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bdubyah

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Posts posted by bdubyah

  1. 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?

  2. 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.

  3. 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. 

  4. 9 hours ago, BlueMoon2 said:

    Hi! I just wanted to slide by and report a BUG.

     

    All plasma/laser weapons WHEN EQUIPPED IN YOUR HAND tank your Cold resist to 0.XXX.

     

    First image is NOT held.

     

    Second image is HELD.

     

    spacer.png

    spacer.png

    Guess I should've known that would be an issue. Tried a different passive for displaying the energy ammo crit chance, so maybe that is fixed:

     

    !!!EAC MUST BE OFF!!!
    
    Game Version: 21.1
    Wasteland Version: 21.1.2.82
    
    -Mod Dependencies: 
    SCore v.21.1.111.950+
    NPCmod v.21.1.0.13+
    FullautoLauncher v.1.2.2
    RandomMainmenuBackground v1.0.2
    
    -----WL FIXED/CHANGED-----
    
    -Changed: Tweaked most weapon's durability to closer match vanilla weapons
    -Changed: Some small tweaks to SCore's fire system(slowed fire spread and lowered heat generated by fire sounds)
    -Changed: Adjusted Deep Cuts unlock levels to be more like similar perks in other attributes
    -Fixed: Added missing SexRex bit to Electrocutioner perk
    -Fixed: Glock 19 unlock was set to wrong level
    -Fixed: 10mm Pistol quality level wasn't increasing properly
    -Fixed: Civ Ghoul was still using old controller
    -Fixed: Clear Radiation quests were missing the completion dialog text
    -Fixed: A couple quest rewards were incorrect
    -Fixed: Swapped energy ammo crit to a different passive to try and fix player cold resistance
    -Fixed: A few regular zombies had feral eyes by mistake
    -Fxied: Radiated POI marker fixed on dedis(now a rad symbol)

     

  5. 1 hour ago, wise said:

    Just started the mod last night with five other friends on hosted server, got all the modlets loaded and everything works great, about hour 3 into the game we realized as we left the main starting city/town area, there were no other trees at all in the world.  Only when we got near POI.

     

    Is this intended?  None of us had trees aside from near the POT and towns/cities.

     

     

    This was on 8k RWG map.

     

    also we got severe desync/stuttering where the hired Brotherhood guy just runs in place, players end up getting stuck/rubberbanding...etc.

     

     

    First I've heard of the tree issue. Would need the server logs to help.

  6. Is the game not supposed to not give quests with LCBs or bedrolls already in them? I thought it would ignore those POIs. If not, it should. It shouldn't take a third party tool to accomplish that.

  7. 6 hours ago, humanturd said:

    can I pls have photos of the 1-darks zombies of every zombie and there group and name because they look awesome but some of them I don't like to much

    You can do that yourself in game. Just enter dm in the console and then you can hit F6 and spawn them in to know which one is which. Can hit * once in DM mode to freeze the AI to make it easier.

  8. 13 hours ago, Scyris said:

    One last question, Can you use a Random Gen map? or do you *have* to use the pregens?

    I would actually advise using a new RWG map right now. The maps I currently have were made with Teragon, and I didn't know at the time that there is a bug where it won't use certain POIs, which made it ignore most, if not all of my radiated POIs. I will likely generate a handful of maps with the built in RWG and update those with them when I have time. But you cannot use Navezgane or the vanilla PREGEN maps.

     

    13 hours ago, seven said:

    I agree with the above, and I would add that it would be nice if the Wasteland overhaul had it's own topic, where updates could be added to the first post,

    We'll see. Wasteland has always kind of flown under the radar so I never felt the need for it. But with Tem playing it I guess it might become a bit more popular.

  9. 6 hours ago, Scyris said:

    Any version of The Wasteland mod that has everything needed to run it in the one zip file? for A21.1? Kinda like how most other overhauls are downloaded as a single zip with everything in it to run it.

    Not at the moment. I've always avoided packaging other people's mod along with mine, but it might the way to go. I might do it when I push this next update.

  10. Now if they would add an Action2 to all weapons so that ranged weapons could get a melee attack, and that could be used for a spear throw without losing the current power attack, I'd be all for it. But that is unlikely so I'd rather it stay as it is now. I don't want my modded out spear falling through the ground, or being stuck in a zombie that just rolled off the rooftop or something similar.

  11. 39 minutes ago, Wrought said:

    Are power armor frames an environmental asset that you have to salvage or do they drop in loot bags? I had assumed they were something you looted from containers or corpses. I'm not sure what you mean by a power armor stand.

     

    Also, do you know whether POI spawns are biome specific?  Shortly after we started the server, it occurred to me that perhaps we had shot ourselves in the foot content wise by only having the wasteland biome to play in and that perhaps there were dozens, if not more, POIs that we would never see because they potentially were not coded to spawn in the wasteland.

    They look like military armor in loot. Power Armor stands are in several POIs and look like the ones from Fallout 4. Hard to miss them. If you have found a Big Rocket POI that has the Johnny trader, he has one in the garage. No POIs are biome specific atm since TFP removed that ability. So you should still be able to get most POIs, but not ever a guarantee. You can always compare you world's prefabs.xml to Wasteland's POIs folder and see what you do/do not have.

     

    42 minutes ago, Wrought said:

    Edit:  A question I've been meaning to ask for a while now.  When you post an update and suggest a new game world "to be safe", does that include new player characters or would resetting the world be sufficient?  We designed the server we are on for a 3 month haul start to finish.  I think I can talk the group into resetting the world, but starting over from level 300 each time you post a significant update is a definitive "no".

    It can vary. Lately there have been several POI fixes/changes that a world reset should fix. But sometimes there are quest/progression fixes that can reset characters to level 1 and whatnot. So that's usually when I say a new game is needed. If you are worried about breaking your game then simply wait to update when you are done with your current run. I basically just throw that disclaimer on those types of updates so I don't have to deal with someone crying because they break their save/character. I try and keep these types of updates to a minimum if I can as I don't like the idea of breaking people's saves, but at the same time I want the issues to be fixed for anyone just starting out with the mod.

  12. 1 hour ago, Wrought said:

    Ok, well understanding that you aren't necessarily trying to create a mod with absolutely perfect game balance, just take this as friendly feedback.  It doesn't make a whole lot of sense to me to have legendary weapons that require a rare drop from an already rare spawn to be able to use.  I'm playing your mod to experience the mod content. So far, except for the 10 minutes that I was able to use the legendary claw before the durability ran out, I've used the vanilla knuckle weapons for the entirety of my 300 level play through.  If that's your intent, for people to download your mod and then still play the vanilla assets, then I question the reason for the mod in the first place.

    I realize this is a niche use case for a melee build and perhaps I've just been wildly, unbelievably unlucky.  But it doesn't feel that way regardless. It would be one thing if the legendary claw was borderline game-breaking, but it's not.  For the short time I was able to use it, it felt like a mild upgrade.  In fact, in terms of attack speed, it's a downgrade and won't proc my per attack buffs as often as the tier 6 steel knuckles.

     

    By way of a general observation about legendary items from your mod, it's not clear what the intended purpose of the legendary designation is.  Are they supposed to be end-game items to motivate loot hunting? We have the loot rates maxed, and the very few legendaries that have dropped have been just mildly interesting.  I have the ED-Z eyebot, which doesn't seem to do anything different that I can tell from the regular eyebot. The little bit of research I tried to do on it seemed to indicate it's just a nod to the Fallout series, which I've never been interested in. Is the whole Wasteland mod oriented around Fallout?  I thought it was a nod to the Wasteland biome, which is one of the reasons why we created a map that contains only Wasteland biome.  Anyway, I just wanted to mention that legendary content was one of the main reasons why we picked your mod to play, and they've been a huge letdown so far in terms of drop rates and being able to use them in a meaningful way in preference to vanilla drops. The Cryolator in particular has been looted but remains unused by everyone on the server and all Cryo ammo is turned into scrap for other things.  If there are intended hidden uses that we haven't discovered for legendary items , then it isn't apparent with typical gameplay why we would continue to experiment with them.  We are at the endgame and I would say except for some of the energy weapons, we are largely still using 90% vanilla assets to solution the current gamestage of 1000+.  I would have hoped vanilla assets would account for less than 10-15% of the solution for endgame for the extra work it has taken to implement and maintain a modded server.

     

    To close this largely observational post out, I would also include that we have had power armor dropping for the last 100 or so levels, but not a single power frame piece to place them in has dropped for anyone on the server.  So again, I will point back to my starting observation that it doesn't make much sense to create mod content with such stringent drop rates that we are still essentially playing vanilla anyway.  Thanks all the same for your effort on the mod and your attention to this forum.

    Deathclaws were just added in, so feedback on their spawn rates is appreciated. They aren't meant to be common though. There is a POI they are guaranteed to spawn in, and will be more added down the road. I have went through and adjusted several weapon's durability. You have to understand I'm making a mod for a game that is constantly changing things. For example, in A20 a T3 machete had a durability of 288,673. In A21 that is now 1000,2000. Those kind of changes go under the radar and are hard to keep track of. That's why some of my items seem to be low compared to vanilla in these aspects. But I have several T3 items in my mod, so if you are only using vanilla that seems to be by choice on your part.

     

    I balance against vanilla; my mod's items aren't meant to be OP in comparison in most cases but additional choices. If I wanted my stuff to override everything I would simply remove the vanilla stuff outright. Generally legendary stuff is a cool item that may do a bit more damage or have a special effect. Again, not meant to be some game-ending OP item. Drones are almost completely hardcoded still, so it's hard to do much with them, but I am always iterating on things as I go.

     

    Power armor frames can be found in most of the same places you loot the actual pieces. And the power armor stands are guaranteed to have them. So either someone threw them out not noticing what they were or you've somehow missed the several POIs that have these stands in them, with most of them being questable which means you can reset the POI to loot them again. I've never had anyone complain about the frames being hard to get.

     

    And yes, Fallout is a big inspiration, obviously. I wouldn't think not being a fan of those games would matter much, but there are nods to that universe. Either way, hope you enjoyed the mod and feedback is always welcomed.

    1 hour ago, drogor said:

    I figured out how to spawn in the prison it was a custom map. I'm going to try and get this working sadly I didn't read his info below the video sorry about this I don't know how to delete a post.

     

    Hi, I finally got the Wasteland mod to work but I would like to know how to spawn into the mod locked in the prison. I watched a video of Guns,Nerds,and Steel where he spawns into the map locked in a prison cell and I can't figure out how to do this does anyone know? Is it a custom map? I tried using Navazgane as a map and used RWG and I just spawn randomly somewhere. If anyone knows how to spawn in the prison that would be awesome?

     

    Also in my first map I'm currently playing I'm not seeing any robots or mutants or anything but normal zombies my char is only lvl 5 but I have all the dependencies and they are not double nested in folders they were all extracted into the Mods folder. The Wasteland background shows up when I start the game I do get loot like nuka colas and books and all that I"m just not seeing any special npc's so far unless they all come later but in the video I watched I'm refering to above he runs into bandits and mutants right away but of course he spawned into that prison so I don't know if things are working correctly hopefully you guys can help me thanks!

    Yeah, GNS added some custom stuff so I can't help with that as I don't know what all he did.

  13. GNS mentioned at TwitchCon that the Blood Moons EA would likely start around the same time as A22 dropped(likely the PC release for A22) and that he got the impression that April was their hopeful target. No guarantees though.

  14. 1 hour ago, Wrought said:

    Is there something wrong with Deathclaw spawns? I'm level 270+, 1000+ on gamestage, and Tier 6 infestation quests.  I have not seen a single deathclaw the whole game long.  Not a single deathclaw. I've looted 2 Totally Rad legendary claws and I can't repair them.  😒

    Not to my knowledge. They are fairly rare spawns in the desert, wasteland, and forest biomes. There is also one POI currently that they spawn in.

  15. 14 hours ago, Millerbob1275 said:

    Good day. Seen Temreki playing this and super stoked to play. Downloaded his mod pack but having problems. Game loads just fine but screen goes black after spawning and skills menu is also blank. I read you need to spend points and then you can see but cant spend my initial 21 points. Other menus are fine like inventory, map, and such. Just skill menu. Also tried with just mod and its dependencies but game wont load that way. Grateful for any help and sorry but not very computer savy. Been modding 7d2d for years but not good at code checking and xml edits.

    Also just downloaded everything this morning so should have current versions of mod and its dependent mods. 

     

    No idea what his mod pack changes so can't help with that. But with just SCore, NPCcore, FullAutoLauncher, RandomMainMenuBackground, and then Wasteland should work fine. Try with just those and if it doesn't work, link me to your logfile so I can take a look.

     

    12 hours ago, suto2023 said:

    I had a question about the mod. If i wanted to make the game harder by lowering the number of SPIFSAL points you get is there a way i can do that?

    Check the very top of Wasteland's buffs.xml file. You'll see a 21 value there. That's how many you will start with.

     

    8 hours ago, Wrought said:

    Sorry, it was a late night.  I was using the wrong thing.  Vitamins are working.  🙄

    Haha, no worries.

  16. 25 minutes ago, Phoenixshade35 said:

    I found a workaround, guns,nerd and steel had a mod pack that got it working

    So no issue with my mod, then?

     

    55 minutes ago, Wrought said:

    Painkillers don't seem to be working for fatigue.  I know it's not supposed to work immediately, but fatigue never goes away and I have taken several painkillers.

    Did you mean a concussion? You take vitamins for fatigue, not painkillers.

  17. 30 minutes ago, Phoenixshade35 said:

    I just discovered your mod today and im having some major issues getting it to work, i downloaded all the files it says on the page for it, but it refuses to boot up at all, i just keep getting a bunch of errors, prefabs not being able to load, missing character stuff, im at a loss of what to do

    Find your output log and copy it to pastebin and link it here and I'll take a look. You do have correct versions of SCore and NPCcore installed?

  18. 1 hour ago, Kalex said:

    DO NOT want murder chickens in my game.

    Zombie chickens would be hilarious.

    On 11/10/2023 at 7:10 PM, Crater Creator said:


    The artists haven’t forgotten about the road decals. It’s just as well that they’ve waited to address them. Now there are other considerations, namely the lane markers and other painted markings, that could hopefully all be accommodated in an improved decal system.

     

    So long as the game is in alpha, we’re going to see imbalances like this, where some things are noticeably more finished than others.

    So is that the plan? To move all the new road marker stuff to decals instead of blocks? That could be nice as it would open up more space for new blocks, as there isn't a ton of space left for mods at this point with all the new shapes and stuff.

  19. New update, fixing several weapon attachment issues as well as several POI loot/sleeper issues.

     

    New save recommended, but shouldn't be required. Several POI changes though so either reset their regions or quest them to update them on current saves. As always, make a backup first!

     

    !!!EAC MUST BE OFF!!!
    
    Game Version: 21.1
    Wasteland Version: 21.1.2.81
    
    -Mod Dependencies: 
    SCore v.21.1.97.930+
    NPCmod v.21.1.0.13+
    FullautoLauncher v.1.2.2
    RandomMainmenuBackground v1.0.2
    
    -----WL FIXED/CHANGED-----
    
    -Changed: Expanded attachments on several weapons(some can use reflex, laser sight, etc)
    -Fixed: Several weapon attachments(mostly laser sight stuff) mesh/visual issue
    -Fixed: Reflex sight off on some weapons
    -Fixed: Several POI issues(sleepers, loot, etc)
    -Fixed: Tweaked textures on Nuka/Robo/OD crates so they look better
    -Fixed: Dll file was old one by mistake(this will fix water buckets from farm bundles and enemies spawning around supply drops)
    -Fixed: Thompson visual issue with extended or drum mags

     

  20. 1 hour ago, Wrought said:

    Ok, I was able to get admin access and it doesn't show a buffattribute for agility.  I think what happened was I picked up a statue that I thought I had used because it didn't have the option to use it, but somebody else probably had used it.  Sorry for the false alarm.

    Ah, yeah. If you grab one and it isn't a bundle you can open it has already been used.

  21. 11 hours ago, Ru Melin said:

    Good morning,

     

    thanks for the update!

     

    My map is cloth to finished so that I can start soon. I worked on it 2 weeks every day and often in night. So I hope that I don´t must make a new Map.

    So please let me ask you and forgive me my questions.

     

    1.) Is it right, that I only must delete the Prison from your Mod on my map and than use the new updatet Version of your Mod "the Wasteland" and than place the prison again?

     

    2.) The Trader on my map I don´t must delete or? You wrote in the update that there are Blocks changed.

     

    3.) You must all POIs change to make the melee sleepers active? Hu.... a lot of work. I had the hope that there is a progression xml to change and it works. You have my fully respect!! And a lot of thanks that you make this job!!!

     

    Best regards.

    I didn't have to edit the POIs for the sleepers, thankfully. At least not for that issue. There was an issue where I had changed the sleeper group names for the raiders, but that was a pretty simple mass replace in N++.

     

    Yeah, remove prison_02 from my mod, as it is now called prison_04 since vanilla added their own prison_02. The reason I said it may cause issues is I believe if you made a world with my mod it would use my prison_02 POI as it overrides vanilla. But if you remove if from my mod it would try and use the vanilla prison_02, which I'm pretty sure is much bigger than the old POI. So I don't know if it will spawn half the new POI, or just leave an empty space.

     

    It may be fine to leave them, as I would imagine when you start a new game on the map it will update the POIs, and they didn't change shape or anything like that. I would check out what Ohm_Depot looks like now as it had a super weird rotation issue, so not sure what that may do to existing worlds. Might be fine though. Most of what I did would need a new save, but using an existing map should be okay. Even just resetting regions in a current game would likely fix it. It's just easier to disclaimer that a new game is needed so if something does break, it isn't my fault. Lol.

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