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wolffblood

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Posts posted by wolffblood

  1. Currently only from the trader and that's only because the trader is bugged and isnt limiting stock to lower levels of quality.

     

    ah, so what you see drop is also based on intellect, along with the quality that can be crafted? Or would there be something to do with player level that would increase what is dropped?

  2. When Jax says you are in good hands, you are in good hands. Credit to w00kien00kie for figuring all the logistics out, now its up to me to balance it all.

     

    Mods will still be VERY important. the plan is for the qualities to give a small bonus in all areas, with mods giving the rest. As you can see from the pic, when you loot you can find any number quality.

     

    Here is how it works thus far:

     

    - Quality is now 1 - 120 (instead of 1 - 6). 6 colours as usual.

    - Tools and Weapons (melee, ranged and guns) now have a sliding dmg instead of a fixed dmg for all quality levels.

    - Quality on crafted items are linked to the int perk as current setup but with slightly reworked levels (perk descriptions not updated yet).

    -- Level 1 int = 1 quality items

    -- Level 2 - 3 int = 20 quality items

    -- Level 4 - 5 int = 40 quality items

    -- Level 6 - 7 int = 60 quality items

    -- Level 8 int = 80 quality items

    -- Level 9 int = 100 quality items

    -- Level 10 int = 120 quality items

    - Loot boxes should contain items lvl 1 - 120, percentage chances are standard atm

    - Trader should have items with lvls 1 - 120, percentage chances are standard atm

    - Quest rewards should have items with lvls 1 - 120, percentage chances are standard atm

    - Treasures should have items with lvls 1 - 120, percentage chances are standard atm

    - Air Drops ... should be working as well

     

    [ATTACH=CONFIG]26209[/ATTACH]

     

    So if I'm lucky enough, day 1 I could have 120 quality items?

  3. By bringing back the old quality system, is it going to be say 1-100 no mods, 101-200 1 mod, etc? Also, would say having a weapon that's 65, you get parts that make it 145, would it then open a mod slot or would mods slots just depend on when picked up? Would that also then make weapons way overpowered with the new mod system going with it too? It seems like you can get say a 400+ weapon with no mods be as strong as the current system now with a 6 and full mods. I'm guessing there's going to be a lot of balancing to go along with it too so it wouldn't be that way since mods were to take place of the old quality system with all the weapon stats. Figuring it would be smaller gains with higher quality than previously so that mods still take some kind of importance. Unless just replacing mods with gun parts and ridding mods all together? Just have to wait and see, I've enjoyed the mod in A16.4, with all the changes, curious to see what it'd be like now.

  4. It uses Github, so it should only download what has changed each time; often times that would be nothing. Is it taking awhile to download each time?

     

    If you have Direct Download checked, it'd by-pass the shortcut, and do a full download each time. Uncheck that to make it work as expected.

     

    You could also uncheck Refresh mods Automatically.

     

    I don't have the Direct Download, but I do have the Refresh Mods Automatically, so I'll just also uncheck that. And it's not taking too long, I just was curious because how does it know if changes had been made without downloading the file unless it also checks either a changelog, file name, etc. that's on the site and not needed to be downloaded. I just didn't know. Also, since every time I hit play, it goes through the copying of files, so that threw me off too. But thank you for the info, I can keep using it without worries. Once I see a modder had put out a big update or something that affects my actual gameplay, then I'll have tell it to update.

  5. zombies rolling down hills is called ragdoll or ragdolling. afaik, that ragdoll is hardcoded into the game. usually the corpse of the zombie shows up at the point of death.

     

    Yeah, just happens the gore blocks with loot don't stack, and if one is already there, it just permanently disappears which is what happened to me. But I've also noticed with this mod and only with this mod (I've tried about 6 others), that sometimes even after a ragdoll down a hill, the gore block of loot appears where it got killed, not where it ended up. So I checked back there, and nothing.

  6. So, loving this mod. But is there a way that I could change something to fix a zombie sliding down a hill, landing on another dead zombie, exploding, and because of that losing all loot after a ranged kill? I couldn't make it to the zombie in time after I killed it with my bow... thing is, it happened to "The Crazed"... so yeah... lost any good stuff he had on him

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