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Evil_Geoff

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Posts posted by Evil_Geoff

  1. On 9/12/2021 at 10:01 AM, arramus said:

    The Wasteland Mod Test Version has received some very interesting updates that further enhance the nature of each biome and allow players to choose how much of a challenge they really want to face. If you head into the Wasteland you are going to meet a giant mutant scorpion, and this image is one of the low level ones that practically sucks the life out of you.

     

    ...

    And if it's not giant mutant scorpions, it'll possibly be the armadillo looking mutant dogs. The Wasteland biome just got a whole heap more deadly.

    20210912033852_1.thumb.jpg.c07bcb8aac9dbef937c6f68f9beca9a9.jpg

    Uhhhh, looks like a mole rat to me...  👍

    Outstanding stuff here!

     

  2.  

    I have an 8k height map (16 bit greyscale) of the Washington, DC area.  But my Google-fu has failed me!  All of my searches for importing a height map in 7DtD take me to stuff about Nitrogen and KingGen.  I've already used both of those to generate maps based on that DC height map.


    I'd like to see what the RWG does with populating the map.

    Is there a way to import the height map to use with the RWG?  (And yes, I know about importing CompoPack and other prefabs into the RWG list...)
    And if so, how?

    Thanks!

  3. looks over at Nexus Mods at the games with the most mods...

    7D2D is in the top 25 games sorted by number of mod files.  Even if it isn't the 100k+ mods between Oldrim and Skyrim: The Next Generation (that's Special Edition for anyone who doesn't hold a legit nerd card), that 1.2K is a HEALTHY, happy customer base for a game that is still in Alpha for what?  Almost eight years now.  Mods aren't taking anything away from Bethesda, or their money stream.  Another Bethesda monster game series that was healthy and happy is the Fallout franchise, with something approaching 75k mods between FO3, New Vegas, and FO4.  We won't count the less than 1k mods for that abomination that is F76, it hasn't cracked the top 30 mod count on Nexus...

    We have gotten a "sequel" to 7 Days every 6 - 8 - 12 months when a new alpha drops and breaks all our save games!  🤣  When I consider the cost of the game, and that I've got almost 5k hours logged in this game, it's the best bang for my gaming dollar I have ever spent.  Once the game goes gold?  You can bet I'll be lined up to see if they give us Dragonborn, or Nuka-World quality DLC.  And I look forward to getting modding tools like LOOT, Wrye Bash, TESVEdit and more.

    Because yeah, I love the game that much.  I'm learning how to mod the game myself.

    Sequels?  Abso-fraggin-lutely!  I started with Morrowind.  Got Oblivion.  Then Skyrim.   Fallout 3, New Vegas, Fallout 4.  Half-Life, Half-Life 2, Episode 1, Episode 2, and if Gabe Newell wasn't flat out phobic about putting out a third in a series, I'd have Half-Life 3.  (edit to add:  I'm scared that Bethesda is going to do to TES 6 what they did to F76...  Gawd what a FUBAR!)

    7D2D?  Hell yeah, I'll get a sequel game too!

  4. I think I have the XML code here...

    <property name="cognitaveDissonance" value="true"/>
    <effect_group>
    <triggered_effect trigger="onSelfBuffStart" action="PlugEars" target="self"/>
    <triggered_effect trigger="onSelfBuffStart" action="ImNotListening" target="self"/>

    <triggered_effect trigger="onSelfBuffStart" action="RefuseToResearchWhatHappenedWithTelltale" target="self" />
    </effect_group>

    Does that look right to y'all?

     

  5. I was experiencing a similar issue with random CTDs (Crash To Desktop) in Alpha 18.  Running an Alienware with a GTX 1070 GPU no less.

    Finally eliminated everything else - I had GeForce Experience running, and it would auto-update drivers and FUBAR my game settings.  Uninstalled GeForce experience, reset my settings, no more CTDs.  I hope you got things squared away.  👍

  6. 13 hours ago, Beelzybub said:

    A19.6 doesn't work with prior DF games. You need a new game, or you need to stay on 19.5.


    ^ THIS ^

    Many overhauls incorporate major changes when they update versions, so it is rather common to require a new game.  For example, since the first time I played the ZombieDayz overhaul it has undergone 3 updates.  And I think I started playing it on a19.3.  And each update has required a new game.

    Fortunately I use Mod Launcher, so I have my earlier alphas available if I want to play the earlier games.

  7. The Traders do NOT sell 7.62mm HP ammo. At all. Ever. Soooo, I looked in the traders.xml file, and found :

            <trader_item_group name="ammo">
                <item name="ammo9mmBulletBall" count="40,150"/>
                <item name="ammo9mmBulletAP" count="40,150"/>
                <item name="ammo762mmBulletBall" count="20,100"/>
                <item name="ammo762mmBulletAP" count="20,100"/>
                <item name="ammo44MagnumBulletBall" count="15,60" prob="0.5"/>
                <item name="ammo44MagnumBulletAP" count="15,60" prob="0.5"/>
                <item name="ammoShotgunShell" count="15,100"/>
                <item name="ammoShotgunSlug" count="6,25" prob="0.2"/>
                <item name="ammoRocketHE" count="1,4"/>
                <item name="ammoRocketFrag" count="1,4"/>
                <item name="ammoArrowIron" count="20,60"/>
                <item name="ammoArrowSteelAP" count="20,60"/>
                <item name="ammoCrossbowBoltIron" count="20,60"/>
                <item name="ammoCrossbowBoltSteelAP" count="20,60"/>
            </trader_item_group>


    There is no line for <item name="ammo762mmBulletHP" count="20,100"/> anywhere in the trader.xml, so the 7.62 hollow point ammo will never appear in their inventory. 

    If this is intentional on the part of TFP, that's fine, but if it was just something missed in the jumble, then here's a chance to correct that.

    I've already done a mod for my game to put it in the mix of trader ammo. 

  8. 18 hours ago, meilodasreh said:

    On a serious side note, 

    I would rather see burnt or frozen versions of every zombie according to the different biomes.

    But I know it was discussed so many times that it ain't easy to do that sort of variety in zombie models, so won't happen.

     


    Please don't tell the modding community that having variety in zombies is too difficult.  I don't want to see them stop making them... 

    Just sayin'.

     

  9. Hmmmm, I was inside a POI house that I had cleared to stay the night in.  A little after 2200, got hit with a radiation warning.  Assuming it was a radiated ghoul, I beat feet up the stairs and hopped on the roof to provide some distance.  He wandered on across the street where I had fun watching him tangle with a few zombies all night.

    I've also had radiated ghouls show up on a couple of horde nights. The way I have my horde base set up I don't think they can get close enough to hit lethal rad levels.  But that server game is still on 2.1.  I haven't done a horde night on 2.27 yet.


     

  10. 4 hours ago, Evil_Geoff said:

    Just a heads up, but AVG alerted on my 0.9.1 install as a "suspicious" file.  First time that AVG has done that (Windows does every time, I know I can ignore that one!).

    AVG just popped up - Good news from Threat Labs!  We didn't find any threats in that KingGen.exe file you sent us...

  11. 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.  👍

  12. 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 code block, changed the name to rocketTurret, change the ammo type to ammoRocketFrag, changed the muzzle smoke and fire sound to match the Rocket Launcher in the items.xml, etc.  - Check

    Open creative, the Rocket Turret is there!  YAY!  The schematic is there.  YAY!  In crafting, it shows up as a craftable item.  YAY!  3 for 3, right?

    Place the block, slap some frag rockets in it, hook up power, and....

    The muzzle flash is coming from the battery, and the rockets are launching 90 degrees to the right of the direction the turret is pointing.  It was firing continuously even though there are no Zombies to target, and the shotgun turret is not turning back and forth.

    Here's the code I used:
     

    		<block name="rocketTurret">
    			<property name="Extends" value="autoTurret"/>
    			<property name="CreativeMode" value="Player"/>
    			<property name="Model" value="Entities/Traps/AutoTurret/Auto_TurretShotgunPrefab"/>
    			<property name="CustomIcon" value="rocketTurret"/>
    			<property name="AmmoItem" value="ammoRocketFrag"/> <!-- does not use the damage value -->
    			<!-- <property name="Magazine_items" value="ammoRocketHE,ammoRocketFrag"/>  To be figured out -->
    			<property name="MaxDistance" value="100"/>
    			<property name="EntityDamage" value="100"/> <!-- does not use range falloff for damage -->
    			<property name="BlockDamage" value="5"/>
    			<property name="RaySpread" value="1.6"/> <!-- Spread 1.6deg: 1m cone(55% hit) @ 50m -->
    			<!-- <property name="RayCount" value="8"/> -->
    			<property name="BurstRoundCount" value="4"/>
    			<property name="BurstFireRate" value="0.61"/>
    			<property name="CooldownTime" value="2"/>
    			<property name="OvershootTime" value="0.8"/>
    
    			<property name="ParticlesMuzzleFire" value="rocketLauncherFire"/>
    			<property name="ParticlesMuzzleSmoke" value="nozzlesmoke_m136"/>
    
    			<!--<property name="Buff" value="buffShotgunWound01"/>
    			<property name="BuffChance" value="0.8"/>-->
    
    			<property name="FireSound" value="m136_fire"/>
    			<property name="EconomicValue" value="3500"/>
    			<property name="PickupJournalEntry" value="cameraTip"/>
    			<property name="UnlockedBy" value="perkAdvancedEngineering,rocketTurretSchematic"/>
    		</block>



    As a test, I did a copy/paste of the autoTurret block, and literally, the only things I changed in the block code were the block name (to autoTurretHP), and the AmmoItem (to ammo9mmHP).  It shows up in creative, I can place it, load it, and it shoots when a zombie is in its active cone.  But it doesn't swivel back and forth scanning, either. 

    I'm missing something, and I am hoping someone experienced with modding blocks can help me out.  Thanks in advance!

     

  13. 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.

     

     

  14. 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.

     

  15. 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="modPowerArmor"/>
                <property name="CustomIcon" value="modPowerArmor"/>
                <property name="Stacknumber" value="1"/>
                <property name="Group" value="Mods"/>
                <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
                <property name="Material" value="Mlead_scrap"/>
                <effect_group tiered="false">
                    <passive_effect name="BuffResistance" operation="base_add" value=".2" tags="buffRadiation01"/>
                </effect_group>
            </item_modifier>

    So the total effect would be 1, with 5 liners installed, correct?  Or do I need <the effect_group tiered="true"> because the effect accumulates?

     

     

  16. 5 minutes ago, bdubyah said:

    Yeah, you could use a passive effect on each piece that gives 20%. 

     

    They way you were doing it would also work. Just need so the mod applies a trigger buff, that does a check the for paset buff. If you have it, it fires the rad resistance buff. 

     

    Either way works, really. Just depends if you want it as a passive effect or a mod you have to find/craft. 

    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 be more in line with how I want to play. 

    Until 7 Days to Die came along, Fallout 4 was my all-time favorite game.  Fallout 76 was such a disappointment.  I had anticipated Fallout 4 multiplayer, and what we got was a screaming hot mess that didn't do co-op, team, or solo play worth a damn.  But The Wasteland mod for 7Days has been a delight!  Major kudos for putting this together.  And I appreciate the nudges in the direction to go.

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