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(1.0/A21) bdubyah's modlets

Hello Bdubyah, in this last update the spawn of the raiders and the mutants is excessive on the first day, it is practically impossible to survive like this. =(

 
The rates probably do need tweaking but day 1 always seems to be a bit crazy and then it levels off after that. I hope to start a game tonight or tomorrow and just play some and see how it feels.

I just guesstimated the rates as I have way more entity entries now than I had before. So I went a good bit lower but it likely needs some refinement. 

 
It is certainly pretty intense in there, and adding the Vault Dwellers Addon Pack has really helped to balance things and give the player a breather. Only the incoming Vault 'Trooper' has been hired and the 2 green clad Power Armor Vault Dwellers taking on the Mutants just arrived as they heard the drama.

20220223132658_1.jpg

 
Is there any way to make it so Raiders don't appear on day 1?  It sucks to be trying to get through your initial quests only to get shot by a raider.  I can out run a raider with a knife, but I can't out run bullets.

Also, do the raiders no longer talk?  That was one of my favorite things about them.
Just pushed 2.87. Reduced the spawn rates a bit further.

I meant to add the voices back. I honestly didn't realize they had been removed. Lol. I'll get them in the next update.

 
Can you please write a step by step on how to install the Wasteland mod ? Do we need to install SCore and NPCCore first before installing the Wasteland ?

 
It's definitely gotten more playable since the last update.  I'm on day 4, but my rifle and toilet pistol and my lack of ammo are no match for the SMG and rifle carrying raiders.  I would not want to attempt a permadeath game with the current settings.

 
I've experimented with other ways of limiting spawns but haven't found anything better so far. I'll keep testing things.

 
在最新版本的《废土》中,大多数工具和武器模组都会在制作过程中报告错误 内容如下 {ERR [XUI] 更新窗口时出错 }

 
Namahagenader said:
- When the scorpion notices the player, it twists its body into a strange position.
I could observe this when a Scorpion is being attacked and is in its pain state.

20220302023107_1.jpg

The Hell Dog is also having some issues in death state.

20220223010815_1.jpg

However, in Vanilla game play there is also an abundance of animation state irregularities for the current Alpha 20.3 build and it appears there is a wider set of issues.

Typically the neck joint.

20220302024146_1.jpg

20220302024524_1.jpg

But it pretty much depends on the model.

20220302024841_1.jpg

 
Namahagenader said:
Hi Bdubyah, I found another issue in The Wasteland v.2.83.
- Traders are selling the TemperedPlatingMod for free.
- When the scorpion notices the player, it twists its body into a strange position.
[The version of the NPC mod]
SCore:20.2.53.1854(Stable Release)
NPCCore:20.2.02.07(Stable Release)

Enemies with ranged weapons seem to spawn very infrequently, so for example, if an enemy has a pistol, the spawn rate could be increased to about 0.005.
I love that the player character now shows up while talking to the trader!
Thanks for the info. The scorpion issue is actually an extra line in NPCmod's template. Xyth should be fixing that soon. If you want to fix it yourself, go into entityclasses.xml and look for the animalTemplateHostileWalking template. There is a <property name="LookAtAngle" value="50"/> line that is causing the issue. Just delete that line.

And I will check out the mod prices. Thought I went through them but guess I missed some. The mutant hound ragdoll issue is also fixed. Thanks for the reports. :)

 
Is there a newer version available for download that adds the raider voices back in?  It's hard to tell without downloading in since you always use the same filename for the zip file.

 
I haven't released it yet. It's just a little xml. I can post the bits when I get home tonight as I'm not sure how long it'll be before I update again. 

 
I haven't released it yet. It's just a little xml. I can post the bits when I get home tonight as I'm not sure how long it'll be before I update again. 
Could you post those bits when you get a chance?  Too easy for them to sneak up on me if I can't hear them talking :)

 
Oh, yeah. Sorry. May have forgotten. Lol.

<append xpath="/entity_classes/entity_class[@name='npcMeleeTemplate']">
<property name="SoundRandom" value="malehateroam"/>
<property name="SoundAlert" value="malehatealert"/>
<property name="SoundSense" value="malehatesense"/>
<property name="SoundHurt" value="malehatepain"/>
<property name="SoundDeath" value="malehatedeath"/>
<property name="SoundAttack" value="malehateattack"/>
</append>


Add this into Wasteland's entityclasses.xml somewhere. Easiest would be at the top or bottom. Just make sure it is outside of any other append or insert function. This will add the voices to all NPCs that you have, even friendlies unless they have the properties set individually. Keep that in mind.

 
Oh, yeah. Sorry. May have forgotten. Lol.

<append xpath="/entity_classes/entity_class[@name='npcMeleeTemplate']">
<property name="SoundRandom" value="malehateroam"/>
<property name="SoundAlert" value="malehatealert"/>
<property name="SoundSense" value="malehatesense"/>
<property name="SoundHurt" value="malehatepain"/>
<property name="SoundDeath" value="malehatedeath"/>
<property name="SoundAttack" value="malehateattack"/>
</append>


Add this into Wasteland's entityclasses.xml somewhere. Easiest would be at the top or bottom. Just make sure it is outside of any other append or insert function. This will add the voices to all NPCs that you have, even friendlies unless they have the properties set individually. Keep that in mind.
Thanks, that did it.

 
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