Jump to content

BFT2020

Members
  • Posts

    3,565
  • Joined

  • Last visited

  • Days Won

    40

Everything posted by BFT2020

  1. If the error was being caused by the zombie cop (I can't access the log links while at work), you might have an older version of the mod. This was an issue that cropped up, but Khaine fixed it and it seems to have gone away if you have the latest mod file.
  2. Probably best to ask in the mod author's thread in the Mods section, this section is more geared towards the vanilla game.
  3. Pathing is incorrect. For example, your first line should be <set xpath="/spawning/biome/spawn/@respawndelay">999</set> the @respawndelay at the end tells the code which values in the spawning/biome/spawn nodes to change.
  4. Copy your recent logfile into pastebin and post the link here. That will help people to troubleshoot your issue.
  5. For some of us, the struggle can be just as entertaining. In A20, I had several playthroughs where I had not found a workbench schematic by Day 35 so it limited what I could craft. With trader rewards turn off, it meant not getting bike or any vehicle for quite some time. And it really hits home when you spawned next to a small town that can be cleared out very quickly and the next one over is going to be a hike to get there. Makes you choose how you approach the situation. What you are going to take with you, are you going to shelter in a POI on the way there since you might get to the next town late in the day... things like that.
  6. The thing is, he wants the free 4 skill points at the start of the game, he just doesn't want to do the minimum effort in obtaining those free points. Try this, it replaces the first quest with a new one that all you have to do is punch one grass and you earn 4 perk points and it points you to the nearest trader. <remove xpath="//quest[@id='quest_BasicSurvival1']"/> <insertBefore xpath="//quest[@id='quest_BasicSurvival2']"> <quest id="quest_BasicSurvival1"> <property name="group_name_key" value="quest_BasicSurvival"/> <property name="name_key" value="quest_BasicSurvival1"/> <property name="subtitle_key" value="quest_BasicSurvival1_subtitle"/> <property name="description_key" value="quest_BasicSurvival1_description"/> <property name="icon" value="ui_game_symbol_map_bed"/> <property name="category_key" value="quest"/> <property name="difficulty" value="veryeasy"/> <property name="offer_key" value="quest_BasicSurvival_offer"/> <property name="shareable" value="false"/> <objective type="FetchKeep" id="resourceYuccaFibers" value="1" phase="1"/> <reward type="SkillPoints" value="4"/> <reward type="Quest" id="quest_whiteRiverCitizen1"/> </quest> </insertBefore>
  7. It's that easy? I was trying to figure out how to add the new materials to the forge and never done that portion before, glad someone was able to help the OP. I never thought to look inside the XUi subfolders. I was looking in all the xml files in the main config folder seeing how they add material types to forges
  8. No worries, we all have bad days which is why I didn't try to escalate it further, but instead kept my replies light hearted
  9. Yeah I think it was you that pointed this out in another thread. It sounds like a bug based on the response from one of the developers
  10. Here is an example where I created two new ingots for someone https://github.com/BFT2020/A21LeadBrassIngots.git
  11. Yes <set xpath="//reward[@id='questArmorT3-T4']/@id">groupConstructionResourcesT1</set> That should change all instances of the questArmor group to the group you listed.
  12. No worries, you were not my target audience. Riamus was and he found it funny. Getting someone to chuckle or laugh is always valuable, especially in today's climate. And laughter doesn't stop the problem from being fixed or not looked at. Loosen up and enjoy life, and let others have fun.
  13. Not to be a smartass, but how do you get anything at all if you spend most of your time building? How do you learn to craft any gear that you may want?
  14. Not necessary. You could also tweak the magazine counts in the brand crates and that helps out a lot. This would only require a server side modlet to accomplish.
  15. Yw, sorry it took a few tries to get it across to you.
  16. Are you wanting it to behave like infection that applies debuff if left untreated and the condition worsens or do you want it to apply a debuff automatically as soon as it is applied, like the fatigue debuff you treat with vitamins? For hungry, I was looking at this section which is probably what you are looking for: <effect_group> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusHungryBlockage" operation="set" value="100"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusHungryBlockage" operation="add" value="@$PlayerLevelBonus"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffStatusHungryBlockage" operation="multiply" value=".133"/> <passive_effect name="StaminaMaxBlockage" operation="base_add" value="@$buffStatusHungryBlockage"/> </effect_group> So in this case, there is a variable (cvar = buffStatusHungryBlockage) that is calculated and then applied to the passive effect StaminaMaxBlockage. So if you were to do this same route, you would need to generate a new variable (for example buffStatusRabiesBlockage). In the example above, say the person has a level bonus of 20 for stamina. If they become hungry, the blockage value would be 15.96 (100+20)*0.133. This is then added to StaminaMaxBlockage via the last line. You might be able to get away and use the same variable buffStatusHungryBlockage in your virus calculations. However, since your goal is to set the max at 100 stamina with the virus, you would just add the @$PlayerLevelBonus to the Blockage variable which would limit it to no greater than starting stamina.
  17. Apparently the fact that this was a joke flew over your head.
  18. I don't think insulting the developers because they won't implement the game mechanics you want is going to get you anywhere. Usually it has the complete opposite effect. I don't see any form of LBD coming back to 7 Days to die, because that has been their constant message (it's not coming back) since A17 - that's been a full 5 development cycles now and they are planning on 2 more before final release. My suggestion would be make your peace with the vision of the developers of 7D2D and start looking into alternate means of getting what you want - like seeing if there is a mod out there or maybe even collaborating with a mod creator to bring your vision to fulfillment.
  19. Look at the hungry buff in game, that limits the maximum stamina of the player. That's a good place to start if you want to add that type of debuff to your rabies virus.
  20. This was my thought process and something I am probably going to try to implement in A21 in my mod (and return repairing but making it expensive). Like you stated, have a basic level of the components (for lack of imagination on my part, range weapons components, melee weapons components, armor components, engine components). Then use those parts to either craft repair kits or individual components to start weapon crafting (so they are required to craft for example shotgun parts). You can limit the amounts of different repair kits by breaking them up into a few - say have a repair kit for weapons, tools, and armor and requires the components of each to craft up, then a different one for vehicles that requires vehicle elements like engine components, oil, plastics, etc. FYI, in my mod from A20 that I am slowly porting over to A21, I had already changed how engines worked in it. I change the engine drops to engine parts (and easy to do since I just use the parts master icon with the engine icon to give it the parts symbol in the corner) so then you had to craft it either into a small engine for certain recipes or a larger engine for other items.
  21. I use the majority of ammo in the game that you find in the loot, even go as far as modding in the HP and AP ammo into higher tier loot containers. I also changed the ammo types of a few starting weapons (and one rifle) so I modded in 44 cal to start dropping as loot on Day 1. I always use a bow weapon in game, regardless if I am perked into them or now. Though typically I go with bow / compound bow if I am focused on agility vs crossbow / compound crossbow for non agility builds. The ammo for the type of bow I am not using I generally scrap or melt down in the forge. Right now, my current playthrough is Agility build with no perks in other weapons. But my day to day loadout includes a desert vulture, a pump shotgun, and a lever action rifle. I am saving my 9mm for the SMG if I got enough to take it with me or using it in my auto turret for horde night. The only ammo I haven't use yet in A21 is breaching rounds in the shotgun. With the nerf of shotguns to blocks and the buff to breaching rounds against doors, I haven't come across any to purchase yet (or made any) to see if it would be worth it to "breach" a POI in that manner.
  22. That seems low. TFP should target a million minimum 😉
  23. You can modify the biomes file if it really bothers you. At the bottom, in the POI section, you have the roads. Each line for a texture would be one of the blocks that get generated <poi name="City Asphalt" poimapcolor="#1" blockname="terrAsphalt"> <decal texture="0" face="0" prob="0.001"/> <!-- 0 == 500 --> <decal texture="1" face="0" prob="0.001"/> <!-- 1 == 501 --> <decal texture="2" face="0" prob="0.001"/> <decal texture="3" face="0" prob="0.001"/> <decal texture="4" face="0" prob="0.001"/> <decal texture="5" face="0" prob="0.001"/> <decal texture="6" face="0" prob="0.001"/> <decal texture="7" face="0" prob="0.001"/> <decal texture="8" face="0" prob="0.001"/> <decal texture="9" face="0" prob="0"/> <decal texture="10" face="0" prob="0"/> <decal texture="11" face="0" prob="0.001"/> <decal texture="12" face="0" prob="0.001"/> <decal texture="13" face="0" prob="0.001"/> <decal texture="14" face="0" prob="0.001"/> <decal texture="15" face="0" prob="0.001"/> Setting the probabilities to 0 should keep them from spawning in, but I can't guarantee that right now. Note this would only apply to newly generated worlds, not one you already generated or one of the pre-generated worlds And in case you are wondering / going to ask, it would take one line of code <set xpath="//decal/@prob">0</set> The different road surfaces are the only items in the biomes file that has decal as a node, so if you want to remove all decals that is how you would do it. If you are targeting specific decals, then you would need to do the following: <set xpath="//poi[@name='City Asphalt']/decal[@texture='0']/@prob">0</set> Assuming I wrote up my code correctly
  24. It's a minor debuff. Not all debuffs have to have a major impact on the player.
  25. Yeah you do see the oddity here and there. On my current map, I have a trader on the other side of the city next to one of the main roads leading out of the city. However, his main entrance is on a side road that ends before it connects to the main road so you have to drive around the metal barrier to get onto the main road. But I just chalk it up to the people who were responsible for designing the roads in the world are the same people that led to the zombie outbreak 😄
×
×
  • Create New...