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BFT2020

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Everything posted by BFT2020

  1. 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.
  2. 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']
  3. Because the blunderbuss is going away 😁
  4. 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. πŸ˜‰ 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 😁
  5. 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
  6. 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 πŸ˜‰
  7. 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.
  8. Actually I was using his last name initial πŸ˜‰
  9. 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
  10. 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 😁
  11. @xythCorrect me if I am wrong, they would also need to run it with EAC disabled?
  12. Maybe his computer crashed when he was working on this thread πŸ˜‰
  13. Well, for us in the automotive industry, we tend not to stack engines. πŸ˜„
  14. ummmmmmmm.......does that mean you cannot use glue (since it is made of bones), duct tape, leather, and anything made using leather......... 😝
  15. Oh I didn’t think of that. Well, if you decided to become a vegetarian instead of a vegan, then eggs and fish would be okay. πŸ˜‰
  16. I was wrong, insects are considered animals….but they don’t fall under the same reason for mot eating as meat, dairy, or eggs. Eating insects is really not the commercial exploitation that happens to cows, pigs, chicken, etc. But if he wants, he can change the name from honey to maple syrup. 😁
  17. I think you would be okay with the canned pasta. When you make spaghetti dish in the game, you have to add Canned Beef so I always assume that the canned pasta was in a spaghetti sauce and not a meat sauce. The can of stock is definitely borderline, though you could just assume it is a vegetable stock or clear stock, and not chicken / beef stock. Since you are already giving up so much of the other dishes since they contain either meat or eggs, I don't think including this one as allowable for would be ground shattering. Unless you record your playing and post it onto YouTube, then your subscribers might give you hell
  18. There are some mods out there that do that. Just a simple change really. Third post down, this mod author created one.
  19. But there will be a lot less complaints about when it will be finished or why they removed "X" if they did it behind closed doors 😁
  20. So you posted in a mods sub-forum about something you demand that TFP do? I think you are in the wrong section. πŸ˜‰ What were you doing in the desert that caused an excessive spawn rate of screamers? You can build successfully in the desert. If you are seeing a lot of screamers, it has to be tied to what actions you are doing. If you are making a lot of noise in that area, you are constantly going to be pushing the game to spawn them in. I learned the best way to address the screamers is to account for them, either by the use of turrets (if I am mining, I will leave them above as they will take out the screamers when they investigate) or designing my base in a way to get them in areas where dart traps to take care of them. I recall many nights working in my base, just to hear screamers turn up and get killed by my dart traps πŸ™‚ TFP has made the game easy to modify. If you need assistance, a lot of people here in the forums will assist you. In fact, someone recently requested some changes to make them easier and a member created a modlet just for them (and anyone else that would like it). If I can find the original post, I may edit this one with a link to it.
  21. I recently started using this mod myself, and I have seen animals a lot. I currently got the settings for both the zombies and animals maxed out, and in my recent playthrough (at Day 5 I believe), I have seen at least 2 deer,1 pig, and several coyotes (the town I am in is half inside a desert biome and forest biome). There may have been more, but sometimes when out and about, I end up having to take care of a large wandering horde and looking for deer is my least concern at this point πŸ˜‰
  22. Yeah those items are still an issue. Really my first post was more of letting fear get in the way than anything. After thinking about it over the past few days, I realized that TFP are not going to change the mechanics behind the game since they only want a few more Alphas before making the game final. So even if they were to start to implement some of these ideas, it would just be as easy to remove them once the game goes Gold (and now that I am starting to mod the game the way I want it to be). Back to the OPs suggestion / request, even if TFP don't do this, this could easily be done via XML. Maybe the best way would be to create a new item , like a red pill (i.e. the truth being you are in a game and anything is possible πŸ˜‰ ). Then just have it as a reward item and the survivor can select it. It would be coded to replace all health and remove all de-buffs like a broken bones, infections, abrasions, and such. I agree with your comments about those items. I did do a No trader run, but I like to keep them as I feel they are a good element in the game, just not where I think they should be at. I been making changes to Khaine's Romero mod as I like how he approached the game play, but like any game or mod, there are things we all wish were different and we can never all agree on what they should be. Right now, I adjusted the traders so they only stock specific items per trader. For example, Jen has food, medical items, items used for medical crafting, and specific perk / recipes; while Hugh only stocks weapons and weapon mods, along with all Firearm perks / schematics. I am still working on those changes, and will probably restrict them even more; but I haven't been willing to make big changes yet. To address the medical items, I changed the HP for both the First Aid bandages and Painkillers to 1 HP recover. So now they are only really good for addressing abrasions and concussions. I haven't decided yet what I want to do with First Aid kits, but I might change both the crafting recipe and reduce the HP gain. I have other ideas that I want to implement (like minimizing Dukes and changing what you can get via looting), but I know the route I want to go probably would only appeal to myself and like thinking people, but not to hardcore survivalists or those that like the game as it is today (and definitely not to those that want to find excellent loot early on in the game).
  23. Not if you nerf the quest rewards through xml editing πŸ˜‰ If it was to happen, that's fine. It would just feel like the game is constantly being changed from a survival game to an arcade game to make it easier to play. Kind of takes the challenge out of it if we start introducing instant heals and instant injuries fixes just because you dug up a box alongside the road.
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