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arramus

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Everything posted by arramus

  1. @PeNa1979 and the community in general. Here is a run down on the current crafting/progressing/looting dynamics. Lootable Items All weapons are added to the loot container list for the hardened chest although there are probably some weapons considered 'rarer' which should potentially have lower probability. Clucker rounds can be found in bird's nests. Progession Items 1. Railgun (Dead Eye Perk Unlock/Electrocutioner Crafting - Snufkin implementation) 2. CrossbowMag (Archery Perk Unlock/Crafting - Snufkin implementation) 3. Thor Hammer (Skull Crusher Perk Unlock/Electrocutioner Crafting - Snufkin implementation) 4. Polearm (Javelin Master Unlock/Crafting - Snufkin implementation) No other weapons have progression capability. Craftable Items - Snufkin 1. Polearm (with unlock) 2. Railgun (with unlock) and ammo (no unlock) 3. CrossbowMag (with unlock) 4. Thor Hammer (with unlock) 5. Sticky Grenade 6. Stun Grenade 7. All special ammo (I believe) Craftable Items - oakraven 1. All weapons (to level 1) and ammo are craftable. Loot Box Add On It seems weapons can be 'won' from level 2-6 with <qualitytemplate level="1,999999">. I am not sure what this quality template refers to but I don't recall seeing a level 1 Loot Box Add On weapon. Weightings and probability are also assigned to ticket color and associated to weapon color. Available weapons are: Green Ticket - PP-19 Bizon, Quad Shotgun, Turret Auger Yellow Ticket - Newcomen, Savery, Thor Hammer Red Ticket - Crossbow Mag, HyperBlaster, Railgun, Vampire Gauntlets Purple Ticket - Gamma Gun, Kronos XII, Vulcan, Crimson Hunter This leaves the Sticky Grenade, Stun Grenade, Balrog IX, and Polerarm as non Loot Add On items. As the Sticky Grenade, Stun Grenade, and Polearm are craftable, they are also supported in that way or lootboxes. It seems that a weapon like the Railgun is supported by: Crafting Looting Tickets Whereas, the Balrog only has: Looting All in all, it's quite eclectic in there, hence giving items at least a level 1 possibility for Xpansion weapons to offset the gain in the Add On. This is a Borderlands Add On system with traits of 7D2D crafting and progression. I also appreciate that Darkness Falls has Progression issues as reported by Dre and also Recipe issues with the current set up reported by BabyGravy. https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-Test2020Nov10/issues/1 A little chaotic in there at the moment with a few options to bring some order to the chaos. As such, a little time will be needed to find a balance.
  2. That's correct PeNa. There is some progression and recipes for Snufkin weapons, but not all. He said he wanted to do it though. I think the Loot Add On Machine was his alternative at first. This is on the to do list. As for the Xpansion weapons, there are recipes for all but no progression so they will all craft at level 1. However, the hardened loot box will give levels 1-6 of every weapon. Things we need to do: 1. Make a recipe for all missing weapons. 2. Plan a progression tree for all the missing weapons for type and skill level. This is where you can help if you like. If you would like to make crafting suggestions for all of the missing weapons like the Newcomen, we can test it together. Each weapon usually has about 5 items. All of the ammo is already craftable I believe unless we missed something. If you look at the weapon and think about what it would need to make it, this will be sensible choices. If you prefer not to do this, it's no problem as we will do it in time. We have not forgotten about this. It's just that making things stable came first.
  3. Hi wlrguy. For next time when tagging any user, select the name from the drop down menu so it looks like this @Dre instead of @Dre and the user will will be notified. Dre will see this one so no worries on this occasion.
  4. Based on minimal bug reports typically linked to file conflicts, here is an update which takes the Snufkin Weapons Xpansion Mod from Test to Stable build. Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-2020Nov12 All Xpansion weapons have received recipes which are as closely in context to their cosmetic and function. In time, the weapons may also be given progression and localisation. However, for now, these recipes allow for a Level 1 build just to get the player started and higher level weapons can be found in reinforced containers or exchanged for tickets in the Loot Box Add On. There is also an additional weapon and this is certainly the highlight of this update. oakraven X11 The oakraven X11 is a highly sophisticated armament in 'raven black' which uses zombie stopping .44 Magnum rounds for the primary weapon and a single shot propelled rocket grenade for the second. Here is where things get interesting though. On the bottom left side of the screen you will see a skull and a kill count. Once your kill count registers 10, a random audio announcement will inform you that your X11 propelled rocket grenade is ready for use. This will be further emphasized because the end of your barrel will display a licking flame. At this time, you simply point at your target and right click. This will release your propelled rocket grenade and impact on or near the target. This grenade has splash damage and requires that you initiate this act with sufficient distance. It took a long time to test this weapon and it underwent multiple coding variants to ensure it worked as intended every time. As with any weapon, any issues are typically inherent to the game timing/syncing/load/optimisation constraints and will be but a minor inconvenience. Have fun with this weapon because it gives the stock .44 Magnum rounds real punch and will instill confidence. And how about the production of that single shot propelled rocket grenade? The empty .44 Magnum shell casings are not discharged away from the weapon but collected in an internal chamber and recycled to form your X11 special reward. A truly highly sophisticated weapon by oakraven. Here are a few images to demonstrate. The oakraven X11 with an accompanying attire. Single kills are being counted in the bottom left in preparation for the 10 kill. The 10th kill has been achieved and the X11 propelled grenade has been modelled and is ready for release. The licking barrel flame and audio announcement will trigger. My shot was off target. Splash damage is sufficient to kill a low level zombie but will be a mere graze to the Demolisher. The kill counter has reset to 0. After collecting another 10 kills I am ready to activate the X11. A direct hit causes massive damage to the Demolisher but does not eliminate it. It also caused a lot of injury to my character as well as lasting incendiary damage to use both. Hence the need to balance distance, which in turn reduces accuracy. This gives the X11 shot balance. Here we face 25 incoming soldiers. After picking off 10, we have access to the X11. Kaboom! End of story. The oakraven X11
  5. An esteemed modder shared an extra comment to this issue and you can ask the Walkers Mod team to help you made amendments that will allow you to run it in their environment. If you are running a mod/overhaul that changes the controls.xml file it will change the lootboxaddon as well. The lootboxaddon controls.xml is found in the mod Config > XUi folder.
  6. Here is an update to the Snufkins Weapons Xpansion - A19 Stable. It introduces a new weapon called the Dre X3. Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-Test2020Nov10 As always, please back up your World and Players as a precaution. Dre X3 We have thoroughly tested this weapon and made essential modifications to ensure the best level of stability and fun. This weapon is craftable and exhibits some interesting features. The X3 is designed for all player levels and grows with you as you unlock your skills and access to resources. Here is a breakdown: - 3 types of ammo (Zeus, Arramus, and Dre X3 Clucker Round) that are unlocked but somewhat level dependent - A chicken sound when the ammo is depleted and needs a refill - 3 barrels giving the cosmetic for each type of ammunition - Craftable using resources to fit the cosmetic look. - Dre X3 Clucker Rounds can be found in nests. The Zeus ammo and Arramus ammo are already added to the mod and serve the previous weapon additions. The Dre X3 Clucker Round is a new ecologically friendly type of ammo that utilises scrap resources. The Clucker Round is crafted to look like a chicken as this offers a truer flight path. While it looks like a chicken, it is certainly not a live chicken which is afforded a life of roaming free. Here are some additional images to reflect the features and function. The Dre X3 Clucker Round has a customised bird's nest icon. Production of the Dre X3 requires 2x Blunderbuss, a switch, 2x Red tea, 10x Forged iron, and 3x Duct tape. The Dre X3 Clucker Round (which reflects the author @Dre's public wishes) is highly ecologically friendly and uses Rotting flesh, Iron, Bone, Leather, and Gun powder to create a single round. Looting bird's nests will also supply a pretty abundant amount as well. While highly destructive on direct impact for lower level entities, just like other exploding ammo, the higher level entities will recover. In these images the first entity was released from suffering instantly, while the Demolisher recovered, got mad, and took me out. This weapon will require a level of finesse. * Disclaimer - No living chickens were hurt in the production of this weapon. In fact, as the first image reflects, chickens are our trusted friends.
  7. Thank you for sharing. It is because other members can see your setup and understand the limitations or share advice. @Dre and @magejosh are well versed in changing IDs for lootboxes/containers and other assets to help make this mod become compatible in overhauls like War of the Walkers.
  8. The animal fix did just what is says, and more. It seems the overall invisible animal count may have taken away slots away from other solo spawning zombies as well. The more days that passed, the more barren it became. Restarting the server with this mod was an instant change and felt like Day 1 all over again in that regard. 😜
  9. As Dre suggests, there is always the possibility of a mod conflict. One further consideration is that the vending machine directly interacts with images stored externally by Snufkin on a file sharing website that allows users to connect to them from websites, forums, and software applications which integrate such functionality, such as 7D2D. Depending on Firewalls, image host stability (in this case imgur.com), and any other factor relating to being able to access the images, this is one additional possibility for seeing some but not all of the pictures. Unfortunately, these are Snufkin’s images and stored privately which limits how much help we can offer if this turns out to be the issue. If you share your server details here or by PM we can attempt to join you and see what clients are getting.
  10. Just a small update to the mod to allow the Shark Blimp to become a 2 seater. Thank you to @Dre for testing the seating and finding the best balance as shown in the image. The rear passenger will sit just in front of the Blimp fins with hands on the surface skin. Sure, the feet are poking through a little, but such is the nature of balancing to fit the tools we have. Download - https://github.com/arramus/Snufkin-Community-Pack-Server-Side-Vehicles-A19-Stable-2020Nov09
  11. Hi leotopk. Sad to hear you're getting this issue as there's a lot to like and a lot of fun to be had with this bundle. I'll refer you to a post from a little earlier in the thread from magejosh who has helped with bringing things to everyone's attention. He had a similar issue and tracked it down to another mod he's running. Even in Alpha, 7D2D is a veritable eclectic bundle of joy. However, unforgiving duplication issues are not very friendly and mods can conflict if they are both trying to fight for the same space slots in such a static environment. The day a dynamic fall back system comes into effect will be a good day. If you have any other mods running, I wonder if you can clear them out as a temporary measure just to see if you can get this one going.
  12. The Juggernaut is modelled on standard 'ZombieTemplateMale' and will use that characters hitbox. It looks like players are using another mod to access the Juggernaut/other zombies as a player profile. It has no special hitboxes as it uses in game assets and not external assets. The Juggernaut is scaled up a little and will be an easier target. Does EAC stop this profile mod or feature being used? Snufkin's Zombies can work with EAC.
  13. If you've had the mod installed for a few days with the Loot Box Add On the chances are you have amassed a collection of tickets to spend at a Loot Box Machine. It's easy enough to figure it out, but here is the process anyways. Craft and install your own Loot Box Machine. Step up to the machine and interact with it just like a normal vending machine. In this image, I had 4 tickets of each color and this allows me to select any of the loot boxes. I selected a yellow loot box because I want to try one from this range. There are also 2 more weapons on the 'next page' and if you push the arrows it will toggle to show you the additional weapons. I pushed the cart symbol to initiate the purchase and in the bottom right you see the standard +1 symbol with my gain. The loot box is in my inventory and ready to be activated. After accepting, a random choice from the yellow loot box range will appear in your inventory. Upon inspection, it is the Savery. Won't say no to that. Decent. 7D2D has some prolific modders out there and the quality is typically superb BUT as with all new mods, test in a safe environment where you can afford to corrupt your player data before risking it in your public server.
  14. Here is an update for a new addition, stability, and recipe features: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-Test2020Nov06 1. This update brings a new weapon, the Arramus Fire. It offers a craftable weapon/craftable ammo that fires an individual incendiary projectile which will hit the ground and explode much like a molotov. Arramus Fire holds 20 projectiles in its magazine and will serve players best as a suppression weapon. Direct hits will cause hit damage while a spread of flames with cause additional over time damage. It is a highly inaccurate weapon while standing with shots falling over a 70 degree or so arc. However, while walking and moving while in a crouch accuracy increases and you'll see the screen targets come closer together. A direct hit and fire damage can eliminate a low level entity. However, a higher level entity such as the Demolisher will see a 25% HP reduction with a direct hit and fire damage. 2. Recipes have been added for the DCLXVI Zeus and, as mentioned, Arramus Fire. The DCLXVI Zeus will take an Impact Driver in order to construct it. As such it does not carry a progression flow since the Impact Driver is level/stage dependent already. In addition, all recipes now show in their requisite areas on the Workbench by using a small tag <property name="Group" value="Ammo/Weapons"/> should you ever wish to construct a weapon by yourself. Ammo that was produced on the Chemistry Table have now been moved to the Workbench in the same spirit of the Molotov which uses Gas Fuel but remains on the Workbench. This addition and changes 'add quality of life' updates for extra weapon fun and easier access to crafting.
  15. No worries. It's all connected together somewhere in that long string of ids..... I hope for an alternative to this system which can assign new ids in real time when such conflicts occur.
  16. Wise move. I was unfamiliar with id sequencing for Unity or maybe just 7D2D as it wasn't really an issue with other games I played and modded as they used unique naming based on a chosen name and not a next in line id. An id may have been applied automatically for these names somewhere while rendering but this has been one of the major upsets I've seen in this forum for modded content and compatibility.
  17. The current build was updated to remove a new weapon which caused a negative deficit for ammo. Apologies on that. Servers were not responding well to it at all. This mod is still in Test mode as the file name presents and please back up all World and Player data before trying anything. It was thoroughly tested but slipped through as the weapon was never fully depleted while testing. It was a burst fire weapon with multiple rounds at once but didn't know when to stop.... We tested a Roll Back without using a backup World on the chance that the next in line ID would come into effect. It worked just fine and ironically was the Loot Add On Jail Ticket.... Live and learn.
  18. A little bird whispered in my ear that WhiteRiverToC_Spirit_of_Vengence mod has the same loot 950 951 951.
  19. No problem. I expect Darkness Falls has some very unique features and things like this will only become apparent when you actually attempt to call on them while in game. I hope it hasn't destroyed your player status. It was fortunate the warning appeared as these can be game breaking if they are allowed to go through. I searched and searched and searched and can see approximately 75 mods in your folder as well as an archive folder which may contain even more that aren't being used at present. The only causes for concern were the raft mod and Snufkin's vehicles as that contains a raft which Snufkin shared it was modelled on. However, if they have been running together in the past that won't be the issue. The challenge is physically opening all the mod files and looking for that potentially single entry. How helpful was the console warning in offering information that may not have appeared in the log.
  20. I watched your videos and could see mods are a big part of your gamestyle, and having an id 950 confirms that. The final loot container id value in the default files appears to be 145. This mod has added the weapons to loot container id 41 which is the hardened reinforced chest. In addition, the loot box Add On appends loot boxes 41, 61, 70, 71, and 73. which is again the hardened reinforced chest, and buried loot, zombie bag loot, strong zombie bag loot, and boss bag loot respectively. I don't see any new additions. I can't find any other instances of id for loot containers. I wonder if there is a mod installed which calls on any of these ids and causes conflict. Checking up on sounds had been very brief and no more in depth than running through each weapon in live gameplay. What's happening to the Blaster sound from your end?
  21. Here is an update to the Snufkin Weapons Xpansion. https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-Test2020Nov05 This update contains the following: 1. Recipe for the 'Zeus' ammo. The Zeus uses the same expenditure as the Rail Gun to maintain balance. 4 iron darts and 4 forged steel. Expensive for sure but on full charge this weapon is something special. 2. Update to loot. As recipes are not fully implemented for each weapon as of yet because this will take time to consider what skill needs to be achieved and what resources should be required, all weapons are obtainable from a specific type of loot box. The 'hardened' reinforced chest. These are much more prevalent in A19 than A18 as a lot of the new Prefabs contain them and Snufkin Weapons Xpansion items will be easier to find. The loot settings are a Work In Progress and on the more generous side for the purpose of testing. However, for server hosts who are not using the loot container Add On, or are not able to edit the recipes, this ensures all of the weapons are now obtainable through player looting and not through Creative Mode access. A ticket on this occasion as the Loot Container Add On is also incorporated. Another single grenade to add to my existing 29990. In addition, the loot probability has been tweaked as follows. <configs> <append xpath="/lootcontainers/lootcontainer[@id='41']"> <item group="SnufkinCustomWeapons" prob="0.1" count="1"/> </append> <insertBefore xpath="/lootcontainers/lootgroup[@name='groupHeroChestLoot']" > <lootgroup name="SnufkinCustomWeapons"> <item name="Gamma Gun" prob="0.0025"/> <!--Projectile Weapon--> <item name="Newcomen" prob="0.0025"/> <!--Projectile Weapon--> <item name="StickyGrenade" prob="0.01"/> <!--Projectile Weapon--> <item name="HyperBlaster" prob="0.0025"/> <!--Projectile Weapon--> <item name="Vampire Gauntlets" prob="0.01"/> <!--Melee Weapon--> <item name="Stun Grenade" prob="0.01"/> <!--Projectile Weapon--> <item name="turretAuger" prob="0.0025"/> <!--Melee Weapon--> <item name="Balrog IX" prob="0.0025"/> <!--Melee Weapon--> <item name="Kronos XII" prob="0.0025"/> <!--Projectile Weapon--> <item name="Vulcan" prob="0.0025"/> <!--Projectile Weapon--> <item name="CrimsonHunter" prob="0.0025"/> <!--Projectile Weapon--> <item name="Savery" prob="0.0025"/> <!--Projectile Weapon--> <item name="PP-19 Bizon" prob="0.0025"/> <!--Projectile Weapon--> <item name="Polearm" prob="0.01"/> <!--Melee Weapon--> <item name="QuadShotgun" prob="0.0025"/> <!--Projectile Weapon--> <item name="Railgun" prob="0.0025"/> <!--Projectile Weapon--> <item name="Thor Hammer" prob="0.01"/> <!--Melee Weapon--> <item name="CrossbowMag" prob="0.0025"/> <!--Projectile Weapon--> <!--Xpansion Pack Additions--> <item name="klakAttack" prob="0.01"/> <!--Melee Weapon--> <item name="meleeClubBaseballBatGlass" prob="0.01"/> <!--Melee Weapon--> <item name="meleeClubBaseballBatKnife" prob="0.01"/> <!--Melee Weapon--> <item name="meleeClubBaseballBatStar" prob="0.01"/> <!--Melee Weapon--> <item name="metalbollard club" prob="0.01"/> <!--Melee Weapon--> <item name="DCLXVIZeus" prob="0.0025"/> <!--Projectile Weapon--> </lootgroup> </insertBefore> </configs> This allows any one of these items an overall 10% chance to be found in the reinforced chest. On top of that, I believe there are further probabilities linked to each individual item with Melee Weapons and Grenades seeing an extended 1 in 100 chance to appear. While Projectile Weapons have an extended 1 in 400 chance to appear. These settings will need to be tweaked based on feedback but at least all weapons are now out there to loot. A new weapon was added and removed in a roll back because of an ammo issue which caused a deficit reload. It's undergoing maintenance. As always, please back up your Worlds and Players when adding test projects. One good thing about this mod is the next id in line is the Add On Mod Jail Ticket which I received upon entering a non rolledback server.
  22. Hi Burdog, I tested the Thor Hammer on the crafting table and got the following result. I was able to construct the Thor Hammer and this image shows it is counting down on the production table. The thing we need to do now is understand why it is not constructing for you. Please share all of the mods you currently have in your mods folder so we can consider if there are any conflicts with other mods. As a further test on top of the above SP check, here is the result from a dedicated server just to make sure. Creation Completion Function
  23. Thank you. Just logging off for the night in my time zone and will be back in the morning to check it out and attempt to duplicate it. Thank you. We can add them all into the loot list in the next update and then consider recipes as well. It'll take a bit of time but we'll get there. First off was to ensure the weapon test went well and as you are considering this stage of the mod, it seems so.
  24. Good question. Here is Snufkin's comment on the crafting capability of these weapons using recipes. The base version includes the weapons, just a few of them with recipes and obtainable in normal gameplay. With the lootbox addon you get the machine and the lootbox system. You may find tickets on the enemy drops and hardened chests. Only a few have recipes, as they are prizes for a lootbox system we have on our server. I will add the missing recipes in the future. I take it that 'obtainable in normal gameplay' refers to looting but I am not 100% sure. Looking in the recipes.xml file the current craftable items are: Polearm RailgunAmmo Energy Cells Gamma Round Railgun CrossbowMag Thor Hammer StickyGrenade Stun Grenade It is certainly possible to add recipes for all weapons and a server Admin, Catman did that for his own server for the Newcomen weapon so far that I know of.
  25. Hi xxx73. First I need to check the original Snufkin build to see if it was added. I don’t remember ever seeing it but need to check. Then I need to check some similar ones for other mods to see formatting. And then it’s always possible to localize even further to support more players. I’m away for a while with other responsibilities and you are welcome to make a start on checking the original versions or sharing a concept you feel works well.
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