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Evil_Geoff

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About Evil_Geoff

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  1. I haven't seen this addressed in the previous posts - can the radiation.png be painted with green in areas that secondary radiation zones are desired? Rather like the radzones in Darkness Falls or Ravenhearst.
  2. I have ModLauncher ver 2.1.25.22334 installed and checked the Available Mods. The Wasteland is not listed, nor is the UH-60 standalone. Might be others not showing up but I noticed those right away as they are among my favorites. 👍
  3. Can this be used with NitroGen, or do we have to use the in-game RWG?
  4. I was inspired by the ZombieDayz overhaul by seeing what you can do by compiling mods to create a different world experience. So I'm teaching myself how to create mods and have had some small success (like adding StimPacks and a Lead Lining mod to add radiation resistance to the Power Armor) that work with bdubyah's The Wasteland mod. Because I want a multiplayer game that is more Fallout-ish than that abomination that is FO76. But making a working turret that uses Frag Rockets for ammo is proving to be a helluva problem Just changing the ammo type from 9mmBall to the 9mmHP rounds borks
  5. Word on the street is that Damocles is working on other stuff now, not 7 Days and Nitrogen.
  6. I am new to creating mods for my own use, but have been inspired by some of the best and most useful mods (in my opinion, anyway *LOL*). Working with bdubyah's The Wasteland, I have made tweaks and additions that work fine, like craftable Lead Lining mods for the power armor, StimPacks, schematics for crafting those things... But how to make a Rocket Turret is eluding me. Created the schematic - Check. Made a custom icon for inventory - Check. Created the recipe to craft the turret - Check. Made the append xpath to point to the blocks.xml file - Check. Copied the shotgun turret
  7. Even though you were answering someone else, I am working on my Fallout based mod, and you just told me how to add a really nice touch to it. THANK YOU!
  8. I am working on creating a more Fallout like experience based around bdubyah's The Wasteland mod. But what Fallout experience would be complete without Deathclaws? Using P1ut0niumGames P1ut0_Radioactive(A19) from Nexus I can now create rad zones by painting the radiation.png map, and working anti-radiation suits. I figured out how to add a lead lining mod to the Power Armor and have added in StimPacks. I'm working on creating RadAway. etc. It's one thing to recolor an existing icon image and rename it to suit what you are making, or to write the xml code to add your <item name="medic
  9. And now I have StimPacks! Schematic, recipe, in loot lists, even a custom Icon for them! WOOT! Next up? Making the radiation buff timer much, MUCH longer, and adding RadAway to remove it.
  10. BY JOVE, I THINK I GO IT! 💯 The schematic is there, the recipe works, and lo, and behold! When equipped on all 5 pieces of Power Armor, you don't take damage from the low level radiation zones! I posted pics on the Nexus because the 7D2D forums were not liking my links.
  11. Making sure I understand how the resistance would work. A 20% reduction for the the Lead Lining modification looks like this: <!-- Adding Lead Liner to Power Armor --> <item_modifier name="modPowerArmorLeadLining" installable_tags="powerarmorHead,powerarmorChest,powerarmorArms,powerarmorLegs,powerarmorBoots" modifier_tags="PAhelmet,PAchest,PAarms,PAlegs,PAboots,PAboots" blocked_tags="noMods,clothing" type="attachment"> <property name="UnlockedBy" value="modPowerArmorLeadLiningSchematic"/> <property name="CustomIcon" value="mod
  12. My thought was that the lead lining mod was a "field modification" - something troops added when they found that the stock power armor was not rad resistant. I figured out how to add a lead lining schematic, and would add a workbench recipe (I'm thinking 20 lead, 5 scrap polymers, 5 clay and 2 electrical for each piece would be fair). The more I think about it, the more I like the idea of each modified piece adding a -.2 radiation reduction. Basically I'm kind of learning by doing and reverse-engineering what modders have done in mods I like and then copying/tweaking what works to b
  13. Well the above didn't crash the game, but because it was a mod for each individual piece of the PA set it added 5 mods to the list. Simplifying it to model the armor plating format: <item_modifier name="modPowerArmorLeadLining" installable_tags="armor" modifier_tags="resistance" blocked_tags="noMods,clothing" type="attachment"> <property name="UnlockedBy" value="modPowerArmorLeadLiningSchematic"/> <property name="DisplayType" value="modArmor"/> <property name="Stacknumber" value="1"/> <property name="Group" value="Mods"/>
  14. Might be a bit of a long question... I am trying my hand at creating a more Fallout-ish experience, and have added radiation zones to some areas of the map (generated with Nitrogen using The Wasteland prefabs and manually added radiation areas). I want to add a Lead Lining mod to the Power Armor sets to remove the low level radiation damage. In the item_modifiers.xml, using your existing mods as a format, I think the mods should look like this: <!-- Adding Lead Liner to Power Armor --> <item_modifier name="modPowerArmorHelmetLeadLining" installable_tags="powerarmorH
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