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(1.0/A21) bdubyah's modlets

I found a strange bug the creature pack humans ak47 humans dont shot whe i install your mod, any ideas why?

 
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Afaik, they are how they should be. A folding stock on an old repeater makes no sense. Same with the bipod. 

The Arizona Scout is a nod to the Gobi sniper from New Vegas. It couldn't have a silencer either. Part of a balance since it was better in almost every way to the normal heavy sniper. 
its more the fact a weapon cannot get its true potential because it lacks the ability to have mods put on it. there are very limited selections when it comes to the weapons in game currently, and overly restricting it just makes it worse. good example would be the M60. cant have any scope, already throwing a ton of selection away. 

i figured as much with that sniper. however, i always played modded new vegas so even the rare variants could have the normal attachments. and every weapon in the game had 3. gota collect them all! a essential mod for that game if you ask me. mostly cos it did what your trying to limit, give reason to mod and tend to the weapons. but i digress! it does a ton of damage already so, its not too mcuh of a fuss. 

 
I found a strange bug the creature pack humans ak47 humans dont shot whe i install your mod, any ideas why?
Damn, looks like I forgot to change the name of that AK in mine. I'll fix it on my end, but I don't know when I'll update again.

If you have N++ and aren't scared editing some files, do a search and replace for gunBanditAk47 and change it to gunBanditAk47_b in items.xml and entityclasses.xml. That should fix the issue.

 
Damn, looks like I forgot to change the name of that AK in mine. I'll fix it on my end, but I don't know when I'll update again.

If you have N++ and aren't scared editing some files, do a search and replace for gunBanditAk47 and change it to gunBanditAk47_b in items.xml and entityclasses.xml. That should fix the issue.
Thanks for the tip. I've noticed similar behavior, but I wasn't sure what exactly the problem was (87 mods installed, 87 potential culprits lol). Although, I'm not quite sure - is it only the AK47 that's having this issue, or maybe other weapons too? Because I saw some other NPCs with crossbow and bows that were taking their sweet time around the hordes of zombies and then just decided to fight them all with bare hands instead of their ranged weapon lol

 
Damn, looks like I forgot to change the name of that AK in mine. I'll fix it on my end, but I don't know when I'll update again.

If you have N++ and aren't scared editing some files, do a search and replace for gunBanditAk47 and change it to gunBanditAk47_b in items.xml and entityclasses.xml. That should fix the issue.
thanks i get on it

 
@bdubyah, gunBanditMR10 could possibly cause similar problem.

Update:

Also, in entityclasses.xml, humanRaider4Rifle, humanRaider4Riflesleeper start with gunBanditMR10, BUT get 9mm ammo, the other raider with the same gun had 7.62mm ammo, which makes me believe that using 9mm ammo here is a bug.

 
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Yeah, I've changed them around a lot. I originally planned on having them use mostly weapons from my mod, but I haven't had any luck since they never wanna shoot my guns for some reason. So that was probably a copy/paste issue. Think I got that one sorted as well.

If you guys see any other ones, let me know. :)

 
Yeah, I've changed them around a lot. I originally planned on having them use mostly weapons from my mod, but I haven't had any luck since they never wanna shoot my guns for some reason. So that was probably a copy/paste issue. Think I got that one sorted as well.

If you guys see any other ones, let me know. :)
I was also wondering about effect_group names. I've noticed that in vanilla, effect_group names usually match the name of the item, but some of the items in this mod have different names in effect_group, like <effect_group name="gunBanditMR10"> inside <item name="gunBanditHSniper_b"> etc.

I don't know if it really matters, but it could potentially mislead you when working with those chunks of code.

 
It's just the gun I copied it from. I think vanilla was always Base Effects before, then they started using the item names for it. It doesn't affect anything, just makes it easier to search for when editing things. For my actual guns I usually follow the vanilla, but these have been hacked and changed so much I don't care anymore. Lol.

 
Also the information that they refused to use your weapons is little bit disturbing. I would definitely like to see some raiders to run around with pipe guns, laser and plasma guns or even fatboy etc. lol

But admittedly, the funniest thing would be to meet a supermutant with the fatboy. I wish we could have some random encounters, like fights between supermutants and raiders lol

 
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Believe me, I'm not happy about it. Lol. I tried everything I could think of. Even imported a vanilla weapon into Unity, simply swapped meshes to one of mine, and exported it. They wouldn't shoot still. I'll definitely take another look at some point. Hopefully we see some new TFP Bandit code soon. Should help with some of these issues.

And believe me, the Fat Man was one of the first ones I was trying. Lol.

 
Believe me, I'm not happy about it. Lol. I tried everything I could think of. Even imported a vanilla weapon into Unity, simply swapped meshes to one of mine, and exported it. They wouldn't shoot still. I'll definitely take another look at some point. Hopefully we see some new TFP Bandit code soon. Should help with some of these issues.

And believe me, the Fat Man was one of the first ones I was trying. Lol.
I can imagine, small guns won't just cut it. We need supermutants with their big clumsy hands shooting some big guns too lol

Some random funny quotes would be cool too!

Strong not afraid of shadows. Go away things in shadows!


 
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Doing the old way, usually by mostly knowing where to place the children in Unity to get it close, then a lot of testing and tweaking in the xml.

The new way they are all pre-attached to the weapon in Unity, and just toggled on and off by installing the mods in game.

 
The controls for the duster bi-plane are absolutely miserable! Or am I missing something? It is possible Im an idiot😉
nah i noticed it! it seams to vear to the left... or right, so taking off is a bit of a issue. 😧

side note! a mr dub, you taken a break from this mod or there a update coming soon? you been a bit quiet over the past couple weeks, making sure your still alive n breathin. 😛 

 
@mr.devolver Np. :)

I almost kind of want to not tell you the problem and see if you can figure it out...Lol.

Here's a hint...you're running the collection mod which contains all of the vehicles...and then also trying to run all the separate modlets.....
LOL i had that same problem when i used the pingperfect mod installer, it just added the whole filelist from your github. made a quick archive folder in mods and dropped all the extras in it, problem solved. should probably go back and delete those now.

 
Currently working on a Vault 101 POI. Just not much to show at the moment. Probably be a bit before an update.

And about the Duster. One, this game doesn't have a plane I can just copy, so it's what I managed to come up with. Don't like it, don't use it. Two, it's an old, crappy plane. How well would it fly at this point? Some people just gotta complain...

 
Hi Folks, trying out the vehicle pack mod and encountering something I cant figure out, the vehicles work perfectly (Really nice work!), but I cannot get the mechanic trader POI to load in as it is using a block named "spawnTJ2" which is unknown.

Cant find anything googling this, and I am not long back to the game so figured it may be something that changed between 19.0 and 19.1?

If anyone has an idea, let me know, the POI looks like fun but this one is over my head ^_^

 
Hi Folks, trying out the vehicle pack mod and encountering something I cant figure out, the vehicles work perfectly (Really nice work!), but I cannot get the mechanic trader POI to load in as it is using a block named "spawnTJ2" which is unknown.

Cant find anything googling this, and I am not long back to the game so figured it may be something that changed between 19.0 and 19.1?

If anyone has an idea, let me know, the POI looks like fun but this one is over my head ^_^
The block named "spawnTJ2" has been removed from this mod, most likely you need a new save and the latest update of the mod

Screenshot_1.png

 
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