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bdubyah

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Posts posted by bdubyah

  1. I have a quad I found I might add in at some point. I've also got a dirt bike I'm working on, but getting the physics right for it has been a real pain.

     

    A trophy truck isn't a bad idea either. We'll see what happens. ;)

     

     

     

     

    Also, I have updated every mod so that the localization should now load with the mod. I didn't realize A18 allowed for this. Servers still don't seem to push it, but since all my mods have to be installed client and server side, it should work fine. So now I don't need the extra script and you shouldn't have to do any copy and pasting. :)

  2. Mostly just some tweaks to the recipes so they work with the crafting perks. Few small physics changes and some seating changes for the UAZ.

     

    Haven't updated the collection mod yet as I'm about done with another vehicle and I'd rather only have to upload it once due to my crap internet. Lol.

  3. I believe they are all 4 wheel drive by default. Could be wrong though. Never really tested it.

     

    The brake force was intentional. Compared to the much newer 4x4 with smaller wheels, the Willy shouldn't stop very well. ;)

     

    Climbing over things like that is just wonky in general. The collision physics aren't the best.

     

    The fuel thing is A18. They redid all the vehicles capacity and fuel usage. I haven't really checked that as I didn't notice it till after I updated everything. I knew MM has talked about nerfing gas, but I assumes you'd just find less of it. But they went they other way. Guess I need to hop in a game and ride around for a while.

     

    It should still work out similar, though I purposely made a lot of my vehicles use more fuel than vanilla stuff as a trade off for speed and stuff. Although they seem to have made theirs use even more fuel now. Like you posted, the 4x4 could go 40km on a tank, while the Willy would go 57.5. So I guess they need some tweaking.

     

    I'm not sure about the turning. I'd bet it's due to the traction physics I set in Unity. It's a total PITA adjusting and testing changes. I'm not aware of a "steering angle" type setting anywhere.

  4. It should be fine. I've even tested adding all of the individual modlets and then removing them and adding the collection. It seemed to work fine, but it's still YMMV as far as I'm concerned. ;)

  5. It is updated. Just forgot to post. Lol. Everything should now be updated except for the Nuka Factory prefab.

     

    For anyone using the mod launcher, they may not be updated yet. I made a new repo on Git to keep A17 and A18 mods separate. So I gotta check with Sphereii and see if he can update it.

  6. Thanks to Stompy, I figured out what the problem with the MRAP and Box Truck was. I'll hopefully get the updates out tonight after work or in the morning.

     

    I've got every mod in good shape except for the Nuka Cola mod. Hope to test it tonight as well.

  7. Looks like it is now Mods/Marauder/UIAtlases/ItemIconAtlas. So make the new folder UIAtlases, and move the current ItemIcons folder into it and rename it ItemIconAtlas.

     

    I found what's causing that xml error. They just changed it from "volume" to "noise". So I should have that fixed. It's just a QOL change since custom vehicles seem to play that small collision sound almost constantly. Not necessary or game breaking, just something to keep myself sane when testing these vehicles. Lol.

     

    I started work on updating the icons themselves but haven't had a chance to test everything yet. Maybe tomorrow night if I have time. Once I know it's right it shouldn't take long to get everything fixed up.

  8. No, no special set up or anything. Sounds like the server has an issue or some configs for it are wrong. Haven't messed with servers much in this game though, so can't help much there.

     

    And ext237, most mods should work just fine in servers. Only issues I usually see are buff/cvar related due to some lag. AFAIK, all of mine should be fine. :)

  9. The bat file is simply to make installing the localization easier. Not required at all. I don't think it even needs to be used for a server install, just on the client end. If you don't/can't use it, all you have to do it open my mod's localization.txt and copy and paste it into the vanilla game's localization.txt file at the bottom.

     

    From the looks of it, something didn't get installed right. It kinda looks like maybe it got installed into the wrong directory. It doesn't go into the "7DaysToDie_Data" folder. In the main directory of 7DTD, the same as where the "7DaysToDie_Data" folder is, there needs to be a "Mods" folder. Install the mod into that "Mods" folder. So the path would be C:/.../.../7 Days to Die/Mods/Bdubs Vehicles.

  10. Installed it myself as well just to test it out a bit. Thinking I'll start a run of it when A18 is out. Then once A18 is settled I'll do other things. Lol.

     

    Ever considered making more of an overhaul version that mostly does away with vanilla stuff like guns and other items? I guess it'd be a lot more work to set up, but just seemed like a cool idea. Could leave most of misc items and resources in and just have ways to make them useful for Sorcery stuff.

     

    Either way, what I saw looked cool as hell. Gonna have some fun with this, I can tell. :)

  11. I agree. If the balance of finding current guns in loot isn't better in A18, I'll probably release a small modlet as a companion to this one that nerfs gun loot. That way these serve more of a purpose. It's just too easy to find a gun right now in A17. And people complain about ammo, but I find so many guns to scrap that ammo never seems to be a problem.

  12. Gonna move the Wasteland Weapons info here as the OP is too big.

     

    Wasteland Weapons: (A18 ONLY)

     

     

     

    ***NOW REQUIRES THE NUKA COLAS MOD TO BE INSTALLED AS WELL***

    !!!HAS TO BE INSTALLED ON BOTH SERVERS AND CLIENTS!!!

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    Pipe Guns:

     

    Fairly weak and has a low durability. Currently still has tiers, but stats/mod slots are the same no matter what.

     

    Pipe Pistol - Simple homemade pistol. Low durability. Regular 9mm only.

     

    Pipe Rifle - Crude rifle. Starts out as a short barrel. Low durability. Regular 9mm only.

     

    Pipe Shotgun - Pipes and some bolts. The Shotgun starts as a basic short barrel, single shot version which you can craft into a long barrel version at a workbench. Regular shells only. Reload animations for the Shotguns are in, but the hands can't be fixed AFAIK.

     

    The pipe guns will break once they degrade!!!

     

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    Current pipe weapon mods available:

     

    Oil Filter Suppressor - Usable on the Pipe Pistol and Rifle, and most vanilla weapons. Can be wrenched from cars and in some loot. Big though, and limits ADS effectiveness. Slight loss of range and damage and also adds a small increase to degradation of the weapon due to increased blowback.

     

    Extended Mag - For the Pipe Pistol and Rifle. Doubles the pistol and rifle capacity, also actually shows on the gun, unlike vanilla. Only works on pipe guns.

     

    Long Barrel - Versions for both the rifle and shotgun. This adds a longer barrel, increasing effective range. Makes hip fire more unwieldy, and also slightly increase weapon degradation. Works as a mod for the rifle, used as a recipe ingredient for the shotgun.

     

    Cylinder Mag - Can be used on long or short pipe shotguns. Ups the shell capacity to 4 rounds.

     

    Homemade Flashlight - Custom attachment for all WW guns, and most vanilla weapons. Simple flashlight and duct tape. Not as effective as the regular weapon light mod.

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    Other guns:

     

    Railway Rifle - If those puny bullets aren't cutting it, craft this bad boy and show them who's boss! Schematic only.

     

    FatMan Launcher - Only available in loot. Launches any mini mukes you come across and maybe something else... Loot only.

     

    Lever Action Rifle - Old rifle, chambered in .44 Magnum. Crafts with hunting rifle parts. Accepts 8x scopes. Unlocks with the Dead Eye perk, level 3, or schematic.

     

    Triple Barrel Shotgun - Quality, custom shotgun. Good room clearing weapon. Unlocks with the Boomstick perk, level 3, or schematic.

     

    Heavy Sniper - Old 7.62 military rifle. Comes with a scope. High damage, semi-auto. Unlocks with the Dead Eye perk, level 5, or schematic.

     

    Incinerator - Highly modified military flamethrower. Uses custom ammo. Launches molotov-like projectiles. Schematic only.

     

    Flare Gun - Survival flare gun. The gun itself it loot only but you can craft more flares.

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    Energy Weapons:

     

    Laser Pistol - Rare military sidearm. Can be rarely found or crafted once a schematic is read. Accepts all laser attachments except the scope. Uses Energy Cells. Ammo has small chance to cause "Disintegration".

     

    Laser Rifle - Rare military firearm. Can be rarely found or crafted once a schematic is read. Accepts all laser attachments except the scope. Uses Microfusion Cells. Ammo has small chance to cause "Disintegration".

     

    Plasma Pistol - Experimental military weaponry. Can be rarely found or crafted once a schematic is read. Uses Plasma Energy Cells. Ammo has small chance to cause "Disintegration".

     

    Plasma Rifle - Experimental military weaponry. Can be rarely found or crafted once a schematic is read. Uses Plasma Microfusion Cells. Ammo has small chance to cause "Disintegration".

     

    Schematics are rare loot or a quest reward.

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    Laser Weapon Mods:

     

    Overcharged Capacitor - Increases damage output as well as magazine size. Slight degradation increase.

     

    Laser Focuser - Increase damage slightly. Moderate increase to Max Range and Damage Falloff Range. Slight degradation increase.

     

    Laser Splitter - Increase damage slightly. Fires 2 beams at once. Slight spread when hip firing, but can be accurate when ADS firing. Slight degradation increase.

     

    Laser Scope - Adds a scope. Only for the Laser Rifle. Slight damage increase. Works well with the Focuser.

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    Legendary Guns:

     

    Silent But Deadly - Custom pistol. Comes with a silencer. Higher capacity.

     

    Long Distance - Unique rifle. Has a 4x scope. Higher dismemberment chance.

     

    Firestarter - Quality homemade shotgun. Single shot. Very high limb dismemberment. Accepts all shells and applies Dragon's Breath to them.

     

    Lincoln's Repeater - .44 Magnum lever action rifle. Able to penetrate multiple targets. High dismemberment. Accepts 8x scopes.

     

    Maria - 9mm. High capacity. Moderate dismemberment. Accepts a reflex sight.

     

    Pew Pew - Higher damage and magazine capacity.

     

    AER-15 Prototype - Unique prototype variant of the laser rifle. Higher damage per beam and shoots 5 rounds in one trigger pull. Hip fire behaves more like a shotgun while aimed fire allows heavy damage to a single target.

     

     

    Can be found in certain loot. Also can be a quest reward. Very rare.

    Legendary weapon won't permanently break.

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    Install into the 7_Days_To_Die\Mods folder.

     

    vRFTBVS.jpg

    sWvLdVC.png

    DsRKjMm.png

    VnNGsi3.png

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    ex17bWL.png

    https://imgur.com/9TY9BSV

    https://imgur.com/BhqL93O

    https://imgur.com/UU5BVH0

    https://imgur.com/muvhE55

     

    Git: Click Here

    Nexus:Click Here

    (A18 ONLY)

     

  13. Alright, the Marauder is out!

     

     

    g6tOjAf.jpg

     

     

    Also updated almost every vehicle mod for some small localization fixes and fixed some progression.xml issues with the GNX and Golf Cart. Should hopefully have the Pipe Shotguns out soon.

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