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(1.0/A21) bdubyah's modlets

Здравствуйте, а есть ли отдельный воздушный транспорт? Меня особенно интересует вертолет MD-500 (https://imgur.com/wzHfhfL). Можно ли сделать его модом отдельно?.. Я хотел бы установить его на свой сервер но не знаю как это сделать) Я был бы очень признателен вам за помощь!
https://github.com/bdubyah/Mods---A19 качаешь архив, там уже всё по папкам разложено, извлекаешь необходимый тебе верт (папку). 

верт.jpg

 
zAlert:

This was just a quick mod for someone here on the forums that was deaf. It simply adds a few buffs that activate when animals and enemies are within 25 blocks of you. Once the buff fires it will adds compass nav objects to show enemies are close. I've reworked this from the a19 version as for some reason it was interfering with XP gain on some kills.

This should work fine as a serverside only mod.

OfGF36E.jpg


olDrvnX.jpg


Git: Click Here

Nexus: Click Here


 
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Alright, pushed a small update to The Wasteland. Already on Git, will upload it to Nexus in the morning.

The Wasteland (1.8)

-Added missing Laser Shotgun recipe

-Added the new books to the loot pool

-Small tweaks to loot overall, mostly making Nukas a bit more rare

 
Anyone getting an issue with the Service Rifle having no firing sounds? I get a sounds.xml red error in the console when loading each time so I am assuming that plays into this?

 
Correction. I just cheated in all the weapons in the mod and it's actually the 10mm Pistol, Revolver. SMG, Cryolater and the Service Rifle. Everything else seems to work fine. Can you fix this? -assuming it isn't just my issue.

One other request... can you let the laser & plasma weapons accept the oil filter silencer, please? If I remember correctly the laser and plasma weapons would be silenced in Fallout 4.

Sorry for DP. Couldn't edit it for some reason.

 
I haven't messed with those in a bit, and they seem fine on my end. Gonna need to see your output log to see what it might be.

And that's gonna be a no on the oil filter. Would look pretty dumb having one hanging off of a laser or plasma weapon. Also not sure how much good having it fire more quietly when you're shooting a very visible red/green beam at something. Lol.

 
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About the oil filter: It was more so the being able to use the laser/plasma weapons without drawing lots of attention. I know it makes no real-world sense to have a suppressor on a laser rifle (makes even less sense that a laser weapon makes a gunshot-like sound).

About the other bit: I will post the log here in a bit. I am going to try 7 Days with no other mods/tweaks active when I get back to my PC to ensure it's not another mod conflict first then I will post it (it likely is since it works on your end but I am curious to know which mod). Thanks.

 
I'm not saying there isn't an issue, but I grabbed the current copy from Git, and it worked fine. So I just need to make sure there isn't anything wrong on your end.

 
bdubyah, this is an amazing amount of work here, commendable to be certain.  Okay enough kissing up ;)  (but honestly, your brain must be either a steel trap or oatmeal trying to work with this many moving targets), I went into entityclasses.xml and changed raider/soldier and leader health from 400 and 750 to 200 and 450 respectively.  Now, when I go in, F6 and spawn raiders, they fall an inch to the ground then collapse dead.  Do you know what might be happening?
https://drive.google.com/file/d/1sDEiktdxILDtxNGsTpdZ1U6Bx6QepESW/view?usp=sharing

 
Hey, i love the mod! Its adds to the difficulty and diversity of the game. However i get errors with some weapons, in my case the pew pew and the ?arx? prototype dont load a 3d model, and when de equipping it generates a ball of fire on my weapons. I have pictures but notice i cant send them.

The red errors are as following:

ERR Transform Attachments not found in weapon prefab for leather(clone)

NullReferenceExeption object reference not set to an instance of an object.

These were the errors i got when trying to equip the prototype

 
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I'd try downloading the mod again, just to be sure. I'll double check it when I get home to make sure something isn't missing. I just tested Pew Pew the other night when I added attachments to it and it was fine. But with some of the issues I've been fixing I'm starting to think I got some versions mixed up at some point. 

@sloggothNot sure really. You aren't spawning them near a trader are you? That's the only thing I could think of. 

 
This is the error i'm seeing when I try and run The Wasteland  and SoDead_FarmLifeExpanded mods together - no other mods present.

2021-03-04T20:51:25 80.710 ERR XML loader: Loading and parsing 'progression.xml' failed
2021-03-04T20:51:25 80.710 EXC An item with the same key has already been added. Key: perkwildwastelandheavyhands
ArgumentException: An item with the same key has already been added. Key: perkwildwastelandheavyhands
  at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
  at ProgressionFromXml.parseProgressionItem (System.Xml.XmlElement childElement, System.Int32 max_level, System.Int32 min_level, System.Int32 base_cost, System.Single cost_multiplier_per_level, System.Single max_level_ratio_to_parent, System.Single& order) [0x003ae] in <e9521218400243e9ac8c145545b586cf>:0
  at ProgressionFromXml.parseProgressionItems (System.Xml.XmlElement element) [0x0018c] in <e9521218400243e9ac8c145545b586cf>:0
  at ProgressionFromXml+<Load>d__3.MoveNext () [0x000d1] in <e9521218400243e9ac8c145545b586cf>:0
  at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__40.MoveNext () [0x00044] in <e9521218400243e9ac8c145545b586cf>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
<>c__DisplayClass50_0:<loadSingleXml>b__2(Exception)
<CoroutineWrapperWithExceptionCallback>d__40:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)


The effect of this is that all the sets of Perk Books show as -1/-1 instead of 0/7 and no longer work.  Everything else appears to be functional.  What I don't understand is that I don't see the SoDead_FarmLifeExpanded mod making any changes to the Perk Books.  The Wasteland adds 2 sets of Perk Books to be collected and the SoDead_FarmLifeExpanded mod adds a Perk category for Farming, which is present and appears usable.   Both mods work fine on their own.

 
It must change something my mod looks for in some way. Could try changing its mod folder name and the mod name in the modinfo.xml and add a "Z" in front so it loads after my mod. It *might* fix it. Otherwise you'll have to compare between the mods and see what the issue is.

 
Good deal. :)

And just a heads up, I will hopefully be updating The Wasteland either tomorrow night, or sometime Saturday. Several attachment fixes, some new weapons, and the first vehicle specific to this mod. I also should have the MP auger/chainsaw knockdown bug fixed as well.

 
The Wasteland
Updated to 1.9, for A19.3
Download at GitHub or Nexus
 

-----FIXED/CHANGED-----
-Added: Power Armor magazine series
-Added: Minigun
-Added: Katana
-Added: M79 with AP, HE and Smoke grenades
-Added: 1918 BAR Rifle
-Added: Scrap Laser Pistol
-Added: Vertibird
-Changed: 10mm Revolver recipe to be more in line with the others
-Changed: Pew Pew can use laser mods now
-Changed: Restricted some pipe weapon mods on their legendary counterpart(long barrel)
-Fixed: Oil filter suppressor sounds and placements on several weapons
-Fixed: Homemade flashlight attachment placements on several weapons
-Fixed: 10mm SMG fire sound loop
-Fixed: Legendary laser rifle scope placement
-Fixed: Laser mod placements
-Fixed: Laser Shotgun iron sights
-Fixed: Auger/Chainsaw knockdown MP bug
-Fixed: Pipe weapon extended mag reload animations



On Git and the launcher now, Nexus in the morning.

 
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Interesting. If anyone's flown the MD-500 you'll be good with the Vertibird.

20210308175335_1.jpg

 
@bdubyah If you prefer this isn't in your mod thread just say the word and I'll edit it with just a nice picture or two.

I'm running a demo server for a while to give The Wasteland Mod a good run through and server Admin and players are very welcome to see what it's all about. It will only over ever require The Wasteland Mod as a prerequisite download and anything else that follows will just be server side only quality of life additions. At present though it's just pure 'The Wasteland' 1.9 with a Nitrogen 4K World along with The Wasteland POIs added onto the  generation list running on stable Alpha 19.4 (b7). If anyone wants to test out the mod you're welcome to visit. The server is in the Asia Pacific region though; West Coast Americas and Australasia will be fine, East Coast will notice some lag, and the EU will not be the most pleasant experience.

The server IP changes from time to time as it's running from home and I'll try to update this post if it changes. Just give a nudge if I forget.

It's running on an old refurbished business computer with an i7 4770, 16GB Ram, and an SSD on a 1Gbps up/down potential. The 4K World is set to max download speed and will typically require 3-4 minutes.

The IP address is currently: 153.184.22.147:26900

There is only 1 spawn point and you receive a starter pack which is quite helpful should you come across 3 armed NPCs waiting in a residential garage within the first 10 minutes. There are plenty of The Wasteland custom POIs scattered around the map in a balanced manner and it's an adventure in the making.

previewMap.jpg

 
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By all means. The more testing the better. Lol. I might have to set up a copy of the game and see if I can play on it myself. I'm east coastish with bad internet so we'll see. Haha. 

 
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