Jump to content

magejosh

Members
  • Posts

    215
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by magejosh

  1. I like the random reassignment of crafting skill points for the Mostly Dead playstyle. Player still has perk points to assign to guide crafting skill book finds towards what they want, but are effectively a random generated character at that point.

  2. remove xpath="//recipe[@name=vehicleNameGoesHere]"

     

    same idea for loot and traders.xml files. Should do the trick without throwing an error, idk for sure though. do it and let us know if it works. Also, specific syntax above isn't correct, will probably want to fix that, it was more meant as an example to convey what/where a couple simple xpath lines could do the job.

  3. Yeah it's a leftover from the testing phase. Kinda handy for detecting underground fires or fires outside the poi you are in. 

    Will probably turn that aspect into a perk called Danger Sense or something like that in Purgatory.

  4. 9 hours ago, Macalanias said:

    it´s easier to understand how gears work together unlike then 2 chemical ingredients react together. so i want that body progression is easiest, understanding mechanics middle, electronics a little harder, and chemical things much hardest to learn

    To be fair, those things are easier for you to understand in that order maybe, but some people can easily understand the covalent bonding math of chemistry while being utterly helpless in mechanical engineering. It all depends on your particular strengths and weaknesses in thinking habits IRL. 
    That being said, the other questions are easier to answer. 
    The desc_key is only providing a key name for the localization file line for said key, which is the text that pops up when you hover over the lock icon in the progression menu in game. 

    Below is an example of some xpath i used in Trapped in Purgatory overhaul to adjust the costs of all attributes and perks to scale up as you went further into the tree.

    <!-- at this rate it costs 82 perk points to max one attribute.  L2 1pts, L3 2pts, L4 3pts, L5 4pts, L6 6pts, L7 9pts, L8 12pts, L9 17pts, L10 23pts  -->
    			<!-- <set xpath="/progression/attributes/@max_level">100</set> -->
    			<set xpath="/progression/attributes/@base_skill_point_cost">1</set>
    			<set xpath="/progression/attributes/@cost_multiplier_per_level">1.37</set>
    
    			<set xpath="/progression/perks/@base_skill_point_cost">1</set>
    			<set xpath="/progression/perks/@cost_multiplier_per_level">1.81</set>
    	<!-- at this rate it costs 63 perk points to max one 5 level perk. L1 2pts, L2 4pts, L3 8pts, L4 16pts, L5 33pts -->

    I'm pretty sure the math on that last comment is wrong, i probably changed the value and forgot to update the comment. But it gets the idea across. I used that to set things globally across all attributes and perks, but there is a better way from what you've described wanting to do.

    Now from there we can extrapolate that attribute i'm setting to get that to happen. cost_multiplier_per_level. That can be added to any progression to adjust that specific attribute or perk's cost as you level it up. Same thing for the base_skill_point_cost attribute. 
    How that might look would be something like this:

    	<attribute name="attPerception" name_key="attPerceptionName" desc_key="attPerceptionDesc" icon="ui_game_symbol_stealth" min_level="1" max_level="10" base_skill_point_cost="1" cost_multiplier_per_level="1.5">

    Or for a perk:

    	<perk name="perkTurrets" parent="skillIntellectCombat" name_key="perkTurretsName" desc_key="perkTurretsDesc" icon="ui_game_symbol_electric_turret" min_level="1" max_level="6" base_skill_point_cost="2" cost_multiplier_per_level="1.25">

     

    I hope that's helpful.

  5. Yeah i stopped in to comment that i love this new addition and have had a lot of fun testing a new NPC poi since that change. This definitely altered the feel of some of the npc's i encounter. One thing i noticed was I had too many npc's of different factions spawning in the POI i was testing. I'm assuming i'd need to alter the sleeper groups used in the POI to pick one faction for the POI to get that problem resolved right?

     

    Clarification: Altered feel, so before i know that i setup a variant of barn02 to have goblins spawn and didn't realize the pathing cubes didn't work on the basic entities i was setting to spawn. So they would wander immediately on getting close to the poi, but now they actually hold their ground and make it hard to approach the quest start point. Such an excellent feature.

  6. Great work on these!

    I've been working on finding and creating magic items for my overhaul Trapped in Purgatory. Would you mind me including your mod as is into it, with any changes being made by xpathing them in from another modlet such as altering recipes or loot probabilities for them?

     

    Regardless of your answer, thanks for your work on this mod and for contributing it to the community.

  7. I believe gupFireMod default did leave the vomit setting fire initially but was disabled pretty quickly in testing. The cop exploding however should still set fire to blocks in range that aren't destroyed by the explosion damage. 

    On 10/22/2022 at 5:21 PM, Guppycur said:

    Sounds like he doesn't have it in a mod folder?  Unsure. 

    I haven't been able to create a condition locally to cause it to generate red errors on my end using only SCore, gupFireMod and my own Fire Proximity mod. Nor in Purgatory's 400 mod set did it cause me issues. 

  8. On 9/27/2022 at 6:36 PM, ErrorNull said:

    actually i haven't thought of that yet.. but that is a good idea. for now creating new zombies that are server-side only are to top of my list, but i'll add modding NPCMod entities to the todo pile .. will need to reach out to their zombie creators just for awareness.

     

    once that is released, let me know and i can make another compatibility mod patch so it can run with enZombies.

     

    The reaper mod is already released, just doesn't have an entitygroups file so mod developers can decide that for themselves.

  9. 3 hours ago, ErrorNull said:

    oh nice. i wouldn't mind be chased by her.. as long as i'm on a gyro-copter. the UMA system i'm using for zombies can only take from existing player clothing, hairstyles, equipment, and accessories, for the zombies. so unfortunately it wouldn't be possible to mimic this alpha screamer's hair, crown, clothing, etc.

     

    BUT this would certainly be within the scope of the talented modders who are making zombies for NPCMod. They have the means to obtain/create custom models and clothing, hair, etc for their entities. i'd check out the NCPMod page and ask around...

    Speaking of, I know you made a pack for NPCmod right, but did you consider using that attachprefab technique in combination with the TintMaterial0-2 Properties to remix some of those styles of zombies/entities in the NPCmod packs. Sure it adds more dependencies, but you are very creative so I bet you could do some cool things like some of the snufkins bosses (i'm thinking about the scorcher and the banshee specifically) to add some new twists for peoples to play with. Like, imagine taking that deathknight and decorating him up. Could make an awesome quest boss type entity. Or one of the dragons.

  10. On 9/24/2022 at 8:14 PM, khzmusik said:

     

    You should be able to hire my civilians. If you can't, that is a bug. But, if you also can't hire the Baker character, that also might be a bug.

     

    When you try to hire the Baker, what exactly happens? If you don't have enough Dukes, you'll go through the whole hiring process (open the "Hire" dialog, click confirm) but at the end it will show a tooltip message saying "You cannot afford me. I want (X) Dukes." It's easy to miss the tooltip message.

    Pretty sure the baker default character that spawns is the nonhireable survivor type.

  11. On 9/20/2022 at 4:00 PM, KailJ said:

    Ok, I don't know what up, but I currently have everything set to 0.99 and only a couple pop up here and there, and still Zero bee logs. I see zombies dropping over dead for no reason, but they just lay there until they disappear. Is it possible that something is causing the snake entity to spawn in at an exceptionally low rate thus effecting the mod from having the 'materials' to create the logs and plants and such? I am clueless about all this....obviously. LOL

     

    Two full day/night search results will all prob="0.99"

    Red Mushroom = 0
    Puff Ball Mushroom = 4
    Purple Mushroom = 0
    Wild Cap Mushroom = 0
    Lion Mushroom = 2
    Fire Fly Stump = 1
    Wild Jalapeno = 1
    Wild Turnip = 4
    Wild Eggplant = 0
    Wild Strawberry = 1
    Wild Pepper = 1
    Wild Pineapple = 3
    Wild Tomato = 0
    Bee Stump = 0
    Bee Stump 2 = 0
    Bee Stump 3 = 0

    To bad you can't use Bird nests instead of snakes, there are hundreds (if not thousands) of those all over the place. LOL

    Let me know if there is something else I can try. I really want to use the mods as we really enjoy them.

    Rename the mods from oak to start with a z. That should allow them to bypass the spawning changes from enzombies if that's the conflict. 

    It removes many entitygroups and then adds them back at specific probabilities. So any mods that add to said entitygroups before it are now no longer on the list. As well it adjusts the entitygroups called on by the spawning.xml so the intended amounts of said plant spawning entities will not spawn potentially if their spawning entries have changed. 

     

  12. In fairness there like a dozen different mods in the topic at hand, so asking a general question seems like it it would be appropriate to respond with a general answer. 

    If however there's a specific one you're looking for an alternative to that may be easier to provide a specific answer about.

  13. On 9/11/2022 at 5:24 AM, arramus said:

    The Skeksis are hunting for those last Gelflings.

     

    plaguechicken.jpg.1afc0490587b6cbba3b02cd0d756960e.jpg

    Please tell me this is a quest idea for NMM! I laughed my coffee everywhere when i saw it.

  14. 14 minutes ago, TacticalDragon89 said:

    It has to be installing in my mod folder on my pc as well? I got two other mods on the server that work without needing to be there.  This is all new to me lol.

    Any mod that is XML only will not need to be installed on both ends. Any mod that adds art that isn't in the vanilla game does require being installed on both ends.

  15. 13 minutes ago, doughphunghus said:

    very nice! The most I was able to personally get loaded on my own without tearing my hair out (and without giving up on some mods I really wanted, due to sooo many errors/warnings) was maybe ?120? mods loaded and maybe 8% of that were my own mods.  I know it can be a lot of work hand tweaking and hunting down xml collisions things like this.  I really wish there were a way to check "what mods are incompatible with others" without having to load them int a game.

    Now that's a good idea right there. A dry run xml parser. That way we can see errors without having to load assets.

     

    Anyways, current version is up to 369 mods. https://drive.google.com/file/d/1TIfvFpPdvZ0ISDttPDtr89_x2d9XeJtc/view?usp=sharing

  16. Hey ErrorNull, if you haven't seen the expansion of the progression of spawning groups for the different packs done by khzmuzik I'd recommend looking at that too as it further reorganizes those groups entries. Idk if his implementation will matter for what you're doing but it was helpful for me when getting everything working together in what felt like appropriate variations. Everything being almost all the NPC packs, snufkins, enzombies, mickpewpews, and a few others.

  17.  

    2 hours ago, MadHatter11171 said:

    Hi. Does this mod work with the current version and/or conflict with any other mods? I did as you said, started a new save game and no matter what I do it completely crashed my game. Any help is appreciated. Thank you.

    image.thumb.png.0fe4c1abb7412654c9dcbd8cc3a23e5d.png

    Can confirm it works in a20.6b9 just fine. As for compatibility, i just added it to Trapped In Purgatory overhaul mod, which uses 369 other mods. Started a new save and loaded into the world. The new wrecks were in place, and i was able to spawn in an Armored Cobra and drive it around. 
     

    What seems to be your actual issue Madhatter?

    What does your mods folder look like, do you have an output log so we can see where the error is happening for you. 

  18. 4 hours ago, magejosh said:

    Didn't robeloto do a loud sounds lowered mod replacing the vanilla gun and auger sounds?

    Turns out i was wrong, it did some tool sounds. It was focused more on block destroying sounds it seems. That suggestion to set the fire sound to the silenced sound would work though and could be done in xml only.

    But if anyone did want that loud sounds lowered mod, https://7daystodiemods.com/loud-sounds-lowered/

×
×
  • Create New...