The-Walking-Dad Posted December 18, 2018 Share Posted December 18, 2018 Anyone had any success with modding traders? The techniques I've tried (which worked in a16) don't seem to work in a17. Aims: * remove trader entity * remove trader settlement protection * remove out-of-hours teleport Link to comment Share on other sites More sharing options...
three08 Posted December 18, 2018 Share Posted December 18, 2018 I have a sdx mod I'm working on the allows you to stay in the trader area while its closed, its not ready yet but keep an eye out in the sdx forum for it. I also have a SDX tool that allows breaking and placing of block inside the trader area, I'll post the update version of that in the next few days. Link to comment Share on other sites More sharing options...
FastBurst Posted December 18, 2018 Share Posted December 18, 2018 Anyone had any success with modding traders? The techniques I've tried (which worked in a16) don't seem to work in a17. Aims: * remove trader entity * remove trader settlement protection * remove out-of-hours teleport changing the hours is pretty easy editing or modding out the hours <trader_info id="1" min_inventory="40" max_inventory="80" min_items_swapped="20" max_items_swapped="20" reset_interval="3" open_time="6:05" close_time="21:50"> not sure with the other 2, not sure on those or why you would want to exactly, but everyone has their own reasons. Link to comment Share on other sites More sharing options...
The-Walking-Dad Posted December 18, 2018 Author Share Posted December 18, 2018 not sure with the other 2, not sure on those or why you would want to exactly, but everyone has their own reasons. I call it Last Man On Earth play style. Link to comment Share on other sites More sharing options...
Roshu Posted December 19, 2018 Share Posted December 19, 2018 I have a sdx mod I'm working on the allows you to stay in the trader area while its closed, its not ready yet but keep an eye out in the sdx forum for it. I also have a SDX tool that allows breaking and placing of block inside the trader area, I'll post the update version of that in the next few days. Would this allow you to remove the trader entirely, like The-Walking-Dad I'm also gong for that last one in the world feel in my single player game, would also like to set the vending machines to never restock, once you buy up whats in them at the start of the game that's it. Link to comment Share on other sites More sharing options...
rickyralph Posted December 19, 2018 Share Posted December 19, 2018 You could edit the trader spawning out of the RWGmixer to spawn 0 in a new game, if that's what you're looking for. I was able to increase the amount of traders in the wilderness that way, It should work the opposite way also. Something like: <configs> <!--Changing the min and max for the trader on the Wilderness Group--> <set xpath="/rwgmixer/prefab_rules/prefab_rule[@name='wildernessGroup']"> <prefab rule="traderGroup" min_count="0" max_count="0"/> </set> </configs> Link to comment Share on other sites More sharing options...
The-Walking-Dad Posted December 20, 2018 Author Share Posted December 20, 2018 You could edit the trader spawning out of the RWGmixer to spawn 0 in a new game, if that's what you're looking for. I was able to increase the amount of traders in the wilderness that way, It should work the opposite way also. Something like: <configs> <!--Changing the min and max for the trader on the Wilderness Group--> <set xpath="/rwgmixer/prefab_rules/prefab_rule[@name='wildernessGroup']"> <prefab rule="traderGroup" min_count="0" max_count="0"/> </set> </configs> I'll give that a go. Will this leave the buildings in, or remove them? Link to comment Share on other sites More sharing options...
Dracos99 Posted December 20, 2018 Share Posted December 20, 2018 I'll give that a go. Will this leave the buildings in, or remove them? if you set them to 0 max in the mixer, they will not spawn the buildings at all, but then you would also have to change the last starter quest to not chain reward to the find trader quest or it may error if it tries to find one that doesnt exist. Link to comment Share on other sites More sharing options...
The-Walking-Dad Posted December 20, 2018 Author Share Posted December 20, 2018 if you set them to 0 max in the mixer, they will not spawn the buildings at all, but then you would also have to change the last starter quest to not chain reward to the find trader quest or it may error if it tries to find one that doesnt exist. Excellent, thanks both. I'd have rather left the buildings in, but I'll take what I can get for now. Link to comment Share on other sites More sharing options...
rickyralph Posted December 29, 2018 Share Posted December 29, 2018 @The-Walking-Dad, Where you able to get it to work how you wanted? Link to comment Share on other sites More sharing options...
KhaineGB Posted December 29, 2018 Share Posted December 29, 2018 Anyone had any success with modding traders? The techniques I've tried (which worked in a16) don't seem to work in a17. Aims: * remove trader entity * remove trader settlement protection * remove out-of-hours teleport Last two are easy. Open the trader prefab XML files (Settlement_Trader_XX) and find this. <property name="TraderArea" value="True" /> <property name="TraderAreaProtect" value="20,0,20" /> <property name="TraderAreaTeleportSize" value="36, 20, 36" /> <property name="TraderAreaTeleportCenter" value="1, 1, 1" /> Set trader area to false, delete the other 3 lines. That removes out-of-hours teleport and protection. Actual trader NPC's can only be removed by editing the prefab or just removing them from the rwgmixer. Link to comment Share on other sites More sharing options...
The-Walking-Dad Posted December 30, 2018 Author Share Posted December 30, 2018 Last two are easy. Open the trader prefab XML files (Settlement_Trader_XX) and find this. <property name="TraderArea" value="True" /> <property name="TraderAreaProtect" value="20,0,20" /> <property name="TraderAreaTeleportSize" value="36, 20, 36" /> <property name="TraderAreaTeleportCenter" value="1, 1, 1" /> Set trader area to false, delete the other 3 lines. That removes out-of-hours teleport and protection. Actual trader NPC's can only be removed by editing the prefab or just removing them from the rwgmixer. I'm sure I tried this without success, but will try again in case I missed something. Also, in A16 it was possible to replace the text for traders in the blocks file (spawntrader I think the block was called) with zombie names, so they'd spawn enemies instead. Doesn't seem to work in a17. - - - Updated - - - @The-Walking-Dad, Where you able to get it to work how you wanted? Not yet. I've removed them and their buildings entirely from the game and I haven't missed them. Their bases are fun to build in but there are so many new POIs that I'm still entertained. Link to comment Share on other sites More sharing options...
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