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Roland

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3 hours ago, Matt115 said:

By lore friendly i was mean " this character/quest/item/mechanic suit to rest to the game with setting. Like - cut their hands mode ! or West company imperial armor.

 

Ok. But what indications do you have that mods have to suit the rest of the game ? https://www.nexusmods.com/fallout4/mods/11857/ is just one of many examples of fallout mods that don't care the slightest about the setting. I'm sure many of the "haha" mods you listed as popular for TES have nothing to do with the setting. All the porn mods don't care about the setting and as you say they are hugely popular. 7D2D has one or two fantasy mods and the Undead Legacy mod has all sorts of ancient weapons and japanese katanas Darkness Falls has science fiction laser rifles.

 

There is a massive amount of mods breaking lore.

 

3 hours ago, Matt115 said:

 

What XML make less entry point that character models... okay :

For example you some can create mod changing stats - it will be probably without new models? Yes "just change value" not adding new models. Well ofc people import models from diffrent games but quality of this models are random- well alma in f.e.a.r  looks good but it is too "old" for 7dtd ( but well one of the best looking models btw). Well guns from cs 1.6 looks good in this game but it would not so good in 7dtd. So "orginal" models are important for future in my opinion. 

 

Well, but simple xml changing mods without new models are the easy entry points into modding which provides one important piece of the puzzle, how new modders are created.

 

And new models?  So what if they are substandard? That is how modders start, with substandard stuff until they get better at it. I have seen hundreds of new weapons and guns and items in 7D2D mods and many of them are as good as in-game stuff. Just check out the oil pump in Undead Legacy, it is a high quality moving(!) object.  Is it easily done by novice modders? Absolutely not. But surely TES modders as well don't start as experts and create top models immediately. They have to learn modding and asset creation just like everybody else.

 

3 hours ago, Matt115 said:

Well about POI- we have tons of orginal POI so until wood rework i think we just can't have better POI that vanilia .

 

Compopack is a popular collection of POIs even though they are of mixed quality and mostly don't adhere to vanilla style. Why are they popular? Because the tons of original POIs are not enough after someone has played several hundred hours. And it seems most people don't care as much about their quality.

 

3 hours ago, Matt115 said:

Well i don't think some could recreate airport from L4D1 with crashed plane. 

So maybe "system and mechanic" mods are creating rly good but without "models tool" it is not enough- i think a lot of people thing is important not only which gun you use but what is your target too :) .

Well some mods can add good mechanic but without new enemies , good looking guns etc will be like this same cars but with diffrent colours and size - but some people need trucks 😅

Honestly "new system" mods are important- in skyrim you can find cold or immersive sleepbags mods.  This same type of mods like darkness falls. But "more enemy " mods are important too xd. 

And for my even most comlicated system with sleeping, eating, making sh** etc will be not complet without new zombie or diffrent enemy types. I know there is few more enemy types mods but : they are UMA or added from diffrent game- well this is nothing bad- alma can suit but zombie from cod not

 

Lore in this meaning mean "setting" but in nexus you have lore friendly category- i will give you example : long bosmer sword mod would suit to Skyrim, barefoot ragged orphan too,  to fallout will suit sherman tank or zombies but into skyrim can't suit m16 and into fallout green big ass elf sorcerer right?

 

Btw i hope we will get tools to create good quality models of zombie bandits etc in the future but until that i can't say mods will help a lot 😕 ofc some people prefere roleplay or pvp but this is not my type. for me enemies and tool to keep you alive are more important

 

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52 minutes ago, meganoth said:

 

Ok. But what indications do you have that mods have to suit the rest of the game ? https://www.nexusmods.com/fallout4/mods/11857/ is just one of many examples of fallout mods that don't care the slightest about the setting. I'm sure many of the "haha" mods you listed as popular for TES have nothing to do with the setting. All the porn mods don't care about the setting and as you say they are hugely popular. 7D2D has one or two fantasy mods and the Undead Legacy mod has all sorts of ancient weapons and japanese katanas Darkness Falls has science fiction laser rifles.

 

There is a massive amount of mods breaking lore.

 

 

Well, but simple xml changing mods without new models are the easy entry points into modding which provides one important piece of the puzzle, how new modders are created.

 

And new models?  So what if they are substandard? That is how modders start, with substandard stuff until they get better at it. I have seen hundreds of new weapons and guns and items in 7D2D mods and many of them are as good as in-game stuff. Just check out the oil pump in Undead Legacy, it is a high quality moving(!) object.  Is it easily done by novice modders? Absolutely not. But surely TES modders as well don't start as experts and create top models immediately. They have to learn modding and asset creation just like everybody else.

 

 

Compopack is a popular collection of POIs even though they are of mixed quality and mostly don't adhere to vanilla style. Why are they popular? Because the tons of original POIs are not enough after someone has played several hundred hours. And it seems most people don't care as much about their quality.

 

 

Well i think something was cutted under last part.

 

But for the rest :

1.Yep i know there is tons of "haha" mods to fallout too this same sitation like skyrim.  okay "haha" i mean something like - shrek as tank in l4d2, tom the train as dragon in skyrim, random anime voices in for example zombie maps etc.  Btw @Snufkin pack are just like that.  And yeah there is massive amount of mods breaking lore but there is lot of lore friendly mods to- and most mods to 7dtd are "changes in crafting. looting zombie spawning etc" category or "haha" mods/

2. Well i know people are learing how to doing thing - i understand that, well this is rly good and i support this. Honestly well skyrim have strange story. Well tools was similiar in morrowind and oblivion so it was easier to learn.  Btw undead legacy looks good , rly nice models etc ( but this green menu looks to much like retro game) so i can agree with this mod. Honestly i was thinking it was added in 2016 and abbadoned.

3. And they doesn't care to kill this same few zombies over and over again. i don't understand that- well most shops can looks almost this same (standardization of shop happens in rly life too ) , skyscrapers etc but I don't even see point to get into another house- okay this looks diffrent but nothing more- this same zombies you will meet everywhere. Vanilia POI looks good and that's all i don't see point to go cementary without coffin perk . or to church or to small cabin- But no matter if i went to hospital, clothes zombie i will meet this same zombie (ofc some types of zombie are connected with poi but this types of zombie you can sometimes meet somewhere). 

So damn i want to see good quality zombie pack. Probably i will need to wait until this game get gold but i'm just worried if even after that it will not happen. 

 

Well i know i will never could learn how to makes mods or models. Or drawn. 

So i just hope we will get good expansion pack which will maybe at least in small part fulfill my hopes.

 

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2 hours ago, Matt115 said:

I gave example what can be add in theory but is hard to do practicaly.  

His mods more change things that add thing :

Romeo mod :

Zombies only take full damage from headshots. - change stats 
- Bloodmoons disabled. Change system
- Included Jax's Wilderness Spawn increase modlet (5x more zombies) - change system 
- Added a difficulty tweaks mod to remove damage reduction from higher difficulties.- change system
- Removed zombie rage mode. - change system
- Added 10 slot toolbelt. change stats
- Added backpack stash buttons. - change stats system
- Added craftable log spikes. - bring something what was cutted 
- Added ability to pick up plants with E. - change system
- Removed cop ability to puke. - change skill zombie let's say balance change
- Removed radiated vulture ability to puke. ^
- Wandering hordes start from Day 2 at midnight. change system
- Wandering horde configured to 30 zombies every 6 hours. change system
- Wandering horde frequency and zombie amount can now be configured by XML (1-RomeroModCore\Config\blocks.xml at the top) change system
- Added guppys PUSHABLE shopping cart (works like a bicycle for stam usage). idk how this looks
- Added scrap iron arrows and arrow heads.  bring back thing
- Added scrap club, scrap knuckles, scrap machete and scrap spear. if they have diffrent models that vanilia
- Added Pipe Pistol and Pipe Rifle. new models okay
- Edited loot to remove stone arrows, leather knuckles, stone spear and wooden clubs from loot (replaced with scrap). Balance
- Edited loot to remove stone tools and replaced with scrap tools. balance
- Moved iron tools, baseball bat, iron knuckles, iron spear and hunting knife from Level 1 of appropriate perk to Level 3 (localization updated to reflect this). balance
- Scrap tools/weapons now locked behind schematics or level 1 of appropriate perk. (scrap arrows are NOT locked). balance

 

 

Darkness fall :

 

  • 8 Classes to choose from, with 6 quests each! - change of system 
  • 96 slot backpack! 12 slot crafting queue!- change of system
  • Custom UI! Food/Water bars next to the hotbar. - change of hud but this is diffent 
  • Increased zombie spawn/respawn rate! - change of system
  • Night time is now dangerous. The ferals come out to play... - change of balance/ system
  • Zombie Behemoth (male and female) added! - new models + 
  • Scrap Iron Tools added. Iron requires level 15. change of balance
  • Titanium added! Can be found as trophies, underground and above ground. Used to make tools, weapons and blocks. - new  ore and items probably new models so good
  • Forge Ahead & Leather Tanning books are back! (can also be purchased as perks) - bring back something
  • Wrench is now a perk and a schematic, but crafted and repaired with Iron. - balance
  • All common books added as perks, so you have the choice of finding the book or spending points. - balance
  • Action skills are back! - balance
  • Skill books added for all 100 level skills. - balance
  • Generic skill point book added so you have ways to get skill points. - balance or system
  • Skill notes! Find a recipe you already have? Scrap it into a skill note and craft that into something more useful. - balance or live improvment
  • Extra crops! Grow apple, orange banana and coconut trees, plus wheat, carrots and tomatos! - probably new models or icons so good ^^
  • More food! Way too much to list, but bread is now an option. So are sunday roast dinners. YUM! - new models or icons
  • Animal Coops and Snares from Valmod added. - idk well this is from diffrent mod so itd?
  • Clay bowls are back, and used for more than just pretty plants! - bring back
  • Craftable Small Engines and Lead Batteries! - balance
  • Several new guns! Like the P225 Pistol, AR-15 Automatic Rifle, Winchester Rifle and Combat Shotgun. - new models so okay
  • Gun crafting! Gun parts are back and require the rare, find-only Lathe to be crafted. - change of system
  • Arrows can now use cloth fragments instead of feathers. Sticks and Sharp Stones have also made a return! - balance
  • Tree sap is now a thing! Try left-clicking on non-dead trees with jars or bowls... - system
  • Sterile Bandage! New healing item to fill the void between normal Bandages and First Aid Bandages. - it's depends - new  model or not?
  • Working sinks and ovens! Both types craftable, so pick whichever matches your kitchen. - balance
  • 5 new workstations. The Advanced Forge (required to smelt steel, but no fuel needed!), the Mortar and Pestle and two workbenches! There is also the rare, loot-only, Lathe! - new models
  • Stone hammer added. Counts as a construction tool. Used only for repairing and upgrading. - new model okay
  • Lockpicks added! Now you can lockpick all safes and most doors. - we have this in vanilia so itd
  • Steel crossbow added that takes steel, exploding and titanium bolts. Both crossbows can be scoped. - new models probably 
  • Combat axe added. There's also a titanium version. - new models
  • Trader's are no longer protected! Take care of your local business! - change of balance
  • Guards added to the trader, with a Guard Captain NPC! Talk to them to buy quest starters, which can earn you skill notes! (Single player only due to server bugs) - if this add new models okay
  • Larger player-crafted storage (kitchen cabinets, lockable!). idk if this add new models or not
  • Time REMOVED from under the compass and on the map. Added to the trader window (under restock time).
  • Junction box added for invisible wires. Unlocked via electricity perk.
  • Bomber zombies added! These @%$*#!s are designed to tear your base to bits. You have been warned! -vanilia
  • 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner).
  • Writing Desk, Ink and Quill available! Used together, these halve the cost of creating skill books and class papers.
  • Grass spawns reduced for better performance/easier to see things.
  • Traders now have more basic materials for building. - balance
  • Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed. - balance
  • Compo pack added! - ?
  • Hornet from A15 and earlier is back, with it's original sounds and model! Keep an eye out for them in forest biomes. - return
  • Trader Caitlin has arrived! She has her own POI, her own voice, lives in the wasteland and carries the most powerful items. - idk this depend on model

 

So most of things from this mods are " change of stats " or balance but only few new models are added. Ofc few things are back but it was created by TFP so i don't count them- this things are TFP work. 

So i don't say this mods are good or not. This is not my point- my point is: there is small  number of mods adding "new things" -   

Subquake's Undead Legacy                    well some thing's looks like "this could be in basic game for sure" some of them looks like random models well like asset flips

       Vehicle Madness      done of the best looking mods- i thing 90% cars could be in 7dtd for sure but some of them looks too much as toys not rly cars  but still one of the best mods

 

I don't want to be rude but for example : @Snufkin add a lot of custom models and that's is good but it's looks like - we put everything everywhere like in asian f2p fps.

Ofc he put a lot of work in this but my point is : we don't have lore ofc so setting will be better word and we have a rly only few vanilia setting friendly mods

 

If I had to sum this up I would say you are not satisfied with the number of new assets and models in the 7D2d modding scene. Is that accurate?

 

Well, if you compare it to the TES modding scene that comparison isn't really fair. The TES engine was used for multiple games since 2002. Lots of games, stable for many years compared to 0 (depending how you count) for TFP games. A community of 58 Mio. players compared to maybe 2-4 Mio.

And a huge modding community also means a lot more modding tools created by that community in addition to developer-made tools.

 

There is a reason TES has so many more assets.

 

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47 minutes ago, meganoth said:

 

If I had to sum this up I would say you are not satisfied with the number of new assets and models in the 7D2d modding scene. Is that accurate?

 

Well, if you compare it to the TES modding scene that comparison isn't really fair. The TES engine was used for multiple games since 2002. Lots of games, stable for many years compared to 0 (depending how you count) for TFP games. A community of 58 Mio. players compared to maybe 2-4 Mio.

And a huge modding community also means a lot more modding tools created by that community in addition to developer-made tools.

 

There is a reason TES has so many more assets.

 

Almost correct: i will give you example : undead legacy looks rly good and realistic ( okay let's say there a 3 simple type of zombie setting : 1. realistic - days gone ,the last of us , l4d2, world war z 2. not realistic but we are trying to be seriouse - cod waw, nza 1 and 2 , resident evil,  dead space 3 zombie are for fun- dead rising 4)- just this mod need in my opinion some "outbreak assets" - posters on wall , crashed cars , destroyed tank, corpse piles, hanging bodies - well you know something like walking dead or l4d2 and more zombie types- well if only guns in 7dtd were pistol shotgun , mp5 and m16 , hunting and sniper rifles i woudn't complain- this is logical- less types of weapons mean less parts this same ammo type you know logistic stuff. But if i see another woman  zombie with one eye in this same building i feel some much "whatever"- this same problem i have with cod in outbreak maps except armada - you see this same zombie woman, burned corpse or guy in leather jacket i have just feeling " another this same zombie, okay i'm done with exfil " - on "round base" maps  i don't have this problem- it is logical that german soldiers look similiar, this same thing with soviet soldier right? So small amount of zombie variants give me some "clone syndom" and i just can't play for some time because i feel boring - well pois are great , looting too,quest are good etc. but this small thing make me just tired.  

So i hope after 1.0 version we maybe 50 realistic ( let's say zombies in vanilia style) zombie variants mod and i will happy with that hah if someone want description how they could looks like  i can write without problem 😂

Edited by Matt115 (see edit history)
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22 hours ago, Matt115 said:

If can be added why we don't have something like "immersive creatures" from skyrim or "extended common infected to l4d2?

Because no one has wanted it enough to do it. Btw, there have been mods with children zombies. I think it was the winter mod? I could be remembering wrong on which it was. That was interesting because the entire world was buried down below snow, you had to dig down into POI's.

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15 minutes ago, JCrook1028 said:

Because no one has wanted it enough to do it. Btw, there have been mods with children zombies. I think it was the winter mod? I could be remembering wrong on which it was. That was interesting because the entire world was buried down below snow, you had to dig down into POI's.

Well i mean i want "realistic " zombie types mods-you know riot zombie, yoga girl, soldier in gasmask. mailman, guy in white shirt and tie etc. you know "realistc" type of zombie (  let's say in walkind dead of l4d2 style of design) - not 10 feet metal gigant with 2 mingun, santa clause or inivisible zombie. Children zombie could be quiet good type because are smaller and harded to hit, drowned zombie could  explode and be under water as trap or passive zombie doing noting just lying or zombie like witch from l4d2.  Well most mods add zombie looking like "it's  like asian game f2p fps with tons of skins"

Edited by Matt115 (see edit history)
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On 10/5/2021 at 1:27 PM, Matt115 said:

Well i mean i want "realistic " zombie types mods-you know riot zombie, yoga girl, soldier in gasmask. mailman, guy in white shirt and tie etc. you know "realistc" type of zombie (  let's say in walkind dead of l4d2 style of design) - not 10 feet metal gigant with 2 mingun, santa clause or inivisible zombie. Children zombie could be quiet good type because are smaller and harded to hit, drowned zombie could  explode and be under water as trap or passive zombie doing noting just lying or zombie like witch from l4d2.  Well most mods add zombie looking like "it's  like asian game f2p fps with tons of skins"

So how does that change what I wrote? If someone wanted what you want they would mod it. Obviously no one else has. Must be because no one wants it enough to do it. Just like you don't want it enough to learn how to do it. It CAN be done tho, that's the whole point you seem to miss no matter how many people have already told you that.

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5 minutes ago, JCrook1028 said:

So how does that change what I wrote? If someone wanted what you want they would mod it. Obviously no one else has. Must be because no one wants it enough to do it. Just like you don't want it enough to learn how to do it. It CAN be done tho, that's the whole point you seem to miss no matter how many people have already told you that.

Well this will be small offtop - in my country a man is trying to get  her driving license. He had 192 trials and still he failed. I know i will never learn create mods, like i will never learn how to drawn ( i have damaged eye ). 

If someone wanted a story or lore , quotes etc  to his mod i could help no problem you wrote do you want and i will do my best. 

i have dissorthopgraphy - so i mistake letters, symbols sometimes. I know it sound like small thing.

But aliens colonial marines had a terrible AI because someone misstake i letter. 

Making mods is  mostly advancing writing, right?

If you are writing book and you write "ouar" not "our" it will be small problem- but if you making programming stuff it will make mess

 

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5 minutes ago, Matt115 said:

Well this will be small offtop - in my country a man is trying to get  her driving license. He had 192 trials and still he failed. I know i will never learn create mods, like i will never learn how to drawn ( i have damaged eye ). 

If someone wanted a story or lore , quotes etc  to his mod i could help no problem you wrote do you want and i will do my best. 

i have dissorthopgraphy - so i mistake letters, symbols sometimes. I know it sound like small thing.

But aliens colonial marines had a terrible AI because someone misstake i letter. 

Making mods is  mostly advancing writing, right?

If you are writing book and you write "ouar" not "our" it will be small problem- but if you making programming stuff it will make mess

 

Actually no. In talking about adding new models it's as "simple" as knowing a friend that can do graphics and having them make the models for you. Or buying pre-made models. Once you have the models themselves adding them into the game is child's play modding wise and a few basic questions in the Mod section of the forum will surely find someone willing to walk you thru it.

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7 minutes ago, JCrook1028 said:

Actually no. In talking about adding new models it's as "simple" as knowing a friend that can do graphics and having them make the models for you. Or buying pre-made models. Once you have the models themselves adding them into the game is child's play modding wise and a few basic questions in the Mod section of the forum will surely find someone willing to walk you thru it.

Well honestly it is usefull advice so thx ^^ 

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On 9/11/2021 at 5:01 AM, stallionsden said:

Why would that suck. That be awesome and add  more flavour to the game.

 


I just meant it would suck that they can do it, but we can't. Plus, at certain levels of the game, there is a point where them needing to break two blocks to get to you is super important ;)

(You are right, it would add flavor and we would adapt...)

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1 hour ago, retrogamingdev said:


I just meant it would suck that they can do it, but we can't. Plus, at certain levels of the game, there is a point where them needing to break two blocks to get to you is super important ;)

(You are right, it would add flavor and we would adapt...)

but as a player we have more ability to create situations to deflect zombies. Whether it be use of blocks a certain way or traps etc. A zombie going thru 1 block would give the oh crap moments.

 

But I don't mind if the payer couldn't go thru 1 block tho that be cool to. Quick exits of a poi  when you are overwhelmed etc. Jump thru a wibdow etc. 

 

But there is a mod by shpereii or xyth I think that allows a player thru 1 block to. 

Edited by stallionsden (see edit history)
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12 hours ago, retrogamingdev said:


I just meant it would suck that they can do it, but we can't. Plus, at certain levels of the game, there is a point where them needing to break two blocks to get to you is super important ;)

(You are right, it would add flavor and we would adapt...)

 

The representative of the Zombie Workers Union told me they would be ok with players going through one block spaces if the zombies get the ability to jump on ladders 2 block higher and to open and close doors. Fair is fair 😁

 

Seriously, I agree that it would suck if all zombies could do it. As the plan is to allow it only for zombies where it makes sense I'm all for it.

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23 hours ago, JCrook1028 said:

Actually no. In talking about adding new models it's as "simple" as knowing a friend that can do graphics and having them make the models for you.

 

Now we have to figure out how to be friends with someone else in order to fix the game the way we want? If I knew how to make friends I wouldn't be typing with strangers on the internet!!

 

Matt, just learn how to mod. Its so much easier. ;)

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7 minutes ago, Roland said:

 

Now we have to figure out how to be friends with someone else in order to fix the game the way we want? If I knew how to make friends I wouldn't be typing with strangers on the internet!!

 

Matt, just learn how to mod. Its so much easier. ;)

XD well this fun and sad in this same time. This post is like closed newsstand: it is newsstand so  that's is good but it closed so it sad 😭.

Btw i was start looking in internet and prices of tools are heh... $229 for character creator 3 for example a quiet too big for me. 😅

So.... here we go again on start point XD

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17 hours ago, retrogamingdev said:


I just meant it would suck that they can do it, but we can't. Plus, at certain levels of the game, there is a point where them needing to break two blocks to get to you is super important ;)

(You are right, it would add flavor and we would adapt...)

Except players can get through 1.5 meter holes last time I checked...😅

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6 minutes ago, Matt115 said:

XD well this fun and sad in this same time. This post is like closed newsstand: it is newsstand so  that's is good but it closed so it sad 😭.

Btw i was start looking in internet and prices of tools are heh... $229 for character creator 3 for example a quiet too big for me. 😅

So.... here we go again on start point XD

 

Ask modders what tools they use. They should know cheaper alternatives, sometimes even down to zero. I just looked and Blender is able to make character models and it is open source and free. But it also quite complex for beginners to get into. You might check out a tutorial video.

 

 

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13 minutes ago, meganoth said:

 

Ask modders what tools they use. They should know cheaper alternatives, sometimes even down to zero. I just looked and Blender is able to make character models and it is open source and free. But it also quite complex for beginners to get into. You might check out a tutorial video.

 

 

I was talk about blender with my friend and she said this is better option for props but for characters is bad idea 😕 . But if someone know alternative solutions i will be grateful

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45 minutes ago, JCrook1028 said:

Faatal mentioned one use of it during the stream. Only 55% of players ever change the video setting away from default so he implemented an auto detect system that will raise or lower the default according to your hardware. So, yes it is in and yes they use it.

 

I would love to know how many players throw rocks. I always hear about these “stealth” players but the entire idea seems to defeat the purpose of playing.

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1 hour ago, Fanatical_Meat said:

 

I would love to know how many players throw rocks. I always hear about these “stealth” players but the entire idea seems to defeat the purpose of playing.

 

Poll is up in General Discussions. I throw rocks frequently and for different reasons which I shared and hopefully others will share why they throw rocks as well. I don't think throwing rocks defeats the purpose of playing. I think it greatly enhances it and I'm glad it is a feature. I think that throwing a rock at and hitting a player in the head should have a high degree of probability of causing a concussion debuff. That would be hilarious.

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4 hours ago, WheezerAZ said:

Someone correct me if I'm wrong. I'm sure this group is quite capable of that. *laugh*

 

Anyways, back in Alpha 19 I thought Madmole talked about them adding telemetry into the game where it would record all kinds of data like weapons usage, skills chosen, etc.... This was then going to help with refinement of the game like identifying overused or underused skills, weapons and materials.

 

Being a database guy all of this sounded fascinating to me but I haven't seen more about it. Are they doing this and is there any information that can be shared regarding that?

It is already implemented but not sure if they will be sharing the data.  For one thing, they may want to keep something in the game that is not widely used and don't want people constantly pointing that out.

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8 hours ago, Guppycur said:

Loot containers is big, it'll eliminate loot conflicts (mostly) between mods and give us a lot more to use. 

 

I'd argue that native support for custom C# code is bigger. No more need for mod users to compile anything, they only need to drop the modlet's folder (with the .dll) into Mods and it will just work.

 

It also opens up the possibility for modlets with custom C# code to be installed through e.g. the Nexus launcher.

 

At least, that's how I understand it will work. @Alloc Is this about right? (Assuming modlet authors compile everything correctly)

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40 minutes ago, khzmusik said:

 

I'd argue that native support for custom C# code is bigger. No more need for mod users to compile anything, they only need to drop the modlet's folder (with the .dll) into Mods and it will just work.

 

It also opens up the possibility for modlets with custom C# code to be installed through e.g. the Nexus launcher.

 

At least, that's how I understand it will work. @Alloc Is this about right? (Assuming modlet authors compile everything correctly)


That'd require the Nexus Launcher (Vortex) to work properly with just basic XML mods.

Spoiler. It doesn't. ;)

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