Jump to content

BFT2020

Members
  • Posts

    3,498
  • Joined

  • Last visited

  • Days Won

    38

Everything posted by BFT2020

  1. Looks pretty good. The only thing I have done is made the world more foggy. I like the idea of more clutter for the wasteland, though others probably not so much as they like taking shortcuts through the wasteland. I might start doing that in my playthroughs also.
  2. It's clear that you don't know the mod scene for 7 days to die if you think the only mods out there for 7 days to die are parody only mods. I thought about listing all the ones I can think of off the top of my head, but figured it is a waste of time if this is already what you think of the mods that are currently out there today.
  3. I heard the non-American ones were the worst. There is even a rumor that one moderator actually expects players to post details about their problems with the game if they expect to get help. What nerve! 🤦‍♂️
  4. Some things that will help you: Every game session generates a logfile, use it to see if there are any warnings or errors when you load up the game. I am not sure if mod file names can have spaces. At the very least, use an underscore between Drats and Skills. In the roaming file location, you can find the save worlds / save game data. In the game save file folder, it will have a config folder in it that represents what the game did when it loaded up your mod. If you search in progression.xml for Drats, it will find every instance where this mod made changes to the vanilla xml code Look closely at your second set command, you are not even close to the proper structure - layers, perk name, the values you have chosen to replace vanilla values
  5. That's going to be empty jars. TFP could make a killing with jars as microtransactions 😏
  6. First one needs to be: xpath="/progression/perks/perk[@name='perkLockPicking']/effect_group/passive_effect[@name='LockPickTime']/@value"> The entire path has to be between two ". You had an extra one after perkLockPicking] The code is structured in layers, you missed a sublayer between progression and perk (perks) Recommend getting a good xml editing program that shows the layers of code, I use Notepad++ myself One way to avoid these types of error is just to do this xpath="//perk[@name='perkLockPicking']/effect_group/passive_effect[@name='LockPickTime']/@value"> You need the @ symbol with name. That tells the game to find passive_effect with Name = LockPickTime and the specific perk Second one has several issues, but it would add it to the items.xml file at the bottom: In the item name, do not use spaces. It needs to be continuous to avoid any issues. If you want to have spaces in the name when you view it in game, you need to add it to the localization file which allows spaces You have </effect_group> closed out but have no starting effect group in the code.
  7. There is a mod for that, but I don’t think it is on the devs to do list
  8. Same question was asked and answered about 3 posts down
  9. I’m sorry, but what the heck is a left wing game? 🤷‍♂️
  10. 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.
  11. 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.
  12. Fix the mod If you are talking about vanilla, then just verify your steam files which should download the missing icon image
  13. 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
  14. 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.
  15. 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
  16. Nope, just when I have a thought to share
  17. Then just mod it out if you don't want it in the game. 🤷‍♂️
  18. 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.
  19. 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.
  20. 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.
  21. It was removed, I don’t see it in the file anymore
  22. 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.
  23. Not a bug, stone axes have a 50% reduction when used on metal objects.
  24. 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.
×
×
  • Create New...