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BFT2020

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Everything posted by BFT2020

  1. You have to mod them in. DF is an overhaul mod while the mod you have probably was geared towards vanilla 7D2D
  2. It's not just multiplayer. I had two waypoints for one trader and I just play single player.
  3. Looks like you didn’t copy everything, like a bunch of custom assets
  4. OP is looking for a way to remove the automatic trader waypoints added to the map, not traders themselves.
  5. 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?
  6. 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.
  7. 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
  8. Um, its remove not set. I demand accuracy when you mock me, accuracy!
  9. shhh. keep this on the downlow, but..... That should up the difficulty a bit, but allow you to stay in the pine forest 😉
  10. FYI There is a limit of 32k blocks in the game. I think vanilla has just under 6k blocks by itself.
  11. 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?
  12. 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.
  13. 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.
  14. 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.
  15. adjective. capable of or susceptible to being manipulated; manipulatable.
  16. 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
  17. This was an issue with Alpha 21.0. TFP changed the rounds per minute from 1000 to 1 and added a new property RapidTrigger to the double barrel so you can rapidly click twice to get it to unload both barrels. This change was made for Alpha 21.1. Now when you hold down the trigger in A21, it doesn't fire both shots rapidly and requires another quick trigger action.
  18. Are you on A21? If so, you should be using the download from this thread which was updated for A21 Also, best to let the mod author know in that thread of any issues having with A21
  19. Or just use the bows, knives, or the 9mm pistol if you are trying to clear the room as silently as possible. The SMG shouldn't be able to stealthy clear the POI the same as the pistol or the bow. That is why the bows and knives have such a significant boost in hidden strike damage, as those are the weapons geared towards clearing out a POI stealthy. I think the SMG was wrongly placed in that category in previous Alphas. The SMG though does generate a lot less heat compared to the M60 when the silencer is added (1/3 less by my calculation) so if you are forced to fall back to a rapid fire weapon in a jam, then it has that going for it. Less likely to have a screamer or wandering horde investigating the noise if you use the SMG as a backup rather than going in guns blazing with the M60.
  20. Not to forget that if you are perking into the agility tree, it boosts the damage of the SMG a lot, both through Agility itself and Gunslinger. Throw in Hidden strike and the SMG is going to be the better weapon if you max out those perks compared to an unperked M60 So: Maxed out Agility - Double damage for headshots Maxed out Gunslinger - 50% increase in damage Maxed out Hidden strike - 300% increase in damage for hidden strikes So comparing Q1, Average stats between a perked out Agility and a perked out Fortitude player SMG - 225 headshot sneak damage with regular ball ammo M60 - 140 headshot damage or 175 (if they take the first perk of hidden strike that they can) Throw in that both classes has a book series that gives them both sweet benefits, along with the Gunslinger perk having the gunslinger combo bonus in addition. If you are playing a true stealth player, then you will be perking into Agility to boost sneak damage and the SMG wins hands down. If you are not perking into stealth, then any weapon with higher damage output is going to be best regardless of sound level.
  21. They did wait a full 4 hours before giving up. That's something, I guess? /s
  22. Simple reason - this forum is for TFP’s game, not illogika’s
  23. Really need to see your recipe code and probably the item / block files. Initial thought is a typo somewhere in your recipe file. Could be an unknown edit you did when making changes (I have done it in the past).
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