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BFT2020

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Posts posted by BFT2020

  1. Started the process of making another version of the MCGA mod, one where you can repair broken items - 2 versions - 1 limited to Q3 max and 1 with no quality limit

     

    image.png.6ba980d99c7aee4d70cbf020dd65ee4a.png

  2. 15 hours ago, Fanatical_Meat said:

    Finally thank you.

     

    release some time in 2024 is a pretty lame statement. Certainly it is possible to craft a statement that is more specific and allows for some delays.

     

    This is better than when it is done it is done

     

    Or sometime this decade.

  3. 13 hours ago, Vaeliorin said:

    Honestly, given how rare steel tool parts are, I don't know how you can really do no repair.  It's usually weeks after I can make max level steel tools before I have enough to make an axe, let alone a shovel (though why would you?), and forget ever making a ratchet.

     

    I guess if you use the chainsaw/auger it might not be so bad (those parts seem much more common) but I hate them and never use them except sometimes the auger if I need to remove some concrete/steel blocks I don't want where they are anymore.

     

    Sometimes you have to use a lower tier item to get by.  You don't have enough parts for a steel axe, make an iron axe.  Or with the new crafting system, you can either use an iron axe until you have enough parts to make a new steel axe at the highest quality you can craft - or you craft a lower quality steel axe based on the # of parts you have.

  4. 3 hours ago, Gereon said:

     

    that was also my first thought, so I deleted all other mods except Izayos.

     

    Didn't work, then I deleted all weapon mods and only installed the 556 pack, but that didn't help either.

     

    Therefore my question if the order of the mods could play a role?

     

    Is there a way to see in which order the mods are loaded? I can't find any errors or warnings in the log file.

     

    Something else too is that Izayo has learned a lot about xpath modding over the course of the various weapon projects.   Some of the earlier versions may have older code that hasn't been updated yet (Izayo is concentrating on the models and animation which is very nice IMHO) or things I might not have passed on properly while I was giving advice.  I can download all the latest packs and see if there is something I can support on my end.

  5. I thought I did one for someone in the past, but couldn't find it where I store my mods for download.  I probably just told them how to do it on their end.

     

    I can whip something up real quick.  I think with a few lines of code I can change the gameevents file to give 4 free skill points on first spawn and set the first quest up to finding the local trader.

  6. Something I have done is remove horde nights altogether and have Khaine's wandering horde modlet installed.  It changes how often the hordes can spawn and how big they are.  It has made some interesting times doing a trader mission only to have a large wandering horde come into the POI you are trying to clear out.  You also have to protect your main base (if you have a separate horde base) more.

     

    Another variation was Khaine's modlet and setting bloodmoons to every 10 days.  The wandering horde changes keep you on your toes, so having 10 days (instead of 7) doesn't really make it that much easier.

     

    Personally, I been playing more No repairs on equipment allowed which changes how you approach each day.  You got to plan out resources to replace your gear constantly while also planning for a future horde night.  It doesn't do any good to use all of your forged iron or forged steel for base upgrades if you go into the horde night with damage guns that will only last one hour into it.

  7. 3 hours ago, Gereon said:

     

    that was also my first thought, so I deleted all other mods except Izayos.

     

    Didn't work, then I deleted all weapon mods and only installed the 556 pack, but that didn't help either.

     

    Therefore my question if the order of the mods could play a role?

     

    Is there a way to see in which order the mods are loaded? I can't find any errors or warnings in the log file.

     

    Mods are loaded in alphabetical order.  It is also listed in the log file the order the mods were loaded.

  8. 1 hour ago, Quaadet said:

    Changing perlk bonus to machine gun for SMG's, would that not mean that one would have to put points into both machine gun and gunslinger at the same time? 😕 or can it be avoided somehow?

     

    No, if the tag is changed from perkGunslinger to perkMachineGuns, then you only have to spec into Machine guns to improve on them.

  9. 26 minutes ago, Gereon said:

    Thx for your reply :)

     

     

    I have 100/100 in Machineguns and can craft the lvl5 vanilla M60

     

    https://imgur.com/a/VWK3o7I

     

    I have diffentent weapon packs added to the game, also your 7.62, 9mm, and Shotgun weapon packs.

     

    This issue somehow applies only to your installed mods and i cant figure out why :(

     

    Tried uninstalling and redownloading the different mods singularly but the problem persists, even if i only have one active at a time.

     

    All the weapons appear as drops in the game and function flawlessly, just the crafting option never unlocks.

     

     

    Do you know whether the mod order plays a role, as in the order of mods in the "Mods" folder of the game?

     

    You probably have another mod that modified the progression file and so Izayo's edits are not being applied - or they were applied and a later mod removed those changes when it was applied to the game.

  10. 1 hour ago, lordneg said:

    I would like a mod to only drop tier one loot. I have tried to make one, watching you tube videos ect. But alas it never worked. I am willing to learn how to make it it if I can get some directions. or if someone know of a mod already out there that does this. I would like to find tier one items in loot, weapons, tools, armor. I think it is realistic to find stuff. but I want to have to craft tier 2-5 items. If anyone out  there knows of a mod or can help me make it, or make one. that would be great. thanks a bunch :)

     

    I also assumed that you mean Quality one on all the tiers.  If you want to limit loot to Tier 1 or lower items (like stone / pipe / iron tools etc), you will have to modify more than what I typed above

  11. On 2/18/2024 at 1:43 PM, Laz Man said:

    We plan to have more user documentation on the editors as we get closer to gold.

     

    As several folks have mentioned, there is alot in flux with them functionality wise.

     

    Heck, just keeping the localization file up-to-date with each Alpha must be a fun job for the "lucky" one maintaining it  😏

  12. 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.

  13. 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.

  14. 1 hour ago, lordneg said:

    @BFT2020 Is there a way to make the broken items repairable? they would then be tier one usable? or make it so you only find tier one items? thanks a lot :)

    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

  15. 1 hour ago, ABourbonLegend said:

    How would one tie in another gun mod? Other mod uses the skills like normal to unlock the craftable progression, but after installing this mod they don't link anymore. The skill it's tied to is the same, but it just has a blank value for its unlock requirement now making it uncraftable. Set that mod to load later than this but no luck. Gonna meander around the files tomorrow, was just curious if anyone maybe had a direction to send me. Thanks   ~Bourbon

     

    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.

  16. 4 hours ago, ZuluBtw said:

    hello all - I had done some searching around for some answers to a question I had - is it possible to create a perk that gives players dukes/currency on zombie kills? well, from what I had gathered, this is not possible, and the next best way would be involving lootbags.


    with that in mind, is it possible to create a perk (with 4 levels) that has a static 25% chance to drop a lootbag containing between X - Y dukes, and each level invested into such a perk increases the X - Y value? I believe that would require two things:


    1. the game has to do a check for if the player who did the kill has any points put into the perk in the first place, so that the bag could only drop for people who leveled it at all
    2. the game would have to drop up to 4 different lootbags to scale in correspondence with the perks level
     

     

    I am not a modder, at best I can change numerical values on things, but I am curious if such a perk could even be possible to create within the constraints of the games coding - I would attempt to learn and make such a mod if its possible, which is why I ask here.
     

     

    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.

  17. 5 hours ago, drakons said:

    This is an image of what should appear spacer.png

    All those buttons are for different recipes and they don't appear

     

    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).

  18. 6 hours ago, Oozle said:

    Yeah i understand that but would the txt changes show up in the perk sections or would i need to add the perk changes to my discord so players know.

    They should be as Black_Wolf added a localization file

  19. 2 hours ago, Oozle said:

    Hey there i have installed this into the mods section of my server but dont seem to see the extra perks is there something else i need to do to make this work im kinda new to adding mods that require extra stuff to do.

    There are no extra perks, this changes vanilla perks

  20. 2 hours ago, Saitor said:

    Hello, I joined discord to get help creating mods. but I was banned when I asked to be added to the channel so that I could ask questions and receive answers. super.

     

    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 @%$#.

  21. 4 hours ago, Gamida said:

    I was under impression you had a very small chance to find a filter in a broken dew collector but have never found one myself.

    Maybe it is a very, very, very small chance :)

     

     

    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>

     

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