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(1.0/A21) bdubyah's modlets

Can you clarify how Nerd Tank and Nerd Hulk are supposed to work?  I don't see any health added when I kill something.  Is it supposed to straight up add 35 health to your current health total or is it healed over time?  Also, does the health only get added for kills at less than 25% health like the damage output/resistance bonus?  Does the stamina bonus require less than 25% health as well?

 
Solar Power bonus to Agility attribute doesn't appear to stack with the Power Armor statue bonus.  Not sure about Strength, I haven't found a statue for that yet.

Edit: Great Gray Owl appears to be working correctly

 
Last edited by a moderator:
Can you clarify how Nerd Tank and Nerd Hulk are supposed to work?  I don't see any health added when I kill something.  Is it supposed to straight up add 35 health to your current health total or is it healed over time?  Also, does the health only get added for kills at less than 25% health like the damage output/resistance bonus?  Does the stamina bonus require less than 25% health as well?
Looks like it isn't applying the amount properly. I just changed to to do instant health and seems fine now. Thanks for the heads up.

Solar Power bonus to Agility attribute doesn't appear to stack with the Power Armor statue bonus.  Not sure about Strength, I haven't found a statue for that yet.

Edit: Great Gray Owl appears to be working correctly
I just tested it and it seems to work for me. In this pic I maxed out Early Bird to get 3 levels of Agility, and used the statue for a fourth level:

image.png

Strength also seemed to function as expected.

 
Hy, I have a question. First Thanks for the great Mod The Wasteland! Fantastic Work!

I have the Problem, that the Bandits and Soldiers (Melee) don´t attack. They sleep and they only attack when I attack them. The ranged enemy NPCs attack. I use severel Mods but only the Wasteland and the NPC Mod for NPCs. Can you please help? My outputlog follow:

Best regards.

Ahh...is to big and only jpegs, etc.

here some examples of the yellow errors:

2023-11-06T23:13:48 215.361 WRN XML patch for "XUi/windows.xml" from mod "The_Wasteland" did not apply: <setattribute xpath="/windows/window[@name='windowCompass']/sprite/label[@text='{daytitle}: [{daycolor}]{day}[-] {timetitle}: {time}']" name="visible"  (line 2 at pos 3)
2023-11-06T23:13:48 215.361 WRN XML patch for "XUi/windows.xml" from mod "The_Wasteland" did not apply: <setattribute xpath="/windows/window[@name='windowCompass']/sprite/label[@text='{daytitle}: [{daycolor}]{day}[-] {timetitle}: {time}']" name="text"  (line 3 at pos 3)

2023-11-06T23:13:41 208.336 WRN XML patch for "entityclasses.xml" from mod "The_Wasteland" did not apply: <append xpath="/entity_classes/entity_class[@name='npcMeleeBanditTemplate']/property[@name='AITask-6']/@data"  (line 12 at pos 3)
2023-11-06T23:13:41 208.336 WRN XML patch for "entityclasses.xml" from mod "The_Wasteland" did not apply: <append xpath="/entity_classes/entity_class[@name='npcMeleeBanditTemplate']/property[@name='AITarget-1']/@data"  (line 13 at pos 3)
2023-11-06T23:13:41 208.337 WRN XML patch for "entityclasses.xml" from mod "The_Wasteland" did not apply: <append xpath="/entity_classes/entity_class[@name='npcMeleeBanditTemplate']/property[@name='AITarget-3']/@data"  (line 14 at pos 3)
2023-11-06T23:13:41 208.544 WRN XML patch for "entityclasses.xml" from mod "The_Wasteland" did not apply: <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='CarryCapacity'][@value='27']/@value"  (line 378 at pos 3)

2023-11-06T23:12:30 137.497 WRN XML patch for "buffs.xml" from mod "The_Wasteland" did not apply: <set xpath="/buffs/buff[@name='buffEncumberedInv']/effect_group/triggered_effect[@cvar='$encumbranceEffect'][@value='0.026']/@value"  (line 50 at pos 4)
2023-11-06T23:12:30 137.497 WRN XML patch for "buffs.xml" from mod "The_Wasteland" did not apply: <set xpath="/buffs/buff[@name='buffDrugSteroids']/effect_group/passive_effect[@name='CarryCapacity'][@operation='base_set']/@value"  (line 51 at pos 4)

best regards

 
Hy, I have a question. First Thanks for the great Mod The Wasteland! Fantastic Work!

I have the Problem, that the Bandits and Soldiers (Melee) don´t attack. They sleep and they only attack when I attack them. The ranged enemy NPCs attack. I use severel Mods but only the Wasteland and the NPC Mod for NPCs. Can you please help? My outputlog follow:

Best regards.

Ahh...is to big and only jpegs, etc.

here some examples of the yellow errors:

2023-11-06T23:13:48 215.361 WRN XML patch for "XUi/windows.xml" from mod "The_Wasteland" did not apply: <setattribute xpath="/windows/window[@name='windowCompass']/sprite/label[@text='{daytitle}: [{daycolor}]{day}[-] {timetitle}: {time}']" name="visible"  (line 2 at pos 3)
2023-11-06T23:13:48 215.361 WRN XML patch for "XUi/windows.xml" from mod "The_Wasteland" did not apply: <setattribute xpath="/windows/window[@name='windowCompass']/sprite/label[@text='{daytitle}: [{daycolor}]{day}[-] {timetitle}: {time}']" name="text"  (line 3 at pos 3)

2023-11-06T23:13:41 208.336 WRN XML patch for "entityclasses.xml" from mod "The_Wasteland" did not apply: <append xpath="/entity_classes/entity_class[@name='npcMeleeBanditTemplate']/property[@name='AITask-6']/@data"  (line 12 at pos 3)
2023-11-06T23:13:41 208.336 WRN XML patch for "entityclasses.xml" from mod "The_Wasteland" did not apply: <append xpath="/entity_classes/entity_class[@name='npcMeleeBanditTemplate']/property[@name='AITarget-1']/@data"  (line 13 at pos 3)
2023-11-06T23:13:41 208.337 WRN XML patch for "entityclasses.xml" from mod "The_Wasteland" did not apply: <append xpath="/entity_classes/entity_class[@name='npcMeleeBanditTemplate']/property[@name='AITarget-3']/@data"  (line 14 at pos 3)
2023-11-06T23:13:41 208.544 WRN XML patch for "entityclasses.xml" from mod "The_Wasteland" did not apply: <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='CarryCapacity'][@value='27']/@value"  (line 378 at pos 3)

2023-11-06T23:12:30 137.497 WRN XML patch for "buffs.xml" from mod "The_Wasteland" did not apply: <set xpath="/buffs/buff[@name='buffEncumberedInv']/effect_group/triggered_effect[@cvar='$encumbranceEffect'][@value='0.026']/@value"  (line 50 at pos 4)
2023-11-06T23:12:30 137.497 WRN XML patch for "buffs.xml" from mod "The_Wasteland" did not apply: <set xpath="/buffs/buff[@name='buffDrugSteroids']/effect_group/passive_effect[@name='CarryCapacity'][@operation='base_set']/@value"  (line 51 at pos 4)

best regards
I actually just made some changes for the sleepers to hopefully sort that issue.

Those other xml warnings are likely due to other mods changing things. If you are running other mods with Wasteland that's on you to deal with.

 
Hy, Sorry my english is not so good. I understand you right? After I post this you changed something in the file?

Bevore I replace the hole Wasteland Folder, can I switchone file with the file you changed now? What for a file I must switch? Is it the entityclasses.xml ?

Thanks a lot for help. The Mod is great! And I don´t wand to play without it.

best regards

I am building a Map at this moment. I don´t need to make a new map or? I can use the old map after chang it, or?

Best regards

 
Hy, Sorry my english is not so good. I understand you right? After I post this you changed something in the file?

Bevore I replace the hole Wasteland Folder, can I switchone file with the file you changed now? What for a file I must switch? Is it the entityclasses.xml ?

Thanks a lot for help. The Mod is great! And I don´t wand to play without it.

best regards

I am building a Map at this moment. I don´t need to make a new map or? I can use the old map after chang it, or?

Best regards
If possible I would wait for v21.1.2.7 as there are some POI changes that would work best with a fresh save, as well as the fixed sleepers. I hope to push that update tonight if nothing else pops up. 

This is what it looks like for me with an agility statue and Early Bird maxxed out:

View attachment 29553
Do you know how to use F3 when in DM mode to check player buffs? If you could get me a screenshot of your active buffs that might help. 

Type dm in the console, close the console and hit F3. Check the box PLY and it should open a panel on the right side showing your buffs and cvars. Post a pic of that here if you can. 

 
Thanks , I will wait to start the new game after your update. But work on the map to use your POIs in this actually version is ok, right? The POI Name don´t differ so it is not a problem when I don´t start a new save game yet, or?

Best regards and thanks for this great support!!!!!!

 
Thanks , I will wait to start the new game after your update. But work on the map to use your POIs in this actually version is ok, right? The POI Name don´t differ so it is not a problem when I don´t start a new save game yet, or?

Best regards and thanks for this great support!!!!!!
There are some POIs changed and 1 removed so I'd grab this update before doing anything. :)

This update needs a new game to be safe!

Code:
!!!EAC MUST BE OFF!!!

Game Version: 21.1
Wasteland Version: 21.1.2.7

-Mod Dependencies: 
SCore v.21.1.97.930+
NPCmod v.21.1.0.13+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2

-----WL FIXED/CHANGED-----

-Changed: Traders swapped back to SCore spawn blocks to prevent them from respawning
-Changed: New Age Cowboy now controls the crit chance with energy ammo. Can look at the ammo itself to see your current chance
-Changed: Changed Chemist values to be a bit less OP(now each level is +20% duration)
-Changed: Beo 50 has different material from the legendary version now
-Changed: Tinted Vehicle Repair Impact Driver green so it matches icon and looks different from the normal one
-Changed: Find POI quest notes swapped back to SCore xml since RandomPOIGoTo is bugged on dedicated servers atm
-Changed: Reworked both bombshelter POIs to try and make the sleepers a bit better(will be doing this to more NPC POIs as I have time)
-Changed: Made pine forest more dense, snow slightly more dense
-Changed: Increased biome spawns(2x)
-Fixed: Add-Free had some incorrect cvars(may have not been working properly)
-Fixed: Some vanilla drugs weren't swapped to use Chemist perk
-Fixed: Removed remnants of prison_02 POI and it is now prison_04 to not conflict with new vanilla POI(this may cause some issues on existing worlds so make backups or don't update!)
-Fixed: Several weapons iron and reflex sights were off
-Fixed: Raider sleeper group names weren't changed in POIs(should fix the no enemies spawning in these POIs)
-Fixed: Custom zombies using better shader and shouldn't be overly dark at night/inside POIs
-Fixed: Deathclaw egg localization missing
-Fixed: Snowberry harvest was the seed, not the food
-Fixed: Several blocks not showing HP when hitting them (may still be more)
-Fixed: Raging Nerd 4&5 weren't giving health bonus on kills properly
-Fixed: Some foods had wrong cook times
-Fixed: Super Vegetable Stew recipe missing
-Fixed: Anvil unlock level was incorrect
 
Good morning,

thanks for the update!

My map is cloth to finished so that I can start soon. I worked on it 2 weeks every day and often in night. So I hope that I don´t must make a new Map.

So please let me ask you and forgive me my questions.

1.) Is it right, that I only must delete the Prison from your Mod on my map and than use the new updatet Version of your Mod "the Wasteland" and than place the prison again?

2.) The Trader on my map I don´t must delete or? You wrote in the update that there are Blocks changed.

3.) You must all POIs change to make the melee sleepers active? Hu.... a lot of work. I had the hope that there is a progression xml to change and it works. You have my fully respect!! And a lot of thanks that you make this job!!!

Best regards.

 
Good morning,

thanks for the update!

My map is cloth to finished so that I can start soon. I worked on it 2 weeks every day and often in night. So I hope that I don´t must make a new Map.

So please let me ask you and forgive me my questions.

1.) Is it right, that I only must delete the Prison from your Mod on my map and than use the new updatet Version of your Mod "the Wasteland" and than place the prison again?

2.) The Trader on my map I don´t must delete or? You wrote in the update that there are Blocks changed.

3.) You must all POIs change to make the melee sleepers active? Hu.... a lot of work. I had the hope that there is a progression xml to change and it works. You have my fully respect!! And a lot of thanks that you make this job!!!

Best regards.
I didn't have to edit the POIs for the sleepers, thankfully. At least not for that issue. There was an issue where I had changed the sleeper group names for the raiders, but that was a pretty simple mass replace in N++.

Yeah, remove prison_02 from my mod, as it is now called prison_04 since vanilla added their own prison_02. The reason I said it may cause issues is I believe if you made a world with my mod it would use my prison_02 POI as it overrides vanilla. But if you remove if from my mod it would try and use the vanilla prison_02, which I'm pretty sure is much bigger than the old POI. So I don't know if it will spawn half the new POI, or just leave an empty space.

It may be fine to leave them, as I would imagine when you start a new game on the map it will update the POIs, and they didn't change shape or anything like that. I would check out what Ohm_Depot looks like now as it had a super weird rotation issue, so not sure what that may do to existing worlds. Might be fine though. Most of what I did would need a new save, but using an existing map should be okay. Even just resetting regions in a current game would likely fix it. It's just easier to disclaimer that a new game is needed so if something does break, it isn't my fault. Lol.

 
Last edited by a moderator:
If possible I would wait for v21.1.2.7 as there are some POI changes that would work best with a fresh save, as well as the fixed sleepers. I hope to push that update tonight if nothing else pops up. 

Do you know how to use F3 when in DM mode to check player buffs? If you could get me a screenshot of your active buffs that might help. 

Type dm in the console, close the console and hit F3. Check the box PLY and it should open a panel on the right side showing your buffs and cvars. Post a pic of that here if you can. 
The console returns, "Denying command 'dm'...." and F3 doesn't do anything after that.

 
Assuming you are on a server? Can you give yourself admin access?
Ok, I was able to get admin access and it doesn't show a buffattribute for agility.  I think what happened was I picked up a statue that I thought I had used because it didn't have the option to use it, but somebody else probably had used it.  Sorry for the false alarm.

 
Ok, I was able to get admin access and it doesn't show a buffattribute for agility.  I think what happened was I picked up a statue that I thought I had used because it didn't have the option to use it, but somebody else probably had used it.  Sorry for the false alarm.
Ah, yeah. If you grab one and it isn't a bundle you can open it has already been used.

 
New update, fixing several weapon attachment issues as well as several POI loot/sleeper issues.

New save recommended, but shouldn't be required. Several POI changes though so either reset their regions or quest them to update them on current saves. As always, make a backup first!

Code:
!!!EAC MUST BE OFF!!!

Game Version: 21.1
Wasteland Version: 21.1.2.81

-Mod Dependencies: 
SCore v.21.1.97.930+
NPCmod v.21.1.0.13+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2

-----WL FIXED/CHANGED-----

-Changed: Expanded attachments on several weapons(some can use reflex, laser sight, etc)
-Fixed: Several weapon attachments(mostly laser sight stuff) mesh/visual issue
-Fixed: Reflex sight off on some weapons
-Fixed: Several POI issues(sleepers, loot, etc)
-Fixed: Tweaked textures on Nuka/Robo/OD crates so they look better
-Fixed: Dll file was old one by mistake(this will fix water buckets from farm bundles and enemies spawning around supply drops)
-Fixed: Thompson visual issue with extended or drum mags
 
Last edited by a moderator:
I just discovered your mod today and im having some major issues getting it to work, i downloaded all the files it says on the page for it, but it refuses to boot up at all, i just keep getting a bunch of errors, prefabs not being able to load, missing character stuff, im at a loss of what to do

 
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