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bdubyah

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1 hour ago, Wrought said:

Is there something wrong with Deathclaw spawns? I'm level 270+, 1000+ on gamestage, and Tier 6 infestation quests.  I have not seen a single deathclaw the whole game long.  Not a single deathclaw. I've looted 2 Totally Rad legendary claws and I can't repair them.  😒

Not to my knowledge. They are fairly rare spawns in the desert, wasteland, and forest biomes. There is also one POI currently that they spawn in.

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And there was that first visit to the Wasteland biome on Day 11. I had barely stepped into it over the Pine Forest which is only about 30 blocks in the distance and there was one just waiting. If it wasn't for the 'Dark Stranger' appearing, it would have been a real challenge for that GS. Some nice meaty goodness, but no claw on that occasion.

[img]https://i.imgur.com/GNpXcfa.jpg[/img]spacer.png

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On 11/14/2023 at 1:28 AM, bdubyah said:

Not to my knowledge. They are fairly rare spawns in the desert, wasteland, and forest biomes. There is also one POI currently that they spawn in.

Ok, well understanding that you aren't necessarily trying to create a mod with absolutely perfect game balance, just take this as friendly feedback.  It doesn't make a whole lot of sense to me to have legendary weapons that require a rare drop from an already rare spawn to be able to use.  I'm playing your mod to experience the mod content. So far, except for the 10 minutes that I was able to use the legendary claw before the durability ran out, I've used the vanilla knuckle weapons for the entirety of my 300 level play through.  If that's your intent, for people to download your mod and then still play the vanilla assets, then I question the reason for the mod in the first place.

I realize this is a niche use case for a melee build and perhaps I've just been wildly, unbelievably unlucky.  But it doesn't feel that way regardless. It would be one thing if the legendary claw was borderline game-breaking, but it's not.  For the short time I was able to use it, it felt like a mild upgrade.  In fact, in terms of attack speed, it's a downgrade and won't proc my per attack buffs as often as the tier 6 steel knuckles.

 

By way of a general observation about legendary items from your mod, it's not clear what the intended purpose of the legendary designation is.  Are they supposed to be end-game items to motivate loot hunting? We have the loot rates maxed, and the very few legendaries that have dropped have been just mildly interesting.  I have the ED-Z eyebot, which doesn't seem to do anything different that I can tell from the regular eyebot. The little bit of research I tried to do on it seemed to indicate it's just a nod to the Fallout series, which I've never been interested in. Is the whole Wasteland mod oriented around Fallout?  I thought it was a nod to the Wasteland biome, which is one of the reasons why we created a map that contains only Wasteland biome.  Anyway, I just wanted to mention that legendary content was one of the main reasons why we picked your mod to play, and they've been a huge letdown so far in terms of drop rates and being able to use them in a meaningful way in preference to vanilla drops. The Cryolator in particular has been looted but remains unused by everyone on the server and all Cryo ammo is turned into scrap for other things.  If there are intended hidden uses that we haven't discovered for legendary items , then it isn't apparent with typical gameplay why we would continue to experiment with them.  We are at the endgame and I would say except for some of the energy weapons, we are largely still using 90% vanilla assets to solution the current gamestage of 1000+.  I would have hoped vanilla assets would account for less than 10-15% of the solution for endgame for the extra work it has taken to implement and maintain a modded server.

 

To close this largely observational post out, I would also include that we have had power armor dropping for the last 100 or so levels, but not a single power frame piece to place them in has dropped for anyone on the server.  So again, I will point back to my starting observation that it doesn't make much sense to create mod content with such stringent drop rates that we are still essentially playing vanilla anyway.  Thanks all the same for your effort on the mod and your attention to this forum.

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I figured out how to spawn in the prison it was a custom map. I'm going to try and get this working sadly I didn't read his info below the video sorry about this I don't know how to delete a post.

 

Hi, I finally got the Wasteland mod to work but I would like to know how to spawn into the mod locked in the prison. I watched a video of Guns,Nerds,and Steel where he spawns into the map locked in a prison cell and I can't figure out how to do this does anyone know? Is it a custom map? I tried using Navazgane as a map and used RWG and I just spawn randomly somewhere. If anyone knows how to spawn in the prison that would be awesome?

 

Also in my first map I'm currently playing I'm not seeing any robots or mutants or anything but normal zombies my char is only lvl 5 but I have all the dependencies and they are not double nested in folders they were all extracted into the Mods folder. The Wasteland background shows up when I start the game I do get loot like nuka colas and books and all that I"m just not seeing any special npc's so far unless they all come later but in the video I watched I'm refering to above he runs into bandits and mutants right away but of course he spawned into that prison so I don't know if things are working correctly hopefully you guys can help me thanks!

Edited by drogor (see edit history)
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1 hour ago, Wrought said:

Ok, well understanding that you aren't necessarily trying to create a mod with absolutely perfect game balance, just take this as friendly feedback.  It doesn't make a whole lot of sense to me to have legendary weapons that require a rare drop from an already rare spawn to be able to use.  I'm playing your mod to experience the mod content. So far, except for the 10 minutes that I was able to use the legendary claw before the durability ran out, I've used the vanilla knuckle weapons for the entirety of my 300 level play through.  If that's your intent, for people to download your mod and then still play the vanilla assets, then I question the reason for the mod in the first place.

I realize this is a niche use case for a melee build and perhaps I've just been wildly, unbelievably unlucky.  But it doesn't feel that way regardless. It would be one thing if the legendary claw was borderline game-breaking, but it's not.  For the short time I was able to use it, it felt like a mild upgrade.  In fact, in terms of attack speed, it's a downgrade and won't proc my per attack buffs as often as the tier 6 steel knuckles.

 

By way of a general observation about legendary items from your mod, it's not clear what the intended purpose of the legendary designation is.  Are they supposed to be end-game items to motivate loot hunting? We have the loot rates maxed, and the very few legendaries that have dropped have been just mildly interesting.  I have the ED-Z eyebot, which doesn't seem to do anything different that I can tell from the regular eyebot. The little bit of research I tried to do on it seemed to indicate it's just a nod to the Fallout series, which I've never been interested in. Is the whole Wasteland mod oriented around Fallout?  I thought it was a nod to the Wasteland biome, which is one of the reasons why we created a map that contains only Wasteland biome.  Anyway, I just wanted to mention that legendary content was one of the main reasons why we picked your mod to play, and they've been a huge letdown so far in terms of drop rates and being able to use them in a meaningful way in preference to vanilla drops. The Cryolator in particular has been looted but remains unused by everyone on the server and all Cryo ammo is turned into scrap for other things.  If there are intended hidden uses that we haven't discovered for legendary items , then it isn't apparent with typical gameplay why we would continue to experiment with them.  We are at the endgame and I would say except for some of the energy weapons, we are largely still using 90% vanilla assets to solution the current gamestage of 1000+.  I would have hoped vanilla assets would account for less than 10-15% of the solution for endgame for the extra work it has taken to implement and maintain a modded server.

 

To close this largely observational post out, I would also include that we have had power armor dropping for the last 100 or so levels, but not a single power frame piece to place them in has dropped for anyone on the server.  So again, I will point back to my starting observation that it doesn't make much sense to create mod content with such stringent drop rates that we are still essentially playing vanilla anyway.  Thanks all the same for your effort on the mod and your attention to this forum.

Deathclaws were just added in, so feedback on their spawn rates is appreciated. They aren't meant to be common though. There is a POI they are guaranteed to spawn in, and will be more added down the road. I have went through and adjusted several weapon's durability. You have to understand I'm making a mod for a game that is constantly changing things. For example, in A20 a T3 machete had a durability of 288,673. In A21 that is now 1000,2000. Those kind of changes go under the radar and are hard to keep track of. That's why some of my items seem to be low compared to vanilla in these aspects. But I have several T3 items in my mod, so if you are only using vanilla that seems to be by choice on your part.

 

I balance against vanilla; my mod's items aren't meant to be OP in comparison in most cases but additional choices. If I wanted my stuff to override everything I would simply remove the vanilla stuff outright. Generally legendary stuff is a cool item that may do a bit more damage or have a special effect. Again, not meant to be some game-ending OP item. Drones are almost completely hardcoded still, so it's hard to do much with them, but I am always iterating on things as I go.

 

Power armor frames can be found in most of the same places you loot the actual pieces. And the power armor stands are guaranteed to have them. So either someone threw them out not noticing what they were or you've somehow missed the several POIs that have these stands in them, with most of them being questable which means you can reset the POI to loot them again. I've never had anyone complain about the frames being hard to get.

 

And yes, Fallout is a big inspiration, obviously. I wouldn't think not being a fan of those games would matter much, but there are nods to that universe. Either way, hope you enjoyed the mod and feedback is always welcomed.

1 hour ago, drogor said:

I figured out how to spawn in the prison it was a custom map. I'm going to try and get this working sadly I didn't read his info below the video sorry about this I don't know how to delete a post.

 

Hi, I finally got the Wasteland mod to work but I would like to know how to spawn into the mod locked in the prison. I watched a video of Guns,Nerds,and Steel where he spawns into the map locked in a prison cell and I can't figure out how to do this does anyone know? Is it a custom map? I tried using Navazgane as a map and used RWG and I just spawn randomly somewhere. If anyone knows how to spawn in the prison that would be awesome?

 

Also in my first map I'm currently playing I'm not seeing any robots or mutants or anything but normal zombies my char is only lvl 5 but I have all the dependencies and they are not double nested in folders they were all extracted into the Mods folder. The Wasteland background shows up when I start the game I do get loot like nuka colas and books and all that I"m just not seeing any special npc's so far unless they all come later but in the video I watched I'm refering to above he runs into bandits and mutants right away but of course he spawned into that prison so I don't know if things are working correctly hopefully you guys can help me thanks!

Yeah, GNS added some custom stuff so I can't help with that as I don't know what all he did.

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1 hour ago, bdubyah said:

Power armor frames can be found in most of the same places you loot the actual pieces. And the power armor stands are guaranteed to have them. So either someone threw them out not noticing what they were or you've somehow missed the several POIs that have these stands in them, with most of them being questable which means you can reset the POI to loot them again. I've never had anyone complain about the frames being hard to get.

Are power armor frames an environmental asset that you have to salvage or do they drop in loot bags? I had assumed they were something you looted from containers or corpses. I'm not sure what you mean by a power armor stand.

 

Also, do you know whether POI spawns are biome specific?  Shortly after we started the server, it occurred to me that perhaps we had shot ourselves in the foot content wise by only having the wasteland biome to play in and that perhaps there were dozens, if not more, POIs that we would never see because they potentially were not coded to spawn in the wasteland.

 

I had meant to mention the frustration you must feel with having the rug constantly pulled out from underneath your mod by TFP code changes.  Thanks again for being a mod creator.

 

Edit:  A question I've been meaning to ask for a while now.  When you post an update and suggest a new game world "to be safe", does that include new player characters or would resetting the world be sufficient?  We designed the server we are on for a 3 month haul start to finish.  I think I can talk the group into resetting the world, but starting over from level 300 each time you post a significant update is a definitive "no".

Edited by Wrought (see edit history)
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39 minutes ago, Wrought said:

Are power armor frames an environmental asset that you have to salvage or do they drop in loot bags? I had assumed they were something you looted from containers or corpses. I'm not sure what you mean by a power armor stand.

 

Also, do you know whether POI spawns are biome specific?  Shortly after we started the server, it occurred to me that perhaps we had shot ourselves in the foot content wise by only having the wasteland biome to play in and that perhaps there were dozens, if not more, POIs that we would never see because they potentially were not coded to spawn in the wasteland.

They look like military armor in loot. Power Armor stands are in several POIs and look like the ones from Fallout 4. Hard to miss them. If you have found a Big Rocket POI that has the Johnny trader, he has one in the garage. No POIs are biome specific atm since TFP removed that ability. So you should still be able to get most POIs, but not ever a guarantee. You can always compare you world's prefabs.xml to Wasteland's POIs folder and see what you do/do not have.

 

42 minutes ago, Wrought said:

Edit:  A question I've been meaning to ask for a while now.  When you post an update and suggest a new game world "to be safe", does that include new player characters or would resetting the world be sufficient?  We designed the server we are on for a 3 month haul start to finish.  I think I can talk the group into resetting the world, but starting over from level 300 each time you post a significant update is a definitive "no".

It can vary. Lately there have been several POI fixes/changes that a world reset should fix. But sometimes there are quest/progression fixes that can reset characters to level 1 and whatnot. So that's usually when I say a new game is needed. If you are worried about breaking your game then simply wait to update when you are done with your current run. I basically just throw that disclaimer on those types of updates so I don't have to deal with someone crying because they break their save/character. I try and keep these types of updates to a minimum if I can as I don't like the idea of breaking people's saves, but at the same time I want the issues to be fixed for anyone just starting out with the mod.

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6 hours ago, Scyris said:

Any version of The Wasteland mod that has everything needed to run it in the one zip file? for A21.1? Kinda like how most other overhauls are downloaded as a single zip with everything in it to run it.

Not at the moment. I've always avoided packaging other people's mod along with mine, but it might the way to go. I might do it when I push this next update.

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8 hours ago, bdubyah said:

Not at the moment. I've always avoided packaging other people's mod along with mine, but it might the way to go. I might do it when I push this next update.

 

It'd make it simpler considering it needs 4 other mods to run, be much easier for all users to just have a single zip to extract to their 7dtd folder. This also ensures they get the exact versions of the required mods that version of The Wasteland was built on. Most overhauls do this as its just easier for the end user, also less possible bugs as if someone updates one of the required mods it *could* potentally break something. I wanna try The Wasteland mod myself, going to wait till next update most likely though. Hopefully it will all be in 1 zip with all the required mods preinstalled. I love the fallout universe, going to be intersting seeing it in 7dtd.

 

One last question, Can you use a Random Gen map? or do you *have* to use the pregens?

Edited by Scyris (see edit history)
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14 hours ago, arramus said:

I'd always considered The Wasteland, even with its association to Fallout, to be a direct nod to the 1988 Wasteland RPG 'predecessor/influencer' of Fallout, and its franchise. ^^

 

Ah the classics  😉

 

Points also if you fondly remember the original version, not the remastered one that came out with Wasteland 2

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13 hours ago, Scyris said:

One last question, Can you use a Random Gen map? or do you *have* to use the pregens?

I would actually advise using a new RWG map right now. The maps I currently have were made with Teragon, and I didn't know at the time that there is a bug where it won't use certain POIs, which made it ignore most, if not all of my radiated POIs. I will likely generate a handful of maps with the built in RWG and update those with them when I have time. But you cannot use Navezgane or the vanilla PREGEN maps.

 

13 hours ago, seven said:

I agree with the above, and I would add that it would be nice if the Wasteland overhaul had it's own topic, where updates could be added to the first post,

We'll see. Wasteland has always kind of flown under the radar so I never felt the need for it. But with Tem playing it I guess it might become a bit more popular.

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Just started the mod last night with five other friends on hosted server, got all the modlets loaded and everything works great, about hour 3 into the game we realized as we left the main starting city/town area, there were no other trees at all in the world.  Only when we got near POI.

 

Is this intended?  None of us had trees aside from near the POT and towns/cities.

 

 

This was on 8k RWG map.

 

also we got severe desync/stuttering where the hired Brotherhood guy just runs in place, players end up getting stuck/rubberbanding...etc.

 

 

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1 hour ago, wise said:

Just started the mod last night with five other friends on hosted server, got all the modlets loaded and everything works great, about hour 3 into the game we realized as we left the main starting city/town area, there were no other trees at all in the world.  Only when we got near POI.

 

Is this intended?  None of us had trees aside from near the POT and towns/cities.

 

 

This was on 8k RWG map.

 

also we got severe desync/stuttering where the hired Brotherhood guy just runs in place, players end up getting stuck/rubberbanding...etc.

 

 

First I've heard of the tree issue. Would need the server logs to help.

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I have experienced this issue with a certain server provider who didn't publicize their RAM allocation, but are generally considered respectable enough. On the first attempt to start a World, the server wouldn't even fully initialize, and they gave me another 2GB RAM. On the second attempt the world would start but the struggle was real with no trees and a clear struggle to render. I later learned I had been upgraded from 3GB RAM to 5GB RAM. ^^ It was a 24 hour trial period and we could depart on good terms. lol

I'm certainly not suggesting this is the cause, but there appears to be performance challenges based on the explanation of events.

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9 hours ago, BlueMoon2 said:

Hi! I just wanted to slide by and report a BUG.

 

All plasma/laser weapons WHEN EQUIPPED IN YOUR HAND tank your Cold resist to 0.XXX.

 

First image is NOT held.

 

Second image is HELD.

 

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Guess I should've known that would be an issue. Tried a different passive for displaying the energy ammo crit chance, so maybe that is fixed:

 

!!!EAC MUST BE OFF!!!

Game Version: 21.1
Wasteland Version: 21.1.2.82

-Mod Dependencies: 
SCore v.21.1.111.950+
NPCmod v.21.1.0.13+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2

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

-Changed: Tweaked most weapon's durability to closer match vanilla weapons
-Changed: Some small tweaks to SCore's fire system(slowed fire spread and lowered heat generated by fire sounds)
-Changed: Adjusted Deep Cuts unlock levels to be more like similar perks in other attributes
-Fixed: Added missing SexRex bit to Electrocutioner perk
-Fixed: Glock 19 unlock was set to wrong level
-Fixed: 10mm Pistol quality level wasn't increasing properly
-Fixed: Civ Ghoul was still using old controller
-Fixed: Clear Radiation quests were missing the completion dialog text
-Fixed: A couple quest rewards were incorrect
-Fixed: Swapped energy ammo crit to a different passive to try and fix player cold resistance
-Fixed: A few regular zombies had feral eyes by mistake
-Fxied: Radiated POI marker fixed on dedis(now a rad symbol)

 

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4 hours ago, bdubyah said:

Guess I should've known that would be an issue. Tried a different passive for displaying the energy ammo crit chance, so maybe that is fixed:

 

!!!EAC MUST BE OFF!!!

Game Version: 21.1
Wasteland Version: 21.1.2.82

-Mod Dependencies: 
SCore v.21.1.111.950+
NPCmod v.21.1.0.13+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2

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

-Changed: Tweaked most weapon's durability to closer match vanilla weapons
-Changed: Some small tweaks to SCore's fire system(slowed fire spread and lowered heat generated by fire sounds)
-Changed: Adjusted Deep Cuts unlock levels to be more like similar perks in other attributes
-Fixed: Added missing SexRex bit to Electrocutioner perk
-Fixed: Glock 19 unlock was set to wrong level
-Fixed: 10mm Pistol quality level wasn't increasing properly
-Fixed: Civ Ghoul was still using old controller
-Fixed: Clear Radiation quests were missing the completion dialog text
-Fixed: A couple quest rewards were incorrect
-Fixed: Swapped energy ammo crit to a different passive to try and fix player cold resistance
-Fixed: A few regular zombies had feral eyes by mistake
-Fxied: Radiated POI marker fixed on dedis(now a rad symbol)

 

 

Unless you state otherwise I assume we can just update The Wasteland mod and not the others?  Also since it's not mentioned I assume no need to wipe/new save?

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10 hours ago, wise said:

 

Unless you state otherwise I assume we can just update The Wasteland mod and not the others?  Also since it's not mentioned I assume no need to wipe/new save?

I put the version of each that was used to test the release of Wasteland. So as long as you are on that version or newer you should be fine. And I don't think a wipe is necessary. If I know for sure it is I will mention it. 

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