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CrazyCelt

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  1. I've been enjoying the mod - thanks! I've run into an issue fairly early on, but haven't found a way to resolve it yet; my hired NPCs seem to be stuck in 'Full Control' mode (even before I'd ever tried switching to FC from Hunting mode). They were appropriately aggressive very early on in the playthrough, but at some point quite a while back they started only attacking when hit, or when I (or a turret) hit something else. They'll stand around and take the first punch / shot before reacting, and then after a short burst of return fire they actually stop attacking, even though the enemy is often still alive. I crafted the Mode switching and Halt / Resume command items, but while the buffs / icons update properly when I use them, my hirelings' behaviour stays the same: never initiating combat. Interestingly though, 'wild' NPCs work just fine, and cruise around ganking everything they see. I've also noticed that having more than 3 active hirelings (at least of the same kind, but maybe it's an issue with any combination above 3) can result in the sudden disappearance of the 4th NPC (pathfinding glitch, maybe?). Much, much later on (many game days), I've had them reappear just as suddenly, so now I avoid having too many out at once. Oh - and on a separate note: if any modded items are stored on an NPC when you pick them up, those items are seemingly 'stripped' of mods. I haven't yet determined if that only happens when stored NPCs are placed in a vehicle or other non-backpack storage before retrieval, but it's happened a number of times now, so I've learned not to combine items to save space if storing them in NPC's inventory, and to make sure I don't accidentally store any of my modded gear on them.
  2. Thanks man. The entityclasses.xml bit was the key, of course. Now they still play idle VOs, but are minding their manners.
  3. Thanks. I've posted my request there as well. It wasn't clear to me which mod provided the VO source material, or which governed the specific sounds I'm looking for.
  4. Hi there. I'm wondering if anyone can point me in the right direction on this: I've been playing The Wasteland mod lately, but the constant profanity when using hirelings or encountering raiders has become annoying, especially since lately I often have family hanging out watching me play. I poked around in the Sounds.xml (both in the Wasteland mod folder as well as the NPCmod one) and tried commenting out the sections for the VO sounds included under "GuyAttack" (and all of the 'Guy' sections, even), and/or subbing in a 'silence sound' instead, but have seen zero change in-game. I have a fairly decent amount of modding/tinkering experience, and have successfully made or tweaked a few small mods to my liking, however the solution to this particular issue has eluded me so far. I've even tried renaming the source file for the humanoid VO with no change (except errors in the console, of course). Seems like maybe disabling the specific voice lines in The Wasteland's sounds.xml just causes NPCmod to default to it's own source files for the same VO (but I didn't find an XML file to tweak those)? I realize that Fallout had a ton of foul-mouthed raiders, etc... it's thematic and all. I get it, but for my ongoing personal playthrough (and often not alone) I'd like to shut them up if possible. Any insight would be greatly appreciated, thanks!
  5. Hi there. I'm wondering if anyone can point me in the right direction on this: I've been playing The Wasteland mod lately, but the constant profanity when using hirelings or encountering raiders (via this mod) has become annoying, especially since lately I often have family hanging out watching me play. I poked around in the Sounds.xml (both in the Wasteland mod folder as well as the NPCmod one) and tried commenting out the sections for the VO sounds included under "GuyAttack" (and all of the 'Guy' sections, even), and/or subbing in a 'silence sound' instead, but have seen zero change in-game. I have a fairly decent amount of modding/tinkering experience, and have successfully made or tweaked a number of other mods to my liking, however the solution to this particular issue has eluded me so far. I've even tried renaming the source file for the humanoid VO with no change (except errors in the console, of course). Seems like maybe disabling the specific voice lines in The Wasteland's sounds.xml just causes NPCmod to default to it's own source files for the same VO (but I didn't find an XML file to tweak those)? I realize that Fallout had a ton of foul-mouthed raiders, etc... it's all thematic and everything. I get it, but for my ongoing personal playthrough (and often not alone) I'd like to shut them up if possible. Any insight would be greatly appreciated, thanks!
  6. Pipe rifles are incoming. Tiers are tiers... you can be better/worse with all rifles, but each +tier rifle is better in general, but there are some trade-offs (mag capacity, fire modes/rate). How else are tiers supposed to work? You're saying bugs are holding this game back from achieving success? First of all, many Bethesda titles (the entire Elder Scrolls, Fallout series for starters) shipped full of bugs of all sizes, and managed to still dominate because they were fun anyway (which does not excuse Bethesda, but is true nonetheless). Secondly, telling the devs that bugs are bad is redundant. They have massive lists... and stuff's being fixed all the time. * Autosort: Inventory management is vastly superior now. If you want, you can even grab a super-tiny and easy-to-use "lockable slots" mod (Khaine's is the one I recall at the moment). 'Smart' autosort doesn't matter; you arrange your necessary stuff however you like, lock that # of slots, and mass-shunt everything else to/from containers / vehicles as you like. You'll likely no longer need to use autosort at that point. * I like the exit-vehicle camera angle suggestion. Would be nice if your camera angle was auto-corrected to facing forward (the direction your vehicle is facing) when switching back to first-person. * Spears are much easier to use, now. The problem with retrieving them (as I see it) has nothing to do with how spears currently work; it's the grass that's typically blocking your line-of-sight to the spear (or whatever else). If grass no longer blocked LOS for interactions, it would be a significant improvement. * I never use "near your bed", merely "on your bed", and haven't had any issues with respawning. In SP the things that killed you despawn anyway, so you don't need the "near" option, especially if you placed your bedroll somewhere wise. * Don't try to drive through the wasteland if you don't like dodging debris / landmines in a vehicle... just stick to the roads to travel through the zone. It's always faster, unless there simply *is* no road to get where you want, which presents an interesting challenge anyway, and makes a lot of sense in a carpet-bombed environment. * XP from crafting has already been thoroughly addressed. You get tons from doing everything else, and it discourages the safe, boring, and grindy 'spam-crafting in my base(ment)' scenario. It also gets weird in MP with multiple people using crafting stations and sharing XP via proximity, etc. * If you want trap-kill XP, spec into the INT tree to get it. I received XP for Z's that bled out from wounds I gave them (last build was heavily blades-oriented, with constant auto-bleed). If your definition of "special zombies" simply means "presents a threat", as you seem to be saying, then I will refer you to your game settings (which have been improved / added to multiple times in recent alphas: BM controls, new difficulty levels, run speed controls, etc)... and to silent-killer Z-dogs, Dire Wolves, and Z-Bears in wandering hordes (I've had two Z-Bears & three Z-Dogs jump me without warning... tell me that's not a challenge). You can't simply take a single example (even a zombie bear) in a 1-on-1 situation, in daylight, when you know they're there, and say they're not a threat because you can beat them in that fight; one of those you *didn't* see/hear coming while you were busy dispatching a normal zombie can easily ruin your day. Ruined day = sufficient challenge = special enough for that definition, as I see it. Add to that the ever-increasing likelihood of suffering max-HP-lowering & often nasty debuffs for being hit by even the most common zombie, and you have all sorts of potential trouble to deal with. All of that has been promised and is incoming. Calling gameplay elements which contribute to - or even define - other playstyles which you obviously haven't experimented with "worthless" is simply a disservice to both the game, the devs, other players, and yourself. It's also lazy. Any of those listed things can be quite fun & useful, if you actually tried them out. They don't have to be the absolute 'best' way to play (as if there could be a 'best' way). They work, add variety (something you complain about the lack of in the same post), and are fun if you let them be. Time to find a bigger box to think in! Try something different. This point is one of the biggest reasons I even went to the effort of addressing your rather rant-y list of 'problems with the game'. Experiment with your BM settings. TFP have mentioned how high numbers of AI entities are a heavy load on the CPU. It may have very little to do with your graphic settings (though certain things like shadows are performance-expensive; it's worth trying each setting @ min/max to see if it helps). Try lowering your BM 'max alive per player' numbers, etc. I find a lower number does not necessarily result in under-populated BM hordes; the total kill count after a horde night is mostly affected by how fast I can kill them, not how many were incoming at once. If fewer Z's active at once noticeably improves performance, and smoother play leads to more kills, then that might be the way to go. All of this is what I'd call polish... and more appropriate / logical to address once the core elements / features of the game are done, which they're not. I agree that Random Gen customization controls would be very cool. You can already disable 'drop on death' entirely... and if you meant the debuff when respawning, I'd agree that it might be nice to be able to adjust it's severity/duration in game... but you can do it manually if you need to. This game is very easy to mod, as most things are easily changed in Notepad++ (free) via XML files. At one point, I found and changed the death penalty debuff duration to 1 in a few minutes, for example. I imagine the low-level thermal buff would be even easier to alter.
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