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khzmusik

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Posts posted by khzmusik

  1. First, this should be moved to the "Discussion and Requests" forum. The "Mods" forum is for announcing and discussing actual mods that are released to the public.

     

    But to answer your question - AFAIK no mod or modlet exists to do this, because I don't know anyone who plays 7D2D and doesn't like zombies.

     

    However, it's possible to write a modlet yourself that does it (or at least goes most of the way there - see below). What you want to do is to substitute all the zombies with animals. Which animals go with what zombies is up to you of course.

     

    The file you want to modify is entitygroups.xml. That controls which entities spawn. Keep in mind they spawn in many different contexts -  biome spawns ("in the wild"), in wandering hordes, in blood moon hordes, in POIs, etc. I'm not sure which contexts you're talking about, or if you're talking about all of them.

     

    In general, you want to make a modlet that uses XPath to substitute each zombie for some animal equivalent. You can also use XPath to specify which entity groups you're targeting, and since they have predictable names, you can target the different "contexts" by entity group name.

     

    As a simple example, this targets biome spawn groups for zombies, and if that group spawns a zombie cop, it will spawn a zombie bear instead:

     

    <set xpath="//entitygroup[starts-with(@name, 'Zombies')]/entity[@name='zombieFatCop']/@name">animalBear</set>

     

    But there are limitations. According to comments in that file, "Bears/Animals aren't controllable by the BloodMoon horde system until the animal code is re-factored." I think I know what they're talking about, and if so, that isn't just the blood moon horde system, it's also wandering hordes.

     

    So it may not be entirely possible to substitute all zombies with animals. But it will get you at least partway there.

     

    Try it and see. Good luck!

  2. 17 hours ago, Nonesuch77 said:

    @ErrorNull there's at least one add-on by @khzmusik that adds Whisperer NPCs to NPCMod, but the only place I can find it is in the Mod Launcher (doesn't show up on his GitHub, but I'm not very good with Git so...). There's a few patches for NPCMod as well that add things like Loot Bags and progression/factions for the NPCs, but I don't think those should need any additional work. 

     

    The reason you can't find them on GitHub is because my modlets are all on GitLab. (Same idea, different service.) Here's the one for the Whisperers:

    https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/1-khzmusik_NPC_Whisperers

     

    For the most part I think you're right, my modlets and EN's probably don't overlap. But ironically, the one that might be an exception is the Whisperers modlet. That's because the Whisperers (unlike most human NPCs) can spawn into hordes, and I added them to the wandering horde groups.

     

    @ErrorNull I don't know if you changed the wandering horde entity groups or not, but if you did, then that's something you will have to consider with the Whisperers. Also - I haven't actually looked at EN zombies for a while, but if you like I can help you add my NPC packs to your updated biome spawn groups. Let me know.

  3. 15 hours ago, Souhank said:

    Hello khzmusiks! 👋
    Omg you did the factions and quests mod a month ago you are amazing probably one of the best mods in 7 days.

    Have you thought about uploading the mod to nexus to get more feedback? 

     

    Thanks! Though, to make sure you know, the quests that go to POIs aren't enabled, because there aren't enough POIs to support them. That's what I'm working on now, in fact.

     

    In the past I stayed away from Nexus, for a couple reasons - the users aren't used to how 7D2D mods work, they'd try to use the Nexus mod launcher which is iffy on 7D2D support (it didn't support Harmony/C# mods), it would be splitting my time between different platforms, etc. But I don't know how valid those reasons are with A20, since you can now install C# mods the same as XPath/XML mods.

     

    So, maybe I should look into that again, when I have time.

     

    EDIT: I just remembered one reason I don't use it right now. A whole lot of my modlets depend upon other modlets to work (particularly SCore and/or NPCCore). Those aren't on Nexus, so in order to use any of those modlets, people would have to come to these forums anyway.

  4. 6 hours ago, Janarah said:

    on the seasonal weather, is actual new weather added or can it be added, i.e. thunder storms, blizzards, torrential down pours, possible rad storms, etc? Which bring to my mind the question of if the sky box can be changed with the varying weathers to something custom?

    I'd like to add in multiple things along the above lines once I figure it all out. 

     

    Since you're in the A19 thread, I guess you're asking about how it worked in Alpha 19?

     

    In A19, there was global weather, and a global temperature. That global temperature was modified by biome (so for example it would always be 20 degrees hotter in the desert biome). The weather in each biome had a complex calculation (number of days without rain, fog, etc.) but it was all dependent on the global temperature.

     

    All my seasonal weather mod did, was set the global temperature according to the number of in-game days that had passed. It used a sine wave, where the upper peak was the summer, and the lower peak was the winter. A seasonal year was one cycle of that sine wave.

     

    I didn't do much more than that. The biome calculations for fog, rain, snow, etc. basically took care of themselves.

     

    All of this changed in A20. In that update the entire weather system was rewritten. There is no more global temperature, and each biome's weather is independent of other biomes. For that reason I can't update the seasonal weather modlet.

     

    That's most of what I know. Once I knew that I couldn't update my modlet, I didn't look very closely at the new weather system to see how it could be modded.

     

    If you want to research it yourself, the class is called WeatherManager in the game's C# code. You'll have to decompile assembly-csharp.dll to see it.

  5. On 8/23/2022 at 7:59 PM, Galaktus said:

    With this explanation would I be correct in assuming that if I wanted fewer Friendly NPC's that I would edit the entitygroups.xml in NPCCore/Packs and add the maxcount to each friendly NPC entry like how in spawning.xml maxcount is used for overall zombie count but not the randomness of the zombies as that is decided by entitygroups.xml. Like for an example below:

     

    <entity name="npcBakerEmptyHand" prob="0.05" /> and change to <entity name="npcBakerEmptyHand" prob="0.05" maxcount="1"/>

     

    No, you can't do this. Entity tags in entity groups do not support the "maxcount" attribute at all.

     

    Instead you should do as Arramus suggested, and reduce the probabilities of all the NPCs in each biome group. (Or at least those that you see more than you like.)

     

    23 hours ago, arramus said:

    In the default entitygroups.xml, Zombie Boe has no probability added, and for the sake of calculating appearance, we can consider that to be a 100% chance.

     

    That's actually not how it works. There is no such thing as a 100% chance unless there is only one entity in the entity group.

     

    In fact, if there is no probability added, then it defaults to a probability value of 1. That's not 100%, that's a probability equal to entities that also have a value of 1.

     

    Here's how the probabilities are actually calculated.

     

    First, the game sums up all the probabilities of all the entities in the entity group (after mods add them, if applicable). Then, it takes each individual probability, and divides it by this sum. Mathematically, this is called normalization - it means the total probability for each entity group will be exactly 1.

     

    Now, each time an entity should be spawned from this group, it chooses a random number between 0 and 1. It goes through each entity in the entity group, in order, using the normalized probabilities. For the first entity, if the random number is less than its probability, that is the entity which is used. Otherwise, it adds that entity's probability to a running total, and moves on to the next entity in the entity group. If the random number is less than that entity's probability plus the running total, that entity is used. Otherwise... the process repeats until an entity is used.

     

    Also note that there is no "keeping track" of entities. It's all determined by RNG, so the same entity can be chosen multiple times. (Using the terminology of probability theory, choosing an entity is an independent event.)

     

    So, if modlets add a lot of NPCs to the zombie groups, then they can overwhelm zombies, so that there is a higher probability to spawn an NPC than a zombie. This can happen no matter how small each individual NPC's probability is.

     

    If an entity group has 10 zombies without probabilities (meaning: a probability of 1 per zombie), then this will happen as soon as the combined probability values of all the NPCs reach 10. If you install a lot of NPC modlets, and they all add their own NPCs into the same biome spawn groups (which they do), then this is almost guaranteed to happen.

     

    This is why I originally advocated that when NPC authors add their NPCs to a biome spawn group, the combined probabilities of all NPCs in that pack should add up to 1 in that group. This would mean there is an equal chance to spawn one of their NPCs, as there is to spawn a single zombie in that group. It also would mean that NPC packs with lots of NPCs (and/or weapon variations) wouldn't blow out NPC packs that had fewer NPCs. That didn't happen. C'est la vie.

     

    4 hours ago, ErrorNull said:

    that's interesting. well i reviewed the gamestage modlets for NPCMod that @khzmusik created and looks like they only impact the code for sleeper POI spawning.

     

    That's correct. It's because POI spawners are the only ones that are gamestaged, at least in vanilla - biome spawns aren't. (Wandering hordes are too, but you can't spawn most NPCs into wandering hordes, that will throw exceptions because most NPCs don't descend from the C# EntityEnemy class.)

     

    It's also easier to figure out POI spawning, since NPCs don't spawn in the same groups as zombies, so I didn't have to worry about zombie-vs.-NPC ratios like I would with biome spawns. I still don't know what most people expect that ratio to be (or even if there is any consensus at all).

  6. 2 hours ago, a_jp said:

    excuse me.
    Please tell me.
    This is a server side mod, right?
    (no user installation required)

    when I put it in the server
    It gives a red error.

    Where should I look?

     

    for translation
    please forgive me if the text is weird

     

     

    すみません。
    おしえてください。
    こちらはサーバーサイドMODですよね?
    (ユーザーの導入不要)入れたら
    赤エラー起こすのです。

    どこを調べたら良いでしょうか?

    IMG_1914.jpg

    IMG_1905.jpg

     

    The red errors in the first screenshot are due to changes in A20.6. The "onSelfRangedBurstShot" trigger is no longer in the game. (I know this because it also affected the NPC Mod.)

     

    If you are using A20.6, I suggest reverting to A20.5 (or earlier) until the mod can be updated.

     

    The yellow warnings in the second screenshot, are happening because you can only downgrade from one block to another ten times. I don't know what block is doing that. This also needs to be fixed by the mod author.

     

    Hope that helps you and @ShoudenKalferas track things down.

  7. 2 hours ago, Cndrocker said:

    Unless I have my terminology wrong, I didn't install any modlets. I simply downloaded POIs that I found interesting that did not require any additional mods (so no mod folder, just placed in POI folder) and they all worked pre-A20. Once A20 came out and I attempted to generate a new RGW, none of the downloaded POIs were integrated into the RGW except yours. 

     

    As for an example of the POIs that didn't work, throw a stone, you'll hit one. Unless it's yours.

     

    What tags would I have to add and which blocks would I have to look out for that wouldn't work? Do you do something different with yours?

     

     

    As a general rule, prefabs from A19 and earlier won't work for A20. Here's a not-necessarily-complete list of the reasons why:

     

    • A19 contains blocks that aren't in A20. There is an A19-to-A20 conversion process, but some blocks simply can't be converted automatically. POI authors need to fix them even after conversion.
    • A20 RWG uses Tiles for everything (except wilderness POIs). Tiles can only accept POIs of certain specific sizes (like 42x42 or 60x60).
    • A20 POIs need "driveway" parts in order to connect to roads.
    • The way A20 places POIs is through the values in a "Tags" property in the POI's XML file. That property did not exist in A19.

    Also, it looks like TFP want everyone to put POIs (and mods) inside the user's %appdata% folder, and to avoid putting anything into the game's directory structure. Apparently this is a requirement to get 7D2D to work with Microsoft game stores and cross-play.

  8. 12 hours ago, BigNasty said:

    One of them is the .pdb file which I know I don't need from previous posts but the other is the .dll file which I believe is important?

     

    I see you've worked this out, but if you're curious, here's what those files are.

     

    The .dll file is the compiled binary file that contains all of the custom code for the modlet. It is required. (7D2D doesn't care about the source files. Those are included either for people to look at the code, or because the mod author wants to keep the source code in the repository, or both.)

     

    If you didn't upload that file, then basically you didn't upload the mod at all (as far as the game is concerned), so it's not surprising that you got errors.

     

    The .pdb file is a Microsoft "program database" file. It contains details about the relationship between the compiled .dll and the source code. It is mainly included for debugging purposes - for example, if an error was thrown within the .dll, then without the .pdb, you couldn't get the stack trace for the error. So it's not required, but it is worthwhile to have.

     

    Just in case you're curious.

  9. 1. Unfortunately, if your mod/modlet has any non-XML assets, they will not be pushed from server to clients, so the clients will have to install them. Those include custom icons, Unity assets, compiled C# .dll files, etc. (I think Localization.txt gets pushed, but I could be wrong about that - it didn't used to, but someone told me it does now, can't remember who.)

     

    2. You can add placeholders to the quest text in the Localization.txt file. Here's an example:

     

    Fetch / Clear ([DECEA3]{poi.distance} {poi.direction}[-])

     

    The "[DECEA3]" part is a hex RGB color; the "[-]" part ends the color. For the placeholders inside curly braces, you can use "poi.direction", "poi.distance", or "poi.name". (There might be others, but those are the only ones TFP uses.)

     

    I don't know if you can do this outside of Localization.txt though (if you're putting your text directly in the quest XML). You could try it and see.

  10. On 8/8/2022 at 12:22 PM, The_Dream said:

    Hello! I'm newbie to modding. I will be grateful for any advice.
    I edited some medical groups, but did`t get the desired result. If I understood correctly then propery <trader_items count="all"> is spawning each groups in trader list. And that <item group="rareMedicine" count="2"> means a two random items spawning from group="rareMedicine"? I have tried many variations but the result isn`t what I expected. Including complete replacement names group with medicine/rareMedicine and commenting on other groups who may including medicine or rareMedicine group. Who know whats need do?

     

    Well, it's hard to know what's wrong when you say "did`t get the desired result" and "the result isn`t what I expected" - but you never say what you expect, vs. what actually happens.

     

    As far as I can tell, from looking in the C# code, this is how it works (I'm using XPath syntax, hopefully that's easier to understand):

    • trader_items[@count="all"] seems to be ignored. The count is determined by the min_inventory and max_inventory values in the trader_info tag. The game simply picks a random entry from trader_items until a random number between min_inventory and max_inventory is reached. The prob attributes are taken into account, where no prob attribute translates to a probability of 1. (That doesn't mean "guaranteed," it means it has an equal "weight" against other entries with a probability of 1.)
    • trader_items/item[@count="X"] will spawn X items from the matching trader_item_group. Note that the trader_item_group must come before the trader_items in the XML file.
    • think that trader_item_group[@count="Y"] will determine how many items are spawned for each X in trader_items/item[@count="X"]. 
    • think that trader_item_group/item[@count="Z"] will determine how many items are spawned for each Y in trader_item_group[@count="Y"].
    • Every item entry in trader_item_group has a random chance to spawn whenever an item from that group is spawned - meaning there could easily be duplicates depending on RNG.

    I could easily be wrong about this, but that's how I interpret the code.

     

    What are you seeing that you aren't expecting?

  11. You are 

    8 hours ago, ThunderSn1per said:

    For absolute clarity, I need to change the model/name only in my custom quest, not for ALL instances of

    <objective type="FetchFromContainer">

    ONLY for my quest, but both of them use this same objective.

     

    You are right, the change that Arramus suggested simply changes the model used by the existing quest satchel. It would change the appearance of all quest satchels used by all fetch and hidden cache quests.

     

    What you want is possible but not at all easy, and would require new POIs. Here's why.

     

    I guess you already looked at the block placeholders named "cntQuestRandomLootHelper" and "cntQuestNoPHRandomLootHelper". Those are the two block helpers used by POI designers. And as you can probably tell, what they do is choose the container to spawn according to quest tag.

     

    Those quest tags are specified by the POI's "QuestTags" property in its XML file, and quest tags are enumerated values. You can't use any values other than the ones already used by the game. That's why you're getting an exception about an invalid quest tag value - it's trying to parse your string as a C# enum value that doesn't exist.

     

    What this means is that if you try to add your custom quest satchel to those block placeholders, it would have to replace the one that's already being used by that quest tag - and it would be for all quests that use that quest tag, meaning all fetch quests. So it wouldn't be any better for you than Arramus' suggestion.

     

    In order to use a custom quest container, you'd have to create your own block placeholder, along with a matching block (with the different model). You would then have to create or alter POIs so they use that placeholder, rather than the vanilla ones, for their fetch quests.

     

    Of course, if this is multiplayer, then all clients would need their own copies of the POIs.

     

    And another catch is that your quest could only go to those POIs. The vanilla "RandomPOIGoto" objective does not allow you to do this. SphereII has a mod called SCore that offers an objective that will allow this (I wrote it :) ), but it requires custom C# coding, and chooses POIs by a tag value (from its A20 "Tags" property, not its "QuestTags" property - those tags are strings so you can have custom tags).

     

    All of this is a huge amount of work, and I don't know if it's worth it. You can already choose different items to fetch from the containers. (You may have figured this out, but they're defined in "quest_items" in quests.xml, and their "id" property is mapped to the objective's "quest_item_id" property.) That might be good enough for your purposes.

     

    Hope that puts you on the right track.

     

    (EDIT: Also, this should really be in the "Discussion and Requests" forum.)

  12. 18 hours ago, Raelgar said:

    Hello guys!

     

    NPC MOD need any specific configuration in serverconfig.xml of dedicated server to work properly?

    I rebuilt my dedicated server yesterday, so that my friends and I could play, but unfortunately the problem continues to occur, I will try to report it in a shorter and more specific way.

     

    Again I downloaded the files yesterday, follow the list:
    1. 0-Score and 0-XNPCCore.

    2. 1- RaiderGurlzPack and RaiderzPack.

     

    What could I notice?
    The order of the id's of the entities of RaiderzPack is different from RaiderGurlzPack or XNPCCore itself, what I just did was adjust them to a default order equal to the others.

    It worked for me and one other friend, but the third player remains unharmed to enemy NPCs.

     

    I'm out of ideas on where to try to adjust this on the server/local or on the Mod itself, because now I rule out the possibility that it's a specific problem with RaiderzPack.

     

    Game Version: 20.5(b2)
    Platform: PC
    EAC: Off

     

    Thanks for everyone's attention!

     

    Just be aware that you modify the XML files at your own risk. Once you do that, it's nearly impossible to help you, because we don't know how your edits might have affected things.

     

    (Example: the entity_class tags in entityclasses.xml don't have an attribute called "id", so we can have no idea what you reordered, or why you believed order was important in the first place.)

     

    My advice? First make sure you covered all the basics:

    • You verified the 7D2D game files through Steam.
    • You installed the latest, unmodified versions of all modlets from these forums. (If you get them from 7daystodiemods or similar, they're often out of date.)
    • After putting the modlets into the server's Mods directory, you restarted the server. (Or at least restarted the game's executable.)
    • After restarting the server, you started a completely new game, you didn't continue an existing game.
    • Prior to joining the server, all clients (your game and your friends' games) had the same modlets, and the same version of those modlets, installed locally to their Mods folders.

    If that all is true, and you find that the problem still persists, don't try to change anything. Instead use Pastebin to give us the logs from the dedicated server, and, if possible, the logs from the player that experienced the issue.

     

    You can find info on the output log directories, using Pastebin, and other useful tips in this post from TFP bug reporting team:

     

  13. I can't tell from the video, does this actually do damage over time to the blocks or just put a fire effect/buff on the block?

     

    Assuming it does damage, is it possible to modify the DOT amount? Is that a global amount, or per block?

     

    How hard would it be to modify Molotov cocktails to spread fire?

  14. I just added a new modlet for NPC Core NPCs.

     

    This modlet introduces weapon-specific NPC Loot Bags. They have a chance to drop a weapon, ammo, or parts for that weapon. Each loot bag also has a chance to drop food, drink, and/or medical items.

     

    I also created loot bags for NPC Core Mechs. They come in two flavors: ranged (which use a "hidden pistol" to deal with built-in guns), or melee. All mechs drop non-organic parts such as oil, springs, headlights, etc. They have a relatively large chance to drop robotics parts, and a small chance to drop rare items like forged steel, engines, batteries, or wheels. The ranged Mechs also drop 9mm ammo, and may drop 9mm parts.

     

    Weapon quality, ammo counts, and item tier probabilities are tied to loot stage.

     

    If you have any NPC Packs installed, from anyone, those NPCs should automatically drop the loot bags with no modifications necessary to those NPCs. (This is because my modlet name is prefixed with "3" so it will load after the NPC Packs, and it targets entities that extend the NPC Core templates, not just by entity name.)

     

    Details are in the README:
    https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/blob/main/3-XNPCCore_khzmusik_Loot_Bags/README.md

     

    I hope you enjoy it.

  15. 11 hours ago, Lasher said:

    Thanks for your reply drkstar - I can figure out how to disable the spawn but I still can't find any entry in the configs for ammo type.

    Would you have an example of the entry type for setting rockets to frag and where I might find it?

    Thanks and apologies if I'm just being thick...

     

    I think DD might be thinking of the "ItemsOnEnterGame" properties (there are three) in the "npcRocketLTemplate" entity class.

     

    However, I don't think that will work. NPCs use custom weapon items, and the "gunNPCRocketLauncher" item has a "Magazine_items" property value of "ammoNPCRocketHE" (a custom ammo type). I don't think other rocket ammo will work in that weapon. I'm also not sure what side effects would happen if you added vanilla rocket launcher ammo to that "Magazine_items" property. (There probably are some, or Xyth wouldn't have made the custom ammo in the first place.)

     

    An easier solution is just to change the "ammoNPCRocketHE" item itself. If you look in its "Action1" property, it has two properties for damage, "Explosion.BlockDamage" and "Explosion.EntityDamage". Adjust those how you like - in this case, you probably want to reduce the block damage property from its current value of 2500.

     

    FYI, I think the NPC Core team members generally considered rocket launcher NPCs to be "base busters," similar to demolition zombies. That's why the block damage is so high. Or at least that was my impression.

  16. 9 hours ago, Raelgar said:


    I tried in every way to run on the dedicated server, but there was no solution for the "enemy npcs" to receive damage.

    They only received damage from the electric truncheon.

     

    I spent a few hours reading the xml and came across the one from the NPC.

    I'm no expert, but I saw that in undeads there was one more command line than in bandits.

     

    I decided to add this command line to the group of bandits and see if in the dedicated group they received damage, due to not having a neutral "faction", for example.

    We performed several tests on the dedicated server and spent hours playing, everything went well.

     

    I am highly skeptical of this solution. The "trader" faction has nothing to do with a player's faction. Additionally, by default, human NPCs can't hurt other NPCs (or players) when there is a "Neutral" relationship between them - so adding a neutral relationship shouldn't allow damage to occur.

     

    suspect what happened is that you added the NPC Core modlet to an existing game. You can't do that. It's not advisable for mods and modlets in general, but it's especially game-breaking if the modlet adds factions to the game, which NPC Core does.

     

    Internally, 7D2D keeps factions in an array, and an entity's "faction ID" is simply the index in the array. Each player has their own faction, so their faction ID is stored in the game's save file. When you add factions, the player's ID (and thus index) doesn't change - but now it's suddenly pointing to one of the new factions.

     

    My advice? Revert your changes and start a new game. Otherwise you'll probably find a bunch of other odd bugs later down the line.

  17. I just looked in the code. @Telric You were on exactly the right track with "ZombieKill" vs. "AnimalKill".

     

    The kills are handled by the QuestEventManager.EntityKilled method. That method fires of one of two events:

    1. If the entity class descends from EntityZombie, EntityZombieDog, or EntityVulture, then it calls the ZombieKilled method.
    2. Otherwise, if the entity class descends from EntityAnimal or EntityEnemyAnimal (other than EntityZombieDog) , it calls the AnimalKilled method.

    But, snakes - for whatever reason - have a class that descends from EntityZombie. All the other animals use either the EnitityEnemyAnimal class (bears, wolves, coyotes, boars) or the EntityAnimal class (rabbits, chickens, deer).

     

    So you have to use the "ZombieKill" objective with snakes, vultures and zombie dogs - the "AnimalKill" objective won't work with those. On the other hand, you have to use the "AnimalKill" objective with zombie bears too.

  18. On 7/16/2022 at 6:29 PM, SockWulf said:

     

     

    Pardon my ignorance, but does this mean that you get your points back to spend again? If so, is there a way to completely remove all of the dead player's skill points instead, so that they have to re-build from scratch?

     

    I just updated the Mostly Dead modlet to version 3.0.0, and it now truly supports "Permadeath" play styles through XML edits. While doing so, I noticed that the previous Mostly Dead version had a whole lot wrong with it - to the degree that I don't know if anyone even used it. So there are also many, many other fixes, balancing improvements, etc.

     

    I also made a separate modlet, Mostly Dead: Permadeath, which makes those XML edits for you. (You'll still need the Mostly Dead modlet.)

     

    Please note that updating to 3.0.0 is not save game safe. If you already started a "mostly dead" game, you shouldn't update, you should start a new game. Otherwise you'll lose all your progression and skill points.

     

    If by some chance you start with Mostly Dead 3.0.0, and decide to move to Permadeath afterwards, that should be save game safe. At least it was when I tried it.

     

    Hope you like it!

  19. 20 hours ago, SockWulf said:

     

     

    Pardon my ignorance, but does this mean that you get your points back to spend again? If so, is there a way to completely remove all of the dead player's skill points instead, so that they have to re-build from scratch?

     

    Yes, you still have your skill points, and you're at the same level, so you can spend skill points again. That was intentional; "mostly dead" is supposed to make you start as if you were a new character who had been playing in the same world as your original character. Similar to how State of Decay works (but obviously you can't do the exact same thing in 7D2D).

     

    That particular feature uses the same mechanics as the vanilla "fergit'n elixir." 

     

    The modlet doesn't have any feature to discard your skill points. I didn't put one in, because in the past, Khaine had an almost-identical "hardcore" modlet that was meant for "dead is dead" play styles. (In fact my modlet was originally a modified version of his.)

     

    But, it looks like he never updated his modlet for A20, so at this point I assume he has no intention of keeping it going.

     

    I will add in that feature - it shouldn't be too difficult - but it will be disabled by default. I'll include instructions about how to enable it, which shouldn't involve more than some light XML editing.

     

    EDIT: It might be easier for the end user to just make a separate XML modlet that changes "Mostly Dead" to "Dead Is Dead". I'll still add the instructions though.

  20. I just updated the Slow Build modlet for A20.

     

    It deliberately slows down building (and crafting to some degree). It's designed for people who want to favor renovation over building from scratch, or for people who want their inventory management to be a little more challenging. Frames (and blocks and ladders) now require nails to craft, so it also discourages nerd polling somewhat.

     

    It is very similar to the A19 version, but with a couple additional features (or "features"). In A19, I did not reduce the stack sizes of building-related resources; the A20 version does. There are also a couple of QoL improvements (updated localizations, the "gather nails" objective added to the "Build a base" starter quest, etc).

     

    Hope you enjoy it!

  21. 4 hours ago, khzmusik said:

     

    I'll definitely look into that. The traders should be giving the same quests they always have. Hopefully it's something simple.

     

    I'm not sure if I'd call it "simple" so much as "a dumb mistake."

     

    I was so focused on porting over the "lore" parts of the dialogs, that I forgot to even consider the vanilla parts of the dialogs. Specifically, the parts TFP added in A20 so that players could go back to previous tiers.

     

    I just pushed changes so it should all work now. I also bumped the version to 2.0.0 since it's no longer compatible with A19.

     

    In my tests, I was not required to start an entirely new game save, but I was required to restart the game (so if this is on a server, you'll have to restart the server at minimum). However, I can't guarantee that your experience will match my tests, so if it's at all practical, I'd recommend starting a new game save.

     

    Sorry about that.

     

    On a different subject, I'm pretty close to porting over the "Slow Build" modlet from A19. It should be ready soon, probably tomorrow evening.

  22. 2 hours ago, Aesirkin said:

     

    Just FYI, we were having issues on our server with traders only giving low tier quests.  We were seeing mostly tier 1s with maybe a tier 2 thrown in.  And there wasn't an option to change tiers.  I removed the trader lore modlet and immediately began being offered tier 4 quests.  Not sure if that's a feature, but it felt like a bug, so I wanted to let you know.  I removed the mod for now so don't rush to fix it for me.

     

    I'll definitely look into that. The traders should be giving the same quests they always have. Hopefully it's something simple.

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