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bdubyah

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Everything posted by bdubyah

  1. Try removing the comma from the end. It isn't needed since it will be the last entry. Just use the one in front.
  2. Can you get me the logs so I can look them over? If on a server, the server's log and a client log that was on when the issue happened would help.
  3. No, I got rid of the monotonous starter quest. Allocate your SPIFSAL points and you get your 4 skill points and off you go. Eh, Khaine has dealt with him before. That's just how he is I guess. Oh well. I'd rather people like that not even play my mods. Makes my job easier. Lol.
  4. GNS had a post from Twitchcon talking about the Blood Moons being aimed for an ~April release into EA, and A22 likely being around that same time. So that's a good bit of time yet, so hopefully they make it in. Would make for a good selling point for the new console version as well. I hope they make it as otherwise A22 is gonna be pretty light on content other than the new character models.
  5. I've had a few people want to make localization for other languages. Feel free to make your own and release it as a small addon for my mod. I could only do it with Google translate and from what I've seen that isn't the best. Glad you like the mod.
  6. Haha. Sorry I have a job and a life that take up a lot of my time. I don't get paid to just sit here and monitor this thread. The screen turning black is normal. Learn to read and finish the quest you start with to continue. And it's not hard to figure out how to download it from Azure:
  7. I can look at adding those volumes in for people that want to turn protections back on. But for any other issues, please find my thread so we can quit clogging up this thread with unrelated things.
  8. I turn it off in Wasteland's blocks.xml. Might need to reset the POIs to make it work, or start a new save. Not sure how the protection being off lends to camping in them at night. They are able to be destroyed like all other POIs.
  9. Alrighty, update is out for Wasteland. Do note I have moved it from GItLab to Azure due to some of the files being too big. Links have been updated. !!!EAC MUST BE OFF!!! Game Version: 21.1 Wasteland Version: 21.1.2.6 -Mod Dependencies: SCore v.21.1.73.1834+ NPCmod v.21.1.0.11+ FullautoLauncher v.1.2.2 RandomMainmenuBackground v1.0.2 -----WL FIXED/CHANGED----- -Added: Metal Bat weapon(T3 metal version of the normal bat, to add options besides the steel club. Slightly weaker than the steel club, but uses a bit less stamina and attacks slightly faster) -Changed: Adjusted car wreck harvests to drop a bit more often(wrecks and repairable version both boosted) -Changed: Wrist watch moved to normal workbench, Mip-Boy moved to Precision Workbench -Changed: Adjusted Eco value on a few items so they aren't so crazy(beaker, soldering station, etc) -Changed: Fish Spear damage lowered slightly, changed to forged iron for repair -Changed: Vehicle Repair Impact Driver now repairs with Motor Tool Parts, same as normal impact driver -Changed: Reduced chances of looting a Vehicle Repair Impact Driver slightly -Changed: Removed Strong Mutated zombie's spawning game event as it seems to error on servers -Fixed: Night Stalker Vol 4 didn't open entire backpack as it should -Fixed: Various icon and loc issues -Fixed: Some perks still said they unlocked certain item crafting -Fixed: Tweaked a few zombie textures as they were too bright -Fixed: The Break power attack damage was too high -Fixed: Changed all spear weapons over to spear holdtype from shovel and fixed attack ranges -Fixed: Raging Nerd unlock levels showed incorrect requirements -Fixed: Legendary Deathclaw gauntlet repair item was wrong -Fixed: 10mm Revolver's bullet textures were wrong -Fixed: Jen's old POI had some missing terrain and misplaced barb wire -Fixed: Soldier Bank POI still had crawler sleepers that spawned zombies instead of soldiers -Fixed: Wasteland-specific book series were incorrectly resetting when using a Fergit'n Elixir
  10. Currently a trader is the only way for air vehicles. I'm still mulling ideas to figure out how to get them out in the world like the other vehicles.
  11. It should work along side it without issue AFAIK. Obviously you won't find my vehicles out in the world like VM ones though. I do still plan on making a patch for mine so that is a possibility, just gotta find the time. Lol.
  12. Ah, yeah. Good catch. I think I had noticed the changes they made to book perks early on, but forgot to come back to it. Got it sorted, and it seems like it won't be a save-breaking fix. I think I'm about ready to go ahead and push this update. Will disclaimer it to make a backup of your save just in case, though.
  13. Do you mean the radiated POIs? I'll try and do some testing tomorrow and see what I can find.
  14. Just in the editor at the moment looking at my mod's custom POIs and had a thought: It would be pretty nice for modders if we could filter the POI list by mod. So instead of scrolling through every available POI we could just see our mod's POIs, or just vanilla, or etc. Or at the very least use the mod name as a search term and filter it that way.
  15. The MRN ones? Those can be used with a MRN terminal you can loot from soldiers. And do you remember which POI it was? I'm gonna do some testing with them, but it would be good to know which one you had issues with to see if it's just that POI or not.
  16. Which keys? And are there any errors when the quest gets bugged? Need more info to go on.
  17. It's supposed to take a deathclaw hand, the normal one does, but I just looked and there was a typo for the legendary one. I'll get that sorted in the next update.
  18. That's not how I meant it. In this game, if you add mods to an existing save, it shifts item IDs around. So that stack of whatever you had in a chest became the faction book you read. Those books are a part of SCore, to be used with NPCcore, but they shouldn't end up in your hands as they aren't in any loot or anything. So by adding new mods to a save, you shifted IDs and that's how you ended up with that book. Best practice is to start a new game if you wanna add mods. And it is almost required if you want to remove a mod. Not a 100% guarantee you'll have issues, but is certainly possible as you've now seen.
  19. Go into the CM and grab a ResetFactionSchematic and see if that fixes it. Did you add/remove mods to an existing save or something? That's the only way you could end up with one of those books as they aren't in loot at all.
  20. I mean, that's personal preference. I usually play one up from default, but I prefer it to be a challenge. Default should be fine though. Damn, how long has that localization been wrong? Haha. Will get it fixed, but ranks 1-5 for that perk unlock at player level 1,20,34,47,59. So you gotta get to 34 for that next level of it.
  21. Yes, the Rifleman perk covers both shotguns and semi auto rifles.
  22. 1: This is a vanilla issue. I guess not allowing picking vehicles up can be a problem in this situation as the best practice is to pick them up and store them as items when logging off. That said, I've never ran into this issue on the servers I've had. 2: Not sure how one never gets the minigame at all. Do they have any errors? Are you or them running mods other than mine? 3: Again, that's vanilla AI. I haven't touched anything like that. 4: ^^ 5: Just jumped in a game and it behaved as expected. What is your Player Killing setting? It is bugged at the moment, but I think might be getting fixed soon. 6: Any errors? Just tested it out and it worked as expected. Only thing I could think of is if you were near the edge of the map when you read the map, as I know before at least if it tried to place the objective point and it was off the map it would break things. Not sure if that's still the case. 7: That would likely be a complicated thing to add, and probably heavy on performance. I can add mods to the stun baton without issue. So not sure what is going on there.
  23. There just isn't much there, so I'm not sure honestly. I did just push an update that fixed a few issues. Arramus had that EAI NRE and he said when it would happen it made things a bit wonky, so maybe that is your issue. All I can say is grab 21.1.2.5 and try it out and let me know.
  24. I've included the air drop zombie spawning bit in my mod, and was tinkering with it to try and get it to spawn the zombies while you are still a bit farther away just so it isn't as crazy. I'm not much of a coder but I got it out to 20m before things got odd, past that it would spawn a stupid amount in for whatever reason. But I also noticed the respawndelay set for the biome you use doesn't really seem to work, as far as I could tell. Even if I set it to .001 the only way more spawned after the initial wave was if I backed out of the 20m radius I had set, and then walked back inside 20m again. This could very well be due to my changes, and if so, disregard. Haha. Just thought I'd throw it out there in case it is technically a bug.
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