Mephistopheles
New member
Hey guys, I just wanted to share my modded xml files that have made the game more enjoyable for myself and others. Below are the changes which are also documented in the readme text file included. Take a look and decide if these changes might make the game better for you, and feel free to install them after reading the readme file. Feel free to recommend other changes, or make them yourselves in your own files as you see fit. If you have any questions or don't understand something, don't be afraid to ask for more info.
Please Note: Due to changes in biomes and rwgmixer, old saves will not look pretty once these changes are made. Start a new game once installing.
Changes Made---
BIOMES.XML
- changed fog temperature from -5 to -2
- changed rain temp from -10 to -5
- changed snow biome temp from -60 min -30 max to -20 min -5 max
- changed pine forest biome temp from -35 min 15 max to -10 min 5 max
- changed desert biome temp from 20 min 50 max to 5 min 15 max
- changed wasteland biome temp from -30 min 30 max to -5 min 5 max
- changed burnt forest biome temp from 0 min 20 max to 0 min 10 max
- changed diersville city biome temp from -15 min 15 max to -5 min 5 max
- changed gravestown city biome temp from 5 min 15 max to 1 min 5 max
- changed wasteland hub biome temp from 5 min 15 max to 1 min 5 max
- changed animal gore block to appear 4x more often (from 0.0004 to 0.0016)
----------
ENTITYCLASSES.XML
-changed chance of zombies dropping a loot bag from 2%-3% to 5% for all
-changed zombieFemaleFat to give 800xp instead of 550, and added missing possible loot drop probability
-a few xp values were inconsistent and not logical, so base zombies now all give 550xp, fat/tanky zombies give 800xp, ferals give 1000xp, and radiated zombies give 1500xp (previously 1250xp).
-----------
ENTITYGROUPS.XML
-increased stag spawn probability to .4 (same as boars) from .11
-decreased invisible animal spawns from prob="6" and prob="3" to prob="2"
-----------
LOOT.XML
-increased probability of beakers being found in labEquipment from .15 to .5
-increased prob of beakers in airdropMedicine from .4 to 1
-added .15 probability of finding beakers in lootgroup name ="junk"
-----------
PROGRESSION.XML
-changed experience multiplier from 1.0149 to 1.01
-changed skill points per level from 1 to 1.5
-changed skill point cost multiplier per level from 1.18 to 1.1
-changed hammer and forge level requirements from 10,20,35,70,100 to 5,10,15,25,40
-changed grease monkey level requirements from 25,50,85,120 to 10,20,30,40
-changed advanced engineering level requirements from 25,40,60,80,100 to 10,15,20,30,40
--------------
QUESTS.XML
-changed beginner quest skill points from 4 to 5
-increased quest xp rewards to roughly double their values, which are now...
beginner quest - 2001xp
tier1 quests - 2001xp
tier2 quests - 3001xp
tier3 quests - 4001xp
tier4 quests - 5001xp
tier5 quests - 6001xp
tier6 quests - 8001xp
----------------------
RWGMIXER.XML
-corrected typo on line 56 from prop="0.05" to prob="0.05"
-changed prefab rule "skycrapers" to give an equal 0.6 prob to all 4 skycrapers
-changed mincount of skyscrapers in downtown group from 2 to 5
-added skyscraper min/max of 1/2 in commercialGroup
-changed skyscraper min/max in industrialGroup to 2/4
-changed maxcount of crop_Feilds(sic, this typo is everywhere and I left it unchanged) in ruralGroup from 2 to 6.
-changed barns max count in ruralGroup from 2 to 4
-changed oldwest_bldgs max count in ruralGroup from 2 to 8
-changed all settlement_trader min/max in wildernessGroup from 1/1 to 3/5
- changed the following biome prevalence values in vanillaMedium from
pine_forest-25% snow-25% wasteland-15% burnt forest-10% desert-25%
to
pine_forest-60% snow-15% wasteland-2% burnt forest-8% desert-15%
- changed the biome prevalence values in vanillaSmall to match new vanillaMedium values
-----------
TRADERS.XML
-changed <traders buy_markup="2" sell_markdown="0.1" to
<traders buy_markup="1.8" sell_markdown="0.3"
-changed rareMedicine count from 1 to 3
-changed medicine count from 1 to 3
-added beaker to medicine group
-----------
VEHICLES.XML
changed vehicle velocities to the following values,
note that having the same X,X values means that pressing the
"turbo" button is no longer necessary
Gyrocopter from 7,10 to 18,18
Joke Blimp from 18,26 to 30,30
Bicycle from 5,10 to 12,12
Minibike from 7,10 to 14,14
Motorcycle from 9,14 to 18,18
4x4 from 9,13 to 18,18
Get the files here - https://ufile.io/pshyp
EDIT: New versions with some changes and balancing released 1/3/19. All notes above and the link is related to newest 1/3 version.
Please Note: Due to changes in biomes and rwgmixer, old saves will not look pretty once these changes are made. Start a new game once installing.
Changes Made---
BIOMES.XML
- changed fog temperature from -5 to -2
- changed rain temp from -10 to -5
- changed snow biome temp from -60 min -30 max to -20 min -5 max
- changed pine forest biome temp from -35 min 15 max to -10 min 5 max
- changed desert biome temp from 20 min 50 max to 5 min 15 max
- changed wasteland biome temp from -30 min 30 max to -5 min 5 max
- changed burnt forest biome temp from 0 min 20 max to 0 min 10 max
- changed diersville city biome temp from -15 min 15 max to -5 min 5 max
- changed gravestown city biome temp from 5 min 15 max to 1 min 5 max
- changed wasteland hub biome temp from 5 min 15 max to 1 min 5 max
- changed animal gore block to appear 4x more often (from 0.0004 to 0.0016)
----------
ENTITYCLASSES.XML
-changed chance of zombies dropping a loot bag from 2%-3% to 5% for all
-changed zombieFemaleFat to give 800xp instead of 550, and added missing possible loot drop probability
-a few xp values were inconsistent and not logical, so base zombies now all give 550xp, fat/tanky zombies give 800xp, ferals give 1000xp, and radiated zombies give 1500xp (previously 1250xp).
-----------
ENTITYGROUPS.XML
-increased stag spawn probability to .4 (same as boars) from .11
-decreased invisible animal spawns from prob="6" and prob="3" to prob="2"
-----------
LOOT.XML
-increased probability of beakers being found in labEquipment from .15 to .5
-increased prob of beakers in airdropMedicine from .4 to 1
-added .15 probability of finding beakers in lootgroup name ="junk"
-----------
PROGRESSION.XML
-changed experience multiplier from 1.0149 to 1.01
-changed skill points per level from 1 to 1.5
-changed skill point cost multiplier per level from 1.18 to 1.1
-changed hammer and forge level requirements from 10,20,35,70,100 to 5,10,15,25,40
-changed grease monkey level requirements from 25,50,85,120 to 10,20,30,40
-changed advanced engineering level requirements from 25,40,60,80,100 to 10,15,20,30,40
--------------
QUESTS.XML
-changed beginner quest skill points from 4 to 5
-increased quest xp rewards to roughly double their values, which are now...
beginner quest - 2001xp
tier1 quests - 2001xp
tier2 quests - 3001xp
tier3 quests - 4001xp
tier4 quests - 5001xp
tier5 quests - 6001xp
tier6 quests - 8001xp
----------------------
RWGMIXER.XML
-corrected typo on line 56 from prop="0.05" to prob="0.05"
-changed prefab rule "skycrapers" to give an equal 0.6 prob to all 4 skycrapers
-changed mincount of skyscrapers in downtown group from 2 to 5
-added skyscraper min/max of 1/2 in commercialGroup
-changed skyscraper min/max in industrialGroup to 2/4
-changed maxcount of crop_Feilds(sic, this typo is everywhere and I left it unchanged) in ruralGroup from 2 to 6.
-changed barns max count in ruralGroup from 2 to 4
-changed oldwest_bldgs max count in ruralGroup from 2 to 8
-changed all settlement_trader min/max in wildernessGroup from 1/1 to 3/5
- changed the following biome prevalence values in vanillaMedium from
pine_forest-25% snow-25% wasteland-15% burnt forest-10% desert-25%
to
pine_forest-60% snow-15% wasteland-2% burnt forest-8% desert-15%
- changed the biome prevalence values in vanillaSmall to match new vanillaMedium values
-----------
TRADERS.XML
-changed <traders buy_markup="2" sell_markdown="0.1" to
<traders buy_markup="1.8" sell_markdown="0.3"
-changed rareMedicine count from 1 to 3
-changed medicine count from 1 to 3
-added beaker to medicine group
-----------
VEHICLES.XML
changed vehicle velocities to the following values,
note that having the same X,X values means that pressing the
"turbo" button is no longer necessary
Gyrocopter from 7,10 to 18,18
Joke Blimp from 18,26 to 30,30
Bicycle from 5,10 to 12,12
Minibike from 7,10 to 14,14
Motorcycle from 9,14 to 18,18
4x4 from 9,13 to 18,18
Get the files here - https://ufile.io/pshyp
EDIT: New versions with some changes and balancing released 1/3/19. All notes above and the link is related to newest 1/3 version.
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