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bdubyah

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Posts posted by bdubyah

  1. 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?

  2. 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.

  3. 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

     

  4. 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.

  5. 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.

  6. The thing is shapes count towards this as well. If you add one new block that can use all shapes, it's counts the same as adding around 2000 blocks. So I think vanilla is sitting around 22k from what I've seen. Which doesn't leave very much room for mods to add, especially if you are trying to do full tiers of blocks in all shapes.

  7. 2 hours ago, Ru Melin said:

    Thanks , I will wait to start the new game after your update. But work on the map to use your POIs in this actually version is ok, right? The POI Name don´t differ so it is not a problem when I don´t start a new save game yet, or?

     

    Best regards and thanks for this great support!!!!!!

    There are some POIs changed and 1 removed so I'd grab this update before doing anything. :)

     

    This update needs a new game to be safe!

    !!!EAC MUST BE OFF!!!
    
    Game Version: 21.1
    Wasteland Version: 21.1.2.7
    
    -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: Traders swapped back to SCore spawn blocks to prevent them from respawning
    -Changed: New Age Cowboy now controls the crit chance with energy ammo. Can look at the ammo itself to see your current chance
    -Changed: Changed Chemist values to be a bit less OP(now each level is +20% duration)
    -Changed: Beo 50 has different material from the legendary version now
    -Changed: Tinted Vehicle Repair Impact Driver green so it matches icon and looks different from the normal one
    -Changed: Find POI quest notes swapped back to SCore xml since RandomPOIGoTo is bugged on dedicated servers atm
    -Changed: Reworked both bombshelter POIs to try and make the sleepers a bit better(will be doing this to more NPC POIs as I have time)
    -Changed: Made pine forest more dense, snow slightly more dense
    -Changed: Increased biome spawns(2x)
    -Fixed: Add-Free had some incorrect cvars(may have not been working properly)
    -Fixed: Some vanilla drugs weren't swapped to use Chemist perk
    -Fixed: Removed remnants of prison_02 POI and it is now prison_04 to not conflict with new vanilla POI(this may cause some issues on existing worlds so make backups or don't update!)
    -Fixed: Several weapons iron and reflex sights were off
    -Fixed: Raider sleeper group names weren't changed in POIs(should fix the no enemies spawning in these POIs)
    -Fixed: Custom zombies using better shader and shouldn't be overly dark at night/inside POIs
    -Fixed: Deathclaw egg localization missing
    -Fixed: Snowberry harvest was the seed, not the food
    -Fixed: Several blocks not showing HP when hitting them (may still be more)
    -Fixed: Raging Nerd 4&5 weren't giving health bonus on kills properly
    -Fixed: Some foods had wrong cook times
    -Fixed: Super Vegetable Stew recipe missing
    -Fixed: Anvil unlock level was incorrect

     

  8. 5 hours ago, Ru Melin said:

    Hy, Sorry my english is not so good. I understand you right? After I post this you changed something in the file?

    Bevore I replace the hole Wasteland Folder, can I switchone file with the file you changed now? What for a file I must switch? Is it the entityclasses.xml ?

    Thanks a lot for help. The Mod is great! And I don´t wand to play without it.

     

    best regards

    I am building a Map at this moment. I don´t need to make a new map or? I can use the old map after chang it, or?

     

    Best regards

    If possible I would wait for v21.1.2.7 as there are some POI changes that would work best with a fresh save, as well as the fixed sleepers. I hope to push that update tonight if nothing else pops up. 

    22 hours ago, Wrought said:

    This is what it looks like for me with an agility statue and Early Bird maxxed out:

    What da att.PNG

    Do you know how to use F3 when in DM mode to check player buffs? If you could get me a screenshot of your active buffs that might help. 

     

    Type dm in the console, close the console and hit F3. Check the box PLY and it should open a panel on the right side showing your buffs and cvars. Post a pic of that here if you can. 

  9. On 10/26/2023 at 7:43 AM, Izayo said:

    my main 1TB HDD died today .  but the completed Assets are in the game mods folder in drive :F (2nd HDD 300gb.)

    also I can't remember my Unity account password. I have set-up everything again :(

    I feel that. My main storage SSD died some months back. Luckily I was able to extract most of my modding assets, and when combined with the last backup I had, I didn't lose much, thankfully. Good luck getting everything up and running again.

     

    2 hours ago, Izayo said:

     

    Haha, perfect song choice for that mayhem. Looks great. :)

  10. Why would they worry about fixing somewhat trivial things instead of getting the last of the needed additions into the game? Also, you want all the artists and everyone else that wouldn't be working on your proposed issues to just sit on their hands while the few programmers that would likely be working on your fixes? The stuff you are whining about is something more for the final polish/bugfix stage of the game, which they aren't quite to yet.

  11. 1 hour ago, Ru Melin said:

    Hy, I have a question. First Thanks for the great Mod The Wasteland! Fantastic Work!

     

    I have the Problem, that the Bandits and Soldiers (Melee) don´t attack. They sleep and they only attack when I attack them. The ranged enemy NPCs attack. I use severel Mods but only the Wasteland and the NPC Mod for NPCs. Can you please help? My outputlog follow:

     

    Best regards.

    Ahh...is to big and only jpegs, etc.

     

    here some examples of the yellow errors:

     

    2023-11-06T23:13:48 215.361 WRN XML patch for "XUi/windows.xml" from mod "The_Wasteland" did not apply: <setattribute xpath="/windows/window[@name='windowCompass']/sprite/label[@text='{daytitle}: [{daycolor}]{day}[-] {timetitle}: {time}']" name="visible"  (line 2 at pos 3)
    2023-11-06T23:13:48 215.361 WRN XML patch for "XUi/windows.xml" from mod "The_Wasteland" did not apply: <setattribute xpath="/windows/window[@name='windowCompass']/sprite/label[@text='{daytitle}: [{daycolor}]{day}[-] {timetitle}: {time}']" name="text"  (line 3 at pos 3)

     

    2023-11-06T23:13:41 208.336 WRN XML patch for "entityclasses.xml" from mod "The_Wasteland" did not apply: <append xpath="/entity_classes/entity_class[@name='npcMeleeBanditTemplate']/property[@name='AITask-6']/@data"  (line 12 at pos 3)
    2023-11-06T23:13:41 208.336 WRN XML patch for "entityclasses.xml" from mod "The_Wasteland" did not apply: <append xpath="/entity_classes/entity_class[@name='npcMeleeBanditTemplate']/property[@name='AITarget-1']/@data"  (line 13 at pos 3)
    2023-11-06T23:13:41 208.337 WRN XML patch for "entityclasses.xml" from mod "The_Wasteland" did not apply: <append xpath="/entity_classes/entity_class[@name='npcMeleeBanditTemplate']/property[@name='AITarget-3']/@data"  (line 14 at pos 3)
    2023-11-06T23:13:41 208.544 WRN XML patch for "entityclasses.xml" from mod "The_Wasteland" did not apply: <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='CarryCapacity'][@value='27']/@value"  (line 378 at pos 3)

     

    2023-11-06T23:12:30 137.497 WRN XML patch for "buffs.xml" from mod "The_Wasteland" did not apply: <set xpath="/buffs/buff[@name='buffEncumberedInv']/effect_group/triggered_effect[@cvar='$encumbranceEffect'][@value='0.026']/@value"  (line 50 at pos 4)
    2023-11-06T23:12:30 137.497 WRN XML patch for "buffs.xml" from mod "The_Wasteland" did not apply: <set xpath="/buffs/buff[@name='buffDrugSteroids']/effect_group/passive_effect[@name='CarryCapacity'][@operation='base_set']/@value"  (line 51 at pos 4)

     

    best regards

    I actually just made some changes for the sleepers to hopefully sort that issue.

     

    Those other xml warnings are likely due to other mods changing things. If you are running other mods with Wasteland that's on you to deal with.

  12. 10 hours ago, Wrought said:

    Can you clarify how Nerd Tank and Nerd Hulk are supposed to work?  I don't see any health added when I kill something.  Is it supposed to straight up add 35 health to your current health total or is it healed over time?  Also, does the health only get added for kills at less than 25% health like the damage output/resistance bonus?  Does the stamina bonus require less than 25% health as well?

    Looks like it isn't applying the amount properly. I just changed to to do instant health and seems fine now. Thanks for the heads up.

     

    8 hours ago, Wrought said:

    Solar Power bonus to Agility attribute doesn't appear to stack with the Power Armor statue bonus.  Not sure about Strength, I haven't found a statue for that yet.

     

    Edit: Great Gray Owl appears to be working correctly

    I just tested it and it seems to work for me. In this pic I maxed out Early Bird to get 3 levels of Agility, and used the statue for a fourth level:

    image.thumb.png.4865144da58be0980b1ad7c6f175ff8c.png

    Strength also seemed to function as expected.

  13. 18 hours ago, Wrought said:

    I tried a valve and it didn't change anything.  Could still only plant right next to the pipe.

    Try grabbing SCore v21.1.97.930 from this morning and try that out.

     

  14. Yeah, and if you only needed to kill 2-3 deer for an entire playthrough's worth of food, that would be bad. And meat doesn't spoil, so you could just sit on it forever till you needed it. That's not realistic either, is it?

     

    Using realism as an excuse to change something in a zombie game is dumb. If you want to argue your points then that's fine, but using realism is never going to work. ;)

  15. 2 hours ago, BFT2020 said:

     

    Ah, good to know.

     

    Was it workstations you couldn't power by electric through just xml changes or am I completely off my rocker here?

    Probably what you were thinking of. Those aren't easy like doors because the door is a simple class swap in xml, where that isn't possible for workstations.

  16. I think you can just add the class to it. The only issue before was the wires connecting in weird spots, but since you don't see them normally now it shouldn't matter. I made powered versions of those doors in Wasteland. Honestly haven't tested them in A21 but I'd imagine they still work. Let me go test them real quick.

     

    Edit: Yeah, they seem to work just fine still. Here is the xml from one of them. Pretty sure the class is the only real change from the unpowered ones, other than the Type icon.

    <block name="rollUpDoor3x3WhitePoweredWL">
        <property name="Class" value="PoweredDoor"/>
        <property name="Material" value="Mmetal"/>			
        <property name="CustomIcon" value="rollUpDoor3x3White"/>
        <property name="ItemTypeIcon" value="electric_power"/>
        <property name="StabilitySupport" value="false"/>
        <property name="StartDamage" value="0"/>
        <property name="PassThroughDamage" value="true"/>
        <property name="LightOpacity" value="1"/>
        <property name="Shape" value="ModelEntity"/>
        <property name="Tags" value="door"/>
        <property name="BlockTag" value="Door"/>
        <property name="Model" value="Entities/Doors/RollUpDoor/rollUpDoorSmallPrefab"/>
        <property name="Place" value="Door"/>
        <property name="PlaceEverywhere" value="true"/>
        <property name="PlacementDistance" value="7"/>
        <property name="DisplayType" value="blockMulti"/>
        <property name="MultiBlockDim" value="3,3,1"/>
        <property name="OnlySimpleRotations" value="true"/>
        <property name="ModelOffset" value="0,0,0"/>
        <property name="ImposterExchange" value="imposterBlock" param1="35"/>
        <property name="MaxDamage" value="14000"/>
        <property name="MeshDamage" value="
                                           DMG0, 14000,
                                           DMG1, 9000,
                                           DMG2, 4500
                                           "/>
        <property name="OpenSound" value="door_rollup_small_open"/>
        <property name="CloseSound" value="door_rollup_small_close"/>
        <property class="RepairItems">
          <property name="resourceForgedIron" value="10"/>
        </property>
        <drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/>
        <drop event="Harvest" name="resourceScrapIron" count="100" tag="allHarvest"/>
        <drop event="Destroy" name="resourceSpring" count="2,6" tag="salvageHarvest"/>
        <drop event="Destroy" name="resourceMechanicalParts" count="2,7" tag="salvageHarvest"/>
        <drop event="Destroy" count="0"/>
        <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
        <property name="Group" value="Building,advBuilding"/>
        <property name="EconomicValue" value="500"/>
        <property name="FilterTags" value="MC_building,SC_doors"/>
        <property name="SortOrder1" value="7060"/>
        <property name="SortOrder2" value="0100"/>
    </block>

     

  17. I just used them as a smaller range sprinkler as there weren't better options. As long as they are connected to pipes that run to water they should work. I think they have a range of 2, so in between just a water block and the sprinkler. You don't need a sprinkler with them, they extend the range on their own.

  18. 1 hour ago, Wrought said:

    Dedicated server and affecting all server players, not just me.

    Yeah, arramus repro'd the issue on a dedi as well. I passed it on to sphereii to see what he can do with it.

     

    Also, do the valve blocks for the pipes give you any range increase either? Wondering if they are broke on dedis as well.

  19. 1 hour ago, Wrought said:

    Ok, I made it look like yours.  Still doesn't work.  :(

    Whatdahayl.PNG

    It seems to not think it has a water source, or else that sprinkler would be active and moving. Notice how in my pic it has particles around it, that means it is working. I didn't test with the bedrock connection though, so maybe that's where the problem is.

     

    EDIT: Did a quick test and bedrock seems to work fine: image.thumb.png.5e9f2e83a22588bb696a71110e34a378.png

     

    And this is what I see when looking at the pipes: image.thumb.png.670764e1958b151a28863f097c37f8bf.png

  20. 2 hours ago, Wrought said:

    Sprinklers don't appear to be working properly.  Before I place the sprinkler, the farm plots close by show has_water value is false.  When I place the sprinkler, the has_water value changes to true, but Water Source coordinates are 0,0,0 and the Water Block value is air Water instead of terrBedrock Water like the water pipes value.  I can only place seeds right next to the water pipe, but I can do that without a sprinkler, so the sprinkler isn't doing anything.

    image.thumb.png.8b5d002000382b43b3369f9a4c34ee08.png

     

    Seems fine to me. You do have it attached to a water pipe that is connected to water, right?

  21. I hope they are making new animations for the animals as well. The current ones are...rough. The new zombie dog looks great, and I think it actually has new animations but it still looks pretty goofy to me if you just sit and watch it walk around.

  22. 6 hours ago, BFT2020 said:

    Same here

     

    I also changed the pipe pistol to .44 ammo, and changed the pipe machine gun from 7.62 to 9mm.

     

    Though I only changed the ammo types via xml and didn't touch the models / animation at all

    I also did those same changes. Haha. A pipe pistol would be okay in 9mm but with it being a revolver it only makes sense to be .44. 

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