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Bladestorm Games

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Everything posted by Bladestorm Games

  1. A21 available: https://drive.google.com/file/d/17uxst10oZ3uh6efbjrhTtHwadrR25TXw/view
  2. A21 available: https://drive.google.com/file/d/14B2v1iWsi8cj4ncPdA0ip9ux8b4pJzR8/view
  3. Thanks for the bug report! I made a new game, and set my player level to 120. I then grabbed the Relics: Forge Badge (+15% Faster Crafting) Master Key (+5% Lockpick Speed per 10 Player Levels) I used Cheat mode to grab a Forge, Materials to make Forge Steel, and the Anvil. Using just the Forge to make Forged Steel, its a 14 second timer. Using the Forge WITH the Anvil makes Forge Steel a 10 second timer. Using the Forge WITH the Anvil AND the Relic: Forge Badge makes Forge Steel an 8 second timer. I also tested the Master Key relic on a Hardened Chest, and at Player Level 120, it brought the Lock Pick Timer on the chest to 4.4 seconds. So I'm not sure where your bugs are coming from, are you equipped with some Rings with similar stats as the Relics? And/Or do you have certain Skill Points / Perk Points / Books that may effect stats? EDIT Lock Pick Speed: Ok so I tested something: I grabbed 3 points into Lock Picking perk which grants 30% Faster Lock Picking. Now with that AND the Master Key, I get -1.1 timer on a Reinforced Chest. This is a fail on my end for not testing over a Lock Picking Speed threshold. BUT I was under the assumption that if a person had equal to or greater than 100% Lock Pick Speed, it would/should insta-open a locked object. This is more of a core game's code thing, as they should have the code read something like this to account for negative Lock Pick Timers: if lock_speed_timer <= 0 { Unlock Chest } But to be fair they probably didnt include something like that because the core game would never get close to a zero second lock pick / insta-lock pick. As for the Crafting Speed issue, i was able to go a bit faster by putting points into Advanced Engineering, but Im at a 5 second craft timer for Forged Steel. EDIT Crafting Timer: Im not at a 1 second Craft Timer for Forged Steel using this setup: Forge with Anvil (+50% Crafting Speed) Relic: Forge Badge (+15% Crafting Speed) Ring: Laborlove (+25% Crafting Speed) Perk: Advanced Engineering (+20% Crafting Speed) I must be missing something compared to your setup, because I still cant achieve the insta-craft bug.
  4. Unfortunately I don’t think there is a volume setter for sounds.xml, so what you could do is open buffs.xml and CTRL+F “PlaySound” and delete the whole line. When I make the next update, I’ll include a No Sound Effect version, and a Low Sound Effect version.
  5. Can you PM me the DF loot.xml ? I can take a look at it and see if I can make a DF compatible loot.xml with my mod.
  6. I just tested this, I modded the value to be 95% faster and when I go to pick a lock, I get no effect. Perhaps something in the game broke? because i dont see a difference in code when referencing "perkGreatHeistComplete" in the progression.xml which has LockPickTime.
  7. Hey, I'm out of town for a few more days and dont have access to my files, but to adjust the drop rate, go into the loot.xml, and find the section near the bottom that is something like this: <lootgroup, count="1"> <name="casino coin", prob="0.8"/> <lootgroup="rings", prob="0.2"/> </lootgroup> If you want LESS chance for Rings, decrease the "prob" value for the lootgroup "Rings" If you want MORE chance for Rings, increase the "prob" value for the lootgroup "Rings" Since the loot container always has a count of 1, the casino coins bit is there as a way to NOT drop/loot a ring. So you can also adjust the "prob" of casino coins. For LESS Ring loot chance and adjusting the casino coin value, do this: <lootgroup, count="1"> <name="casino coin", prob="0.95"/> <lootgroup="rings", prob="0.05"/> </lootgroup> That should be a lot less frequent looting of Rings. I have been working on an update for this mod and Relic mod, but waiting for alpha21 at this point, since I'll likely have to fix things that break. Also a bit too busy at the moment to work on the 7D2D mod projects.
  8. Version • Game Version: A21+ • Mod Version 1.2 (Updated on Oct / 20th / 2023) https://drive.google.com/file/d/1BhBVEf5be59okXEARRJPMvlU5N-vcyrs/view?usp=sharing Intro about the Mod !! Please read the section "Game Bugs" section. It contains critical info. !! • Number of Relics: 62 • Relics provide unique effects / buffs. • Relics can be equipped on the Chest Armor slot. • As of right now, these Relics should be looted from: - Chance to loot from POI Chests, Safes, ZBags. - Chance to loot from Hidden Stash, Burried Supplies. • For Multiplayer, I suggest both Server/Host, and Client(s) / User(s) have the mod installed to avoid potential issues. Relics Database (List of all Relics and their effects) https://docs.google.com/spreadsheets/d/1DEnKHMTX4NBdpwzO-_E3lliRGNXYSV0uS3Gnu__As3o Update Log: https://docs.google.com/spreadsheets/d/1XExrSGnxfNruyp4g-m94XNMpz9cizOvz3POP0beaHpg/edit?usp=sharing Issue/Bug List: https://docs.google.com/document/d/1lKbgmHLEdtYBuTqT926LO-a_Sk5cQY8IJf2A3P5FHhk/edit?usp=sharing Buff-on-Equip Bug & Solution: In A20 and A21, there is a bug where when you are adding a Modifier to an Equipment that already has a Modifier that grants a Buff, the already-equipped Modifier's buff will fall off / on as you add more Modifiers to an item that is Equipped. (Read here: https://community.7daystodie.com/a20-bug-database/confirmed/buffs-from-item-modifiers-can-fall-off-r862 ) Solution: Add your Modifiers onto an item while the item is NOT equipped. Once the item has all your desired Modifiers, then its OK to equip the item. Conclusion: Special thanks to those who have answered my questions about modding! Icons from Path of Exile, some icons adjusted. Sound effects from Diablo 2. If you like this mod, check out my Rings of Potential mod: https://community.7daystodie.com/topic/30182-7-days-to-die-the-rings-of-potential/
  9. Update to the Mod. Version 1.2 Mod Download Link: https://drive.google.com/file/d/1daRVvO9bRjTA7gWukN8OX3be-Q6MwkqJ/view?usp=sharing Version 1.2 Notes:
  10. Added a new tier is possible. Adding the ability to track Arrows/Bolts I think is possible: Spears come to mind as a reference. Looking at the core game's items.xml I searched for "meleeWpnSpearT0StoneSpear" In "meleeWpnSpearT0StoneSpear" I can see "<property name="NavObject" value="spear"/>" I dont have the time now, but later I'll try to make a test mod to see if this works, but I'll leave my notes here incase you or others want to try it until i have some free time to test it my self: Step 1: Add "<property name="NavObject" value="projectile_arrow"/>" to the following items: ammoArrowStone, ammoArrowIron, ammoArrowSteelAP (If using a mod(s) that have custom arrows, add them here too) (Exclude ammoArrowFlaming, and ammoArrowExploding, because they have IsSticky set to False (<property name="IsSticky" value="false"/>)) Add a archery-projectile specific tag to the Arrow/Bolt items.xml Step 2: Add a nav_object_class for the archery projectiles in nav_objects.xml nav_objects.xml: Step 3: Allow the tracking of Arrows and Bolts <!-- INCOMPLETE CODE --> <!-- Plug this into an Item or Progression or Buff --> <!-- whatever you'd want to enable the tracking of Arrow & Bolts --> <effect_group name="track_archery_projectiles"> <passive_effect name="Tracking" operation="base_set" value="1" tags="projectileArchery"/> </effect_group>
  11. Hello, while messing with a mod project, I noticed an issue that effects the core game, where Buffs granted by Item Modifier can fall off or return back. Using the Bandolier Item Modifier because it grants the buff "buffBandolierChest" (or "buffBandolierLegs if on Leg Armor). If an Item/Armor has 2+ Slots, you can make the Bandolier Buff (or a Buff from Item Modifier) Fall of and Return. 1) Equip your Body Armor (2+ Mod Slots) 2) While Body Armor is Equipped, click the Body Armor, and Click "Modify". 3) Place the Bandolier modifier on the item. 4) Place a 2nd modifier onto the item (Armor Plating) 5) After placing the 2nd modifier onto the item, the Bandolier Buff (or a Buff granted from a Item Modifier) will fall off, may need to give the Bandolier mod a HUD Icon to visually see this. Here is a video demonstration: https://youtu.be/77U7Fi5MgvU If you were to Modify the Body Armor while its NOT equipped, and then equip it after applying all mods, you will correctly gain all buffs granted from Item Modifiers. Here is a video showcasing that: https://youtu.be/4OCipG-WZeI
  12. The good new is, if you put all the item modifiers on the armor, AND THEN equip the armor, then it doesnt break and applies all modifiers properly. I am working on a mod that introduces ~45 Item Modifiers, and mostly all of them use the Buff on Equip method to give the player stats/effects, but for now Im thinking of just making a disclaimer telling people to NOT apply Item Modifiers if the armor is equipped.
  13. I just updated my reply to meganoth, and sadly the issue still persists after changing the effect_group and stack_type bits. I will be trying to mess with it a bit more over the next few days, and if I can't figure anything out, I'll make a bug post. Update: While typing this post, I got an idea: The core game has a modifier "Bandolier", does it also suffer from the issue/bug? Well I just made a quick edit to the buffs.xml giving the Bandolier mod an icon, and yes it also suffers from the issue/bug: https://youtu.be/77U7Fi5MgvU
  14. Thanks for the idea! I will go ahead and test that out later tonight, and report back. Update: I've changed the buff's effect_group name, to be different from each other, and also changed stack_type "replace" to "ignore". Unfortunately still getting the same issue.
  15. Hey, so while working on a mod I've encountered an odd issue/bug. I have 3 different item modifiers which socket into a Chest Armor. If you were to equip the 3 item modifiers while the Chest Armor is in the inventory (not equipped) and then equip the Chest Armor, you'll gain the buff from each item modifier. If you were to equip the 3 item modifiers while the Chest Armor is Equipped, then the issues start, where as you equip a modifier, the previous modifier falls off. Here is a video that showcases this: https://youtu.be/4OCipG-WZeI Here is the code I am running: item_modifiers.xml: <configs> <append xpath="/item_modifiers"> <!-- Test Item #1 --> <item_modifier name="modGiveBuff1" installable_tags="armorChest" modifier_tags="mod_test_buff1" blocked_tags="noMods" type="attachment"> <property name="Extends" value="modGeneralMaster"/> <property name="CustomIcon" value="modBuffTest1"/> <property name="DescriptionKey" value="modBuffTestBasicDesc"/> <effect_group name="grant_buff"> <triggered_effect trigger="onSelfEquipStart" action="AddBuff" buff="buffEquipTest1"/> <triggered_effect trigger="onSelfEquipStop" action="RemoveBuff" buff="buffEquipTest1"/> </effect_group> </item_modifier> <!-- Test Item #2 --> <item_modifier name="modGiveBuff2" installable_tags="armorChest" modifier_tags="mod_test_buff2" blocked_tags="noMods" type="attachment"> <property name="Extends" value="modGeneralMaster"/> <property name="CustomIcon" value="modBuffTest2"/> <property name="DescriptionKey" value="modBuffTestBasicDesc"/> <effect_group name="grant_buff"> <triggered_effect trigger="onSelfEquipStart" action="AddBuff" buff="buffEquipTest2"/> <triggered_effect trigger="onSelfEquipStop" action="RemoveBuff" buff="buffEquipTest2"/> </effect_group> </item_modifier> <!-- Test Item #3 --> <item_modifier name="modGiveBuff3" installable_tags="armorChest" modifier_tags="mod_test_buff3" blocked_tags="noMods" type="attachment"> <property name="Extends" value="modGeneralMaster"/> <property name="CustomIcon" value="modBuffTest3"/> <property name="DescriptionKey" value="modBuffTestBasicDesc"/> <effect_group name="grant_buff"> <triggered_effect trigger="onSelfEquipStart" action="AddBuff" buff="buffEquipTest3"/> <triggered_effect trigger="onSelfEquipStop" action="RemoveBuff" buff="buffEquipTest3"/> </effect_group> </item_modifier> </append> </configs> buffs.xml <configs> <append xpath="/buffs"> <!-- Buff #1 for Testing--> <buff name="buffEquipTest1" name_key="buffEquipTestName" description_key="buffEquipTestDesc" showonhud="true" icon="modBuffTest1" icon_color="0,255,0"> <stack_type value="replace"/> <duration value="0"/> <effect_group name="handling"> <!-- Apply Effect --> <passive_effect name="HealthMax" operation="base_add" value="5"/> </effect_group> </buff> <!-- Buff #2 for Testing--> <buff name="buffEquipTest2" name_key="buffEquipTestName" description_key="buffEquipTestDesc" showonhud="true" icon="modBuffTest2" icon_color="0,100,255"> <stack_type value="replace"/> <duration value="0"/> <effect_group name="handling"> <!-- Apply Effect --> <passive_effect name="HealthMax" operation="base_add" value="10"/> </effect_group> </buff> <!-- Buff #3 for Testing--> <buff name="buffEquipTest3" name_key="buffEquipTestName" description_key="buffEquipTestDesc" showonhud="true" icon="modBuffTest3" icon_color="165,0,255"> <stack_type value="replace"/> <duration value="0"/> <effect_group name="handling"> <!-- Apply Effect --> <passive_effect name="HealthMax" operation="base_add" value="15"/> </effect_group> </buff> </append> </configs> And if anyone were to want to see the project/mod, heres a link: (Includes the icons and localization) https://drive.google.com/file/d/1rqNa03Y1ldnBdgsykMdfiUCYvB30xpPr/view?usp=share_link
  16. Okay I have it working. Seems the issue was entityclasses.xml needing to be updated to this: <config> <append xpath="/entity_classes/entity_class[@name='zombieTemplateMale']"> <property name="MapIcon" value="ui_game_symbol_zombie"/> </append> <set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='TrackerIcon']/@value">ui_game_symbol_zombie</set> <set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='CompassIcon']/@value">ui_game_symbol_zombie</set> <set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='NavObject']/@value">track_zombie</set> </config> Here are some images of what's going on: And I'm going to provide the code I used here: Also I'll include a download link for a ZIP containing the files as a mod: https://drive.google.com/file/d/1eRExa9Ay-z_inMzIxeOTfzNOyny1_LEK/view?usp=sharing
  17. Taking a quick glance, the buff portion is similar to the vanilla animal tracking. DF's entityclasses.xml has a few notable things: <set xpath="/entity_classes/entity_class[@name='zombieArlene']/property[@name='Tags']/@value">entity,zombie,walker,feraltracking,radiatedtracking,demontracking,female</set> <insertBefore xpath="/entity_classes/entity_class[@name='zombieArleneFeral']/effect_group[@name='Base Effects']"> <property name="NavObject" value="twitch_spawn,twitch_spawn_other,clear_sleeper,zombietrackertwo" /> </insertBefore> DF's navobjects.xml is pretty much what I already have. I need to mess around with my entityclasses.xml, im just a bit busy tonight so Ill likely report back about that tomorrow.
  18. I've modified this part to be a bit more simple for testing, and removed the buffPerkAbilityUpdate portion. (Now all I do is Console Command "buff buffZombieTrackEnabled") The buff "buffZombieTrackEnabled" is there to grant Tracking Distance, and also recycle the buff "buffZombieTracking". The buff "buffZombieTracking" is there to activate/trigger/proc the tracking of zombies. I've also changed the duration to 5, down from 20. Now Im not exactly sure how the game's tracking system works (even when looking at the Animal tracking buff) so this is a guess: <passive_effect name="Tracking" operation="base_set" value="1" tags="zombie"/> If this is set to 1, are you constantly tracking zombies, where if a zombie out of your Tracking Distance were to arrive within the range, it would become tracked? (This is why I have "buffZombieTracking" recycling, so that every X seconds, it will "re-activate/trigger/proc" the Tracking System) Well the buff system is working, and the Tracking should be working (zombies/entityclasses.xml already have the tag "zombie" so I dont have to add that tag to them). The issue at the moment is, I dont actually see any Tracking/Icons on the Map/Compass/Etc. That is likely due to the zombies in entityclasses.xml not having the TrackerIcon, MapIcon, CompassIcon, and NavObject set to something. I'm going to mess with that next and report back (I'm a bit busy so it may take a bit before reporting back.)
  19. Maybe something like this? (Untested) <effect_group name="hit_rating"> <triggered_effect trigger="onSelfPrimaryActionStart" action="ModifyCVar" target="self" cvar="hit_rating" operation="set" value="randomint(0,100)"/> <triggered_effect trigger="onSelfSecondaryActionStart" action="ModifyCVar" target="self" cvar="hit_rating" operation="set" value="randomint(0,100)"/> </effect_group> <effect_group name="hit_chance"> <requirement name="CVarCompare" cvar="hit_rating" operation="LTE" value="25"/> <passive_effect name="EntityDamage" operation="perc_add" value="-5"/> </effect_group> The idea is, only when the entity with the buff begins their attack, their hit_rating will change between 0 and 100. Then the requirement tag checks if hit_rating is below 25, then sets the EntityDamage to -500% (which should be 0 damage). Whatever value you set for the requirement will be the % chance of a miss, so in my code, it is a 25% chance to miss. - If you want 15%, you'd change the 25 to 15 - If you want 75%, you'd change the 25 to 75 One issue that comes to mind with my method, is you'll still be getting hit, just with 0 damage taken, this is bad because Im thinking you can still be inflicted with debuffs, like CriticalHitsDebuffs, Bleeding, Concussion, etc
  20. Hello I am attempting to make a buff functions similar to Animal Tracking, but tracks zombies instead. For testing I am delivering the Tracking Buff like this: buff.xml <configs> <!-- Grant Player the ability to track Zombies --> <append xpath="/buffs/buff[@name='buffPerkAbilityUpdate']"> <effect_group> <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffZombieTracking"> <requirement name="!HasBuff" buff="buffZombieTrackEnabled"/> <requirement name="EntityTagCompare" tags="player"/> </triggered_effect> </effect_group> </append> <!-- Zombie Tracking --> <append xpath="/buffs"> <buff name="buffZombieTrackEnabled" hidden="true"> <stack_type value="replace"/> <duration value="0"/> <effect_group name="handling"> <!-- Track Distance --> <passive_effect name="TrackDistance" operation="base_add" value="100"/> <!-- Recycle Buff --> <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffZombieTracking"> <requirement name="!HasBuff" buff="buffZombieTracking"/> </triggered_effect> </effect_group> </buff> <buff name="buffZombieTracking" name_key="buffZombieTrackingName" description_key="buffZombieTrackingDesc" showonhud="true" icon="ui_game_symbol_zombie" icon_color="255,0,0"> <stack_type value="replace"/> <duration value="20"/> <effect_group name="track_zombie"> <passive_effect name="Tracking" operation="base_set" value="1" tags="zombie"/> </effect_group> </buff> </append> </configs> Localization for Buff Text: Localization.txt Key,File,Type,UsedInMainMenu,NoTranslate,english buffZombieTrackingName,buffs,Buff,,,Tracking Zombies buffZombieTrackingDesc,buffs,Buff,,,Tracking zombies. Now I'm guessing the next step is to setup a nav_objects.xml like so: nav_objects.xml <config> <append xpath="/nav_object_classes"> <nav_object_class name="track_zombie" extends="animaltracking_hostile"> <property name="requirement_type" value="Tracking" /> <property name="use_override_icon" value="true" /> <map_settings> <property name="sprite_name" value="ui_game_symbol_zombie"/> </map_settings> <compass_settings> <property name="sprite_name" value="ui_game_symbol_zombie"/> </compass_settings> <onscreen_settings> <property name="sprite_name" value="ui_game_symbol_zombie"/> <property name="offset" value="0,1.1,0" /> </onscreen_settings> </nav_object_class> </append> </config> And I think the final step would be to setup a entityclasses.xml like so: entityclasses.xml <config> <set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='TrackerIcon']/@value">ui_game_symbol_zombie</set> <set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='MapIcon']/@value">ui_game_symbol_zombie</set> <set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='CompassIcon']/@value">ui_game_symbol_zombie</set> <set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='NavObject']/@value">track_zombie</set> </config> Or is this setup a better option: entityclasses.xml <config> <!-- zombieArlene --> <set xpath="/entity_classes/entity_class[@name='zombieArlene']/property[@name='TrackerIcon']/@value">ui_game_symbol_zombie</set> <set xpath="/entity_classes/entity_class[@name='zombieArlene']/property[@name='MapIcon']/@value">ui_game_symbol_zombie</set> <set xpath="/entity_classes/entity_class[@name='zombieArlene']/property[@name='CompassIcon']/@value">ui_game_symbol_zombie</set> <set xpath="/entity_classes/entity_class[@name='zombieArlene']/property[@name='NavObject']/@value">track_zombie</set> <!-- Repeat the above for zombieArleneFeral --> <!-- Repeat the above for zombieArleneRadiated --> <!-- Repeat for the other Zombies --> </config> I probably dont have to set tags in the entity_class.xml, because in buffs.xml I am using tags="zombie" which the entities already have the zombie tag. But it is worth noting based on the game's core entityclasses.xml, that for entity_class zombieTemplateMale: <property name="Tags" value="entity,zombie,walker"/> <!-- this property DOES NOT inherit on extends and target_tags cannot be AND connected --> Let me know if you guys have any thoughts, or spot any mistakes issues. Thanks!
  21. This is the method I ended up going with! That is why i was confused, I figured it (buffs) would read top down, but didnt understand why requirements would seem to apply regardless of positioning. Requirements applying to the entire effect group clears things up. Thanks!
  22. While working on a new mod I ran across an issue. I wanted to have a "+X per Y Player Level" and achieved that like so: <effect_group> <!-- Carry Capacity based on Player Level --> <requirement name="PlayerLevel" operation="GT" value="9"/> <passive_effect name="CarryCapacity" operation="base_add" value="1"> </effect_group> I wanted to have multiple breakpoints, so I tried this: <effect_group> <!-- Carry Capacity based on Player Level --> <!-- Player Level 10+ --> <requirement name="PlayerLevel" operation="GT" value="9"/> <passive_effect name="CarryCapacity" operation="base_add" value="1"> <!-- Player Level 20+ --> <requirement name="PlayerLevel" operation="GT" value="19"/> <passive_effect name="CarryCapacity" operation="base_add" value="1"> <!-- Player Level 30+ --> <requirement name="PlayerLevel" operation="GT" value="29"/> <passive_effect name="CarryCapacity" operation="base_add" value="1"> </effect_group> I thought the code above would be similar to this: if (PlayerLevel > 9) { CarryCapacity += 1; } if (PlayerLevel > 19) { CarryCapacity += 1; } if (PlayerLevel > 29) { CarryCapacity += 1; } But it seems take all requirements within the effect_group, THEN apply the passive_effect IF the requirements are met. So as a solution I did this: <effect_group> <!-- Player Level 10+ --> <passive_effect name="CarryCapacity" operation="base_add" value="1"> <requirement name="PlayerLevel" operation="GT" value="9"/> </passive_effect> <!-- Player Level 20+ --> <passive_effect name="CarryCapacity" operation="base_add" value="1"> <requirement name="PlayerLevel" operation="GT" value="19"/> </passive_effect> <!-- Player Level 30+ --> <passive_effect name="CarryCapacity" operation="base_add" value="1"> <requirement name="PlayerLevel" operation="GT" value="29"/> </passive_effect> </effect_group> But what If i want CarryCapacity, RunSpeed, and Health? Do I structure the code like this?: <effect_group> <!-- Player Level 10+ --> <passive_effect name="CarryCapacity" operation="base_add" value="1"> <requirement name="PlayerLevel" operation="GT" value="9"/> </passive_effect> <passive_effect name="RunSpeed" operation="perc_add" value=".05"> <requirement name="PlayerLevel" operation="GT" value="9"/> </passive_effect> <passive_effect name="HealthMax" operation="base_add" value="2"> <requirement name="PlayerLevel" operation="GT" value="19"/> </passive_effect> <!-- Player Level 20+ --> <passive_effect name="CarryCapacity" operation="base_add" value="1"> <requirement name="PlayerLevel" operation="GT" value="9"/> </passive_effect> <passive_effect name="RunSpeed" operation="perc_add" value=".05"> <requirement name="PlayerLevel" operation="GT" value="9"/> </passive_effect> <passive_effect name="HealthMax" operation="base_add" value="2"> <requirement name="PlayerLevel" operation="GT" value="19"/> </passive_effect> <!-- Player Level 30+ --> <passive_effect name="CarryCapacity" operation="base_add" value="1"> <requirement name="PlayerLevel" operation="GT" value="9"/> </passive_effect> <passive_effect name="RunSpeed" operation="perc_add" value=".05"> <requirement name="PlayerLevel" operation="GT" value="9"/> </passive_effect> <passive_effect name="HealthMax" operation="base_add" value="2"> <requirement name="PlayerLevel" operation="GT" value="19"/> </passive_effect> </effect_group> The above does work, Im just wondering if that is the correct way to go about it.
  23. I've gone into the game's default progression.xml, and looking at "perkLockPicking" we can see this: <passive_effect name="LockPickTime" operation="perc_subtract" level="1,3" value=".17,.375"/> Rank 1 = .17 Rank 2 = .2725 Rank 3 = .375 Now looking at the game's tooltip / description for the perk we see this: Rank 1 ="You can pick locks 20% faster" Rank 2 ="You can pick locks 40% faster" Rank 3 = "Pick locks 60% faster" I went ingame, and tested each rank, including default (Rank 0) and got these values: (NOTE: Testing on 4 Different Locked Gunsafes, different gunsafe due to starting a lockpick session seems to have issues when adding points) Gunsafe #1, at Rank 0: 20 Seconds Gunsafe #2, at Rank 1: 16.5 Seconds Gunsafe #3, at Rank 2: 14.5 Seconds Gunsafe #4, at Rank 3: 12.5 Seconds. Ok so going from Rank 0 to Rank 1 (supposed to be 20% Faster) we go from 20 Seconds, to 16.5 Seconds (which is 17% or .17, which is in line with the Rank 1 code) Going from 20 Seconds to 14.5 Seconds is 27.25% Faster, ( .2725 when referencing the code for Rank 2) Going from 20 Seconds to 12.5 Seconds is 37.5% Faster, ( .375 when referencing the code for Rank 3) My Conclusions: #1: The Description/Tooltip is a typo, and should read: Rank 1 = "You can Pick Locks 17% Faster" Rank 2 = "You can Pick Locks 27.25% Faster" Rank 3 = "You can Pick Locks 37.5% Faster" #2: The code for the passive_effect needs updating: <passive_effect name="LockPickTime" operation="perc_subtract" level="1,2,3" value=".2,.4,.6"/> #3: I'm an idiot, and I'm missing something here.
  24. Sorry it took me a bit to reply, glad to hear you like the mod. That is good to hear, because I dont have any major mods, so I have no idea regarding compatibility, but glad to hear it mostly works hahah. If you'd like, feel free to post a link here to the ported version that works with DF, incase other would like to try the Rings mod with DF mod. Also if you find fixes for the rings that were listed as Not Working, please also post the details here, as I'd like to know what the issue(s) might be. Thanks, and hope you and your folks enjoy the mod!
  25. You can have multiple different rings equipped. You Cant equip the same Type of ring, for example, 3 Ring of Greed.
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