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BFT2020

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Posts posted by BFT2020

  1. 2 hours ago, keith82 said:

    i think this is game breaking not to mention the physics is off the zombies are running into the hatches and they don't close shut they have magical locking hinges? most videos i see online people use this to cheese point's of interest or even use it in base design to stop zombies it just feels like the same sort of scam as  a floating block it feels like cheating 

     

    If it bothers you, don't do it.

  2. I got a working modlet posted.  It will be under Crafting mod section in my A21 modlet post

     

     

    I didn't do my balance testing, just made sure everything was working accordingly.  I did eventually add T0 Q6 items to the T5 POI drops, but they are currently commented out so if you want to add them, feel free to do so.  I left some pretty detailed instructions in the loot file where you need to make the changes.

     

    Let me know if you see any bugs or any improvements necessary.

  3. 2 hours ago, Matt115 said:

    Might and Magic Dark messiah, Skyrim,  Starfield,  King's Bounty , Final Fantasy,  Diablo,  Resident evil. ARK,  Conan , call of duty etc. 

    and it's just example about big brands 

     

    I thought this was interesting, but Skyrim and Fallout, they have it coded in the game that you can't kill kids.  AAA gaming development company that decided they are not going to give players the choice of killing kids, yet both franchises are very profitable for them.  No kids in Conan, and I don't think Call of Duty had kids in it to kill (though CoD with the airport attack mission, that was brutal.  I skipped over that one).

     

    TFP doesn't want to include kid zombies in their game, that is their choice.  If you want to maim zombie kids in your game, then find a mod that allows you to do it.

  4. 4 hours ago, Burialfaith said:

    Makes no sense that players make guide on Steam suggesting to kill your character in order to reset food/water stats in early game…

    Players been doing that for awhile now, even before A21

     

    Get infected, look 5 minutes for a cure, kill themselves to not have to deal with it

     

    break a leg, don’t want to be slow, kill themselves

     

    Gorge on food even when full, run out of food, kill themselves when they starve

     

    Play a survival game, don’t want to deal with survival elements, kill themselves to not deal with it

     

    The issue is not game mechanics, it’s players not wanting to have to deal with them

     

    at this point, they should be honest with themselves and just mod out anything remotely associated with survival 

  5. So the majority of the work is now done and ready for me to start testing to see if I broke something.

     

    After that, just need to do the localization file, create a readme file listing all the changes to include wit the file, polish up some of the notes in the individual files and it will be ready for download.

     

    Shooting for tomorrow release but could drift into the weekend depending on if I can get some time tonight to start testing it.

  6. A20 did change the trader quest progression system though.  Prior to A20, progressing with any trader increase the tier with all traders.  A20 introduced TFP rep system with traders where you only advanced the tiers if you were doing quests for that specific trader.  So now you had to do T1 quests with all traders if you wanted T2 quests from any of them, rather than just spamming quests with your local trader Hugh to raise the quests for Jen, Joel, Rekt, etc.

     

    And of course, they now tied in the trader inventory with the quest rep so traders you are going a ton of quests for will have better gear than those you are ignoring.  It is a new mechanic to learn, but it makes more sense now that they are tied to the individual traders rather than traders as a whole.

  7. 7 hours ago, CrazyCelt said:

    Any insight would be greatly appreciated, thanks!

     

    I take it headphones are not an option?  😉

     

    Have you tried swapping out the NPC sounds in the sounds.xml file to something more PC?

     

    For example, find one of the NPC sounds that you don't like and create a new one from trader_jen

     

    As an example (I don't have the wasteland files in front of me so I can't give the specific file names so lets assume NPC1_cussingUpAStorm is the sounddatanode name for it):

     

    Jen's vanilla

    <SoundDataNode name="trader_jenlikefirstgreet"> <AudioSource name="Sounds/AudioSource_VO"/>
        <Noise ID="1" noise="7" time="3" muffled_when_crouched="0.5"/>
        <AudioClip ClipName="Sounds/VO/Trader/Jen/trader_jen_firstgreet_01" Subtitle="trader_jen_firstgreet_01"/>
        <AudioClip ClipName="Sounds/VO/Trader/Jen/trader_jen_firstgreet_02" Subtitle="trader_jen_firstgreet_02"/>
        <AudioClip ClipName="Sounds/VO/Trader/Jen/trader_jen_firstgreet_03" Subtitle="trader_jen_firstgreet_03" />
        <LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="1.111"/> </SoundDataNode>

     

    Copy and change the SoundDataNode name to

    <SoundDataNode name="NPC1_cussingUpAStorm"> <AudioSource name="Sounds/AudioSource_VO"/>
        <Noise ID="1" noise="7" time="3" muffled_when_crouched="0.5"/>
        <AudioClip ClipName="Sounds/VO/Trader/Jen/trader_jen_firstgreet_01" Subtitle="trader_jen_firstgreet_01"/>
        <AudioClip ClipName="Sounds/VO/Trader/Jen/trader_jen_firstgreet_02" Subtitle="trader_jen_firstgreet_02"/>
        <AudioClip ClipName="Sounds/VO/Trader/Jen/trader_jen_firstgreet_03" Subtitle="trader_jen_firstgreet_03" />
        <LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="1.111"/> </SoundDataNode>

     

    So assuming I did this correctly (and I am weak in the modding of sounds so this is a big assumption right now), when the NPC wants to cuss up a storm, it will see the SoundDataNode name but the code directs it to the Trader Jen First Time greeting instead

  8. also also I would recommend creating a modlet instead of modifying the game files.  Vanilla would always be the same but your modlet would actually apply the changes.

     

    Realized just now after all the l's in the sentences that my mechanical keyboard is having some key issues  😆

  9. Here you go

    Spoiler

      

         <passive_effect name="WaterChangeOT" operation="base_subtract" value="@_vehicleFood" tags="driving"/>
            <passive_effect name="WaterLossPerStaminaPointGained" operation="base_set" value="0.00453"/> <!-- regening stamina costs you water -->
    
            <!--<passive_effect name="HealthLossMaxMult" operation="base_set" value="0.15"/>--> <!-- taking damage blacks out part of the HP bar -->
    
            <passive_effect name="FoodChangeOT" operation="base_subtract" value=".00833"/> <!-- hunger base drain, 30/hour -->
            <passive_effect name="FoodChangeOT" operation="base_subtract" value="@_vehicleFood" tags="driving"/>

     

     

    I think this applies when driving, not just high speeds

  10. FYI

     

    I already got the broken items added to the game and into the loot tables - Note, to keep this modlet as friendly as possible, I am not adding custom icons at this time for the broken items, I am just using the vanilla assets and adding a color tint to them so they are noticeably different than working gear - you also shouldn't be able to equip them

     

    Tasks remaining:

    • Remove quality gear from trader rewards
    • Limit trader stock to Q1 and Q2
    • Change Q6 items to T5 POIs only - not adding Wasteland at this time, but I am going to make them a rare drop
    • Update localization file for new items added
    • Test it out to verify no issues
    • Come up with a decent name for this mod - I got nothing right now

     

    Some additional QOL improvements that weren't asked for but thought would be nice

    • Military Stealth boots Q6 added to T5 POIs loot drops
    • Adjust the trader rewards for T1-T4 to account for removing gear as a potential - leaning towards more ammo / parts / etc
    • Football helmet, swat helmet, firefighter helmet, and mining helmet adding recipes for them and unlocks in case people want those in-game.
  11. On 11/26/2023 at 3:15 PM, Roland said:

    One way they could improve it, imo, would be to have traders only sell up to orange quality of any weapon or tool and to have all weapons found in loot to be worthless except to scrap them for parts.  That way, you buy low quality weapons and use them or buy them to scrap them for their parts and anything you find would just be junk to be scrapped for parts and so all the high quality stuff would be only from crafting-- except the purple legendaries and those should only be rare finds in loot at a high enough lootstage that you would only find them in Tier 5 POIs in the wasteland and not given as rewards for quests by the trader.

     

    That would be a pretty insta-download modlet if someone wanted to create it.


    give me a few days and I should have something that gives you 99% of what you are asking for.

  12. 10 minutes ago, Izayo said:

    Thanks . but do you know what cause this? , I got red errors about workbench crafting or something.

     

    Not sure, I would have to see your original code to see where the original issue was.  Some possibilities could be:

     

    • Wrong unlock name in the schematic
    • Wrong unlock by name in the property
    • Hidden character / wrong character

     

    I got red error messages in the workbench on my crafting mod, the issue was tied back to the Unlocked by property that I didn't update for my changes.

  13. 1 hour ago, Gamida said:

    Tried to click the red dot in the SHOTGUN Pack post to go to first unread message and got this.

     

    image.thumb.png.d26904231d6ee12c27f4a485bb2779d3.png

     

     

     

    Have you tried again since you got this message the first time?  OP might have been updating a link when you clicked on it and it was waiting approval

  14. 9 hours ago, Izayo said:

    know bugs : 

    crafting Explosive round will popup unkow red error so I take it out from crafting (still can be found in loot and trader)

     

    This code should work.  I didn't know the exact recipe you wanted for the shells, so I just copied and modified one that you already had in your files.

     

    items file

    <item name="explosiveAmmoSchematic">
        <property name="Extends" value="schematicNoQualityMaster"/>
        <property name="CreativeMode" value="Player"/>
        <property name="CustomIcon" value="ammo12gExplosive"/>
        <property name="Unlocks" value="ammoShotgunExplosive"/>
        <effect_group tiered="false">
            <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="ammoShotgunExplosive" operation="set" value="1"/>
            <triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/>
        </effect_group>
    </item>

     

    recipes fie

        <recipe name="ammoShotgunExplosive" count="1" craft_area="workbench" tags="workbenchCrafting,learnable">
            <ingredient name="resourceForgedSteel" count="1"/>
            <ingredient name="resourceGunPowder" count="6"/>
            <ingredient name="resourceScrapPolymers" count="1"/>
        </recipe>

     

  15. 2 hours ago, Roland said:

    One way they could improve it, imo, would be to have traders only sell up to orange quality of any weapon or tool and to have all weapons found in loot to be worthless except to scrap them for parts.  That way, you buy low quality weapons and use them or buy them to scrap them for their parts and anything you find would just be junk to be scrapped for parts and so all the high quality stuff would be only from crafting-- except the purple legendaries and those should only be rare finds in loot at a high enough lootstage that you would only find them in Tier 5 POIs in the wasteland and not given as rewards for quests by the trader.

     

    That would be a pretty insta-download modlet if someone wanted to create it.

    So not asking for much here. 😏

  16. 11 hours ago, Gamida said:

     

    I am not very good with making mods but am wondering does that just rename the charred meat to grilled meat?

    If so will you also not have to remove the negative water buff from it?

    If I am not right just ignore my post :D

     

    You are not 100% wrong.

     

    If you put that line in an items.xml file, it would change the name of the item.  However, since we are putting that line in a loot.xml file, then it just changes the loot item in those groups with charred meat.

  17. 8 hours ago, FA_Q2 said:

    That used to be the case.  The new description removed any mention whatsoever to getting better items at the trader and "gain access to better trader items" was added to the daring adventure perk.

     

    From a strict reading of the perks, better barter only reduces prices and daring adventure will improve the trader items but it is not entirely clear if this is for rewards or for purchasing.  Considering the perk and the surrounding context, it would make more sense that it is only talking about quest rewards.  That does not mean, of course, that this is how the game actually works.  

     

    From some very basic testing, it appears to me that the old function giving you better items for trade has been completely removed.  Are you sure better barter still gives you the boost in trader options and if it does, is it now tied to trader inventory reset?  The old system was not and worked in real time and since that seems to no longer be the case I assumed the entire function was just flatly removed.

     

    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.

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