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(1.0/A21) bdubyah's modlets

Does this mod work in 19.4 or is this still on 19.3? I'm having trouble getting the pack to load. I just get a looping error every time I try to load my server.

 
Which mod? Should work just fine in 19.4. I have The Wasteland and my AIO vehicle pack on a server myself with no issues.

 
Has anyone tried making a wandering horde of Raiders?  I was thinking it would be incredible to be bicycling around the city, turn a corner into 4 or 5 nerfed Radiers :)

 
Not possible with the current ones as you apparently can't have entities that aren't zed class in wandering/BM hordes. That's why the mutants are all going to change to that class in the next update. But I can't do that with the raiders and soldiers. 

 
I figured I'd post this here so people will see it. Mythix, a tester for DF, has made a patch for Bdub's Vehicles that makes it compatible with DF. I added it to GitHub so it should show as its own mod on the launcher, and it's on Nexus as an optional file under Bdub's Vehicles "Files" section.

So big thanks to Mythix. :)

 
Hey Bdubyah so i've been trying out The Wasteland , really impressive work , i noticed however that feral ghouls (which are my fav thing in the mod along with the mutants) don't spawn at all , i even tried to add them on entitygroups instead of the ZombieGhoul1 but it didn't work. Any idea?

Edit: after removing everything from the entitygroups and adding the feralghoul with prob 1 i finally got one

 
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Yeah, the current public version doesn't have them spawning yet. Can't really remember if I did that on purpose because I was adding more to them, or if I just forgot. Lol.

The next update will have them spawning.

 
I am absolutely loving the Wasteland mod and must say having found Vault 101 I am impressed with how well it lines up with what is in FO3, with that said I have ran into a coupe of issues that I want to bring up. First I have found that many of the objects added by the mod are very difficult to pick up with examples being the Nuka Cola bottles that have been placed on desks or other containers needing to have what they are placed on be destroyed in order to pick them up, the overseers office key card was also very difficult to pick up to the point where I had to destroy the block under it to be able to do so. I have also found that some of the soda crates and expresso machines in the world cant be accessed if they are placed on container (desk, fridge, etc.) like the Nuka Cola bottles.

Another set of issues I have ran into is that when I try to use the Overseers office key or desk key I get a message saying they need to be repaired, yet the escape tunnel exit key works just fine. these issues are the main ones I have found thus far but I am still loving the mod and hope that you continue to keep up the wonderful work and cant wait to see the next update for it.

 
First off - my favourite mod hands down.

Two quick questions:

any issue using this with xynth creature packs? Like human , mech and zombie?

second - anyone try to use this with the curse of Anubis one? Any issues there?

 
@Nerhesi It should work fine with any of them. Not sure about CoA. Worst case, try it and see. :) Glad you like the mod!

@kinsem I'll look into it and see what I can do. I remember the keycard being a royal pain for whatever reason. Some stuff you just have to look at it from odd angles, or off to the side to get the prompt. I'll see if I can make them better. It seems from the little testing I've done, if they are placed on certain kinds of blocks(ones that use Ext3dModel as their shape in xml), they will have that issue. Like the control panel blocks in the bottom of the vault where the Nuka Quantum is at. And the terminal beside it. I'm honestly not sure why it's happening. It's like the block below them takes over the collider used on the Nuka or whatever block it is. I might try fiddling with my blocks and shrink their collider just enough it shouldn't be touching the block below it and see if it helps. Not sure what else to try there. I may just have to go back through all my POIs and move these items onto different types of blocks that don't cause this issue.

I tweaked the key cards a bit, and they gave me no issue picking them up. So maybe that is better.

And I did some testing with the desk and key. Looks like if the desk gets damaged and you try and use the key, it uses the single use of the key even though it does nothing. Then even if you repair the desk with steel back to full HP, the key is now technically "broken". Which is why it says it needs repairs. So what I did is make the keys repairable with polymers. Means you can fix the desk, then fix the key if you "used" it already, then use the key. And it will still consume the key as intended. Problem hopefully solved there. Lol. For a temp fix if you need to, just hop into CM and grab another key after you fix the desk. :)

 
EDIT - I may have found an easy-ish fix for it. Just gotta test it out

And also, I know it's a bit of an ask, but if you happen to come across any items that are hard to pick up, if you could take a screenshot of it and post it here so I can see it, I'll try and fix as many as I can. I fixed the terminal and Nuka Quantum I mentioned earlier that's near the office key. The annoying thing is colliders behave differently in the POI editor than they do in game. So in the editor, this whole issue doesn't exist.

 
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EDIT - I may have found an easy-ish fix for it. Just gotta test it out

And also, I know it's a bit of an ask, but if you happen to come across any items that are hard to pick up, if you could take a screenshot of it and post it here so I can see it, I'll try and fix as many as I can. I fixed the terminal and Nuka Quantum I mentioned earlier that's near the office key. The annoying thing is colliders behave differently in the POI editor than they do in game. So in the editor, this whole issue doesn't exist.
I can definitely do that and I should have some screen shots for you by the weekend if I get time to play due to work and all that.

 
Well, I think I found a fix for it. I need to finish a few things, and I'll push an update out that will hopefully fix the issue.

 
Hey , something i noticed the other day, the katana is super buggy in my game atm. Weird animations when switching weapons in hotbar  (katana merging with other melee weapons' animations). Also when dropped it becomes invisible. Especially buggy animations when coming on and off from 3rd person mode/ camera mode
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that floating katana is me on free camera mode (pressing p)  also that error pops up

 
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Yeah, the katana is super hacky due to the holdtype I used. It uses the same as the bat as it looked the best for the swing and stuff. But I noticed it rotated the weapon 180 degrees from FP to TP view. So you were holding it backwards in one of the views no matter what I did. I have noticed myself when switching to it it doesn't always attach the model properly. Never had any errors though.

I might just have to go through the holdtypes again and find one that doesn't suck. Or just stick with the bat and have the sword be wrong in TP I guess.

 
I agree that the bat holdtype is the best , when i saw how buggy it was , i tried to install other katana mods , but they have the hatchet hold type which sucks imo. then i thought about manually switching the hold type of the other katanas from other mods so i can have the best of both worlds and i saw the 180 degree switcheroo you are talking about , not to mention the hand grip looking awful. Yours was the best/most realistic holdtype and animation and all , it's just hacky like you said , i added     <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/> as a workaround for the invisible katana when you drop it , you could do the same until you fix it

 
I fixed the drop mesh. That was just a derp on my part since the main "weapon" is an empty prefab.

The only way I managed to break it is when DM and third person are involved. I tried repeatedly in SP, and arramus was on the server using it as well.

Did you have any issues when just playing normally? Because if it's mainly freecam/TP causing issues I'm not that worried about it.

 
I've just spent a decent amount of time trying to recreate issues with the Katana and what I could see so far is as follows:

1. When attempting to join a server with the Katana already selected as the load out weapon, it disappears almost instantly. This has happened on every occasion so far when testing this.

2. When using the Katana in 3rd person and freecam mode it can bug out if you revert back to 1st person while still in freecam mode.

In regular game play on a server I specifically selected as it can possibly offer some netcode challenge due to 150 ping, I slashed 600+ times in a mixture of regular and power slash to eliminate 400 entities. I didn't witness any issues at this time but will make an effort to use the Katana more in the next few sessions. Hit registry has actually been very good and it feels very balanced overall.

 
Well, thanks to Xyth, this won't be an issue now as I can edit the holdtype to rotate the third person model. So it is fixed. :)

 
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