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About Grue

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    Part ocular bat, part unusual hoon, and part man)
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  1. I am actually trying to make this item more rare and trying to figure out if one probability is used or both and how they stack together.
  2. Thank you. I understand how the range for the count of items works, but I was wondering how the prob="0.1" for the diamonds stacks with the prob="0.05" chance of getting rareOres to begin with.
  3. Say you want to add some uber-rare loot to the game. Maybe you want to add it as a rare drop to the Hero chests are found at the end of most POI's <lootgroup name="groupHeroChestLootSub"> <item group="groupWeaponsAllScaledTPlus" prob="0.4"/> <item group="groupArmorScaledTPlus" prob="0.4"/> <item group="groupModAllScaled" prob=".2"/> <item group="rareOres" count="2,5" prob="0.05"/> <item group="booksRareOnlyScaled" count="1,2" prob="0.015"/> <item group="perkBooks" count="1,2" prob="0.015"/> </lootgroup> Take rareOres for example, assuming that "0.05" is a percentage, then you have a 1/20 chance of something from Rare Ores being found in any chest that pulls from the HeroChest loots above. But then within rareOres, there are more potential items, 1-5 Silver Nuggets have a 100% chance anytime rareOres comes up for loot, but then you have a smaller chance of getting Gold Nuggets or Diamonds. For example, a 1/10 chance for 1-3 Diamonds. <lootgroup name="rareOres"> <!-- 907 average --> <item name="resourceSilverNugget" count="1,5"/> <!-- 250 --> <item name="resourceGoldNugget" count="1,4" prob="0.3"/> <!-- 700 --> <item name="resourceRawDiamond" count="1,3" prob="0.1"/> <!-- 1500 --> </lootgroup> The question is, how does the game handle nested probabilities on loot tables? What is the total probability of getting the 1-3 diamonds possible in a hero loot container? Is it 1/20 to get Silver Nuggets and 1/20 * 1/10 = 1/200 for Diamonds?
  4. I was revisiting this issue as I updated my little pack of personal utility modlets for A19. After rereading your earlier comments, I noticed something I had previously misunderstood. If the block will not override the opacity of the material, then I should make both the collision and opacity changes in Materials and then add in the collision filters back in at the Block level. So this is what I came up with, I will test it later to see if it works. <!-- This should make motion sensors see through bulletproof glass --> <set xpath="/materials/material[@id='MglassBulletproof']/property[@name='LightOpacity']/@value">0</set> <insertAfter xpath="/materials/material[@id='MglassBulletproof']/property[@name='MaxDamage']" > <property name="collidable" value="false"/> </insertAfter>
  5. Thank you. Block "glassBulletproofMaster" already has those collide settings, and I modded the corresponding materials.xml to turn off collision as Xyth suggested, but the glass still blocks line of sight for the motion sensor. <insertAfter xpath="/materials/material[@id='MglassBulletproof']/property[@name='MaxDamage']" > <property name="collidable" value="false"/> </insertAfter>
  6. Ok, I will give it a try. What is the property to set the other collision types?
  7. Whatever the problem is, it is not light opacity, I tried setting it to 0 as it is with bars and the motion sensor does not detect through the glass.
  8. As title suggests, I am trying to get motion sensors to work through Bulletproof glass as they do through bars. I am also trying to figure out why cop vomit seems to travel through solid blocks to hurt things underneath. The goal is to make bulletproof glass a viable way to protect electronics such as the motion sensor from being barfed on and damaged.
  9. NOOOOOOOOO! You ♥♥♥♥♥♥♥s better leave Trader Jen alone!
  10. Can you be more specific on how this works? Action 1 on the zombie cop has a "<property name="Hitmask_override" value="Arrow"/>" does that make the vomit collide with things an arrow would collide with? If removed would that attack then collide with nothing? I would like to mod things so that solid blocks such as Bulletproof glass stop the vomit from passing through and damaging things behind it. The goal is to put motion sensors behind bulletproof glass, which I have also not figured out yet because the sensors inexplicably do not work through a transparent block in the same way they do behind bars. Is LightOpacity the issue? I notice bars have "<property name="LightOpacity" value="0"/>" and motions sensors work behind them, but bulletproof glass has <property name="LightOpacity" value="2"/>
  11. Fortifiying is a waste on most tools, ergonomic grip is a lot better. Also mufflers are broken, they currently have no effect.
  12. Regarding the Military Stealth Boots, they are not in the trader or loot tables, can only be crafted and crafting is artificially capped at quality 5. It is thus impossible to get Military Stealth Boots at Quality 6. I personally think they should get the HP shoe perk to make them a little better.
  13. Military Stealth Boots are not on the trader or loot tables, can only be crafted and crafting is artificially capped at quality 5. It is impossible to get Military Stealth Boots at Quality 6.
  14. Seems to work well enough, but I have not tried the excavators yet.
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