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Euzio

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Everything posted by Euzio

  1. 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.
  2. Tried it at 50rpm. Pretty much a perfect rate. The chambering cycle lines up perfectly with the fire rate. Thanks for the alteration!
  3. 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~
  4. 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.
  5. 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?
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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!
  11. 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!
  12. 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?
  13. Thanks for this. I had the exact same bug occur to me. This fixed it.
  14. 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.
  15. Thanks for the explanation~ And the changes are awesome! I actually dislike how gloomy it all looks once the weather rolls in so having it set to minimal is just perfect for me~
  16. The thing is, it is now as well. The patch notes said so and based on what I've initially seen, there is a linear upgrade now. A Q1 Steel Shovel will be better than a Q6 Iron Shovel now. I mentioned it in my reply above. I definitely won't mind as well if we could craft Q6 items.
  17. It was mentioned in the patch notes. But they did not indicate how it was changed. So I did some quick testing as I was curious about this too. Stone Axe (T1) Q1 - 1 mod slot Q2 - 1 mod slot Q3 - 1 mod slot Q4 - 2 mod slot Q5 - 2 mod slot Q6 - 3 mod slot Iron FireAxe (T2 Q1 - 2 mod slot Q2 - 2 mod slot Q3 - 2 mod slot Q4 - 3 mod slot Q5 - 3 mod slot Q6 - 4 mod slot Steel Axe (T3) Q1 - 3 mod slot Q2 - 3 mod slot Q3 - 3 mod slot Q4 - 4 mod slot Q5 - 4 mod slot Q6 - 4 mod slot Pipe Pistol (T1) Q1 - 1 mod slot Q2 - 1 mod slot Q3 - 1 mod slot Q4 - 2 mod slot Q5 - 2 mod slot Q6 - 3 mod slot Pistol (T2) Q1 - 2 mod slot Q2 - 2 mod slot Q3 - 2 mod slot Q4 - 3 mod slot Q5 - 3 mod slot Q6 - 4 mod slot SMG (T3) Q1 - 3 mod slot Q2 - 3 mod slot Q3 - 3 mod slot Q4 - 4 mod slot Q5 - 4 mod slot Q6 - 4 mod slot Overall, I think its actually a decent change. They've also adjusted the damage and block damage values such that a Q1 Pistol is better than a Q6 Pipe Pistol supposedly according to the patch notes. Based on what I've seen from spawning in those weapons, it seems to be the case as well. Considering the current system where we need books to progress tiers, it makes alot more sense too. *Edited to compress the test results*
  18. Cool~ I'll mess around with it then! Thanks alot!
  19. Oh wow. This looks awesome. Big fan of your Vanilla Expansion Weapons pack mod and have been using it extensively in A20. Actually looking forward to seeing that for A21. But this shotgun pack looks terrific too! That said, its quite alot~ If lets say, I'd only want to certain types of the shotguns to appear in game, would it be possible to make it as so? For example, which file and line would I need to edit to say remove a few of them so they won't appear in game?
  20. Have 2 suggestions which I hope TFP would put it as options in the menu. First, the points that we get each time we level up be adjustable. The current default is 1. And there are mods out there which offer more depending on which you choose. Its actually not too difficult to edit by ourselves to increase the progression points offered per level. But because of that, I'm wondering if TFP could simply make it an adjustable option in the menu. The default would 1 point per level, but we'd be able to increase it to 2, 3 or maybe even 5? I myself personally usually just edit it to 2 because I want my game progression to be slightly faster. But I do think that making it a menu option should not be too difficult. So hopefully TFP's could consider it. The second would be adjustable weather. I kinda find the current weather settings in the game to be rather, way too gloomy and unpredictable. It doesn't make sense for it to be raining or foggy pretty much every single half day or something. And the desert biome should be more like an evergreen rainforest considering how much rain its getting. So i'm hoping TFP could make it an adjustable option though it might be even more difficult than adjustable progression points.
  21. On the subject of melee, is it just me or are zombies stumbling forward way too much after getting hit? I find it an issue because when they stumble forward, its almost pretty much they'd get a guarantee hit on you that you can't avoid since they seem to be able to melee hit you mid-animation as well. Couple that with a melee reach that seems way too long (its like they have spears for arms) and its quite crazy.
  22. I think Spears are fine the way they are now. If they benefited from Deep Cuts, they'd be significantly even more OP and Blades would just lose out from having their core benefit being gifted to other specs. The Spear already has the benefit of being able to penetrate targets and its really strong too.
  23. Oh wow. Thanks alot for this. Izayo's Weapons mod is one of my fav mods. It adds alot of fun to the base game for me and ever since I started using it, I've been hooked. I was holding off on A21 till stable hits, but now that this mod can work, I may just jump in and have abit of fun before starting a long term save.
  24. I don't think putting SexRex back into Str would solve much really. It would just make the Strength tree OP once more. If anything, the changes kinda made things more balanced since now, players can choose to invest points fully into other trees rather than being forced to pump points into Strength and SexRex because of how necessary that perk was. Still, they probably could do with reducing the stam cost of tools in general a little so that players don't feel completely gimped for not having specced into that particular tree.
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