bugs. Maybe post them there instead?
  5. Yeah, inventory management is part of the game. If you run out of space now, you'd run out of space with a bag that isn't big enough to hold every item in the game. So learn to manage what you keep. Throw crap out that you don't need. Make a chest a sother have said if you wanna be able to come back and get it later. The game needs consequences, and it has lost a lot of them over time. Picking and choosing what to keep/scrap/leave/drop adds potential consequences. We don't need to get rid of that.
  6. I know there is/was a bug when using the medical mod for it where it would teleport to you even if it wasn't supposed to in order to heal you. So maybe try giving it that mod if you can and go back to the surface and take some damage, maybe it will teleport to you. Maybe? Lol.
  7. Hey stall, have you had any instances where it just seemed it skip a POI and not convert it? It worked for all of my Wasteland POIs, but my vehicle Mechanic trader POI just does not get converted when I run the commands. Tried moving it into the vanilla POI folder, still didn't work. Just says it changed 0 entries. Only thing different from all the others is that it's a trader POI. EDIT: So I had some errors as it had custom blocks and I had some of the read/write errors. Fixed what I could in Unity and updated the unity3d file and tried again. Worked like normal this time. So I guess it didn't like the block errors.
  8. I would double check as a lot of people have been swearing they don't have the cheat menu turned on in Advanced Settings when they in fact do. Seems a lot of people like to have that turned on...Lol.
  9. That's not really a good solution. They either need to make sure POIs can't be placed inside the protection, or shrink the protection down. It's always been a bit too big as it can reach across a street into other POIs. That's a problem, especially with how dense it can be around traders now.
  10. Well since you're already out there looting, then you will find some q6 stuff eventually. If you could get them looting and crafting, you'd end up with too many q6 items. That's why you can't craft them. You know...balance.
  11. Yeah, TFP should really balance their game around one person who thinks they should be able to just sit in their base and craft end game stuff all day... Sorry, complain again.
  12. You can keep going all you want, expecting some answer that you'll never accept anyway, but it doesn't matter. You say it isn't balanced, yet it's how TFP wanted it. So it is balanced to them, and that's all that matters. I don't know how you can say just because you can't craft q6, crafting isn't balanced. You're trying to separate looting and crafting when the game is both. You can perk into things to make better ones, up to q5, as well as other bonuses. You want q6? Get off your ass and find them. That's almost exactly how Madmole put it back when they first made that change. The point of it being a reason to keep looting so that they game wouldn't get stale quite so fast. Not saying it's all perfect, but allowing q6 crafting won't make it better. And other than the few random people here and there, it seems most people are fine with the change. And there are several mods that enable q6 crafting. So there's really no reason to sit here whining when you could've fixed this supposed travesty already and could be spending your time playing the game instead of demanding TFP personally come answer you...
  13. Man, lots of entitled brats coming out these days. Q6 crafting was removed to make people keep looting and not be able to just sit in their base and make all the best stuff without having to work for it. Same reason all the t3 things are schematic only. Madmole explained that at some point, but I'm not hunting it down for you. You can do that yourself while you wait for a response you deem appropriate.
  14. @Jumper...of course. Lol. Look just a few posts for a bit of an overview on it. My vehicle AIO is pretty much ready, except for the trader POI. Mostly the same with Wasteland. Gotta get all my POIs updated and working properly with the new tile stuff. But I currently have no plans for an experimental release. Maybe when stable is close if it seems like it won't change much. So just be patient.
  15. Some POIs have them in there. Might be thinking it's a player bag.
  16. I just meant getting our mod POIs updated to a20 standards. I don't know all the details for the tile/city stuff yet. Khaine said he still hadn't got RWG to spawn his custom POIs yet either. But I'm sure we'll get it figured out soon enough.
  17. 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.
  18. Pretty sure he meant the public release. But technically the public release is prior to the weekend too. Next weekend. 😛
  19. Thank Xyth. He's the one who looked at the code and saw it could accept those values.
  20. 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.
  21. 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.
  22. 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.
  23. 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!
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