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BFT2020

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Everything posted by BFT2020

  1. Remember that they have to balance computer resources for a co-op game up to 8 players and older computer setups. Mods don't have to worry about that, so modders can have more freedom to do what they want and not worry about the consequences of adding more items to the game. My computer can handle more, but I only play SP and my computer was recently built in the last couple of years.
  2. To reduce the loot drop to Quality 1 for all tiers, you need to change the quality loot tables. Remove the following loot tables: QLTemplateT0, QLTemplateT1, QLTemplateT2, QLTemplateT3 and replace them with new ones like this <lootqualitytemplates> <lootqualitytemplate name="QLTemplateT0"> <qualitytemplate level="0,999999" default_quality="1"> <loot quality="1" prob="1"/> </qualitytemplate> </lootqualitytemplate> </lootqualitytemplates> You would do this for all 4 loot templates I said to remove. I believe the code could be written like this: <remove xpath="//lootqualitytemplate[contains(@name,'QLTemplateT')]/qualitytemplate[not(starts-with(@level,'0'))]"/> <set xpath="//lootqualitytemplate[contains(@name,'QLTemplateT')]/qualitytemplate/@level">0,999999</set> <set xpath="//lootqualitytemplate[contains(@name,'QLTemplateT')]/qualitytemplate/@default_quality">1</set> <set xpath="//lootqualitytemplate[contains(@name,'QLTemplateT')]/qualitytemplate/loot/@quality">1</set> First line of code removes all of the non-zero quality template tables in all 4 QL Templates The next 3 lines change the remaining one to Quality 1 at all levels Should work unless I messed up my logic or made a typo.
  3. I am working on that in my main mod but I think I can pull it from it and release it as a modlet….though I limited repaired items to only Q3 max
  4. If you are talking about a weapon mod with wasteland, you can't without making a patch mod yourself. Wasteland is an overhaul mod while a lot of weapon mods out there are for vanilla 7 days to die.
  5. Check the effects of the perk Treasure Hunter. It adds quantity found based on perk level for buried treasure. This is done by using a custom tag that is set in the block file for that container. So if someone perks in Treasure Hunter, they get increased loot based on it. However, this would only apply for the person that is opening the container initially, not after. You wouldn't need different lootbags in this case as it would scale up the monetary rewards inside the lootgroup for it.
  6. You need to post a logfile. Are you loading up other mods along with Wasteland? They might be causing conflicts. Is your install corrupted or missing files, that could cause issues. bdubyah is asking for the log multiple times now because it will show him what the game is loading up and applying in your instance. Without that information, it is hard to pinpoint why you are having this issue (and nobody else is).
  7. They should be as Black_Wolf added a localization file
  8. There are no extra perks, this changes vanilla perks
  9. Did you read the rules and follow them? They don't ban people for no reason. **__RULES AND GUIDELINES__** **1.** Never @ any TFP Developers that may happen to be here. **2. ** Please make your posts in English, as it is the most commonly understood language here. **3. ** No flaming or personal attacks against other members. If you disagree, keep it civil. **4. ** Stick to channel topics at all times. **5.** Never post a screenshot of your console in-game. Post the output log. **6. ** Do not argue or plead moderation decisions. This also means don't sass the moderators. **7.** There will be no advertising or discussion of sexually explicit or nude mods. **8. ** No spoilers outside of Spoiler Tags. **9.** If you find a solution to a problem in PM or elsewhere, post the solution. **10. ** Do not post about not receiving help. **11. ** Don't be a @%$#.
  10. It is. If you want to slightly bump the chances, you can simply add it to the utility cart as a very low chance. Still the same possibility of drop, but more opportunities in the world to come across them <insertAfter xpath="//lootgroup[@name='groupUtilityCart']/item[@name='resourceAcid']"> <item name="resourceWaterFilter" count="1" loot_prob_template="veryLow" force_prob="true"/> </insertAfter>
  11. I would add real physics as a condition also
  12. Not as familiar with Teragon but I do know that RWG doesn't always populate all the POIs. This may not be an issue with the POI itself, but just not being picked to be placed on the map. One thing you can do is to manually insert it into the game world. I did try to find a thread to link here that explains the process, but I didn't see one when I searched.
  13. Well, the company that produced the 7 days to die console version went bankrupt, so it makes sense that nothing has been done since the last update was pushed out years ago. Don't think this is mega urgent news as this has been discussed a lot already and they even posted notices about what happened to the console version from TellTale Games.
  14. Technically, that is not an error. That is how it was coded back in A20. A21 had some changes to the coding, this is one example of those changes. Here is the link to his newest mods for A21
  15. You were looking at some of your new weapons as being a T4 version at one point while you were developing the mod. That is probably leftover code when you decided to simplify them back to T3 but didn't update that portion of it.
  16. You might want to check out the S Core mod. I know a lot of the NPC mods out there use it as their baseline and they then make some modifications. You might see something there that could be useful on your end.
  17. Zombies, by default, will automatically go after you if they have detected you (which is what you are describing). What you might have to start looking at is adding a new AI behavior to the zombies that go for the pipe bomb decoy and make that outweigh the wander to / attack enemy decision.
  18. I would recommend reading this and following the instructions if you want help
  19. FYI, just use the set command, not the append command. I think Riamus copied more than intended 😉 You might have already noted that, but I was at first "Why is Riamus appending blocks to change the color?".
  20. You need to use the csv structure and not append. Entity groups structured changed from A20 to A21. Go back to page 28 in this thread and the new method is explained in more detail.
  21. Entity groups file has changed format so remove doesn't work anymore, you need to use the csv commands in the xpath help topic Note, that this only removes from from the spawns that use entity groups, if they spawn in a POI they are handled differently. So if you remove them from entity class you will see errors when the POI tries to spawn them in. One thing you can do is to create a new entity class for the zombie you don't want, but replace it with a different model. For example, you could change the demo to a biker. Remove the demo entity from the entity class file and then insert new demo code in the file where you simply copied the biker but replaced the name with demo. Now anywhere the game calls for the demo to spawn, you get a biker instead.
  22. Problem with limiting Q6 to crafting only is that people that like to loot now have to expand their crafting skills, and once you craft that Q6 item, you don't have to craft it again. There are a lot of ways to make crafting more important if you are willing to mod the game and try out different things. List of what I did in A20 (and slowly working on my mod for A21) to make crafting more important in my playthroughs: Removed trader rewards Trader stock of items / weapons / armor Q6 only (thinking of limiting it to max of Q3 for A21) Removed the ability to repair items Added the ability to craft weapon parts (takes time to do so though) Removed food / drinks in loot and reduce trader stock - everything was reduced to basic stock and required crafting to use Reduced medical supplies in loot and limited in trader stock Changed mods from attachments (able to remove) to mods (once installed cannot remove) Added Q6 crafting Adding new mods to firearms to reduce degradation with use I think I captured a majority of the changes I made to affect crafting (I might be missing some). The last run I did in A20 before A21 dropped had me setting up a base eventually in the Wasteland and I was constantly having to replace gear, mods, craft food and supplies in addition to repairing my base and horde base. For some that might be too much, but I found it very exciting to constantly have to figure out what I needed and plan out what I needed to be crafting to stay ahead of the zombies. You still were able to loot and use the traders, but you couldn't use the to get to the best gear right away anymore and then cruise to the end of your playthrough and not require any additional work on your part.
  23. I think @meganothmissed all the references to alcohol in the game because he only plays it when he is drunk. Either that or he is the least observant player in 7 days to die history 😉
  24. If I was a betting man, that was probably your first attempt at it and you forgot the code was there
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