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BFT2020

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Posts posted by BFT2020

  1. 1 hour ago, Shiana said:

    Weird mod. Kinda boring not able to loot anything but stones from the ground (Wasteland mod).

    There are a lot of things you can loot, even custom items added by the mod creator.  Not sure what you mean by this

  2. 1 hour ago, MrZ said:

     

    I have a problem with the mod, when I install it with the darkness falls mod, it causes an incompatibility causing a bug which does not show me the items or objects to craft on the left when I open the inventory

     

    That is not an issue with this mod.  You can't install this mod with another mod like Darkness Falls as they are incompatible.  DF chances weapons, crafting, progression, unlocks.  This mod is only compatible with vanilla 7D2D and other mods that don't radically modify the game.

     

    Any mod that is considered an overhaul mod (Like DF or Wasteland or Undead Legacy) are typically not compatible with other mods unless they affect the game that the overhaul mod does not affect or where done in a way to be compatible with the overhaul mod.

  3. On 12/20/2023 at 1:22 AM, FramFramson said:

    I have some weapons whose names do show up properly but which have no description and I would like to add one. Looked at the tutorials but they aren't explicitly specific on this particular point.

     

    Sorry about that!  I read this, but my brain went a completely different direction.  I was stuck on item names when you clearly were wanting descriptions.  I am going to blame it on the Covid I was dealing with, not old age  😉

     

    It looks like khzmusik was able to answer your question properly.

  4. 12 hours ago, FramFramson said:

     

    In this example, probability of 1 means 100% drop chance, correct (and just a placeholder for this example, I imagine)?

     

    Though that brings up another question: does 100% drop chance for a given lootgroup mean a guaranteed item from that group or do other things affect those odds, and does anything affect the subsequent roll to see which item in the lootgroup comes up?

    Yes, these are just examples for you to apply to your code.

     

    The probability of 1 is guaranteed since it is the only possibility (1 out of 1 chance).  So any time that item group is picked, it would give you a Q6 item all the time.

     

    Drop chance is affected differently.  You would not use probability, but count in this instance.  For example:

     

    <lootgroup name="groupHardenedChestT5" count="all">
        <item group="groupHardenedChestT5_01" count="5"/> <!-- Ammo -->
        <item group="groupHardenedChestT5_02" count="2"/> <!-- Weapon OR Armor -->
        <item group="groupHardenedChestT5_03" count="1"/> <!-- Medical -->
        <item group="groupHardenedChestT5_04" count="1"/> <!-- Mods -->
        <item group="groupHardenedChestT5_05" count="2"/> <!-- Books/Schematics -->
        <item group="groupHardenedChestT5_06" count="2"/> <!-- Bonus Items -->
        <item group="groupHardenedChestT5_07" count="1"/> <!-- Cash-n-Prizes -->
        <item group="groupHardenedChestT5_08" count="1"/> <!-- T5 Bonus Items -->
    </lootgroup>

     

    For a T5 POI chest, you are guaranteed picks from all 8 lootgroups based on count="all" for the main lootgroup.  Then each sub lootgroup, it depends on the count for each line (ammo is 5, weapons or armor is 2, medical is 1, mods is 1, books is 2, etc).

  5. Try changing your first two groups to something like this:

     

                <triggered_effect trigger="onSelfBuffUpdate" action="GiveExp" exp="10000">
                    <requirement name="CVarCompare" cvar="_expdeficit" operation="GTE" value="10000"/></triggered_effect>

     

    Don't close out the trigger node until after the requirement, so the game knows how to apply your triggers.

     

  6. 7 hours ago, FramFramson said:

    Using the expanded weapons rare item mod and it feels a bit silly to get quality 1 versions (even though that no longer affects mod slots), especially since they're extremely rare. Is there a way to force these to only drop with maximum quality?

    You can, just need to create a custom loot quality distribution table for them

     

    As an example, adding a new loot table for Q6 gear only in T5 POI hardened chests:

     

        <append xpath="//lootqualitytemplates[10]">
                <lootqualitytemplate name="QLT5POI">
                    <qualitytemplate level="0,999999" default_quality="6">
                        <loot quality="6" prob="1"/>
                    </qualitytemplate>
                </lootqualitytemplate>
        </append>

     

    and then make sure the corresponding loot groups have this new loot quality template

     

            <lootgroup name="groupT2RangeWeaponsTier5POI" loot_quality_template="QLT5POI">
                <item name="gunRifleT2LeverActionRifle"/>
                <item name="gunShotgunT2PumpShotgun"/>
                <item name="gunMGT2TacticalAR"/>
                <item name="gunHandgunT2Magnum44"/>
                <item name="gunBotT2JunkTurret"/>
            </lootgroup>  

     

  7. On 12/12/2023 at 9:09 PM, Old Crow said:

    As the topic says. If the machete and hunting knife can be both, why not the axe?

     

    It's a balance issue why you can't.  The Strength tree is already OP with its two highly effective strength weapons and being the best tree for harvesting materials.  Making the axe to be a powerful melee weapon along with a powerful tool to harvest materials pushes the game balance too far.  It is why TFP nerfed the axe as a melee weapon in the first place.

     

    If you compare the two trees though, having the knife as both a melee weapon and a tool doesn't benefit the players much compared to making the axe a viable melee weapon and a harvesting tool.  The Agility players only have one melee weapon which also serves to harvest corpses, there are no perks in the Agility tree to boost knife harvest amounts.  The Strength players have 2 melee weapons and a separate harvesting tool (axe), and perks to improve harvesting with the axe.

  8. 10 hours ago, Adam the Waster said:

    There should be two mods 

     

    Fireaxe mod makes blocks take more damage 

     

    Battle axe mod, does more dismembing damage and just more damage but does less to blocks an much less harvesting. This is effected by heavy weapons

     

    I did something like that in Alpha 20.  I had a mod that you could convert the axe into a fighting weapon, but you saw a significant reduction in block damage.  Nothing was done to dismembering chances and harvest amounts were not affected.  However, it was a one and done change as I also changed the mods so you couldn't remove them after you modified the item with them

     

            <item_modifier name="modMeleeCombatAxeMod" installable_tags="axe" blocked_tags="noMods" type="mod">
                <property name="Extends" value="modGeneralMaster"/>
                <property name="CustomIcon" value="modMeleeFiremansAxeMod"/>
                <property name="CustomIconTint" value="000000"/>        
                <effect_group tiered="false">
                    <passive_effect name="EntityDamage" operation="perc_add" value=".25"/>
                    <passive_effect name="BlockDamage" operation="perc_add" value="-1"/>
                </effect_group>
            </item_modifier>

     

    So if you wanted to use an axe as a fighting weapon, you either had to deal with taking a longer time to harvest materials or carry two different types.  Allowing someone just to switch the axe mods to change it from a fighting weapon to a harvesting tool and vice versa would be too OP.  Strength tree is already OP with two highly effective melee weapons and the strongest tree to harvest materials.

  9. 1 hour ago, Dbzes said:

    Hi all,

     

    I have a problem and i searched during 2 day....

     

    Capturedcran2023-12-13191731.png.cc49404863737b065d61eee97c754a59.png

     

    but I have the block in recipes.xml

     

    Capturedcran2023-12-13191755.png.5702de2c0799d2ed38edab0377b7233e.png

     

    Do you have a idea ?

     

    Thank you very much !

     

    It needs to be defined in the items file or the blocks file as an object.  If you do have it, check the name as you might have it incorrectly in one of the two files.

     

    For example, just putting this in my recipes file will cause issues

     

            <recipe name="foodTunaNoddleCasserol" count="1" craft_area="campfire" craft_tool="toolCookingPot" tags="perkMasterChef,learnable">
                <ingredient name="foodCanTuna" count="1"/>
                <ingredient name="foodCanPasta" count="1"/>
                <ingredient name="foodCropMushrooms" count="1"/>
                <ingredient name="foodCornMeal" count="1"/>
                <ingredient name="drinkJarBoiledWater" count="1"/>
            </recipe>    

    unless I have this in the items file

     

            <item name="foodTunaNoddleCasserol">
                <property name="Tags" value="food"/>
                <property name="HoldType" value="31"/>
                <property name="DisplayType" value="food"/>
                <property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/>
                <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
                <property name="Material" value="Mplants"/>
                <property name="CustomIcon" value="foodSpaghetti"/>
                <property name="CustomIconTint" value="ff0000"/>
                <property name="Material" value="Mplants"/>
                <property name="Stacknumber" value="10"/> <!-- STK resource -->
                <property name="EconomicValue" value="250"/>
                <property name="EconomicBundleSize" value="1"/>
                <property name="CraftingIngredientTime" value="10"/>
                <property class="Action0">
                    <property name="Class" value="Eat"/>
                    <property name="Delay" value="1.0"/>
                    <property name="Use_time" value="..."/>
                    <property name="Sound_start" value="player_eating"/>
                </property>
                <property name="Group" value="Food/Cooking,CFFood/Cooking"/>
                <effect_group tiered="false" name="Food Tier 2">
                    <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="40"/>
                    <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="15"/>
                    <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".foodStaminaBonusAdd" operation="add" value="20"/>
                    <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/>
                </effect_group>
            </item>   

     

  10. 3 hours ago, Ramethzer0 said:

    You know, no one complained that we could loot gas without the benefit of a Jerry Can.

    But, we let go of water jars - and now its grown into so many threads that just have gotten repetitive.

     

    Why do you think I been discussing the correct definition of screw vs bolt in this thread?  😆

  11. On 12/8/2023 at 5:50 PM, meganoth said:

     

    What you seem to miss is that the terms are used differently in the US and elsewhere (so it seems). If we regard the info on that UK website as somewhat accurate then at least in the UK a bolt is just a sub-category of screw and one that isn't exactly defined. So a bolt is a screw as well, but a screw might not be a bolt. 

     

    I found multiple websites that had VERY different definitions of bolts and screws and their difference. The encyclopedia britannica seems not to adhere to your definition of screw and bolt as well.

     

    you can call it a purple nurple if you want to, it really doesn’t bother me.  Get a funny smirk from me, but I deal with people using the incorrect terms all the time.  Important thing is that you use the correct fastener, whether it is a “screw” or a wheel bolt.  As long as that “screw” looks like those wheel bolts in the second picture.

  12. 4 hours ago, Roland said:

    Will do though I’m thinking of using your trader mod anyway. I’ll hold off for now so I can see how the trader rewards are working  

    FYI, I just verified that there are no conflicts with both of those mods on the same game.

  13. On 12/9/2023 at 10:58 PM, Roland said:

    I'm on day 5 using the crafting mod and so far it is pretty cool. I haven't found any intact weapons or armor or tools in loot. I've had to craft everything myself. I haven't found any broken tier two or tier three items that I can try scrapping for parts yet. Everything is still primitive stuff that scraps to resources.

    Thanks for the feedback.

     

    Let me know if you see any issues with the traders offering too good of loot.  I didn't adjust the trader tables, but they should only offer Q1 or Q2 gear which I thought was enough of a trader debuff (along with removing quality gear being offered as a reward).

  14. 14 hours ago, Roland said:


    Im five days into a new game using your mod. So far so good. It’s much more crafting-centric

     

    Thanks for the feedback.

     

    I am probably going to combine this mod with my no-repair / Q6 crafting mod that I personally play with as I like how it changes the looting process up even more.  With repairing items not being an option, it makes you have to craft even into the late game.  The only drawback right now (and it is more on me than anything) is that any gear found in loot that isn't broken would have to be repaired to be used.  I have not gone down the rabbit hole yet into C# coding to make it so any Q6 spawn in loot has full durability.

  15. Do any of the mods that you are loading up affect Better Barter or the barter system itself?

     

    For example, this is the vanilla code for Better Barter:

     

                <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"/>

     

    If those numbers are adjusted too much, you can see a situation where all the purchase costs become negative.

  16. 3 minutes ago, Plexius said:

    nope which is why im confused 

     

        <append xpath="/traders/traderstage_templates">
            <traderstage_template name="EliteTier1" min="110" max="999999" /> <!-- Elite Items -->
            <traderstage_template name="EliteTier2" min="130" max="999999" /> <!-- Elite Items -->
            <traderstage_template name="EliteTier3" min="150" max="999999" /> <!-- Elite Items -->
        </append>
            <!--Create trader group for Elite Items including rare guns-->
        <insertBefore xpath="/traders/trader_item_groups/trader_item_group[@name='ammoAll']">
            <trader_item_group name="Eliteitems">
                    <item name="gunBronzeShotgun" quality="1,4"/>
                    <item name="gunBronzeDesertVulture" quality="1,4"/>
                    <item name="gunBronzeSMG" quality="1,4"/>
                    <item name="gunBronzeM60" quality="1,4"/>
                    <item name="gunBronzeRPG" quality="1,4"/>
                    <item name="gunTungstenM60" quality="1,4"/>
                    <item name="gunMithrilSMG" quality="1,4"/>
                    <item name="gunAdamantiumDesertVulture" quality="1,4"/>
                    <item name="gunMithrilShotgun" quality="1,4"/>
                    <item name="gunOrichalcumRPG" quality="1,4"/>
                    <item name="gunNecroniumM60" quality="1,4"/>
                    <item name="gunOrichalcumSMG" quality="1,4"/>
                    <item name="gunUraniumDesertVulture" quality="1,4"/>
                    <item name="gunUraniumShotgun" quality="1,4"/>
                    <item name="gunNecroniumRPG" quality="1,4"/>
                    <item name="Diamond Bit" prob="0.2"/>
                    <item name="Carbon Bit" prob="0.15"/>
                    <item name="Titanium Bit" prob="0.1"/>
                    <item name="Obsidian Bit" prob="0.01"/>
                    <item name="Diamond Harvester" prob="0.2"/>
                    <item name="Carbon Harvester" prob="0.15"/>
                    <item name="Titanium Harvester" prob="0.1"/>
                    <item name="Obsidian Harvester" prob="0.01"/>
                    <item name="modResistanceList" prob="0.1"/>
                    <item name="modArmorPlatingMithril" prob="0.15"/>
                    <item name="modArmorPlatingAdamantium" prob="0.06"/>
                </trader_item_group>
        </insertBefore>
            <!--Asking traders to sell Elite Items-->
        <append xpath="//trader_info[@id='1' or @id='2' or @id='6' or @id='7' or @id='8']/trader_items">
            <item group="Eliteitems" count="1,2"/>
        </append>

    That is the pretty much the whole thing theres another group of code for ammo aswell but nothing that changes prices 

     

    Those are all custom items, did you assign them a value in the items.xml file?

     

        <property name="EconomicValue" value="175"/>

     

     

  17. 6 hours ago, Napoca said:

    I installed this mod on a server I have hosted at HostHavoc - I get these msgs in the log file - is this just more of an FYI?

     

    Trying to load from folder: 'A21_Izayo_Firearms_Shotgun_packVAL'
    2023-12-09T12:54:11 1.338 WRN [MODS]     A21_Izayo_Firearms_Shotgun_packVAL/ModInfo.xml in legacy format. Please consider upgrading to V2 for future compatibility.
    2023-12-09T12:54:11 1.340 INF [MODS]     Loaded Mod: A21IZYfirearmshotgunPV (1)
    2023-12-09T12:54:11 1.340 INF [MODS]   Trying to load from folder: 'A21_Izayo_Visible_Mods_mod'
    2023-12-09T12:54:11 1.340 WRN [MODS]     A21_Izayo_Visible_Mods_mod/ModInfo.xml in legacy format. Please consider upgrading to V2 for future compatibility.
    2023-12-09T12:54:11 1.341 INF [MODS]     Loaded Mod: IZYVMM (2)

     

    I also get this error;

    2023-12-09T12:54:13 3.814 INF [MODS] Loading localization from mod: A21IZYfirearmshotgunPV
    2023-12-09T12:54:13 3.814 WRN Localization: Entry missing a key! Please check Localization file. Skipping entry...
     

     

    I do have the V3 and Quick fix applied both on client and server side.

     

    Thank you - we enjoy your mod...

    The legacy note about modinfo is letting mod creators know that in a future alpha, it needs to be updated to the new format.  It doesn’t affect anything right now in A21

  18. As both a mechanical engineer and working for a major Automotive OEM, you would never want to use a screw to fasten your wheels to the vehicle as screws do not have the necessary retention force needed for the application at hand.

     

    9 minutes ago, meilodasreh said:

    not sure whether people didn't get the point or just wants to bug me...or this is all just some language problem.

    Anyway, for everybody's total-off-topic information:

    They both exist.

     

    nutstudboltwhatever.jpg

     

    The first picture is the lug nut style fastening system used in primary American vehicles.  The second picture are wheel bolts as an alternative to the lug nut style fastening system (example I know German vehicles use this system).  Both are "bolt" system type of fasteners, though the wheel stud is more of a threaded shaft that is pressed into the hub while the wheel bolts fall under the traditional bolt category.

     

    Neither of those examples are screws though.  I do know of two instances where screw is used around tires - one being a screw in type wheel stud and the second being rim screws used to secure the tires to the rims (typically in drag racing situations).

     

    Easiest thing to say is just wheel fasteners as that covers both styles above.

     

    And yes, I do have a copy of The Machinery’s Handbook at my desk.

     

    One issue I have with the link provided is that they state the difference between screws and bolts in the US is more of a legal definition.  That is not correct.  Bolts by the nature of their design have a significant higher clamping force compared to screws.  That is one of the reasons they are used to fasten wheels to vehicles (another reason are bolts / nuts are easier to assemble and disassemble which is necessary for wheels as you will be removing and reinstalling them as you maintain your vehicle).  If any engineer out there tells you that they are simply interchangeable, no...just no.....  A bolt used where a screw would be sufficient would be okay, but using a screw where a bolt is required - I would be extremely worried about the fastener holding up to the task.

     

    Quote

    not sure whether people didn't get the point or just wants to bug me...or this is all just some language problem.

     

    I just went into a detailed response on this subject, I am not one to judge  😏

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