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Euzio

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  1. Ah. Just curious but would the Tactical Pistols be included in that All in One Pack? Was hoping I could live out my John Wick fantasies in the Zombie Apocalypse XD.
  2. Thank you so much for this Izayo. You're a legend. Its come to the point where I find that playing without all your weapon mods in the game makes it rather boring. Sorry to hear that you've lost the passion for playing this game recently. Burnout happens to us all. I do find its good to mix it up with other games (especially if its like a totally different genre) or to set unique stipulations to make the game more interesting. I've recently started a new save on 7DtD and truth be told, I'd probably would not have done it if not for your weapon mods. Basically its a range weapons only run throughout. Melee is completely forbidden. And I decided to do it Permafrost style (whole map is snow biome). Guns and Ammo has never been so precious XD.
  3. Tried it at 50rpm. Pretty much a perfect rate. The chambering cycle lines up perfectly with the fire rate. Thanks for the alteration!
  4. Ah I was just about to ask about this, despite the shortcomings of the Mosin compared to the SKS, I've been enjoying using it. But the weird action where I can't fire after the bolt chambering action is done was throwing me off constantly. I'll alter rpm to 50 and give it a go as well~
  5. A question regarding the Silencer you've added in Izayo. The IzySilencer works only for the 9mm guns yes? I tried attaching it to the Mosin Nagant from your 762 pack and it doesn't show up on the model.
  6. You're a legend Izayo! I can't do without any of your gun pack mods now. They just make the game so much better for me. Even in the late game, I have lots of fun just collecting the various guns and messing about with them. Side question, would you be doing the .44 gun pack as well?
  7. That would be pretty awesome. I'll definitely give your mod try since it does add to the immersion. Though I'll prob not look forward to the extra inventory management game.
  8. I actually got the idea from watching JaWoodle's no repair challenge. I was thinking that a system which made the extra parts useful would be more beneficial than outright crafting from scratch. Part of the reason was because if no repair was allowed, Quality level 6 items would be kinda meh in that getting them would literally be a 1 time use thing. If we were able to craft them then that would be no issue but we're capped out at quality 5. I may check out that mod and see what needs to be changed for A21. I won't mind using it depending on how much of an overhaul it is. My current intention is to only ensure that extra parts are being utilized. That was one of the concern I had since all the different repair kits would definitely be taxing on the inventory. Unfortunately, there might be no real way around it unless they simplified all the parts to just be reliant on something like "Weapon Parts" and "Tool Parts" to cover everything. Then we'd be able to limit it to 2 different repair kits to cover most items. But that would come at the cost of oversimplification and reduce the depth of the game.
  9. I've tried some simple modding to see if I can get the items to repair needing both a repair kit and 1 additional item. But doesn't seem to be working well. You're right in that it would probably be easier to just create a new recipe like machine gun repair kit which requires a repair kit and machine gun part to craft. But part of the reason why I don't do that is because it would involve creating quite a number of different repair kits and I don't exactly want to be rolling with multiple different repair kits just to repair stuff if I'm using different items. But its definitely something I'd consider if I can't come up with the easier alternative. Adjusting the value of the kits is going to be tricky because tools and weapons come in differing durability levels. I don't think its possible to adjust the value to repair based on a percentage amount instead of a set amount. If they came with a set value for each item tier durability would probably be easier.
  10. That's true. I'm pretty much a strictly SP player myself. If that's the case maybe just 1 machinegun part to repair everything instead of scaling to the tiers? Would prob be more balanced for MP if that's the case. In SP, players would still be swimming in parts, but at least there is a use for them at the late game.
  11. Omg Izayo, I had just started a new save to focus on Perception and Fortitude purely because of your 556 and 762 gun mods! That said though, love your work and will definitely try out your 9mm pack!
  12. Hi there, If lets say I want to create a mod which overwrites the items.xml base file with the following. For example, for the Claw Hammer, in order to repair it, besides the repair kit, I wish to add in an additional say forged iron. When I do the mod, do I simply do the following: <append xpath="/items/<item name="meleeToolRepairT1ClawHammer"> <property name="RepairTools" value="resourceRepairKit, resourceForgedIron"/> </append> Or would I need to copy the entire Claw Hammer item name and its properties and amend from there? Also, if i'm trying to introduce more than 1 resource required to repair an item, would the above line work? Thanks!
  13. I like the change in A21 where right now, scrapping any tool or weapon gives just the 1 part and that crafting different Tiers of those determine how many parts is needed. However, once we've crafted whatever we've wanted or needed, there isn't much use for those parts any more beyond just selling them or crafting a spare or something. To that extent, I was thinking how it could actually be tied in to repairs. Currently repairs in general cost just the 1 repair kit to repair anything fully (vehicles exempted). I was thinking that to perhaps correspond to the different tiers, a part can be used in conjunction with the repair kits. So for example, a Tier 1 pistol would take 1 handgun part and 1 repair kit to repair fully. To correspond, a Tier 6 pistol would then take 6 handgun parts and 6 repair kits to fully repair it (if we use 1 handgun part and 1 repair kit, it could make it usable, but only restore something like 1/6 its durability?). It would give an incentive to stockpile parts and also make them alot more valuable. Trade off naturally is that its going to make it more challenging in the early to mid game perhaps. Any thoughts?
  14. Thanks for this. I had the exact same bug occur to me. This fixed it.
  15. Just watched Tem's latest episode as well. And if that's how the new spawn mechanics work, its really just outright cheesing by whoever decided that would be a good mechanic to put in. How could you go through an area that is completely clear only for zombies to miraculously appear in that exact same spot you just passed just because you crossed some invisible line? Its utter BS. It doesn't reward players at all who take the effort to systematically clear sections because you will never know when zombies will start appearing from areas which you "think" you've already cleared. And if there are so many trigger spots that wake the zombies up no matter what, stealth is basically useless. As a player myself who enjoys stealth killing as much as possible, this is just sad to see. PS: Even for an infested clear, that amount of zombies spawning in the NCJ POI is nuts.
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