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BFT2020

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Posts posted by BFT2020

  1. Sure they do, and they should try to be as realistic as possible:

     

    • Weight of the entire system - gun, ammo feeding system, ammo
    • Battery drain
    • Ammo consumption

     

    I can see it now.  TFP add the minigun to the gyro.  Everyone mounts it and realize that they first have to fill up the ammo bin with 4000 rounds of 7.62.  Then assuming that you can get the gyro up with the additional weight, pull the trigger and see what happens first - you use up all the ammo or completely drain your battery  😄

  2. 8 hours ago, FramFramson said:

    As far as help I'm asking for here, I'm mainly wondering what I need to do to implement changes listed in #2 & #3. Melee weapons and bows will remain untouched for now.

     

    For #2, you need to change the progression file, specifically the new crafting_skills area.  Example below is code I put in place to limit crafting of all T0 weapons to only 2 levels

        <set xpath="//crafting_skill/effect_group/passive_effect[@name='CraftingTier' and contains(@tags,'T0')]/@value">1,1</set>

     

    Note that everyone starts out at QL1 so the ones in the example above are +1 (QL2).  For you, your value will be 1,2,2 with the last #2 for the max level (so you always have the ability to craft QL3.

     

    I then added specific code to change the levels unlocks since I added Q6 crafting to other items

        <set xpath="//crafting_skill[@name='craftingBows']/effect_group/passive_effect[@name='RecipeTagUnlocked' and @tags='gunBowT0PrimitiveBow']/@level">1,122</set>

     

    So for each weapon, you need to modify the value on the crafting Tiers.  If you change the number of magazines required, you also have to change the level.

     

    In addition to that, you will need to change the display portion

      

     <set xpath="//crafting_skill[@name='craftingBows']/display_entry[@name='gunBowT0PrimitiveBow']/@unlock_level">1,5</set>

     

    Note:  For #2, it is not hard, but you will be adding a lot of code.

     

    For #3, that is going to be harder.  For the ranged weapons, they are part of the following lootgroup:

     

    <lootgroup name="groupWeaponsRangedScaled">
        <item group="groupWeaponsT0_Ranged" loot_prob_template="ProbT0"/>
        <item group="groupWeaponsT1_Ranged" loot_prob_template="ProbT1"/>
        <item group="groupWeapons_RangedParts" loot_prob_template="ProbT1Cap"/>
        <item group="groupWeaponsT2_Ranged" loot_prob_template="ProbT2"/>
        <item group="groupWeaponsT3_Ranged" loot_prob_template="ProbT3"/>
    </lootgroup>

     

    Those are tied to the ProbT2 and ProbT3 loot probability templates.  If you just want to change for range weapons, you will need to create new probability tables and then change the ones for Ranged weapons to these new probability tables.

     

    Easiest way to do this is just to take the ProbT2 and ProbT3 tables, copy them to your file, and then start tweaking the probability numbers.  The Ranged Parts is based on ProbT1Cap so will always have a prob value of 1 once you get to T2 and T3 loot stages.

  3. 14 hours ago, Jost Amman said:

    And what about, let's say... empty glass bottles? :heh:

     

    That's not murky water in those......

    On 9/9/2023 at 3:51 AM, RipClaw said:

    This sounds interesting for a mod, but I don't think it's coming to vanilla. There are too many signs that the developers don't like it when the player can mass-produce glue and duct tape.

     

     

    Yeah, in my thought process, I always start with via a mod approach and then see if it makes it way to vanilla.  By going this route, I can always have a way to get what I want from the game

  4. Note though that just placing it in the T2_Boomstick loot group (using JasonX's example) doesn't make it more rare than the pump shotgun.  If something is picked from that lootgroup, you got a 50% chance of getting the new weapon vs the pump shotgun.

     

    If that is okay for you, then that would be the easiest way to add new items to the loot tables.  If not, let us know how rare you want these items and we can provide directions.

    6 hours ago, FramFramson said:

     

    Ah thank you! I hadn't seen anything in the wiki, but using "ProbT2" as a keyword helped me find much more specific information than "loot" or "lootstage".

     

    The more you mess with the loot file, the easier it will be to see where things are placed and how it functions.

  5. 15 hours ago, alexbyrd2 said:

    I would agree that a a fully perked gunslinger smg is going to do better than an unperked m60. My point is a fully perked m60 is better than most any other weapon in the majority of situations, especially any you might use an smg for. At best you might say that smg is quieter and allows for some stealth play, but only with controlled single shots, not full auto, so why not just use a vulture at that point. The moment you go loud m60 reigns supreme.

     

    Which, if you allow me to boil all this down, is simply max-min type of play.  M60 is the maxed weapon out there, why bother with anything else?🤔🙄

     

    Everything doesn't have to be exactly the same to be balanced, and shouldn't.  If everything should be balanced to be the same, then just get rid of everything else and only have one melee weapon and one range weapon.

  6. 54 minutes ago, alexbyrd2 said:

    I get it's not a realistic shooter game, but at the very least we can do some balancing with what's already in game to make other weapons more viable as playstyles. Each weapon skill should have a final tier weapon that makes it viable for late game stages. As it stands there almost no reason to choose the smg or tac rifle over the m60 for late game play. You could even argue that the auto shotty falls short, since the m60 with additional perks staggers so often and has such high ammo capacity that it doesn't make sense not to use it, even in close quarters where the shotty should excel.

     

    The other weapons are viable for use in the end game.  I typically run agility heavy builds so I am using that SMG (and Desert Vulture) as an end game weapon over the M60.  Sure if I have the M60, it is one of the weapons I use on horde nights, but the SMG / Desert Vulture is always in my tool bar along with the occasional pump shotgun (just like it over the auto shottie).

     

    If am fully perked into gunslinger, then the SMG is going to be better for me to use than an unperked M60.  Just because one or two weapons are superior to the other weapons when perked into doesn't mean the other weapons don't have any value, especially when you perk into them also.

     

    And I know what I am talking about as I usually try to get to at least 100 days each playthrough on the higher difficulties.

  7. Even if crafting was at the same progression as looting (which is probably pretty close to when you consider perking into perks) and traders, once you make that weapon or tool, then crafting again becomes irrelevant.

     

    Traders can be adjusted if you want to try to see if slowing down the progression with them makes a big enough difference to make crafting relevant.  Trader stage can be easily adjusted upwards, and you can adjust tier level of the rewards so that higher tier quests give lower tier gear (or just remove rewards entirely like I did).

     

    But I don't think those would make a big impact because once you crafted that Q5 SMG or Q6 SMG (modded), why would you craft another SMG after that?

     

    This random thought that keeps bouncing in my head is, why not making crafting tied somewhat to the economy?  Right now you can sell almost anything to the traders to make money.  What if they only purchased crafted items from you?  Then those weapon parts and raw materials you find while looting have no value to the trader, but if you craft a SMG out of them, then the trader is interested in your wares.

  8. 21 hours ago, pyro557 said:

    Hello I am trying to learn how to make small changes to make a harder game for me and my brothers but i cant for the life of me figure out how to remove specific quest rewards using xpath specifically all the weapons ,ammo ,armor basically anything that gives a complete item that can be crafted. I have pretty much no experience with this just started learning last night so any help would be greatly appreciated

     

    Edit for progress. so i stopped receiving errors but i got a yellow console message saying that the changes didnt load this is the code i tried

    <remove xpath="//lootgroup[@name='groupQuestAmmo']"/> 

     

    Edit 2: i managed to get it to remove the stuff i wanted except when they are included in a reward choice that can be different things for example

    <reward type="LootItem" id="groupQuestAmmo,groupQuestResources,groupQuestMods,groupQuestT1SkillMagazineBundle"

    it doesnt remove them from these lines that can be different rewards each time.

     

     

     

    If you are removing the entire item, you need to do something like:

     

    Remove from the quests file

    <remove xpath="//reward[@id='groupQuestTools']">

     

    This would remove every reward in each quest that has this id.

     

    For the second example, try using this (quest file again)


     

    <csv xpath="//reward[@id='groupQuestAmmo,groupQuestResources,groupQuestMods,groupQuestT1SkillMagazineBundle']/@value" delim="," op="remove">
    
    groupQuestMods
    
    groupQuestT1SkillMagazineBundle
    
    </csv>

     

    This should (if I done it right) remove the QuestMods and QuestT1SkillMagazineBundle from those lines.  You can adjust want you want to remove.

     

  9. So to expand on my harsh response (and yes, my first response was harsh, I have no qualms of admitting to that).....

     

    I think focusing on what was removed, doesn't fix the problems or issues that people are facing.  And by focusing on just that, you are wasting time and energy on something that you won't change, but is not the only solution out there.

     

    For example, one issue I have noted that people have brought up about the jars being removed is not being able to mass produce glue / duct tape (empty jars to murky water to glue to duct tape to exploding arrows / bolts).  If you constantly focus on the removal of empty jars (even though that is the direction that the developers have been firm about going towards), you miss out of the opportunity for supplying ideas that address the core issue.  Like, we have in the game an iron bucket that you can fill with water.  What about using a filled iron bucket as part of a recipe to mass produce glue?  It doesn't require the return of empty glass jars and the developers haven't said anything about removing it (because of its use for builders that want water features I believe).

  10. 20 hours ago, meilodasreh said:

    As much as I apprechiate your contribution here in the forums,

    I don't like response like this.

    Defining a topic as being irrelevant that way, well then one could say why not shut down the whole "general discussion" and also the "pimp dreams" forum sections,

    because everything that is currently not in the game might be because it's not how TFP want it and so there's no point in even mentioning it.

    Should of course not be like this, especially with a topic that is frequently brought up by people.

    Not to bring up the old discussion that a company should listen what their customers want, and not make it a priority to do stuff to their own best liking.

    But nevertheless, "they don't want it" should not be taken as a reason/explanation in response of anybody expressing their thoughts on the game.

    Just my humble opinion.

     

    Sometimes I can be brutally honest, it's something that will pop up time after time.

     

    But if it makes you feel better, how about this?  I think you guys have the same chance of bringing back empty jars as LBD coming back to this game.

  11. On 9/6/2023 at 7:01 PM, ALo said:

    also, i seem to have a problem (server setup) with one of the guns. it errors whenever i select it and then turns into a simple block piece. iirc its the car15, but i will double check it and try to get a log for you.

     

     

    Send me the log and I can see if am able to help.  Also send me two logs, the server log and your log.

  12. 3 hours ago, JasonX said:

    Turns out that the / didn't matter - though it is best practice.

    The issue was I missed a parent "crafting_skills" XML wrapper. :(

     

    THIS

    <append xpath="progression/crafting_skills/crafting_skill[@name='craftingElectrician']/

    MISSED THE PARENT

    <append xpath="progression/crafting_skill[@name='craftingElectrician']/

    Did that before, Mixed up tag and tags, took me forever to find the error.

     

    something I started to do after that is to have the vanilla file opened at the same time and copy/paste from it.  Cut down the errors a lot

  13. 4 hours ago, meganoth said:

     

    No. I want to tell you that your example does not hold any potential for a crisis. You as a veteran who knows at least 5 ways to get food is complaining that he can't make some specific food already that saves him 3 seconds of eating time.

     

    I would even be happy if they changed back to a random schematic scheme but with the twist that you can't circumvent that with perks. Makes each playthrough a lot more random, increases replayability.

     

    In other words, I don't really like the magazine system in its current form, but the little randomness left that can make someone not being able to cook b&e on day 5 is its only saving grace.

     

     

     

    I did that, no unlocks via perks.  Day 20 with no workbench makes for interesting game play.

  14. 3 minutes ago, meganoth said:

     

    Sure, but someone has to perk into explosives to get enough magazines, no matter who finally reads it. And that is what I don't like about the current magazine system

     

    I think the issue might be more of a loot or loot quantity than anything else.

     

    The explosives crafting magazines are in the Shotgun messiah crates, but in group two which is a high chance for pick, but not a guaranteed (like the first group).  And unfortunately it shares equal chances with magazines for handguns, shotguns, rifles, and machine guns.  There is also a lower chance of getting ammo, ammo crafting items, or messiah books.  Even if you get the 2nd group pick, and the pick is one of the magazines, you get one magazine. 

     

    One thing I been thinking about is, should the crates have a chance to give you more magazines?  And make them a guaranteed pick?  Would it be better if every time you loot the shotgun messiah crate, you get 2-3 magazines (either the same or a chance of getting a variety)?  Should the increase probability chances apply in this case or should they only apply to situations where the magazine selection is much greater like the Crack a books?

     

    It's something I been thinking about in the background as I been updating my crafting mod to A21, and based on what the numbers are showing and what I have seen in game.

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