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(A21) bdubyah's modlets


bdubyah

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Hy, thank you for Opening the Wasteland Mod for us! I have to thank a lot!

 

Is there a chance to deactivate the black screen at the beginning?

 

Some players may wand to change later what they wand to skill and not at the start. 

 

Furthermore on what way we can raise up the SKIFSAL Points later in game? Is there a special Book?

 

Best regards!

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7 hours ago, Shemasheko said:

 

How can I plant in The Wasteland?
I have built beds but can't plant seeds. Does anyone know how this works?
Because unfortunately it doesn't work according to the instructions in the game itself :(

 

This is a new one on me and it took a bit of learning through trial and error.

 

As a prerequisite it will require unlocking the seed crafting skills and it appears that farming is going to be quite an advanced stage feature. Players who have Spifsal in Living off the Land should get access to the seed crafting skill books quicker to unlock some requirements.

 

1. Unlock water pipes and place them next to your Farm Plots. One of them is a valve and acts as a 'sprinkler'. This is required to tell the Farm Plots to switch to active state.
2. Run the water pipes to a water source. In this image, it is a hole with water poured in with buckets of water.
3. This has the middle pipe with the junction piece which the valve or sprinkler can sit on (purely decorative and can just float above any water pipe).

4. Seeds can now be placed. It appears there is about a 7 block max from the valve.

 

The instruction are behind the water pipe description but pointed in the right direction. Maybe trader Rekt is also selling such items to make them accessible before unlock.

 

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7 hours ago, Shemasheko said:

 

How can I plant in The Wasteland?
I have built beds but can't plant seeds. Does anyone know how this works?
Because unfortunately it doesn't work according to the instructions in the game itself :(

 

image.thumb.png.258a7301b8da5c758456c7e16ddb6fad.png

 

Works as expected for me. The farming tip in the journal explains how it works. I did notice the hold E for info seems to be broken. Other than that it seems fine. Well, the water range seems broken as well, but not in a way that would negatively affect gameplay. It actually makes it easier. Lol.

 

2 hours ago, Ru Melin said:

Hy, thank you for Opening the Wasteland Mod for us! I have to thank a lot!

 

Is there a chance to deactivate the black screen at the beginning?

 

Some players may wand to change later what they wand to skill and not at the start. 

 

Furthermore on what way we can raise up the SKIFSAL Points later in game? Is there a special Book?

 

Best regards!

No, that's how I want it. It's similar to FO games where you kind of setup your character in the beginning. There are always respecs once you can afford it later on. There are statues you can find that raise each attribute by one point, clothing items like glasses that boost them, and drug items for temporary boosts. There also rare SPIFSAL books in loot, and I just added them as potential quest tier rewards for the next update.

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8 hours ago, arramus said:

This is a new one on me and it took a bit of learning through trial and error.

 

As a prerequisite it will require unlocking the seed crafting skills and it appears that farming is going to be quite an advanced stage feature. Players who have Spifsal in Living off the Land should get access to the seed crafting skill books quicker to unlock some requirements.

 

1. Unlock water pipes and place them next to your Farm Plots. One of them is a valve and acts as a 'sprinkler'. This is required to tell the Farm Plots to switch to active state.
2. Run the water pipes to a water source. In this image, it is a hole with water poured in with buckets of water.
3. This has the middle pipe with the junction piece which the valve or sprinkler can sit on (purely decorative and can just float above any water pipe).

4. Seeds can now be placed. It appears there is about a 7 block max from the valve.

 

The instruction are behind the water pipe description but pointed in the right direction. Maybe trader Rekt is also selling such items to make them accessible before unlock.

 

 

 

8 hours ago, bdubyah said:

 

8 hours ago, bdubyah said:

Works as expected for me. The farming tip in the journal explains how it works. I did notice the hold E for info seems to be broken. Other than that it seems fine. Well, the water range seems broken as well, but not in a way that would negatively affect gameplay. It actually makes it easier. Lol.

 

No, that's how I want it. It's similar to FO games where you kind of setup your character in the beginning. There are always respecs once you can afford it later on. There are statues you can find that raise each attribute by one point, clothing items like glasses that boost them, and drug items for temporary boosts. There also rare SPIFSAL books in loot, and I just added them as potential quest tier rewards for the next update.

 

Thanks to arramus and bdubyah for your explanation!
It works fine now with the water in the middle.
i think the problem was probably because we play the game in German. So the information about farming in the game came as a translation of the original text from the game and it says, "build a bed and put seeds in it".
The confusion for us probably came from the fact that the information about The Wasteland Mod is not displayed in the German text.

Thank you both, it's working great now!

We love this Mod, great work and worth a donation from us!

image.thumb.png.987ce6acf8f45b63072e7fd008f80184.png

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The expansion packs are not necessary, since Wasteland specific NPCs are already integrated into the Mod and will appear out there in the Biomes ready to partner up.
Adding any additional ones is possible, but not really recommended because getting the balance was a delicate process. What is already available in the Wasteland Mod will be incredibly immersive and serve you well.

You will certainly see Darkz Raiderz, but they will be specific Wasteland Raiders...and more ^^

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1 hour ago, arramus said:

The expansion packs are not necessary, since Wasteland specific NPCs are already integrated into the Mod and will appear out there in the Biomes ready to partner up.
Adding any additional ones is possible, but not really recommended because getting the balance was a delicate process. What is already available in the Wasteland Mod will be incredibly immersive and serve you well.

You will certainly see Darkz Raiderz, but they will be specific Wasteland Raiders...and more ^^

 

Thanks for reply!!!,

 

I was wondering cause I created a new game in the Wasteland, and didn't see any new npc, will they appear eventually?

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They appear in the biomes at a rate set specifically for the Wasteland. It is lower than you'll generally find in an NPC Mod Add on Pack. However, since it is will known, seek out the Rad Cat Trader with Trader Johnny for a guaranteed chance to meet NPCs.

There are other chances to meet NPCs but all will be seen as things progress up the Quest Tiers.

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Mod Wasteland After two game days, the merchant broke down - it is not possible to interact, neither quests nor inventory. The sound of a merchant spawning and falling from the air is heard. There are no errors in the console,

 

 

2023-09-11T02:35:27 173.364 INF Executing command 'weather fogcolor .255 .255 .255'
2023-09-11T02:35:28 173.868 INF Executing command 'weather fogcolor .26 .26 .26'
2023-09-11T02:35:28 174.364 INF Executing command 'weather fogcolor .27 .27 .27'
2023-09-11T02:35:29 174.864 INF Executing command 'weather fogcolor .28 .28 .28'
2023-09-11T02:35:29 175.369 INF Executing command 'weather fogcolor .29 .29 .29'
2023-09-11T02:35:30 175.864 INF Executing command 'weather fogcolor .3 .3 .3'
2023-09-11T02:35:30 176.356 INF Executing command 'weather fogcolor .305 .305 .305'
2023-09-11T02:35:31 176.864 INF Executing command 'weather fogcolor .31 .31 .31'
2023-09-11T02:35:31 177.375 INF Executing command 'weather fogcolor .315 .315 .315'
2023-09-11T02:35:32 177.864 INF Executing command 'weather fogcolor .32 .32 .32'
2023-09-11T02:35:32 178.364 INF Executing command 'weather fogcolor .325 .325 .325'
2023-09-11T02:35:33 178.904 INF Executing command 'weather fogcolor .33 .33 .33'
2023-09-11T02:35:33 179.414 INF Executing command 'weather fogcolor .34 .34 .34'
2023-09-11T02:35:34 179.914 INF Executing command 'weather fogcolor .35 .35 .35'
2023-09-11T02:35:34 180.414 INF Executing command 'weather fogcolor .36 .36 .36'
2023-09-11T02:35:35 180.914 INF Executing command 'weather fogcolor .37 .37 .37'
2023-09-11T02:35:35 181.414 INF Executing command 'weather fogcolor .385 .385 .385'
2023-09-11T02:35:36 181.914 INF Executing command 'weather fogcolor .39 .39 .39'
2023-09-11T02:35:36 182.414 INF Executing command 'weather fogcolor .4 .4 .4'
2023-09-11T02:35:37 182.872 INF BlockSpawnEntity:: Spawn New Trader.
2023-09-11T02:35:53 198.811 INF Time: 1.63m FPS: 57.80 Heap: 1988.6MB Max: 1988.6MB Chunks: 169 CGO: 114 Ply: 1 Zom: 2 Ent: 7 (7) Items: 0 CO: 1 RSS: 7563.6MB
2023-09-11T02:35:53 198.872 INF BlockSpawnEntity:: Spawn New Trader.

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7 hours ago, Winkiss said:

Mod Wasteland After two game days, the merchant broke down - it is not possible to interact, neither quests nor inventory. The sound of a merchant spawning and falling from the air is heard. There are no errors in the console,

 

 

2023-09-11T02:35:27 173.364 INF Executing command 'weather fogcolor .255 .255 .255'
2023-09-11T02:35:28 173.868 INF Executing command 'weather fogcolor .26 .26 .26'
2023-09-11T02:35:28 174.364 INF Executing command 'weather fogcolor .27 .27 .27'
2023-09-11T02:35:29 174.864 INF Executing command 'weather fogcolor .28 .28 .28'
2023-09-11T02:35:29 175.369 INF Executing command 'weather fogcolor .29 .29 .29'
2023-09-11T02:35:30 175.864 INF Executing command 'weather fogcolor .3 .3 .3'
2023-09-11T02:35:30 176.356 INF Executing command 'weather fogcolor .305 .305 .305'
2023-09-11T02:35:31 176.864 INF Executing command 'weather fogcolor .31 .31 .31'
2023-09-11T02:35:31 177.375 INF Executing command 'weather fogcolor .315 .315 .315'
2023-09-11T02:35:32 177.864 INF Executing command 'weather fogcolor .32 .32 .32'
2023-09-11T02:35:32 178.364 INF Executing command 'weather fogcolor .325 .325 .325'
2023-09-11T02:35:33 178.904 INF Executing command 'weather fogcolor .33 .33 .33'
2023-09-11T02:35:33 179.414 INF Executing command 'weather fogcolor .34 .34 .34'
2023-09-11T02:35:34 179.914 INF Executing command 'weather fogcolor .35 .35 .35'
2023-09-11T02:35:34 180.414 INF Executing command 'weather fogcolor .36 .36 .36'
2023-09-11T02:35:35 180.914 INF Executing command 'weather fogcolor .37 .37 .37'
2023-09-11T02:35:35 181.414 INF Executing command 'weather fogcolor .385 .385 .385'
2023-09-11T02:35:36 181.914 INF Executing command 'weather fogcolor .39 .39 .39'
2023-09-11T02:35:36 182.414 INF Executing command 'weather fogcolor .4 .4 .4'
2023-09-11T02:35:37 182.872 INF BlockSpawnEntity:: Spawn New Trader.
2023-09-11T02:35:53 198.811 INF Time: 1.63m FPS: 57.80 Heap: 1988.6MB Max: 1988.6MB Chunks: 169 CGO: 114 Ply: 1 Zom: 2 Ent: 7 (7) Items: 0 CO: 1 RSS: 7563.6MB
2023-09-11T02:35:53 198.872 INF BlockSpawnEntity:: Spawn New Trader.

Odd. I do remember someone just using SCore and NPCmod having something like that happen. Will do some digging and see what I can find. I do believe they said going a ways away from the trader and then coming back would sometimes fix it, if only temporarily.

 

33 minutes ago, Artemis27 said:

Is it possible to get an update for zAlert? It doesn't seem to work anymore, would love to use it

I haven't even tried it with A21. Odd that it would be broken though. Will give it a look.

 

EDIT-Updated the modinfo.xml and loaded it up. Seems to work fine? What issues are you having with it?

Edited by bdubyah (see edit history)
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16 hours ago, Winkiss said:

Mod Wasteland After two game days, the merchant broke down - it is not possible to interact, neither quests nor inventory. The sound of a merchant spawning and falling from the air is heard. There are no errors in the console,

 

 

2023-09-11T02:35:27 173.364 INF Executing command 'weather fogcolor .255 .255 .255'
2023-09-11T02:35:28 173.868 INF Executing command 'weather fogcolor .26 .26 .26'
2023-09-11T02:35:28 174.364 INF Executing command 'weather fogcolor .27 .27 .27'
2023-09-11T02:35:29 174.864 INF Executing command 'weather fogcolor .28 .28 .28'
2023-09-11T02:35:29 175.369 INF Executing command 'weather fogcolor .29 .29 .29'
2023-09-11T02:35:30 175.864 INF Executing command 'weather fogcolor .3 .3 .3'
2023-09-11T02:35:30 176.356 INF Executing command 'weather fogcolor .305 .305 .305'
2023-09-11T02:35:31 176.864 INF Executing command 'weather fogcolor .31 .31 .31'
2023-09-11T02:35:31 177.375 INF Executing command 'weather fogcolor .315 .315 .315'
2023-09-11T02:35:32 177.864 INF Executing command 'weather fogcolor .32 .32 .32'
2023-09-11T02:35:32 178.364 INF Executing command 'weather fogcolor .325 .325 .325'
2023-09-11T02:35:33 178.904 INF Executing command 'weather fogcolor .33 .33 .33'
2023-09-11T02:35:33 179.414 INF Executing command 'weather fogcolor .34 .34 .34'
2023-09-11T02:35:34 179.914 INF Executing command 'weather fogcolor .35 .35 .35'
2023-09-11T02:35:34 180.414 INF Executing command 'weather fogcolor .36 .36 .36'
2023-09-11T02:35:35 180.914 INF Executing command 'weather fogcolor .37 .37 .37'
2023-09-11T02:35:35 181.414 INF Executing command 'weather fogcolor .385 .385 .385'
2023-09-11T02:35:36 181.914 INF Executing command 'weather fogcolor .39 .39 .39'
2023-09-11T02:35:36 182.414 INF Executing command 'weather fogcolor .4 .4 .4'
2023-09-11T02:35:37 182.872 INF BlockSpawnEntity:: Spawn New Trader.
2023-09-11T02:35:53 198.811 INF Time: 1.63m FPS: 57.80 Heap: 1988.6MB Max: 1988.6MB Chunks: 169 CGO: 114 Ply: 1 Zom: 2 Ent: 7 (7) Items: 0 CO: 1 RSS: 7563.6MB
2023-09-11T02:35:53 198.872 INF BlockSpawnEntity:: Spawn New Trader.

Can you confirm that you are using no other Mods except for the Wasteland ones, just to rule out any conflicts?

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Ah the duplicate trader marker bug. And it's helpful to hear that it is at that point that the problem began at that stage. The duplicate trader bug is in the official Known Issues list, but has not been resolved yet, as I can experience in my current play through as well. I haven't experienced your issue yet, but a buddy did see locked trader doors when they should be open in a duplicate trader marker location. In fact, only one was locked while the others in the same trader compound were unlocked. Only he could experience it.

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2 hours ago, hiloboys said:

After doing the basic blackout screen spend points quest, there are no additional quests given. (usually I get one that will lead me to the very first trader.) Is this intentional? Just wondering. Thanks!

This is intended. Traders are usually close enough you don't need a marker to find them anymore. 

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11 minutes ago, bdubyah said:

This is intended. Traders are usually close enough you don't need a marker to find them anymore. 

Awesome thanks. I just found the trader, its Joel and hes using the old base style. (A20) and he doesnt want to interact with me. Trying to get the logs.

 

Edited. Nope cant get the log file. I tried but apparently my game is not making a log file. Just wanted to say that Trader Joel spawns at his old A20 base for me. Not sure if anyone else is getting this.

Edited by hiloboys (see edit history)
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5 hours ago, hiloboys said:

Awesome thanks. I just found the trader, its Joel and hes using the old base style. (A20) and he doesnt want to interact with me. Trying to get the logs.

 

Edited. Nope cant get the log file. I tried but apparently my game is not making a log file. Just wanted to say that Trader Joel spawns at his old A20 base for me. Not sure if anyone else is getting this.

The interaction issue is known, but the cause is not. Thinking it might be a vanilla issue, but not sure.

 

They can either be in the new or old compounds. This is normal. There will likely be more variants of their POIs added over time.

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17 hours ago, bdubyah said:

The interaction issue is known, but the cause is not. Thinking it might be a vanilla issue, but not sure.

 

They can either be in the new or old compounds. This is normal. There will likely be more variants of their POIs added over time.

So far for me at least I can confirm the cause of the Trader Joel's A20 Compound issue is caused from being in the compound during night time (when its closed). Once it opens up in the morning, (5am i believe) if you leave the compound and come back in, the npc starts working as usual. Worked all 3 times I tried it. It appears that using A20's closed times kickout the npc is inactive. (The Trader Joel A20 Compound Version anyway)

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20 hours ago, hiloboys said:

So far for me at least I can confirm the cause of the Trader Joel's A20 Compound issue is caused from being in the compound during night time (when its closed). Once it opens up in the morning, (5am i believe) if you leave the compound and come back in, the npc starts working as usual. Worked all 3 times I tried it. It appears that using A20's closed times kickout the npc is inactive. (The Trader Joel A20 Compound Version anyway)

Okay, I think I fixed the trader issue. I had never changed their open/close times as in A20 it didn't seem to make a difference. I'll hopefully push a small update soon with that and a few other fixes.

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Alright, pushing a small update to fix a few issues.

 

-----WL FIXED/CHANGED-----
!!!EAC MUST BE OFF!!!

Game Version: 21.1
Wasteland Version: 21.0.2.1

-Mod Dependencies: 
SCore v.21.1.39.1623+
NPCmod v.21.1.0.6+
FullautoLauncher v.1.2.0
RandomMainmenuBackground v1.0.1

-Added: SPIFSAL books can be a reward for T4+ tier completion quests
-Added: Supply Run quests return with a few small tweaks
-Changed: Tweaked the death penalty a little: Halved the duration, though it will reset if you die multiple times in a short time. Otherwise the timer will keep going down if you've lived for long enough after a death
-Changed: A few small loot tweaks to zombies
-Fixed: Utilitron FarmBot unlock causing NRE
-Fixed: Utilitrons not using new controller, causing animation issues
-Fixed: Removed trader open/close times so they can still be talked to at night
-Fixed: Ranged NPCs that can be hired cannot use corpse looting, so I added back loot bags to those entities

 

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The RWG will see them inside the Prefabs folder for The Wasteland, and add them to the World along with the regular POIs in default Prefabs folder. They can stay untouched as they are. They will appear pretty proportionally compared to default and it generally feels balanced. Based on previous Worlds, there will always be at least one instance of the most important Wasteland POIs, if not more.

Edited by arramus (see edit history)
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18 hours ago, bdubyah said:

Alright, pushing a small update to fix a few issues.

 

-----WL FIXED/CHANGED-----
!!!EAC MUST BE OFF!!!

Game Version: 21.1
Wasteland Version: 21.0.2.1

-Mod Dependencies: 
SCore v.21.1.39.1623+
NPCmod v.21.1.0.6+
FullautoLauncher v.1.2.0
RandomMainmenuBackground v1.0.1

-Added: SPIFSAL books can be a reward for T4+ tier completion quests
-Added: Supply Run quests return with a few small tweaks
-Changed: Tweaked the death penalty a little: Halved the duration, though it will reset if you die multiple times in a short time. Otherwise the timer will keep going down if you've lived for long enough after a death
-Changed: A few small loot tweaks to zombies
-Fixed: Utilitron FarmBot unlock causing NRE
-Fixed: Utilitrons not using new controller, causing animation issues
-Fixed: Removed trader open/close times so they can still be talked to at night
-Fixed: Ranged NPCs that can be hired cannot use corpse looting, so I added back loot bags to those entities

 

TYVM just downloaded and installed update. Confirmed trader talks to me at night too now. :D

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