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(1.0/A21) bdubyah's modlets

We'll see. I need to take another look at the overall order of perks and see how I feel now compared to when I originally did it. I'd also like to introduce something similar to NV's traits. Might hold off on that stuff till a21 drops. 

I'd love any and all feedback for the perks overall though. The player level requirements, order of perks in each attribute, etc. And weapon gaps, abilities, whatever. 
i will give a session a playthrough as best i can, and give what feedback i can do. 

does grandpas forgetin elixer let you re allocate the said perk points btw? 

 
Yeah, it still works. It resets you back to 21 SPIFSAL points.
29 you mean right? 29 seams fine, enough to basicly max out 3 of the 7 trees, if you go hard into them. 

first looks at the skill system, i can understand peoples gripes with not being able to max certain skills before others. the level limit is quite a dampener. but, gona give it a fair shot, see how it fairs. altho, i have noticed the super mutants and zeds are now no longer chummy with each other. a shame cos, the fact super mutants would assault our base with the horde realy helped mix things up and make the 7 day hordes interesting again. 😧 is that no longer the case? 

 
29 you mean right? 29 seams fine, enough to basicly max out 3 of the 7 trees, if you go hard into them. 

first looks at the skill system, i can understand peoples gripes with not being able to max certain skills before others. the level limit is quite a dampener. but, gona give it a fair shot, see how it fairs. altho, i have noticed the super mutants and zeds are now no longer chummy with each other. a shame cos, the fact super mutants would assault our base with the horde realy helped mix things up and make the 7 day hordes interesting again. 😧 is that no longer the case? 
No, it's set to 21. That's everyone's complaint. People seem to think they just have to max everything to be able to play the game. That's just not the case.

And I do need to add the mutants back into the BM hordes. I have BM specific ones set up, I just haven't added them back in. Will get that done for the next update. :)

 
No, it's set to 21. That's everyone's complaint. People seem to think they just have to max everything to be able to play the game. That's just not the case.

And I do need to add the mutants back into the BM hordes. I have BM specific ones set up, I just haven't added them back in. Will get that done for the next update. :)
thank goodness! and now that they shoot, cubby holes and various ways to take cover are gona be much more handy! 

also... wowies. 😧 thats a veeery limited amount of points. its not that people think they HAVE too, its that it should be a end game goal. even new vegas for example, has pleanty of options to increase your stats as you go through the game, your special points. the Clinic is just one option if you have the endurance to be augmented out the ass. X3 

SO far im still in the early game of your mod. finaly got to level 10, going a little into bow skills as i think they can be usefull. however... the enemies added in this mod seam to be a tad too tanky on higher difficulties. also, i was walking home from a quest when a squito bit me and made my screen dark. horrifiying for sure as im running around without a idea of whats going on. but then i exploded. so that was.... uhm.... wierd. 

the death punishment i approve of, but it maaaaaay last just a smidge too long. a full week and it can stack? i am happy you discorage dieing, but considering ranged opponents can be waltzing around now, perhaps its too punishing. ive only died twice so far, but perhaps 3 days is more reasonable as apposed to 7. i know 7 fits the theme of 7 days to die, but... with no way to heal that death punishment, it can mount up im sure. in the end game im sure its fine, but hot dam. its making early game brutal along with the skill changes. 

 
Sooo I am super confused if I am just missing something or what cause I've tried messing with the mods and even if the vehicle mod is the only mod installed it still does this and i believe its set up correctly, I was launching trying to check out the vehicles and it suddenly pops up wave of rapid red messages and cant move cant close it, and have to alt f4 to close the game and get back and then vehicle i spawned is gone and it does it with every vehicle 😕 and I am out of ideas as to what I can do to make it work other than just not using the mod. I really don't have any idea what to try/do to fix it. 😕
vSV19C7.jpg


Also if you need any other info like pics or something let me know.

 
the log seems to be looping this specific thing over and over like 2-3 thousand times or so, is that repeating bit enough? or how do i send the stuff in the log file ( its 6,180 lines of stuff )

NullReferenceException: Object reference not set to an instance of an object
  at EntityVehicle.CheckForOutOfWorld () [0x00171] in <ffc99a688d2b435db53bb46aed82ca49>:0
  at EntityVehicle.PhysicsFixedUpdate () [0x0032a] in <ffc99a688d2b435db53bb46aed82ca49>:0
  at EntityVehicle.FixedUpdate () [0x00000] in <ffc99a688d2b435db53bb46aed82ca49>:0

 
No, it's set to 21. That's everyone's complaint. People seem to think they just have to max everything to be able to play the game. That's just not the case.

And I do need to add the mutants back into the BM hordes. I have BM specific ones set up, I just haven't added them back in. Will get that done for the next update. :)
Oh i just re read this, do you mean super mutants as themselfs assulting the base? that would be... realy dam neat! needing to have 2 trap set ups, one for zombie hordes and one for super mutants. that... ooo... whilst i like having both in the same horde, it could be overwhelming if theres a sudden torrent of gunfire being thrown at you. XD

 
Oh i just re read this, do you mean super mutants as themselfs assulting the base? that would be... realy dam neat! needing to have 2 trap set ups, one for zombie hordes and one for super mutants. that... ooo... whilst i like having both in the same horde, it could be overwhelming if theres a sudden torrent of gunfire being thrown at you. XD
Yeah, it'll be like how it was before. Zeds and mutants both attacking together. I only added a couple ranged ones with pistols and maybe one rifle. No M60 guys. Lol. There is a real small chance for a rocket launcher mutant to spawn though...

i fixed it? idk it suddenly started working .-. and now im confused as nothing changed i dont think 😕
From the folder name you mentioned I'd bet you had it nested in one too many folders. The folder you copy into your Mods folder should be called Bdubs Vehicles. 

 
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Excellent! looking forward too it bud. 

However, i do have some criticism already about your skill system thats more substantive. now, in the trees there are skills that unlock various mods for weapons, melee and so on. these are.... realy dam worthless to invest valuable skills into. these skills should unlock the mods, but they need to do something more active. im unsure what, but just unlocking mod recepies isnt good enough. 

some possitives tho, i love how exploreing the world i can find notes that leads me to valuable POI's to explore. thats a real neat touch! also love the skill books that enhance armour and even gives that charisma perk. however, i do think that, the armourer perk could be made to improve the effectiveness of he heavy armours somehow. just to make that crafting skill not... worthless. 

you already made skills more valuable by level limiting such skills for the early game. you gota make sure they can be more worthwhile were you put em. luck skills, such as more dukes and more ammo for example need a bit more of a omph too them. perhaps the dukes skill could also add more cash, silver, gold and diamonds to the loot containers along side dukes. and the ammo skill could add more different ammo types into the piles. or does it do that already? im noticing, im swimming in large amounts of energy ammo, but not much of the other ammo types. ballanceing all the ammo types in game is no doubt gona be a challange. 

gona keep going and see what else i can pick up. 

 
Love the mod btw. Do you know what file can be used to change the crafting time of vehicles? The 30 minute crafting time for the ice cream truck hits different. I checked the recipes config file and didn’t see it. 

 
Love the mod btw. Do you know what file can be used to change the crafting time of vehicles? The 30 minute crafting time for the ice cream truck hits different. I checked the recipes config file and didn’t see it. 
If you look in recipes.xml for vehicleICTplaceable you'll see it has

craft_time="30"


on it. You can copy that and add it to whatever recipe you want. It's in seconds. I think vanilla has reduced all the vehicle crafting times from when I started modding as I know they used to take quite a while, but they are all set to just a few minutes now. Guess I either need to change them to be longer or shorten mine to match.

 
Hey, Bdub, quick question. so... i play on survival normaly, tis what i can rock with most of the time since it makes the leveling a little more generous (meaning, when i invest points into skills, its more worthwhile since, bows start to one tap zombies from stealth, rifles are more effective and can put up there weight with em too, it makes leveling more... worthwhile, is better to say). but on this difficulty, your foes are tanky as hell. did you balance the game around playing at the default difficulty? i need to restart the game i had going, but im curious what you would recomend playing on.

 
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Hey, Bdub, quick question. so... i play on survival normaly, tis what i can rock with most of the time since it makes the leveling a little more generous (meaning, when i invest points into skills, its more worthwhile since, bows start to one tap zombies from stealth, rifles are more effective and can put up there weight with em too, it makes leveling more... worthwhile, is better to say). but on this difficulty, your foes are tanky as hell. did you balance the game around playing at the default difficulty? i need to restart the game i had going, but im curious what you would recomend playing on.
Yeah, it's mostly made for default, that way you can go easier or harder if needed still. They are meant to be tanky, and avoided until you can handle them. You are free to take them on with a primitive bow and stone arrows, but that will obviously be difficult. No shame in running. Lol.

And just to show some stuff I am working on:
Nav Tek POI:
SZfAoH7l.jpg


zHdR7wRl.jpg


YAEYczfl.jpg


Some decontamination arches that will be in the Nav Tek POI, and others in the future, to help cure that rad poisoning:


Their AI was turned off for this btw. They do move pretty quick though. ;)

 
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Thanks for the response! main issue i have with how they are balanced currently is that, when i was playing on survivor, super mutants took 2 full mags of assault rifle ammo to the face/chest and they wouldent die. back on normal difficulty they were still tough but nowere near as... troublesome. turning down the difficulty has made playing your mod alot more pleasent. hell, taking shots now isnt the end of everything if i got meds, were as before it was.... brutal. 

been playing your mod for a bit now, i think im mostly ok with the skill system now. however... some spitball ideas to getting more SPECIAL points. 
1: completing magazines should give 1 point. i think this helps with progression as when you complete a magazine series you can improve yourself even if the mag group you find is the clothier one. (lets be fair, that ones useless for the most part aside from the double clothes pocket mod schematic.) 
2: enough saved skill points lets you buy a SPECIAL point instead, from somewhere in the menu. this is more for late game once you maxed your current skills, but its still usefull. 

dont mean to harp on about the Skills system ya got, but i do think its the biggest thing i currently am at odds with. curiously, did you change the amount of EXP needed per level to assist this endeavour or it still at the games default ramping exp needed? 

also, when can we expect the super mutant and zed mixed hordes to come back? with next update? cos thats gona be exciteing :D  

other criticism i dont think i have... its just nice to get into gun fights and have a bla- OH! NUKA COLA CLEAR. that @%$#ing rad zombie in the cage. anything you can do to tweek that? also, a way to access the bottleing plant from a key would be nice, rather then needing to break down a door to get to the recipy room and bottler, to open it from the other side. (or a key somewhere to open that locked door in the offices would also be nice.) 

 
Thanks for the response! main issue i have with how they are balanced currently is that, when i was playing on survivor, super mutants took 2 full mags of assault rifle ammo to the face/chest and they wouldent die. back on normal difficulty they were still tough but nowere near as... troublesome. turning down the difficulty has made playing your mod alot more pleasent. hell, taking shots now isnt the end of everything if i got meds, were as before it was.... brutal. 

been playing your mod for a bit now, i think im mostly ok with the skill system now. however... some spitball ideas to getting more SPECIAL points. 
1: completing magazines should give 1 point. i think this helps with progression as when you complete a magazine series you can improve yourself even if the mag group you find is the clothier one. (lets be fair, that ones useless for the most part aside from the double clothes pocket mod schematic.) 
2: enough saved skill points lets you buy a SPECIAL point instead, from somewhere in the menu. this is more for late game once you maxed your current skills, but its still usefull. 

dont mean to harp on about the Skills system ya got, but i do think its the biggest thing i currently am at odds with. curiously, did you change the amount of EXP needed per level to assist this endeavour or it still at the games default ramping exp needed? 

also, when can we expect the super mutant and zed mixed hordes to come back? with next update? cos thats gona be exciteing :D  

other criticism i dont think i have... its just nice to get into gun fights and have a bla- OH! NUKA COLA CLEAR. that @%$#ing rad zombie in the cage. anything you can do to tweek that? also, a way to access the bottleing plant from a key would be nice, rather then needing to break down a door to get to the recipy room and bottler, to open it from the other side. (or a key somewhere to open that locked door in the offices would also be nice.) 
I mean, that's the point of being able to change the difficulty. Mutants are tanky by default. Any difficulty higher than that and they just get worse.

I might consider something like the magazine idea. Maybe. The skill point one would be more diffcult, so probably not.

Didn't touch the exp curve.

Should be in the next update, but can't say for sure when that will be. I've got several things I'm working on, but the Nav Tek POI is something I want done before I release the update.

If you mean the rad ghoul that emits the big AOE that kills you, that will be changing in the next update. I used them to block higher tier POIs till you could get rad meds or armor mods to deal with it. The idea it still there, it's just now going to be blocks that emit the radiation, and there will be trader quests where you have to clean up those blocks. So there will still be POIs you simply can't enter on day 1. I need to work on more POIs for that as well. If you just meant the bulletproof glass, that will be changed as well. I did that on purpose to keep that rad ghoul there so you couldn't easily lure him away.

Not sure what you mean about the recipe room. The path of the POI leads you to it. What door are you meaning you have to break to get to it? There is like one commercial door that is locked that has to be broken, but that shouldn't take very long. The roll up door right after the vault door that comes out to the entrance area can be opened with a key rack.

 
only reason i brought up the rad ghoul is, needing to destroy high hp blocks just to complete a quest sucked. especily since i only got a iron pick. i remember the intention behind the rad ghoul, tho im glad your going with a steadily ramping damage type, as apposed to, hes just spawned and your in the middle of the POI, guess you die. X3 tho the idea of rad blocks i greatly appreciate! such as radation barrels and the like. :3 as well as a new quest type, again, always neat when more is added this way. 

so... the way your POI is pathed, is that you start in the offices, then you head into the flooded basement, then come out the other side to the other group of bandits. wipe them out, then make your way to the kitchin but... i aint seen a clear path from there. so you return to the lobby with the big locked door, but theres no way to open it.... from this side. 

you gota head back to the offices, find the one door there thats locked, break it down, and then go that way to unlock the Lobby door from the other side. the flow of the POI is a little whacky, is what im trying to say. XD 

 

 
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