Mephistopheles Posted December 27, 2018 Share Posted December 27, 2018 Hey guys, I just wanted to share my modded xml files that have made the game more enjoyable for myself and others. Below are the changes which are also documented in the readme text file included. Take a look and decide if these changes might make the game better for you, and feel free to install them after reading the readme file. Feel free to recommend other changes, or make them yourselves in your own files as you see fit. If you have any questions or don't understand something, don't be afraid to ask for more info. Please Note: Due to changes in biomes and rwgmixer, old saves will not look pretty once these changes are made. Start a new game once installing. Changes Made--- BIOMES.XML - changed fog temperature from -5 to -2 - changed rain temp from -10 to -5 - changed snow biome temp from -60 min -30 max to -20 min -5 max - changed pine forest biome temp from -35 min 15 max to -10 min 5 max - changed desert biome temp from 20 min 50 max to 5 min 15 max - changed wasteland biome temp from -30 min 30 max to -5 min 5 max - changed burnt forest biome temp from 0 min 20 max to 0 min 10 max - changed diersville city biome temp from -15 min 15 max to -5 min 5 max - changed gravestown city biome temp from 5 min 15 max to 1 min 5 max - changed wasteland hub biome temp from 5 min 15 max to 1 min 5 max - changed animal gore block to appear 4x more often (from 0.0004 to 0.0016) ---------- ENTITYCLASSES.XML -changed chance of zombies dropping a loot bag from 2%-3% to 5% for all -changed zombieFemaleFat to give 800xp instead of 550, and added missing possible loot drop probability -a few xp values were inconsistent and not logical, so base zombies now all give 550xp, fat/tanky zombies give 800xp, ferals give 1000xp, and radiated zombies give 1500xp (previously 1250xp). ----------- ENTITYGROUPS.XML -increased stag spawn probability to .4 (same as boars) from .11 -decreased invisible animal spawns from prob="6" and prob="3" to prob="2" ----------- LOOT.XML -increased probability of beakers being found in labEquipment from .15 to .5 -increased prob of beakers in airdropMedicine from .4 to 1 -added .15 probability of finding beakers in lootgroup name ="junk" ----------- PROGRESSION.XML -changed experience multiplier from 1.0149 to 1.01 -changed skill points per level from 1 to 1.5 -changed skill point cost multiplier per level from 1.18 to 1.1 -changed hammer and forge level requirements from 10,20,35,70,100 to 5,10,15,25,40 -changed grease monkey level requirements from 25,50,85,120 to 10,20,30,40 -changed advanced engineering level requirements from 25,40,60,80,100 to 10,15,20,30,40 -------------- QUESTS.XML -changed beginner quest skill points from 4 to 5 -increased quest xp rewards to roughly double their values, which are now... beginner quest - 2001xp tier1 quests - 2001xp tier2 quests - 3001xp tier3 quests - 4001xp tier4 quests - 5001xp tier5 quests - 6001xp tier6 quests - 8001xp ---------------------- RWGMIXER.XML -corrected typo on line 56 from prop="0.05" to prob="0.05" -changed prefab rule "skycrapers" to give an equal 0.6 prob to all 4 skycrapers -changed mincount of skyscrapers in downtown group from 2 to 5 -added skyscraper min/max of 1/2 in commercialGroup -changed skyscraper min/max in industrialGroup to 2/4 -changed maxcount of crop_Feilds(sic, this typo is everywhere and I left it unchanged) in ruralGroup from 2 to 6. -changed barns max count in ruralGroup from 2 to 4 -changed oldwest_bldgs max count in ruralGroup from 2 to 8 -changed all settlement_trader min/max in wildernessGroup from 1/1 to 3/5 - changed the following biome prevalence values in vanillaMedium from pine_forest-25% snow-25% wasteland-15% burnt forest-10% desert-25% to pine_forest-60% snow-15% wasteland-2% burnt forest-8% desert-15% - changed the biome prevalence values in vanillaSmall to match new vanillaMedium values ----------- TRADERS.XML -changed <traders buy_markup="2" sell_markdown="0.1" to <traders buy_markup="1.8" sell_markdown="0.3" -changed rareMedicine count from 1 to 3 -changed medicine count from 1 to 3 -added beaker to medicine group ----------- VEHICLES.XML changed vehicle velocities to the following values, note that having the same X,X values means that pressing the "turbo" button is no longer necessary Gyrocopter from 7,10 to 18,18 Joke Blimp from 18,26 to 30,30 Bicycle from 5,10 to 12,12 Minibike from 7,10 to 14,14 Motorcycle from 9,14 to 18,18 4x4 from 9,13 to 18,18 Get the files here - https://ufile.io/pshyp EDIT: New versions with some changes and balancing released 1/3/19. All notes above and the link is related to newest 1/3 version. Link to comment Share on other sites More sharing options...
LuckyStar Posted December 27, 2018 Share Posted December 27, 2018 a) Do you have Modlets? b) Shouldn't this go into Mod section? c) Right on! These look pretty good. Link to comment Share on other sites More sharing options...
Mephistopheles Posted December 27, 2018 Author Share Posted December 27, 2018 - - - Updated - - - a) Do you have Modlets? b) Shouldn't this go into Mod section? c) Right on! These look pretty good. a) No, I'm an old dog and that's a new trick I haven't learned yet. Sorry. b) I suppose, but it's not really some spectactular stand-alone mod, just a few things to improve the game based on my preferences and the feedback I've seen posted here a lot lately. c) Thanks! Link to comment Share on other sites More sharing options...
LuckyStar Posted December 27, 2018 Share Posted December 27, 2018 Yeah I'm still just getting into Xpath myself. Old dog here too. This page is amazing. XPath Modding stuff It's a shorter read than it looks at first and it's awesome! Hope it helps. Link to comment Share on other sites More sharing options...
Guppycur Posted December 27, 2018 Share Posted December 27, 2018 Yeh don't think you have to pop out a full conversion mod to share your bits and pieces. Link to comment Share on other sites More sharing options...
BioAndy Posted December 27, 2018 Share Posted December 27, 2018 Longtime lurker here, Just wanted to say thank you for all these changes. Not going to get into a whole discussion, but I really dislike enough of the changes in A17 in terms of skill/progression to not enjoy playing a whole lot... especially new starts, which is something I really enjoyed in prior builds. I love playing only a single life and seeing how long I can make it. A17 really ruined that for me. I had considered modifying all the XML values myself but with limited time it was just easier to not play or go back to version 16. After reading through the changes you have made it looks like A17 will become much more fun, not version 16, but fun enough to warrant playing again. Thanks again! Link to comment Share on other sites More sharing options...
Ranzera Posted December 27, 2018 Share Posted December 27, 2018 If be highly interested in an effort to repair all the damage A17 did. Is there anyone trying to bring Vanilla 16.4 into A17. Is it possible? Are the textures for the plains biome still in the files? Link to comment Share on other sites More sharing options...
Mephistopheles Posted December 27, 2018 Author Share Posted December 27, 2018 Longtime lurker here, Just wanted to say thank you for all these changes. Not going to get into a whole discussion, but I really dislike enough of the changes in A17 in terms of skill/progression to not enjoy playing a whole lot... especially new starts, which is something I really enjoyed in prior builds. I love playing only a single life and seeing how long I can make it. A17 really ruined that for me. I had considered modifying all the XML values myself but with limited time it was just easier to not play or go back to version 16. After reading through the changes you have made it looks like A17 will become much more fun, not version 16, but fun enough to warrant playing again. Thanks again! Thank you very much for the feedback, I'd love to hear more as you try the changes and maybe suggest other changes or balances to the changes I've made. Also, here's a very important update for all If you downloaded the files before 4:15pm CST today 12/27/18, I missed one edit and the progression.xml file was still set to give the default 1 skill point per level. I've changed it to the intended and documented 2 pts per level and reuploaded and provided a new link. If you don't want to redownload files, just go to progression.xml and change line 4 from <level max_level="300" exp_to_level="9545" experience_multiplier="1.01" skill_points_per_level="1"> to <level max_level="300" exp_to_level="9545" experience_multiplier="1.01" skill_points_per_level="2"> Link to comment Share on other sites More sharing options...
Mephistopheles Posted December 27, 2018 Author Share Posted December 27, 2018 If be highly interested in an effort to repair all the damage A17 did. Is there anyone trying to bring Vanilla 16.4 into A17. Is it possible? Are the textures for the plains biome still in the files? rwgmixer has some plains texture data such as... <!-- Module Block: Plains (Smooth/ Rough/ Terra)[16] Modules--> <!-- Plaines Smooth (5) modules --> <module name="plns_Fr" type="FastRidgedMultifractal" seed_additive="0"> <property name="frequency" value="0.00025"/> <property name="persistence" value="0.5"/> <property name="octave" value="18"/> </module> <module name="plns_Sb0" type="ScaleBiasOutput"> <property name="sourceModule" value="plns_Fr"/> <property name="scale" value="0.875"/> <property name="bias" value="0.0"/> But I don't really understand terrain coding. There are some sub-biomes I believe in biomes.xml that have plains-like features and/or names, but these are small patches of terrain, such as the areas where boulders or snowberries appear. I do expect that a much better and robust RWG will arrive in the near future, as it's currently just barely better than completely unplayable. They know it's terrible, they're working on it, and yes, it will require wipes once they fix it. Hopefully the new RWG will be more than just Snow-Forest-Desert and we'll see some of the missing biomes return. If not, at the very least, maybe they will update the files in a way that allows modders to better shape the biomes and terrain. Link to comment Share on other sites More sharing options...
Ranzera Posted December 27, 2018 Share Posted December 27, 2018 rwgmixer has some plains texture data such as... <!-- Module Block: Plains (Smooth/ Rough/ Terra)[16] Modules--> <!-- Plaines Smooth (5) modules --> <module name="plns_Fr" type="FastRidgedMultifractal" seed_additive="0"> <property name="frequency" value="0.00025"/> <property name="persistence" value="0.5"/> <property name="octave" value="18"/> </module> <module name="plns_Sb0" type="ScaleBiasOutput"> <property name="sourceModule" value="plns_Fr"/> <property name="scale" value="0.875"/> <property name="bias" value="0.0"/> But I don't really understand terrain coding. There are some sub-biomes I believe in biomes.xml that have plains-like features and/or names, but these are small patches of terrain, such as the areas where boulders or snowberries appear. I do expect that a much better and robust RWG will arrive in the near future, as it's currently just barely better than completely unplayable. They know it's terrible, they're working on it, and yes, it will require wipes once they fix it. Hopefully the new RWG will be more than just Snow-Forest-Desert and we'll see some of the missing biomes return. If not, at the very least, maybe they will update the files in a way that allows modders to better shape the biomes and terrain. Based on Madmole's response on another thread here, they are happy plains is gone and it will not return. Link to comment Share on other sites More sharing options...
Mephistopheles Posted December 27, 2018 Author Share Posted December 27, 2018 Based on Madmole's response on another thread here, they are happy plains is gone and it will not return. I can't help that they like digging their own graves. All I can do is just salvage what I can and keep the game interesting despite all of their efforts to destroy a game that a lot of people used to love. FWIW, the biome rebalance in my edits at least increases the prevalence of forest biomes. And while more forest will never replace the plains, it at least offers more good things and less bad things about some of the other biomes like wasteland and burnt forest. I still have hope that some of the mad amateur dictator's personal preferences might be overridden by the voice of reason from the community and other members of the team. Kinya probably has a much better vision of what the community wants in RWG, and hopefully he can convince the guy that signs the checks to get onboard so that they'll still be getting checks a year from now. Link to comment Share on other sites More sharing options...
Limdood Posted December 28, 2018 Share Posted December 28, 2018 I tried 2 skill points per level. At level 105, I had perception 10 - shotguns, automatic weapons, run n gun, headshot, looter, and salvage all at 5 strength 10 - attack speed, stam cost, head damage, knives special, miner69, pack, motherlode all at 5 endurance 7 - healing, disease resist, insulation all at 4 agility 10 - sneak damage, parkour at 5, cardio at 2 or 3 intelligence at 9 - barter 4, chef 2, physician 2, all major crafting perks as high as i could get with 8 intelligence. it honestly feels too powerful....i've got maybe 15 levels left...at most, before i have every perk that i value at max...then i start boosting minor or insignificant increases. Link to comment Share on other sites More sharing options...
Mephistopheles Posted December 28, 2018 Author Share Posted December 28, 2018 I tried 2 skill points per level. At level 105, I had perception 10 - shotguns, automatic weapons, run n gun, headshot, looter, and salvage all at 5 strength 10 - attack speed, stam cost, head damage, knives special, miner69, pack, motherlode all at 5 endurance 7 - healing, disease resist, insulation all at 4 agility 10 - sneak damage, parkour at 5, cardio at 2 or 3 intelligence at 9 - barter 4, chef 2, physician 2, all major crafting perks as high as i could get with 8 intelligence. it honestly feels too powerful....i've got maybe 15 levels left...at most, before i have every perk that i value at max...then i start boosting minor or insignificant increases. Thanks for the insight, I worried about this and wondered if it might be better to increase skill point requirements for perks as well as giving more points per level. In its current state, if I set it to 1.4 skill points per level, I believe it would just round down and only give 1 per level. So maybe I could try to scale it up and give out 3 points per level but x2 all the requirements to essentially be giving 1.5 skill points per level. I was afraid this might need more balancing, and this is confirmation that I appreciate. I definitely don't want to be maxed out at level 120. I think closer to 200 or 250 would be better, which could be accomplished if I roughly halved the edited in bonus from x2 to x1.5. Thanks! Link to comment Share on other sites More sharing options...
krj15489 Posted December 28, 2018 Share Posted December 28, 2018 -changed all settlement_trader min/max in wildernessGroup from 1/1 to 3/5 Thanks for the files. I'm trying to some additional tinkering on top of your trader update. Do you know if it's possible to make a trader spawn in alternate locations, like downtown simply by copy/pasting the trader line from the wilderness group into the other sections? Example <prefab_rule name="downtownGroup"> <prefab name="settlement_trader_01" min_count="1" max_count="3" prob="2"/> Link to comment Share on other sites More sharing options...
Mephistopheles Posted December 28, 2018 Author Share Posted December 28, 2018 Thanks for the files. I'm trying to some additional tinkering on top of your trader update. Do you know if it's possible to make a trader spawn in alternate locations, like downtown simply by copy/pasting the trader line from the wilderness group into the other sections? Example <prefab_rule name="downtownGroup"> <prefab name="settlement_trader_01" min_count="1" max_count="3" prob="2"/> I've never tried that, but it should work. Link to comment Share on other sites More sharing options...
Jammer74 Posted January 1, 2019 Share Posted January 1, 2019 It does work, but you may end up with 3 traders next to each other in a city or town. Link to comment Share on other sites More sharing options...
Mephistopheles Posted January 3, 2019 Author Share Posted January 3, 2019 New version released with some changes and balancing. See OP for updated info and DL link. I have not played on this version yet, and I'm not sure how the 1.5 pts per level will work, I'm hoping it will give 1 point then 2 then 1, but it may just round down and only give 1 point per level. If this happens, I'll be changing it to 3 points per level in the future but then requiring twice as many points for all of the attributes and skills, which would equate to 1.5 points per level. I welcome your feedback, let's tweak this together and make 7d2d more fun. Feel free to ask what these changes do if you're unfamiliar with the xml's. EDIT: It DID NOT like the 1.5 pts per level, so for now I've set it back to 2 and will update when I've recoded everything to a 2 pts per level but costX3 scale. OP updated with new DL link. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.