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BFT2020

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Everything posted by BFT2020

  1. This topic sounds more like a General Support topic and not a Modder Tutorial / Guide Topic.....
  2. Nope, it was the spaces in the schematic name that was causing it. I manually changed them in the items xml file (unlocked by) but did a replace all for the loot xml file. I missed the AKM in the item file. Then when I updated it, I didn't realized I was updating the file in my downloads folder and not the one I copied over to the game folder...so any changes I was making at that point were not being applied.
  3. This might be the issue T1shotgunM31 Schematic Space in the name of the item for all of the schematics Something else is messed up too. When I click on the AKM rifle, I get the flooded warnings in console. All other weapons I don't see any error messages when I click on them.
  4. If you don't ask the question, you don't find out the answer.
  5. IF you want to change the probabilities in trees overall (after finding the wasteland treasures book), you would use the following code. Right now X is set at 0.05 on vanilla. <set xpath="/blocks/block[@name='treeMaster']/drop[@name='foodHoney']/@prob">X</set>
  6. Trees don't drop honey unless you found the right book. Tree stumps in the wild drop at a 20% rate Tree stumps as part of POIs drop honey at a 40% rate. If you still want to change it though, in the blocks xml file, set up a modlet that includes the following two lines <set xpath="/blocks/block[@name='treeStump']/drop[@name='foodHoney']/@prob">X</set> <set xpath="/blocks/block[@name='treeStumpPOI']/drop[@name='foodHoney']/@prob">X</set> where X is the probability of the drop you want (from 0 to 1). Currently 0.2 and 0.4 are the values
  7. He's learning, so maybe drop a helpful post in his thread letting him know what you found out. Anyone that has modded this game started out as a newcomer.
  8. Yeah, but remember I am the guy that modded out the ability to repair equipment in my game. 😉
  9. Darkness Falls is a complete overhaul game. If you want to use this mod with DF, you will need to review the code for DF and make a patch so this weapons mod works with it. It is not an issue with the mod, the issue is trying to run this mod with DF
  10. But that is the whole reason for the changes. You can't just become a successful farmer without perking into LoTL at all; so it should be punishing to try to be a farmer without the baseline skills in it. At LoTL 0, you can gather crops and even plant seeds you find, but you are not going to be able to self-sustain a farm off of your initial seed plantings.
  11. I think the solution is to reduce the meat drop from chickens, rabbits, and snakes
  12. @Cloyne Do this if you want to keep the custom sounds. bdubyah has worked with the sounds before so he is much better at this than I am Here are two compared side by side. 9mm (vanilla) <SoundDataNode name="pistol_s_fire"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/> <Noise ID="0" noise="17" time="2" muffled_when_crouched="0.8" heat_map_strength="0.4" heat_map_time="180"/> <AudioClip ClipName="Sounds/Weapons/Ranged/Pistol/pistol_s_fire1"/> <AudioClip ClipName="Sounds/Weapons/Ranged/Pistol/pistol_s_fire2"/> <AudioClip ClipName="Sounds/Weapons/Ranged/Pistol/pistol_s_fire3"/> <AudioClip ClipName="Sounds/Weapons/Ranged/Pistol/pistol_s_fire4"/> <AudioClip ClipName="Sounds/Twitch/Silly/pistol_fire_silly1" AltSound="true"/> <AudioClip ClipName="Sounds/Twitch/Silly/pistol_fire_silly2" AltSound="true"/> <AudioClip ClipName="Sounds/Twitch/Silly/pistol_fire_silly3" AltSound="true"/> <LocalCrouchVolumeScale value="0.5"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="30"/> <MaxVoicesPerEntity value="10"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> The Lock17 pistol <SoundDataNode name="lock17_silen_fire_S"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/> <Noise ID="0" noise="70" time="2" muffled_when_crouched="1" heat_map_strength="0.7" heat_map_time="60"/> <AudioClip ClipName="#@modfolder:Resources/Lock17.unity3d?lock17_silen_fire_S"/> <LocalCrouchVolumeScale value="1"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="20"/> <MaxVoicesPerEntity value="6"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> <SoundDataNode name="lock17_silen_fire"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/> <Noise ID="0" noise="70" time="2" muffled_when_crouched="1" heat_map_strength="0.7" heat_map_time="60"/> <AudioClip ClipName="#@modfolder:Resources/Lock17.unity3d?lock17_silen_fire"/> <LocalCrouchVolumeScale value="1"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="20"/> <MaxVoicesPerEntity value="6"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> <SoundDataNode name="lock17_silen_end"> <AudioSource name="Sounds/AudioSource_WeaponFire"/> <NetworkAudioSource name="Sounds/AudioSource_WeaponFire_Network"/> <Noise ID="0" noise="70" time="2" muffled_when_crouched="1" heat_map_strength="0.7" heat_map_time="60"/> <AudioClip ClipName="#@modfolder:Resources/Lock17.unity3d?lock17_silen_end"/> <LocalCrouchVolumeScale value="1"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="20"/> <MaxVoicesPerEntity value="6"/> <MaxRepeatRate value="0.001"/> </SoundDataNode>
  13. It looks like the stealth meter is affected by the sound files themselves. I changed one of the pistols from his custom sound suppressor sound files back to the default 9 mm pistol and I saw the stealth meter be less than 100% when firing (similar to the 9 mm pistol). All those items are located in the item_modifiers xml file
  14. If the mod is not for you, just move on and find another one. Being so vitriol about a mod that doesn’t interest you is not helpful or needed. But that is to be expected since I recall you doing the same thing in DF thread
  15. Did you get all the data - both the saved game and world data?
  16. It seems you don't do any damage, but significantly increase dismemberment chance. Is that something you can get from the mod though? Or it is just a CM item only that Khaine had implemented on one point but never placed in the game itself (loot, traders, craft)?
  17. I want to see the crafting changes myself, along with the changes to the water (drinking) and the balance tweaks that go along with it. So please release the A21 when it is ready to do so. However, not releasing Alpha 21 doesn't mean that Alpha 22 release would be sooner. The things they are trying to finish for Alpha 21 would still need to be fixed for Alpha 22 so why not release an Alpha 21? There just may be a shorter development cycle between A21 and A22 which won't hurt anyone really.
  18. Planted crops do not change form (shape) after they are harvestable as that is the final form. Do you have any mods loaded up? If you have crops planted, the next form after harvestable should be an empty farm plot. <!-- NOT_A_SHAPE --> <block name="plantedPotato2"> <property name="Extends" value="cropsGrowingMaster"/> <property name="CreativeMode" value="None"/> <property name="CustomIcon" value="plantedPotato1"/> <property name="Shape" value="ModelEntity"/> <property name="Model" value="Entities/Plants/potato_plant_growthPrefab"/> <property name="PlantGrowing.Next" value="plantedPotato3HarvestPlayer"/> <drop event="Destroy" name="plantedPotato1" count="1"/> </block> <!-- NOT_A_SHAPE --> <block name="plantedPotato3HarvestPlayer"> <property name="Extends" value="plantedPotato3Harvest"/> <property name="DescriptionKey" value="plantedPotato3HarvestDesc"/> <property name="CustomIcon" value="plantedPotato1"/> <property name="CreativeMode" value="None"/> <drop event="Harvest" name="foodCropPotato" count="2" tag="cropHarvest"/> <drop event="Harvest" name="foodCropPotato" prob="0.5" count="1" tag="bonusCropHarvest"/> <drop event="Destroy" name="plantedPotato1" count="1" prob="0.5"/> <!-- <property name="DowngradeBlock" value="plantedPotato1"/> --> </block>
  19. In your pathing, you need another line: insertAfter xpath="/recipes/recipe[@name='resourceRepairKit' and @count=‘1’]/ingredient[@name=‘forgedIron’]”> verify the ingredient name though as I am guessing
  20. No, they do. If I play agility, I can unlock stamina reduction for knives by perking into Deep cuts. But to unlock stamina reduction for tools, I have to unlock the Miner perk along with perking upwards in Strength if I want the higher levels. Read what I wrote again
  21. Either that, or you both are smoking the same stuff. I haven't seen it in my game yet.
  22. @FL nar Rayya This modlet will change the probability of fog to 0 under all conditions. https://github.com/BFT2020/NoFog.git
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