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Posts posted by BFT2020
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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.
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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.
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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.
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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.
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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).
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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.
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@The_Great_Sephiroth @Riamus @Cruiser @FramFramson
If you desire, something I threw together real quick
https://github.com/BFT2020/A21LeadBrassIngots.git
You can only use them to craft ammo components with the recipes I added (use the workbench). The amounts are affected by Advanced Engineering perk like forged iron and forged steel. Ratios are just a stab and can easily be tweaked
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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.
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17 hours ago, Krougal said:
You sir, are a masochist.
That does not make me a masochist.
Now, removing the ability to repair weapons, tools, armor........ 😁
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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
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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.
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17 hours ago, Krougal said:
Oh, no, I meant Maharin in particular. Found this old gem of a reply today:
I drop those odd pearls of wisdom every now and then
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@doughphunghus is correct, you are missing the first /
<insertAfter xpath="/progression/perks/perk[@name='perkFromTheShadows']">
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Wow, read the pinned topic that states to read first in this sub thread.
You have given everyone absolutely no information to assist you.
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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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Sad, I thought at least one person would be a smart arse and answer with their legs, not their back 😉
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13 minutes ago, Jugginator said:
I hear yall, I put in a request to see if we can handle this a bit better. Maybe a confirmation dialog that states you'll lose everything if you pick it up.
I can see it now, someone rapidly clicks and loses everything, then floods the forum with complaints about bad design 😉
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There is a difference between feedback or critical feedback and being an arse.
Some people tend to be an arse and then complained about not being able to give feedback.
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2 hours ago, Krougal said:
You're not getting it. It's consistent in the ratio of what comes back out. It's the inconsistent UI behavior we are talking about.
Do any of the workstations allow you to pick them up if they got items in them? If not, then that means they are consistent as a generator is not a workstation
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18 minutes ago, Old Crow said:
It's still weird and inconsistent design. See my generator bank example. You can pick up a generator bank and it dumps the gas and engines into your inventory. Same with a campfire - it throws the cooking implements into your backpack. Why couldn't the forge do that? If your pack is full, the extras are dumped on the floor, just like if you turn in a quest and have no room for the rewards. It's then up to the player to pick it up before it despawns, which is a fairly generous amount of time.
I just tried the campfire and it doesn't allow me to pick it up with a cooking pot in it, it gives the same message as the forge.
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Something I just remembered, I changed two weapons in the game to use the 44 cal, the pipe pistol and the lever action rifle. The pipe pistol worked out of the gate properly, but I think the issue I had with the lever action rifle was not applying the correct damage in game (not sure on the display though). It was a tag issue that I eventually figured out.
If the weapon doesn't have the same tags as the ammo, it won't applied the damage. So the mod should add perkMachineGunner to 44 cal ammo. That is why you are only seeing 10 damage with the SMG as the ammo damage is not being applied.
<append xpath="/items/item[@name='ammo44MagnumBulletBall']/effect_group/passive_effect[@name='EntityDamage']/@tags">,perkMachineGunner </append>
Adding your tag so you get the notification since I didn't quote your original post
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weapon damage is based on both that value and the ammo being used.
44 cal ball bullets do 70 points of damage, add the additional +10 from the line you showed above so unperked you would get 80 damage, not 10
I am also assuming the modder changed the tags in the 44 cal ammo to include additional guns or do they have custom ammo created for it?
This is the Entity Damage line for 44 ball ammo
<passive_effect name="EntityDamage" operation="base_set" value="70" tags="perkGunslinger,revolver"/>
Without seeing all the code, I believe the 100 damage is correct; but not being applied properly in game.
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2 hours ago, Rotor said:
Not to nitpick, but if that is the end game, then at some point chest, safes, ranges etc are going to go poof like the bird nests and jars?
Or is it just items that sit outside of PoI that give them problems? Empty grills going bye bye?
Really just wondering, honest question.
I mean, me thinks to is more of making it a gating item, so you can go kiss the traders butt AND give him some dukes.
None of those are item containers, those are loot containers. So I think you are nitpicking a bit 😉
If you stop and think about it, even the loot containers that go poof or turn into an open container that cannot reset with loot respawn on makes sense, as those are typically the containers that most people skip over once they reach a certain part of the game. The other containers though, still have value as you advance further in the game if the loot respawn option is turned on. Take feathers for example, once you are past making stone and iron arrows, they don't have any value unless you still need to make a puffer coat.
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Another quick weapons question - increasing rarity gamestage requirements for a weapon?
in Discussion and Requests
Posted · Edited by BFT2020 (see edit history)
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.
The more you mess with the loot file, the easier it will be to see where things are placed and how it functions.