Gareee Posted January 6, 2017 Share Posted January 6, 2017 Cool! Randomness added to the diversity really keeps you on your toes. I went back to dead is dead after being a more casual slacker for the last month. You play very differently when more is at stake. Link to comment Share on other sites More sharing options...
PiggeryJokery Posted January 16, 2017 Share Posted January 16, 2017 How much is the build path / recipe system changed in this mod? For instance I love Valmod's take but I really enjoy the bandits in this mod (during the brief time I have played) And is there somewhere I can see a full feature list for the mod? The first post and the github page don't seem to be all encompassing. Thanks. Link to comment Share on other sites More sharing options...
StompyNZ Posted January 16, 2017 Author Share Posted January 16, 2017 The non experimental build doesnt touch the recipes very much. In the experimental build I have started to add my custom recipes for the advanced weapons and chemistry. I've been preoccupied with making an api mod over the last month so havent had time to work on getting the mod ready for a new version. Once I get the main features working on my api mod I'll get back to finishing off an update for this. Might be for a16 when it comes in a couple months or it might be in a couple weeks The main features currently are the zombies and bandits. Experimental changes a lot of the skills and weapons from vanilla as well, but its a long list of changes. Link to comment Share on other sites More sharing options...
Gareee Posted January 17, 2017 Share Posted January 17, 2017 Stompy, your message box is full and you can't accept PMs. I just posted a link to my conglomeration of Bad Company Zombies Only and additions. I couldn't remember what files I'd changed at this point and which I didn't, so I included the bad company zombies only version with my additions. (If you have a problem with this (since it includes your work) LMK and I'll take the link down.) Also , If you want to use any of my additions, please feel free. Here's the link: https://dl.dropboxusercontent.com/u/12262292/Bad%20Company%20Zombies%20Only%20Plus%20R9.zip Or: https://www.4shared.com/zip/UHwHZDuIce/BadCompany_Zombies_Only_PLUS_R.html If anyone wants to see what I've added, here's the link to that thread: https://7daystodie.com/forums/showthread.php?58122-BadCompany-Zombies-Only-PLUS Link to comment Share on other sites More sharing options...
StompyNZ Posted January 17, 2017 Author Share Posted January 17, 2017 just message me on steam, I hate the message system here. 50 is such a stupid limit too. I'd use dropbox for hosting the files, 4shared seems to be full of crazy spam which will put most people off from using it Link to comment Share on other sites More sharing options...
Gareee Posted January 17, 2017 Share Posted January 17, 2017 Will do.. I just dropped it in my 4 shared because I just had to update my password yesterday. I also hate the pm system here.. I get replies from other modders that have valuable info, and have to delete it because the storage is so small. Link to comment Share on other sites More sharing options...
Gareee Posted January 17, 2017 Share Posted January 17, 2017 I also just added a dropbox link to the posts as well. Link to comment Share on other sites More sharing options...
Guppycur Posted January 27, 2017 Share Posted January 27, 2017 Really digging this mod... Incredibly challenging start... 2 steps forward, 1.5 steps back with progression... It really intensifies each day, and whereas in vanilla I'm at end game by day 49, with badco I still don't have a bench. And unlike most mods where that happens due to artificial gate limitations, this one does it by keeping me sooo Damn busy with zombies. It's a blast, and I look forward to seeing more of it. Link to comment Share on other sites More sharing options...
TSBX Posted January 27, 2017 Share Posted January 27, 2017 Hey gang, I'm trying to implement the zombie/bandit spawns into Valmod overhaul and I've got it working a treat with the exception of the loot. I copied the following from the XMLs that Guppy is running on his server: <!-- Bad Company Loot --> <lootgroup name="sawedoffpumpshotgun+ammo" count="all"> <item name="gunSawedOffPumpShotgun" prob="0.2" /> <item name="shotgunShell" count="1,4"/> </lootgroup> <lootgroup name="44magnum+ammo" count="all"> <item name="gun44Magnum" prob="0.2"/> <item name="44MagBullet" count="1,6"/> </lootgroup> <lootgroup name="ak47+ammo" count="all"> <item name="gunAK47" prob="0.2"/> <item name="762mmBullet" count="1,10"/> </lootgroup> <lootgroup name="banditsRare" count="0,1"> <item name="casinoCoin" count="10,50"/> <item group="questChallenge" count="1" prob="0.1"/> <item group="treasureMaps" count="1" prob="0.1"/> <item group="rareTools" count="1" prob="0.05"/> <item group="rareOres" count="1,3" prob="0.05"/> </lootgroup> <lootgroup name="banditsPistol" count="all"> <item group="pistol+ammo"/> </lootgroup> <lootgroup name="bandits44Magnum" count="all"> <item group="44magnum+ammo"/> </lootgroup> <lootgroup name="banditsSawedOffPumpShotgun" count="all"> <item group="sawedoffpumpshotgun+ammo"/> </lootgroup> <lootgroup name="banditsPumpShotgun" count="all"> <item group="pumpshotgun+ammo"/> </lootgroup> <lootgroup name="banditsMP5" count="all"> <item group="mp5+ammo"/> </lootgroup> <lootgroup name="banditsAK47" count="all"> <item group="ak47+ammo"/> </lootgroup> <lootgroup name="banditsHuntingRifle" count="all"> <item group="huntingRifle+ammo"/> </lootgroup> <lootgroup name="banditsSniperRifle" count="all"> <item group="sniperRifle+ammo"/> </lootgroup> <lootgroup name="banditsRocketLauncher" count="all"> <item group="rocketLauncher+ammo"/> </lootgroup> <lootgroup name="banditsSledgeHammer" count="all"> <item name="sledgehammer"/> </lootgroup> <lootgroup name="banditsLeader+AK47" count="all"> <item group="banditsGeneral" count="1,2"/> <item group="banditArmor" count="1,2"/> <item group="banditsAK47" count="1" prob="0.2"/> <item group="banditsRare" count="2,4" prob="0.2"/> <item name="casinoCoin" count="300,765"/> <item group="militaryammo" count="2" prob="0.2"/> </lootgroup> <lootgroup name="banditsThug+Pistol" count="all"> <item group="banditsGeneral" count="2,4"/> <item group="banditsPistol" count="1" prob="0.2"/> <item group="banditsRare" count="0,2"/> </lootgroup> <lootgroup name="banditsThug+44Magnum" count="all"> <item group="banditsGeneral" count="2,4"/> <item group="bandits44Magnum" count="1" prob="0.2"/> <item group="banditsRare" count="0,2"/> </lootgroup> <lootgroup name="banditsThug+SawedOffPumpShotgun" count="all"> <item group="banditsGeneral" count="2,4"/> <item group="banditsSawedOffPumpShotgun" count="1" prob="0.2"/> <item group="banditsRare" count="0,2"/> </lootgroup> <lootgroup name="banditsThug+PumpShotgun" count="all"> <item group="banditsGeneral" count="2,4"/> <item group="banditsPumpShotgun" count="1" prob="0.2"/> <item group="banditsRare" count="0,2"/> </lootgroup> <lootgroup name="banditsThug+MP5" count="all"> <item group="banditsGeneral" count="2,4"/> <item group="banditsMP5" count="1" prob="0.2"/> <item group="banditsRare" count="0,2"/> </lootgroup> <lootgroup name="banditsThug+AK47" count="all"> <item group="banditsGeneral" count="2,4"/> <item group="banditsAK47" count="1" prob="0.2"/> <item group="banditsRare" count="0,2"/> </lootgroup> <lootgroup name="banditsThug+HuntingRifle" count="all"> <item group="banditsGeneral" count="2,4"/> <item group="banditsHuntingRifle" count="1" prob="0.2"/> <item group="banditsRare" count="0,2"/> </lootgroup> <lootgroup name="banditsThug+SniperRifle" count="all"> <item group="banditsGeneral" count="2,4"/> <item group="banditsSniperRifle" count="1" prob="0.2"/> <item group="banditsRare" count="0,2"/> </lootgroup> <lootgroup name="banditsThug+RocketLauncher" count="all"> <item group="banditsGeneral" count="2,4"/> <item group="banditsRocketLauncher" count="1" prob="0.2"/> <item group="banditsRare" count="0,2"/> </lootgroup> <lootgroup name="banditsThug+SledgeHammer" count="all"> <item group="banditsGeneral" count="2,4"/> <item group="banditsSledgeHammer" count="1" prob="0.2"/> <item group="banditsRare" count="0,2"/> </lootgroup> <lootcontainer id="200" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate"> <item group="banditsLeader+AK47" prob="1"/> </lootcontainer> <lootcontainer id="201" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate"> <item group="banditsThug+Pistol" prob="1"/> </lootcontainer> <lootcontainer id="202" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate"> <item group="banditsThug+44Magnum" prob="1"/> </lootcontainer> <lootcontainer id="203" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate"> <item group="banditsThug+SawedOffPumpShotgun" prob="1"/> </lootcontainer> <lootcontainer id="204" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate"> <item group="banditsThug+PumpShotgun" prob="1"/> </lootcontainer> <lootcontainer id="205" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate"> <item group="banditsThug+MP5" prob="1"/> </lootcontainer> <lootcontainer id="206" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate"> <item group="banditsThug+AK47" prob="1"/> </lootcontainer> <lootcontainer id="207" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate"> <item group="banditsThug+HuntingRifle" prob="1"/> </lootcontainer> <lootcontainer id="208" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate"> <item group="banditsThug+SniperRifle" prob="1"/> </lootcontainer> <lootcontainer id="209" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate"> <item group="banditsThug+RocketLauncher" prob="1"/> </lootcontainer> <lootcontainer id="2" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate"> <item group="banditsThug+SledgeHammer" prob="1"/> </lootcontainer> onto the tail end of Valmod Overhaul's loot.xml but the bandit corpses turn into a non container block and throw an error, "2017-01-27T17:56:57 225.175 ERR No loot entry defined for loot list id 204"Full log here. I've spent a couple hours stubbornly stabbing away at it, but it's time to let greater minds work their magic and show me the folly of my ways. Link to comment Share on other sites More sharing options...
Guppycur Posted January 27, 2017 Share Posted January 27, 2017 Make sure all of these exist as well: <item group="banditsGeneral" count="2,4"/> <item group="banditsPumpShotgun" count="1" prob="0.2"/> <item group="banditsRare" count="0,2"/> ...and watch for it being case sensitive. Link to comment Share on other sites More sharing options...
TSBX Posted January 27, 2017 Share Posted January 27, 2017 All accounted for and present. Case matches as well. Link to comment Share on other sites More sharing options...
Haidrgna Posted January 28, 2017 Share Posted January 28, 2017 2017-01-27T17:53:41 28.957 ERR Loading and parsing 'loot.xml' (lootgroup 'ak47+ammo' is defined multiple times) Here you go, you have duplcate entries. Link to comment Share on other sites More sharing options...
StompyNZ Posted January 28, 2017 Author Share Posted January 28, 2017 <lootcontainer id="2" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate"> <item group="banditsThug+SledgeHammer" prob="1"/> </lootcontainer> also make sure any loot group is defined before you attempt to reference it from another group or container. Link to comment Share on other sites More sharing options...
TSBX Posted January 28, 2017 Share Posted January 28, 2017 Ok, got the duplicate entry fixed, and the blocks now point to the correctly numbered item groups, but I still get "2017-01-27T21:02:02 89.032 ERR No loot entry defined for loot list id 304" even though I've got <lootcontainer id="304" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate"> <item group="banditsThug+PumpShotgun" prob="1"/> </lootcontainer> and <lootgroup name="banditsThug+PumpShotgun" count="all"> <item group="banditsGeneral" count="2,4"/> <item group="banditsPumpShotgun" count="1"/> <item group="banditsRare" count="0,2"/> </lootgroup> Here's the entire config dir. https://drive.google.com/open?id=0B-KoCpSr2SnxdHZNRDMtWXAta0U Block id #437 had an incorrect lootlist, fixed did not correct the problem. Link to comment Share on other sites More sharing options...
Guppycur Posted January 28, 2017 Share Posted January 28, 2017 Re-check the one before it; if that one errors, it may cause the NEXT one to throw up. Link to comment Share on other sites More sharing options...
StompyNZ Posted January 28, 2017 Author Share Posted January 28, 2017 Loot container Id cant be over 255 Link to comment Share on other sites More sharing options...
StompyNZ Posted January 28, 2017 Author Share Posted January 28, 2017 <lootgroup name="sawedoffpumpshotgun+ammo" count="all"> <item name="gunSawedOffPumpShotgun"/> <item name="shotgunShell" count="1,6"/> </lootgroup> <lootgroup name="44magnum+ammo" count="all"> <item name="gun44Magnum"/> <item name="44MagBullet" count="1,12"/> </lootgroup> missing Link to comment Share on other sites More sharing options...
TSBX Posted January 28, 2017 Share Posted January 28, 2017 Thanks for all of your help everybody, I got it working after starting from scratch and organizing my work. Now just to clean up the code a touch, adjust the loot a bit, and look into localization for the corpse blocks. Sorry for being a newb and making retarded mistakes, I learned I promise! Link to comment Share on other sites More sharing options...
biomirth Posted February 8, 2017 Share Posted February 8, 2017 Hope this continues to be updated. Loving Valmod and these look great. Link to comment Share on other sites More sharing options...
xXC.H.U.DXx Posted February 9, 2017 Share Posted February 9, 2017 So i Merged this Mod with mine(Took forever) When i start up a RWG map it gives me this error Exception: Parsing biomes. Prefab with name 'rock_form02.tts' not found! at WorldBiomes.ER (Byte , System.String , System.Xml.XmlElement , Boolean ) [0x00000] in <filename unknown>:0 at WorldBiomes.DR (System.Xml.XmlDocument , Boolean ) [0x00000] in <filename unknown>:0 at WorldBiomes..ctor (System.Xml.XmlDocument _genxml, Boolean _instantiateReferences) [0x00000] in <filename unknown>:0 at GameManager.RE (System.String , System.String ) [0x00000] in <filename unknown>:0 at GameManager.QD () [0x00000] in <filename unknown>:0 at GameManager.StartGame () [0x00000] in <filename unknown>:0 at ConnectionManager.Net_ServerInitialized () [0x00000] in <filename unknown>:0 at NetworkCommon.StartServers (System.String _password) [0x00000] in <filename unknown>:0 at NGuiWdwNewGame.NGuiButtonOnClick (UnityEngine.Transform _t) [0x00000] in <filename unknown>:0 at NGuiButtonOnClickHandler.OnClick () [0x00000] in <filename unknown>:0 the file is in the prefab folder IM using your RWGmixer and Prefabs only not really sure what i did wrong EDIT..... Wait is that Vanilla prefab? might figure it out before you reply but.... I got it to work.....but i noticed your bandits only shot once and then stand there? is this supposed to happen? Link to comment Share on other sites More sharing options...
Guppycur Posted February 9, 2017 Share Posted February 9, 2017 Bandit ai seems heavily dependant on difficulty setting. On my server they are nice and deadly. Link to comment Share on other sites More sharing options...
xXC.H.U.DXx Posted February 9, 2017 Share Posted February 9, 2017 Bandit ai seems heavily dependant on difficulty setting. On my server they are nice and deadly. i have it on survivalist i noticed this also spamming my console Setting and getting IK Goals, Lookat and BoneLocalRotation should only be done in OnAnimatorIK or OnStateIK (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) any idea what this is? I am going to try to give them unlimited ammo instead and see what happens is there supposed ot be survivors too? Link to comment Share on other sites More sharing options...
xXC.H.U.DXx Posted February 9, 2017 Share Posted February 9, 2017 lol...another thing that makes this tough.... I can't see all of them on the screen in the Spawner.. I made a Few new wandering Traders wanted to spawn them to check them anyway to make that window smaller or something? Link to comment Share on other sites More sharing options...
Guppycur Posted February 9, 2017 Share Posted February 9, 2017 No survivors. The yellow bone spam is harmless, just annoying. The bandits aren't done yet, so that is why we see that. I'm not familiar with the gui names like survivalist. I just know 1-5. At 1, they are functionally retarded, and at 5, they are deadshots from a mile away. 4 seems to work "well enough" for us. There is also a theory that biome spawned bandits are different in difficulty from poi spawned ones, but I'm not sure on the testing of that theory. Link to comment Share on other sites More sharing options...
xXC.H.U.DXx Posted February 9, 2017 Share Posted February 9, 2017 No survivors. The yellow bone spam is harmless, just annoying. The bandits aren't done yet, so that is why we see that. I'm not familiar with the gui names like survivalist. I just know 1-5. At 1, they are functionally retarded, and at 5, they are deadshot's from a mile away. 4 seems to work "well enough" for us. There is also a theory that biome spawned bandits are different in difficulty from poi spawned ones, but I'm not sure on the testing of that theory. yeah i just watched a Bandit shot a Zed one time then it just stood there let it kill him i think survivalist is difficulty (5) just means something isn't right im going to try to add <property name="Infinite_ammo" value="true" /> to all the bandit Guns and change the ammo to defualt in see what happens Link to comment Share on other sites More sharing options...
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