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War3zuk

War3zuk/Tallon Alpha 18.1 Stable Modlets GitHub

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Posted (edited)

nice turret mod, looking good, then it occurred to me... rocket turrets... now Ive looked at your script, duplicated what you have done, added a 3rd turret, changed some bits and have managed to get it to make a rocket turret, which loads up rockets and fires them when held, just cant seem to get it to do it when deployed.. (also would it be possible to do a flame turret??, your mods get my creative brain thinking)

 

<item name="HD Junk Turret Rocket Launcher">

<property name="Tags" value="turret,weapon,ranged,reloadPenalty,attIntel lect,perkTurrets,canHaveCosmetic"/>

<property name="CustomIcon" value="Adv Junk Turret" />

<property name="DisplayType" value="rangedGun"/>

<property name="HoldType" value="67"/>

<property name="Meshfile" value="#Other/Items?Weapons/Ranged/JunkTurret/junkTurret_Prefab.prefab"/>

<property name="HandMeshfile" value="#Other/Items?Weapons/Ranged/JunkTurret/junkTurretHeld_Prefab.prefab"/>

<property name="DropMeshfile" value="#Other/Items?Weapons/Ranged/JunkTurret/junkTurret_Prefab.prefab"/>

<property name="Material" value="MJunkTurretParts"/> <property name="Weight" value="4"/>

<property name="DegradationBreaksAfter" value="false"/>

<property name="SoundJammed" value="weapon_jam"/>

<property name="RepairTools" value="resourceRepairKit"/>

<property name="Group" value="Ammo/Weapons"/>

<property name="Stacknumber" value="1"/>

<property name="EconomicValue" value="950"/>

<property name="SellableToTrader" value="true"/>

<property name="RequiredPower" value="15"/>

<property name="ShowQuality" value="true"/>

<property class="Action0">

<property name="Class" value="Launcher"/>

<property name="Delay" value=".8"/>

<property name="Magazine_items" value="ammoRocketHE,ammoRocketFrag"/>

<property name="Reload_time" value="2"/>

<property name="Sound_start" value="m136_fire"/>

<property name="Sound_repeat" value=""/>

<property name="Sound_end" value=""/>

<property name="Sound_empty" value="dryfire"/>

<property name="Sound_reload" value="m136_reload"/>

<property name="Particles_muzzle_fire" value="rocketLauncherFire"/>

<property name="Particles_muzzle_smoke" value="nozzlesmoke_m136"/>

<property name="ScopeOffset" value="0,0,0"/>

<property name="SideOffset" value="0,0,0"/>

<property name="BarrelOffset" value="0,0,0"/>

<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>

</property>

<property class="Action1">

<property name="Class" value="SpawnTurret"/>

<property name="Turret" value="turretJunk"/>

</property>

<effect_group name="gunJunkTurret">

<passive_effect name="MaxRange" operation="base_set" value="20"/>

<passive_effect name="DamageFalloffRange" operation="base_set" value="70"/>

<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->

<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->

<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->

<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkTurrets"/>

<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/>

<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkTurrets"/>

<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.1,.1"/>

<passive_effect name="MagazineSize" operation="base_set" value="1"/>

<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/>

<passive_effect name="BlockDamage" operation="base_set" value="1"/>

<passive_effect name="RoundsPerMinute" operation="base_set" value="30"/>

<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>

<passive_effect name="MagazineSize" operation="base_set" value="6"/>

<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/>

<passive_effect name="SpreadDegreesVertical" operation="base_set" value="7"/>

<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="7"/>

<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".15"/>

<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>

<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>

<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2"/>

<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="10"/>

<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="10"/>

<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.5"/>

<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".5"/>

<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="0"/>

<passive_effect name="WeaponHandling" operation="base_set" value="1"/>

<passive_effect name="JunkTurretActiveRange" operation="base_set" value="30"/>

<passive_effect name="DegradationMax" operation="base_set" value="100,600" tier="1,6" tags="perkTurrets"/>

<passive_effect name="DegradationPerUse" operation="base_set" value="0.5" tags="perkTurrets"/>

<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>

<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage"/>

<passive_effect name="ModPowerBonus" operation="base_add" value="200" tags="EconomicValue"/>

</effect_group>

</item>

Edited by TomGun42 (see edit history)

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Start of Modlet Rebuilds.... ONLY the more complicated Modlets will need rebuilding..

 

Starter Class Modlet rebuilt with custom Model like the AIO.... (Vanilla Tools as that had to be written so it would work with vanilla items)

Advanced Junk Turrets Rebuilt 9mm Turret & 7.62mm Turret 2 max active at Perk L5 at 50m

 

 

 

Tiros I shall do the JunkTurrets now....

 

Thank you man :))))

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Hi, I just wanted to note that I'm still on version 2.83 because the new version has bugs in the game, A: the map map seems to be messed up, the roads are not where they should be, one by one, B: Items are no longer displayed correctly, they occupy a slot but are no longer displayed.

Since I'm a German, I watch the videos of @Hirnsturz, and here the errors are commented.

I love this mod, and yes I know there's a lot of work in it, but please fix it, otherwise you'll break more than you did :D

Best wishes

(Hirnsturz )

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Hi, I just wanted to note that I'm still on version 2.83 because the new version has bugs in the game, A: the map map seems to be messed up, the roads are not where they should be, one by one, B: Items are no longer displayed correctly, they occupy a slot but are no longer displayed.

Since I'm a German, I watch the videos of @Hirnsturz, and here the errors are commented.

I love this mod, and yes I know there's a lot of work in it, but please fix it, otherwise you'll break more than you did :D

Best wishes

(Hirnsturz )

 

Because your not in my Discord & neither is he he will have missed an important convo about my Repo crashing the version before his so after the update you end up with 2 maps merged into 1, it was stated that after that version you needed to delete everything including the Mods folder & Warz3uk folder & then resync fresh & start a new world. jhe obviously hasnt done this as he has no way of knowing, nothing I can do about that as im not german but I did mention it on one of his streams as I did all the people at the tie saying an update would mean starting again but that was in English....

 

The mod runs without errors as it always has but with quirks in the game & simple mistakes plus the repo going down it will appear asthough its quite buggy....when its not

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Posted (edited)

I just noticed that by rarity/grade of certain vanilla weapons, the stats stay the same instead of RNG based just like how it is in vanilla 7D2D. Is this supposed to be on purpose or is something making the coding of weapon stats look linear?

Edited by NineTP (see edit history)

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Posted (edited)

Thats On Purpose all stats for all things in my Mod are absolute from crafting...

 

Rebuilt Modlets....

War3zuk HD Penthrox Injection

War3zuk HD Xcalibur

War3zuk Insane Quests

War3zuk Lootable Animals

War3zuk ReGrow Boulders

War3zuk ReGrow Safes

War3zuk Zombies Infections

War3zuk HD Katanas

War3zuk HD Mega Vault

War3zuk HD Mixer

War3zuk ReGrow Vehicles

War3zuk Starter Classes

War3zuk HD Generator

War3zuk Extended Farming

War3zuk Giant Animals

War3zuk HD PumpJack (Full added To Dev ONLY)

Edited by War3zuk (see edit history)

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Hey War3zuk, when/if you redo the pump jack, can you peruse it for any reasons it may interfere with DF?

I installed it to check it out, and spawned one in, as some people were saying there is no interaction with it...which is what I am seeing. The barrel does appear, but I get no prompt, no matter what side I face.

If I simply cannot use it, then so be it, but I don't want it to be because of my lack of trying lol.

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Posted (edited)

There Not designed to be spawned in, There are 2 versions 1 empty which is what the player crafts & 1 FULL which is what the game spawns with loot so if you spawn in the full version that game isnt going to know whats suppose to be there as its not meant to be spawned in... But seeing as lots of people dont seem to understand the coding & how it works ill set the full version to None or Dev so it doesnt show up that way no more confusion.. :)

 

Once it spawns the barrel its lootable from either the front or the rear as thats what the game says is its facing face for interaction

 

In the next update PumpJackF will be dev mode only ill also update the modelt too

Edited by War3zuk (see edit history)

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Modlets Rebuilt Continued

War3zuk HD Guns & Ammo (Completely Rebuilt to add everything from the AIO so item replacements may happen)

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Posted (edited)

Yeah, in testing the pump jack out I spawned both versions, empty and full, which neither had a prompt to collect.

I'll give building one a shot and see how that one responds.

 

As a side note there was an alternate version I was using last year, that when constructed showed only a thin steel barrel (the texture with a ribbed side and slotted top), which would enlarge when there were resources to collect. I don't remember who made that modlet, nor the name, but it was working for a18 + DF...for all I remember it could have been part of DF but I've recently looked through all the blocks/items and cannot find it.

Which ultimately persuaded me to d/l your pump jack lol.

 

Edit: On the HD Guns and Ammo topic, I'm assuming you are referring to rebuilding the GH repo correct? If so, how does one only d/l specific modlets as opposed to d/l the entire repo? For me it's like 45 mins later lmao.

Edited by Pra3t0r 0f R0m3
Addition (see edit history)

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"NullReferenceException: Object reference not set to an instance of an object"

Appears everytime I try to access / place a new Working Dispenser. The Fridge Works tho. Any known fixes?

I can also duplicate the dispensers by spamming it across the floor, watching the error be an error and update the map by placing a block down to reveal dispensers for breaking.

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Thanks for the mod War3zuk! Friend and myself are really enjoying it.

 

I have question about mining before I start digging: Seeing all ore clusters that respawn my guess is that that ore vein is not under cluster on surface? What is distribution of ores under ground? Biome specific founded by luck just like old days?

 

Thanks in advance

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Posted (edited)

Our Server stuck at 2.91, because since the update to 2.92 we're running into massive Errors.

Now I tried 2.94 but it's still the same.

The Deagle Round and 50 BMG Ammo that is in stock of an player turned into something else like mantis****** and juggernaut*****.

If you try to remove it, you'll get an "NullReferenceException: Object reference not set to an instance of an object" error and the game is done for you, because this error won't dissappear.

HD Fridges: you have to destroy existing fridges and replace them to get them work again, else you'll get an error when trying to open them.

The waterdispenser seem to be the same problem.

Any ideas how to fix this without an whipe?

Edited by EM-Gaming (see edit history)

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4 hours ago, EM-Gaming said:

Our Server stuck at 2.91, because since the update to 2.92 we're running into massive Errors.

Now I tried 2.94 but it's still the same.

The Deagle Round and 50 BMG Ammo that is in stock of an player turned into something else like mantis****** and juggernaut*****.

If you try to remove it, you'll get an "NullReferenceException: Object reference not set to an instance of an object" error and the game is done for you, because this error won't dissappear.

HD Fridges: you have to destroy existing fridges and replace them to get them work again, else you'll get an error when trying to open them.

The waterdispenser seem to be the same problem.

Any ideas how to fix this without an whipe?

I'm running into many errors myself, I'm glad I collected older versions of these modlets that may not have some fancy new features, but at least seem to work. I guess that some of these modlets may not be compatible with their older versions, so I guess our best bet is to wait for him to rebuild them all, because right now I can guarantee you there are modlets from this set that are incompatible even with some other modlets of the same set.

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Posted (edited)

The mainproblem is, the players who uses the Modlauncher, will get the actual Modversion. We still running at 2.91 and I have recognised that the icon of the 45 ACP has vanished. Because in 2.92 and above the Name of the PNG changed from 45ACP.png to 45Acp.png or in the opposite direction... But it changed and this is the reason why the icon of the 45 ACP is not shown anymore.

Edited by EM-Gaming (see edit history)

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2 minutes ago, EM-Gaming said:

The mainproblem is, the players who uses the Modlauncher, will get the actual Modversion. We still running at 2.91 and I have recognised that the Iccon of the 45 ACP has vanished. Because in 2.92 and above the Name of the png changed from 45ACP.png to 45Acp.png or in the opposite direction... But it changed and this is the reason why the icon of the 45 ACP is not shown anymore.

Oh, at first I didn't realize you're not using modlets, but the overhaul. Well, in that case you are indeed always getting a new version, but not in case of modlets because I also use Mod Launcher and the modlets don't receive these updates. If you are using the overhaul and it's broken, that may explain a lot why new versions of modlets also get broken. Hopefully he can fix his stuff eventually, let's wish him good luck with that!

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I hope he fix it.

We love his Mods but at this time it's heavy to handle it.

 

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Posted (edited)

Hallo, haben Sie noch eine Frage zum Server. Reicht es aus, dass sich nur "War3zuk_Alpha_18_AIO_OverHaul" auf dem Server befindet oder muss sich auch das "war3zuk-alpha-18-aio-Addon" auf dem Server befinden?

 

Then another question, would it be possible to create the folders with _ underlined, I have every time difficulties in my Linux root server to find the data, because it does not find the folder "serverfiles/Mods/AIO Worlds", only if I create "serverfiles/Mods/AIO_Worlds" it will be found, is really important for a manual update. Thanks

Edited by Samsonetty (see edit history)

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Is there a problem with regular First Aid Kit to craft? Friend have Yeah Science 3 and still can't craft it saying it needs perk to unlock leading him back to perk - Yeah science. Any ideas?

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@Samsonetty

We have only the war3zuk AIO Master on our server.

You can change the name of the directory with no problems.

 

@mikey33rs

Sorry, I can't answer this. We still at 2.91 in cause of all the errors and problems.

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Posted (edited)

Server issues im not sure on... As every version is tested & loaded into Single Player & Dedicated server which is my own... as for the PumpJack its not not worked so again not sure what your issue is... The version of the Mod that got broke was v2.81 which is when my Repo crashed & all the Maps had to be rebuilt into fresh ones so if your not in discord to know this & you updated from that point youll get weird glitchy poop as the maps arent the same... The HD Guns & Ammo modlet is on the Repo & the only way to get it is to download the whole repo that wont change as it would mean uploading it all to yet another repo.. I already maintain 3 different versions of everything just so its simpler for other people who play this for free..

 

First Aid kits (someone needs to actually play Vanilla lol :p you craft those in the chembench..

 

99% of all issues if your running a Dedi server are your own or you dont understand how basic PC structure works... Cos I bet all of you with issues have used the server files to update & then used the server files again to update without deleting the Worlds folder which will place a fresh copy over your dedicated version.. Server files are there ONLY to get you up & running from that point you still need to managed it properly & with thought

 

The ONLY way I endorse playing this mod is.....

 

1) I only wish to play the main AIO..... Download it add it to the Mods folder in your game directory..

2) I wish to play the Full Experience.. Use the Mod Launcher....

 

If you RUN a dedicated server... Use the files once, then when updating delete the worlds folder & drag all the new files onto your server... Easy Peasey... Then tell people to use the Launcher to jion the server as all 3 repos are the same but with a slightly different structure.... so if your dedi goes tits up its your fault for not thinking before applying updates...

 

The person with the NRE issue on the Working items, destroy it & replace.. It was fixed a couple of patches ago as I noticed the Lottlist for the items had changed to 131 instead of 1....

Edited by War3zuk (see edit history)
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Hi, so it says before I put the update on the server, do I have to delete the content of Worlds, then do the update and play the world back again? 
Well I did the presync from Clint with the launcher, then compared the version with the server, then did the update on the server, and played the world back, yes it actually worked. Thanks

But I also have another problem, no matter if server or clint, if you have a HD weapon (they are shown in black) in your inventory, and because you accidentally right-click on it, it is copied and you have 40 of these weapons in your inventory! (depending on how much space is in the inventory) 

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Whats happened is upon updating your game from an earlier version, Much earlier the game has switched items creating new ones that shouldnt be there.. Easiest way to explain is say you have 10 items & your holding Item 10 which is a gun.... Then I update the mod many times so now theres 20 items.... when you start your game your gun which was item 10 is now item 20 cos the IDs have been refreshed & updated.. Now imagine that on a scale of Thousands of Items & you see whats happened... Just drop any item thats got a black bar cos thats not suppose to be there, Let it despawn & youll be fine...

 

& Yes its absolutely Important that if Running a Dedi server that you ONLY use the server files Once.... Unless your very Proficient with how PCs work.. Cos the Worlds folder that contains the Custom maps CANT be applied to the server a 2nd time or it will (I'm a potty mouth) up your map... This is what I fear a lot of people are doing, There grabbing the upto date server files & dragging Both folders onto the server without Thinking.... Delete the worlds folder before dragging over the new files & Consider how out of date your Mod is cos this is what causes some of the small issues like youve seen...

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the reflex for auto glock has no red dot and is louder with the silencer on then off

and gun needs a way to aim without reflex... i assume mount is part of the model and cant be removed

 

 

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Posted (edited)

Ill refine it I want a better sound but the only ones I could find had too much echo from the range they were using...so the sounds will change... but thanks for mentioning it...

 

Updated HD Guns & Ammo Modlet

 

Fixed HD GlockG5 Issues including Reddot updated v2.95 with a patch

Edited by War3zuk (see edit history)

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