Jump to content

BFT2020

Members
  • Posts

    3,530
  • Joined

  • Last visited

  • Days Won

    39

Everything posted by BFT2020

  1. 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
  2. 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).
  3. Yes, I found something like 5 or 6 pots in wilderness POIs in my first playthrough before I found the nearest town/city
  4. In two playthroughs so far, I have not put a single point in better barter or daring adventure. You don't have to do that to succeed at playing this game, you just got to play smart and distribute your points according if you want to increase finding specific crafting magazines. I had a workbench prior to Day 7 since I restarted after the update, and this is with the fact that I spawned next to a small town with not a lot of POIs in it. Sure, I can't dig a hole in the ground and never leave it and still expect to level up quickly on crafting magazines; but that is extreme conditions and I don't think TFP should cater to extremes, that is what mods are for.
  5. I play SP all the time and haven't noticed any issues with weapons or stats with the perk system. You don't have to max perk a weapon to use it, and use it effectively
  6. What SylenThunder stated. As a modder, having more control over things is always a boon. The additional code by itself doesn't affect you, other than now some of the things you want multiple copies of won't do that. If you don't want those constraints, all you need to do is: <set xpath="//lootcontainer/@ignore_loot_abundance">false</set> <set xpath="//lootcontainer/@unmodified_lootstage">false</set> Though the unmodified lootstage one only affects twitch drops. The additional code is also targeted. Based on what I could see, it only affects the crates, weapon bags, safes, books/magazines, reward containers, and dropped zombie bags. Everything else is boosted still.
  7. We can't read the file on your computer (and please, do not set it up so random people on the internet can access your files on your computer)
  8. The POI itself may not be setup with the proper sleepers, but it is coded as such <property name="QuestTags" value="clear, infested" /> so @Exxodous is not going crazy
  9. Telric literally said in the post above yours that once stable drops, he will start updating them.......😅
  10. I left it alone. Also didn't boost the overall dukes you get from missions, but that might change as I made a huge lot of changes overall to increase the difficulty by slowing down the traders. I did increase their ammo stock numbers to compensate for not having them as awards. Tier completion awards were also removed, though you get dukes as awards instead. Do you want it now or when A21 goes into stable? Haven't released any of my modlets yet as I been waiting for stable to drop so I play experimental as vanilla, but for one of my favorite moderators, I might release earlier than planned.
  11. I found it also depends on where you spawn in. I spawn in next to a very small town with not a lot of POIs in it. Progression is slower because you don't have all of those news stands to loot. Right now, as an agility build, I can only craft Q2 bone knives (though I already found enough magazines to unlock the workbench).
  12. I do it in T5 POIs mostly (sometimes T4's). Typically use the day to clear out the zombie spawns and then loot (top to bottom) during the night (even brave to salvage parts). Though you will pucker up a few times if you do it in the wasteland with feral sense turned on 😄
  13. Nah, people have been asking for end game bosses, so TFP needs to put in a 30ft zombie (9 meters for my non-English units friends 😉 ) with a nuclear bomb strapped to its back. Nobody said it has to be a winnable fight though 😉
  14. It might just surprise you. At the tail end of A20, I had (in my mod) removed the ability to repair items and removed the ability to remove mods from items. It does force you to make choices, but I found the gameplay more intense and a lot more consequences. Now you can't just put the mod into an item you find while looting to free up that spot, unless you want to keep it in that item in the first place. You end up having to replace items constantly so you have to choose where you are going to put your parts and resources. I sacrifice creating T3 gear just to save up on steel and iron for base upgrades. And you start keeping those extra mods you find while looting because you know you are going to need it later.
  15. The console version is in development right now. They showed some of the work that has been done in the new game, which is why there is a video out as they showcased it so everyone would see what is going on. And as been stated before (but you constantly ignore because it doesn't fit your narrative), TFP could not do anything with the console version. TellTale games, in a last ditch move to drum up money prior to going bankrupt, released the console game as a finished game. At that point, TFP or anyone else hired by TFP could not update the console version of the game. Games in development on consoles can be updated even if they break saves, but once a game gets released, publishers cannot push out any updates that will break saves per Microsoft and Sony rules. This is why there has to be a new game for the console to bring it up to the same level as the PC version of the game.
  16. There is no such thing as a Quality counter in the game. There is a loot probability table for the items and there is no memory retention to what you found previously. As your loot stage increases, the quality level you will find increases (obviously). At the same time, lower quality items probability decreases until you won't pull them at all. For example, T1 items, you start to see Quality 6 items at loot stage 77. At that point, prob for Q6 is 1 while the others are a fraction (so higher chance to pick a Q6 rather than a Q1 to Q5 item). At loot stage 93, Q1 items fall off the table. Once you get to loot stage 123, the only quality probability is for Q6 items. This is consistent on the quality tables. As you advance up in loot stage where you unlock the ability to find a higher quality item, it is set at prob = 1 compared to the other items, and will stay at prob=1 until you unlock the next quality level. Unless there is a bug (which is always possible), you are either A) lucky on this playthrough, or B) forgotten the times you gotten non Q6 items. You may have found a Q1 fire axe but had a Q6 stone axe that gave you higher stats so you just put that out of your mind.
  17. I don't focus on the magazines and where I am in regards to the various levels, I just continue going on and see them increase over time. However, I always play "Deal with what I have, not what I wish I have" so I learn to make due if I don't have the workbench unlocked yet or T3 weapons to craft.
  18. And yet people play the game with traders completely removed from the game....
  19. The thing though, you give up a slot in your helmet for that mod....and you don't get any benefits from drinking the prepared drinks. Once you get past needing it for surviving, it is better to use that mod slot for something else and use drinks like red tea, coffee, mineral water, etc for the additional benefits they give you. I been avoiding using that mod at this time for the reasons above. If I didn't have any water that I could cook into a higher tier drink, then I would use it.
  20. That doesn't prevent them from destroying (like the garbage piles and bags). With the setting at off, they still self-destroy once you empty out the container. They will either self destroy, be replaced with an empty, open container model, or still have the standard model as before (for ones that haven't been swapped with a searched model). I always set my loot respawn to off and containers are self destructing in my game. To mod it out, you probably would need to add a condition to the container. Here is the junk pile in A21 <!-- garbage, cntTrashPile --> <lootcontainer name="junk" count="1,2" size="6,2" sound_open="UseActions/open_garbage" sound_close="UseActions/close_garbage"> Here is an example of the air drop crate <!-- Supply Crate General, the normal airdrop --> <lootcontainer name="airDrop" count="1" size="8,4" destroy_on_close="true" sound_open="SupplyDrops/open_supply_crate" sound_close="SupplyDrops/close_supply_crate" loot_quality_template="qualBaseTemplate" ignore_loot_abundance="true"> Note in the lootcontainer line it has destroy_on_close. If you add that line to the containers that pop and change true to false, it should prevent them from self destructing but I haven't tried that yet. The containers that have an open model have the same condition but it has empty instead of true or false <!-- suitcase / luggage --> <lootcontainer name="luggage" count="1" size="6,2" sound_open="UseActions/open_suitcase" sound_close="UseActions/close_suitcase" loot_quality_template="qualBaseTemplate" destroy_on_close="empty">
  21. It wasn't being driven to be immersive, it was driven because gathering water was basically too simple / too easy. Water became a non-issue really. There is still some balancing work needed to be done (especially around SP which may require players to mod), but the intent is to make the player choose how they are going to use their limited water supplies.
  22. Plus, a pure intellect player is the only build that can have two deployed, working turrets and a weapon being used by the player at the same time. None of the other builds can do that. As for trader rewards, I am just playing pure vanilla during experimental, but once I go to stable, I will be removing the rewards they give out. I keep the dukes as is, but my approach has been they are paying you to do a job, but want you to spend those dukes on the items they have. They are not going to hand out a Q6 M60 if they can get you to buy one instead. I found that reduces the OP of the traders a bit, while keeping them as part of the game.
  23. Yes, but very rare. Filters are in subgroup3 which only has a 5% chance of being picked from and the filter itself only has a 20% chance of being picked instead of dirty water - not going to figure out the overall chance, I will leave that to others as I don't care to 😉 You can also just change subgroup3's chance of being picked from veryLow to something higher to get a similar result. Something like <set xpath="//lootgroup[@name='groupDewCollector']/item[@group='groupDewCollectorLoot03']/@loot_prob_template">med</set>
  24. <insertAfter xpath="//lootgroup[@name='groupDewCollectorLoot01']/item[@name='workstationSkillMagazine']"> <item name="resourceWaterFilter" loot_prob_template="low"/> </insertAfter> That's all you need to improve the chances of finding the filter in a collapsed dew collector in the world. This is about a 10% chance each time you loot one. Changing low to medLow will improve the odds to 17% while med will improve the odds to 22%. So unless I made some minor mistake in my coding, doesn't take a lot of effort or time to make those changes.
  25. If you want it back, you can always mod it in. I only play SP so I never had a lag issue with the dead bodies (and searching them). However, I really like the new mechanics in play as I don't have to search every zombie body I kill, I know that the ones that drop bags have something to look at. In addition, I been loving the new mechanic they added where you get bonus damage to zombie bodies after you kill them. Makes it easier to deal with now since they go poof as soon as you hit them.
×
×
  • Create New...