• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

(1.0/A21) bdubyah's modlets

Hi everyone.
I am having some issues with the Power Armor in the game. I modified a "Power Armor Frame (Chest)" with the "Power Armor (Chest)" Part - which goes into the cosmetic slot - and it doesn´t show up on the charcter. It only shows the basic graphic for the Frame (kinda like a black shirt). The same is also true for other parts of the armor. It also doesn´t show me any stats in the worn equipment tap when I hover over the chestpiece. But I gain the stats in the "chore character stats" tap.

Any help would be appreciated.

 
Last edited by a moderator:
It only shows up in third person. You won't see it in your character screen. I don't think it is possible to show it there. The stats issue is because they are mods. I need to look into it and see if it can read them and add them, but I seem to remember someone having the same issue and it not really having a good fix. You can always just click on the armor piece itself. They show their stats. It just doesn't show on the frame pieces.

entityclasses line is right

This line

<passive_effect name="VehicleCargoCapacity" operation="base_set" value="1000"/>


should added in items.xml not vehicles.

Tested——>It works
Ah, okay. Good to know.

 
@ Bdubyah Thank you very much for your reply. I thought since I added the "cowboy hat mod" to a helmet and it looks like a cowboy hat in the character screen this might also be possible for your power armor parts. It just would have been nice to see the really cool looking armor on the character sheet.

Keep up the good work. This is without a doubt the greatest 7DTD mod I have played.

 
Small update to The Wasteland pushed.

The Wasteland v2.75:

Code:
-Changed: Tweaked custom door positions to help aligment with other doors/blocks
-Fixed: Antivenom buff not properly removing
-Fixed: Door animation loop on rejoining a game
-Fixed: Energy weapon stat display
 
Some new things coming soon...

eiiVgHD.png


 
can't wait... it's been fun, still on same character, the progression is actually really good.

hopefully i find them super guns soon lol, been getting whole lot of ammos.

Thank you!

 
Last edited by a moderator:
Loving this mod.  The ghoul radiation mechanic is brilliant!

We are running this on a server and all raider POI with raiders as sleepers do not wake up unless you attack one and none of the others wake up, they all sleep until you hit them.  Even if the sleepers are side by side massive amounts of gun fire noise will not wake them, they have to be hit to wake up.  Is there a setting to fix this or is this just how raider sleepers work at the moment. 

 
Last edited by a moderator:
Loving this mod.  The ghoul radiation mechanic is brilliant!

We are running this on a server and all raider POI with raiders as sleepers do not wake up unless you attack one and none of the others wake up, they all sleep until you hit them.  Even if the sleepers are side by side massive amounts of gun fire noise will not wake them, they have to be hit to wake up.  Is there a setting to fix this or is this just how raider sleepers work at the moment. 
This is just how they are till I get everything updated and start requiring SCore and NPCmod. A20 broke the bandit class used for them in a19 and before. It wasn't perfect either but was better than what they are currently. I just had no other options outside of removing them. 

When the next update comes out they will be much better. Maybe even too good...;)

 
This is just how they are till I get everything updated and start requiring SCore and NPCmod. A20 broke the bandit class used for them in a19 and before. It wasn't perfect either but was better than what they are currently. I just had no other options outside of removing them. 

When the next update comes out they will be much better. Maybe even too good...;)


Thanks for the fast reply!  Looking forward to the update, like a lot!

@bdubyah

A quick question on the radiation upgrade for power armor.  Does that negate the ghoul radiation zone completely or just to a certain level of radiation?  I see the add base value is 2.  If it negates all possible ghoul radiation levels could I bump that down to make it mostly resistant but not totally?

 
That's for resistance to getting the buffs in the first place. Lowering would allow you to get the buff, but once you get it, it would be like you have no resistance at all and would drain HP pretty quick.

 
That's for resistance to getting the buffs in the first place. Lowering would allow you to get the buff, but once you get it, it would be like you have no resistance at all and would drain HP pretty quick.


Ah, I think I see.  Buff buffGhoulRadiation is written specifically for NotHasBuff and perkRadResistant.  The power armor mod passive effect BuffResistance with the tag buffGhoulRadiation completely prevents the buff from occurring, since the buff has no specific catch for armor based resistance it would just chew off your HP if you get the buff.

Just spitballing here as I'm not really familiar with 7 days modding.  The buff buffGhoulRadiation would likely need another catch specific to a new armor buff with another effect_group that defines hp lost, using a new buff triggered effect similar buffPADampener?

 
You could have the rad mod give you a buff with 0 duration, that does nothing and is removed if you remove the rad mod. Then just copy the perk effect groups and add another req for the rad mod buff. Something like:

<effect_group>
<requirement name="HasBuff" buff="buffRadMod"/>
<requirement name="ProgressionLevel" progression_name="perkRadResistant" operation="Equals" value="0"/>
<passive_effect name="HealthChangeOT" operation="base_subtract" value="12">
<requirement name="NotHasBuff" buff="buffRadiationResist"/>
</passive_effect>
<passive_effect name="HealthChangeOT" operation="base_subtract" value="7">
<requirement name="HasBuff" buff="buffRadiationResist"/>
</passive_effect>
</effect_group>


for example. Then just make an entry like that for each level of parkRadResistant that edits the values as you see fit.

May not be the cleanest way, but should work.

 
You could have the rad mod give you a buff with 0 duration, that does nothing and is removed if you remove the rad mod. Then just copy the perk effect groups and add another req for the rad mod buff. Something like:

<effect_group>
<requirement name="HasBuff" buff="buffRadMod"/>
<requirement name="ProgressionLevel" progression_name="perkRadResistant" operation="Equals" value="0"/>
<passive_effect name="HealthChangeOT" operation="base_subtract" value="12">
<requirement name="NotHasBuff" buff="buffRadiationResist"/>
</passive_effect>
<passive_effect name="HealthChangeOT" operation="base_subtract" value="7">
<requirement name="HasBuff" buff="buffRadiationResist"/>
</passive_effect>
</effect_group>


for example. Then just make an entry like that for each level of parkRadResistant that edits the values as you see fit.

May not be the cleanest way, but should work.




Thank you for the example.  I just love the ghoul radiation cloud mechanic (hunt them fast or die) and was surprised it could be completely negated.  Just my opinion (obliviously) on that great mechanic being removed "late game."  Looking forward to the NPC update. =D 

 
Greeting everyone. A few questions:

1. The change for a loot bag drop of soldiers / raiders / mutants seems VERY high. Is this supposed to happen because they only appear in certain POIs? I kind of feel like I should only do PIOs with them because there is so much - quality - loot. 😉

2. I can´t install 2x Scopes in the new handguns like the 1911 variants. Is this intended? Is there maybe a new one for these kind of handguns? Or is it intended for balance reasons?

3. Does the quality of the unique weapons depend on the loot stage I am at? Not that I can change much about that ... 😀

4. Have you ever though about adding unique armors? The unique weapons add so much fun in exploration of new PIOs extending this to armors would double that fun. 

 
Maybe a known issue, grocery_store_03 does not spawn the last guy(s) in the freezer.  Mission cannot be completed if it is a clear mission.

 
Greeting everyone. A few questions:

1. The change for a loot bag drop of soldiers / raiders / mutants seems VERY high. Is this supposed to happen because they only appear in certain POIs? I kind of feel like I should only do PIOs with them because there is so much - quality - loot. 😉

2. I can´t install 2x Scopes in the new handguns like the 1911 variants. Is this intended? Is there maybe a new one for these kind of handguns? Or is it intended for balance reasons?

3. Does the quality of the unique weapons depend on the loot stage I am at? Not that I can change much about that ... 😀

4. Have you ever though about adding unique armors? The unique weapons add so much fun in exploration of new PIOs extending this to armors would double that fun. 
1: This is intended, but the loot may be balanced over time. Still making my stuff work better with the new loot setup they are using now.

2: This is intended. I just think something like a 2x on a small caliber handgun is silly. Lol.

3: Yes, it should be.

4: There is one legendary set of power armor now in. Might do more later.

Maybe a known issue, grocery_store_03 does not spawn the last guy(s) in the freezer.  Mission cannot be completed if it is a clear mission.
Ah, it was using an old sleeper group name I guess. Surprised it didn't throw errors. Got it fixed.

SCore and NPCmod integration is going well, but I had a bug reported last night that has kind of slowed progress. Apparently in a20, using CVar requirements for nav objects is broken. So the radar mods for power armor, and the Awareness perk are currently useless. I've been trying to come up with a solution, but so far nothing has worked.

 
Hello, thanks for creating this mod, I would like to report a bug, it won't complete when doing missions in the area 51 military base (bases with soldiers and aliens, it seems that bases without aliens will also), it Will show the location of the last enemy in the cubicle of the house to the right of the gate, but no enemies spawn inside.

 
I'll take a look tomorrow. Might be the same type of issue I just fixed in another POI above.

And I do think I finally got the nav objects issues sorted.

 
Last edited by a moderator:
@bdubyah Did you know that the GNX accessories have the same icon as the chassis? Kinda confusing.

Also, is there a way you can make it so that when I'm flying the helicopters I don't get pecked to death by vultures? Like can you make it closed so they can't get to the pilot? Maybe an auto turret item mod that shoots them or something? I mean it kinda makes me avoid flying them.

 
Last edited by a moderator:
That was a good hint. Now I got stuck with these settings...

Code:
			<property class="force0">
			<property name="trigger" value="motor0"/>
			<property name="type" value="relative"/>
			<property name="force" value="0, .196, 0"/>
			<property name="ceiling" value="200, 280"/>
		</property>

		<property class="force1">
			<property name="trigger" value="motor1"/>
			<property name="type" value="relative"/>
			<property name="force" value="0, 0,.01"/>
		</property>

		<property class="force2">
			<property name="trigger" value="inputUp"/>
			<property name="type" value="relative"/>
			<property name="force" value="0, 0.03,0 "/>
		</property>

		<property class="force3">
			<property name="trigger" value="inputStrafe"/>
			<property name="type" value="relativeTorque"/>
			<property name="force" value="0, .02, 0"/>
		</property>

		<property class="force4">
			<property name="trigger" value="inputForward"/>
			<property name="type" value="relativeTorque"/>
			<property name="force" value=".01, 0, 0"/>
		</property>

		<!-- <property class="force5">
			<property name="trigger" value="inputForward"/>
			<property name="type" value="relativeTorque"/>
			<property name="force" value=".01, 0, 0"/>
		</property> -->
 
It works very well so far, but I have no way to lower the altitude. So, "C" doesn't bring it down.

Got any idea how to bring this baby back down?

Cheers!

Berytak
Controls are

  • Spacebar = up/tilt back slighlty
  • C = Down/Tiltforward Slightly
  • W = Forward and Shift for Turbo
  • S = Slow/Brake/reverse
  • AD = Left/right
<property class="motor0">
                <property name="engine" value="engine"/>
                <property name="engineOffPer" value=".02"/>
                <property name="rpmAccel_min_max" value="0.01, .2"/>
                <property name="rpmMax" value="8"/>
                <property name="rpmDrag" value=".993"/>
                <property name="trigger" value="relative"/>
                <property name="type" value="spin"/>
                <property name="transform" value="Origin/TopPropellerJoint"/>
                <property name="axis" value="1"/>
        </property>

        <property class="motor1">
            <property name="engine" value="engine"/>
            <property name="turbo" value="1.35"/>
            <property name="rpmAccel_min_max" value="0, 2"/>
            <property name="rpmMax" value="8"/>
            <property name="rpmDrag" value=".991"/>
            <property name="trigger" value="inputForward"/>
            <property name="type" value="spin"/>
            <property name="transform" value="Origin/BackPropellerJoint"/>
            <property name="axis" value="2"/>
        </property>
        
        <property class="motor2">
            <property name="engine" value="engine"/>
            <property name="engineOffPer" value=".02"/>
            <property name="turbo" value="1.35"/>
            <property name="rpmAccel_min_max" value="0, 2"/>
            <property name="rpmMax" value="8"/>
            <property name="rpmDrag" value=".991"/>
            <property name="trigger" value="relative"/>
            <property name="type" value="spin"/>
            <property name="transform" value="Origin/BackPropellerJoint"/>
            <property name="axis" value="2"/>
        </property>
    
        <property class="force0">
            <property name="trigger" value="motor0"/>
            <property name="type" value="relative"/>
            <property name="force" value="0, .195 , 0"/>
            <property name="ceiling" value="260, 280"/>
        </property>

        <property class="force1">
            <property name="trigger" value="motor1"/>
            <property name="type" value="relative"/>
            <property name="force" value="0, 0, 0.12"/>
        </property>

        <property class="force2">
            <property name="trigger" value="inputForward"/>
            <property name="type" value="relative"/>
            <property name="force" value="0 , 0, 0.07"/>
        </property>

        <property class="force3">
            <property name="trigger" value="inputStrafe"/>
            <property name="type" value="relativeTorque"/>
            <property name="force" value="0, .02, 0"/>
        </property>

        <property class="force4">
            <property name="trigger" value="inputUp"/>
            <property name="type" value="relative"/>
            <property name="force" value="0, .04, 0"/>
        </property>

        <property class="force5">
            <property name="trigger" value="inputDown"/>
            <property name="type" value="relative"/>
            <property name="force" value="0, -.042 , 0"/>
        </property>
    
        <property class="force6">
            <property name="trigger" value="inputUp"/>
            <property name="type" value="relativeTorque"/>
            <property name="force" value="-.00084,0 , 0"/>
        </property>

        <property class="force7">
            <property name="trigger" value="inputDown"/>
            <property name="type" value="relativeTorque"/>
            <property name="force" value=".00086, 0, 0"/>
        </property>

 
Back
Top