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(1.0/A21) bdubyah's modlets

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
Find your output log and copy it to pastebin and link it here and I'll take a look. You do have correct versions of SCore and NPCcore installed?

 
Painkillers don't seem to be working for fatigue.  I know it's not supposed to work immediately, but fatigue never goes away and I have taken several painkillers.

 
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Good day. Seen Temreki playing this and super stoked to play. Downloaded his mod pack but having problems. Game loads just fine but screen goes black after spawning and skills menu is also blank. I read you need to spend points and then you can see but cant spend my initial 21 points. Other menus are fine like inventory, map, and such. Just skill menu. Also tried with just mod and its dependencies but game wont load that way. Grateful for any help and sorry but not very computer savy. Been modding 7d2d for years but not good at code checking and xml edits.

Also just downloaded everything this morning so should have current versions of mod and its dependent mods. 

 
I had a question about the mod. If i wanted to make the game harder by lowering the number of SPIFSAL points you get is there a way i can do that?

 
Good day. Seen Temreki playing this and super stoked to play. Downloaded his mod pack but having problems. Game loads just fine but screen goes black after spawning and skills menu is also blank. I read you need to spend points and then you can see but cant spend my initial 21 points. Other menus are fine like inventory, map, and such. Just skill menu. Also tried with just mod and its dependencies but game wont load that way. Grateful for any help and sorry but not very computer savy. Been modding 7d2d for years but not good at code checking and xml edits.

Also just downloaded everything this morning so should have current versions of mod and its dependent mods. 
No idea what his mod pack changes so can't help with that. But with just SCore, NPCcore, FullAutoLauncher, RandomMainMenuBackground, and then Wasteland should work fine. Try with just those and if it doesn't work, link me to your logfile so I can take a look.

I had a question about the mod. If i wanted to make the game harder by lowering the number of SPIFSAL points you get is there a way i can do that?
Check the very top of Wasteland's buffs.xml file. You'll see a 21 value there. That's how many you will start with.

Sorry, it was a late night.  I was using the wrong thing.  Vitamins are working.  🙄
Haha, no worries.

 
Your mod is running fine. Didn't realize you need to spend your points to unblack your screen. Temreki's mod pack on the other hand has issues lol.

Thank you for updating this for A21. Just started but loving it so far.

 
Is there something wrong with Deathclaw spawns? I'm level 270+, 1000+ on gamestage, and Tier 6 infestation quests.  I have not seen a single deathclaw the whole game long.  Not a single deathclaw. I've looted 2 Totally Rad legendary claws and I can't repair them.  😒

 
Is there something wrong with Deathclaw spawns? I'm level 270+, 1000+ on gamestage, and Tier 6 infestation quests.  I have not seen a single deathclaw the whole game long.  Not a single deathclaw. I've looted 2 Totally Rad legendary claws and I can't repair them.  😒
Not to my knowledge. They are fairly rare spawns in the desert, wasteland, and forest biomes. There is also one POI currently that they spawn in.

 
And there was that first visit to the Wasteland biome on Day 11. I had barely stepped into it over the Pine Forest which is only about 30 blocks in the distance and there was one just waiting. If it wasn't for the 'Dark Stranger' appearing, it would have been a real challenge for that GS. Some nice meaty goodness, but no claw on that occasion.

GNpXcfa.jpg
GNpXcfa.jpg


 
Not to my knowledge. They are fairly rare spawns in the desert, wasteland, and forest biomes. There is also one POI currently that they spawn in.
Ok, well understanding that you aren't necessarily trying to create a mod with absolutely perfect game balance, just take this as friendly feedback.  It doesn't make a whole lot of sense to me to have legendary weapons that require a rare drop from an already rare spawn to be able to use.  I'm playing your mod to experience the mod content. So far, except for the 10 minutes that I was able to use the legendary claw before the durability ran out, I've used the vanilla knuckle weapons for the entirety of my 300 level play through.  If that's your intent, for people to download your mod and then still play the vanilla assets, then I question the reason for the mod in the first place.

I realize this is a niche use case for a melee build and perhaps I've just been wildly, unbelievably unlucky.  But it doesn't feel that way regardless. It would be one thing if the legendary claw was borderline game-breaking, but it's not.  For the short time I was able to use it, it felt like a mild upgrade.  In fact, in terms of attack speed, it's a downgrade and won't proc my per attack buffs as often as the tier 6 steel knuckles.

By way of a general observation about legendary items from your mod, it's not clear what the intended purpose of the legendary designation is.  Are they supposed to be end-game items to motivate loot hunting? We have the loot rates maxed, and the very few legendaries that have dropped have been just mildly interesting.  I have the ED-Z eyebot, which doesn't seem to do anything different that I can tell from the regular eyebot. The little bit of research I tried to do on it seemed to indicate it's just a nod to the Fallout series, which I've never been interested in. Is the whole Wasteland mod oriented around Fallout?  I thought it was a nod to the Wasteland biome, which is one of the reasons why we created a map that contains only Wasteland biome.  Anyway, I just wanted to mention that legendary content was one of the main reasons why we picked your mod to play, and they've been a huge letdown so far in terms of drop rates and being able to use them in a meaningful way in preference to vanilla drops. The Cryolator in particular has been looted but remains unused by everyone on the server and all Cryo ammo is turned into scrap for other things.  If there are intended hidden uses that we haven't discovered for legendary items , then it isn't apparent with typical gameplay why we would continue to experiment with them.  We are at the endgame and I would say except for some of the energy weapons, we are largely still using 90% vanilla assets to solution the current gamestage of 1000+.  I would have hoped vanilla assets would account for less than 10-15% of the solution for endgame for the extra work it has taken to implement and maintain a modded server.

To close this largely observational post out, I would also include that we have had power armor dropping for the last 100 or so levels, but not a single power frame piece to place them in has dropped for anyone on the server.  So again, I will point back to my starting observation that it doesn't make much sense to create mod content with such stringent drop rates that we are still essentially playing vanilla anyway.  Thanks all the same for your effort on the mod and your attention to this forum.

 
I figured out how to spawn in the prison it was a custom map. I'm going to try and get this working sadly I didn't read his info below the video sorry about this I don't know how to delete a post.

Hi, I finally got the Wasteland mod to work but I would like to know how to spawn into the mod locked in the prison. I watched a video of Guns,Nerds,and Steel where he spawns into the map locked in a prison cell and I can't figure out how to do this does anyone know? Is it a custom map? I tried using Navazgane as a map and used RWG and I just spawn randomly somewhere. If anyone knows how to spawn in the prison that would be awesome?

Also in my first map I'm currently playing I'm not seeing any robots or mutants or anything but normal zombies my char is only lvl 5 but I have all the dependencies and they are not double nested in folders they were all extracted into the Mods folder. The Wasteland background shows up when I start the game I do get loot like nuka colas and books and all that I"m just not seeing any special npc's so far unless they all come later but in the video I watched I'm refering to above he runs into bandits and mutants right away but of course he spawned into that prison so I don't know if things are working correctly hopefully you guys can help me thanks!

 
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Ok, well understanding that you aren't necessarily trying to create a mod with absolutely perfect game balance, just take this as friendly feedback.  It doesn't make a whole lot of sense to me to have legendary weapons that require a rare drop from an already rare spawn to be able to use.  I'm playing your mod to experience the mod content. So far, except for the 10 minutes that I was able to use the legendary claw before the durability ran out, I've used the vanilla knuckle weapons for the entirety of my 300 level play through.  If that's your intent, for people to download your mod and then still play the vanilla assets, then I question the reason for the mod in the first place.

I realize this is a niche use case for a melee build and perhaps I've just been wildly, unbelievably unlucky.  But it doesn't feel that way regardless. It would be one thing if the legendary claw was borderline game-breaking, but it's not.  For the short time I was able to use it, it felt like a mild upgrade.  In fact, in terms of attack speed, it's a downgrade and won't proc my per attack buffs as often as the tier 6 steel knuckles.

By way of a general observation about legendary items from your mod, it's not clear what the intended purpose of the legendary designation is.  Are they supposed to be end-game items to motivate loot hunting? We have the loot rates maxed, and the very few legendaries that have dropped have been just mildly interesting.  I have the ED-Z eyebot, which doesn't seem to do anything different that I can tell from the regular eyebot. The little bit of research I tried to do on it seemed to indicate it's just a nod to the Fallout series, which I've never been interested in. Is the whole Wasteland mod oriented around Fallout?  I thought it was a nod to the Wasteland biome, which is one of the reasons why we created a map that contains only Wasteland biome.  Anyway, I just wanted to mention that legendary content was one of the main reasons why we picked your mod to play, and they've been a huge letdown so far in terms of drop rates and being able to use them in a meaningful way in preference to vanilla drops. The Cryolator in particular has been looted but remains unused by everyone on the server and all Cryo ammo is turned into scrap for other things.  If there are intended hidden uses that we haven't discovered for legendary items , then it isn't apparent with typical gameplay why we would continue to experiment with them.  We are at the endgame and I would say except for some of the energy weapons, we are largely still using 90% vanilla assets to solution the current gamestage of 1000+.  I would have hoped vanilla assets would account for less than 10-15% of the solution for endgame for the extra work it has taken to implement and maintain a modded server.

To close this largely observational post out, I would also include that we have had power armor dropping for the last 100 or so levels, but not a single power frame piece to place them in has dropped for anyone on the server.  So again, I will point back to my starting observation that it doesn't make much sense to create mod content with such stringent drop rates that we are still essentially playing vanilla anyway.  Thanks all the same for your effort on the mod and your attention to this forum.
Deathclaws were just added in, so feedback on their spawn rates is appreciated. They aren't meant to be common though. There is a POI they are guaranteed to spawn in, and will be more added down the road. I have went through and adjusted several weapon's durability. You have to understand I'm making a mod for a game that is constantly changing things. For example, in A20 a T3 machete had a durability of 288,673. In A21 that is now 1000,2000. Those kind of changes go under the radar and are hard to keep track of. That's why some of my items seem to be low compared to vanilla in these aspects. But I have several T3 items in my mod, so if you are only using vanilla that seems to be by choice on your part.

I balance against vanilla; my mod's items aren't meant to be OP in comparison in most cases but additional choices. If I wanted my stuff to override everything I would simply remove the vanilla stuff outright. Generally legendary stuff is a cool item that may do a bit more damage or have a special effect. Again, not meant to be some game-ending OP item. Drones are almost completely hardcoded still, so it's hard to do much with them, but I am always iterating on things as I go.

Power armor frames can be found in most of the same places you loot the actual pieces. And the power armor stands are guaranteed to have them. So either someone threw them out not noticing what they were or you've somehow missed the several POIs that have these stands in them, with most of them being questable which means you can reset the POI to loot them again. I've never had anyone complain about the frames being hard to get.

And yes, Fallout is a big inspiration, obviously. I wouldn't think not being a fan of those games would matter much, but there are nods to that universe. Either way, hope you enjoyed the mod and feedback is always welcomed.

I figured out how to spawn in the prison it was a custom map. I'm going to try and get this working sadly I didn't read his info below the video sorry about this I don't know how to delete a post.

Hi, I finally got the Wasteland mod to work but I would like to know how to spawn into the mod locked in the prison. I watched a video of Guns,Nerds,and Steel where he spawns into the map locked in a prison cell and I can't figure out how to do this does anyone know? Is it a custom map? I tried using Navazgane as a map and used RWG and I just spawn randomly somewhere. If anyone knows how to spawn in the prison that would be awesome?

Also in my first map I'm currently playing I'm not seeing any robots or mutants or anything but normal zombies my char is only lvl 5 but I have all the dependencies and they are not double nested in folders they were all extracted into the Mods folder. The Wasteland background shows up when I start the game I do get loot like nuka colas and books and all that I"m just not seeing any special npc's so far unless they all come later but in the video I watched I'm refering to above he runs into bandits and mutants right away but of course he spawned into that prison so I don't know if things are working correctly hopefully you guys can help me thanks!
Yeah, GNS added some custom stuff so I can't help with that as I don't know what all he did.

 
Power armor frames can be found in most of the same places you loot the actual pieces. And the power armor stands are guaranteed to have them. So either someone threw them out not noticing what they were or you've somehow missed the several POIs that have these stands in them, with most of them being questable which means you can reset the POI to loot them again. I've never had anyone complain about the frames being hard to get.
Are power armor frames an environmental asset that you have to salvage or do they drop in loot bags? I had assumed they were something you looted from containers or corpses. I'm not sure what you mean by a power armor stand.

Also, do you know whether POI spawns are biome specific?  Shortly after we started the server, it occurred to me that perhaps we had shot ourselves in the foot content wise by only having the wasteland biome to play in and that perhaps there were dozens, if not more, POIs that we would never see because they potentially were not coded to spawn in the wasteland.

I had meant to mention the frustration you must feel with having the rug constantly pulled out from underneath your mod by TFP code changes.  Thanks again for being a mod creator.

Edit:  A question I've been meaning to ask for a while now.  When you post an update and suggest a new game world "to be safe", does that include new player characters or would resetting the world be sufficient?  We designed the server we are on for a 3 month haul start to finish.  I think I can talk the group into resetting the world, but starting over from level 300 each time you post a significant update is a definitive "no".

 
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Are power armor frames an environmental asset that you have to salvage or do they drop in loot bags? I had assumed they were something you looted from containers or corpses. I'm not sure what you mean by a power armor stand.

Also, do you know whether POI spawns are biome specific?  Shortly after we started the server, it occurred to me that perhaps we had shot ourselves in the foot content wise by only having the wasteland biome to play in and that perhaps there were dozens, if not more, POIs that we would never see because they potentially were not coded to spawn in the wasteland.
They look like military armor in loot. Power Armor stands are in several POIs and look like the ones from Fallout 4. Hard to miss them. If you have found a Big Rocket POI that has the Johnny trader, he has one in the garage. No POIs are biome specific atm since TFP removed that ability. So you should still be able to get most POIs, but not ever a guarantee. You can always compare you world's prefabs.xml to Wasteland's POIs folder and see what you do/do not have.

Edit:  A question I've been meaning to ask for a while now.  When you post an update and suggest a new game world "to be safe", does that include new player characters or would resetting the world be sufficient?  We designed the server we are on for a 3 month haul start to finish.  I think I can talk the group into resetting the world, but starting over from level 300 each time you post a significant update is a definitive "no".
It can vary. Lately there have been several POI fixes/changes that a world reset should fix. But sometimes there are quest/progression fixes that can reset characters to level 1 and whatnot. So that's usually when I say a new game is needed. If you are worried about breaking your game then simply wait to update when you are done with your current run. I basically just throw that disclaimer on those types of updates so I don't have to deal with someone crying because they break their save/character. I try and keep these types of updates to a minimum if I can as I don't like the idea of breaking people's saves, but at the same time I want the issues to be fixed for anyone just starting out with the mod.

 
Any version of The Wasteland mod that has everything needed to run it in the one zip file? for A21.1? Kinda like how most other overhauls are downloaded as a single zip with everything in it to run it.

 
I'd always considered The Wasteland, even with its association to Fallout, to be a direct nod to the 1988 Wasteland RPG 'predecessor/influencer' of Fallout, and its franchise. ^^

 
Any version of The Wasteland mod that has everything needed to run it in the one zip file? for A21.1? Kinda like how most other overhauls are downloaded as a single zip with everything in it to run it.
Not at the moment. I've always avoided packaging other people's mod along with mine, but it might the way to go. I might do it when I push this next update.

 
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