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Stallionsden Mods & Modlets

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UPDATED ZOMBIE MODIFICATIONS 2

Removed demolition zombie from spawning straight away. Now spawns when you get to Tier 5 instead of Tier 1.

 
@Stallionsden: Your localizations.txt file for Lockpicking Additions needs to have all instances of ",blocks" replaced with ",,blocks"

 
About the climate that comes with nuclear winter, created in Starvation, can you put it to A18?
Hi skolano

Sorry wrong thread i believe. I didnt create nuclear winter. That be a question for xyth/sphereii sorry.

 
I'm trying to modify the Lockpicking Additions so that I can lockpick my way into most doors. I uncommented the lines that seem to cover EVER door and hatch in the game, and added both the VaultDoor 01/v1 (can't recall the proper name) and the matching hatch. No luck. Even went so far as to take out all mods, only run Lockpicking, started a new game on 18.3 and nothing as far as doors go and vaults go. All the munitions chests and such can be picked properly from the start, but I'm looking for more. Any help would be appreciated.

 
Different class than chests, probably won't work.
Would anyone be so kind as to give me an example as to how to change one, and I'll go from there? But opening up this mod, it shows signs of being able to open doors. Seems bare bones though so maybe it was commented out because it was a prototype?

 
Would anyone be so kind as to give me an example as to how to change one, and I'll go from there? But opening up this mod, it shows signs of being able to open doors. Seems bare bones though so maybe it was commented out because it was a prototype?
unfortunately that is not possible and has been attempted by multiple modders to accomplish. The code may be in the assembly_csharp but if it was other modders whom were csharp knowledgeable would have by now. All we can do is wait and hope tfp either add it or allow us to add it. Maybe another workaround could be to add in your own doors with the code may work. but may not again running into the same troubles.

The code in the mod I attempted to try but it didnt work. silly i know should be able to lock pick doors but unfortunately cant I am sorry

 
No need to apologize. I'm grateful you, or anyone else, even attempted it in the first place. Especially now that I'm going through the trouble of learning to do some simple edits myself, I'm better able to appreciate what you guys go through. So thank you.

 
No need to apologize. I'm grateful you, or anyone else, even attempted it in the first place. Especially now that I'm going through the trouble of learning to do some simple edits myself, I'm better able to appreciate what you guys go through. So thank you.
We all start somewhere. That is what is great about the modding community always help each other. Good luck

What happens in the modding section stays in the modding section 😅🤣😅🤣

 
unfortunately that is not possible and has been attempted by multiple modders to accomplish. The code may be in the assembly_csharp but if it was other modders whom were csharp knowledgeable would have by now. All we can do is wait and hope tfp either add it or allow us to add it. Maybe another workaround could be to add in your own doors with the code may work. but may not again running into the same troubles.
The code in the mod I attempted to try but it didnt work. silly i know should be able to lock pick doors but unfortunately cant I am sorry
How about this:

Old school lock-pick that we used to have before the official lockpicks were introduced into the base game and it would work like a "magic wand" you could hit the door with and it would basically destroy the locked door and spawn unlocked door in place of the original?

 
How about this:
Old school lock-pick that we used to have before the official lockpicks were introduced into the base game and it would work like a "magic wand" you could hit the door with and it would basically destroy the locked door and spawn unlocked door in place of the original?
So valmars door unlock mod lol. That already exists in his thread.

Its not the same and a hack but its already been done exactly how you described lol. Urgh i completely forgot tbh bout it lol

 
I didn't, but I thought it was out of date. I was sitting here trying to make my own. I wanted to get the vault doors to upgrade laterally into an unlocked version of themselves, then upgrade normally from there. Each at half the usual price. So ultimately, to go from Vault 1 > Vault 2 would cost the same resources (12 forge) but you would first spend 6 to unlock it before using another 6 to upgrade it.

So am I to understand the door unlock mod still works as intended?

EDIT: I also tried giving a vault door two different upgrade paths: one with forged iron; another with scrap iron. Only the one at the bottom of the list took. It didn't break anything in the game, but upgrading it with my nail gun only gave the same result. Even if I only had one resource or the other in my backpack. So much for thinking outside the box.

I'm just going to make a buff that gives you crazy metal damage for a few seconds so you can punch your way through one vault/safe etc. It's a dirty workaround, but it'll work.

EDIT 2: I figured it out. Thanks to KhaineGB over at https://7daystodie.com/forums/showthread.php?95976-Lockpicking-Modlet

All you have to do is change the "Class" of a door from "SecureDoor" to "Door". I thought as much, but didn't see any examples to confirm it anywhere. But sure enough, upgrading a door now unlocks it. So I'm going to have fun with that. I think to balance it I'm going to have to do as he did, and make unlocked versions of the doors that open with lockpicks, and then those upgrade to the next level. Otherwise, you're going to have to carry a lot of Forged materials with you wherever you go, and that's no bueno. It's gonna make it harder to make impromptu defenses in the wild, but that's a sacrifice I'm willing to make.

 
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I didn't, but I thought it was out of date. I was sitting here trying to make my own. I wanted to get the vault doors to upgrade laterally into an unlocked version of themselves, then upgrade normally from there. Each at half the usual price. So ultimately, to go from Vault 1 > Vault 2 would cost the same resources (12 forge) but you would first spend 6 to unlock it before using another 6 to upgrade it.
So am I to understand the door unlock mod still works as intended?

EDIT: I also tried giving a vault door two different upgrade paths: one with forged iron; another with scrap iron. Only the one at the bottom of the list took. It didn't break anything in the game, but upgrading it with my nail gun only gave the same result. Even if I only had one resource or the other in my backpack. So much for thinking outside the box.

I'm just going to make a buff that gives you crazy metal damage for a few seconds so you can punch your way through one vault/safe etc. It's a dirty workaround, but it'll work.

EDIT 2: I figured it out. Thanks to KhaineGB over at https://7daystodie.com/forums/showthread.php?95976-Lockpicking-Modlet

All you have to do is change the "Class" of a door from "SecureDoor" to "Door". I thought as much, but didn't see any examples to confirm it anywhere. But sure enough, upgrading a door now unlocks it. So I'm going to have fun with that. I think to balance it I'm going to have to do as he did, and make unlocked versions of the doors that open with lockpicks, and then those upgrade to the next level. Otherwise, you're going to have to carry a lot of Forged materials with you wherever you go, and that's no bueno. It's gonna make it harder to make impromptu defenses in the wild, but that's a sacrifice I'm willing to make.
yeh thats what pretty much valmars door unlock mod does lol. Like i said i had forgotten bout it lol. with all my mods and vals and my prefabs i tend to miss some haha..

But glad you got it still tho I would fully prefer to be able to use lock picks on doors to unlock them, more realsistic to.

 
yeh thats what pretty much valmars door unlock mod does lol. Like i said i had forgotten bout it lol. with all my mods and vals and my prefabs i tend to miss some haha..
But glad you got it still tho I would fully prefer to be able to use lock picks on doors to unlock them, more realsistic to.
Yeah, more realistic is pretty much the key phrase here - lockpicks can break while you're using them, so it's not that easy to open and most importantly with Valmar's mod you could see that the door was literally falling apart and then out of sudden it was like new again, just unlocked lol

 
Yeah, more realistic is pretty much the key phrase here - lockpicks can break while you're using them, so it's not that easy to open and most importantly with Valmar's mod you could see that the door was literally falling apart and then out of sudden it was like new again, just unlocked lol
Yeh definately . Wonder if tfp are gonna allow us to be able to code in lock picking doors like you do safes. But only hack you can do at the momebt for doors is valmars and what khainegb and tristam have said/done. Kinda sad

 
Yeh definately . Wonder if tfp are gonna allow us to be able to code in lock picking doors like you do safes. But only hack you can do at the momebt for doors is valmars and what khainegb and tristam have said/done. Kinda sad
Well, they solved it with C4, but honestly I think that while it's surely cool and whatnot, C4 is not exactly easy to come by. You have to really invest a lot of points to get there and then it's not exactly cheap to craft just one of them, let alone couple of them just to be able to open some regular doors to save time, so lockpicks would make much more sense in that area, plus they are much more silent too. In real life you don't normally use C4 to open regular door even with barricades either, so that part was an oversight in my opinion.

 
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