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Tristam's a20 mod release thread.


Tristam

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I love this mod!   I don't want to step on toes here and I'm not sure if you are already working on the loot and trader lack of 556 and 45 ammo, but I managed to get the traders to have them at least.  Here is the code I added to the traders.xml file and it worked for my game.  There's a way to add this ammo to the different loots and ammo piles as well and I can work on that if it is ok with you. 

 

<append xpath="/traders/trader_item_groups/trader_item_group[@name='ammo']">
		<item name="556mmAmmo" count="75,100" prob="0.8"/>
		<item name="HP556mmAmmo" count="75,100" prob="0.8"/>
		<item name="AP556mmAmmo" count="75,100" prob="0.8"/>
		<item name="45ACPAmmo" count="75,100" prob="0.8" />
		<item name="HP45ACPAmmo" count="75,100" prob="0.8" />
		<item name="AP45ACPAmmo" count="75,100" prob="0.8" />
		<item name="45LongColtAmmo" count="75,100" prob="0.8" />
		<item name="50BMGAmmo" count="75,100" prob="0.5" />
		<item name="50BMGAmmo" count="75,100" prob="0.5" />
		<item name="40mmGAmmo" count="5,10" prob="0.3" />
	</append>

 

Edited by Kingston621
I do not know why the code spaced like that when I pasted it. (see edit history)
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1 hour ago, Kingston621 said:

I love this mod!   I don't want to step on toes here and I'm not sure if you are already working on the loot and trader lack of 556 and 45 ammo, but I managed to get the traders to have them at least.  Here is the code I added to the traders.xml file and it worked for my game.  There's a way to add this ammo to the different loots and ammo piles as well and I can work on that if it is ok with you. 

 

<append xpath="/traders/trader_item_groups/trader_item_group[@name='ammo']">
		<item name="556mmAmmo" count="75,100" prob="0.8"/>
		<item name="HP556mmAmmo" count="75,100" prob="0.8"/>
		<item name="AP556mmAmmo" count="75,100" prob="0.8"/>
		<item name="45ACPAmmo" count="75,100" prob="0.8" />
		<item name="HP45ACPAmmo" count="75,100" prob="0.8" />
		<item name="AP45ACPAmmo" count="75,100" prob="0.8" />
		<item name="45LongColtAmmo" count="75,100" prob="0.8" />
		<item name="50BMGAmmo" count="75,100" prob="0.5" />
		<item name="50BMGAmmo" count="75,100" prob="0.5" />
		<item name="40mmGAmmo" count="5,10" prob="0.3" />
	</append>

 

That wasn't a problem, I was just making the choice not to do that since you could make ammo at the Ammo Bench, and I didn't want to unbalance the drop rate of normal ammo.  But after playing with it, I realized the Ammo Bench is locked behind, essentially, learning the Workbench first.  Now that no working Workbenches can be found in the wild, that's a problem. 

 

By all means go for it.  Keep the loot fair, and I'll give you full credits.  I'm working on lining up the weapons in Unity atm, so any help is appreciated with other issues.  Oh, and for those who are curious, yes, I've found out how to remove the pop-up text that shows the weapons' names and will be doing so. :)

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11 hours ago, Tristam said:

That wasn't a problem, I was just making the choice not to do that since you could make ammo at the Ammo Bench, and I didn't want to unbalance the drop rate of normal ammo.  But after playing with it, I realized the Ammo Bench is locked behind, essentially, learning the Workbench first.  Now that no working Workbenches can be found in the wild, that's a problem. 

 

By all means go for it.  Keep the loot fair, and I'll give you full credits.  I'm working on lining up the weapons in Unity atm, so any help is appreciated with other issues.  Oh, and for those who are curious, yes, I've found out how to remove the pop-up text that shows the weapons' names and will be doing so. :)

I'll drop the count and probability to match with the normal game and fix the loot file to match as well.  Thank you for the opportunity.  And by all means do tell how to remove that name pop up please, lol. Thanks.

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1 hour ago, Kingston621 said:

I'll drop the count and probability to match with the normal game and fix the loot file to match as well.  Thank you for the opportunity.  And by all means do tell how to remove that name pop up please, lol. Thanks.

The name popup has to be removed in Unity.  I've already handled it with all the guns, but now all the scopes can't be seen through.  So I'm working on a workaround.  The filesize is about to get a bit bigger and the files more clustered, but the average user won't notice the difference.

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I took out the HP ammo from the trader file due to that being a craft only item.  Lowered the counts and probabilities to match the vanilla game.  The guns are not showing up in the trader, so I'm working on that code next.  Here's the ammo code to add into the trader file.

 

<append xpath="/traders/trader_item_groups/trader_item_group[@name='ammo']">
		<item name="556mmAmmo" count="20,80" prob="0.6"/>
		<item name="AP556mmAmmo" count="20,45" prob="0.4"/>
		<item name="45ACPAmmo" count="40,60" prob="0.3" />
		<item name="AP45ACPAmmo" count="20,45" prob="0.2" />
		<item name="45LongColtAmmo" count="20,75" prob="0.6" />
		<item name="50BMGAmmo" count="10,15" prob="0.5" />
		<item name="127mmAmmo" count="5,10" prob="0.3" />
		<item name="40mmGAmmo" count="5,10" prob="0.3" />
	</append>

 

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Trader.xml file is done and is working.  Ammo matches the vanilla and the guns are showing up like they are suppose to.  Change the probability lower or higher as you see fit.

 

<config>
<!-- Add Tier 1 Guns -->
	<append xpath="/traders/trader_item_groups/trader_item_group[@name='modGunT1']">
		
			<item name="gunHandgunT1Colt1911" prob="0.7" quality="2,6"/>
            <item name="gunHandgunT1Colt_M1873" prob="0.7" quality="2,6"/>
            <item name="gunHandgunT1P99" prob="0.7" quility="2,6" />
            <item name="gunRifleT1WinchesterM1894" prob="0.7" quility="2,6" />
            <item name="gunShotgunT1s686" prob="0.7" quility="2,6" />
            
	</append>
<!-- Add Tier 2 Guns -->
    <append xpath="/traders/trader_item_groups/trader_item_group[@name='modGunT2']">
		
			<item name="gunHandgunT2MK23" prob="0.6" quality="2,6"/>
            <item name="gunHandgunT2USP9" prob="0.6" quality="2,6"/>
            <item name="gunHandgunT2UMP" prob="0.6" quility="2,6" />
            <item name="gunMGT2HK416" prob="0.6" quility="2,6" />
            <item name="gunMGT2ACR" prob="0.6" quility="2,6" />
            <item name="gunShotgunT2M4Super90" prob="0.6" quility="2,6" />
                  
	</append>
<!-- Add Tier 3 Guns -->
    <append xpath="/traders/trader_item_groups/trader_item_group[@name='modGunT3']">
		
			<item name="gunHandgunT3Beretta93R" prob="0.5" quality="2,6"/>
            <item name="gunHandgunT3Glock18c" prob="0.5" quality="2,6"/>
            <item name="gunHandgunT3DesertEagle" prob="0.5" quility="2,6" />
            <item name="gunHandgunT3RagingBull" prob="0.5" quility="2,6" />
            <item name="gunHandgunT3MP5N" prob="0.5" quility="2,6" />
            <item name="gunHandgunT3MP5SD" prob="0.5" quility="2,6" />
            <item name="gunHandgunT3KRISS_Vector" prob="0.5" quility="2,6" />
            <item name="gunRifleT3Kar98K" prob="0.5" quality="2,6"/>
            <item name="gunRifleT3M110" prob="0.5" quality="2,6"/>
            <item name="gunRifleT3MSG90A1" prob="0.5" quility="2,6" />
            <item name="gunRifleT3M82a1" prob="0.5" quility="2,6" />
            <item name="gunMGT3M4A1" prob="0.5" quility="2,6" />
            <item name="gunMGT3SCAR_L" prob="0.5" quility="2,6" />
            <item name="gunMGT3M16A4" prob="0.5" quility="2,6" />
            <item name="gunMGT3SCAR_H" prob="0.5" quility="2,6" />
            <item name="gunMGT3SA58OSW" prob="0.5" quility="2,6" />
            <item name="gunMGT3M249" prob="0.5" quility="2,6" />
            <item name="gunMGT3M60E4" prob="0.5" quility="2,6" />
            <item name="gunMGT3Gatling" prob="0.5" quility="2,6" />
            <item name="gunMGT3M14EBR" prob="0.5" quility="2,6" />
            <item name="gunShotgunT3SPAS12" prob="0.5" quility="2,6" />
            <item name="gunShotgunT3Saiga12K" prob="0.5" quility="2,6" />
            <item name="gunShotgunT3AA12" prob="0.5" quility="2,6" />
                              
	</append>

<!-- Added nonVanilla Ammo with Low counts-->
	<append xpath="/traders/trader_item_groups/trader_item_group[@name='ammo']">
		<item name="556mmAmmo" count="20,80" prob="0.6"/>
		<item name="AP556mmAmmo" count="20,45" prob="0.4"/>
		<item name="45ACPAmmo" count="40,60" prob="0.3" />
		<item name="AP45ACPAmmo" count="20,45" prob="0.2" />
		<item name="45LongColtAmmo" count="20,75" prob="0.6" />
		<item name="50BMGAmmo" count="10,15" prob="0.1" />
		<item name="127mmAmmo" count="5,10" prob="0.1" />
		<item name="40mmGAmmo" count="5,10" prob="0.3" />
	</append>
	
</config>

 

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 Completely rewrote the loot.xml file to make it work.  45 and 556 ammo can now be found in the wild.  You have the same low chance of finding 45 and 556 ammo as you do with 44 and 762.  TA guns now have a small chance to be found in the large gun safes. Gave the TA gun mods the same chance of finding as the regular mods.  Took out the Box, crate and Metal Box ammo in the wild to make it match the vanilla game where you have to craft the large bundles.  Tested with both A20 and A21 experimental versions.  Works so far. 

 

Take a look, let me know, I can make changes as you see fit...

 

<config>
<!-- Add Ammo Groups -->

<!-- Removing Box Ammo to be craft item only, add 45ammo to match 44ammo numbers-->
    <append xpath="/lootcontainers/lootgroup[@name='groupAmmoRegularGunslingerT1']">
        <item name="45ACPAmmo" loot_prob_template="QLTemplateT1" count="6,14" />
    </append>

    <append xpath="/lootcontainers/lootgroup[@name='groupAmmoRegularGunslingerT2']">
        <item name="45ACPAmmo" loot_prob_template="QLTemplateT1" count="8,19" />
    </append>

<!-- Add to Regular Ammo Groups-->
    <append xpath="/lootcontainers/lootgroup[@name='groupAmmoRegularT0']">
        <item name="556mmAmmo" count="6,12" />
    </append>
    <append xpath="/lootcontainers/lootgroup[@name='groupAmmoRegularT1']">
        <item name="556mmAmmo" count="8,17" />
    </append>
    <append xpath="/lootcontainers/lootgroup[@name='groupAmmoRegularT2']">
        <item name="556mmAmmo" count="12,25" />
    </append>

<!-- Add to Advanced Ammo Groups-->
    <append xpath="/lootcontainers/lootgroup[@name='groupAmmoAdvancedGunslinger']">
        <item name="AP45ACPAmmo" loot_prob_template="QLTemplateT2" count="8,19" />
        <item name="HP45ACPAmmo" loot_prob_template="QLTemplateT2" count="6,14"/>
    </append>

    <append xpath="/lootcontainers/lootgroup[@name='groupAmmoAdvanced']">
        <item name="AP556mmAmmo" count="12,25" />
        <item name="HP556mmAmmo" count="8,19" />
        <item name="40mmGAmmo" count="1" />
    </append>

    <append xpath="/lootcontainers/lootgroup[@name='groupAmmoRocket']">
		<item name="40mmGAmmo" count="1"/>
	</append>

<!-- Add to Quests -->
	<append xpath="/lootcontainers/lootgroup[@name='groupQuestAmmo']">
		<item name="556mmAmmo" count="60" loot_prob_template="QuestT1Prob"/>
		<item name="HP556mmAmmo" count="45" loot_prob_template="QuestT2Prob"/>
		<item name="AP556mmAmmo" count="45" loot_prob_template="QuestT2Prob"/>
		<item name="45ACPAmmo" count="75" loot_prob_template="QuestT2Prob"/>
		<item name="HP45ACPAmmo" count="50" loot_prob_template="QuestT2Prob"/>
		<item name="AP45ACPAmmo" count="50" loot_prob_template="QuestT2Prob"/>
		<item name="40mmGAmmo" count="5" loot_prob_template="QuestT3Prob"/>
	</append>

<!-- Not Sure if this will work, but add to A20 Ammo Groups -->
	<!-- Make 556 ammo numbers match 762 -->
	<append xpath="/lootcontainers/lootgroup[@name='group762mmSmall']">
		<item name="556mmAmmo" count="5,7" loot_stage_count_mod="0.01"/>
	</append>

	<append xpath="/lootcontainers/lootgroup[@name='group762mmMedium']">
		<item name="556mmAmmo" count="12,20" loot_stage_count_mod="0.01"/>
	</append>

	<append xpath="/lootcontainers/lootgroup[@name='group762mmLarge']">
		<item name="556mmAmmo" count="24,40" loot_stage_count_mod="0.01"/>
	</append>

	<!-- Make 45 ammo match 44 numbers -->
	<append xpath="/lootcontainers/lootgroup[@name='group44MagnumSmall']">
		<item name="45ACPAmmo" count="4,6" loot_stage_count_mod="0.01"/>
	</append>

	<append xpath="/lootcontainers/lootgroup[@name='group44MagnumMedium']">
		<item name="45ACPAmmo" count="8,12" loot_stage_count_mod="0.01"/>
	</append>

	<append xpath="/lootcontainers/lootgroup[@name='group44MagnumLarge']">
		<item name="45ACPAmmo" count="16,26" loot_stage_count_mod="0.01"/>
	</append>


<!--Add Guns to Safes-->
    <append xpath="/lootcontainers/lootgroup[@name='groupWeaponsMedMedMed']">
        <item name="gunHandgunT1Colt1911" prob="0.05" />
        <item name="gunHandgunT1Colt_M1873" prob="0.05" />
        <item name="gunHandgunT1P99" prob="0.05"  />
        <item name="gunRifleT1WinchesterM1894" prob="0.05"  />
        <item name="gunShotgunT1s686" prob="0.05"  />
        <item name="gunHandgunT2MK23" prob="0.04" />
        <item name="gunHandgunT2USP9" prob="0.04" />
        <item name="gunHandgunT2UMP" prob="0.04"  />
        <item name="gunMGT2HK416" prob="0.04"  />
        <item name="gunMGT2ACR" prob="0.04"  />
        <item name="gunShotgunT2M4Super90" prob="0.04"  />
        <item name="gunHandgunT3Beretta93R" prob="0.03" />
        <item name="gunHandgunT3Glock18c" prob="0.03" />
        <item name="gunHandgunT3DesertEagle" prob="0.03"  />
        <item name="gunHandgunT3RagingBull" prob="0.03"  />
        <item name="gunHandgunT3MP5N" prob="0.30"  />
        <item name="gunHandgunT3MP5SD" prob="0.03"  />
        <item name="gunHandgunT3KRISS_Vector" prob="0.03"  />
        <item name="gunRifleT3Kar98K" prob="0.03" />
        <item name="gunRifleT3M110" prob="0.03" />
        <item name="gunRifleT3MSG90A1" prob="0.03"  />
        <item name="gunRifleT3M82a1" prob="0.03"  />
        <item name="gunMGT3M4A1" prob="0.03"  />
        <item name="gunMGT3SCAR_L" prob="0.030"  />
        <item name="gunMGT3M16A4" prob="0.03"  />
        <item name="gunMGT3SCAR_H" prob="0.03"  />
        <item name="gunMGT3SA58OSW" prob="0.03"  />
        <item name="gunMGT3M249" prob="0.03"  />
        <item name="gunMGT3M60E4" prob="0.03"  />
        <item name="gunMGT3Gatling" prob="0.03"  />
        <item name="gunMGT3M14EBR" prob="0.03"  />
        <item name="gunShotgunT3SPAS12" prob="0.03"  />
        <item name="gunShotgunT3Saiga12K" prob="0.03"  />
        <item name="gunShotgunT3AA12" prob="0.03"  />
    </append>

<!-- Make the item modifiers lootable -->
    <append xpath="/lootcontainers/lootgroup[@name='modGunT1']">
		<item name="TacticalForegripMod"/>
		<item name="TacticalBipodMod"/>
		<item name="modTApad"/>
		<item name="TAFlashLightMod(pistol)"/>
		<item name="TALaserSightMod(pistol)"/>
		<item name="WeaponFlashlightLAMMod"/>
		<item name="PistolSuppressorMod"/>
		<item name="HoloBurrisSightMod"/>
		<item name="HoloRMRSightMod"/>
	</append>

	<append xpath="/lootcontainers/lootgroup[@name='modGunT2']">
		<item name="WeaponLight+LaserANPEQ15Mod" prob=".5"/>
		<item name="WeaponFlashlightANPEQ2Mod"/>
		<item name="RifleSuppressorMod"/>
		<item name="HoloAimpointCompM3Mod"/>
		<item name="HoloEOTech558Mod"/>
		<item name="AN/WeaponNightvisionGogglesScopePVS22Mod"/>
		<item name="Reflex+ScopeEOTech-ECOSMod" prob=".3"/>
		<item name="Scope2xACOG_TA31_BACMod" prob=".6"/>
		<item name="Scope2xACOG_TA01Mod"/>
		<item name="SniperReflex+ScopeLeupoldCQBSSMod" prob=".3"/>
	</append>

	<append xpath="/lootcontainers/lootgroup[@name='modGunT3']">
		<item name="WeaponLight+LaserANPEQ15Mod"/>
		<item name="Reflex+ScopeEOTech-ECOSMod"/>
		<item name="Scope2xACOG_TA31_BACMod" />
		<item name="SniperReflex+ScopeLeupoldCQBSSMod"/>
	</append>   

<!-- Insert Schematics (Have NOT modified yet, so don't know if it works)--> 
<insertAfter xpath="/lootcontainers/lootgroup[@name='empty']">
		<lootgroup name="LightStickG" count="1">
			<item name="LightStickRed" count="3,15" prob="0.7"/>
			<item name="LightStickBlue" count="3,15" prob="0.4"/>
			<item name="LightStickYellow" count="3,15" prob="0.4"/>
			<item name="LightStickGreen" count="3,15" prob="0.4"/>
			<item name="LightStickpurple" count="3,15" prob="0.4"/>
		</lootgroup>
	</insertAfter>
	<append xpath="/lootcontainers/lootgroup[@name='groupApparelClothes']">
		<item group="LightStickG" count="1" prob="0.2"/>
	</append>



	<insertAfter xpath="/lootcontainers/lootgroup[@name='empty']">			
				
	
		<lootgroup name="t1TAGunschematics" count="1" >
	<item name="gunHandgunT1Colt1911Schematic"/>
	<item name="gunHandgunT1Colt_M1873Schematic"/>
	<item name="gunHandgunT1P99Schematic"/>
	<item name="gunRifleT1WinchesterM1894Schematic"/>
	<item name="gunShotgunT1s686Schematic"/>
	<item name="gunExplosivesT1M79Schematic"/>
		</lootgroup>
			
		<lootgroup name="t2TAGunschematics" count="1" >
	<item name="gunHandgunT2MK23Schematic"/>
	<item name="gunHandgunT2UMPSchematic"/>
	<item name="gunHandgunT2USP9Schematic"/>
	<item name="gunMGT2ACRSchematic"/>
	<item name="gunMGT2HK416Schematic"/>
	<item name="gunRifleT2AWPSchematic"/>
	<item name="gunRifleT2M1GarandSchematic"/>
	<item name="gunShotgunT2M4Super90Schematic"/>
	<item name="gunExplosivesT2ChinaLakeSchematic"/>
		</lootgroup>
			
		<lootgroup name="t3TAGunschematics" count="1" >
	<item name="gunHandgunT3Beretta93RSchematic"/>
	<item name="gunHandgunT3Glock18cSchematic"/>
	<item name="gunHandgunT3MP5NSchematic"/>
	<item name="gunHandgunT3RagingBullSchematic"/>
	<item name="gunMGT3GatlingSchematic"/>
	<item name="gunRifleT3Kar98KSchematic"/>
	<item name="gunRifleT3M110Schematic"/>
	<item name="gunRifleT3M82a1Schematic"/>
	<item name="gunHandgunT3DesertEagleSchematic"/>
	<item name="gunHandgunT3MP5SDSchematic"/>
	<item name="gunHandgunT3KRISS_VectorSchematic"/>
	<item name="gunShotgunT3SPAS12Schematic"/>
	<item name="gunShotgunT3Saiga12KSchematic"/>
	<item name="gunShotgunT3AA12Schematic"/>
	<item name="gunMGT3AUG_A3Schematic"/>
	<item name="gunMGT3G36KVSchematic"/>
	<item name="gunMGT3SCAR_LSchematic"/>
	<item name="gunMGT3M16A4Schematic"/>
	<item name="gunMGT3SCAR_HSchematic"/>
	<item name="gunMGT3SA58OSWSchematic"/>
	<item name="gunMGT3M60E4Schematic"/>
	<item name="gunMGT3M14EBRSchematic"/>
	<item name="gunExplosivesT3MGL140Schematic"/>
	<item name="gunRifleT3MSG90A1Schematic"/>
		</lootgroup>		
	</insertAfter>

	<append xpath="/lootcontainers/lootgroup[@name='schematicsWeaponsArmorCommon']">
		<item group="t1TAGunschematics" count="1"/>
	</append>

	<append xpath="/lootcontainers/lootgroup[@name='schematicsWeaponsArmorCommon']">
		<item group="t2TAGunschematics" count="1"/>
	</append>

	<append xpath="/lootcontainers/lootgroup[@name='schematicsWeaponsArmorRare']">
		<item group="t3TAGunschematics" count="1"/>
	</append>

</config>

 

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I am liking the ReClass  mod, but seeing some issues, no class seems to allow you to get the steel armor recipes, And no matter what you get its all level 1, making the armor bundle useless, unless you need to scrap for parts, last game i did that, got the steel armor and scraped them for parts to make a tier 5 set...

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7 hours ago, haslador said:

I am liking the ReClass  mod, but seeing some issues, no class seems to allow you to get the steel armor recipes, And no matter what you get its all level 1, making the armor bundle useless, unless you need to scrap for parts, last game i did that, got the steel armor and scraped them for parts to make a tier 5 set...

So walk me through the exact process of what you did to get a tier 5 set.

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10 hours ago, Tristam said:

So walk me through the exact process of what you did to get a tier 5 set.

Simple, i got the steel armor recipe and got heavy armor to level 4 then tryed to use your tokens to make tier 5, they came out tier 1, so i scraped them and crafted them at the work bench like a normal no modded player does........ As i said above its not just steel armor, its any item made from your tokens, they all come out level 1, dont matter if its the augger, leather armor, or the ak-47, dont matter if you got the skill to craft them above level 1, your tokens only make level 1, making most of the tokens useless but for getting stuff to scrap for parts. after all level 1 steel pick axe, is junk and a massive stamina drainer, same for steel armor, since lvl 2 of the tier before them has the same stats, but far less stamina drain.

Edited by haslador (see edit history)
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2 hours ago, haslador said:

Simple, i got the steel armor recipe and got heavy armor to level 4 then tryed to use your tokens to make tier 5, they came out tier 1, so i scraped them and crafted them at the work bench like a normal no modded player does........ As i said above its not just steel armor, its any item made from your tokens, they all come out level 1, dont matter if its the augger, leather armor, or the ak-47, dont matter if you got the skill to craft them above level 1, your tokens only make level 1, making most of the tokens useless but for getting stuff to scrap for parts. after all level 1 steel pick axe, is junk and a massive stamina drainer, same for steel armor, since lvl 2 of the tier before them has the same stats, but far less stamina drain.

Ah, that's by design.  I didn't want people to break the (already weak) balance by pouring skill points into perks to make things stronger than level 1.  I still want people to play through the game, so to speak.  While this gives an advantage to those who are getting things that don't take levels like vehicles or some tools, I find it's the lesser evil between giving some players level 3+ steel equipment or t3 guns on day 1.

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11 hours ago, Tristam said:

Ah, that's by design.  I didn't want people to break the (already weak) balance by pouring skill points into perks to make things stronger than level 1.  I still want people to play through the game, so to speak.  While this gives an advantage to those who are getting things that don't take levels like vehicles or some tools, I find it's the lesser evil between giving some players level 3+ steel equipment or t3 guns on day 1.

Yes but to get crafting higher then tier 1 they have to put the levels in, so if on day one they can craft tier 5 gear, then they cheated any ways, and your mod wont stop them from cheating, your giving people, all them armor tokens, basically useless to the player it dont matter if they save them till later, same with clothing way ot many tokens, why not alicate them in to food or medical or weapon tokens instead, something semi useful early game, that the updates broke the balance on. Im sitting here after the bruiser class, with 3 useless weapon tokens, 10 useless armor tokens, and some useless clothing tokens, something else i just have to store.

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3 hours ago, haslador said:

Yes but to get crafting higher then tier 1 they have to put the levels in, so if on day one they can craft tier 5 gear, then they cheated any ways, and your mod wont stop them from cheating, your giving people, all them armor tokens, basically useless to the player it dont matter if they save them till later, same with clothing way ot many tokens, why not alicate them in to food or medical or weapon tokens instead, something semi useful early game, that the updates broke the balance on. Im sitting here after the bruiser class, with 3 useless weapon tokens, 10 useless armor tokens, and some useless clothing tokens, something else i just have to store.

It's not meant to be saved, they're meant to be used right away to make the beginning less boring, and they're designed with that in mind.  No one is supposed to save them until they can craft tier 5 versions of the items or otherwise min-max it.  The reason I didn't just put all the tokens into only food or meds or something, is because I wanted this to be a class based mod.  Something people can do to start the game with different styles, origins, and incentives to play in new ways.  It's by no means a rebalance mod, or trying to do anything with the vanilla game.  It's not even a balanced mod, period.  It's just for fun, first and foremost, and it succeeds at that.  If you prefer more food/meds and/or find the weapons useless, then pick a class that is more geared towards those things instead of a bruiser.  If none of that sounds appealing, then this mod probably isn't for you.

========

Released Spear Bag Mod.

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Hmm now what do I do when there is basically 2 (A20) versions of Tactical Action 😐

https://7daystodiemods.com/tactial-action-tristam-smx/

 

Would be better if there was one and I think it should be the @Tristam version, especially now considering how close he is to getting the crazy chinese text popups gone :D and of course all his super hard work!

 

I've not long started playing with Tactical Action but I do notice that my run speed is not affected when reloading, which I think it should be with all TA weapons (I could have just found one that doesn't I guess).

Edited by MikeyUK (see edit history)
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9 hours ago, MikeyUK said:

Hmm now what do I do when there is basically 2 (A20) versions of Tactical Action 😐

https://7daystodiemods.com/tactial-action-tristam-smx/

 

Would be better if there was one and I think it should be the @Tristam version, especially now considering how close he is to getting the crazy chinese text popups gone :D and of course all his super hard work!

 

I've not long started playing with Tactical Action but I do notice that my run speed is not affected when reloading, which I think it should be with all TA weapons (I could have just found one that doesn't I guess).

Thanks, I noticed that but it was with some guns and not all so I would second guess if it.  All fixed now.  Just going to align the guns after work and release a massive update all at once.  ETA Monday or so.

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7 hours ago, Tristam said:

Thanks, I noticed that but it was with some guns and not all so I would second guess if it.  All fixed now.  Just going to align the guns after work and release a massive update all at once.  ETA Monday or so.

 

Hey Tristam, 

If you mess with unity, will that be messing with all of the scope settings? Will we need to redo those?

I will say, it is really awesome to see the community come together offering all of these customizations.

@Kingston621 Can I also get a copy of your loot and trader? Though I do like occasionally coming across a box of 300 in the wild, as that feels like a special moment, so I am going to keep those.

 

Also if anyone is interested, I have been working on getting this mod to work with Darkness falls. While it technically works, some of the perks and damage bonuses weren't applying so the TA guns would fall behind the vanilla - except for the .50 because... its damage is already so high.

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1 hour ago, Roy-O-Roma said:

 

Hey Tristam, 

If you mess with unity, will that be messing with all of the scope settings? Will we need to redo those?

I will say, it is really awesome to see the community come together offering all of these customizations.

@Kingston621 Can I also get a copy of your loot and trader? Though I do like occasionally coming across a box of 300 in the wild, as that feels like a special moment, so I am going to keep those.

 

Also if anyone is interested, I have been working on getting this mod to work with Darkness falls. While it technically works, some of the perks and damage bonuses weren't applying so the TA guns would fall behind the vanilla - except for the .50 because... its damage is already so high.

Thankfully, all the scope settings remain unscrewed.  I've been try-harding at a handful of guns, since it seems like (with my level of skill) messing with some of the guns will cause other failures.  Textures missing, and other bad stuff.  So I'm only going to remove the blue words on guns that I can do so without lowering the quality of their other features.  The only guns that still need a heavy helping hand are the S686 and Chinalake, with other guns needing very minor adjustments if that.  The Kriss Vector, Spas Shotgun, MP5's, and Ump have all been successfully updated.  Fully iron sight alignment and letter removal.  I also added a new Dev item that spawns all the TA mods for my sanity when it comes to testing everything.  All the guns now properly slow you down when you reload and drain your stamina when you ads.  I've also noticed the extra Garand's I left in the file, but I won't remove them yet to make it safe to update your game.  I'll remove them later down the line, though.  I wasn't going to throw up the current version until all the guns were done, but what the heck.

 

EDIT: Haven't forgotten about your loot list, Kingston621, just want to test it myself before putting it out for everyone.

Edited by Tristam (see edit history)
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2 hours ago, Roy-O-Roma said:

 

Hey Tristam, 

If you mess with unity, will that be messing with all of the scope settings? Will we need to redo those?

I will say, it is really awesome to see the community come together offering all of these customizations.

@Kingston621 Can I also get a copy of your loot and trader? Though I do like occasionally coming across a box of 300 in the wild, as that feels like a special moment, so I am going to keep those.

 

Also if anyone is interested, I have been working on getting this mod to work with Darkness falls. While it technically works, some of the perks and damage bonuses weren't applying so the TA guns would fall behind the vanilla - except for the .50 because... its damage is already so high.

Sent you a DM with the code you requested

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