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(1.0/A21) bdubyah's modlets

Alrighty, pushing this release out.

New save recommended. As always, make a backup first!

There are reported sightings of the fabled Mutie Claus roaming the snow biomes! Hunt him down and see what gifts you can get!

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

Game Version: 21.2
Wasteland Version: 21.2.2.1

-Mod Dependencies:  
SCore v.21.2.18.1001+
NPCmod v.21.1.0.16+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2

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

There are reported sightings of the fabled Mutie Claus roaming the snow biomes! Hunt him down and see what gifts you can get!

-Added: M1 Battle Rifle and .44 Magnum SMG
-Added: A few variants of normal POIs that can spawn repairable air vehicles(mostly POIs that had helipads already)
-Changed: Utilitrons crafted will be auto-hired by whoever places them down
-Changed: Biome fog now works on servers as well as SP(Big thanks to FuriousRamsay for this <3)
-Changed: Emptying either dead bodies or their corpse block will now make it disappear(if needing to harvest the body do it before looting)(also reduced the gore block HP so you can easily harvest if you want)
-Changed: Added air vehicle repairables/wrecks to some POIs(needs a new world)
-Changed: Added fist weapons to Big and Fast perk since they were missing their flurry perk
-Changed: Supply Run quests should no longer be shareable(no point for them to be)
-Changed: Tweaked power armor set buff to fix sound from looping
-Changed: Beo-50 moved to Machine Gunner
-Changed: Added some weapons to craftingSkills(unlock/quality levels may have shifted some due to this)
-Changed: Small tweaks to ghoul/rad ghoul/rad mutated radiation buff damage
-Changed: Set StabilityIgnore on rad blocks needed for quests so they won't break if the block underneath them is broken
-Changed: Various weapon balancing
-Changed: Removed RNG MagazineSize for guns to match vanilla
-Changed: Added limit to WL drugs so they can't stack more than 3 at a time for duration
-Changed: Slightly increased Brotherhood spawn rates; added Rad Cats to biome spawns; added both to wasteland spawns also
-Changed: Added TraderStage to item mods
-Changed: Small tweaks to NPC weapons to make them a bit easier to deal with(still dangerous)
-Fixed: Made some tweaks to the raider assets to try and stop their meshes from disappearing at certain angles
-Fixed: Airships seating positions
-Fixed: Supply Run quests completion dialog was wrong
-Fixed: Supply Run and Clear Rad quest rewards were limited to 2 choices
-Fixed: Added missing drug recipes
-Fixed: Added missing 45 ACP ammo bundle recipes
-Fixed: .50 Cal weapons broken version recipes will now increase in quality with respective perks(only craft up to Q4 though)
-Fixed: Blade and knuckle weapon crafting max crafting level was incorrect
-Fixed: Legendary 500 Mag and Beo-50 had HP ammo twice and no AP ammo available
-Fixed: Vehicle parts appearing in book loot
-Fixed: Survivalist Faceask and Lucky Piercings missing from loot
-Fixed: Some perks still mentioned crafting/updated some descriptions
-Fixed: Having more than one feral ghoul near you stopped the rad buff from damaging you
-Fixed: SPIFSAL and starter quest weren't working with new permadeath option
-Fixed: 5.56 AP not tagged for Heavy Weapons
-Fixed: Added missing Industrial Generator recipe
-Fixed: Added missing military/steel armor part recipes
-Fixed: Fixed drug addiction buffs not firing
-Fixed: Miner 69'er was missing the stamina reductions
-Fixed: Vehicle journal tip given from items was incorrect
-Fixed: Johnny was excluded from bartering bonuses
-Fixed: A Valuable Lesson quest was still using RandomGoTo that doesn't work on servers
-Fixed: Junk Eyebot crafting quality not increasing as it should
 
I'm going to update and start a new world but I was playing Alpha 21.1 using the most recent versions of your mod you had before this update you just posted and here are the problems I encountered

1: I could not loot the 5/7 car part from Old Police Car I got lots of front and back bumpers and grills but whatever that part is that is required it would not drop please fix this cannot upgrade and build that car because of it.

2: Are you able to fix the multiple trader quest marker waypoints that show up on top of the traders location when you do missions for the traders? You also cannot delete them and they pile up and I know another person wrote that eventually it will cause the trader to stop working I have not gotten to that point yet but it is an annoying issue on the map.

3: Do you recommend I not adjust the advanced settings for RWG and leave it default? I adjusted the settings in the RWG advanced tab before I generated my map I made  a 10k RWG map where I tweaked the amount of cities in the advanced tab to be more and to have more wasteland and to have more wilderness POI's I increased it by 1 point for each. I don't know if this caused this problem but I could not find the Big Rocket POI with the RadCats in any of the cities. I did not totally reveal the full map but I did reveal 5 cities in each biome not including the burnt forest biome which I did not find. Do the Big Rockets have a biome preference like wasteland only or is it just random? I want that trader it is my favorite and I could not find it.

One request and I know others have asked for this. But Please offer an alternate download with the required dependencies already bundled into the mod. I know you like to keep things separated but many of us just want all the files in one download with all the updated files-case in point one of your links for S-core sometimes sends us to Github and it does not automatically start the download for the zip file it just dumps you into the file structure on Github making it frustrating getting the files from there especially for a new person using your mod I almost didn't play your mod when I first found out about it because one of your dependencies kept sending me to Github and I couldn't figure out how to download the file from there. I have figured it out now I had to click on a green button called Code and I was able to find the zip file but that was unnecessary frustration that would be fixed with the files all in one download.

Thank you for the mod and I will update this post if I have better luck in the new update thanks!

 
2: Are you able to fix the multiple trader quest marker waypoints that show up on top of the traders location when you do missions for the traders? You also cannot delete them and they pile up and I know another person wrote that eventually it will cause the trader to stop working I have not gotten to that point yet but it is an annoying issue on the map.
This was finally fixed by TFP in 21.2 (b30).  So by updating your game version, this problem no longer exists.

 
I'm going to update and start a new world but I was playing Alpha 21.1 using the most recent versions of your mod you had before this update you just posted and here are the problems I encountered

1: I could not loot the 5/7 car part from Old Police Car I got lots of front and back bumpers and grills but whatever that part is that is required it would not drop please fix this cannot upgrade and build that car because of it.

2: Are you able to fix the multiple trader quest marker waypoints that show up on top of the traders location when you do missions for the traders? You also cannot delete them and they pile up and I know another person wrote that eventually it will cause the trader to stop working I have not gotten to that point yet but it is an annoying issue on the map.

3: Do you recommend I not adjust the advanced settings for RWG and leave it default? I adjusted the settings in the RWG advanced tab before I generated my map I made  a 10k RWG map where I tweaked the amount of cities in the advanced tab to be more and to have more wasteland and to have more wilderness POI's I increased it by 1 point for each. I don't know if this caused this problem but I could not find the Big Rocket POI with the RadCats in any of the cities. I did not totally reveal the full map but I did reveal 5 cities in each biome not including the burnt forest biome which I did not find. Do the Big Rockets have a biome preference like wasteland only or is it just random? I want that trader it is my favorite and I could not find it.

One request and I know others have asked for this. But Please offer an alternate download with the required dependencies already bundled into the mod. I know you like to keep things separated but many of us just want all the files in one download with all the updated files-case in point one of your links for S-core sometimes sends us to Github and it does not automatically start the download for the zip file it just dumps you into the file structure on Github making it frustrating getting the files from there especially for a new person using your mod I almost didn't play your mod when I first found out about it because one of your dependencies kept sending me to Github and I couldn't figure out how to download the file from there. I have figured it out now I had to click on a green button called Code and I was able to find the zip file but that was unnecessary frustration that would be fixed with the files all in one download.

Thank you for the mod and I will update this post if I have better luck in the new update thanks!
1: Looks like it would be the vehiclePCBLightbar for that one. Will have to loot it or find it at a trader. or find the wrecked out version that has the lightbar as it has a decent drop rate from that.

2: As Fisher above stated, this isn't a mod issue but an issue with vanilla that has been fixed in 21.2.

3: Default likely works best, but making some tweaks shouldn't hurt. RWG wil never guarantee every one of my POIs makes it in, though most usually do. Can always open that world's prefabs.xml file and search for a particular POI so you at least know if it exists or not. Or go into dm while in game and look at the POI Teleporter. No POIs in this mod are biome limited atm.

I hear you, and I might do that on the Azure repo soon. But I already get yelled at on Nexus for people having to redownload the entirety of Wasteland for a small update. Would only get worse with all the other mods packed in. And it would also mean if sphereii fixes something in SCore, the whole pack needs updating on my end. Same with NPCcore, etc. It really isn't that hard to use Git or Azure for downloads.

 
1: Looks like it would be the vehiclePCBLightbar for that one. Will have to loot it or find it at a trader. or find the wrecked out version that has the lightbar as it has a decent drop rate from that.

2: As Fisher above stated, this isn't a mod issue but an issue with vanilla that has been fixed in 21.2.

3: Default likely works best, but making some tweaks shouldn't hurt. RWG wil never guarantee every one of my POIs makes it in, though most usually do. Can always open that world's prefabs.xml file and search for a particular POI so you at least know if it exists or not. Or go into dm while in game and look at the POI Teleporter. No POIs in this mod are biome limited atm.

I hear you, and I might do that on the Azure repo soon. But I already get yelled at on Nexus for people having to redownload the entirety of Wasteland for a small update. Would only get worse with all the other mods packed in. And it would also mean if sphereii fixes something in SCore, the whole pack needs updating on my end. Same with NPCcore, etc. It really isn't that hard to use Git or Azure for downloads.


Thanks for the reply. I have started my new world and I see the trader icon is fixed that was great timing! Didn't realize it was a vanilla issue but glad it's fixed.

Ok thanks for the tips on the POI I will try and use the teleporter thingy or look at the xml.

Ok I see the wisdom in how your doing the downloads. I was not used to github and didn't understand how it works I am able to download the zip once I figured it out but it was frustrating at first because it's not user friendly. Your recent links on the nexus page for the dependencies are directly pointing to the zip file now so that's solved the issue I initially ran into.

In the future will you be making it so the non vanilla weapons will be able to be equipped by the hirable npc's?

Thanks for the help

 
Hello!

May I ask, who made this military base/laboratory bunker POI in The Wasteland mod?

Also, the mod is amazing. I'm having lots of fun playing it. Had a problem with this POI though, and wanna give my feedback to the creator.

x2scrap2.png

 
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Hello!

May I ask, who made this military base/laboratory bunker POI in The Wasteland mod?

Also, the mod is amazing. I'm having lots of fun playing it. Had a problem with this POI though, and wanna give my feedback to the creator.

View attachment 29720
Do you happen to know the name of it? On my phone so a bit hard to see but I don't recognize it.

 
Hello!

May I ask, who made this military base/laboratory bunker POI in The Wasteland mod?

Also, the mod is amazing. I'm having lots of fun playing it. Had a problem with this POI though, and wanna give my feedback to the creator.

View attachment 29720
This POI is made by Mikemr2. It can be found here.

https://7daystodiemods.com/camp-yellowstone/

It is called Camp Yellowstone POI.

Please understand that this POI is not actually part of the Wasteland Mod. It is combined within a GNS Modpack which was bundled and released directly by GNS.

If there are issues with this POI, it will be really helpful for others who have downloaded this Modpack if GNS is made aware of it directly. They will certainly be facing the same issue you are facing.

For a more amazing experiencing, using just the Wasteland Mod and its dependencies in your own RWG will ensure a 95%+ coverage of The Wasteland POIs, with many being repeated. Unfortunately, this Modpack only ensures about 30% coverage of what was intended and a fair amount is skipped. Alternatively, here is a World which contains 100% of the Wasteland POIs. 3 did not appear in the RWG but were hand placed to ensure total coverage.

https://www.moddb.com/games/7-days-to-die/addons/wasteland8k01

A self made RWG is actually very good though if you plan another play through.

 
I dont know if this has been answered before and if it has i'm sorry, but i just started a new world and none of the crafting stations are showing recipes. 

 
I dont know if this has been answered before and if it has i'm sorry, but i just started a new world and none of the crafting stations are showing recipes. 
You likely have some errors then, probably some xml files not loading. Need a log to help further.

 
This POI is made by Mikemr2. It can be found here.

https://7daystodiemods.com/camp-yellowstone/

It is called Camp Yellowstone POI.

Please understand that this POI is not actually part of the Wasteland Mod. It is combined within a GNS Modpack which was bundled and released directly by GNS.

If there are issues with this POI, it will be really helpful for others who have downloaded this Modpack if GNS is made aware of it directly. They will certainly be facing the same issue you are facing.

For a more amazing experiencing, using just the Wasteland Mod and its dependencies in your own RWG will ensure a 95%+ coverage of The Wasteland POIs, with many being repeated. Unfortunately, this Modpack only ensures about 30% coverage of what was intended and a fair amount is skipped. Alternatively, here is a World which contains 100% of the Wasteland POIs. 3 did not appear in the RWG but were hand placed to ensure total coverage.

https://www.moddb.com/games/7-days-to-die/addons/wasteland8k01

A self made RWG is actually very good though if you plan another play through.


Thank you!

 
bdubyah said:
You likely have some errors then, probably some xml files not loading. Need a log to help further.
i fixed it the mod my friend made and wanted me to test wasnt compatible with your mod (he made a version of the ocb stop fuel waste mod).

 
Found the Mutie Claus love the concept. Getting a zombie to hit you and him at same time triggered his agro was so cool to watch even the reindeer joined the fight.

I have found what I think is a bug in that now I'm max level (300) enemy Mutants or Raiders no longer spawn in POI's (even ones I haven't cleaned out).

Thanks for this awesome Mod. Merry Christmas, Cheers.

 
Found the Mutie Claus love the concept. Getting a zombie to hit you and him at same time triggered his agro was so cool to watch even the reindeer joined the fight.

I have found what I think is a bug in that now I'm max level (300) enemy Mutants or Raiders no longer spawn in POI's (even ones I haven't cleaned out).

Thanks for this awesome Mod. Merry Christmas, Cheers.
Huh, not sure about that. Haven't really touched any of that stuff to my knowledge. Will have to test it out. What is your gamestage at? EDIT: Did some testing and it is actually throwing NREs when triggering the sleeper volumes. I'll try and get it fixed and push a small update soon.

Yeah, he's chill unless you hit him. Haha. Glad you are enjoying the mod. Happy holidays! :)

 
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I played some more and went to the last Red Rocket trader I hadn't discovered and Johnny is there but no Rad Cats on roof or wandering around the trader compound. Hope this helps. Cheers.

 
I played some more and went to the last Red Rocket trader I hadn't discovered and Johnny is there but no Rad Cats on roof or wandering around the trader compound. Hope this helps. Cheers.
Likely the same issue. I pushed an update just a bit ago. See if it fixes the issue for you.

 
Thanks bdubyah. 

Fixed Mutant and raider POI spawns. Still no Rad Cats on that one trader on Wasteland10K_5 map. I reset that Region chunk and still no Cats but I can live with that.

Cheers.

 
Hmm. I also changed their spawners the same as I did the others so not sure why they wouldn't have worked as well. Will do some more tinkering tonight.

EDIT: If you happen to go into the Big Rocket again, hit F1 and look at the console. Are there any red lines popping up?

 
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I don't know if this has been discussed or not.  It's not showing up in the search.  But in BdubsVehicles, there doesn't seem to be any progression for the golfclub.  You can only craft a tier1 golfclub.  Is there a fix for this?

 
I don't know if this has been discussed or not.  It's not showing up in the search.  But in BdubsVehicles, there doesn't seem to be any progression for the golfclub.  You can only craft a tier1 golfclub.  Is there a fix for this?
I always forget that thing even exists in that mod. Haha. I'm sure it's just missing it's new progression stuff. I'll get it fixed and updated in the next day or so.

 
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