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BFT2020

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Everything posted by BFT2020

  1. <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='DamageModifier' and @operation='perc_set']/@value">100</set> DamageModifier, not damagemodifier. And it looks like I doubled up on the /@value at the end.
  2. This is not the Console version, this is the version through GamePass (Windows XBox)
  3. All your warnings are tied to your player profile. Select game launcher Select Tools tab, click on Clean game data, and Select all options, then hit Clean. Make sure you get all the files and you are not leaving any old files elsewhere. Ultimately, you need to get rid of any of these files tied to 7D2D Don't think they matter because I have both of those warning messages in my logfile and I just recently got done playing. Also warnings are probably not too much to worry about as a lot of them are in there as part of the development process.
  4. A21 stable they will be selling it - I removed shale from the biomes and turn the gas from looting / salvaging into watered down gas that you have to burn off to be able to use it (losing some in the process). The traders become a lifeline in some supplies. Clarify something - A21 stable modded 😉
  5. I will have to once A21 goes stable, as I mod out the ability to repair items so constantly having to restock equipment.
  6. Toilets have a 40% chance of murky water, less than 50% as thought by Riamus and larger than 20-25% thought by PoppaSmirk
  7. It's not the worst though. Boiled meat uses up one water and only gives you 10 hydration. Charred meat with boiled water gives you 15 hydration (20 from boiled water and -5 from charred meat). The only benefit that boiled water has over charred meat is additional HP recovery (15 vs 5).
  8. Your code is not pathing correct You need to do this <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='damagemodifier' and @operation='perc_set']/@value]/@value">100</set> This should target the baseline modifier by using the "and @operation" one. If you want to target the head damage modifier, you would need to change operation from perc_set to perc_add
  9. Remember that traders were nerfed so equipment is now based on your level with that particular trader. It is player level * (1+quest_tier_mod). Quest tier mod goes from 0 to 0.3 in increments of 0.05. Also, they are geared towards specialties more. Trader Hugh will have a more unique stock of weapons compared to the other traders So your best bet for weapons would be Trader Hugh and working on getting his mission tier up higher for a larger selection. The others will also sell weapons (obviously) but as you can see below, RNG might not be as kind to you if you are working on Jen's missions rather than Hugh's missions Trader Jen - 3 to 5 melee and 3 to 5 range weapons - note these can be repeats Trader Hugh - 3 to 5 melee and 3 to 5 range weapons - all are suppose to be uniques Note: Hugh also has another trader group of weapons, similar to Jen's but only 1 to 2 and repeatable. You should be seeing a minimum of 3 and maximum of 5 at all traders except Hugh (Hugh should be a minimum of 4 and a maximum of 7). It would be interesting to see if this is actually the case. I don't think I found Hugh yet in my current playthrough, but I believe I got Joel and Bob found so I can see what their stocks are right now (one I am working at T3 missions and other other hasn't started yet). I haven't bought any weapons or sold any weapons to them so it should represent their stock available for purchase. No, stock is based on trader level that can be unique with each person so each inventory can be different between players.
  10. I will take a screenshot of my current playthrough later this evening, but any crafting magazines tied to perks I have invested in are outpacing those I haven't perked into. And this is based on being in a very small town that only had one crack a book store (lower tier one) that I already looted and haven't gotten for a mission to re-loot. I have also been splitting my trader rewards between the crafting bundles, mollies, pipe bombs, and ammo. I think cooking wise, I am now up to Steak and Potatoes (somewhere in that tier). Though my town is also loaded with a ton of residential T1-T3s and I did perk in Master Chef Level 1 to decrease cooking times. From a time standpoint, I am approaching Day 14 bloodmoon.
  11. I completely missed that one (and I actually did look in all of the sub topics). Must have read the titles too quickly. Thanks
  12. The exact text is Employee of the Month (do this job and). At most this would be your picture on the wall. She never mentioned anything about discounts or higher pay 😉
  13. I believe so (but I can be wrong) <property class="Action0"> <property name="Class" value="OpenLootBundle"/> <property name="Delay" value="0"/> <property name="Sound_start" value="close_garbage"/> <property name="LootList" value="questRewardSkillMagazines"/> </property> This bundle is setup differently than all the others _referencing a Loot List) - see below for example of how they are done otherwise <property class="Action0"> <property name="Create_item" value="vehiclesSkillMagazine,vehicleWheels,questRewardVehiclePartsBundle"/> <property name="Create_item_count" value="3,2,1"/> <property name="Random_item" value="vehicleMinibikeChassis,vehicleMinibikeHandlebars"/> <property name="Random_item_count" value="1,1"/> <property name="Random_count" value="1"/> <property name="Unique_random_only" value="true"/> </property> Again, I could be wrong, but the fact that it is setup as a Loot Bundle class and refers to a loot list, makes me think loot probability is taking into consideration (also should tie into not getting any more magazines once you max out that crafting skill). I might try some actual in game tests with a test save to see what I get.
  14. Something to consider, the crafting bundles are boosted by perks also. Something you can do is give those to the ones that won’t go out looting as their perks will affect the probability table when they open it.
  15. I wonder if people are still cooking boiled meat and not realizing that they are losing half the hydration they can get from boiled water I think you got a bad install. No issues here with wandering hordes, I just recently had a zombie dog pack I had to deal with after finishing a T3 infection mission
  16. Okay, but what exactly do you need help with? Adding new recipes is not an issue as I and other modders have done that. Or is this something you want in the vanilla game for TFP to implement?
  17. Additional: I didn't sell anything at the trader (was opening new trader route and seeing where they were located at exactly and inventory stock). I did purchase several magazines from the trader and cocktails, but no quest turn-ins (other than opening new trader routes)
  18. Summary: glitch at bottom of screen (right side) after opening air drop crate, items taken from crate shows casino coins and nailgun. Nail gun was inside of crate but not coins Game Version: (A21 b317) OS/Version: Windows CPU Model: AMD Ryzen 7 3800X System Memory: 32 GB GPU Model and VRAM: nVidia GeForce 2080 Super Screen Resolution: (Width and Height such as 1920x1080) Video Settings: (Low / Medium / High / Ultra / Custom(Custom has many combinations, so just list the settings you think are relevant to the bug if any)) Game mode: SP, RWG Did you wipe old saves? Yes Did you start a new game? Yes - Restarted after B317 update Did you validate your files? Yes Are you using any mods? No EAC on or off? On Status: NEW Bug Description: Visual glitch on bottom of right side of screen, shows items that were taken from crate, but does not disappear after awhile. Reset happened after closing and restarting game Detailed steps to reproduce the bug: 1) Road bike to new trader and purchase items 2) While traveling back to base, road bike to air drop and looted crate in snow biome 3) While traveling back, noticed right hand corner visual glitch (items looted over bike durability gage) 4) Getting off the bike, and opening other containers, grabbing items from them did not clear glitch 5) Closed game and restarted - glitch fixed itself Actual result: Visual text on right side, bottom corner indicating last items looted from container (in this case air drop crate) would not disappear after awhile. Text indicating casino coins and nail gun persisted for 1.4 km bike ride back to base, and while in base. Glitch may have started at trader (i.e. coins showing at bottom), but none of the other items in the air drop crate are showing up at the bottom except for the nail gun. Expected result: text should disappear after awhile Pastebin link: https://pastebin.com/S6WCVLTt
  19. Probably the best way to do this is modify zombie loot drops - both the loot tables and drop frequencies
  20. You can, but it involves manipulating steam to load a previous build and then stay offline so it doesn’t update
  21. It’s not hard, just a lot of coding to tie back recipe unlocks to the perks, reintroducing schematics, and tieing in crafting level to perk level
  22. That's one way of doing it. Personally, any of my modlets will be updated to A21 and then I won't even save the old ones anymore. Not really interested in doing any type of maintaining A20 modlets once stable rolls out. I will, though, this time create a new post in the mods section with all of them linked from there rather than scattered throughout the forums (I tend to do special requests for people when they ask for something besides the ones I am doing for myself).
  23. Yes, I found something like 5 or 6 pots in wilderness POIs in my first playthrough before I found the nearest town/city
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