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BFT2020

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Everything posted by BFT2020

  1. Ferals will spawn at night on Day 1, that is the intent. Day is safer for low level, new survivors. You can do work at night, but it carries a risk. That is why even in Forest biome, the first nights I typically just hide up high and not make a sound so I don't have to deal with any ferals until I got proper gear and a defensive spot that I can hold them back. <!-- *** BIOME_ZOMBIES_NIGHT_GROUP --> <entitygroup name="ZombiesNight"> zombieSpider zombieSpiderFeral, .25 zombieBoe zombieBoeFeral, .25 zombieJoe zombieJoeFeral, .25 zombieSteve zombieTomClark zombieSteveFeral, .25 zombieTomClarkFeral, .25 zombieMoe zombieMoeFeral, .25 zombieYo zombieYoFeral, .25 zombieBusinessMan zombieBusinessManFeral, .25 zombieArlene zombieArleneFeral, .25 zombieDarlene zombieDarleneFeral, .25 zombieMarlene zombieMarleneFeral, .25 zombieNurse zombieNurseFeral, .25 animalZombieDog, .05 zombieSteveCrawler zombieFatHawaiian zombieFatHawaiianFeral, .25 </entitygroup>
  2. As an aside, I removed all of Izayo's mods this morning and reloaded the game, character went back to Level 1 (from Level 300) which I expected it to do since I removed mods that modified the progression side, and then reverted back to vanilla game.
  3. CM, the number when you look at items in creative mode is the ID that the game assigned to it. These numbers will change based on what mods you add to the game.
  4. Have you boosted XP gain? Gamestage is what zombies are tied to. Also tourist and soldiers are not high level zombies, they are just a bit tougher to take down.
  5. My code works for me. Line 2, position 15 would be the first character after the = sign. Make sure that is a double quotation mark not a single apostrophe twice If you copy it from here, the text also might get messed up. So I would type it in manually.
  6. @Dark Wun Nope that should work for you. If it doesn't give a shout and I will help you troubleshoot it
  7. No you need to create a new file for mods, grab a small one example but your mod loot file would look something like <config> <remove xpath=“//item[@name=‘resourceCropCottonPlant’]”/> </config>
  8. That is how the game is setup to refresh quests. They refresh on the next day. This is to prevent people from mass spamming quests and get through T1 in a single day. It's also a known timeframe when quests get reset so players know that if they don't like the quests being offered on Day 7, they will have new ones on Day 8.
  9. If you start a new game, you are already at Level 1. If you got a previous save game that you didn't start with the packs installed, it could lead to a reset. However, I am not sure if the mod is the cause of your error as I could not recreate it based on what you told me. For reference, here are the mods I eventually had installed: I created a new game with every one except for 762. Then I gave my character enough XP to boost to level 300. Quit the game and installed the 762 mod pack. Restarted the game. Still at level 300. Quit the game and removed the 762 mod pack. Restarted the game. Still at level 300. Perked into 3 levels of Deadeye, Boomstick, and Machine Gunner. Quit the game and reinstalled 762 mod pack. Restarted the game, still at level 300. I even went as far as gave myself one of the new weapons from the pack, equip it, save the game, remove the pack, and relaunched the game. The item was gone and in its place was a new item that took over that ID number. No save game corruption that took my level from 300 to 1. Your error messages state item #128 and #129. IDs are generated by the game and go in order based on the config file. Since Izayo adds the new items at the bottom of the list, they are nowhere close to 128 / 129 which is Steel arrows and flaming arrows.
  10. Something I just thought of: A third option might be a stripped down version that removes progression upgrades (or modifies them) so that loading into a saved game doesn't change your characters level. I can try some things out tonight to see.
  11. Guessing, it is probably tied to the progression file. That is the only config file that is tied to the player character. When you load this mod into a saved game, that might break the character progression (hence going to level one) since it modifies the progression code. I didn't check any of this as I typically start a new game when I install new mods, not mid-game. If that is the case, then you would have 2 options: 1) Go into DM mode and give yourself XP to get back to level 52 - type in DM in the console, then giveselfXP NUMBER which will give the player XP based on the value for NUMBER. 2) Start a new game. I did check the 762 files at work and it shouldn't conflict with 556 or shotguns. Shotguns updates the shotgun crafting skill tree while 556 updates the machine gun crafting skill tree. 762 updates the rifles crafting tree so there shouldn't be any conflicts.
  12. yes <remove xpath ="//item[@name='resourceCropCottonPlant']"/> That will remove all instances of cotton in the loot file
  13. If you need to mass craft gunpowder and need it quickly, then someone needs to perk into physician in the Intellect tree. Perk levels 2 and 3 gives you a 20% decrease in crafting time while Perk levels 4 and 5 gives you a 40% decrease in crafting time. Nerdy glasses adds an additional 10% reduction in crafting. If you get to level 4 of the perk along with glasses, gunpowder bundles take 15 minutes to craft. At that point, you get a bundle of gunpowder for the same time as doing it individually and get the resource reduction. I believe that is why they balanced it that way.
  14. Did you try to get the Tier 2 quests the same day you completed T1 quests? You have to wait a day for the quests to refresh in order to start getting the higher tier ones.
  15. AP and HP ammo cannot be loaded into the turrets, just the ball ammo (shells for Shotgun turrets)
  16. I will be honest, I am biased in that I don't really care and hope it doesn't change....but this is because I have introduced new foods in my mod and adding custom icons is one thing, custom models in game......no thanks 😏
  17. With 7 Days to Die, you can't remove mods and continue with a save game. You will get errors, especially with mods that add assets to the game or change the character file. So far, I have only loaded Izayo's shotgun and 556 mod (haven't done the 762 mod yet). Let me load up the 762 mod this evening (it's morning here for reference) when I get home from work and I can check it out. Also, a list of mods that you installed would be helpful. The error messages (from the last two screenshots) indicate it is looking for something, but it can't find it anymore. Did you remove a mod that added new items to the game and then removed it?
  18. Since it is a new game install, go into game launcher, tools, and clean out everything. Then have Steam validate the game files at least 2 times. Start it up and run it again
  19. A19 Gamestage <entitygroup name="feralHordeStageGS704"><entity name="zombieSkateboarderRadiated" prob="0.66"/><entity name="zombieSpiderFeral" prob="0.5"/><entity name="zombieBusinessMan"/><entity name="zombieOldTimerRadiated" prob="0.66"/><entity name="zombieJanitor"/><entity name="zombieMarlene"/><entity name="zombieYoFeral" prob="0.7"/><entity name="zombieNurseFeral" prob="0.7"/><entity name="zombieFatCopRadiated" prob="0.5"/><entity name="animalZombieDog"/><entity name="zombieBoeFeral" prob="0.7"/><entity name="zombieArleneFeral" prob="0.7"/><entity name="zombieSteve"/><entity name="zombieJanitorRadiated" prob="0.66"/><entity name="zombieFemaleFatRadiated" prob="0.6"/></entitygroup> A21 Gamestage <entitygroup name="feralHordeStageGS704"> zombieDemolition, .5 zombieDarleneFeral zombieBikerRadiated zombieJanitorRadiated zombieBiker zombieSpiderRadiated, .6 zombieSoldierFeral zombieMaleHazmat zombieFatCop animalZombieDog zombieArleneRadiated zombieArlene zombieMarleneRadiated zombieYoRadiated zombieFatCopFeral </entitygroup> It has been this way for awhile now, not sure which version you are comparing it to. Personally I like the new version (A21) as it is cleaner and easier to read / understand.
  20. I would recommend only doing your changes in the mod and keep Izayo's mod as a separate download. That way you don't have to redo your mod every time that Izayo updates the mod or makes fixes, the only times you have to update yours is when your mod has updates needed. In addition, this insures that when people download from Izayo's link, they have the latest and greatest mod, while yours might become one or more version behind.
  21. Random stats are typically like this (note this is based on the current copy of config files I have on hand which are Alpha 21 stable) <passive_effect name="EntityDamage" operation="perc_add" value="-.04,.04" tags="perkElectrocutioner"/> <!-- random EntityDmg --> One thing you can try is this code: <remove xpath="//passive_effect[@value='-.04,.04']" /> That will remove any lines with that exact value in it. Doing a quick check, that captured a lot of the random stats. There will be others, but you add more lines and change the value (like -.02,.02)
  22. My mods are more designed to work together, so just using the trader aspect of it is not the same experience I have when I play the game. Note, everything I state about how the game plays from this point on is based on A20 gameplay as I am still translating my mods over to A21 and been a bit slow about it (working on the crafting one right now which is probably the most time consuming of all the updates - not sure why I chose that one to do next). Since I removed the ability to repair gear, crafting and buying items from the trader becomes more important. Even with the mod that I added that reduces degradation with firearms use, a gun will break before you finish a bloodmoon horde if used extensively during the BM horde (specifically at later stage BM horde nights). So if a trader has a nice pump shotgun for sale, I will purchase it if I got enough Dukes on hand so I don't have to craft another one right away. Or I spend Dukes on crafting materials so that I can craft that piece of gear I want if I am short on them. My mod was never intended for the trader haters camp; but for those seeking to still keep traders relevant to the game, but not as OP as they can be in vanilla This is exactly my intent with my mod and appreciate the feedback on it. It also requires a mindset change, or accepting that the traders are not as powerful as they are in vanilla. There is probably going to be tweaks needed down the road, especially once I start playing A21 more with all my mods installed. I am also looking into changing the rewards offered. Some thoughts I have is seeing if I can tie them to loot stage instead of a guaranteed level that they are right now. And then balance out the T1 quests so higher level players can not just spam those out to get high tier gear if they are higher level. Try to make the higher loot gear tied to the higher risk POI quests. This would be a separate trader mod than the one I got right now. Again though, the intent of this mod would be to slow down progression through trader rewards.
  23. Another thing is that the traders sell appliances that are not like the loot container ones. So you can buy it and place it. Since it is a player placed block, it doesn't get assigned a loot group so won't ever change into the open state once you loot it. <!-- *** Deco_Blocks --> <trader_item_group name="decorativeBlocks" count="1"> <item group="decorativeBlinds"/> <item name="airConditioner" count="2,3"/> <item name="appliancesVariantHelper" count="2,3"/> <item name="cntCashRegister"/> <item name="cntCoolerVariantHelper"/> <item name="cntFileCabinetBlockVariantHelper"/> <item name="sinkKitchen" count="2,4"/> <item name="pictureVariantHelper" count="2,3"/> <item name="cntWaterCoolerFull"/> <item name="pipeLargeBlockVariantHelper" count="20,30"/> <item name="pipeSmallBlockVariantHelper" count="20,30"/> <item name="treeAzalea" count="8,15"/> <item name="barStoolVariantHelper" count="4,8"/> </trader_item_group> <block name="appliancesVariantHelper"> <property name="Extends" value="cntStoveModernVer1Closed" param1="Place,EconomicValue"/> <property name="CreativeMode" value="Player"/> <property name="CustomIcon" value="cntStoveModernVer1Closed"/> <property name="ItemTypeIcon" value="all_blocks"/> <property name="DescriptionKey" value="blockVariantHelperGroupDesc"/> <property name="SelectAlternates" value="true"/> <property name="PlaceAltBlockValue" value="cntStoveModernVer1Closed_Player,cntStoveOldVer1Closed_Player,cntMicrowaveOvenVer1Closed_Player,cntMicrowaveOvenVer2Closed_Player,cntToaster,cntCoffeeMaker,cntRetroFridgeVer1Closed_Player,cntFridgeStainlessSteel_Player,cntWasherClosed_Player,cntDryerClosed_Player,cntgasRangeWhite,cntgasRangeGrey,cntgasRangeBlack,cntwallOvenFullWhite_Player,cntwallOvenFullGrey_Player,cntwallOvenFullBlack_Player,cntDishwasherFullWhite_Player,cntDishwasherFullYellow_Player,cntDishwasherFullGreen_Player,cntDishwasherFullBlack_Player,hoodRangeWhite,hoodRangeYellow,hoodRangeGreen,hoodRangeGrey,hoodRangeBlack,hoodRangeWhiteOffset,hoodRangeYellowOffset,hoodRangeGreenOffset,hoodRangeGreyOffset,hoodRangeBlackOffset,decoComputerDeskTopPC,decoComputerMonitorKeyboardMousePC,decoComputerMonitorKeyboardMouse,decoComputerMonitorKeyboardMouse2,decoComputerMonitor,decoLaptop,wallClock"/> <property name="SortOrder1" value="U200"/> <property name="SortOrder2" value="0000"/> <property name="FilterTags" value="MC_playerBlocks,SC_playerHelpers"/> </block>
  24. I will see if I recall anyone adding traps with buffs, but at the top of my head, I can't think of any
  25. You might be talking about me and my style of gameplay. My trader mod that I actually posted in the mods section does that as one of its changes. It removed all trader awards to only Dukes and made a small boost to Dukes earned since you don't get the items anymore.
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