KhaineGB Posted June 25, 2018 Author Share Posted June 25, 2018 The purpose is that I'm limited by the game stage system. Basically, in a wandering horde, the gamestage caps at 50, then it wraps back around to 1. So either I go easy on the game stages for wandering hordes, which then makes them an absolute JOKE at higher levels, or I work with what I've got and accept some folks are going to be super unlucky at low level. If I could have up to 1000 gamestage like I can on the 7 day horde, then it wouldn't be a problem. Link to comment Share on other sites More sharing options...
Erik Louden Posted June 25, 2018 Share Posted June 25, 2018 It's alright- I was just bitching. 1.8 is the best (hardest) yet, every day so far I'm having a number of "Oh ♥♥♥♥!" moments. Running at 25% loot also makes base building slow and horde nights defense was almost non-existent except for by bow and hunting rifle. Link to comment Share on other sites More sharing options...
KhaineGB Posted June 25, 2018 Author Share Posted June 25, 2018 Oh trust me, I understand your bitching and I -really- wish I had more than 50 gamestages to play with. Link to comment Share on other sites More sharing options...
gpcstargate Posted June 25, 2018 Share Posted June 25, 2018 (edited) Nope. I can make a quest to go fetch the items, but I can't make a quest NOT complete if you don't have inventory space, which sucks. >_< What I may do for A17 is look at creating bags full of items. That way I only give the player 1 item, they place it and loot it. It's a little bit more work but means items won't be lost as easily. That would work better .. a bag or crate would pop into inventory with the quest items in it .. You know HOW "Games4kickz and Kage848" PLAY ALWAYS running around with Full inventory and Still Looting .. lol. But Good thought … the Old Gamer .. Edited June 25, 2018 by gpcstargate (see edit history) Link to comment Share on other sites More sharing options...
GoatPunishment Posted June 26, 2018 Share Posted June 26, 2018 Would it be possible to create a "placeholder", something like a certificate or special paper for the quest completion? Meaning, you accept the quest, it gives you your tasks AND a certificate (looks like a quest paper or whatever). If the task is "kill 20 ____" then after you finish killing the 20 whatevers, you need to put the certificate in your inventory, and THAT (placing in inventory) is what finishes the quest. Then, the quests "takes" the certificate away, and replaces the spot with the reward bag. My fear is that if you just give a bag of items as the reward, the same thing would happen if your inventory is full as it would normally. Link to comment Share on other sites More sharing options...
Erik Louden Posted June 26, 2018 Share Posted June 26, 2018 Don't know if its possible but maybe put it in the scrap queue? Link to comment Share on other sites More sharing options...
KhaineGB Posted June 26, 2018 Author Share Posted June 26, 2018 General rule. What I've done with the quests so far is pretty much the best I can do. The problem is, if you give the player an item after finishing a quest, it automatically goes into the inventory which means the NEXT quest would then also be completed. The best option would be to give the player 1 item (say a suitcase) that they "read", which gives them a quest to grant the items. That way players have more control over when they recieve their stuff, I can control what they get so quality and such isn't random and everyone should be happy.... hopefully. But the A17 quest system might let me do a LOT more. Link to comment Share on other sites More sharing options...
Picklefart Posted June 27, 2018 Share Posted June 27, 2018 Simply a 10/10 Khaines! Just wanted to say amazing mod! That's putting it lightly, I've played through so many mods this Alpha and darkness falls just stands out so much. The classes, the new items and workstations, dead trader locations and the QUEST GIVER! It's a work of art. This will be the final mod I play this Alpha and through a good bit of experimental as well. Can not wait to see what you accomplish with the new A17 changes. Looking forward to it. Thanks again Khaines. Oh and love the unarmed combat! Link to comment Share on other sites More sharing options...
KhaineGB Posted June 27, 2018 Author Share Posted June 27, 2018 Glad you like it. I'm SO looking forward to A17 and the quest system. I'm going to keep the guard trader NPC in so it's obvious where to get quests from, but I'm hoping I can get some of the finicky things working properly. Link to comment Share on other sites More sharing options...
Picklefart Posted June 28, 2018 Share Posted June 28, 2018 I am excited to see what people will be able to do with weapon modding, and also vehicle modding hopefully. Link to comment Share on other sites More sharing options...
Splitknuckler Posted June 28, 2018 Share Posted June 28, 2018 Khaines! Just wanted to say amazing mod! That's putting it lightly, I've played through so many mods this Alpha and darkness falls just stands out so much. The classes, the new items and workstations, dead trader locations and the QUEST GIVER! It's a work of art. This will be the final mod I play this Alpha and through a good bit of experimental as well. Can not wait to see what you accomplish with the new A17 changes. Looking forward to it. Thanks again Khaines. Oh and love the unarmed combat! I feel the same exact way. I can't praise khaine enough. I've played starvation, ravenhearst, gnamod, and wotw. This (to me) tops them all as far as fun, originality, and replayability. This is how 7dtd should be! Link to comment Share on other sites More sharing options...
Erik Louden Posted June 30, 2018 Share Posted June 30, 2018 What are you guys talking about?? That guy is a total punk! Link to comment Share on other sites More sharing options...
KhaineGB Posted June 30, 2018 Author Share Posted June 30, 2018 What are you guys talking about?? That guy is a total punk! He's not wrong. Link to comment Share on other sites More sharing options...
Guppycur Posted June 30, 2018 Share Posted June 30, 2018 I heard he drinks while doing xmls. ...warm milk. Because he's a girl. Link to comment Share on other sites More sharing options...
KhaineGB Posted June 30, 2018 Author Share Posted June 30, 2018 Please. Warm milk is gross. It's apple juice. Link to comment Share on other sites More sharing options...
Erik Louden Posted June 30, 2018 Share Posted June 30, 2018 Rumor has it that Khaine actually did the voice over of the female bandits. J/K - Mod is amazing of course but it was getting a little too warm and fuzzy in here so I had to bring in a little shade. =) Link to comment Share on other sites More sharing options...
KhaineGB Posted June 30, 2018 Author Share Posted June 30, 2018 I think my voice is a bit too deep for the female bandits. Shame my friend closed her twitter account though. She did a FANTASTIC job on those bandits. Link to comment Share on other sites More sharing options...
Erik Louden Posted July 1, 2018 Share Posted July 1, 2018 Few things: 1) Snakes do no count toward kills 5 animals with the hunting rifle. 2) Found a book called "Tool Crafting Notes", how do I use it? 3) Is there a way to harvest plants without needing to replant them? Link to comment Share on other sites More sharing options...
KhaineGB Posted July 1, 2018 Author Share Posted July 1, 2018 1) Probably an oversight on my part, will look into it. 2) Read it. It gives +1 tool crafting skill. However, if you cannot gain a level in that skill because you aren't a high enough player level, then the book isn't a work around. You'll need to wait. 3) Not that I know of. Link to comment Share on other sites More sharing options...
crackpot texas Posted July 1, 2018 Share Posted July 1, 2018 Khaine, I started a series and got the civilian class, is it possible to craft the civilian class again once I get all the stuff needed for crafting class papers? Also, if I already have the first forge perk, and I pick the miner class and get forge perk. Would I get another forge book or will I automatically get the second forge perk(bigger forge). Link to comment Share on other sites More sharing options...
crackpot texas Posted July 1, 2018 Share Posted July 1, 2018 Does the quality of your lock pick affect the time to break into a safe or is it just about durability? Link to comment Share on other sites More sharing options...
KhaineGB Posted July 2, 2018 Author Share Posted July 2, 2018 (edited) Yes you can craft the class again, but you can't do the quests again. They are not repeatable. Taking the miner class SHOULD give you the second level of the forge perk. Note: I didn't test this, but it should work in THEORY. And no, Lockpick quality does not affect the time to break into the safe. The iron lockpick does it faster and works the same way as the basic one. For Erik... I've had a look at that kill animals quest. <objective type="AnimalKill" value="5" /> That's the code. So apparently snakes don't count as animals for some reason. I'm going to have a look at entityclasses later and see if there's any way to fix that, but I doubt it. Edited July 2, 2018 by KhaineGB (see edit history) Link to comment Share on other sites More sharing options...
Erik Louden Posted July 2, 2018 Share Posted July 2, 2018 No worries, it's a trivial thing. Link to comment Share on other sites More sharing options...
KhaineGB Posted July 2, 2018 Author Share Posted July 2, 2018 Found it. Snakes are set to Class=EntityZombie for some reason. Not sure why. I'm going to try setting them as generic HostileAnimal later (like the boar) and see if that breaks anything. Link to comment Share on other sites More sharing options...
Picklefart Posted July 2, 2018 Share Posted July 2, 2018 Also bees/hornets don't count as animals I believe when I was doing that quest lastnight - - - Updated - - - I now have the advanced forge. Have clay in it but it is not allowing me to craft bowls. Bug??? Link to comment Share on other sites More sharing options...
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