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(A19) bdubyah's modlets


bdubyah

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Alright, pushed the update for The Wasteland:

 

-----FIXED/CHANGED-----

-Fixed NPC AK name conflict
-Better Raider idle animations
-Removed the Raider corpse eating animation
-Raider sleeper tweaks
-Made weapon icons more uniform
-Made Pew Pew quest nonrepeatable
-Loot rebalance, reworked energy ammo/legendary weapon rates

-Added Laser Shotgun and ammo
-Added weapon tags to everything, should be like vanilla now
-Added Vault 101 POI
-Added several new deco blocks/containers

 

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DWIvtMh.jpg

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On 11/27/2020 at 2:38 AM, bdubyah said:

Hmm, odd. Just generated a new world, crafted the flier, went to the trader and got the map. Went to where the treasure was, dug it up and opened it no problem.

 

Old world or something? Maybe try a new test world to double check it.

Thanks for your reply. It is working now, I had removed lootlist 935 so there was no loot list associated with the chest 😛

 

Really like this mod, so many great weapons, I have added them to my next sever with friends :)

 

About the nuka smoke block, I like blocks with visual effects, do you know about any other blocks ingame that add smoke or other visual effects?
I wanted to use nuka smoke in in burnt forest but the smoke effect is a little too heavy for that use. Do you have any other smoke blocks with lighter smoke?

Edited by xxx73 (see edit history)
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In the CM menu, with Dev Blocks ticked, there are 2 chimney smoke blocks. But they do have a little stone frame included. 

 

They are a little lighter than mine, one black and one gray smoke. But that one is the only one I made and it's kind of useless since they added their own.

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14 minutes ago, bdubyah said:

In the CM menu, with Dev Blocks ticked, there are 2 chimney smoke blocks. But they do have a little stone frame included. 

 

They are a little lighter than mine, one black and one gray smoke. But that one is the only one I made and it's kind of useless since they added their own.

Thanks for the tip, they seem ok, but your is better for random placement in a biome. You dont have any plans making a "lighter" one?

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Quick question...I have the required parts, I have the required skill (in this case it is grease monkey 3) and yet I am still unable to craft the rat rod handlebars. Do you need to be at a workbench to craft these mod vehicles or to craft the rat rod? As it is not stated on the information regarding the vehicle at all... Any help would be appreciated.

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  • 2 weeks later...

Are there schematics for these vehicles or do you have to learn them via Grease Monkey? I saw it can be unlocked via "Any Vehicle Schematic" but I'm not sure how to do that. I've tried several motorcycle and 4x4 schematics that seem to only give me the motorcycle or 4x4.

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Some previews of what I'm working on for The Wasteland. Next update will have 2 new sets of magazines for you to collect. Won't spoil all the details on the perks and bonuses they add, but expect some damage bonuses and maybe the ability to craft some things you couldn't before. ;)

5csBIDS.png

7TvmZ5h.png

 

Also going to be adding in Power Armor. The armor itself came from the amazing Snufkin himself. So shout out to him for letting me use it. :)

Put the armor together with this stand, which will be a lootable block. The plan is to make bundles of the different armors Snufkin made, so it'll be random what set you get. Will probably be throwing these in some random POIs for now, with plans to maybe build a few new military type POIs to include them in.

sEt4Qwx.png

 

Also have 5 soldier enemies that should be included as well. No pics yet as I'm still tweaking them. Probably do them the same as the Raiders and have them randomly spawn in the wild and convert a few POIs for them.

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  • 2 weeks later...
  • 2 weeks later...

Untitled.thumb.jpg.64b1ed14b4023b55a701a96abd311151.jpgHello bdubyah I created a new map with nitrogen and the House_Old_Pyramid_4 prefab looks like this...... the poi works fine (same as the others) but this one sees the poi floating in the far distance.

 

any idea how i can fix it?

Edited by Souhank (see edit history)
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Hmm. That's odd. I'd say it's a Nitro problem. Just a bit unlucky I guess. Never seen that myself.

 

I went and generated a quick map with Nitro and had 2 of those POIs, both were on the ground fine.

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1 hour ago, bdubyah said:

Hmm. That's odd. I'd say it's a Nitro problem. Just a bit unlucky I guess. Never seen that myself.

 

I went and generated a quick map with Nitro and had 2 of those POIs, both were on the ground fine.

strange, I did a clean install of the game, mod and nitrogen and the problem persists.

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14 hours ago, Souhank said:

strange, I did a clean install of the game, mod and nitrogen and the problem persists.

I thought of something and I figured out what it was. It's the imposter of the original prefab. When I copied it in the editor and pasted it into a new POI, it moved it some, and the imposter is still in the old position. I'm attaching a zip with the fixed version, or you can load it in the prefab editor and hit Update Imposter to fix it. I would manually delete the existing files from my mods Prefabs folder and then copy these in as overwriting them seemed to not always work for me.

 

Also, if you happen to see any more like that, let me know. I did a few POIs this way before I just manually copied them outside the game, so there is probably a few like this. I'll probably just load them all up soon and update the imposters just to be sure.

House_Pyramid4.zip

Edited by bdubyah (see edit history)
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Alright, pushed a small update for Bdub's Vehicles to fix an error with the Marauder storage, and to add schematics for all vehicles to both loot and traders.

 

Also, another teaser of The Wasteland's next update:

4123MZZ.jpg

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dude! looks amazeing! 

 

sorry i aint been touching 7 days as of late. got bored of it but i intent to return. perhaps when the update lands that adds all this new stuff your working on! wont lie, im excited :D

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Yeah, progress has been a bit slow lately. Haven't had as much time as I would like, and I've been playing other stuff in the time I have had. 

 

I hit a few snags with these guys as I needed to give them custom gun meshes so they didn't look tiny in their hands, but I kept having problems. So the mutants will all be melee only for now. I plan to build them a few POIs, but that will probably be later on. I have a few things left I want to add in, then I plan to push the update. 

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