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BFT2020

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Posts posted by BFT2020

  1. So against my better judgement, releasing any of the mods I am working on that I use to play 7D2D.  Not really a theme, though they are the BFT2020 experience  😏

     

    Note, all mods will have a readme file to download and one included in the zipped file.  This lists the various changes (but maybe not all of them) that the mod will do.  In addition, I put some helpful comments in each xml file so you can quickly find the section of my mod that makes the changes if you want to tweak it towards your preferences.

     

    These are all still a work in progress as I started it back in A20 and was making changes all the way to A21.  Will be seeing how the changes to A21 affect them and if I need to make any adjustments.

     

    NOTE:  If the mod mentions custom assets (POIs, models, icons, etc), then it needs to be installed on both server and client machines in MP games.

     

    Trader Mod

    https://github.com/BFT2020/A21Traders.git

     

    Removes quest rewards and some overall tweaks to the trader system.  Has custom trader POIs that are not required - they have custom vending machines in order to have different settings - deleting the POI files will cause the vending machines to revert back to the vanilla trader groups.

     

    Crafting Mod - Future content

    https://github.com/BFT2020/A21MCGA.git

     

    Removes quality items from quest rewards, limits traders to Q2 or less (except for Solar Cells), and adds broken items as loot drops up to T4 POIs.  T5 POIs have chance to drop Q6 gear.

     

    https://github.com/BFT2020/BFT2020_Q6Crafting.git

    Adds Q6 crafting to the game and removes perk book / schematics unlocks for most items (now in crafting trees) - exceptions - clothing, cigars, and crafting cloth from fibers are still perk book unlocks.  Also adds the ability to craft solar cells and solar banks.

     

    Food and Drink Mod - Future content

     

     

     

    Vehicle Mod - Future content

     

     

     

    Items mod -  Future content

     

     

    Quests / Challenges Mod - Future content

     

     

    Anything else I am forgetting  😏

     

    https://github.com/BFT2020/A21NoTutorialQuests.git

     

    Removes the starting quests but still get the 4 free points.  Also keeps the Find trader quest

     

    https://github.com/BFT2020/A21IzayoProgFix.git

    Quick little mod to assist Izayo with his awesome weapon mods - Fixes the issue with crafting display for 9mm, shotgun, and 556 weapon packs - Install one or more depending on which of Izayo's mods you have installed.  Note I cannot guarantee that this works with save games - use at your own risk

  2. On 7/19/2023 at 12:29 PM, theFlu said:

    Don't worry, we're just chatting by now ;) At face value, "random damage for tools" OR "durability-scaled damage for tools". But I already know it's not an easy task. Sorry for getting you dragged in :D

     

    I should make you two create this mod, after getting me to sit there and think it through  😏

     

    Take some of that theoretical energy you both been burning through and turn it into practical energy

  3. 4 minutes ago, theFlu said:

    I'm looking at the xml:s now, it seems the antibiotics are all behind one of the

    loot_prob_template="veryLow"

    -type odds.. I didn't think those are scaled by levels, loot levels or otherwise? Am I missing something? No hooks this time, just a request for help: @BFT2020 :)

    Yes

     

    Using the medicine cabinet as an example, each time you loot it, there are 3 loot groups and it is set to count ="all" so chance to grab an item from each group.

     

    • Guaranteed to get an item from the common medical group which has a low (0.2) chance of picking honey.
    • There is a low chance (0.2) of picking from the uncommon medical group, which has a veryLow (0.05) chance of getting the herbal antibiotics
    • There is a veryLow (0.05) chance of picking from the rare medical group, which has a veryLow (0.05) chance of getting the blue/white pill. 

    These chances are the same with a player on Day 1 vs a player on Day 100.

     

    Note, 0.05 doesn't mean 5% chance based on how probability is calculated in the game.  In the rare group, there are 4 items with the antibiotic the only one with a probability chance listed.  That means the other 3 have a probability of 1 each so the total for that group is 3.05.  That means the probability of the antibiotic is 0.05/3.05 or 1.6% chance.  The rare group itself only has a 5% chance of being picked from.

     

    And in case someone is wondering, you only have a 3.2% chance of getting honey based on the number of items inside the common medical group

  4. I will post my trader mod tonight, I think it is good enough at this stage for general release.

    4 hours ago, Skaarphy said:

    That sounds excellent. Have you considered doing it in a kind of modular way? Like, giving options to not removing quest rewards, adjusting the time for restocking according to your preferences, etc., and being able to do that in the menu? Is that possible?

     

     

    It probably is possible, but I don't want to go down that rabbit trail at this point:

    • The game is still in development, which includes the UI
    • I haven't start looking into what this would require in terms of coding and UI changes
    • I have a lot of work to do on my mods just to get them working in A21

    😏

    I will be including a readme file for the mod along with comments in the xml files to help people figure out what each section does.

  5. meganoth is correct.  Count = 1 means you have a chance of getting either feathers or eggs.  Count = 2 would be two picks, which can be 2 groups of feathers, 2 groups of eggs, or one of each.  Count all would mean that each loot group would have a chance of procc'ing.

     

    For an example of count="all", check the Hardened Chests in the loot file.  The T4 chest would pull an item from 9 different loot groups.

     

     

  6. Would it be more tied to Action2 which is the actual drinking mechanism while the effect group runs the code / checks of the various conditions?  Wonder if you change the code in Action2 to create item like the bundles do and tie it to the water blocks if that is even possible....

  7. Yes, in the case of Izayo's mod, both the server and each client would need to have the mod installed.  Any mod that adds assets have to be loaded on all machines.  This would also apply to any mod that modifies the core gaming code.

     

    Any mod that only affects xml file / coding would only need to be installed on the server machine (in SP, your machine is considered the server).

  8. 3 hours ago, meganoth said:

     

    How about putting some of the rewards "wealth" into chests of a tier5 instead of the trader reward? I mean if a tier5 is say 5 times as long as a tier1 why are there not 5 times as many valuable boxes lying around on the way through the POI?

     

    Interesting approach.  Right now, this is what you can expect when comparing the T1  chest to the T5 hardened chest:

     

    • Ammo - T1 gets 1 pick (small ammo group), T5 gets 5 picks from large ammo group
    • Weapon / Armor - T1 gets 1 pick, T5 gets 2 picks
    • Medical - T1 picks between First Aid bandages, kits, or food, T5 picks only from Kits
    • Mods -T1 has a pick from either mods or early Books / Schematics, while T5 gets a guaranteed pick
    • Books / Schematics - T1 has a pick from either mods or early Books / Schematics, while T5 gets a guaranteed pick scaled on player level
    • Bonus Items group - T1 has no bonus groups, while T5 has two bonus groups - one is a bundle
    • Cash and Prizes (Prizes being silver, gold, or diamonds) -Only the T5 in this example has this pick

     

    Also, don't T5's normally have more of the crate / bags / safes lootable containers as compared to a T1?  

     

     

    2 hours ago, Viktoriusiii said:

    Its learning by doing, but without any of the positives and all of the negatives. I have no idea who thought this would be a good idea.

     

    I been enjoying the new crafting system, personally.  Even taking it further by adding in the unlocks for the mods into the various crafting branches along with removing the unlocks from Perk books and rolling them into those.

  9. 1 hour ago, Skaarphy said:

    A solution could be for traders to not give out any quest rewards above tier 3 or 4, and for them to sell high-tier gear for a considerably higher price. That way you could still get useful gear through quest rewards, and still have good reasons to save up some dukes, but it wouldn't kick crafting in the balls.   

     

    That's basically what I did with my trader mod.  Removed quest rewards (for all tiers and tier completion), boosted the price of items with quality, and increase time for restocking.  I also reduced the open time of the traders.  I did a flat boost to dukes since I removed the rewards (10%) but nothing too OP.  I went the route that the quests are really jobs that the traders are asking you to do so paying you for completing the job, not giving away free merchandise.

  10. 3 hours ago, KotCP said:

    Yeah, here is the thing, I usually am very careful, often times stealthing around most everywhere and keeping my bow out to head shot the sleepers before they awaken and take the time to loot ever box, bag of trash, crate, shelf, cabinet, sink, toilet, ect., so by the time I am complaining about this, I HAVE ALREADY GONE THREW HUNDREDS IF NOT OVER 1000 or 2000 LOOTABLE OBJECTS!

     

    Medical supplies are not in all lootable objects in the game.  Herbal antibiotics are in the uncommon medical group while the blue/white pill is in the rare medical group.  So you won't find them in trash piles or boxes, but typically anything medically themed.

     

    Also traders have a 50% chance of stocking them, which is why I will always buy one at early game if I see it in stock if I don't have one to use.

     

    And as others have mentioned, tree stumps are a great source of honey.  Typically by the time I reach my first trader, I have gotten a few since I harvest every stump on my way there.

  11. 20 minutes ago, vom said:


    Well, when there isn't any water, sure.

     

    I enjoyed playing with challenging zombies, so that it was very difficult and generally unwise to go into buildings. Not playing on easy mode like most of you. However, without water, there's just no possibility of survival.

     

    If I have to make the zombies easier to kill, in order to access water, the game will just be boring and too easy. Not worth playing.

     

    I play on survivor level and have no issues finding water. 

  12. 1 hour ago, Adam the Waster said:

    your right

    i think weapons and armor should uses parts to repair said weapons or armors

    You guys are okay with carrying around different types of repair kits to repair all your gear?  You will need one stack for your armor (assuming they are all the same), a stack for each melee weapon you may have, and as many stacks for as many tools and ranged weapons you are taking.

  13. 5 minutes ago, meganoth said:

     

    Is it easy to make a mod so that damage of a weapon degrades with its current durability value? I.e. that a weapon at 50% durability does less damage than at 100%.

     

     

    Maybe, but I am no expert.  And I think you need to go into c# code to do some of this (again not an expert).

     

    You could probably create a buff on player entity that compares the item durability being held in hand against its max durability, and the apply a perc_add to entity or block damage (for example -0.1).  You would need to know what the CVAR variable names are that you want to compare for the durability though.  The check would likely use the GT operation and you would set the value to be 0.5.  This would set it up to remove the debuff if durability is greater than 50%

     

    The game already does it for armor so that would be a good starting point

            <effect_group>
                <requirement name="StatCompareCurrent" stat="Armor" operation="GT" value="0.25"/>
                <triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffStatusArmorLow"/>
            </effect_group>
    

     

    but this is setup to compare the player stats which I don't believe the item durability is being shown in there.  Game also does it for food and water (StatComparePercCurrentToMax).

     

    The CVARs should already be in game, that is how it tracks your durability, especially when you save your game and come back later, or repair items back to their max value.

  14. 17 hours ago, bigwilly0062 said:

    Downloaded the mod an already active world and the shotguns in this mod are showing as uncraftable even though I’m able to craft level 5 auto shottys. I am able to craft the new ammo types, but it doesn’t even show me at what shotguns level I’m supposed to unlock the crafting ability for each shotgun 

     

    Is it schematic based or is it bugged for already in progress games? 

     

    It should be tied to shotgun crafting. Since you installed in an already active world, try taking a shotgun weekly magazine and read it to see if it unlocks it.  I don't know if the game has an issue with the new crafting progression system if you install a mod in an already active world and it doesn't count your previous progression in those crafting skills.

  15. 18 hours ago, MalgusKerensky said:

    Then there is farming, where even with books/perks, it just is still not viable to really live off the land?

     

    The fact that you said this makes me wonder if you even farm in the game.

     

    SP:  One perk in LoTL, harvest and only plant seeds you find or buy from trader, you can still use it to greatly supplement your food source in the game.

  16. 1 hour ago, gamebandit said:

    I keep dying of thirst because i can't find glass jars to put water in and im not finding any murky water in the world.  I fail to understand why  a glass jar would disappear after use. It wouldn't even do that in the real world

     

    Murky water in jars are all over the place.  If you can't find them, you are not looking in the right spots

     

    Murky water loot locations:

    • Coffee Makers
    • Soda Fountains
    • Liquor Piles
    • Broken Dew Collectors
    • Backpacks
    • Toilets
    • Water cooler
    • Chem piles
    • Dumpsters
    • Food piles

     

  17. 6 hours ago, NekoPawtato said:

    I was the one who put the bug report in A21. I actually went back to A20 to compare and this issue did not happen in A20, if you held down left click it only shoots one shell

    Yeah that is why I think another change in the game has caused this issue.  I don’t think their intent was this behavior.

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