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dwallorde

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Posts posted by dwallorde

  1. Im sat watching your first upload of 4.3.0, im at 27 mins in and Im salivating xD

     

    The new poi at 27mins looks amazing, and venizon and chicken meat...

     

    Release the kraken already !!!

     

    In all seriousness, I cant wait to play, looking forward for when it is released.

     

    hehe, ya its coming soon....Still got some bugs to work out.

  2. Does this mod change the roaming hordes ?

     

    I decided to give Navezgane a go again until your new version is released.. (btw I saw at least 3 bandits in Diersville, they were spread out from each other as I passed by the edge of the town on day 1, all with shotguns shooting at the zombies, it was cool to sit and watch for a sec)

     

    Anyway, after the day 7 horde came and went I have been getting hordes through each of the nights after night 7 and each horde contains at least 1 spider...

    Is this part of he mod ?

     

    Edit: on something like day 9 or 10 I was looting the working stiff just outside of Diersville when my frames per second dropped to 5 for a few seconds and a null ref showed, I hit esc and carried on as the frames were back to 60.

    I didnt post a log as I played for another 2 ingame days, so I didnt know if the log would have been relevant after waiting so long after the null ref..

     

     

    As far as I can remember I haven't changed too much if at all yet for Random Roaming Hordes.

     

    Weird that you got bandits in Diersville, don't think that is intended.

  3. it's all in the github repo, near the end of items.xml

     

    here's the pistol one as an example:

     

     <item id="3420" name="9mmBanditBullet">
       <property name="IsDeveloper" value="true"/>
       <property name="Candrop" value="false"/>
       <property name="Meshfile" value="Items/Tools/torchPrefab"/>
       <property name="Material" value="metal"/>
       <property name="HoldType" value="21"/>
       <property name="Stacknumber" value="500"/>
       <property class="Attributes">
         <property name="GetQualityFromWeapon" value="true"/>
         <property name="EntityDamage" value="15,15"/>
         <property name="BlockDamage" value="5,5"/>
       </property>
       <property class="Action1">
         <property name="Class" value="Projectile"/>
         <property name="Explosion.ParticleIndex" value="0"/>
         <property name="Velocity" value="250"/>
         <property name="FlyTime" value="3"/>
         <property name="LifeTime" value="3"/>
       </property>
     </item>
    

     

    Do you find that this code:

    <property class="Attributes">

    <property name="GetQualityFromWeapon" value="true"/>

    <property name="EntityDamage" value="15,15"/>

    <property name="BlockDamage" value="5,5"/>

    </property>

    for the ammo actually do anything? I found a comment on one of the vanilla items that uses it saying that it actually doesn't work and gets the damage properties from the actual weapon itself. This is what I have used now but just without that code and it seems to work fine. Thanks for posting this just wanted to check to make sure I didn't forget anything.

  4. I created custom weapons for the bandits and made them no drop. The corpse is unlootable so I have that turn into a gore block after 5 seconds which then has the loot.

     

    Have a look in my repo at the items and blocks and entityclasses for more examples

     

     

     <entity_class name="BanditThugWarPistol" extends="BanditTemplate">
       <property name="Archetype" value="BanditMaleWar"/>
       <property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunBanditPistol,9mmBanditBullet"/>
       <property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunBanditPistol,9mmBanditBullet"/>
       <property name="CorpseBlock" value="banditPistolCorpse"/>
     </entity_class>
    

     

     

     <item id="3400" name="gunBanditPistol">
       <property name="IsDeveloper" value="true"/>
       <property name="Candrop" value="false"/>
       <property name="CustomIcon" value="gunPistol"/>
       <property name="CustomIconTint" value="ff0000"/>
       <property name="Meshfile" value="Items/Weapons/Ranged/Pistol/PistolPrefab"/>
       <property name="Material" value="metal"/>
       <property name="HoldType" value="1"/>
       <property name="Stacknumber" value="1"/>
       <property name="DegradationBreaksAfter" value="true"/>
       <property name="Degradation" value="99999" param1="true"/>
       <property name="SoundJammed" value="Weapons/weapon_jam"/>
       <property class="Action0">
         <property name="Class" value="Launcher"/>
         <property name="Instantiate_on_load" value="false"/>
         <property name="Delay" value="0.3"/>
         <property name="Magazine_size" value="15"/>
         <property name="Magazine_items" value="9mmBanditBullet"/>
         <property name="Magazine_item_ray_counts" value="1"/>
         <property name="Magazine_item_ray_spreads" value="0"/>
         <property name="Reload_time" value="2"/>
         <property name="Bullet_icon" value="pistol"/>
         <property name="Sound_start" value="Weapons/Ranged/Pistol/pistol_fire"/>
         <property name="Sound_repeat" value=""/>
         <property name="Sound_end" value=""/>
         <property name="Sound_empty" value="Weapons/weapon_empty"/>
         <property name="Sound_reload" value="Weapons/Ranged/Pistol/pistol_reload"/>
         <property name="Particles_muzzle_fire" value="nozzleflash"/>
         <property name="Particles_muzzle_smoke" value="nozzlesmoke"/>
         <property name="DamageBonus.head" value="4"/>
         <property name="DamageBonus.wood" value="3"/>
         <property name="DamageBonus.earth" value=".4"/>
         <property name="DamageBonus.glass" value="25"/>
       </property>
       <property class="Attributes">
         <property name="FalloffRange" value="50,50"/>
         <property name="Accuracy" value="0.05,0.05"/>
         <property name="EntityDamage" value="15,15"/>
         <property name="BlockDamage" value="5,5"/>
       </property>
     </item>
    

     

     <block id="2000" name="banditLeaderCorpse">
       <property name="Class" value="Loot"/>
       <property name="Material" value="organic"/>
       <property name="Shape" value="ModelEntity"/>
       <property name="Mesh" value="models"/>
       <property name="Model" value="Entities/Gore/gore_block1_Prefab"/>
       <property name="Texture" value="22"/>
       <property name="Collide" value="movement,melee,bullet,arrow,rocket"/>
       <property name="Tag" value="Gore"/>
       <property name="IsTerrainDecoration" value="true"/>
       <property name="LootList" value="200"/>
       <property name="UpgradeRated.ToBlock" value="GoreBlock1BonesPrefab"/>
       <property name="UpgradeRated.Rate" value="25"/>
       <property name="DowngradeBlock" value="GoreBlock1BonesPrefab" />
       <drop event="Harvest" name="rawMeat" count="2" prob=".6" tool_category="Butcher"/><!-- todo: humanMeat, organs -->
       <drop event="Harvest" name="rawMeat" count="1" prob=".6"/>
       <drop event="Harvest" name="animalFat" count="2" prob=".33" tool_category="Butcher"/>
       <drop event="Destroy" count="0"/>
     </block>
     <block id="2001" name="banditPistolCorpse">
       <property name="Extends" value="banditLeaderCorpse"/>
       <property name="LootList" value="201"/>
     </block>
    

     

    You can then add whatever you want as their loot to the loot container.

     

    Hey can you post the code you used for the ammo? I imagine it needs a catapult class on it as well sense the weapons are using the launcher class.

  5. All the best with your family emergency.

    I am waiting for the update to start your mod!

    Will the prefabs be for random gen as well? I would like to try a random gen map for a change.

    I apologise if this question has been answered. I'm still busy reading through this thread.

    Keep up the good work and all the best!

     

    My prefabs are for RWG-WORLD only. Don't have time to do exact placements in Navezgane

  6. Hey guys, thought I would pop in and give you guys some news that the V4.3 is getting closer to release. This update had taken me some time to get all the features done. The past few months (Sense mid November) have been tough for me due to a family emergency.

     

    Some recent things I completed for V4.3:

    -Rest System (Now with full Custom Icons)

    -Buffs plus system UI Icons are now switched over to a atlas (Meaning I can add Custom Icons to Game GUI)

    -Bandit Weapon overhaul (They no longer drop their weapons after death)

    -Trader Loot Overhaul

    -General Loot Changes

    -New Wrench

    -Progression Overhaul

    -Recipes Overhaul

    -Blocks.xml now has full Localization Support as well as Custom Icons

    -Items.xml now has full Localization Support as well as Custom Icons

    -Progression.xml now has full Localization Support as well as Custom Icons

     

    On top of the other things I have already done such as New Prefabs. I also have gotten permission from Magoli to use her prefab pack to include mine in the V4.3 release. So when it releases their will be 2 downloads, 1 for vanilla prefabs only with my mod and the second with the prefab pack including my prefabs and the mod.

  7. heya dwall, had a question about the mod added guns: desert eagle, FAMAS, Remington 8, etc.

     

    would there ever be a chance of you adding different models for them? cause right now (or at least when i played a few months back x3) they're using the 9mm, submachinegun, and hunting rifle models when you're holding them

     

    For now they will have too. I don't know of a way of adding a model into the game. I'm learning as I mod. Plus I don't know how that will effect EAC or people running a server (like clients joining in without mod installed as right now anyone can join a server with my mod and be fine without locolization and custom icons)

  8. Thank you for letting m know.. I have just glimpsed through your info on page 1 (something I should do, but I prefer to jump straight in and find surprises) and saw the info there

     

    Take your time, your building a great mod.

    Vanilla has enough palayability,but mods like yours and valmod's add so much more.

    Thanks for taking the time to add WOTW..

     

    Im a huge fan of the weapon smithing station, that is going to be fun to use once I get to the point to make high end parts.

     

    Cant wait to visit your new poi's when they are done, they look sweet from watching your youtube videos.

     

    Thanks for the comments

  9. I cant find a way to seed food (goldenrod potato ect) to start a farm.. is there a specialised station for doing so ?

     

    Mortar and pestle. Locolization in the upcoming version will help show info like this. It's a long process. Which is why it's taking so long.

  10. Just testing out this mod. Maybe I have done something wrong but where is the challenge?

     

    I ran toward the city at centre of map and explored, none of the bandits can hit me and they drop 200+ ammo each and weapons, it is not day 2 and I already have 2+ of each weapon type and effectively unlimited ammo.

     

    Did I do something wrong or are there some large bugs at the moment? Also only a few zombies spawn despite having the spawn at 150% and the loot is generous considering it is at 25% too.

     

    If you read the post literally right before this on the previous page it is known bug with bandits. The spawning amounts really haven't been changed from vanilla so maybe try 200% or edit the xml files yourself. Note they made it that way because everyone on a MP game now gets their own horde so they don't want to break the game with everyone getting 25 or so zombies at once.

  11. So, this mod is so far my favorite that I have tried for 7 Days to Die. I love the bandits, I love the crafting system, I love the random crates around the world... I love all but one thing.... Bandits drop stacks of 500 ammo WAY too often. I like the challenge of trying to scrounge for ammo and create my own, but with this mod by day 7 I had over 1000 pistol ammo....

     

    What I'm wondering is where in the XML files I need to look to change values so that the bandits either stop doing this completely, do it only like 1% of the time (or less!) or how to change the drop amount from 500 down to like 5.

     

    Whichever is the easiest fix, works for me! Thanks for the great mod, and thanks in advance for the help!

     

    Unfortunately I don't think the way its setup you can limit it. I think StompyNZ found a way to do it. If your listening can you post how you did it?

  12. I really enjoy this mod. I'm back to it now, although I added working oven (my own version from Valmod -- mine uses a beaker, not a bowl), working sink, and catapults. I also boosted some stack sizes because small rocks were filling my inventory too fast. Other than that, it's straight War of the Walkers.

     

    Thanks for your great work.

     

    No Problem, Thanks for playing it!

     

    - - - Updated - - -

     

    Thanks for the help.

     

    Also, does anyone know if any of the backpad mods work with this? I tried one and it broke the game. Had to reinstall the mod.

     

    Someone has apparently got my mod to work with it. It was posted a couple pages back. Not sure how they did it, its not something I currently Support. But your free to do whatever to it.

     

    - - - Updated - - -

     

    Wheat is the only seed that you have to get from another source, the "Wheat" item itself is not plantable. To get plantable wheat seeds, it's a couple plant fiber each at the mortar & pestle. If your problem is that you have seeds, and can't plant them I've got nothing. :(

     

    And the only recipe I know that wheat has, is to be made into Flour, which is then used for Dough, which is used to make bread. Craft flour at the mortar & pestle as well.

     

    Your right Mortar and Pestle is required for the seeds, if he can't plant them then I need to know if your trying to plant them on plain ground, as in Dirt, Grass, or Fertile Dirt (Plowed by Hoe)

  13. Have two problems in mission go to npc .

    1:Setting and getting IK Goals, Lookat and BoneLocalRotation should only be done in OnAnimatorIK or OnState IK.

    2:NullReferenceException: Object reference not set to an instance of an object.

     

    1. That is normal as the npc is not complete by the fun pimps yet. It's not game breaking

     

    2. Null ref doing what? I need a output log for that.

  14. So, my friend and I just started playing this, and it seems pretty expansive, Which is nice....My only concern is that it's day one, and I've been attacked by a number of bandits now... The first one I ran into was a sniper, who was a terrible shot.. Fired at me twice and I snapped around with my bow, nailed him in the head, and he fell over dead....dropping his sniper rifle, and 470 rounds of ammunition on the ground next to his corpse.

     

    Since then, I've run into six other bandits, who with the aid of my rifle, have been easily dispatched from a safe distance, and I'm now walking around with three sawed off shotguns, a pistol, a sniper rifle, and an absurd amount of ammo for each. is this intended(Or a known bug?), or did we somehow install the mod wrong?

     

    Side note, Getting painful lag out whenever opening or interacting with my inventory or using the search function in it.

     

    Bandits only spawn in hub city and wasteland biomes as well as maybe burnt forest. Still probably need balancing. Lag is annoying but the best way to deal with it is to use favorites on your recipes. It will decrease the lag by a lot. Searching recipes is always a bitch so favorite your common recipes

     

    - - - Updated - - -

     

    This looks like an awesome mod. I've played 213 hours now, mostly in vanilla SP and it's getting a bit boring now, although co-op will always be amazing.

     

    I've tried Valmod but this looks even better! Going to download it and start a new random gen world. Keep up the fantastic work!

     

    That's why I mod :) make the already great game better!

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