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Overkillengine

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  1. I'm trying to figure out if it is possible to restrict a trader to handing out one [random type within tier] quest to a player per day without impacting quest sharing to still incentivize cooperative questing in groups. Looking at the dialogues.xml file leads me to believe this may be at least partially possible, though it may effectively only be able to restrict to one quest offered per tier per player (per trader). Which is better than nothing when it comes to a starting point I guess. Anyone have some insights/guidance or know of a mod that already accomplishes this? I'd prefer a strictly xml only solution if possible, though I have seen some trader mods using .dll files to modify the traders to have MORE quests, but I'm trying to avoid having to resort to learning how to decompile and reverse engineer .dll files on top of xml. Ideally what I want to do is reduce the temptation for non stop obsessive quest grind AND alter the quest rewards to complement crafting/sandbox focused playstyles instead of obsoleting them like trader quest spam currently does. Please be advised, I am not going to have much patience with anyone derailing my request complaining/arguing that am somehow wrong for wanting to better balance the content - I am not forcing you to play with such a mod so no need for you to take personal umbrage at me altering my gameplay to suit my tastes.
  2. Oh derp, just realized I spent all that time trying to get syntax to parse that I missed that the way this modlet works is by applying an effect to the player, not the zombies. If I wanted to filter out ferals and radiated zombies I'd need to figure out how to get it to exclude those from the requirements section I think.
  3. I think I was making it overly complex, I think I got what I wanted to work like so, posting this in case anyone else wants it: <append xpath="/entity_classes/entity_class[(contains(@name, 'zombie')) and not (contains(@name, 'Feral') or contains(@name, 'Radiated'))]"> <effect_group> <passive_effect name="DamageModifier" operation="perc_add" value="-1"> <requirement name="!HitLocation" body_parts="Head"/> <requirement name="EntityTagCompare" target="other" tags="walker"/> </passive_effect> </effect_group> </append>
  4. Here is an example of what I came up with but I am not sure if my syntax is correct? <append xpath="/entity_classes/entity_class[ contains((@name, 'zombie') and not contains(@name, 'Radiated') and not contains(@name, 'Feral')) or contains((@name, 'zombie') and not contains(@name, 'Feral')) or contains((@name, 'zombie') and not contains(@name, 'Radiated')) ]"> <effect_group> <passive_effect name="DamageModifier" operation="perc_add" value="-1"> <requirement name="!HitLocation" body_parts="Head"/> <requirement name="EntityTagCompare" target="other" tags="walker"/> </passive_effect> </effect_group> </append>
  5. Thank you for the hard work, Khaine. I do have a question, how would I go about restricting the headshot mod to only altering the basic zombies? I was wanting to customize the mod to make those be akin to Romero zombies while leaving ferals and radiated to be more like other movie types like 28 days later, while also not touching spiders, zombie animals, or other special zombies with boss tags. I've been looking through tutorials on how to set conditionals but I am not sure I am grasping it.
  6. * Set zombies to different states of awareness from dumb to feral (seeing and hearing) Any chance we could get options to adjust this and zombie speed and even headshot/bodyshot damage multipliers by zed class instead of globally? Being able to easily set up a custom mix of Romero type and 28 days type zeds would be nice for challenge variety without having to get into mods.
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