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[A20] khzmusik's Modlets

heh, doubled the original probability chance for the npcReconMaleRocketL from 0.025 to 0.050. Encountered him in a wild west town. He ended up killing himself from his own rocket launcher. Definitely going to take me some time to fine tune the spawning to my liking, since my friend likes the whisperers and I like having the chance of encountering them.  Trying to figure out how to make it spawn organically in a way, so each faction has an equal chance to spawn. 

Right now the way I have it set up is.

Forest = Civilians, Whisperers, Soldiers, Recon Vault Dwellers.

Snow = Soldiers, Whisperers, Rogues, Civilians, Recon Vault Dwellers,

Desert = Soldiers, Whisperers, Rogues, Recon Vault Dwellers

Wasteland = Psychos, Vault Dwellers, Mechs


Yeah, that makes sense to me, it's similar to the way I have mine set up.

The only exception is Whisperers. Other than POIs, I have them spawn exclusively into wandering hordes. The idea is that they don't travel alone, and also that gives me a chance to spawn them by gamestage.

If you want, there are Node.js files that I use to generate the probabilities for both my packs and the "Progression" packs. If you know JavaScript it's not too difficult to tweak them by modifying a couple constants.

 
Sure, are the node files already one of the downloads or is that a separate thing to acquire? I have no knowledge of javascript but I can edit xmls. Teach myself something new. 

 
Sure, are the node files already one of the downloads or is that a separate thing to acquire? I have no knowledge of javascript but I can edit xmls. Teach myself something new. 
They're in the modlets, in a "Scripts" directory. If you don't know JavaScript, or a similar C-syntax language, then I don't know if you'll find them useful, but feel free to poke around.

 
Quick update. The changes I did for my "Enemies fight horde NPCs" modlet are now part of NPC Core.

If you download the latest version of NPC Core, you do not need my modlet.

I edited the first post to let people know.

 
I just added a mod that will use Localization.txt entries to display POI names for quests. It includes Localization.txt entries for all vanilla POIs that accept quests.

Download the mod here:

https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/khzmusik_Localize_Prefabs

(It turns out the hardest part was translating the POI names, and I'm sure I didn't get it completely right.)

It required C# changes, so must be installed on clients and servers. In theory it should be save-game safe, but you never know. You might be able to load this in an existing game, but it will be safer to start a new game.

Hope this is helpful to people.

 
New modlet added:

Gas Shortage

Makes gasoline scarce, and more difficult to craft.

  • Gasoline cannot be harvested from vehicles. (It can still be looted from vehicles.)
  • Each oil shale yields one can of gas (not 10).
  • Stacks of gasoline hold 1000 cans (not 10,000).


...And a question for you all:

I have a few modlets that adjust the game to make the survival aspects harder and/or more "realistic." Aside from the Gas Shortage modlet, I also have the Slow Build modlet, the Bad Medicine modlet, and the Food Spoilage and Preserved Foods mod (which requires C# code).

If possible, I am going to port those to A21 (whenever that comes out). When I do, should these be combined into a single "survival" mod?

I could also combine only the mods that don't require C# if that would make people happier. Or I can just keep them separate, as they are now.

Let me know what you think.

 
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I personally like them separate as I have interest in a few but not all.  Like the food spoilage one, but not the gas one as I have gone a different route on that.  However, I know enough that if you were to release it as a package, I can prune the elements I don’t want.

 
I personally like them separate as I have interest in a few but not all.  Like the food spoilage one, but not the gas one as I have gone a different route on that.  However, I know enough that if you were to release it as a package, I can prune the elements I don’t want.


That's good to know. I figured that people who were interested in one, were probably interested in all of them. If that's not right, then I should keep them separate.

As for the gas shortage - what is the other route that you went? I looked to see if there was another modlet like it, but didn't see one.

 
New modlet added:

Gas Shortage

Makes gasoline scarce, and more difficult to craft.

  • Gasoline cannot be harvested from vehicles. (It can still be looted from vehicles.)
  • Each oil shale yields one can of gas (not 10).
  • Stacks of gasoline hold 1000 cans (not 10,000).


...And a question for you all:

I have a few modlets that adjust the game to make the survival aspects harder and/or more "realistic." Aside from the Gas Shortage modlet, I also have the Slow Build modlet, the Bad Medicine modlet, and the Food Spoilage and Preserved Foods mod (which requires C# code).

If possible, I am going to port those to A21 (whenever that comes out). When I do, should these be combined into a single "survival" mod?

I could also combine only the mods that don't require C# if that would make people happier. Or I can just keep them separate, as they are now.

Let me know what you think.
I would prefer separate mods if it's not more trouble

 
As for the gas shortage - what is the other route that you went? I looked to see if there was another modlet like it, but didn't see one.


  • No oil shale in the world
  • Traders stock gasoline supplies
  • Gas you gather in the world from POIs and cars has to be first treated to be usable (requiring additional items like coal and cloth in the recipes).
But that was my approach as I never liked winging your way around the world, so you can't just start a journey with very little gas and just wrench / loot your way on your adventure.

I don't have a modlet for it as I realized that making small changes here and there were hard to keep balancing, so now I just rolled it into the major one I am working on.

 
Apologies if this has already been asked - I installed Green Zone Quest (mod) that utilizes a few of your NPC packs. Every single NPC (civilian, raider, soldier, etc.) attacks me regardless of what I do. I found a section in your read me file (below) about resetting my reputation (this does not happen when I die in game). Could you explain this a bit more in-depth? I cannot locate the commented-out code in buffs.xml to confirm my reputation is supposed to be resetting.

image.png

 
Apologies if this has already been asked - I installed Green Zone Quest (mod) that utilizes a few of your NPC packs. Every single NPC (civilian, raider, soldier, etc.) attacks me regardless of what I do. I found a section in your read me file (below) about resetting my reputation (this does not happen when I die in game). Could you explain this a bit more in-depth? I cannot locate the commented-out code in buffs.xml to confirm my reputation is supposed to be resetting.

View attachment 27531


The "Reset Reputation On Death" feature is part of my Human Faction Reputation and Quests modlet, which is not part of the Green Zone Quest mod. You would need to install my modlet, and then uncomment the code in that modlet.

But that probably won't solve your problem.

Others have asked about that same thing happening, and in all those cases, the user didn't start a new game after installing the NPC Core mod (which is part of the Green Zone Quest mod). That won't work. You must start a new game after installing it.

The tl;dr version is that adding factions to the game screws up game saves.

The long version: Here's what I believe is happening.

To make variable faction relationships work with individual players, TFP made it so each player has their own faction. In the game's C# code, factions are kept in an array. The faction ID of all entities, including players, is the index of their faction in this array. That faction ID is saved with the game.

When the game restarts, it reloads the factions from the XML files and puts them in this array. So when factions are added to the game - as NPC Core does - new factions (like, say, "whisperers") will now be in the places where, previously, there was the ID of a player. When the game loads the player ID, the player no longer has their own faction, they're using one of the added ones.

EDIT: Since you mentioned the Green Zone, I went to that thread and alerted people about it. I don't think that mod author knew about the issue. (Their own XML is save-game safe, so they probably thought NPC Core was too.)

 
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Here's an unusual modlet that some of you might be interested in.

No Crafting

Removes all crafting from the game. This includes cooking, so farming is also removed.

This mod was inspired by the Lucky Looter series from Glock9.

Features:

  • The only items the player can craft are the bedroll and land claim.
  • Removed all Basics of Survival quests except for crafting a bedroll. (After completion, players still get the skill points and Whiteriver Citizen quest.)
  • Most player-crafted workstations are removed from the game (destroyed versions are still in game). The exception is campfires, which cannot be crafted, but can be used for warmth if found in the wild.
  • Reworked perks:

    Crafting recipes and bonuses are removed from all perks.
  • Master Chef, Living Off The Land, and Grease Monkey are removed completely.

[*]Schematics, workstations, recipes, and parts for assembled weapons, tools, and vehicles are removed from loot containers, trader stashes, quest rewards, and Twitch actions.

[*]Removed perk books that only give crafting recipes (e.g. Needle and Thread books). Completion bonuses that only unlock recipes (e.g. stacks of ammo) now give experience buffs instead.

[*]Items or mods which could only be crafted (e.g. Fireman's Helmet) are added to loot containers and trader stashes.

[*]Crafting-related loading screen tips are removed.

[*]Localizations are updated to remove any mention of crafting, cooking, or forging (where possible, I'm sure I missed a lot).



Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/khzmusik_No_Crafting 

Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=khzmusik_No_Crafting

I might make a variation of this modlet, which keeps cooking and farming in the game.

 
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I just pushed a minor update to the Faction Reputation and Quests modlet. It fixes a few bugs and adds a new feature which I think people will like.

  • NPC "steal" (fetch) quests now use a new SCore SetRevengeTargetsSDX action, so NPCs will attack the player when they take the satchel. This means "steal" quests will be a challenge, even if they go to "friendly" POIs.
  • Added custom quest items (supplies) for "steal" quests, including separate translations.
  • Removed non-existent military "murder" quests from trader quest list to avoid NREs (these were commented out, but still).
  • Quests now provide probabilities rather than re-adding the same vanilla quests for balance. (I previously, and wrongly, thought that quest lists did not support probabilities.)
Please note, this version requires the latest version of SCore (20.6.471.1518 as of this writing).

Not only does the latest SCore contain the SetRevengeTargetsSDX action, but it also fixes a bug with the RandomTaggedPOIGotoSDX objective - for whatever reason, the code to check the POI quest tags (fetch, clear, etc.) was commented out.

Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/1-khzmusik_Human_Factions_Reputation_Quests

D/L: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=1-khzmusik_Human_Factions_Reputation_Quests

 
That's cool to know quests can use probs. Need to add that to some of mine so they aren't quite so common.

 
That's cool to know quests can use probs. Need to add that to some of mine so they aren't quite so common.


Well, don't get your hopes up. :)  Unlike the randomization algorithm for entities spawned into entity groups, the probabilities in quests are not normalized. It's a simple roll of the dice: the game picks a quest at random, gets its "prob" value, and if some random number is below that value, the quest is accepted. It doesn't care about the other quests in the quest list or their probabilities.

I actually wrote a couple of Monte Carlo simulations of the different probabilities, to record how often the non-vanilla quests were presented vs. the vanilla quests. And even after doing that I still had to tweak the probabilities from what the Monte Carlo simulations gave me.

My advice: for a first pass, treat them as if all of your quests should have probability values that add up to 1. You'll need to tweak them but it's a good baseline.

 
Hello.
Any chance you will update Mostly Dead for A21 soon? 


I'm actually working on something else today (involving dew collectors, which I think people will like) - but Mostly Dead is a high priority. (Khaine might also revive his permadeath mod, still working that out.)

I am hoping to have it finished before A21 goes stable. I would also like to have the Food Spoilage mod ready by then, assuming SCore is ready, and as many of then non-C# modlets as I can port over.

Also, just FYI, I was told that TFP generally consider it rude to post mods during experimental. So I will not be starting a new thread until then. But I hope to have the new thread as soon as possible after stable drops.

 
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