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arramus

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Everything posted by arramus

  1. I can certainly get this started. A Dwarf, or a Norseman of lower than average stature, I do not know. He packs a punch regardless.
  2. And the fix? Rename AutoBots folder to TheAutoBots. This will load the Bots after the SMX Mods because they are loaded in alphabetical order. Remember this for any other mods you would like to install with SMX features.
  3. Yes, it is unfortunate. I hoped this was fixed for A20 since the machete could also cause this issue in A19. It now seems to have got worse and is something we shall monitor for future updates.
  4. Here's the updated A20 version thread for the Autominers/AutoBots. See how it gets on with SMX assets. Things have changed a little though with Ratches and Augers being replaced for forge tools which also bring their own benefits. If you prefer another style, also with updated features, then you can find an A20 version made by @magejosh discussed in the same thread and the links are all still working for his downloads.
  5. A small update has been added to the download that removes the Perk Deep Cuts from the Brainsaw. This is the perk that is causing the issue and the higher your Attribute/Skill related to this, the more it should happen. There are two ways to update. Install the updated version in place of your current version. It is a simple removal of one tag in the items.xml for the Brainsaw and will not cause any issues on the server/World. The update name remains the same. https://github.com/arramus/Snufkin-Weapons-Xpansion-A20-2021December17 or, go to your items.xml and look for the Brainsaw. Remove the ,perkDeepCuts entry and save. Notice the little comma at the front has also been removed. <property name="Tags" value="melee,weapon,heavy,tool,motorTool,attStrength,perkMiner69r,perkMotherLode,perkDeepCuts,brainsaw,canHaveCosmetic"/> The Brainsaw really doesn't need this Perk Buff as the zombies are not around enough to bleed out anyway. At least cutting down trees and other highly functional actions will be a daily part of survival again with the constant loss of blood.
  6. This is not intended. The settings are the same as for A19 except for the model update to match the new Chainsaw. It took me 30 minutes to replicate the issue and that was only after using another weapon prior to the Brainsaw that has also been demonstrating some weird knockback and burn features when hitting an entity. I began on Day 2: 11:44 in a 60 minute day cycle. I cut all manner of blocks and entities without issue. 14:03 and was getting close to 10 minutes. I then switched weapons to something I know has been troublesome. The incinerator from Wasteland Mod which I shall share about with the creator. My shot was direct and reflect the damage on me. I let myself bleed/burn out for a respawn. On respawn I started to cut a stop sign and received the bleed buff from the Brainsaw. I then left and rejoined, which resolved the issue. Both of these weapons have a 'buff' where the Brainsaw causes bleedout and the Incinerator causes the burn. These buffs have been assigned to hurt the non player recipient but are hurting the player directly. It wouldn't surprise me if this issue was also seen in the machete and other weapons that have such buffs. It was a slight issue in A19 with the machete from time to time for sure. This appears to be a Vanilla issue and I cannot report it for the Brainsaw or Incinerator because they are mods even though they are using the buffs as intended. It is only if we see this occur with molotovs, the regular chainsaw, and other tools/weapons that we can report it. I shall share this issue with the Wasteland creator as his experience is greater. It is an issue that comes and goes and is very hard to predict. However, this would certainly not be built into the Brainsaw as standard because it would be annoying and make it rather useless.
  7. This version has A20 attributes, and checking the Darkness Falls link shows the public release is currently at A19.6. Saying that, there there may well be an A20 version being supported for Discord community members. It would be hoped the DF community took the lead on testing compatibility, which would include maintaining updates and any related issues.
  8. arramus

    NPCMod and Addons

    The Spider Colony Expansion Mod Pack has just been updated with a couple of Prefabs. One is an overhaul of Cave_04 from Vanilla game play at Tier 3. The second one is a Tier 5 Spider's Nest. Rather large and would benefit from 2+ NPC support depending on your level, etc. It's a Wilderness tagged POI and will head into any Biome that supports it. The Pine Forest. And desert. Should spice up spider interactions.
  9. 20.1 has been trouble free. In fact, Wasteland, Bdub Vehicles, VM Vehicles, NPC Mod, and some others were playing together very well without any warnings or game breaking issues. That loot though... The new system seems to assign % as a text value from veryLow to guaranteed (5% - 100% chance) with loot levels for different Tiers being weighted with progression. In practice, for mods I've tried, something is really not working out well with it. For example, nests being given a veryLow setting which should be a 5% chance are more often than not rewarding with a 40-50% chance with slight changes over different biomes. Whereas, I have not seen a single Railway Gun in A20 yet and I have checked far and wide, while A19 was very generous. A20 drop rate looks very generous though.
  10. Inside the A20-ServerSideVehicles-2022Jan20-main, you'll find a folder called A20_ServerSideVehicles_2022Jan20. This is the top layer folder. The additional folder is made by the file host and is not needed. You'll find the same is the case for Mods---A20-main-Bdubs Vehicle and The Wasteland. Here is the pattern: The top layer folder is the one that has the ModInfo file inside it. If the top later folder doesn't have that inside it, then the contents can be taken out until you get to a top layer folder (with the ModInfo file just inside). Some storage hosts won't do that, but some will and it justs needs a quick check to see how they handle things.
  11. I placed them all in the Mods folder, started with EAC off (because the Wasteland has a new .dll for the trader) and it all loaded up just fine. You checked that the main folders are all top level and not embedded with an extra folder they don't need, right?
  12. This crossbow is one of the 'Legendary' weapons in the Wasteland Mod. It drops a lot of the stealth attribute bonus in favor of increased bolt capacity. It pairs well with the VM buggy.
  13. A small sample of what I've played with so far. 2 friendlies and 1 hostile. The hostile is basically a Snufkin and I'll experiment more to see what other class, modeltype, physicsbody it can take. This may serve as a base to work from. https://github.com/arramus/A20-NPCMod/blob/main/1-UMASamplePack.zip
  14. We reported this to the game developers about a year ago, and the response was that it is a low priority to zero priority update since there are many other priority items to be acted on first. It relates to the model that is used for the school bus in the main game and the Magic Bus for the mod, as suggested in the log. It generally occurs when a player attempts to place the Magic Bus on the ground. I'm afraid we will not be reporting again as a reminder, as issues relating to Mods where things are used beyond their intended use, appear to be placed at the very bottom of 'the list'.
  15. It will be released as an UMA Sample Pack. Something to emulate and expand on. And it will be listed in the main NPC Mod thread where there are so many wonderful NPC Mods already.
  16. In relation to the NPC Mod, there is clearly some great potential for both the regular hostile zombie variety, as well as further expanding it to support allies. This example is using the ally system and hiring an archetypal version with buff attachment batons and shock buffs built into the melee. I think you'll find many ways to have fun with this.
  17. After play testing, checking around, and considering the current vanilla set-up, it has been hard to track down anything in particular that is causing this issue. It has been shared that there is a 'falling under the world' type issue generally with blocks and other types of items. For example, sledge falling under blocks, some zombies being pushed under blocks in POIs, vehicles dropping under terrain, other mods using NPCs seeing their characters falling under the world surface never to return. It just seems that netcoding and online play exacerbates this with syncing server and player assets. It was suggested that the recent experimental release contained something to address this but it does not show. This looks to be a wider general issue that impacts this mod as well.
  18. Feel free to share your IP address when hosting, or set up a chance to join the testing on this one and we can join the party.
  19. There are a few customised vehicles contained within bdubyah's Wasteland Mod.
  20. Vehicle Madness, Wasteland Vehicles, Bdubs Vehicles, Server Side Vehicles, and the NPCMod all playing together very nicely.
  21. For the silencer, removing the noSilencer tag from the Hyper Blaster tag will place it in the first location on your image. This is a Snufkin weapon, and out of consideration for his original concept, it was left as close to its original state as possible and will remain this way unless he requests otherwise for where it is currently packaged. However, feel free to share your end result and methods as that was always something Snufkin promoted with his mods.
  22. As for the scope(s), there will be something specific connected to the Hyper Blaster in the item_modifiers.xml which governs placement settings.
  23. I can appreciate the reason you are considering this action to possibly increase availability. I'm guessing it's not to lower the limit. I posted this elsewhere to a reasonable comment, and just overlooked others as they were a 'touch' unfair relating to the SPIFSAL update. I hope you'll read it and consider it, and if it doesn't work out, I'll be the first to assist you with your request. -------------------------------------------------- This is a very fair and understandable comment. The first release candidate of SPIFSAL was tested thoroughly over a prolonged period of time to check the impact on a wide range of dynamics (logical progression linked to GS, overall challenge and core needs, fun factor, ability to play solo, existing additional Wasteland gains beyond Vanilla, etc). The feedback was that there were a few primary areas that could do with placing a little earlier on the SPIFSAL list to allow them to be more accessible. This was in consideration of fundamental activities that are critical to survival, particularly in early GS. However, adding ALL of what we have become accustomed to as being fundamental in the Vanilla build, into the 21 would make SPIFSAL redundant and go against where it can be most appealing, especially because a number of these suggested 'fundamentals' compound (Miner 69er-Motherlode / Master Chef-The Huntman-Living off the Land). This current release is a balanced compromise. After testing this current build with a variety of trade-offs, there are 3 clear modes of play that stand out: - A balanced load out. This was carefully calculated to available SPIFSAL and gives the player access to most, but not all key survival elements. Players can thrive from very early GS. In fact, they can reach Skill levels quicker than in Vanilla for many traits and this may come as a surprise. Players new to the Wasteland Mod will recognize these choices when choosing SPIFSAL and this can provide them with a sense of security and familiarity to ease them in. More experienced players may also prefer this load out for what it offers. - Semi-balanced load out. This still offers many primary survival features, but players will need to be more considerate of where they will need to put in a bit more work. The trade-off will be that specialization that can make all the difference in certain situations. And players can manipulate their game-play to increase these certain situations. - Specialized load out. Players who really want to be a master of some very specialized feature(s) will feel the challenge in primary survival activities early on and will need to adapt. However, once established, those specializations will be clearly useful, and some may say excessively useful. On top of the SPIFSAL 21, we are going to find the additional statues to give a permanent +1 to each attribute. As players test a few load outs, they may reconsider that initial SPIFSAL 21 in the knowledge that these statues are to come, and possibly at a time when they are more relevant. In addition, 'time' sensitive or 'inventory' sensitive items will also provide those attributes, as players have become accustomed to in Vanilla, as well as the unique ones we can find in the Wasteland, such as 'Happy-go-Lucky', 'Braintats', and their cousins which I won't mention so as not to spoil the surprises. Players will see how these additions can be used at the right time and for the right purpose when they are most needed. And with all the Wasteland 'health' drinks from Nuka, customized items, custom general weapons and ammo, abundance of Wasteland food choices to offset the change in Vanilla farming, supplementary Wasteland books also integrating skill features that are fundamental to survival, Power Armor and the abundance of mods, and last but certainly not least 'Legendary Weapons', life will remain pretty good out there for players who are getting their quests complete, looking out for those high value looting opportunities, and making considered choices. The update is very new. Subjective and impulsive concerns are noted but given very limited consideration. However, constructive feedback based on objective tangible observations based on putting in some time to test things out are not only welcome but will be acted on where re-balancing may be appropriate. Give it a chance The Wasteland Mod and Bdub's Vehicles run together without any issues at all. I have been using them both since the first release of The Wasteland. It's as convenient as placing 'Bdubs Vehicles' mod in your 'Mods' folder in your 7 Days to Die main directory.
  24. The original silencer is potentially a decoration added to the Hyperblaster within the items.xml There sure is a lot of action going on in there to decorate it and Snufkin did enjoy this part of building the weapons. <effect_group name="Deco"> <triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" transform_path="GunMesh"/> <triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" transform_path="ClipMesh"/> <triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="GunMesh"/> <triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="ClipMesh"/> <triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Items/Misc/sack.fbx" parent_transform="Handle"/> <triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" parent_transform="Handle" transform_path="sackMesh"/> <triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" parent_transform="Handle" transform_path="sack_LOD1"/> <triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" parent_transform="Handle" transform_path="sack_LOD2"/> <triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" parent_transform="Handle" transform_path="sackMesh"/> <triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" parent_transform="Handle" transform_path="sack_LOD1"/> <triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" parent_transform="Handle" transform_path="sack_LOD2"/> <triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main1" local_offset="0,.06,-.22" local_rotation="-110,0,180"/> <triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main2" local_offset="0,.1425,-.1" local_rotation="-110,0,0"/> <triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main3" local_offset=".045,.164,-.13" local_rotation="70,0,90"/> <triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main4" local_offset="-.045,.204,-.13" local_rotation="70,0,-90"/> <triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main5" local_offset="-.045,.2325,-.175" local_rotation="70,0,-90"/> <triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main6" local_offset=".045,.2725,-.175" local_rotation="70,0,90"/> <triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main1" local_offset="-0.003,.05,-.04" local_rotation="0,0,90"/> <triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main2" local_offset="0.003,.09,-.04" local_rotation="0,0,-90"/> <triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main3" local_offset="-0.003,.13,.06" local_rotation="0,0,90"/> <triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main4" local_offset="0.003,.17,.06" local_rotation="0,0,-90"/> <triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main5" local_offset="-0.003,.21,.16" local_rotation="0,0,90"/> <triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main6" local_offset="0.003,.25,.16" local_rotation="0,0,-90"/> <triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main7" local_offset="-0.003,.29,.26" local_rotation="0,0,90"/> <triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main8" local_offset="0.003,.33,.26" local_rotation="0,0,-90"/> <triggered_effect trigger="onSelfEquipStart" action="AddPart" part="SideB" prefab="#Other/Items?Mods/Sides/pistol_flashlightPrefab.prefab" parentTransform="main1" localPos="0,.05,-.375" localRot="90,180,0"/> <triggered_effect trigger="onSelfEquipStart" action="AddPart" part="SideC" prefab="#Other/Items?Tools/flashlight02Prefab.prefab" parentTransform="main1" localPos="0,.0825,.01" localRot="0,0,0"/> <triggered_effect trigger="onSelfEquipStart" action="AddPart" part="SideC" prefab="#Other/Items?Tools/flashlight02Prefab.prefab" parentTransform="main2" localPos="0,.1225,.2" localRot="0,0,0"/> <triggered_effect trigger="onSelfEquipStart" action="AddPart" part="SideC" prefab="#Other/Items?Mods/Scopes/ak_mounting_bracketPrefab.prefab" parentTransform="main1" localPos="0,.015,.2" localRot="0,0,0"/> <triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Weapons/Ranged/Pistol/PistolPrefab.prefab" parent_transform="Handle" local_offset="0,-.03,-.15" local_rotation="0,0,0"/> <triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Weapons/Melee/TaserBaton/TaserBatonPrefab.prefab" parent_transform="Handle" local_offset="0,.005,-.2" local_rotation="90,0,0"/> </effect_group> Systematically removing/commenting out these entries may bring the aesthetic result you are looking for.
  25. The Progression has certainly changed for this build and since we can no longer interact with the attribute tree, it can pretty much be overlooked. I spent 5 SPIFSAL on Strength and I will only concern myself with what's on the left side from hereon. Saying that, there is still some residual interaction since each SPIFSAL added to strength opens up a slot on the Backpack regardless of adding no Skill to Pack Mule. And now all the SPIFSAL unlocked Perk Skills have become level dependent there are some interesting trade offs compared to the regular system. For example, I can access Miner 69'er Skill Level 4 pretty quickly since there is no need to build the attribute tree and all those Skill Points can be dedicated to Miner 69'er based on Level. And since early Level increases come rapidly, our selected SPIFSAL options are going to be a real asset to offset the ones we didn't select. Choosing that initial SPIFSAL load out very carefully was something I found to be critical. I went with a very very balanced selection that provides for early game features with survival and 'body' features being predominant. This ensures I can take a knock from the zombies and get my base up and running without any slogging for resources. My understanding is we can find further SPIFSAL as we progress and I can unlock some specialised items later on. And that's what I like about this new system. We can choose either a very balanced set-up to give all the essentials right from the start, or slightly move towards a very specialist track. And players who can deal with that initial struggle who put all their SPIFSAL into something highly specialised are investing for latter Game Stage where that initial suffering will have paid off. It took me a couple of play throughs to get a feel for the SPIFSAL set up as with learning anything new, but I can appreciate its intricacies and 'manipulate' it to the way I play. What's up with your health? Are you carrying an injury from one of the Wasteland beasties?
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