Valmar Posted May 21, 2016 Author Share Posted May 21, 2016 I couldn't find anything on this. Have you seen any cases of the mod reaching a state where it basically disables the server. We're using compopack and the Valmod overhaul pack. Server hosting is GTX Gaming. The server runs just fine for a couple days, then starts crashing. And at some point it simply won't recover, kicking us out...and sometimes the control panel of the hosting won't even function. They tell me it's the mod. I get the feeling its hardware glitching out after a while. I've never heard of a mod causing problems with server manager control panels. Sounds like an issue on their end, imo. Using the overhaul, I cannot find in the game, nor the XML, the recipe for the Decor station. For those who want to fix themselves, add to recipes.xml: <recipe name="workstationDecor" count="1" scrapable="False" > <ingredient name="wood" count="10"/> </recipe> With bartering being a crafting station based skill, it is a skill that will virtually never upgrade as it will only upgrade when the player has the mailbox opened when the item is finished/delivered. I believe this was a major change in A14 when they added the new crafting stations. With starting with 20 minute timers, my guess is this is going to almost never happen. My suggestion is that an EXP book from the Study Desk would be a nice addition for this skill. Perhaps instead of the basic EXP - Bartering, some fun could be had and it could be called "Merchant Correspondence" or "Merchant Catalog". If that route is taken, it could be added to loot tables as well, perhaps to be found in places like bathrooms and mailboxes. Aultra HAH! I forgot the recipe. Thats pretty funny. Annoying. But funny. Fixed. Thank you. I'm upset I missed it but also upset my beta testers didnt catch it. Damn you creative menu! Thanks for pointing that out so quickly. Hopefully it won't be too much of an inconvenience. A fair point with the bartering Its easy to forget that they don't actually work like they "should". Perhaps I will change the skill to a perk you can purchase into. Or make a bartering skillbook you can loot that will level it 5 points. Link to comment Share on other sites More sharing options...
Carlzilla Posted May 21, 2016 Share Posted May 21, 2016 Out of curiosity, how do you make a book level a skill more than 1 point? I have a few ideas of ways it could be done, but haven't futz with it at all, so I'm not sure what works and what doesn't. Link to comment Share on other sites More sharing options...
Valmar Posted May 21, 2016 Author Share Posted May 21, 2016 You just keep adding the skill. Like so: <item id="3000" name="perkSurvivor"> <property name="Extends" value="schematicMaster" /> <property name="CustomIcon" value="expGain" /> <property name="DescriptionKey" value="perkClassDesc"/> <property class="Action1"> <property name="Skills_to_gain" value="Weapon Smithing,Weapon Smithing,Weapon Smithing,Weapon Smithing,Weapon Smithing,Archery,Archery,Archery,Athletics,Scavenging,Scavenging,Scavenging,Scavenging,Scavenging,The Survivor,Treasure Hunter" /> </property> </item> You gain them in order they are listed too so that is important if you want it to teach a perk also. For example if you told it to teach you perk "Example 1" but that perk requires you have 3 levels in "Skill X" then, if you dont have those skills, you wont be able to gain anything from the book. If however the book was to teach you Skill X,Skill X,Skill X,Example1 then it will work. Link to comment Share on other sites More sharing options...
Aultra Posted May 21, 2016 Share Posted May 21, 2016 Not sure if anyone else suffers from the same frustrations as me, but I get really annoyed when my zombie loot spawns on a flower, and then falls to poof. It seems to happen a lot more than it should, and can be horribly frustrating. I figured out that this can be fixed by adding the following line to all the different loot blocks in blocks.xml: <drop event="Fall" name="cntZombieFeral" count="1" prob="1" stick_chance="1" /> The name is the name of the loot block that the line is inside of. On the other hand, I can see that without zombie decay timers to give some attrition to the loot, the lack of any disappearing loot could create a slight overpowered situation. If you want the blocks to still persist, but perhaps lose some quality, they could all downgrade to just cntZombie. Aultra Link to comment Share on other sites More sharing options...
Carlzilla Posted May 21, 2016 Share Posted May 21, 2016 That's exactly what I figured. Link to comment Share on other sites More sharing options...
Valmar Posted May 21, 2016 Author Share Posted May 21, 2016 Not sure if anyone else suffers from the same frustrations as me, but I get really annoyed when my zombie loot spawns on a flower, and then falls to poof. It seems to happen a lot more than it should, and can be horribly frustrating. I figured out that this can be fixed by adding the following line to all the different loot blocks in blocks.xml: <drop event="Fall" name="cntZombieFeral" count="1" prob="1" stick_chance="1" /> The name is the name of the loot block that the line is inside of. On the other hand, I can see that without zombie decay timers to give some attrition to the loot, the lack of any disappearing loot could create a slight overpowered situation. If you want the blocks to still persist, but perhaps lose some quality, they could all downgrade to just cntZombie. Aultra It definitely can be frustrating. Originally this was actually intentional, however. I was going to making the container behave similar to the player backpack so that it was less prone to being damaged. However with these bags never expiring and you potentially never losing a single loot chance from killing hordes I decided to leave it as it was to add a bit of a wildcard chance for you to lose the loot. I'm a horrible person. I will consider mercy though, since they did increase zombies to stay 5 minutes after death. If they can show mercy, maybe so too can I. We'll see how the feedback is. Let me know, people. Lol. Link to comment Share on other sites More sharing options...
Aultra Posted May 21, 2016 Share Posted May 21, 2016 Not sure if intentional or not, but just was noticing that the arrowheads are still listed as Weapon Smithing in the forge. Not sure if this was intentional, or if perhaps they should be moved to the Fletching category as well. Link to comment Share on other sites More sharing options...
Valmar Posted May 21, 2016 Author Share Posted May 21, 2016 I hadn't thought of the heads. Not a big deal really since you never really get credit for them anyway. For the same reason my Merchant skill is useless atm. I will make a note though to adjust them. Thank you. Link to comment Share on other sites More sharing options...
Aultra Posted May 21, 2016 Share Posted May 21, 2016 I hadn't thought of the heads. Not a big deal really since you never really get credit for them anyway. For the same reason my Merchant skill is useless atm. I will make a note though to adjust them. Thank you. No, definitely not a big deal. I'd say the heads are actually useful for leveling. I often will sit at night with the forge open and crafting to level my skills related to those items. Since they only take seconds to craft, it can be fairly easy to get a couple crafting levels in a few minutes by starting some of the heads/tips/casings and letting them run while heading to the restroom at night. You can get experience for items crafted in a station, but the station has to be open to get credit. The Bartering skill isn't useless, just very difficult to level. The window doesn't have to be open for the whole process, just the tail end. So savvy players might set a reminder alarm for themselves if they'll be in town when it completes. I admit, I totally like the long wait times for items ordered from the merchant mailbox. Link to comment Share on other sites More sharing options...
Valmar Posted May 21, 2016 Author Share Posted May 21, 2016 Making the timer shorter is just one of the benefits. Well, more so than that. Since the quality of the item would be linked to the skill of Barter but the station doesnt care what you level is unless you're in it... To be honest I dont even know how it would determine the armor. Randomized I guess. So in both accounts the level is pointless as it stands now. I guess its more of stand-in for when NPCs are a thing- then maybe it can be useful. I dunno. Early Access! Link to comment Share on other sites More sharing options...
Aultra Posted May 21, 2016 Share Posted May 21, 2016 Having it increase the quality is enough benefit in my book, although nothing wrong with decreasing the time too. Presumably as you get to know a merchant better, they will be able to anticipate your orders and ship faster. If no crafting category is explicitly defined for an item, it falls back to the main category. I know this from before the update, parts were crafted based upon the Misc Crafting skill. So Bartering will be the skill used for determining quality with how you did it. I just checked, and Bartering skill does apply to the item, even when the window is closed. I crafted a sniper barrel with my skill quality at 472, and received a 472 barrel. Items that don't align under the Bartering skill will craft based on their main category quality instead. On a side note, it may be beneficial to add the repair categories to the skill, since Bartering is the skill associated with parts, the bonus from Gun Smithing will no longer apply to individual part repairs. Link to comment Share on other sites More sharing options...
Valmar Posted May 21, 2016 Author Share Posted May 21, 2016 I don't think gun smithing will be effected as it is the gun you repair, not the parts. The vanilla parts actually had nothing assigned to them one way or another. So I assume it has no impact. Link to comment Share on other sites More sharing options...
Fenric Posted May 21, 2016 Share Posted May 21, 2016 Hi Valmar, Is it safe to update to the latest version on an existing save? Edit: I had originally posted because the study desk wasn't working. I figured it out, though. I had installed a different UI mod I liked more on top of your mod. It hadn't occurred to me that they would conflict. So I decided to look at the xml files the two mods share, and found Notepad++ has a compare files plugin, made it pretty easy. Link to comment Share on other sites More sharing options...
Valmar Posted May 21, 2016 Author Share Posted May 21, 2016 Yes, existing saves should be fine. Though you might need to replace any workbenches you have already made in Overhaul. Link to comment Share on other sites More sharing options...
Fenric Posted May 21, 2016 Share Posted May 21, 2016 Any ideas why I'm getting Entity spawner warning messages in the console? They look like this: WRN Entity spawner at pos x, x, x contains invalid spawner class reference 'SpawnMedium' I've seen it reference SpawnExtraSmall, SpawnSmall, SpawnMedium, SpawnLarge, SpawnExLarge. I've been playing with the zombie spawn turned down to test the mod and explore as I haven't played in a good while, but I feel like I hardly ever see zombies. I can turn the spawn up but I'm guessing this warning message is a group spawn failing or something. Link to comment Share on other sites More sharing options...
Valmar Posted May 21, 2016 Author Share Posted May 21, 2016 @Fenric Not sure. I don't actually touch the spawning.xml currently. Though I do touch the entitygroups.xml and entityclasses.xml - of which both are connected to the spawning in some way. Though I'm not sure how that could cause that problem. _________ Modding question: How does everyone feel about the idea of having weapon ammo being locked behind a quest instead of a perk? I'm not completely certain how it would in the sense of what steps to make you go through but one idea would be a quest for you to fetch X number of potassium, coal, brass and lead which will then be exchanged to teach you the recipe. Maybe it will also require you to find X number of the ammo or ammo casings too. Thoughts? Link to comment Share on other sites More sharing options...
Torres Posted May 21, 2016 Share Posted May 21, 2016 Modding question: How does everyone feel about the idea of having weapon ammo being locked behind a quest instead of a perk? I'm not completely certain how it would in the sense of what steps to make you go through but one idea would be a quest for you to fetch X number of potassium, coal, brass and lead which will then be exchanged to teach you the recipe. Maybe it will also require you to find X number of the ammo or ammo casings too. Thoughts? Would make more sense to obtain via some quest that involves a blueprint or some sort of book, seems pretty hard to learn by yourself how to even make standard ammunition, the boxer centerfire system itself is so complicated it should require a month of trial and failure before even starting how to properly use the calipers that is the next step. I know it's a game and all but in a few levels reached in 2 to 4 in-game weeks you become a post-apoc engineer, survivalist, constructor, leatherworker, armor-smith, gun-adept etc... Link to comment Share on other sites More sharing options...
Fenric Posted May 21, 2016 Share Posted May 21, 2016 @Fenric Not sure. I don't actually touch the spawning.xml currently. Though I do touch the entitygroups.xml and entityclasses.xml - of which both are connected to the spawning in some way. Though I'm not sure how that could cause that problem. Thoughts? I copied the ones from your mod over again. I guess I changed something I shouldn't have. For a bit there nothing seemed to be spawning at all, not even animals. It's working again now, just have to tweak some of the amounts again. Oh one other thing I noticed earlier and almost forgot. I found a quest starting item about cooking or a cookbook or recipes or something like that, sorry I forgot the name. I accepted and the message popped up saying find the recipe pages 0/5, but then the message kept coming up 1/5, 2/5, 3/5 etc. until it completed on it's own. Then it popped up again starting at 5/5, but this time counted back down. I mentioned earlier I think that I haven't played in a while. So if I post here about something that's a bug in the vanilla game I apologize. I've just got your mod and RELXIX UI mod installed. Thanks. Link to comment Share on other sites More sharing options...
Drakitty Posted May 21, 2016 Share Posted May 21, 2016 hmm.....I'm kinda up in the air, on that, though, I the perk system is easy to get, but on the other hand, it kinda has what Torres was saying that a lot of trial and error or even a tutorial can make it iffy, I watched youtube tutorial that showed how to replace the primer on centerfire casings. it's not super complicated, but it does take some skill and isn't the most simple thing. So I dunno, I guess the quest would make things easier, especially if it's linked to one of those random loot drops which might have a bit of a skill book aspect. to them. I'd love to see more people's feedback though, since I'm fairly ambivilant. Link to comment Share on other sites More sharing options...
Valmar Posted May 21, 2016 Author Share Posted May 21, 2016 @Fenric Very strange behavior with the cook book. I haven't experienced that problem myself before but that doesn't say much. The quest system is still fairly new so its understandable if it has a few... quirks. The quest works for me but my testing is not exactly "normal" since I can cheat the items in. I will keep my ear open though incase anyone else has such problems. Quests for Bullets - Assuming I did lock the bullet recipes behind quests rather than perks, would this make sense? Guntrader Joe has offered to teach you how to craft 9MM Bullets. His services don't come free, however. For his knowledge he wants you to bring him 100 gunpowder, 100 scrap brass and 100 scrap lead. Something like that? Maybe it should cost 50 casino coins? What do you think? Link to comment Share on other sites More sharing options...
xXC.H.U.DXx Posted May 22, 2016 Share Posted May 22, 2016 Would make more sense to obtain via some quest that involves a blueprint or some sort of book, seems pretty hard to learn by yourself how to even make standard ammunition, the boxer centerfire system itself is so complicated it should require a month of trial and failure before even starting how to properly use the calipers that is the next step. I know it's a game and all but in a few levels reached in 2 to 4 in-game weeks you become a post-apoc engineer, survivalist, constructor, leatherworker, armor-smith, gun-adept etc... That's why I built my perk system based on the way you play will be the outcome of what you learn Link to comment Share on other sites More sharing options...
JayzenFreeze Posted May 22, 2016 Share Posted May 22, 2016 Valmar: Been busy lately, how have you been doing? Hey can you add a book to the study for me? I am on day 70+ and still have not found craft steel armor book/schematic. I still have not seen most of the boss zeds like the gorilla one. Had a quest to kill bosses or something and it was in the list but no luck finding them. Also is it possible to make a zed that causes radiation damage the closer it gets to you? As always you are the man and glad you did not just quit working on your mod and keep adding to it. I am starting to wonder if I will ever get rep lol. I got more points towards ot with jokes than I do actually helping people. Hmmm. Link to comment Share on other sites More sharing options...
Valmar Posted May 22, 2016 Author Share Posted May 22, 2016 Steel armor is locked behind a perk, that might be why you haven't found a book for it. Lol. The perk is called ... Steel Armor. There are three boss zombies as I recall. The feral zombie, the cop zombie and the gorilla. Though I think he might only spawn in cities. Im not super sure. I will investigate into this. Fortunately I know StompyNZ. I will make it a high priority for the next update to do something about the spawns. Im thinking maybe my feral crawlers and burning rushers will only start appearing after week two. The gorilla will, hopefully, get tied to always appear on week... 4 maybe. Then, should time permits, maybe even a new fire zombie boss I've been working on. Link to comment Share on other sites More sharing options...
JayzenFreeze Posted May 22, 2016 Share Posted May 22, 2016 Steel armor is locked behind a perk, that might be why you haven't found a book for it. Lol. The perk is called ... Steel Armor. There are three boss zombies as I recall. The feral zombie, the cop zombie and the gorilla. Though I think he might only spawn in cities. Im not super sure. I will investigate into this. Fortunately I know StompyNZ. I will make it a high priority for the next update to do something about the spawns. Im thinking maybe my feral crawlers and burning rushers will only start appearing after week two. The gorilla will, hopefully, get tied to always appear on week... 4 maybe. Then, should time permits, maybe even a new fire zombie boss I've been working on. I must be blind I just looked again, im on the expansion looked at all and the armor section and dont see it. EDIT: I found it, it only shows up if I type it in or go to all, its not in the armor section or any where else. Strange. Link to comment Share on other sites More sharing options...
Valmar Posted May 22, 2016 Author Share Posted May 22, 2016 I will add the Steel Armor the clothing group to make it easier to locate. Thanks for pointing that out. Link to comment Share on other sites More sharing options...
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