Well, I had couple of ideas how to bring mysterious stranger to 7 Days to Die without DMT, they may or may not work, but we could use someone like Telric to help us with it, he can do some xml magic that would be useful here.That would be cool, but I don't know how useful I could make him. If I was using DMT he could be hired which would be cool, but I don't wanna go that way right now. Thanks for the offer though.![]()
Thanks! works great nowBleh. Yeah, I forgot that one was 7.62. Gave it the wrong perk. Probably be at least a few days before I update the mod again, so if you wanna fix it in the mean time, just go into the mod folder, into Configs, and open items.xml. Near the bottom is an item called "gunPipeRifle_Legendary". Under its list of tags, change "perkGunslinger" to "perkDeadEye" and it should fix it.
SP? Server? Needs to be installed on both if on a server. Otherwise redownload and reinstall.Hi,
I tried using the UH-60 mod and for starters the icons on the crafting screen is missing and when I try to place the UH-60 the game throws an error.
Any idea on what went wrong?
Thank you, the problem was that only the server had itSP? Server? Needs to be installed on both if on a server. Otherwise redownload and reinstall.
@Colin248Energy weapons are tied to Advanced Engineering. RNG stats should be on mostly everything. I'll have to check the lever action. I believe it was set to have an 8x only.
Thanks for your reply. Exactly my first impression looking at the settings, I was thinking I hope author can give me a quick fix or this going to be messyIt's real finicky to mess with it. But take a look at the Action0 property on the ammoFlareGun. Flytime and Gravity will change it the most. But it's tricky to get a good balance. Could try slightly lowering the ProjectileVelocity as well. That'll make it go up slower, so Gravity will need to be tweaked slightly to compensate. Then change LifeTime if it's disappearing before it hits the ground.
I included a txt file with what I believe to be the correct lines needed for Nitro. Hopefully someone can verify if they work or not.oh @%$# you got bandits now?!in custom modified vanila POI's?well now this may be worth checking out! you say it can also be modified into nitrogen? man it must be christmass!
will have to give this a try later however. im still super curious how it plays tho.
hrm... why not make different versions like what fun pimps do with the zombies? with the zeds you got normal, feral and radiated. why not have similar for your bandits? would help ballance them to the game stage! (not sure how you would tweek there appearance to see the differences)I included a txt file with what I believe to be the correct lines needed for Nitro. Hopefully someone can verify if they work or not.
My plan was to use them in the bigger vanilla POIs to make more T5 ones. So when questing and stuff you would have more variety. I've added 2 or 3 T5 versions so far. Might have to grab some player made ones to include as well. Just have to see. I still need to make a Raider version of the Nuka Factory, and I'm getting blocks and stuff together to build a Vault or 2.
They aren't perfect. But I made them fairly tough. And the Raider Leaders have high HP. Nothing stupid crazy, but you won't wanna run into them unprepared.