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(1.0/A21) bdubyah's modlets

Not at the moment. I've always avoided packaging other people's mod along with mine, but it might the way to go. I might do it when I push this next update.


It'd make it simpler considering it needs 4 other mods to run, be much easier for all users to just have a single zip to extract to their 7dtd folder. This also ensures they get the exact versions of the required mods that version of The Wasteland was built on. Most overhauls do this as its just easier for the end user, also less possible bugs as if someone updates one of the required mods it *could* potentally break something. I wanna try The Wasteland mod myself, going to wait till next update most likely though. Hopefully it will all be in 1 zip with all the required mods preinstalled. I love the fallout universe, going to be intersting seeing it in 7dtd.

One last question, Can you use a Random Gen map? or do you *have* to use the pregens?

 
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I agree with the above, and I would add that it would be nice if the Wasteland overhaul had it's own topic, where updates could be added to the first post,

 
I'd always considered The Wasteland, even with its association to Fallout, to be a direct nod to the 1988 Wasteland RPG 'predecessor/influencer' of Fallout, and its franchise. ^^


Ah the classics  😉

Points also if you fondly remember the original version, not the remastered one that came out with Wasteland 2

 
One last question, Can you use a Random Gen map? or do you *have* to use the pregens?
I would actually advise using a new RWG map right now. The maps I currently have were made with Teragon, and I didn't know at the time that there is a bug where it won't use certain POIs, which made it ignore most, if not all of my radiated POIs. I will likely generate a handful of maps with the built in RWG and update those with them when I have time. But you cannot use Navezgane or the vanilla PREGEN maps.

I agree with the above, and I would add that it would be nice if the Wasteland overhaul had it's own topic, where updates could be added to the first post,
We'll see. Wasteland has always kind of flown under the radar so I never felt the need for it. But with Tem playing it I guess it might become a bit more popular.

 
Just started the mod last night with five other friends on hosted server, got all the modlets loaded and everything works great, about hour 3 into the game we realized as we left the main starting city/town area, there were no other trees at all in the world.  Only when we got near POI.

Is this intended?  None of us had trees aside from near the POT and towns/cities.

This was on 8k RWG map.

also we got severe desync/stuttering where the hired Brotherhood guy just runs in place, players end up getting stuck/rubberbanding...etc.

 
Just started the mod last night with five other friends on hosted server, got all the modlets loaded and everything works great, about hour 3 into the game we realized as we left the main starting city/town area, there were no other trees at all in the world.  Only when we got near POI.

Is this intended?  None of us had trees aside from near the POT and towns/cities.

This was on 8k RWG map.

also we got severe desync/stuttering where the hired Brotherhood guy just runs in place, players end up getting stuck/rubberbanding...etc.
First I've heard of the tree issue. Would need the server logs to help.

 
I have experienced this issue with a certain server provider who didn't publicize their RAM allocation, but are generally considered respectable enough. On the first attempt to start a World, the server wouldn't even fully initialize, and they gave me another 2GB RAM. On the second attempt the world would start but the struggle was real with no trees and a clear struggle to render. I later learned I had been upgraded from 3GB RAM to 5GB RAM. ^^ It was a 24 hour trial period and we could depart on good terms. lol

I'm certainly not suggesting this is the cause, but there appears to be performance challenges based on the explanation of events.

 
Hi! I just wanted to slide by and report a BUG.

All plasma/laser weapons WHEN EQUIPPED IN YOUR HAND tank your Cold resist to 0.XXX.

First image is NOT held.

Second image is HELD.

image.png


image.png


 
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Hi! I just wanted to slide by and report a BUG.

All plasma/laser weapons WHEN EQUIPPED IN YOUR HAND tank your Cold resist to 0.XXX.

First image is NOT held.

Second image is HELD.



Guess I should've known that would be an issue. Tried a different passive for displaying the energy ammo crit chance, so maybe that is fixed:

Code:
!!!EAC MUST BE OFF!!!

Game Version: 21.1
Wasteland Version: 21.1.2.82

-Mod Dependencies: 
SCore v.21.1.111.950+
NPCmod v.21.1.0.13+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2

-----WL FIXED/CHANGED-----

-Changed: Tweaked most weapon's durability to closer match vanilla weapons
-Changed: Some small tweaks to SCore's fire system(slowed fire spread and lowered heat generated by fire sounds)
-Changed: Adjusted Deep Cuts unlock levels to be more like similar perks in other attributes
-Fixed: Added missing SexRex bit to Electrocutioner perk
-Fixed: Glock 19 unlock was set to wrong level
-Fixed: 10mm Pistol quality level wasn't increasing properly
-Fixed: Civ Ghoul was still using old controller
-Fixed: Clear Radiation quests were missing the completion dialog text
-Fixed: A couple quest rewards were incorrect
-Fixed: Swapped energy ammo crit to a different passive to try and fix player cold resistance
-Fixed: A few regular zombies had feral eyes by mistake
-Fxied: Radiated POI marker fixed on dedis(now a rad symbol)
 
Guess I should've known that would be an issue. Tried a different passive for displaying the energy ammo crit chance, so maybe that is fixed:

!!!EAC MUST BE OFF!!!

Game Version: 21.1
Wasteland Version: 21.1.2.82

-Mod Dependencies:
SCore v.21.1.111.950+
NPCmod v.21.1.0.13+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2

-----WL FIXED/CHANGED-----

-Changed: Tweaked most weapon's durability to closer match vanilla weapons
-Changed: Some small tweaks to SCore's fire system(slowed fire spread and lowered heat generated by fire sounds)
-Changed: Adjusted Deep Cuts unlock levels to be more like similar perks in other attributes
-Fixed: Added missing SexRex bit to Electrocutioner perk
-Fixed: Glock 19 unlock was set to wrong level
-Fixed: 10mm Pistol quality level wasn't increasing properly
-Fixed: Civ Ghoul was still using old controller
-Fixed: Clear Radiation quests were missing the completion dialog text
-Fixed: A couple quest rewards were incorrect
-Fixed: Swapped energy ammo crit to a different passive to try and fix player cold resistance
-Fixed: A few regular zombies had feral eyes by mistake
-Fxied: Radiated POI marker fixed on dedis(now a rad symbol)



Unless you state otherwise I assume we can just update The Wasteland mod and not the others?  Also since it's not mentioned I assume no need to wipe/new save?

 
Unfortunately this Mods only creates error without even starting
I was unable to verify any errors when making a new World in RWG and starting a new player in it. Maybe it will help to share your log as it can often show the reasons for any errors.

Pk2qV29.jpg


 
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Unless you state otherwise I assume we can just update The Wasteland mod and not the others?  Also since it's not mentioned I assume no need to wipe/new save?
I put the version of each that was used to test the release of Wasteland. So as long as you are on that version or newer you should be fine. And I don't think a wipe is necessary. If I know for sure it is I will mention it. 

 
So since I didn't really see anything about an install method besides put everything in the mods folder, I got the mod to play but I'm getting errors that S CORE is missing and various pois. Happens with Wasteland pregen maps and RWG. I have logs available if I need to upload them

Disregard, got the mod going 😁

 
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I am loving the zAlert mod! (among others). Is there any way to get the icons to change color based on the zombie's state? i.e. blue for sleeping, orange for idle, white for alerted, and red for in pursuit. or something like that. I ask because I often play without audio and it can be tough to tell what a zed is up to without the audio cues.  

Also, TFP should make this an "accessibility" feature permanently. thanks for helping out people with this mod. 

 
Discovered the Wasteland mod from GNS and it's been a lot of fun. I do have one small problem with it. I'm too lazy to cleanup the gore piles especially after a horde night. Is it possible to disable it or increase the time for them to despawn? 

 
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I am loving the zAlert mod! (among others). Is there any way to get the icons to change color based on the zombie's state? i.e. blue for sleeping, orange for idle, white for alerted, and red for in pursuit. or something like that. I ask because I often play without audio and it can be tough to tell what a zed is up to without the audio cues.  

Also, TFP should make this an "accessibility" feature permanently. thanks for helping out people with this mod. 
That might would be possible, but would likely be a good bit of work. Not something I have the time for now, but maybe in the future. Glad you enjoy the mod. :)

Discovered the Wasteland mod from GNS and it's been a lot of fun. I do have one small problem with it. I'm too lazy to cleanup the gore piles especially after a horde night. Is it possible to disable it or increase the time for them to despawn? 
Nothing super simple. Likely the easiest way you could do it is open the entityclasses.xml file and search for all entries of CorpseBlockChance and set them all to 0.

 
ok this is odd...a few days ago I bought one of the Rad Cats guys as a follower for 15k dukes, used hima  few times and whatnot..but i noticed since then the game had been acting a bit wierd, at first we had desync issues, other players were seen running in place, or i could see them opening and closing doors and stuff but not the players themselves. 

then just the other day i picked him up and placed him on the roof of my base, and now when i logged back into the game this morning, my console just has the red scrolling error of death and i kept showing overencumbered, couldn't crouch, couldn't interact with vehicles, i COULD open doors and walk around, but couldn't do anything, I dropped everything I had in a box and still showed i was overencumbered.

here is the error i was seeing, kept scrolling

https://imgur.com/v8gJyMP

I was able to get outside my base and pickup the Rad Cat, and then logged out and back in, and everything is back to normal..

not sure if that helps but ill tell my players to not use the AI guys  or  "hire" any.

 
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