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(1.0/A21) bdubyah's modlets

Those are meant to be rare. But I've had Nitro put 2 Vaults side by side. But on a 10k or 12k, I think we had maybe 2-3 UFOs total. So it could be possible to get none, or a few more I'd imagine.

What size maps are you making? Smaller ones probably make it more likely that those POIs don't get used. I'm hoping either a20 RWG or KingGen will make this easier as far as making sure there is at least one of each. I think KG may already be doing this, but haven't had a chance to test it much yet. Might try giving it a whirl instead of Nitro and see if it works better for you.

 
How to get bettel power armor pieces from stand than grey? I have game stage 118 and lucky looter skill on tier 3 and always get grey pieces

 
Sounds like bad luck to me. I just loaded up a test world I made and at level 1, no perks, opened 2 stands and found 2 q1 pieces and a q3 helmet in the second one.

 
Hmm inever was a lucky guy 😛 Thx i will try again. Btw power armor only have better stats than steel armor or it have any other bonuses without mods instaled? 

 
At q1, the power armor should be on the higher end of the steel armor. Basically the worst power armor is a little worse than the best steel. Has a bit better elemental resistance and a fair bit better buff resistances, such as sprains and cuts.

 
Hmm i found q3 power armor gloves and it was worse than q6 steel gloves, so i'm really unlucky guy 😛 Ok thx for help :)

 
hey Bdub! so, couple of things. first off, the bandits are no longer shooting on my server... they just... run up to us and walk into us. its realy odd. 

and second, power armour, when i first checked it in creative mode it didnt put any model over our character models, is that still the case? part of the charm of power armour is to look stylin

 
They are a bit moody it seems. Sometimes they shoot, sometimes they don't. Hopefully that'll change in A20. 

The power armor is only visible in third person. So others will see yours, but you won't see it on your character screen. I believe it wasn't possible to show it there for some reason.  

 
They are a bit moody it seems. Sometimes they shoot, sometimes they don't. Hopefully that'll change in A20. 

The power armor is only visible in third person. So others will see yours, but you won't see it on your character screen. I believe it wasn't possible to show it there for some reason.  
bah, shame the bandits aint gona be fixed. that sucks man. 😧

but hey! good to hear about the power armour situation :D looking forward to being styling infront of my mates. 😛 

 
They will be, but probably not in A19.

And another thing with the armor is I'm pretty sure in first person the rotations and everything were completely different, so it was just left out as it would've been a ton of work to make it look good, if at all.

 
My friend have radar mod for power armor helmet but it don't show zeds. There is any switch key for it?

How to add power armors to traders secret stash? I try but i lose 😛

 
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They will be, but probably not in A19.

And another thing with the armor is I'm pretty sure in first person the rotations and everything were completely different, so it was just left out as it would've been a ton of work to make it look good, if at all.
about the bandits, it seams that there range is reduced to 0. as in, they only fire when a entity is inside them. or when they are in a door. is this not something that can be tweeked in one of the configs or something? perhaps you put a 0 in there where it was suppose to be a 5 or something. XD 

 
I have some things I want to test but I'm not sure it'll help. 

The radar works the same as the helmet light. So you have to toggle it on. I didn't want it to be on all the time as it can clog up your compass. 

You should be able to look at the traders.xml and figure out how to add the armor. I'm not at my pc to give you an example right now though. 

 
Ok thx for answer. About traders xml i add for example all A1 parts and i get full of errors. What item from items.xml i must add for for example helmet, powerArmorMaster1, powerArmorHelmet_Base1 or powerArmorHelmet_Model_A1?

It worked, I added a power armor to the trader :)

 
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So been going hard at your mod bud! figured would give some feedback. 

first of all, the implimentation of your POI's and features aint half bad! finding a bandit infested school or household is quite a sight, sneaking inside before a few of them get drawn on us. they are tanky but, more so in the begining game, as they should be i suppose. 

so far we have discoverd a few POI's that are infested with super mutants and behemoths, these tend to work fine. walk in, make any sort of noise and the five or six supers are aggrod onto us immediatly. and unlike the bandits, they tend to be far more aggressive. i also like the style of these POI's, you seam to know what your doing with story telling via building, much like TFP do with the vanilla ones. (at least the ones i assume you created, that are not just vanilla POI's filled with said foes.) the nuka cola factory is a great retelling of the one in fallout 3, realy appreciate the detail on that one. have yet to find a vault! but one day we will get there. im assumeing its a T5 quest location? 

the weapons all feel nice and theres a good verity. its honestly nice to have some spice to the gameplay that isnt the tierd system. bloody hate that and cant stand the dam thing. so its always welcome to see new weapons and such to spice things up. on that vain, love how you have done power armour. what with each peice allowing one exclusive module attached to it, meaning there is some choice to have. i wana take the jump boost, but currently i need my encumbrance slots. gives me something to work towards. 

now for some negatives. firstly, the bandit AI. i realise this isnt much in your ball park, unfortunatly. and not much you can do. however, would tweeking them all to be melee only be viable? temporarily remove the ranged ones since they are completely fubar. also they should be either hyper sensative, or simply more aggressive. picking them off as they sleep in corners with a unmuffled 44 magnum seams kinda cheap. human/super mutant hideouts should be forced fights i feel. like the cave POI for the super mutants. me and my buds look forward to assaulting that place cos it actuly gets realy hairy despite how open it is. what with the birds swarming whilst the mutants try to close the gap. would be neat to go through the nuka factory, and each section you go into has them spawn in and immediatly home on you, breaking down doors and what not to try and find there way to your location. 

the laser shotguns wierd ammo economy. is there no other way to go about useing a spread fire weapon? it sucks up alot of ammo, and is why i assume your pleantifull with the stuff. however, the AE prototype rifle doesnt have that luxury. i @%$#ed away alot of early game energy rounds with that thing since it wasnt going single shot like i assumed it would. 

you have a few power armour designs in game but, i take it dyeing them is out of the question for now eh? not realy a negative, just a observation. 

my only other gripe is how modable certain weapons are, but i belive i expressed this issue in the past so i wont mention it again. honestly tho, this mixes up gameplay in all the right ways so far. made the game far more enjoyable. im looking forward to finding tier 6 rare items, something to truely make my way towards. i also love how your super mutants and ghouls mix in with the horde. having a radiation hazard next to the base thats poisoning us and giving us something else to focus on? 10/10. love it. 

i suppose the only question i have is, whats next for the mod? what you working on? or you pauseing for now till alpha 20 is out. 

 
I'm gonna give the AI a look, just to see if there is anything I can do. No promises though. I've considered removing the ranged ones for now, but we'll see. I might just dilute the entity group so there's way more melee ones.

 The Vault is a T5 quest, as is the behemoth POI.

The laser shotgun/AEP: There just isn't a better way to do this right now, without code. It's basically setup like a bow that fires 8 arrows at once. There is a way where I can make it a normal shotgun that emits the laser particles when fired, but I feel like that wouldn't feel right, or look that good. And I want their ammo to a bit hard to get early, so that's fine.

I haven't tried using dye on power armor. Does it not work?

Weapon mods...we already discussed this. Lol.

As for the future? Hmm. I have a few protectrons I've been slowly getting ready to add to the game. Also have a nightstalker type creature, and a rad scorpion of sorts. And I have plenty of POI ideas, like the Super Duper Mart and others from Fallout. But those are a major time sink for me as I may have a bit of OCD so I always spend a lot of time on them. Haha. And there's always more items and stuff I plan to add. Some of the drugs from Fallout, and new foods. Maybe some notes to give small quests that lead to legendary stuff. Maybe a legendary set of power armor?

I've been on a bit of a break lately, mostly just playing some ARK. I've added a few more vehicles to the Wasteland, and tweaked some stuff in my AIO mod. I plan to push those updates at some point soonish. After that, I may hold any new stuff till a20. Definitely won't be doing any more POIs till then, from scratch or vanilla ones.

Hope that answers your questions and glad you enjoy the mod. :)

 
Weapon mods...we already discussed this. Lol.
I know but, cant help but still bring up what i consider to be criticism. :3 but il let it die. 

I've been on a bit of a break lately, mostly just playing some ARK.
oh @%$# same! honestly i jump from ark to 7 days. you doing a solo game or playing with buds? 😮 not to take the subject off topic or anything, just curious. XD 

il be eagerly watching and seeing how this mod turns out. it realy does help spice things up with the base game in such a way thats super pleaseing. 

 
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