Tristam Posted February 13, 2020 Share Posted February 13, 2020 I didn't, but I thought it was out of date. I was sitting here trying to make my own. I wanted to get the vault doors to upgrade laterally into an unlocked version of themselves, then upgrade normally from there. Each at half the usual price. So ultimately, to go from Vault 1 > Vault 2 would cost the same resources (12 forge) but you would first spend 6 to unlock it before using another 6 to upgrade it. So am I to understand the door unlock mod still works as intended? EDIT: I also tried giving a vault door two different upgrade paths: one with forged iron; another with scrap iron. Only the one at the bottom of the list took. It didn't break anything in the game, but upgrading it with my nail gun only gave the same result. Even if I only had one resource or the other in my backpack. So much for thinking outside the box. I'm just going to make a buff that gives you crazy metal damage for a few seconds so you can punch your way through one vault/safe etc. It's a dirty workaround, but it'll work. EDIT 2: I figured it out. Thanks to KhaineGB over at https://7daystodie.com/forums/showthread.php?95976-Lockpicking-Modlet All you have to do is change the "Class" of a door from "SecureDoor" to "Door". I thought as much, but didn't see any examples to confirm it anywhere. But sure enough, upgrading a door now unlocks it. So I'm going to have fun with that. I think to balance it I'm going to have to do as he did, and make unlocked versions of the doors that open with lockpicks, and then those upgrade to the next level. Otherwise, you're going to have to carry a lot of Forged materials with you wherever you go, and that's no bueno. It's gonna make it harder to make impromptu defenses in the wild, but that's a sacrifice I'm willing to make. Link to comment Share on other sites More sharing options...
stallionsden Posted February 13, 2020 Author Share Posted February 13, 2020 I didn't, but I thought it was out of date. I was sitting here trying to make my own. I wanted to get the vault doors to upgrade laterally into an unlocked version of themselves, then upgrade normally from there. Each at half the usual price. So ultimately, to go from Vault 1 > Vault 2 would cost the same resources (12 forge) but you would first spend 6 to unlock it before using another 6 to upgrade it. So am I to understand the door unlock mod still works as intended? EDIT: I also tried giving a vault door two different upgrade paths: one with forged iron; another with scrap iron. Only the one at the bottom of the list took. It didn't break anything in the game, but upgrading it with my nail gun only gave the same result. Even if I only had one resource or the other in my backpack. So much for thinking outside the box. I'm just going to make a buff that gives you crazy metal damage for a few seconds so you can punch your way through one vault/safe etc. It's a dirty workaround, but it'll work. EDIT 2: I figured it out. Thanks to KhaineGB over at https://7daystodie.com/forums/showthread.php?95976-Lockpicking-Modlet All you have to do is change the "Class" of a door from "SecureDoor" to "Door". I thought as much, but didn't see any examples to confirm it anywhere. But sure enough, upgrading a door now unlocks it. So I'm going to have fun with that. I think to balance it I'm going to have to do as he did, and make unlocked versions of the doors that open with lockpicks, and then those upgrade to the next level. Otherwise, you're going to have to carry a lot of Forged materials with you wherever you go, and that's no bueno. It's gonna make it harder to make impromptu defenses in the wild, but that's a sacrifice I'm willing to make. yeh thats what pretty much valmars door unlock mod does lol. Like i said i had forgotten bout it lol. with all my mods and vals and my prefabs i tend to miss some haha.. But glad you got it still tho I would fully prefer to be able to use lock picks on doors to unlock them, more realsistic to. Link to comment Share on other sites More sharing options...
mr.devolver Posted February 13, 2020 Share Posted February 13, 2020 yeh thats what pretty much valmars door unlock mod does lol. Like i said i had forgotten bout it lol. with all my mods and vals and my prefabs i tend to miss some haha.. But glad you got it still tho I would fully prefer to be able to use lock picks on doors to unlock them, more realsistic to. Yeah, more realistic is pretty much the key phrase here - lockpicks can break while you're using them, so it's not that easy to open and most importantly with Valmar's mod you could see that the door was literally falling apart and then out of sudden it was like new again, just unlocked lol Link to comment Share on other sites More sharing options...
stallionsden Posted February 13, 2020 Author Share Posted February 13, 2020 Yeah, more realistic is pretty much the key phrase here - lockpicks can break while you're using them, so it's not that easy to open and most importantly with Valmar's mod you could see that the door was literally falling apart and then out of sudden it was like new again, just unlocked lol Yeh definately . Wonder if tfp are gonna allow us to be able to code in lock picking doors like you do safes. But only hack you can do at the momebt for doors is valmars and what khainegb and tristam have said/done. Kinda sad Link to comment Share on other sites More sharing options...
mr.devolver Posted February 13, 2020 Share Posted February 13, 2020 Yeh definately . Wonder if tfp are gonna allow us to be able to code in lock picking doors like you do safes. But only hack you can do at the momebt for doors is valmars and what khainegb and tristam have said/done. Kinda sad Well, they solved it with C4, but honestly I think that while it's surely cool and whatnot, C4 is not exactly easy to come by. You have to really invest a lot of points to get there and then it's not exactly cheap to craft just one of them, let alone couple of them just to be able to open some regular doors to save time, so lockpicks would make much more sense in that area, plus they are much more silent too. In real life you don't normally use C4 to open regular door even with barricades either, so that part was an oversight in my opinion. Link to comment Share on other sites More sharing options...
stallionsden Posted February 13, 2020 Author Share Posted February 13, 2020 Well, they solved it with C4, but honestly I think that while it's surely cool and whatnot, C4 is not exactly easy to come by. You have to really invest a lot of points to get there and then it's not exactly cheap to craft just one of them, let alone couple of them just to be able to open some regular doors to save time, so lockpicks would make much more sense in that area, plus they are much more silent too. In real life you don't normally use C4 to open regular door even with barricades either, so that part was an oversight in my opinion. C4 doesnt really help the stealth players tho lol haha. Haha gave me an idea on a mod lol. Edit the demolisher so you can craft him and have him run at the door 😅🤣😅🤣 Link to comment Share on other sites More sharing options...
Tristam Posted February 13, 2020 Share Posted February 13, 2020 I did it. Just gotta get permission from KHaineGB to post it. Thanks for everyone's help. Link to comment Share on other sites More sharing options...
jk958 Posted February 15, 2020 Share Posted February 15, 2020 Zombie Modifications 2 in 18 3 b4 can't walk over dead zombies. is like they still standing up animals is same. game says it 18.3 (b4) the Zombie Modifications from 10-15-2019 works fine. Link to comment Share on other sites More sharing options...
stallionsden Posted February 15, 2020 Author Share Posted February 15, 2020 Zombie Modifications 2 in 18 3 b4 can't walk over dead zombies. is like they still standing up animals is same. Hi jk958 Do you mean 18.4 (b3) the latest experimental or 18.2 stable Link to comment Share on other sites More sharing options...
MandyCMoore Posted February 16, 2020 Share Posted February 16, 2020 FRIENDLY ANIMAL HELPERS Adds a random chance spawn of an animal (Including zombie versions) that they will come to your aide/rescue Can they be taken home/tamed? Looking for something along those lines. Btw, put some of your other modlets on my server & everyone on there is loving them! Great work! Link to comment Share on other sites More sharing options...
stallionsden Posted February 16, 2020 Author Share Posted February 16, 2020 Can they be taken home/tamed? Looking for something along those lines. Btw, put some of your other modlets on my server & everyone on there is loving them! Great work! Thank you and glad you all are enjoying them :-) . The animals you cant unfortunately. It use to be that way prior to a16. However the follow code has been removed by tfp. They just spawn randomly and attack zs at this stage. But yes ultimately thats what i would lile to have them do. Link to comment Share on other sites More sharing options...
mr.devolver Posted February 17, 2020 Share Posted February 17, 2020 Thank you and glad you all are enjoying them :-) . The animals you cant unfortunately. It use to be that way prior to a16. However the follow code has been removed by tfp. They just spawn randomly and attack zs at this stage. But yes ultimately thats what i would lile to have them do. DMT NPC mod would most likely help with this. It's limited to human characters for now, but I'm pretty sure it can be updated to support animals too and eventually it probably will. Link to comment Share on other sites More sharing options...
stallionsden Posted February 17, 2020 Author Share Posted February 17, 2020 DMT NPC mod would most likely help with this. It's limited to human characters for now, but I'm pretty sure it can be updated to support animals too and eventually it probably will. Yeh i have no wishes at the moment to make dmt mods at this stage. (I dont know csharp stuff) but will look into other ways. Link to comment Share on other sites More sharing options...
stallionsden Posted February 18, 2020 Author Share Posted February 18, 2020 UPDATE AMMO BUNDLE MAKER Corrected exploding arrows to 75 (From 100 to match vanilla) Changed ammogasbundle from 100 to 1000 Added localization.txt thanks to Dancapo Link to comment Share on other sites More sharing options...
Petite Posted February 22, 2020 Share Posted February 22, 2020 This weapon gunTacticalAR was found in a blue tarp pallet, it has big red interrogation picture instead of a gun. Do you have any weapons mods I didnt know? That weapon is listed at line 185 of loot.xml Link to comment Share on other sites More sharing options...
stallionsden Posted February 22, 2020 Author Share Posted February 22, 2020 This weapon gunTacticalAR was found in a blue tarp pallet, it has big red interrogation picture instead of a gun. Do you have any weapons mods I didnt know? That weapon is listed at line 185 of loot.xml no it is in the game files but hasnt been properly added by tfp til A19. I shall remove it tomorrow unless you want it left in . Link to comment Share on other sites More sharing options...
Petite Posted February 22, 2020 Share Posted February 22, 2020 no it is in the game files but hasnt been properly added by tfp til A19. I shall remove it tomorrow unless you want it left in . If it doesnt cause any problem in the game I don't see any point to remove it. Thanks for answering Link to comment Share on other sites More sharing options...
stallionsden Posted February 22, 2020 Author Share Posted February 22, 2020 If it doesnt cause any problem in the game I don't see any point to remove it. Thanks for answering It shoots etc just alot out of whack esp with the attachments lol. But it be in a19 apparently Link to comment Share on other sites More sharing options...
stallionsden Posted February 27, 2020 Author Share Posted February 27, 2020 WINDOWS COMBINE UPDATE Changed the combine ability from 1,6 to 1,5 since you cant craft level 6 items anymore should hopefully fix the issue Link to comment Share on other sites More sharing options...
stallionsden Posted February 27, 2020 Author Share Posted February 27, 2020 UPDATE - STALLIONSDENS OPEN DOOR SYNDROME WITH RESPAWN LOCK PICKING ADDITIONS - Corrected suitcase model to show the updated one Link to comment Share on other sites More sharing options...
hei28ssk Posted April 12, 2020 Share Posted April 12, 2020 can you please update the mega backpack for 18.4? Link to comment Share on other sites More sharing options...
stallionsden Posted April 12, 2020 Author Share Posted April 12, 2020 can you please update the mega backpack for 18.4? I just tried it on 18.4 and no errors or anything. What is wrong with it Link to comment Share on other sites More sharing options...
Blight Posted May 3, 2020 Share Posted May 3, 2020 Hiho, can you please take an eye on the Whisperer-set? Looks like it it isn't working anymore (zombies still attacking you). Link to comment Share on other sites More sharing options...
stallionsden Posted May 3, 2020 Author Share Posted May 3, 2020 3 minutes ago, Slawa said: Hiho, can you please take an eye on the Whisperer-set? Looks like it it isn't working anymore (zombies still attacking you). yeh can take a look. any errors in the console. Link to comment Share on other sites More sharing options...
Blight Posted May 3, 2020 Share Posted May 3, 2020 using it on a dedicated server (just changed the icon) and no errors shown up. Link to comment Share on other sites More sharing options...
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