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Khelldon's Modlets

I have no idea what you consider to be better loot but if you'd like to change what's in the crate it's all in loot.xml
I mean like instead of iron tools get steel, and also better quality. I seem too only get brown (level 1) or orange (level 2) stuff. :crushed:

 
New Modlet available






About: The chicken and bunny are much too small for most people, specially if you have FOV turned up. This makes them 50% bigger, much more realistically sized. Thanks to rewtgr for requesting this mod.

 
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Is the "Starter Crate" not working on A17.1 ? It only gives me 1 food item now.
I haven't updated yet, but it depends on your loot settings to how much you get unless they changed that this update.

 
I haven't updated yet, but it depends on your loot settings to how much you get unless they changed that this update.
They must have changed it. It only gives 1 food item even though its set too 2, and none of the other items spawn in the box either.

 
They must have changed it. It only gives 1 food item even though its set too 2, and none of the other items spawn in the box either.
Any console errors.

Altho patch notes state loot duplicates fixed. So no more having only 1 item in the count and 759 spawning in starter crates hopefully lol

 
Any console errors.
Altho patch notes state loot duplicates fixed. So no more having only 1 item in the count and 759 spawning in starter crates hopefully lol
Yup. Something about 111 and another error. Is there anyway too to get the console to print out on a notepad?

 
I've updated and tested and I'm not getting any errors. Starter gear seems to be working okay. I may need to tweak it a little. No errors though, so maybe it was another modlet or a different problem?

 
I've updated and tested and I'm not getting any errors. Starter gear seems to be working okay. I may need to tweak it a little. No errors though, so maybe it was another modlet or a different problem?
I am using two other mods with it so maybe that's why. Its alright I'm just using your "entityclasses" file too spawn a few things on my hotbar / toolbelt.

 
from loot.xml

<lootcontainer id="111" count="1" size="5,3" sound_open="UseActions/open_garbage" sound_close="UseActions/close_garbage" loot_quality_template="baseTemplate" destroy_on_close="true">

<item group="drinks"/>

<item group="rottenFood" prob=".1"/>

<item group="cannedfood"/>

</lootcontainer>

 
I could deal with the no vehicle physics, which I have spent hours trying to get to work myself to no avail, but the UMA Zombies are not setting off my traps/alarms :/ Sad to say I will be removing this modlet until physics/alarm detection can be figured out.

Seems like "AvatarZombieUMAController" is not being used by anything but the <!-- Missing: zombieStripperRadiated -->

Everything else is using <property name="AvatarController" value="AvatarZombie01Controller"/>

I'm going to keep trying to get this to work. Maybe...

<property name="PhysicsBody" value="zombieUMA"/>

should be:

<property name="PhysicsBody" value="zombieStandard"/>

Since that's what zombieTemplateMale is using?

 
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I could deal with the no vehicle physics, which I have spent hours trying to get to work myself to no avail, but the UMA Zombies are not setting off my traps/alarms :/ Sad to say I will be removing this modlet until physics/alarm detection can be figured out.
Seems like "AvatarZombieUMAController" is not being used by anything but the <!-- Missing: zombieStripperRadiated -->

Everything else is using <property name="AvatarController" value="AvatarZombie01Controller"/>

I'm going to keep trying to get this to work. Maybe...

<property name="PhysicsBody" value="zombieUMA"/>

should be:

<property name="PhysicsBody" value="zombieStandard"/>

Since that's what zombieTemplateMale is using?
Sorry, I know there are problems with the UMA zombies. You won't be able to use a different controller because the zombies are made with UMA and use UMA animations, you must use the proper controller for the type of entity it is. I'm not too worried about this, there will be some zombies coming that will work with everything :-)

 
some posivilidad to be able to put the sound of metal gear alert in the1.jpg

when the camera detects zombies or players enemy indader territory

link

 
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