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Russiandood

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Posts posted by Russiandood

  1. 14 hours ago, Scomar said:

    oh, what a simple " can do, its tricky with this. But now it worked, Thanks for this nice mod.

    hahaha no kidding huh?! My pleasure, I am glad you like it :)

  2. 5 hours ago, Scomar said:

    Hello, if i crafted the questpaper and then click it in the inventory, i will get an error. I can only close the game with Alt+F4. It seems, that the Items doesn't work proper. It has no Name and no description. I looked for myself in the xml's but i didnt found out, whats the problem -.-

    20230727195359_1.thumb.jpg.514ca89f9473586af8a9a040e4a29440.jpg

     

    Btw. I have translated your mod in to german. you can find the translationfile here: https://github.com/Scomar82/Media/blob/master/Localization.txt feel free to download it and take it for your mod.

    It looks like your translation on the meleeKatanaSwordDesc line had an extra ". It also pointed out another issue I had with the localization file so I fixed those as well.

     

    Much appreciated on translating that and providing it for the community, I added it to version 3.1.

  3. 12 hours ago, MrSamuelAdams said:

    Would it be okay to add this to an existing game? 

     

    I would love to have these in the game without having them quest rewards just higher tier loot/ very rare finds. And craft able way later in end game like you pointed out. 

     

    These sound amazing :D

     

    EDIT: I reread and saw you already posted my question, I just can't read. 

    Totally okay to add to existing saves. The quest line is also optional, especially for existing save games since the only way to start it is to craft the quest line note with a piece of paper. It is meant to be started early game then progress all the way to end game when you finally obtain the katana. 

     

    Thanks for your interest :)

     

  4. Survivor's Katana is back!

    Change Log

    3.1:

    • Fixed some localization issues
    • Added German language
      • Thank you Scomar for the translation

    3.0:

    • Got working for A21
    • Reworked Quest line to work in A21
    • Revised Quest line to only reward blade crafting magazines and skill points
    • Added Tanto and Katana in the Loot tables
    • Added Tanto as a reward for T4+ trader quests
    • Added Katana as a reward for T5+ trader quests
    • Increased Blade Crafting to level 100 from 75
    • Added Unlocking of Tanto and Katana through Blade Crafting
    • Removed simple no quest version as progression has changed


    Survivor's Katana

    I like to use Melee weapons. Preferably the bladed ones, like the Machete. I was slightly bummed out that TFP didn’t add any other melee weapons for late game.
    This Modlet adds 2 blades, the Tanto, which is the Japanese knife, and the Survivor’s Katana.

    Katana is a custom made model after I learned to Model using Blender. May not be used without permissions. 
    Tanto Knife is a free asset from Unity store and is free to use.

     

    Here is what I changed in the game

     

    • Added the Tanto and Survivor’s Katana.
    • Katana has a base dismemberment of 10%
    • Added in a quest chain to reward player with a total of 20 Knife Guy Magazines to level up Blade Crafting and 5 skill points
    • The quest chain “Way of the Blade” is started after you complete the Basic Survival quest chain.
    • NOTE: If you added this modlet on a saved game, you can craft the Quest, Way of the Blade, with 1 paper. Once you the quest chain, you cannot start it again.
    • Tanto is unlocked at level Blade Crafting 25
    • Survivor's Katana is unlocked at Blade Crafting 64

     

    Quest Chain

     

    1. Make a Bone Shiv
    2. Kill 5 things with it
    3. Obtain a Hunting Knife
    4. Kill 10 things with it
    5. Obtain a Tanto
    6. Kill 20 things with it
    7. Obtain a Machete
    8. Kill 30 things with it
    9. Obtain a Survivor’s Katana
    10. Kill 50 zombies with it

     

     

    Please enjoy this modlet and please provide any constructive criticism on the model, but be gentle 😛 as it is literally the first one I created with nothing but a picture to go off of. The 

     

    Downloads

    Nexus

    Google Drive

     

  5. 16 hours ago, arramus said:

    A21 appears to have removed things like:

     

            <objective type="ZombieKill" id="zombieMaleBatonHazmat" value="50" phase="1"/>
            <requirement type="Holding" id="meleeWpnBatonT2StunBaton" phase="1"/>

     

    ZombieKill is now EntityKill.

    Holding and some other variants tested did not function in A21 quests. It was rejected when loading.

     

    In your case, something like

    <requirement name="HoldingItemHasTags" tags="Magbow"/>

    grabbed from buffs did not transfer over to quests.

     

    There may be something out there, but I have not looked or tested too deeply.

     

    15 hours ago, bdubyah said:

    They changed them up a bit, and use namespaces now, so that req would look like:

    <requirement type="Quests.Requirements.Holding" id="meleeToolRepairT3Nailgun"/>

     

     

    Oh this is great! Thank you all for the help!

  6. 20 hours ago, UnwishedJack said:

    Does it need to installed on clients aswell as server

    It does include models so it does need to be on both.

     

    5 hours ago, Tarf said:

    Tried it out in Creative and it is pretty nice.

     

    Can this be bought from traders though? I thought it had to be in a "trader_item_group".

     

    Thoughts on making the Magbow a rare quest reward?

     

    You are absolutely right! Thanks for catching that, I will be updating it here shortly. Also, great suggestion about the quest reward, adding it as well.

  7. Magbow 3.0 is back!!

     

     

    Sorry for the delay in updating this passion project of mine and thanks to all those that updated the mod to work for A19 & A20. I plan to keep this up to date and again may add more complexity later on. 

     

    One of the main reasons I failed to update this for so long is that I ended up losing my Unity project for this and others. I lost my motivation to rebuild it and also the fact that the Alphas kept changing how progression and how the weapons worked in xml. I think TFP are getting even closer to how they feel the progression will go, so I feel this was as good as a time as ever to rebuild the Magbow. 

     

    Here are the features

    • Holds 15 bolts.
    • Custom sound and fire animation.
    • Bolt velocity is 40% faster than a crossbow.
    • Entity damage is increased by 30. 
    • Unlocked at lvl 75 Bows
    • Rare find in loot
    • Can purchase from trader at the same time you can buy the other high tier weapons, like the Auto Shotgun.
    • Attachments work for the most part, may need additional tweaking. Reflex sight looks great and would recommend it!
      • Reflex Sight/2x/4x/8x Scopes
      • Laser Sight (Looks a little funky, and couldn't fix)
      • Flashlight
      • Magazine and Drum Attachment
      • Polymer String
      • Grips and Bipod

     

     

    Here is what has changed for version 3.0:

    • Fixed to work in A21
    • Fixed issue with bolts stack below on the Magbow. Now the arrow sticks out in front and doesn't stack. See picture to see how it looks.
    • Tweaked damage and velocity
    • Changed unlock method to craft Magbow. Unlocked at level 75 Bows (Removed Schematic to unlock recipe)
    • Added support for the x8 scope, I had to go through a round about way to add a new model and have the game attach it correctly. (Craft normal x8 scope into the Magbow x8 scope and vice versa.)
    • Added Magbow Crafting Component, Military-Grade Polymer String
      • 2 Military Fiber
      • 1 Acid
      • 5 Scrap Polymer
      • 4 Cloth
    • Changed recipe to craft Magbow
      • 2 Wooden bow parts
      • 2 Military-Grade Polymer String
      • 5 Reforged Steel
      • 1 glue
      • 20 Scrap Polymers
    • Updated Localization file
    • Changed weapon Hold Type and the reload is a bit more accurate

     

    Release Notes 3.1:

    • Fixed Magbow to be bought from trader, added the traders.xml
    • Added it as a T6 Quest reward

     

     

    Downloads

    Nexus

    Google Drive

     

    Please let me know of bugs, issues and suggestions.
    Enjoy!

    Disclaimer: Model is a purchased model. May not be used for without permission.

  8. haha sorry to disappoint! ...soon my friend, soon!

    I know it's unlikely to happen right this moment, but I'm hoooooooping by a miracle that TFP blesses us with allowing for Localization.txt modifications through xpath (would have to convert and all that). Sorcery has a loooooooot of text that needs to be added there.

    I'd also like to tap into the quest localization, which would make that a millenia easier.

    Anyway, until then, yes... a batch would be much appreciated, for all our sake!

     

    Lol no worries my friend!

     

    I've used the batch method for both Localization and Quest Localization. So it's more than doable :) Just let me know!

  9. Hey Sphereii,

     

    It was brought to my attention on your Mod Launcher and I gotta say that this is very impressive! You did an amazing job and are continuing to do an amazing job!

     

    I tried to PM you but it looks like your inbox is full :(

     

    I was interested in having my Modlets added to your default Mods page in the launcher. I just added my modlets to GitHub and will be adding new ones and updating these regularly there here from now on.

     

    What did you need from me to have them added?

     

    Here is the link to my GitHub Repository :)

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