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BFT2020

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Everything posted by BFT2020

  1. XML only mods are fine to be server side only, but anything that adds custom assets has to be installed on all computers in order for the assets to be loaded....which based on your limited information shared, would be my bet on what is happening. Icons would be assets, which would not show up if you have the mod only installed on the server.
  2. Remove them if you don't want them. Cancel the quest even. Not sure why you have to be so vitriol on this....and who the hell cares on how many hours you played.
  3. Fix the mod If you are talking about vanilla, then just verify your steam files which should download the missing icon image
  4. Look at the code to see what the books are extended from. Perk books are extended from schematicMaster while crafting magazines are extended from masterSkillMagazine. That might work....... <item name="bookFiremansAlmanacHeat"> <property name="Extends" value="schematicMaster"/> <item name="harvestingToolsSkillMagazine"> <property name="Extends" value="masterSkillMagazine"/> A known way to work would be to create multiple items to do the same thing, and then add those items to the loot and trader lists
  5. The thing is, the game is littered with items that you gain bonuses for. Clothing has mods to improve carrying capacity. Certain clothing items give you bonuses. Armor has mods that give you a wide range of bonuses. Tools and weapons have mods that give you a wide range of bonuses. Vehicles have mods that give you bonuses. Food, drinks, candies, and drugs are in the game to give you bonuses. Based on the wide variety of items that give you bonuses in the game, one can easily come to the conclusion that these mechanics are what the developers want in this game. Fortunately for you, you can easily mod these bonuses out of the game if you truly desire. Or you can simply wear the outfit / armor items you want and completely ignore any passives bonuses you are not getting / getting. All those mod items you find in loot you can simply throw away and not mod your gear to gain any passive bonuses from them.
  6. Create a modlet with an items.xml file in it Have the following code below: <set xpath="//item[@name='X']/effect_group/passive_effect[@name='DegradationMax']/@value">Y,Z</set> Where X is the item name, Y is the duration at Q1, and Z is the duration at Q6 Do this for each item Name the modlet so it loads after Izayo's mods
  7. Nope, just when I have a thought to share
  8. Then just mod it out if you don't want it in the game. 🤷‍♂️
  9. To get it to craft properly, you need to add the item name in the tag section for where it goes. This is vanilla Tier 3 Machete <passive_effect name="CraftingTier" operation="base_add" level="48,57,66,75" value="1,2,3,4" tags="meleeWpnBladeT3Machete"/> so you need a line of code that does the following <append xpath="//crafting_skill[@name='craftingBlades']/effect_group/passive_effect[6]/@tags">,item_Katana</append> note, item_Katana needs to be the actual name of the weapon in the items.xml file (I don't have that on me). Also, some things I see about the code you posted. First display has 7 unlock levels when there is only 6 Second, you mentioned 100 levels but unlocks and crafting levels only go up to 75. That means in game, you are not getting any additional benefits reading knives crafting magazines after you reach level 75. In hindsight, you will need to do more now that I realize it. Pahbi's crafting mod only goes up to level 75 for blades, while Russiandood goes up to 100 (I see now where you got 100). What I would recommend doing is take out the progression file from Russiandood's mod and edit Pahbi's to add the new items. That is why you are getting the conflicts. Then make sure Russiandood's mod loads first and then Pahbi's.
  10. You just need to remove certain parts of the quest code to remove the helpful icons <modifier type="TrackBlocks"> <property name="block_index_name" value="quest_wood"/> <property name="nav_object" value="quest_resource"/> <property name="track_distance" value="20"/> </modifier> If the mod still removes those, then it should work.
  11. If I was a trader in the Apocalypse, I would prefer to have whatever the new form of currency rather than your junk that you are trying to sell me - If I need to exit an area quickly in an emergency, it would be easier to load up containers of said money than your half built 4X4 truck that I bought from you at a low price and mark it up outrageously to the next person in my area that needs it. Based on the game's markup on sell prices (versus how much they are willing to spend to buy the items from you), it is obviously that the traders we interact in the game are more concern about enriching themselves than bartering.
  12. It was removed, I don’t see it in the file anymore
  13. I don't think there is anything specific in game that spells it out exactly. From the item description Axes Loading screen tip Pickaxes Loading screen tip Axes have reduce block damage against earth, stone, and metal Pickaxes have reduce block damage against wood and earth Shovels have reduce block damage against wood, stone, and metal. It follows the logic of using the correct tool for the task at hand. It is going to take a person longer time to chop down a tree with a shovel instead of an axe, a longer time to mine ores with an axe rather than a pickaxe.
  14. Not a bug, stone axes have a 50% reduction when used on metal objects.
  15. There is a saying out there, that it is better to ask for forgiveness than permission. Unfortunately, people use that saying to justify something that they know is wrong. One does not use another person's mod work without getting permission first. Any mod creator out there that is respectful of other mod creators would ensure that they have permission to use someone else's work prior to even incorporating it into their work.
  16. And GNS likes to even make changes to the mods he installs for content / gameplay reasons. Not saying that is a bad thing (I do it myself), but like bdubyah stated, not a good reference point for his mods. Best thing to do (IMHO) is to do an overhaul mod first with just that mod, to get a sense of the mod itself and what the creator is trying to do. After that, you can try customizing it to suit your preferences and desires. Damnit - I was hoping this post would push it to the next page and get rid of the wall of text on page 75 😏
  17. I like the new method as I can quickly tell if I looted some of the containers. If you don’t want it that way, it is easy to modify it to stay as containers
  18. FYI @khzmusik has a modlet in his area that does add food spoilage to the game. You can use that as a reference or use his mod instead of creating your own (i.e. make it required as part of the mod pack, not suggesting you copy his code). Note, this is a C# mod in order to get it to work. Not sure if you can do what you want through xml only.
  19. Another thing you can do is make a small modlet and replace the current desert biome settings with wasteland to jump up the difficulty Something like: <set xpath="//biome[@name='desert']/@lootstage_modifier">1.5</set> <set xpath="//biome[@name='desert']/@lootstage_bonus">20</set> <set xpath="//biome[@name='desert']/@gamestage_modifier">1.5</set> <set xpath="//biome[@name='desert']/@gamestage_bonus">30</set> <set xpath="//biome[@name='desert']/@difficulty">5</set>
  20. Stable A22 is based on TFP's schedule, but they want to push it to be release as either before Console release or same day as. Console release I believe is more of a set timeline because they are working with an independent publisher for it so that is probably a set in stone drop.
  21. Are the trader compounds NPC controlled safe houses? To me, they seem to be.
  22. Wait a minute, why should the Dire Wolf be reworked based on its future design? It looks great as is (though I understand the models we see in the pictures may change prior to release). The totality of the 7D2D model for dire wolves is not going to make me see COD Hellhounds in this game, they have more not in common than they do in common.
  23. Or you simply find a cooking pot (not very hard to do, just hit up houses and food trucks and you are bound to find one either in a loot container or out in the open) which allows you to take murky water and boil it to make it drinkable. Golden rod tea is available after finding 4 cooking magazines and red tea is after 6. Cooking magazines are easy to find early game unless you specifically avoid residential POIs. This is not an either or situation. There are multiple solutions to obtaining water early game that doesn't require obtaining the purifier mod (either by itself or the recipe). Heck, I have yet had to use the purifier mod for hydration. I always rationed my looted water supply for hydration / cooking first, then glue. Only once I have established a constant supply via a dew collector would glue production increase. Water / food on SP has always been not much of an issue unless you mod the game or turn loot abundance down to a very low percentage where you wouldn't spawn in food / water even if it was picked from the loot table. Prior to A21, you just need to find the nearest source of water (lake, swimming pool, etc.) and take all your empty jars with you and refill them. Most of the time, you simply took them with you while you were out that day and when you passed a water source location, you would fill them up. It wasn't much of a thought early game, it simply was a chore you had to do each day until you built up a good supply of empty jars you had to fill.
  24. And you would be correct <quest id="quest_BasicSurvival1"> ...... <property name="shareable" value="false"/>
  25. First, decide if you want to play with the UL mod If so, delete the game and mod, delete all data, and have the game install as A20. Then reinstall the mod and try again. if not, then delete the game and mod, delete all data, and have the game install as A21. Then start playing. since you tried playing an A20 mod on A21 version, you need to make sure everything is wiped clean before reinstalling. A21 works fine. A20 with UL mod works fine.
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