elwooood 1 Posted November 27, 2020 Share Posted November 27, 2020 did I say you that I can't play solo game without your rules ? trying to convince my mate to put it on our server 👍👍👍👍 1 Link to post Share on other sites
FranticDan 78 Posted November 27, 2020 Author Share Posted November 27, 2020 3 hours ago, elwooood said: did I say you that I can't play solo game without your rules ? trying to convince my mate to put it on our server 👍👍👍👍 Glad you're enjoying yourself! The mod is on the mod launcher now. Although only the Survivalist version, but I have the files here for download if you wish to use Charismatic Nature instead Link to post Share on other sites
IrishManJMo 4 Posted November 27, 2020 Share Posted November 27, 2020 What do I need to add to my files from this if all I want from this is where debuffs and infections don't get removed on death? I don't wanna overhaul my entire xml file just for a couple lines of code. Link to post Share on other sites
FranticDan 78 Posted November 28, 2020 Author Share Posted November 28, 2020 14 hours ago, IrishManJMo said: What do I need to add to my files from this if all I want from this is where debuffs and infections don't get removed on death? I don't wanna overhaul my entire xml file just for a couple lines of code. You need to add remove_on_death="false" for each opening of each debuff. For example: <buff name="buffInjuryAbrasion" name_key="buffInjuryAbrasionName" description_key="buffInjuryAbrasionDesc" tooltip_key="buffInjuryAbrasionTooltip" icon="ui_game_symbol_abrasion" remove_on_death="false" icon_color="255,128,0"> For the final stage of infection, the one that causes instant death, you'll need to add all of the previous stages to avoid the infinite death loop. Spoiler <buff name="buffInfection04" tooltip_key="buffInfection04Tooltip" icon="ui_game_symbol_infection" icon_color="255,0,0"> <damage_type value="Infection"/> <stack_type value="ignore"/> <duration value=".1"/> <effect_group> <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection01Untreated"/> <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection01GetBetter"/> <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection02Untreated"/> <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection02GetBetter"/> <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection03Untreated"/> <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection04"/> <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfectionMain"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="Health" operation="subtract" value="99999999"/> </effect_group> </buff> Use the buffs xml in this overhaul download as a guide. Link to post Share on other sites
IrishManJMo 4 Posted November 29, 2020 Share Posted November 29, 2020 18 hours ago, FranticDan said: You need to add remove_on_death="false" for each opening of each debuff. For example: <buff name="buffInjuryAbrasion" name_key="buffInjuryAbrasionName" description_key="buffInjuryAbrasionDesc" tooltip_key="buffInjuryAbrasionTooltip" icon="ui_game_symbol_abrasion" remove_on_death="false" icon_color="255,128,0"> For the final stage of infection, the one that causes instant death, you'll need to add all of the previous stages to avoid the infinite death loop. Hide contents <buff name="buffInfection04" tooltip_key="buffInfection04Tooltip" icon="ui_game_symbol_infection" icon_color="255,0,0"> <damage_type value="Infection"/> <stack_type value="ignore"/> <duration value=".1"/> <effect_group> <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection01Untreated"/> <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection01GetBetter"/> <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection02Untreated"/> <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection02GetBetter"/> <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection03Untreated"/> <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection04"/> <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfectionMain"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="Health" operation="subtract" value="99999999"/> </effect_group> </buff> Use the buffs xml in this overhaul download as a guide. Thanks a lot for saving me the trouble of doing a side by side comparison of the overhaul and vanilla trying to find all of the changes Link to post Share on other sites
Greymantle 8 Posted December 6, 2020 Share Posted December 6, 2020 Any chance you can turn this in to a modlet? Link to post Share on other sites
FranticDan 78 Posted December 7, 2020 Author Share Posted December 7, 2020 12 hours ago, Greymantle said: Any chance you can turn this in to a modlet? Because there's so many changes to multiple files, the mod is classified as an overhaul. I've added the mod to the mod launcher for simplification. I still need to learn how to make xpath files. I've just released v1.16, which adds my very own prefab as a tier 6 quest. Link to post Share on other sites
Gouki 130 Posted December 7, 2020 Share Posted December 7, 2020 Thank you very much for the new update. 1 Link to post Share on other sites
FranticDan 78 Posted December 7, 2020 Author Share Posted December 7, 2020 13 minutes ago, Gouki said: Thank you very much for the new update. You're very welcome, I hope you enjoy my personally build Prefab. Link to post Share on other sites
FranticDan 78 Posted December 24, 2020 Author Share Posted December 24, 2020 I've expanded on the original mod and have made a harder version called Just Die Already Edition. It also adds some Quality of Life changes. It's available on the mod launcher. Enjoy! Link to post Share on other sites
elwooood 1 Posted January 28 Share Posted January 28 we will start a multiplayer streaming session, but my server does not have mod launcher and require manual config. do you confirm that the only thing I need to do is to copy the config folder of a local release (the one with all the xml and txt files) to the config server folder ? A simple question about stay inside remove restriction. Does the quest still in case of death or not ? (I don't try) Link to post Share on other sites
FranticDan 78 Posted January 28 Author Share Posted January 28 The only file everyone will need is the localization for the modified descriptions, as long as the server has the mod files. The quest is still lost if you die. Also, Tier 6 quests CAN be shared but only the owner of the quest will get rewarded. Link to post Share on other sites
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