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BFT2020

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  1. Thanks @khzmusik! I was on the right path (pun intended) but didn't think about seeing where he was placing the initial quest in his file. @Taien Try the changes that khzmusik gave you and it should work now. And welcome to modding! I did the same type of issue on the loot file early in my mod (I referenced a loot group that wasn't established until later in the file) so I automatically now try to place things in logical order when I do it. I didn't put 2 + 2 together because my error message specifically told me that the lootgroup didn't exist rather than the general null reference error we see for a lot of issues. Off topic, but is this step necessary? Meaning having to type in exportcurrentconfigs? What I have been doing is load up a new game with my changes in the mod folder, get to the point where the survivor has woken up (and I click on all the automatic messages at the start), then close the game. Every time I did it this way, I was able to find my save config files and review them to see if my code is doing exactly like I want it to. Curious if I am missing out on any important debugging information by not doing this step above. Thanks!
  2. Khaine has an armor mod in Darkness Falls that has this effect. Neebs from Neebs gaming has it installed right now in his armor to great comedic affect in their current DF playthrough.
  3. This is something I can get behind. I made a few changes on my end and while gas is still plentiful, not as easy to obtained in the past (still testing though). Removing the ability to repair items - so having to make choices of doing a ton of mining versus using the tools for base upgrades Slower progression on locking the vehicles at minibike or further - finally found the desert after the 4th horde night and still haven't started mining any shale Changed the recipe (added requirement of cloth and coal for filtering) Even went as far as changing the gas you find in vehicles in pumps / vehicles to gas that first needs filtering to be able to use (and losing a part of it in the process) It will be interesting to see what changes they made for A21 as hinted by Laz Man in his post.
  4. Maybe it is just a pathing issue. I noticed you are using append to insert it into the group, so it will add it to the end of trader_quests. At the end of the trader_quests node, there are the special Find the next trader quests. I wonder if putting it there rather than in front is causing the issue. Maybe try this instead <insertAfter xpath="/quests/quest_list[@id='trader_quests']/quest[@id='tier3_buried_supplies']"> <quest id="quest_FindMythril"/> </insertAfter> That should put this quest in the Tier3 grouping right after buried supplies.
  5. First, have you tried the quest by itself to see if it works? Type givequest quest_FindMythril in the console with dm mode on in a test world. If it doesn't give you any errors, that quest is fine. Not sure about the trader part, but if you notice the trader quests are setup in tiers (tier1, tier2, etc). Try changing the quest name to follow the same pattern (tier1_FindMythril). Those are a couple of things I would try at first.
  6. Sometimes you can do too much at once. That is why I broke up my quests into smaller ones to make it better for the HUD and tracking purposes.
  7. Why do people feel the need on their first post to this community to trash other people's work? Why not simply provide positive critical feedback and contribute to making mods and modlets better, rather than the need to tear someone and their work down? I am going to make a few assumptions here, so please correct me if I am wrong on anything I am about to say. You have not made a single POI in your life. You have done nothing to generate content for others to load up into their game and try out / enjoy. You have not taken the time to create something, put your ideas into action, and share it with the community at large. Because if you actually did any of those things, you would understand the work that is involved in doing that and less likely to make posts like yours and more incline to help fellow creators improve their work. Fun is subjective. There are a wide range of POIs included in the combo pack with various difficulty levels. If you find one too difficult for you to play, then remove that one from the list and it won't generate in your world. Join the discord channel and ask questions. Reach out to community members like @stallionsden and the various POI creators and ask them why they did X and / or Y. You might be surprised what you find out just by asking questions first rather than trashing someone's work in the community. Things like, they felt the game was too easy and they designed the POI to be more of a challenge on the settings that they play, or maybe it has been flagged for balance issues but the team hasn't had the time yet to address those.
  8. A quest would be something that say the trader would send you in. And Turnin means that you have to go back to the NPC to complete it. A challenge could be something that you do based on a note, and usually completes when you complete the challenge. So the examples I have above are not quests given by the traders, but something you get at the start when you read some notes. For the ones related to perk books, you have to go back to the trader to get your rewards while the ammo crafting one I have setup to complete when you meet all the requirements. So in this case, you can setup one quest or challenge and have both Quest A and Quest B requirements as phase 1 while Quest C requirements as phase 2. That forces the player to do A & B first, then unlocks C on completion. Something like: <objective type="FetchKeep" id="resourceYuccaFibers" value="10" phase="1"/> <objective type="FetchKeep" id="resourceRockSmall" value="10" phase="1"/> <objective type="FetchKeep" id="resourceScrapIron" value="10" phase="2"/>
  9. Here are some examples from my mod where I changed how you obtained the perk books and ammo crafting recipes <quest id="quest_ShotgunMessiah"> <property name="name" value="Shotgun Messiah - Pipe Shotgun"/> <property name="subtitle" value="Pipe Shotgun"/> <property name="description" value="Craft and kill some zombies with the pipe shotgun"/> <property name="icon" value="ui_game_symbol_shotgun"/> <property name="shareable" value="false"/> <property name="category" value="Challenge"/> <property name="offer" value="Do this challenge and you can get yourself the Shotgun Messiah books."/> <property name="difficulty" value="hard"/> <property name="completiontype" value="TurnIn"/> <objective type="Craft" id="gunShotgunT0PipeShotgun" value="1" phase="1"/> <objective type="ZombieKill" value="15" phase="2"/> <requirement type="Holding" id="gunShotgunT0PipeShotgun" phase="2"/> <objective type="InteractWithNPC"> <property name="phase" value="3"/> </objective> <reward type="Item" id="bookShotgunMessiahMaintenance" value="1"/> <reward type="Quest" id="quest_ShotgunMessiah_pt2"/> </quest> <quest id="quest_ShotgunMessiah_pt2"> <property name="name" value="Shotgun Messiah - 100 kills with Double Barrel"/> <property name="subtitle" value="Double Barrel"/> <property name="description" value="Fetch a double barrel shotgun. Z Hunting season is now open."/> <property name="icon" value="ui_game_symbol_shotgun"/> <property name="shareable" value="false"/> <property name="category" value="Challenge"/> <property name="difficulty" value="hard"/> <property name="completiontype" value="TurnIn"/> <objective type="Fetch" id="gunShotgunT1DoubleBarrel" value="1" phase="1"/> <objective type="ZombieKill" value="100" phase="2"/> <requirement type="Holding" id="gunShotgunT1DoubleBarrel" phase="2"/> <objective type="InteractWithNPC"> <property name="phase" value="3"/> </objective> <reward type="Item" id="bookShotgunMessiahLimbShot" value="1"/> <reward type="Item" id="bookShotgunMessiahMagazine" value="1"/> <reward type="Quest" id="quest_ShotgunMessiah_pt3"/> <reward type="Quest" id="quest_UrbanCombat_pt3"/> </quest> <quest id="quest_ShotgunMessiah_pt3"> <property name="name" value="Shotgun Messiah - 150 kills with Pump Action"/> <property name="subtitle" value="Pump Shotgun"/> <property name="description" value="Fetch a pump action shotgun and go to town with it."/> <property name="icon" value="ui_game_symbol_shotgun"/> <property name="shareable" value="false"/> <property name="category" value="Challenge"/> <property name="difficulty" value="hard"/> <property name="completiontype" value="TurnIn"/> <objective type="ZombieKill" value="150" phase="1"/> <requirement type="Holding" id="gunShotgunT2PumpShotgun" phase="1"/> <objective type="InteractWithNPC"> <property name="phase" value="3"/> </objective> <reward type="Item" id="bookShotgunMessiahBreachingSlugs" value="1"/> <reward type="Item" id="bookShotgunMessiahDamage" value="1"/> <reward type="Quest" id="quest_ShotgunMessiah_pt4"/> </quest> <quest id="quest_ShotgunMessiah_pt4"> <property name="name" value="Shotgun Messiah - 200 kills with Autoshotgun"/> <property name="subtitle" value="Auto Shotgun"/> <property name="description" value="Lets get this party started - Fetch an auto shotgun and kill those undead monsters"/> <property name="icon" value="ui_game_symbol_shotgun"/> <property name="shareable" value="false"/> <property name="category" value="Challenge"/> <property name="difficulty" value="hard"/> <property name="completiontype" value="TurnIn"/> <objective type="FetchKeep" id="gunShotgunT3AutoShotgun" value="1" phase="1"/> <objective type="ZombieKill" value="200" phase="2"/> <requirement type="Holding" id="gunShotgunT3AutoShotgun" phase="2"/> <objective type="InteractWithNPC"> <property name="phase" value="3"/> </objective> <reward type="Item" id="bookShotgunMessiahPartyStarter" value="1"/> <reward type="Item" id="perkShotgunMessiahSlugs" value="1"/> </quest> <quest id="quest_LuckyLooter"> <property name="name" value="Lucky Looter: Medical Supplies"/> <property name="subtitle" value="Medical Supplies"/> <property name="description" value="Craft and find the following medical supplies."/> <property name="icon" value="ui_game_symbol_spear"/> <property name="shareable" value="false"/> <property name="category" value="Challenge"/> <property name="offer" value="Complete this challenge and earn yourself the Batter Up books"/> <property name="difficulty" value="hard"/> <property name="completiontype" value="TurnIn"/> <objective type="Craft" id="medicalBandage" value="5" phase="1"/> <!-- First aid --> <objective type="Craft" id="medicalFirstAidBandage" value="5" phase="1"/> <!-- First aid --> <objective type="FetchKeep" id="drugPainkillers" value="5" phase="1"/> <!-- First aid --> <objective type="FetchKeep" id="drugVitamins" value="5" phase="1"/> <!-- First aid --> <objective type="FetchKeep" id="drugAntibiotics" value="3" phase="1"/> <!-- First aid --> <objective type="InteractWithNPC"> <property name="phase" value="2"/> </objective> <reward type="Item" id="bookLuckyLooterBooks" value="1"/> <reward type="Item" id="bookLuckyLooterMedical" value="1"/> </quest> <quest id="quest_CraftRegularAmmo"> <property name="name" value="Ammo Crafting - Ball Ammo and Shotgun Shells"/> <property name="subtitle" value="Crafting Regular Ammo"/> <property name="description" value="Grab these materials and I will show you how to make regular ammo."/> <property name="icon" value="ui_game_symbol_light_armor"/> <property name="category" value="Challenge"/> <property name="difficulty" value="veryeasy"/> <property name="offer" value="Finish this set of challenges for the Needle and Thread books."/> <property name="shareable" value="false"/> <objective type="FetchKeep" id="ammo9mmBulletBallDummy" value="50" phase="1"/> <objective type="FetchKeep" id="ammo44MagnumBulletBallDummy" value="50" phase="1"/> <objective type="FetchKeep" id="ammo762mmBulletBallDummy" value="50" phase="1"/> <objective type="FetchKeep" id="ammoShotgunShellDummy" value="50" phase="1"/> <objective type="FetchKeep" id="thrownAmmoPipeBomb" value="10" phase="1"/> <objective type="FetchKeep" id="ammoArrowIronPractice" value="50" phase="1"/> <objective type="FetchKeep" id="ammoCrossbowBoltIronPractice" value="50" phase="1"/> <objective type="FetchKeep" id="ammoJunkTurretRegular" value="100" phase="1"/> <reward type="Item" id="noteAmmoCraftingStage2" value="1"/> <reward type="Quest" id="quest_CraftingHigherPowerAmmo"/> </quest>
  10. Only for those that can play A21. For us peons, we still have to do it the old way😄
  11. Without more information that ST stated, we can't help much more than general statements...but from the blocks.xml file <!-- Block limit: There can be 32k blocks in the game. 0-255 are reserved for air/terrain blocks. IDs are generated internally on loading the game/blocks/items (1 byte for terrain, 2 for the rest). Note that CreativeMode=Test means that they only show in the creative menu in Unity and with the "Dev Blocks" button on. This is vanilla'ish number of blocks (from my modded play, but none of the mods I have in this increases the number of blocks in game) 2023-01-20T09:55:15 587.627 INF Block IDs with mapping Unloading 3 Unused Serialized files (Serialized files now loaded: 9) 2023-01-20T09:55:15 587.633 INF Block IDs total 13640, terr 44, last 13848 2023-01-20T09:55:15 587.640 INF Loaded (local): blocks So if you are reaching the limit, your mods have to be adding over 18k blocks to the game.
  12. Sorry, I thought I was more obvious this morning on my first reply. Perk level 4 of Demolitions unlocks the rocket crafting recipes so that is a subtle way letting you know quality level is tied to this perk. Not sure if this is an oversight in the description or if they just ran out of room in the description
  13. FYI you might have already realized this, but if someone has the nerdy googles on, they will earn 10% XP for anything that you set at perc_add value of - (since -1+0.1 will be -0.9)
  14. Have you tried it out and see what level rocket launcher you can craft?
  15. Haha, I did that last night. Wasn't sure if the dart trap would shoot though the block I was placing in front of it so I loaded it with one dart and stood underneath it to test it out. Two bandages later I had my answer 🙂
  16. FYI, they are working on all things all the time - new content, balances, and fixing issues / bugs. TFP are capable of doing multiple things at once.
  17. Typically it works this way Recipes of items made in workbenches are better (faster, less materials, alt recipes, or combination of the 3) than from your backpack With mods that have progressive workbenches (like Darkness Falls), the higher tier workbench is better to use for crafting typically Bundle recipes typically are better as you get more output with fewer inputs To figure out where to make an item, open your backpack and type it in the search bar. If their are multiple crafting locations or different recipes, you will see those in your search query. Anything requiring a workbench will have the appropriate symbol on the right side of the item indicating what workstation is required (not sure if this is setup to work as default for mods that introduce their own workstations) As for a mod, I don't think you will find a modder willing to take on this project. Something like this would require c# coding. In addition, trying to get a mod to work with other mods not done by the author would be a time consuming and frustrating experience. Throw in the fact that if the mod was created to work with 10 specific mods, any user that doesn't use all of those 10 mods will experience issues when trying to use the mod.
  18. I take it you are more talking about early farm production and not mid / late game production? My current playthrough I got at least 2 full stacks of flesh in storage and 9 farm plots supporting my food needs. Gathering flesh right now is not very difficult (I think clay / nitrate have been my limiting factors for farm plots since they have other very important uses). I agree with your comment about a mod might be best. Meat can be very easy to obtain in the game so the counter was to limit its ability (especially early game) to feed a person or group at ease. And everyone will have a different idea on how to tackle food. zztong modded the game so deer are harder to take down early game while I overhauled the entire food system in my mod to try and force the player to use more than just bacon and egg for the majority of the game. I am sure others have modded food drain over time and usage (right now set around 30/hour and stamina regeneration consumes it about half that rate - 15/hour). Some people, based on this thread, want meat to be more beneficial to the player while others (like myself) want the player to struggle more (or really, have to make a decision to allocate time and resources) for food and drink.
  19. There should also be another message why loot.xml is not being loaded (usually tells you the reason and line #). In the meantime, you can verify the files by redownloading the mod and reinstalling it to make sure everything was properly installed and nothing corrupted. Also, nobody opened the file and try to modify anything in it, did they?
  20. I did some additional testing and it is interesting where they are at now with zombies speeds. The shambling speed is controlled via the male zombie template and every specific entity I look at extend it from there - so every entity has the same shambling speed. Of course, you can add that property to each entity and each one can have a different shambling speed (though all of that entity class will have the same one). Right now, it is also not setup (based on what I can see which is limited based on my abilities) to randomize it like the agro speed can be. It is something that can be added, but the question is the priority and the desire by TFP to do that.
  21. See meganoth's response in this thread on 6/17/2022. To start the game launcher, go into Steam library and hit the play button for 7 days to die. You should see a popup asking to start the game normally or to start the game launcher
  22. War of the Walkers has supply flares that cause a supply crate to spawn (simulating an air drop) when used. You could reach out to the mod author (Dwallorde who may be able to give advice).
  23. FYI any craft quests requiring workstations need the user to be in the crafting menu when the object is completed. I had several of mine set the same way, but ended up changing them to just fetch / keep objectives. Another thing I did was create unique items that you can only craft and made the quest objective fetch / keep. The reason I mentioned this is because of the 20 king size beds you have as an objective in one of your as.
  24. Glad that it worked. I didn’t check the value (I just changed the one for the nerdy glasses from a negative to positive) so some testing would been required to figure out the value you wanted. If your testing shows that only a few recipes need tweaking from the overall change, I would recommend just adding crafting times to those (or modifying the existing ones) - but you already may be planning on doing that
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