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Posts posted by BFT2020
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12 hours ago, The TJC Show said:
lmao, In that case, do you know where I would look to mod it back in by any chance?
Items file, check for property lines like
<property name="SellableToTrader" value="false"/>
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7 hours ago, Anxiety123 said:
I'm not going to jump through the hoops and provide a bunch of unnecessary info (e.g. system specs, output log) to report some erroneous XML data, so I'll post this here:
zombieSpider has its head/arm/leg dismember multipliers set to zero, but the Feral and Radiated versions use the same chances as other feral and radiated zombies. This looks like a simple copy/paste error.
Similarly, zombieFatCop has its leg dismember multiplier set to zero, but the Feral and Radiated versions assign the standard feral/radiated chances. Again, this looks like a copy/paste error.
These errors are present in Alpha 21.1 (b16).
This would be a bug report and should be posted in the bug section.
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1 hour ago, Krougal said:
Ammo chests for sure, especially infestation ones.
Probably quest rewards too.
General ammo piles maybe as well.
I guess anywhere you might find other bullets is reasonable.
I should be able to post a link for a modlet this evening when I get home from work
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What difficultly level are you playing that you think knives are OP and need to be nerfed?
One of the main game themes is looting. If you want to reduce the looting aspect of it, you are going to have to mod the game. And since you think 3rd party modders are crappy, you might want to start learning XPATH.
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16 hours ago, Krougal said:
So I was thinking as an int focused build who travels with 2 junk turrets, it would be really beneficial to get ammo in loot but man there is so much recursion of groups in the loot.xml I really can't figure out where it makes the most sense to add it, or how much to give.
Anyone have any suggestions? Or maybe have already done this.
I made changes to the ammo loot in A20 and working on porting it over to A21. Where exactly do you want to find the turret ammo? Crates and end chests? Treasure chests? Ammo piles? vehicles?
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Yeah your mods are not loading correctly.. Since they are dll files, these mods have changes to the source code. Since they are not being applied correctly, your game won't work correctly with the mods added.
2023-09-22T00:06:40 2.780 INF [MODS] Found ModAPI in RandomMainmenuBackground.dll, creating instance
2023-09-22T00:06:40 2.782 ERR [MODS] Failed initializing ModAPI instance on mod 'RandomMainmenuBackground' from DLL 'RandomMainmenuBackground.dll'
2023-09-22T00:06:41 3.609 INF [MODS] Initialized code in mod 'The_Wasteland' from DLL 'Wasteland.dll'
2023-09-22T00:06:41 3.609 INF [MODS] Found ModAPI in Wasteland.dll, creating instance
2023-09-22T00:06:41 3.609 ERR [MODS] Failed initializing ModAPI instance on mod 'The_Wasteland' from DLL 'Wasteland.dll'
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2 hours ago, Mert Dilbaz said:
Thanks for reply. How can I find where I need to change ?
You are going to have to examine both mods and figure out what changes Khaine has made to his mod. I do know that Khaine has heavily changed the perks and crafting elements of the game which will affect this mod.
In this case, it is tied to the shotgun perk that Khaine is using. In vanilla, it is perkBoomstick which if you look at the tags in both the shotgun and ammo, it will have those in them. With Khaine's mod, you would need to add those custom tags he has for shotguns to the items in Izayo's mod.
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36 minutes ago, Mert Dilbaz said:
Hello, its an amazing shotgun mod and i love it. But I don't understand why do my shotgunshells have 0 damage ? Im using this mod with Darkness Falls mod pack.
here is a screenshot :
How can I change it the damage ?
It's because you are trying to use a vanilla mod as is with a mod like DF that is considered an overhaul mod. You have to change this mod to make it work with DF.
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4 hours ago, 8_Hussars said:
Is there a way to mod out the increased drop chance from perks? May be attractive for MP.
Easiest way to completely remove:
<remove xpath="//perk/effect_group/passive_effect[contains(@tags,'CSM')]"/>
That would remove all the code for increasing drop chance of crafting magazines
To do a universal reduction in chances:
<set xpath="//perk/effect_group/passive_effect[contains(@tags,'CSM') and @value='2,10']/@value">1,5</set>
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5 hours ago, meilodasreh said:
Very good point actually, that's how it should work imo.
Finding an empty container/bottle/jerrycan/whatever that can be used to collect and carry water would be a basic survival element, and also a sadly common thing to find even in today's pre-apocalyptic world (ok might be a bit too pessimistic here - hopefully)
These could be used for scrapping for polymer after use,
and also automatically turn into scrap after a certain amount of uses - to simulate some kind of weardown system.
Different sizes of them would also come in handy, so that you could only collect this or that amount of water/fuel/whatever at a time,
but then it would maybe also lead into new "nonsense inconsistencies" again in the context of stack sizes.
To prevent abundance they could take very long to be crafted and/or use lots of resources (like the dew collector already does, what is it, a hundred scrap polymer?)
And also crafted ones could have a way lower durability than found ones, so they could be reused only once or twice before worn out and give only a little amount of reusable scrap.
That's fine if this game was simply a survival simulator......but it isn't, it's a hybrid.
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On 9/19/2023 at 8:50 PM, Plexius said:
yes that is what the second batch of code is from directly from config dump of that save there are no errors when starting the server so im confused as to why it just isnt spawning them in
You need to go into the POI editor and create a new deco. I created an Uranium one using my new boulder and terrain blocks I made. Will also link a copy of my mod code.
The only thing I couldn't get it to do was change the color of the terrain blocks. Not sure how to do that 🤷♂️
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28 minutes ago, meilodasreh said:
And I think progression in vehicle construction is too slow if you didn't "spec" in it. Hope that's being adjusted in the future, well to be fair, mostly because I find it very annoying to use the minibike, I just can't stand the sound, also too slow and too tiny storage. And it's a long way to the motorcycle.
I am going to start a new playthrough with a small mod file - change the specialty crates to increase the drops of crafting magazines. The magazines are typically in the first grouping (guaranteed) and a possible pick in a lower probability group. I been thinking about increasing the first group from 1 pick to 3 picks to see how that affects progression.
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5 hours ago, meganoth said:
Using your mod or vanillla?
Not getting a vehicle or waiting a long time for it is less about challenge and more about missing comfort.
Both. I find that as long as I reach a bicycle, I am fine if it takes me awhile to get motorized transportation. And since bicycle only takes 5 magazines to unlock, it doesn't take a long time for me to gather those magazines, even in my mod where I removed trader rewards.
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6 hours ago, FramFramson said:
I have a couple mods with some guns which have no descriptions and I just wanted to add these in. I was able to add one to one mod but not another and it seems like somehow they use slightly different formatting?
Also one of the mods uses a schematic and the schematic's description adds a huge amount of text that is a longer-than-normal version of the schematic text (the usual line about "this lets you build the thing" is followed by lengthy examples), and I have no idea why.
Make sure the item has the following property
<property name="DescriptionKey" value="NewGun1" />
That should cause the game to look in the localization file to find this value and add it to the description.
Regarding the second one, it sounds like the mod creator got a bit wordy in their description.
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let me create a test modlet and see what I see on my end, will try to do that today / tonight.
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5 hours ago, FramFramson said:
I think the biggest warping effect is everyone in single player having to invest somewhat heavily (during the early game) into Int, even if you're not going Int at all. Like, your real build is always a ???/Int hybrid build in singleplayer. That or you're buying a lot of fergettin' elixir.
Though even in Multiplayer, the Int person will still often be a hybrid as well, because not everyone wants to go junk turrets and stun batons.
Not everyone feels that way, I tend to invest very little in Int (I don't use the elixirs at all) unless I am specifically wanting to play a heavy Int build. I may invest a perk point or two at the beginning but I am usually at Int 1 for most of the early / mid game. I tend to focus more on the tree I am wanting to play that playthrough.
If you want a challenge, don't use elixirs and don't spend in strength / int trees if you are going a different build, like Agility.
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okay have you generated a new map with all these changes?
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okay, I assume you also create an entry for tungsten in the materials file (Mtungsten)
Next step is you would want to put in a possible layer in the biomes file
This is coal in the pines forest
<!-- *** Pine Forest: Ore Sub Biome: coalOre --> <subbiome prob="0.392"> <layers> <layer depth="1" blockname="terrForestGround"/> <layer depth="3" blockname="terrDirt"/> <layer depth="1" blockname="terrStone"> <resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/> </layer> <layer depth="*" blockname="terrStone"> <resource blockname="terrOreCoal" prob="0.6500" rwgGenerationType="all"/> <resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/> </layer> <layer depth="3" blockname="terrBedrock"/> </layers> <decorations> <decoration type="prefab" name="deco_coal_vein" checkresource="-7" onslopes="true" prob=".00657" rotatemax="3"/> <decoration type="block" blockname="rockResource" prob=".00033" rotatemax="3"/> <decoration type="block" blockname="rockResource02" prob=".00033" rotatemax="3"/> <decoration type="block" blockname="cntForestRandomLootHelper" prob="0.00025"/> <decoration type="prefab" name="rock_form02" prob=".001" rotatemax="7"/> <decoration type="prefab" name="rock_form01" prob=".001" rotatemax="7"/> <decoration type="block" blockname="plantedCotton3Harvest" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="rock01" prob=".001"/> <decoration type="block" blockname="rock02" prob=".001"/> <decoration type="block" blockname="cntBirdnest" prob="0.001"/> <decoration type="block" blockname="treeDeadPineLeaf" prob="0.007" rotatemax="7"/> <decoration type="block" blockname="plantShrub" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="treeJuniper4m" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="treeMountainPine12m" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="treeMountainPine19m" prob="0.0015" rotatemax="7"/> <decoration type="block" blockname="treeMountainPine27m" prob="0.002" rotatemax="7"/> <decoration type="block" blockname="treeMountainPine31m" prob="0.002" rotatemax="7"/> <decoration type="block" blockname="treeMountainPineDry21m" prob="0.002" rotatemax="7"/> <decoration type="block" blockname="treeMountainPine41m" prob="0.004" rotatemax="7"/> <decoration type="block" blockname="plantedSnowberry3Harvest" prob=".001" rotatemax="7"/> <decoration type="block" blockname="plantedChrysanthemum3Harvest" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="treeOakLrg01" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="treeOakMed01" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="treeOakMed02" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="treeOakSml01" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="treeFirLrg01" prob="0.0005" rotatemax="7"/> <decoration type="block" blockname="treeMountainPine48m" prob="0.0005" rotatemax="7"/> <decoration type="block" blockname="treeStump" prob=".0002" rotatemax="7"/> <decoration type="block" blockname="treeTallGrassDiagonal" prob=".35"/> <decoration type="block" blockname="treeShortGrass" prob=".6"/> </decorations> </subbiome>
Also make sure you have a map color property in the blocks portion so it shows up on the map with a different color
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This is the format it should be in (if you don't have all the languages you keep them blank)
Key,File,Type,UsedInMainMenu,NoTranslate,english,Context / Alternate Text,german,spanish,french,italian,japanese,koreana,polish,brazilian,russian,turkish,schinese,tchinese
example
perkDaringAdventurerRank4LongDesc,progression,perk Int,,,You are the daring adventurer!\nGain access to better trader items and get 30% more dukes.,,,,,,,,,,,,,
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Look at line 30 and on, in the item area, you have the first ' but not the last '
item[@group='groupZpackStrong01]"
should be
item[@group='groupZpackStrong01']"
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You removed groupZpackReg01 but not 02 and 03. Then you added another 02 and 03 group in your code.
When you are appending to the groupZpackReg, this is how it is going to look like the following:<lootgroup name="groupZpackReg" count="all"> <item group="groupZpackReg01" count="2"/> <item group="groupZpackReg02" loot_prob_template="med" force_prob="true"/> <item group="groupZpackReg03" loot_prob_template="low" force_prob="true"/> <item group="groupWoodOrStone" count="1" force_prob="true" /> <item group="groupZpackReg01" count="1" /> <item group="groupZpackReg02" loot_prob_template="medHigh" /> <item group="groupZpackReg03" loot_prob_template="low" /> </lootgroup>
or it may look like:
<lootgroup name="groupZpackReg" count="all"> <item group="groupZpackReg01" count="2"/> <item group="groupZpackReg02" loot_prob_template="med" force_prob="true"/> <item group="groupZpackReg03" loot_prob_template="low" force_prob="true"/> </lootgroup> <item group="groupWoodOrStone" count="1" force_prob="true" /> <item group="groupZpackReg01" count="1" /> <item group="groupZpackReg02" loot_prob_template="medHigh" /> <item group="groupZpackReg03" loot_prob_template="low" />
I don't use append to add lines into groups, so not sure if you got the path correct there.
Rather than removing and replacing, I would do the following:
<set xpath="//lootgroup[@name='groupZpackReg']/item[@group='groupZpackReg01']/@count">1</set> <set xpath="//lootgroup[@name='groupZpackReg']/item[@group='groupZpackReg02']/@loot_prob_template">medHigh</set>
Try these changes and see what happens.
Also some QoL tips
Use comments and break your file into sections, easier to find what you need to change or fix - This is what I do
<!-- Increases stock numbers of ammo and magazines to account for removing quest rewards --> <!-- Ammo increases --> <set xpath="//trader_item_group/item[@group='groupAllAmmo']/@count">4,8</set> <!-- magazines increase - generic --> <set xpath="//trader_items/item[@group='skillMagazines']/@count">4,8</set> <!-- Unique magazine stock increases --> <set xpath="//trader_item_group[contains(@name,'skillMagazinesTrader')]/item/@count">2,6</set>
Also remove can be shortened /> at the end rather than ></remove>
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17 hours ago, Plexius said:
I figured out the forge issue now i just need to figure out how to recolor the ore veins
Try in the blocks file, the veins are terrOreCoal (change coal to the ore type for the other ones)
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5 minutes ago, binf_shinana said:
(google translation)
I think that many players who complain that the number of magazines that appear does not increase even if they acquire skills do not understand that the appearance rate will interfere with each other by acquiring multiple skills. (The explanation only says that it will increase, so that is natural.)
For example, Advanced Engineering is responsible for electrical appliances, traps, workbenches, repair tools, and four types of magazines, so if you acquire this, you will be far removed from acquiring firearm magazines.That is true, but only in regards to containers that pull from all magazines. For the specialty crates, you will be pulling a much smaller batch. For example, Shotgun Messiah is only firearm magazines so if you are perked into say Gunslinger, you have a high chance of pulling the handgun crafting magazines.
However, the crates themselves are not universal. Some crates have the crafting magazines in the first group which is always a guaranteed pull while other crates have them in the second group which is a high chance of pulling from it. And at least one crate (Mo Power) you have guarantee pulls for all but the 4th loot group. I wonder how loot finds will change if all specialty crates where setup like the Mo Power one where you are always guaranteed 3 items in them with a possible 4th.
55 minutes ago, Roland said:I suppose, though, that it is a value in the xmls that can be changed for those that would rather the boost be a bit less?
Maybe cut it in half, from the current 2 to 10 based on perk level to 1 to 5?
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<property name="CanClimbLadders" value="false"/>
It looks like the animals have this property in their data, but not working as intended (or maybe the base code was removed so this doesn't do anything right now).
I checked zombie dogs and snakes, and they extended from entities that should have this code in them (dogs extended from wolves who extend from the default hostile animals while snakes directly extend from hostile animals).
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Concerning Magazines and Learn-By-Reading...
in General Discussion
Posted
So I got some data from a single play through so far:
Everything vanilla except for:
What I observed:
Some thoughts:
Just changes the bonus loot probability chance you will be getting. You will still see mostly crafting magazines (as they are set as high probability) but more of a balanced distribution among the choices you can get