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Stallionsden Mods & Modlets

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i am not sure where he put it, but i was playing with putting it on all the lootcontainers and am playing with the 0,1 or 0,2 to give 0 or 1 or 2 passes through the loot list and then going in to all the loot groups and changing the count at the top of each of them to either 1 or 1,2
Code:
	<lootcontainer id="200" count="0,1" size="8,9" sound_open="UseActions/open_fridge" sound_close="UseActions/close_fridge" loot_quality_template="treasureTemplate">
		<item group="palletWhiteBagsBaseStash" />
	</lootcontainer>
I may also pad the lists with mostly junk (like zombies used to drop) by adding this to the top of each group

Code:
	<lootgroup name="palletWhiteBagsBaseStash" count="1">
		<item group="junk" prob="1"/>
		<item name="terrStone" count="1,15" prob="0.05" />
		<item name="terrSidewalk" count="1,15" prob="0.05" />
		<item name="terrDirt" count="1,15" prob="0.05" />
		<item name="terrSand" count="1,15" prob="0.05" />
		<item name="terrSandStone" count="1,15" prob="0.05" />
		<item name="terrGravel" count="1,15" prob="0.05" />
		<item name="terrAsphalt" count="1,15" prob="0.05" />
		<item name="terrConcrete" count="1,15" prob="0.05" />
	</lootgroup>
oh haha i always thought the

Code:
	<lootcontainer id="200" [color="#FF0000"][size=4]count="0,1"[/size][/color] size="8,9" sound_open="UseActions/open_fridge" sound_close="UseActions/close_fridge" loot_quality_template="treasureTemplate">
		<item group="palletWhiteBagsBaseStash" />
	</lootcontainer>
count="0,1" in the lootcontainers was like 1 or 2 of that item lol didnt think it was the way you said haha good to know ok thanks will change it now

 
where did you put the 0,2 may i ask lol
ANd that is good progress will fix that and re upload

Code:
<lootgroup name="palletWhiteBagsBaseStash" count="[color="#FF0000"]0,2[/color]">
		<item name="terrStone" count="1,15" prob="0.05" />
		<item name="terrSidewalk" count="1,15" prob="0.05" />
		<item name="terrDirt" count="1,15" prob="0.05" />
		<item name="terrSand" count="1,15" prob="0.05" />
		<item name="terrSandStone" count="1,15" prob="0.05" />
		<item name="terrGravel" count="1,15" prob="0.05" />
		<item name="terrAsphalt" count="1,15" prob="0.05" />
		<item name="terrConcrete" count="1,15" prob="0.05" />
	</lootgroup>
Code:
<lootcontainer id="200" count="1" size="8,9" sound_open="UseActions/open_fridge" sound_close="UseActions/close_fridge" loot_quality_template="treasureTemplate">
		<item group="palletWhiteBagsBaseStash" prob="[color="#FF0000"]0.5[/color]"/>
	</lootcontainer>
This is what I changed.

My thought process on this code is as follows.

You have the lootcontainer contains the lootgroup. So I thought by setting the loot container to 0.05 like you did would reduce the overall chance to spawn.

By setting the lootgroup to (0,2) it gives a random spawn of 0 items, 1 item, and 2 items.

In my testing I looted the pallets and got 0 items, 1 items, and 2 items. They were also random and didn't get the gun spawn as much.

I think there is much tweaking and testing to be done. As I have a hunch the 'prob' variable is probably conflicting or overlapping by defining so many overlapping containers.

 
Code:
<lootgroup name="palletWhiteBagsBaseStash" count="[color="#FF0000"]0,2[/color]">
		<item name="terrStone" count="1,15" prob="0.05" />
		<item name="terrSidewalk" count="1,15" prob="0.05" />
		<item name="terrDirt" count="1,15" prob="0.05" />
		<item name="terrSand" count="1,15" prob="0.05" />
		<item name="terrSandStone" count="1,15" prob="0.05" />
		<item name="terrGravel" count="1,15" prob="0.05" />
		<item name="terrAsphalt" count="1,15" prob="0.05" />
		<item name="terrConcrete" count="1,15" prob="0.05" />
	</lootgroup>
Code:
<lootcontainer id="200" count="1" size="8,9" sound_open="UseActions/open_fridge" sound_close="UseActions/close_fridge" loot_quality_template="treasureTemplate">
		<item group="palletWhiteBagsBaseStash" prob="[color="#FF0000"]0.5[/color]"/>
	</lootcontainer>
This is what I changed.

My thought process on this code is as follows.

You have the lootcontainer contains the lootgroup. So I thought by setting the loot container to 0.05 like you did would reduce the overall chance to spawn.

By setting the lootgroup to (0,2) it gives a random spawn of 0 items, 1 item, and 2 items.

In my testing I looted the pallets and got 0 items, 1 items, and 2 items. They were also random and didn't get the gun spawn as much.

I think there is much tweaking and testing to be done. As I have a hunch the 'prob' variable is probably conflicting or overlapping by defining so many overlapping containers.
Be interesting to find out

 
Handcrafted

I have spent a couple of days balancing the pallet mod and I am happy at where I am at now.

Each of the covered pallets now is guaranteed to have some semi-junk packaging materials,

Bicycles can be found occasionally, but only parts of other vehicles, and no chasis of 4x4 or 'copter.

The possible loot for each is sorted into common, uncommon, rare and legendary

The Brick pallets only contain stone, bricks, flagstones, cobblestones, concrete, rconcrete and 2 glass type cubes

Sacks only contain powders; coal, cementmix, potasium, sand, clay etc

Boxes and tarps contain the widest varieties

Tarps can have many different 'furniture' items e.g. ovens, slide, barstool

Boxes can have more common goods and food items.

Both can draw from a massive pool of potential loot.

NO SCHEMATICS. But rare chance for actual mods.

End result is that overpowered items no longer drop, but each pallet is still visually rewarding to loot.

Gameplay wise, it makes sense too. Going to build a base? Need bricks? Where do you raid? A construction site of course!

Blocks.xml:

Code:
<configs>

<!-- LOOTABLE PALLET INSERTION START -->

<append xpath="/blocks/block[@name='palletWhiteBagsBase']">
	<property name="Class" value="Loot" />
	<property name="LootList" value="208" />
</append>

<append xpath="/blocks/block[@name='palletWhiteBagsTile']">
	<property name="Class" value="Loot" />
	<property name="LootList" value="208" />
</append>

<append xpath="/blocks/block[@name='palletWhiteBagsTop']">
	<property name="Class" value="Loot" />
	<property name="LootList" value="208" />
</append>

<append xpath="/blocks/block[@name='palletWhiteBagsPartial1']">
	<property name="Class" value="Loot" />
	<property name="LootList" value="208" />
</append>

<append xpath="/blocks/block[@name='palletWhiteBagsPartial2']">
	<property name="Class" value="Loot" />
	<property name="LootList" value="208" />
</append>

<append xpath="/blocks/block[@name='palletWhiteBagsLoose']">
	<property name="Class" value="Loot" />
	<property name="LootList" value="208" />
</append>

<append xpath="/blocks/block[@name='palletBrownBoxesBase']">
	<property name="Class" value="Loot" />
	<property name="LootList" value="209" />
</append>

<append xpath="/blocks/block[@name='palletBrownBoxesTile']">
	<property name="Class" value="Loot" />
	<property name="LootList" value="209" />
</append>

<append xpath="/blocks/block[@name='palletBrownBoxesTop']">
	<property name="Class" value="Loot" />
	<property name="LootList" value="209" />
</append>

<append xpath="/blocks/block[@name='palletBrownBoxesLoose']">
	<property name="Class" value="Loot" />
	<property name="LootList" value="209" />
</append>

<append xpath="/blocks/block[@name='palletBricksBase']">
	<property name="Class" value="Loot" />
	<property name="LootList" value="210" />
</append>

<append xpath="/blocks/block[@name='palletBricksTile']">
	<property name="Class" value="Loot" />
	<property name="LootList" value="210" />
</append>

<append xpath="/blocks/block[@name='palletBricksTop']">
	<property name="Class" value="Loot" />
	<property name="LootList" value="210" />
</append>

<append xpath="/blocks/block[@name='palletBricksPartial1']">
	<property name="Class" value="Loot" />
	<property name="LootList" value="210" />
</append>

<append xpath="/blocks/block[@name='palletBricksPartial2']">
	<property name="Class" value="Loot" />
	<property name="LootList" value="210" />
</append>

<append xpath="/blocks/block[@name='palletBricksLoose']">
	<property name="Class" value="Loot" />
	<property name="LootList" value="210" />
</append>

<append xpath="/blocks/block[@name='palletBlueTarpBase']">
	<property name="Class" value="Loot" />
	<property name="LootList" value="211" />
</append>

<append xpath="/blocks/block[@name='palletBlueTarpTile']">
	<property name="Class" value="Loot" />
	<property name="LootList" value="211" />
</append>

<!-- LOOTABLE PALLET INSERTION END -->

</configs>
loot next post

Please consider my changes.

 
damn, loot.xml is 3x post length.I'll attach the config.zip

View attachment 25896
Hi sandy beaches thank you for the interest. I quickly thru this together lol so yes was alot of bits thrown in.

Been busy and enjoying making modlets a17 is pretty cool for modders. I will def take a look when I am on the PC next for sure. Your input is appreciated and makes alot of sense :-)

 
For some reason the pallet and brewery mod wont work on my server, its extracted correct /Mods/StallionsdenPallets/Config etc

Any idea's what could be causing it?

 
For some reason the pallet and brewery mod wont work on my server, its extracted correct /Mods/StallionsdenPallets/Config etc
Any idea's what could be causing it?
they are modlets have you made a mods folder in your game directory. you simply unzip and place folder into mods folder

 
they are modlets have you made a mods folder in your game directory. you simply unzip and place folder into mods folder
yep as we are using gui modlet, my wife did find some working in one town (after I posted) but only in some buildings. Its very strange... I'm just going to put it down to a game bug. Hopefully it will fix itself on next save game wipe.

Great mod idea by the way!

 
yep as we are using gui modlet, my wife did find some working in one town (after I posted) but only in some buildings. Its very strange... I'm just going to put it down to a game bug. Hopefully it will fix itself on next save game wipe.
Great mod idea by the way!
It sounds as tho you loaded it on an existing game, which means it will only spawn lootable pallets in newly visited areas.

 
As crimson stated that could be the issue. If it was loaded onto a pre existing game then yes they be empty.

Does your output.log state any errors or that the 2 mods didnt load.

 
Hi sandy beaches thank you for the interest. I quickly thru this together lol so yes was alot of bits thrown in.
Been busy and enjoying making modlets a17 is pretty cool for modders. I will def take a look when I am on the PC next for sure. Your input is appreciated and makes alot of sense :-)
I think this is a step in the right direction, I really like the groupings, but still a little rich for my "Survival" blood...here is what i changed for my liking:

1. all counts that were over 1 changed to 1...6 different items is a lot on some of those.

2. the 3 loot groups changed from count all to count 1 so that it only picks one of the 2 paths.

3. changed the loot container count to 0,1 so that there is a chance that any given pallet is empty.

i ran these settings through the prefab editor playtest using house_construction_01 and came out with about 1/2 my inventory full...which seems reasonable. I may still play with the individual counts as some dont make much sense...like 5,15 for things like doors and such.

My thought is that given the state of the world in general, most of the stuff on any given pallet had degraded to uselessness, been picked over already, or is not something the character has a use for...everyones playstyle is different.

Thanks again for putting this together, it lets us amateurs play around easier.

 
I think this is a step in the right direction, I really like the groupings, but still a little rich for my "Survival" blood...here is what i changed for my liking:1. all counts that were over 1 changed to 1...6 different items is a lot on some of those.

2. the 3 loot groups changed from count all to count 1 so that it only picks one of the 2 paths.

3. changed the loot container count to 0,1 so that there is a chance that any given pallet is empty.

i ran these settings through the prefab editor playtest using house_construction_01 and came out with about 1/2 my inventory full...which seems reasonable. I may still play with the individual counts as some dont make much sense...like 5,15 for things like doors and such.

My thought is that given the state of the world in general, most of the stuff on any given pallet had degraded to uselessness, been picked over already, or is not something the character has a use for...everyones playstyle is different.

Thanks again for putting this together, it lets us amateurs play around easier.
I see it diff the z apocolypse just happened lol but yes I like what sandy beaches has done I just haven't had a chance to test and play

 
Sandybeaches - the set out of the loot is brilliant thank you. However loot abundance was high. I have nerfed it a fair bit but a little more testing and should be good ty again

 
having an odd bug with looting the barrels, the UI throws up an out of bounds error and the loot window hangs leaving me unable to do anything but CTRL+f4 :(

anyone else having this?

 
having an odd bug with looting the barrels, the UI throws up an out of bounds error and the loot window hangs leaving me unable to do anything but CTRL+f4 :(
anyone else having this?
The windows size is too large. I set both barrels and pallets to 6x6, no more errors (tested in a new world).

You have to do this before creating the world!

I forgot to do it and can't loot them... I hope its only the barrels near me and as soon as I travel I don't get errors.

 
The windows size is too large. I set both barrels and pallets to 6x6, no more errors (tested in a new world).You have to do this before creating the world!

I forgot to do it and can't loot them... I hope its only the barrels near me and as soon as I travel I don't get errors.
I have mine 11 x 17 on all mine. The uploaded 1 tho is 8 x 9 . However I am uploading a new version today using sandybeaches loot.xml with tweaking to the amount of loot and it def is less loot chance then prior version. So will decrease windows size to but in windows looting it can handle 7 x 10 I believe.

Any other mods you running or. If you just play with this mod do you get the errors still

 
i use the Terrain base movement speed mod, SMXhud and KHLockpicks + a Junk items modlet. as well as your own modlets

do we have an ETA on the updated pallets modlet?

 
i use the Terrain base movement speed mod, SMXhud and KHLockpicks + a Junk items modlet. as well as your own modlets
do we have an ETA on the updated pallets modlet?
Bout 10 min just having a smoke lol. I been testing unsure if to less loot now lol but let me know how you go. But way better then looting 2 pallets and filling your backpack

 
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