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bdubyah

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Posts posted by bdubyah

  1. I made a few adjustments, but it isn't anything massive. I don't want to overdo it and have them too weak. It's hard to balance it well.

     

    I have a new update in testing that will hopefully be out within a day or so. Lots of fixes and a few new goodies. Also gonna have a holiday themed rare spawn that you'll wanna try and hunt down:

    image.thumb.png.72731a34db6d5d1c5c351e9702e13200.png

     

    This update didn't break my save when updating from the latest public version to this new testing version, so it may be save safe, but I'm still going to recommend a new game to be safe as there are lots of changes. Feel free to test it on a current game, but please make a backup of your save first!

  2. Please use pastebin or something when posting logs. That is hard to scroll through on my phone. Haha. 

     

    Didn't go all the way through it, but obvious issue is SCorr isn't installed properly. open its folder and find the one called 0-SCore and install that one directly to your Mods folder and see what happens. 

  3. 8 hours ago, Arctic Wolf said:

    Summary: Every time I try to load into a new world I just get a wall of errors and I manually installed it. I'm not 100% sure if it's a bug or I'm installing it wrong but any help would be appreciated.

    Game Version: (A21.2 (b30) 

    Platform: PC

    Video Settings: Medium with motion blur turned off

    Game mode:  SP 

    Did you start a new game? Yes

    Did you validate your files? Yes

    Are you using any other mods? No

    EAC off?  Yes

    Bug Description:

    Detailed steps to reproduce the bug:

    I manually installed A21.1 SCore: 0-SCore and NPCCore: 0-XNPCCore and as it begins the world generation and character creation it always gives me a wall of null exception and will not load in.

    Make sure you have the 21.2 version of SCore and try again. If it doesn't work still, use pastebin to link your output log here.

  4. 5 hours ago, ALo said:

    i see it has been asked before, but it's been awhile and im hoping there's an easy answer to this question... is there a blanket way to lower spawn rates of npc's ?

    i assume i could manually edit the entire entitygroups file and reduce them from say .15 to .01 and that would probably work, but im hoping for a method that doesnt involve changing a 100 lines of code individually.

    the reason im asking is because i used to have lots of zombies in my world, but now with the npc's running amok everywhere and wiping out all the zeds my world is looking pretty empty.

    if there's another idea like making npc's non-aggressive unless attacked that would also be a start in the right direction.

    A small modlet that xpaths them to spawn less would work. Or you can easily do a mass search and replace in something like Notepad++ and change all those .15 to .01 with just a few clicks.

  5. 6 hours ago, Chinotek said:

    Ohhh, I see.

    I experienced 2 more bugs a while ago but I'm not quite sure what was the trigger.  The first bug deleted the Red Rocket Trader. I didn't notice anything weird before that happened as I just accepted a Tier 4 quest and when I returned he's gone. This was not the first time I experienced it, Trader Rekt was also deleted a few days ago but I'm not sure which log file it is. It also kicks me out the Trader Area, stating it is closed.

    I also had 3 Brotherhood of Steel with me when I accepted the quest. I then went to my pickup truck to go the quest and when I arrived only 1 spawned in. The other two were nowhere to be found. I tried spawning them in by getting into the truck again and going out, no luck. I also tried going 50+ meters away to spawn them in, no luck again. They are clearly there, like you can collide with their bodies. You can feel an invisible block. I tried digging around it and I even stepped on them making me levitate. I wish I took a screenshot.

    While all of this was happening I duplicated the world in hopes of saving it. I restarted the world, nothing changed.  Restarted the game, you could no longer see them in your party HUD. I tried running the duplicate, nothing changed.

    Here are the log files:
    Log 1 (deleted some due to being over 512kb) - https://pastebin.com/VPK6tXvb
    Log 2 (game restart)  -https://pastebin.com/XegQ7m7y

    There is also a third bug but I don't want it to be fixed yet lol. When you put one Brotherhood of Steel in your inventory and die, it will duplicate that npc. When you respawn, it will spawn with you with its inventory duplicated. That way you will have 2 Brotherhood of Steel.

    Traders disappearing is a vanilla issue that I've tried working around. I have it set so trader POIs can be destroyed and traders can die. But the vanilla trader spawn mechanic is to always respawn them if they are moved from their spawn spot. This is basically due to them seemingly not being able to fix the whole "things fall through the ground" issue that has been present forever now. But I don't use the vanilla spawn blocks due to the respawn nature of them. Issue there is when one randomly falls through the world, you now have no trader. I'm not sure of a good solution honestly.

     

    I am not sure why it would kick you out though. I removed the timers from them so that shouldn't ever happen now. Does it only do it at places where the trader has disappeared?

     

    NPCs disappearing is a bug we've tried fixing since back in A20. It's just a tricky thing, and just something you gotta deal with at the moment, unfortunately.

     

    Are you in SP or MP? I tried reproing that NPC dupe and couldn't get it to happen. I only tried in SP though. You're saying if you hire one, pick him up and then die, when you respawn he respawns in the world with you but is still also in your bag?

  6. 6 hours ago, Chinotek said:

    Hello,

    I'm back again. This time I have updated the SCore to its latest version and generated a RGW. I cannot run the 8k01 map sadly. Do I just put that in my mod folder?

     

    Anyways, I'm here to report a bug. Some quests do not restart the POI which makes the quest unable to begin. I was only able to document one, which is the Mutant Camp. 

     

    Here is the full log: 
    https://pastebin.com/bMWyrc7A
     

    No, the maps I uploaded have to be installed in your Worlds folder where normal RWG maps end up. I could probably fix them to load as mods though, honestly didn't even think about it.

    I've had one other person with that same error, but not real sure what the cause is. There is an issue we've reported that seems like it may be related to this, but haven't had an update on it in a bit. Some kind of issue with Tile Entities.

  7. 4 hours ago, Krvavy said:

    Hi guys... been playing the Wasteland for a week or two now, (have to distract myself from DF for a bit).

     

    So far, so good... besided dying by the sh*tload from gun tottin'... well, everybody (the shoe hurts). But it's getting better.

     

    Also, I don't know if it's a bug, but I cannot craft sniper rifle beyond lvl1 (I have maxed skill - it shows I can make it lvl5, but in workbench I can make only lvl1).

    I can craft heavy sniper lvl5 just fine, but sniper rifle is stuck on lvl1. Also, I found the eyebot suffers from the same bug.

     

    I play with some mods, but I removed them all, started a new game and it's the same. I don't know if there is something else affected, but I found those two.

    Likely some xml missing. Will check it out. Thanks for the reports. :)

     

    14 hours ago, CrazyCelt said:

    Hi there.  I'm wondering if anyone can point me in the right direction on this:  I've been playing The Wasteland mod lately, but the constant profanity when using hirelings or encountering raiders has become annoying, especially since lately I often have family hanging out watching me play. 


    I poked around in the Sounds.xml (both in the Wasteland mod folder as well as the NPCmod one) and tried commenting out the sections for the VO sounds included under "GuyAttack" (and all of the 'Guy' sections, even), and/or subbing in a 'silence sound' instead, but have seen zero change in-game. 

     

    I have a fairly decent amount of modding/tinkering experience, and have successfully made or tweaked a few small mods to my liking, however the solution to this particular issue has eluded me so far.  I've even tried renaming the source file for the humanoid VO with no change (except errors in the console, of course).  Seems like maybe disabling the specific voice lines in The Wasteland's sounds.xml just causes NPCmod to default to it's own source files for the same VO (but I didn't find an XML file to tweak those)?
    I realize that Fallout had a ton of foul-mouthed raiders, etc... it's thematic and all.  I get it, but for my ongoing personal playthrough (and often not alone) I'd like to shut them up if possible.

     

    Any insight would be greatly appreciated, thanks!

    I think I still have the node near the top of Wasteland's entityclasses.xml file that adds the voices back. You could either edit them to make the value for each blank or change them to something else. When I'm on my PC again I'll double check. These voices are ones TFP added ages ago for bandits so that's just what was used. I did actually already go into their attack sound and add in a ton of silent sound clips to try and dilute it some. So it was much worse before. Haha. 

  8. 17 hours ago, Chinotek said:

    Hello,

    I've experienced a bug recently where if I loot anything my screen gets stuck and I can't escape. I can still press any shortcut such as "M" or "N" but I still cant escape/close the menu. It could be from updating the mod and I didn't create a new world but I only experienced it when one of my Brotherhood of Steel died and looted their inventory.

    Here is the log:

    https://pastebin.com/AP6msPk4

    Gave the error to sphereii. He couldn't trace it due to your version of SCore being older. I didn't notice at first glance but you are on 21.2 of the game but still using a 21.1 version of SCore. So make sure to grab the latest 21.2 version of SCore. Not saying that will fix that error, but if it happens again link me to your log and I can get it to sphereii and he can likely point to the problem.

  9. 11 hours ago, Chinotek said:

    Hello,

    I've experienced a bug recently where if I loot anything my screen gets stuck and I can't escape. I can still press any shortcut such as "M" or "N" but I still cant escape/close the menu. It could be from updating the mod and I didn't create a new world but I only experienced it when one of my Brotherhood of Steel died and looted their inventory.

    Here is the log:

    https://pastebin.com/AP6msPk4

    I had this a few days ago when testing on my dedi server. Couldn't get it to happen again, but will look at it before pushing this next update to try and figure it out.

  10. 3 hours ago, Fisher said:

    For the wasteland mod, was it intentional that you removed the recipe for the advanced bellows?  I can't make cement in the forge without it.  Is purchasing from trader the only possibility?

     

    Thanks.

    It was intentional. The idea was each workstation has 3 tools, 2 of which control recipes and can be crafted, and the third is loot only and typically is for crafting speed. But the forge is an oddball since it already had the crucible required for recipes. But at the same time I didn't want to make cement and bulletproof glass also require a crucible. But maybe that's what I should do for consistency's sake.

  11. Yeah, I think locking spawns behind triggers during quests is not a good idea. Maybe outside of a quest, but those sleepers shouldn't count during a quest. The whole adding the dots to the compass/screen was to help people find the last few. Gating their spawn behind a key/switch/invisible trigger kind of goes backwards in that regard. It should also show any switches that haven't been activated if that's how they wanna do it. 

  12. 3 hours ago, Roland said:

    One way they could improve it, imo, would be to have traders only sell up to orange quality of any weapon or tool and to have all weapons found in loot to be worthless except to scrap them for parts.  That way, you buy low quality weapons and use them or buy them to scrap them for their parts and anything you find would just be junk to be scrapped for parts and so all the high quality stuff would be only from crafting-- except the purple legendaries and those should only be rare finds in loot at a high enough lootstage that you would only find them in Tier 5 POIs in the wasteland and not given as rewards for quests by the trader.

     

    That would be a pretty insta-download modlet if someone wanted to create it.

    Not a bad idea. I wanna revamp the whole balance for my mod but refuse to dive into it until gold. For now I just made things more expensive so any higher tier item costs a lot. Quest rewards are still a mess though. 

  13. 2 hours ago, pApA^LeGBa said:

    Any plans for 21.2 updates? I mean it looks like it is running though, can´t speak for old saves, started it in A21.2 already, It´s just that the lock slots UI is there twice. And i´d like to use the quick stack mod if it works, but that would overlap with the modded in locking slots.

    You need to update the mod then. 21.2.1.1 is the latest and will fix the slot issue.

  14. 1 hour ago, BlueMoon2 said:

    I really appreciate the response and that it was added as a fix!

     

    I do wonder if there is a Discord or other means to chat with other users?

     

    I am playing on your 10K_5 map and have yet to come across a vertibird; salvageable or otherwise. I watched a video from... years ago and they were able to craft them. Is that not the case now? I have each part necessary to repair one, but haven't seen one as of yet.

     

    On day 73 and traversed a huge portion of the map.

    I have a channel in Gup's server: discord.gg/WpVPJWj7Xk

     

    The Vertibird and Airship can currently only be bought from traders. I do plan to have a few POIs they can spawn in, but I can't add them to the same pools as most other vehicles due to their size. If the Airship spawned in a parking spot at some POIs it would wipe out half the building. Lol. I will likely make some variations of the vanilla skyscrapers since they have helipads that would work well to spawn them on.

     

    18 hours ago, Ztrunkinvan said:

    Hello bdubyah! I've been playing The Wasteland mod for some time, and I've run into several bugs I've been slowly documenting, as well as some suggestions (such as increasing the range for the Air Drop zombie trigger radius to more than 20m, though you seem to address possibly removing it above).

    Is here the best place to provide feedback in general, or is there another means through which I can help contribute to this amazing mod?

    Thanks for all of the hard work, and I can't wait to see where you go from here!

    Either here or in my channel I mentioned above in this post would be fine.

  15. 2 hours ago, Fisher said:

    Hey.  I'm enjoying this mod so far, but have 1 nagging question.  Is it even possible to get an air drop with this mod?

     

    I think I'm on wave 8 right now for respawning zombies as I approach it.  Each wave is obviously harder.  Started with normal, now they're all glowing. including mutants and such..

     

    Don't feel like sinking another hour into retrieving an air drop if it isn't even possible.

     

    Thanks.

     

    The way it is setup is if you drift too far away they will spawn another wave. So try and stay close and take out what is there. I may end up removing it as it doesn't quite work how I would like, but we'll see.

    9 hours ago, ShinOkami said:

    Gday,

    (for wasteland)
    I had a issue were the bodies would not despawn frequently enough. It ended up crashing my server around day 99. 

    Is there a line of code in the mod files i can change to have the bodies despawn every 3 days?

     

    Thank you! Love ya mod. 

    There is no easy way to change it. The corpse blocks left after the bodies disappear don't despawn on their own. So you need to chop them up or use some explosives to clean them up. I've thought about removing the corpse block bits altogether and just have the bodies stay a touch longer, but that would mean on horde nights you'd get almost no loot. I think I can set a % chance on if the corpse block gets created when the body disappears, so maybe I could lower that so you wouldn't get one 100% of the time.

  16. Small update for Wasteland:

     

    !!!EAC MUST BE OFF!!!
    
    Game Version: 21.2
    Wasteland Version: 21.2.1.1
    
    -Mod Dependencies: 
    SCore v.21.2.1.1646+
    NPCmod v.21.1.0.13+
    FullautoLauncher v.1.2.2
    RandomMainmenuBackground v1.0.2
    
    -----WL FIXED/CHANGED-----
    
    -Changed: Removed inventory lock slots since they are in vanilla now
    -Fixed: Missing recipes for several melee weapons

     

  17. 4 hours ago, wise said:

    I've asked before, what log file you need I can upload it to pastebin.

     

    actually we were holed up in a trader for the night, i placed him on the wall of the trader...

     

     

    Really, your client log and the server log too would be nice. Pu can google how to find them.

     

    We've had reports of NPCs in trader areas having issues but haven't had luck reproducing it consistently. The best advice I can give for now is to pick them up before going to traders. Or tell them to stay before you enter the POI boundary. 

  18. 3 hours ago, wise said:

    ok this is odd...a few days ago I bought one of the Rad Cats guys as a follower for 15k dukes, used hima  few times and whatnot..but i noticed since then the game had been acting a bit wierd, at first we had desync issues, other players were seen running in place, or i could see them opening and closing doors and stuff but not the players themselves. 

     

    then just the other day i picked him up and placed him on the roof of my base, and now when i logged back into the game this morning, my console just has the red scrolling error of death and i kept showing overencumbered, couldn't crouch, couldn't interact with vehicles, i COULD open doors and walk around, but couldn't do anything, I dropped everything I had in a box and still showed i was overencumbered.

     

    here is the error i was seeing, kept scrolling

     

    https://imgur.com/v8gJyMP

     

    I was able to get outside my base and pickup the Rad Cat, and then logged out and back in, and everything is back to normal..

     

    not sure if that helps but ill tell my players to not use the AI guys  or  "hire" any.

     

     

    Logs are always what I need in these cases. That screenshot tells me nothing.

     

    What is your base? Is it a POI? If so, which one?

  19. 2 hours ago, Juper0 said:

    I am loving the zAlert mod! (among others). Is there any way to get the icons to change color based on the zombie's state? i.e. blue for sleeping, orange for idle, white for alerted, and red for in pursuit. or something like that. I ask because I often play without audio and it can be tough to tell what a zed is up to without the audio cues.  

     

    Also, TFP should make this an "accessibility" feature permanently. thanks for helping out people with this mod. 

    That might would be possible, but would likely be a good bit of work. Not something I have the time for now, but maybe in the future. Glad you enjoy the mod. :)

     

    37 minutes ago, Chinotek said:

    Discovered the Wasteland mod from GNS and it's been a lot of fun. I do have one small problem with it. I'm too lazy to cleanup the gore piles especially after a horde night. Is it possible to disable it or increase the time for them to despawn? 

    Nothing super simple. Likely the easiest way you could do it is open the entityclasses.xml file and search for all entries of CorpseBlockChance and set them all to 0.

  20. 10 hours ago, wise said:

     

    Unless you state otherwise I assume we can just update The Wasteland mod and not the others?  Also since it's not mentioned I assume no need to wipe/new save?

    I put the version of each that was used to test the release of Wasteland. So as long as you are on that version or newer you should be fine. And I don't think a wipe is necessary. If I know for sure it is I will mention it. 

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