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BFT2020

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Everything posted by BFT2020

  1. Thanks I will give it a try tonight if I have the time. Yeah, I went the requirement route as I was trying to make sure it went to the correct effect group. I did not realize that you can simply do the [3] to get it to go to the correct node within that property. And thanks for the reminder to recheck as newer updates get released. That is something I already put in the back of my mind to do, but with TFP wanting to go Gold soon and release a final product, it shouldn't be too many times I would have to do that (plus, doing this coding myself means I am learning it and will be able to understand quickly if I need to make changes to my files after each update). I read your thread in the Tutorials & Guide section, along with watching Max Fox's videos on xpath coding and downloading mods like Darkness Falls to see how others have done it; though nothing replaces just diving in and trying to write the code (and seeing how many red errors you get and yellow warning messages) 😁 I just started using notepad++ (it is what i am using to write these files as it allows me to quickly check to see if I mistyped something as I learn to use this program). However, for some reason, I opened the original file in notepad and had to do the manual snips. Now I am curious about the original file and will open it tonight using Notepad++. I bet if I did it in the first place, that might have been easier to see the code structure than using regular old notepad.
  2. New user, one post, link with no description about it to safely search to see what this link is about..... Nope, not clicking it 😁
  3. Make sure that the right side (the server computer I am assuming) is the exact same as the left side. Make sure that when you click on Bdubs Vehicles that you don't have another nested folder inside of it. On the left side, you clicked the actual mod folder and it shows the files. Make sure you see the same file structure on the right side (and also that there is a ModInfo.xml file in that folder). Your error code is saying that a mod was not loaded properly and these 2 things mention are usually the reason why Also would be great to see the startup logs on both. That way we can see if there are any errors when loading up the mods.
  4. Duct tape is the force. It has a dark side and a light side. With the force, you can do anything.
  5. 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner). From the front page @KhaineGB sure loves his zombies. So you are going to see more zombies and harder zombies faster. Romero mod also ramps up the numbers of zombies. This is why I went with his Romero mod right now.
  6. Based on your image, one of your mods is causing a conflict with another one. One mod has a specific loot group tied to loot containers. Then another mod probably changed those loot groups.
  7. So been working on some modding (just simple xml changes) that I can upload to new versions and not have to modify the individual xml config files every time the game is updated So far, I got a customize traders file done and a progression file that are working as intended. However, once I started working on a buffs file, I ran into the issue below that I can't figure out what I am doing wrong (though I believe it is a pathing issue on my part) First, here is the error I get in the console The previous times I got this error, it was a path issue (99.9% of the time, I either forgot something, inserted a space it didn't like, or mistyped the node path). Here is the code I am trying to change the painkiller health buff from 40 to 0. I know this is the right location as making the change in the actual config file works. Here is the specific part of the buffs file I am trying to modify If someone could point out my mistake, that would be greatly appreciated.
  8. The simplest thing to do is to modify the existing burning shaft mod and then limit its availability to later in the game. If you want two items (the original mod and this new mod), you will need to create an asset (model) to use for it. You can possibly copy the existing model and just use a different ID number for it, but then it gets confusing.
  9. TFP are going with pipe weapons for T0 so that survivors can use the normal ammo right away. So now we will be getting a pipe pistol, pipe rifle, and pipe shotgun - along with some more. So the pipe shotgun will replace the blunderbuss.
  10. Nevermind, I am a schmuck I went back to the tutorial and read through it again, I had to change ID=4 in my code to [@id='4']
  11. Because the blunderbuss is going away 😁
  12. Obviously, the next thing you have to do is to design a machine that lets you go to a different reality, one where February has 30 days in it. 😉 Though you may have to get a Steam account there in order to download the Alpha20 version...probably can't link your accounts between realities 😁
  13. Okay I jumped into this modding fully, I am now converting my modified data file into a modlet so I can have it patch whatever version I play or see if it works with other mods without breaking them. I got set xpath to work on some areas, but can't figure out what I am doing wrong on a specific piece of the code In my file, I put these 5 lines first to change specific values in the traders.xml file and then later make changes (overwrite them) to various trader_item_groups and the NPC traders in the world. I don't make any overwrites to the vending machines trader_info. This is the error I am getting I know it is tied to the pathing of the node set, but I am not sure what exactly I am doing wrong. The first two work fine, but I get this error when I try to change values for the vending machines in the world. I am probably missing something simple or got my coding wrong Here is my traders file https://pastebin.com/RmuPaKq1 Thanks
  14. Just as an example. The top rated mod on Steam Workshop, Quality Map, was released on Nexus before it even came to SW. A lot of high quality mods that I see on SW were first available back on Nexus when I started playing the game. As someone who heavily modded Skyrim and Fallout 4, it wasn't SW that made both of those games have HQ mods, it was the mod creators. However, you are missing a key fact in that both of those games are fully released today while 7D2D is in Early Access. Fallout 4 has some great mods out there, like Sim Settlements, various mods that introduced new weapons, changes to weather, textures, etc...The list goes on and on. Funny thing is, I don't see FO4 in the Steam Workshop........ I just realized that they released a sequel to Sim Settlements for FO4. Looks like I am going to be reinstalling FO4 this holiday weekend 😉
  15. Steam workshop has nothing to do with quality mods. Nexus has quality mods that you can't get through Steam Workshop. it is the creators that determine if a mod is good or crappy, not how it is integrated into the game. Steam Workshop, Vortex, ModLauncher, and manual installs are just different ways to integrate a mod into a game.
  16. Actually I was using his last name initial 😉
  17. Also, looting nests and killing small animals at the start to make bacon and eggs helps. Save your cans that are used for recipes until you unlock those recipes. Then when you unlock chili dogs and fish tacos, those cans get you more food per can than just eating the contents in the can
  18. Yes, there is no reason to increase the number of zombies globally if you are not in the immediate area. That would be just a waste of computer resources for things that do not affect you. Also, I believe that feral sense (based on @Roland comments on it from his experience) is going to pull in more zombies to your location. And since I like to make my game playing painful, I will either set it to night or all the time 😁
  19. @xythCorrect me if I am wrong, they would also need to run it with EAC disabled?
  20. Maybe his computer crashed when he was working on this thread 😉
  21. Well, for us in the automotive industry, we tend not to stack engines. 😄
  22. ummmmmmmm.......does that mean you cannot use glue (since it is made of bones), duct tape, leather, and anything made using leather......... 😝
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