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A16 Valmod Pack


Valmar

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@DaVega

 

You can find them on zombies. Kill zombies and loot them. Assuming you're using default loot settings in game options it should drop roughly one note for every 10 zombies.

 

 

@Chud

 

One at a time. Each version tweaks something different. Between the three I want to know which one provides the best performance or if they're identical.

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@Chud about meat

 

 

Canned Meat Stew isn't a cooking recipe, its a crafting recipe. Meat Stew is a cooking recipe and you have to be in a campfire or oven to cook it.

 

Or am I misunderstanding something about your question?

 

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Thanks for the answers! Yeah I found my first note. I really like the idea of this system. Do you think TFP will implement something similar in the official game?

 

In a sense maybe. When the NPCs arrive you may be able to buy recipes from them with the casino coins. Though there may be less recipe books too since you will be unlocking recipes with skill levels in the future. That doesn't mean there wont still be recipe books and schematics but I suspect a lot of stuff will be moved into the new skill system. For example instead of having to find a hammer schematic to make a hammer you can level up your carpentry skill or whatever.

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@Chud about meat

 

 

Canned Meat Stew isn't a cooking recipe, its a crafting recipe. Meat Stew is a cooking recipe and you have to be in a campfire or oven to cook it.

 

Or am I misunderstanding something about your question?

 

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In a sense maybe. When the NPCs arrive you may be able to buy recipes from them with the casino coins. Though there may be less recipe books too since you will be unlocking recipes with skill levels in the future. That doesn't mean there wont still be recipe books and schematics but I suspect a lot of stuff will be moved into the new skill system. For example instead of having to find a hammer schematic to make a hammer you can level up your carpentry skill or whatever.

 

Im sorry i must be half asleep..Meat stew is at the bottom of the First tab of Recipes

 

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@DaVega

 

You can find them on zombies. Kill zombies and loot them. Assuming you're using default loot settings in game options it should drop roughly one note for every 10 zombies.

 

 

@Chud

 

One at a time. Each version tweaks something different. Between the three I want to know which one provides the best performance or if they're identical.

 

Ok so keep the first Beta in there?

then put in second one?

take it for a spin for about 20 mins

then make a report?

 

then put 3 rd one in and do the Same?

or is your intention to pick one of the 3?

just want to make sure i do this right

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Something in the mod pack cause the UI Menus in game to lag very very badly. Talking 5-10 second lag times from opening your backpack to moving things around. It's unplayable. Myself and 3 friends tried the full mod and we all had the same issue, not sure what it might be though.

 

I tried just the Starter Classes and that works fine with no issues. I'm going to add a couple more parts and see if it breaks it. Does anyone know what it might be?

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Something in the mod pack cause the UI Menus in game to lag very very badly. Talking 5-10 second lag times from opening your backpack to moving things around. It's unplayable. Myself and 3 friends tried the full mod and we all had the same issue, not sure what it might be though.

 

I tried just the Starter Classes and that works fine with no issues. I'm going to add a couple more parts and see if it breaks it. Does anyone know what it might be?

 

Yeah its been mentioned alot. Adding more recipes causes lag, its a game issue that effects all mods. A quick workaround is to click the star button to hide the recipes and it fixes 99% of the lag

 

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Valmod don't suppose you want any help typing up descriptions for items in the game? Some of them would be really helpful aka what survivors combinations are for.

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I noticed you added feral zombie crawlers? Is that true? Plus I've seen one of these fat zombies explode (not unlike a zombie cop). Or is that a fault from my side?

 

feral crawlers and the exploding bloated zeds are new mobs added by this mod. I've not really had issues with exploding bloated zeds. I always aim for the head on them before they get the chance to explode. Usually my first heatshot knocks them prone to the ground where I can then finish them off. Of course this depends on the weapon your using, bow and cross bow depending on the arrow will usually knock them down. Most guns can kill them outright in one shot.

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Im sorry i must be half asleep..Meat stew is at the bottom of the First tab of Recipes

 

- - - Updated - - -

 

 

 

Ok so keep the first Beta in there?

then put in second one?

take it for a spin for about 20 mins

then make a report?

 

then put 3 rd one in and do the Same?

or is your intention to pick one of the 3?

just want to make sure i do this right

 

 

Think of each Beta like a new update. Replace the old one with the 'new' one as you switch through. 20 mintues shouldn't be required. Just load up the game with one of them installed, test out the inventory speed and workstation speed a few times, get a "feel" for how long everything takes. Then switch out the next beta. Rinse and repeat, making note of which one felt the quickest or if they all felt the same.

 

Something in the mod pack cause the UI Menus in game to lag very very badly. Talking 5-10 second lag times from opening your backpack to moving things around. It's unplayable. Myself and 3 friends tried the full mod and we all had the same issue, not sure what it might be though.

 

I tried just the Starter Classes and that works fine with no issues. I'm going to add a couple more parts and see if it breaks it. Does anyone know what it might be?

 

There are many factors. Forgive me if I'm vague - I've just gone over this so many times by now.

 

Factors:

PC specs. For example, my PC suffers barely any concernable inventory lag but my laptop does.

 

Recipe list size. This can have some impact though I don't think its that significant. The actual recipe file size I believe is actually a bigger factor than how many recipes you actually have.

 

Recipe Books. This is, in my opinion, the main culprit behind the lag. In my tests I've observed, due to the way the engine scans through all the recipes and books each time the inventory is opened, that having excessive amounts of recipe books can cause more inventory lag than any other contributing factor.

 

Say you have two books. Both teach the same thing. Yet it will still count it twice. My mod has something called Survivor Notes and Notes: Recipe system. These Notes: [Recipe] items all teach you the same recipes as the relevant book. For example reading Notes: Pistol teaches you the same things as reading the pistol book. This effectively doubles the amount of of recipe books since I have one for every book in the game.

 

In my beta I removed all the notes. Instead of crafting Notes: Pistol you craft the pistolBook directly. The same effect, only difference being is the name you see (Notes: Pistol vs Pistol Book). This seems like a small superficial change at first but apparently, according to the feedback thus far, it seems to have made a significant improvement to performance. This further supports the claim I've been making since the start that the main contributing factor to inventory lag is the recipe books, not the actual recipes or icons or whatever else wants to take credit.

 

 

Valmod don't suppose you want any help typing up descriptions for items in the game? Some of them would be really helpful aka what survivors combinations are for.

 

 

The reason there are no descriptions is because we cannot add descriptions with the xml file. Not yet, anyway.

 

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I noticed you added feral zombie crawlers? Is that true? Plus I've seen one of these fat zombies explode (not unlike a zombie cop). Or is that a fault from my side?

 

 

 

That is correct. Though the crawling ferals health is not as insane as the normal feral. Decent loot too.

 

There is an exploding fat zombie, yes. Keeps you one your toes when dealing with tubbies. Never know which one is "normal" and which one is ready to pop. Though here is a hint: the exploding fat guys have a different walk than the normal fatties.

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Electrical Wire cannot be found - only crafted. You'll need to learn Tesla Electronics and use the Electronics Workbench. This was something I did to improve performance (less recipes behind the book since I can gate them behind the wire)

 

As for not getting lightbulbs in my tests you should receive the lightbulb halfway through destroying the light with your fists. Can you try again on another light fixture?

 

 

Also, as you're using the beta, do you have any comments on whether or not it provides any performance increase relative to the non-beta? Also which beta are you playing, 1 2 or 3? Thank you.

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I tried all 3......

i think the First one has the best performance anyways

the 3rd one seemed to hesitate more opening and closing the Tab key

i'm not sure if thats what you intended..

i could have done something wrong too when loading them

 

I am going to give them a Go one more time to check as i was half asleep last night.

 

1.Noticed huge change in "tab" key

2.seemed the same but my Video card didn't work so hard

3 seemed a bit hesitant

 

i will test them one more time

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@Ritoshi

 

There is nothing more that can really be done at this point. Well, there IS, but nothing I'm willing to do for the sake of shaving off a tiny millisecond. I've pretty much done all I can at this point. At least until the pimps update the game.

 

 

@CHUD

 

I appreciate the feedback report.

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Electrical Wire cannot be found - only crafted. You'll need to learn Tesla Electronics and use the Electronics Workbench. This was something I did to improve performance (less recipes behind the book since I can gate them behind the wire)

 

As for not getting lightbulbs in my tests you should receive the lightbulb halfway through destroying the light with your fists. Can you try again on another light fixture?

 

 

Also, as you're using the beta, do you have any comments on whether or not it provides any performance increase relative to the non-beta? Also which beta are you playing, 1 2 or 3? Thank you.

 

Thanks for the help amigo. I've installed and only played beta-1 at the moment, I still get a minor (<0.5 second) delay when opening the crafting menu, but that's far from disruptive.

 

I will try to destroy a lamp by hand completely. What I did before is that I demolished the lamp down to 25% health by axe, and did the remainder by hand. I will let you know the results.

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Sorry if this has been answered before, I tried searching the thread unsuccessfully. Are the sewing kit and blowtorch tools (for the Armory workbench) craftable or loot? If craftable - where?

 

Oh, btw great work on the mod - having great fun in my game. I did up the notes drop rate to a bit above double though, the gating was a bit too much for me early on, with no tools and other basic items.

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@DaVega

 

Ah, I see the issue. I mistakenly palced them in the Industrial Workbench instead of the electronic one in the recipes.xml. Well, it was just a beta afterall. :)

 

So far things have seemed positive about the performance of the beta. After some more testing I will perhaps make the changes "official".

 

 

 

@Jams

 

Sewing Kit and Welding Torch can only be found. Sewing Kits can be found in nightstands and dressers. Welding torch can be found anywhere you can find "rare tools" like a hammer or nailgun.

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Sorry if this has been answered before, I tried searching the thread unsuccessfully. Are the sewing kit and blowtorch tools (for the Armory workbench) craftable or loot? If craftable - where?

 

Oh, btw great work on the mod - having great fun in my game. I did up the notes drop rate to a bit above double though, the gating was a bit too much for me early on, with no tools and other basic items.

 

Ah, yeah I was thinking about the same thing. Where can I change the notes drop rate?

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You can adjust the note drop rate in the loot.xml.

 

Search for every instance of Survivor Notes and increase the probability or the count.

 

Example:

 

<lootcontainer id="15" count="0,2" size="4,3" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate">

 

<item group="junk" prob="0.80"/>

<item group="clothes" prob="0.15" />

<item group="rottenFood" prob="0.05"/>

<item name="Survivor Notes" count="1" prob="0.18" />

 

</lootcontainer>

 

 

 

The count represents how many you will get and the prob value represents how often they drop. You can increase the number to make them drop more regularly.

 

Also note that if you increase their count it that the loot container count is also factored. With a note count of 1 and container of 0,2 as it is above this means at most you can get 2 survivor notes on one zombie. If you were to increase the survivor notes count to 1,2 then you will be able to get between 1-4 survivor notes.

 

For this reason I'd advise increasing the probability instead.

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