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BFT2020

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Everything posted by BFT2020

  1. The upside is those missions are probably pointing you towards a town or city
  2. You are absolutely right, they moved it A21 <!-- *** INTELLECT:INFLUENCE_PERKS --> <!-- *** BETTER_BARTER --> ....... <effect_group> <passive_effect name="BarteringBuying" operation="base_add" level="1,2,3,4,5" value=".05,.1,.15,.2,.25"/> <passive_effect name="BarteringSelling" operation="base_add" level="1,2,3,4,5" value=".05,.1,.15,.2,.25"/> ....... </perk> <!-- *** DARING_ADVENTURER --> ...... <effect_group> <passive_effect name="TraderStage" operation="base_add" level="1,4" value="10,40"/> <passive_effect name="QuestBonusItemReward" operation="perc_add" level="1,4" value=".05,.20"/> <!-- Bonus Dukes --> <passive_effect name="QuestRewardChoiceCount" operation="base_add" level="4" value="1"/> ........ </perk> A20 <!-- Influence Perks (Intellect) --> <perk name="perkBetterBarter" parent="skillIntellectInfluence" name_key="perkBetterBarterName" desc_key="perkBetterBarterDesc" icon="ui_game_symbol_barter"> ....... <effect_group> <passive_effect name="BarteringBuying" operation="base_add" level="1,2,3,4,5" value=".05,.1,.15,.2,.25"/> <passive_effect name="BarteringSelling" operation="base_add" level="1,2,3,4,5" value=".05,.1,.15,.2,.25"/> <passive_effect name="SecretStash" operation="base_add" level="3,5" value="3000,5000"/> Which I find makes absolutely no sense in game terms. You perk into Better Barter to improve on your buying and selling from the traders while Daring Adventurer is to improve your questing with the trader. TraderStage is tied to the tiers of gear offered by the traders for sell while quest rewards are tied into a different system. Old method (A20 or earlier) Improving trader interactions for buying/selling - Better Barter only Improving trader interactions regarding questing - Daring Adventurer only A21 Improving trader interactions for buying/selling - Better Barter and Daring Adventurer Improving trader interactions regarding questing - Daring Adventurer only That probably explains why I haven't seen much of a boost from Better Barter in my current playthrough - Initially I thought it was only because I am only at Level 1 in the perk but apparently I am not getting any bonus to loot stage from it. To me, this would be like having to perk into From the Shadows to increase stealth damage bonus instead of Hidden Strike.
  3. Best to just ask people than AI, lots of people are here willing to help, though it might take some back and forth to get you on the right path
  4. Ah the classics ๐Ÿ˜‰ Points also if you fondly remember the original version, not the remastered one that came out with Wasteland 2
  5. I personally preferred the extra details in your replies as it explains what has to happen behind the scenes and why the decision is made to make specific announcements.
  6. Is it new animals or new models for existing animals? My takeaway was that they were updating the existing animal models and you might see minor changes (hog instead of boar, etc).
  7. If you want to limit the quality level found in loot, you would need to change the probability tables QLTemplateTO, T1, T2, and T3. For example, in T1 table: <qualitytemplate level="99,100" default_quality="1"> <loot quality="2" prob="0.264"/> <loot quality="3" prob="0.315"/> <loot quality="4" prob="0.397"/> <loot quality="5" prob="0.552"/> <loot quality="6" prob="1"/> </qualitytemplate> I made it harder to find the higher quality equipment in loot so I ended up changing the probabilities at one time. <set xpath="/lootcontainers/lootqualitytemplates/lootqualitytemplate/qualitytemplate/loot[@quality='3']/@prob">0.45</set> <set xpath="/lootcontainers/lootqualitytemplates/lootqualitytemplate/qualitytemplate/loot[@quality='4']/@prob">0.35</set> <set xpath="/lootcontainers/lootqualitytemplates/lootqualitytemplate/qualitytemplate/loot[@quality='5']/@prob">0.25</set> <set xpath="/lootcontainers/lootqualitytemplates/lootqualitytemplate/qualitytemplate/loot[@quality='6']/@prob">0.15</set> Another route you could go is remove them completely and then insert your own custom tables. Probably not be very difficult since you would only have a couple of quality levels so you can expand the loot stage range so less sub-nodes you would need. I went a different route (I had the same issue - once you find that Q6 weapon, why bother with crafting or searching anymore? I went a different route in my playstyle where I removed the ability to repair equipment. So you ended up having to buy new gear from traders or craft your own (I am right now testing out my modlet that introduced Q6 crafting), or using that halfway damaged weapon you found in loot until you can get something else to replace it. Also if you want to, you can look at any modlets I have created for people over A20/A21. You can just search for BFT2020 at github.com and it will take you to where I posted them for download. There are currently 24 in there.
  8. You have to mod them in. DF is an overhaul mod while the mod you have probably was geared towards vanilla 7D2D
  9. It's not just multiplayer. I had two waypoints for one trader and I just play single player.
  10. Looks like you didnโ€™t copy everything, like a bunch of custom assets
  11. OP is looking for a way to remove the automatic trader waypoints added to the map, not traders themselves.
  12. If you are unable to search containers, something messed up with your loot xml file and it didn't load properly. Are you using any mods?
  13. Certain properties can't be inherited. Look at the Stone / Iron spear for example. The iron spear extends from the stone spear, but to setup the various values on how it works in game, it has to have that code for the item. I have created new items and use the inherit property to extend from another item in game, but limit it to just properties. Passive effects in the effect group nodes, I copy and input the values I want into those.
  14. Ah, I wasn't sure about that. Thanks. Originally the shapes were all just blocks, but now they are specified in the shape menu. That seems better as when I counted the blocks I got such a low number, and I could have sworn that vanilla used up considerable more of the allowed blocks ids than 6k
  15. Um, its remove not set. I demand accuracy when you mock me, accuracy!
  16. shhh. keep this on the downlow, but..... That should up the difficulty a bit, but allow you to stay in the pine forest ๐Ÿ˜‰
  17. FYI There is a limit of 32k blocks in the game. I think vanilla has just under 6k blocks by itself.
  18. Ah, good to know. Was it workstations you couldn't power by electric through just xml changes or am I completely off my rocker here?
  19. I believe you have to copy and modify the block to allow it to be powered. I don't think you can do it just in xml.
  20. Try this <set xpath="//item[contains(@name,'Magazine')]/effect_group/triggered_effect[@action='AddProgressionLevel']/@value">2</set> If I did it right, that should change all magazines to increase the level by 2 every time you read it.
  21. If you see the white icons in the upper left corner, it means that the block has a shape menu associated with it. Select them then hold R down to bring it up (like the wooden frames). You should see more options with the T Pipe block now.
  22. adjective. capable of or susceptible to being manipulated; manipulatable.
  23. Same here I also changed the pipe pistol to .44 ammo, and changed the pipe machine gun from 7.62 to 9mm. Though I only changed the ammo types via xml and didn't touch the models / animation at all
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