BlackWolf, I've been trying to compare this mod vs Vita's Enhanced weapon & mod pack for purpose of trying to decipher how I could increase the default Drum magazine mod overall capacity increase. It appears by default to be 2x (30 - 60rnds) with default mod to something more like 2.5x (30 - 75rnds) increase. Frankly because EFT has spoiled me with the Increased weapon magazine size with Drum mags in that mod.
If you have any extra modding time, do you know which properties I would need to add/modify/copy-paste in the item_modifiers.xml of your mod to achieve this? The rest of your mod is perfect imo for improvements to the default game mods. It's just a guilty pleasure that I would just like some more bullets in that drum for extra pew-pew anti-zombie goodness.
Vita is adding their own attachment to the game, which works because it is not tied to the vanilla item in any way.
However, you are trying to "append" an effect to an item that already has the same effect, in this case, vanilla drum mag already provides x1.5 mag size, but you're trying to add the same effect with a different value. -> ("<append> means that you are adding something to the vanilla item without changing the original values).
To do what you want to do, you need to use <set> which unlike <append>, completely replaces the vanilla values with the ones you want, so using your code as example, it would need to look like something like this:
Reminding that, when you use <set> you will need to re-add any other "effects" the item had originally (if you want them that is), since you are replacing them, using your code as example again, your drum mag will not get the -25% reload speed penalty that the vanilla drum mag has, and if you wanted that too, it would look like this:
Thanks for the reply and the assistance, it's greatly appreciated.
I'm trying to figure the in-outs of .xml via some of the various 7d2d mod tutorials but it is a bit confusing still how it operates. I couldn't get Vita's mod to run with the 100 or so mods (modlets?) I currently use, without the game just throwing errors, but I half expected it just from so many tiny alterations from the other mods.
im not sure but you probably already know this, but your description for the arrow rest mentions crossbows but you cant install it on them and the hunter mod is missing bleed damage for crossbows, other than that, love this mod
If bleed doesn't work on crossbows but it does for bows then it isn't my fault and I can't really fix it. I'll change the description in the next update.
its possible, but you have used the crossbow tag on the barrel extender (line 22, 25 and 28) and the bipod (line 121) which was why i decided to try it on the hunter too just to check if it worked (its possible you just copy pasted and edited afterwards and overlooked that part)
Black Wolf, I am getting an error in my server log caused by this mod. Could you update for 1.2? Here is the error:
Type:ProjectileHasTags, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null is missing the UnityEngine.Scripting.Preserve attribute, this will fail on consoles2024-12-17T10:20:14 35.731
logs leading up to event:
2024-12-17T10:20:12 33.614 INF Block IDs with mapping 2024-12-17T10:20:12 33.644 INF Block IDs total 30871, terr 29, last 31093 2024-12-17T10:20:12 33.705 INF Loaded (local): blocks in 20.32 2024-12-17T10:20:13 34.962 INF Loaded (local): progression in 0.23
Yes, that one. I looked a bit in the various xml files of the game but I gave up. I made some mods for myself since A21, especially QoL (better auger, more slots, removed some mod restrictions, more dye etc) and modified or merged together some mods for my needs but I don't understand how to modify objects and weapons in relation to perks.
I want any weapon with the reflex sight to earn the bonus from that specific perk but idk how to do that. I know how to add fixed a bonus to an item but not how to add a perk bonus to it.
Greetings. Check out The Hunter, zombie bears can't be killed with one shot from a crossbow. All the others are killed with a chance as described.Is killing and dismembering the same thing in essence? Updated translation of your mod into Russian version 2.2 from gavrila11. It's me, I changed my nickname :) https://drive.google.com/file/d/1rgFQgrRDau-DVrqIet-CEvHR4UNiePr0/view?usp=drive_link
No, it's not the same thing. "Dismember" is the chance you have to remove body parts (like the head or the limbs) some enemies though have a higher resistance to this, and you might not always get the oneshot.
OK. Animals, like zombies without a head, must die. That's what I meant. Although I have never seen a bear without a head :) And the bonus damage is not enough to kill with one shot. Is everything right? Maybe it makes sense to redo the Hunter mod for the probability of killing with a headshot instead of dismemberment? At your discretion. Anyway, thanks for your work.
yes, it's right, it is designed to deal a lot of damage, so it can happen that some animals with a lot of health don't get oneshot. the new animal models have an issue where their head cannot be visually removed, though it is still possible to instantly kill them with dismembering the head (you should see a lot of blood when that happens), it's just a bug i guess. It happens less with zombie bears because they have dismemberment resistance + a lot of HP.
During several gaming nights, I hunted zombie bears, killed about 30 pcs. None could be killed with a shot to the head from the first shot. Full stealth leveling, all books read, killer level 6 set, top level 6 crossbow.
i noticed description says. for the ai mods that give plus 1 perk. the mod makes it give plus 2. agility strength etc... i have re installed but mine still says plus 1 and only gives plus 1 in game
these mods -Perception armor mod: Gain +2 points of Perception and 10% explosion damage resistance.
-Strength armor mod: Gain +2 points of Strength and 5 inventory slots.
-Fortitude armor mod: Gain +2 points of Fortitude and 5% damage resistance
-Agility armor mod: Gain +2 points of Agility and 0.5m jump height bonus
-Intellect armor mod: Gain +2 points of Intellect and 10% faster crafting time. in game only give +1. and dont have the extra bonus. im not sure if its bug in my game or the mod
where can i send clip? actually i think i solved it. i have another mod i think is clashing with it update.. fixed it. i had a mod that lets u put the mods into any armor slot. and it was stopping it from working
Greetings. Translation into Russian of your mod for version 1.0 of the game from 08/14.24. Only the localization file.Verified in the game. The link to the updated localization file is below.
Good day my friend) I finished the translation of your interesting mod. Also watched the translation of the person who sent you the link of his translation. His translation is more accurate from a mechanical point of view, and mine is more understandable from a vanilla point of view. In general, I translated everything and left the description of some modules standard in relation to vanilla and this will be a nice bonus for players. Link to my translation of version 1.9 https://drive.google.com/file/d/1Vvnc5hGIBA43-kh0TgxZelB_hw6kaTnD/view?usp=drivesdk
107 comments
I've been trying to compare this mod vs Vita's Enhanced weapon & mod pack for purpose of trying to decipher how I could increase the default Drum magazine mod overall capacity increase.
It appears by default to be 2x (30 - 60rnds) with default mod to something more like 2.5x (30 - 75rnds) increase. Frankly because EFT has spoiled me with the Increased weapon magazine size with Drum mags in that mod.
If you have any extra modding time, do you know which properties I would need to add/modify/copy-paste in the item_modifiers.xml of your mod to achieve this? The rest of your mod is perfect imo for improvements to the default game mods. It's just a guilty pleasure that I would just like some more bullets in that drum for extra pew-pew anti-zombie goodness.
<append xpath="//item_modifier[@name='modGunDrumMagazineExtender']/effect_group[1]">
<passive_effect name="RoundsPerMinute" operation="perc_add" value=".15"/>
</append>
vs
<item_modifier name="(V) Drum Magazine Extender" installable_tags="drumMagazine" modifier_tags="magazine" blocked_tags="noMods" type="attachment">
<property name="Extends" value="modGeneralMaster"/>
<property name="CustomIcon" value="modGunDrumMagazineExtender"/>
<property name="DescriptionKey" value="VDrumDesc"/>
<property name="CustomIconTint" value="#1e9d16"/>
<property name="UnlockedBy" value="perkAutoWeaponsDrumMag"/>
<property name="TraderStageTemplate" value="modsTier3"/>
<effect_group tiered="false">
<passive_effect name="MagazineSize" operation="perc_add" value="1.5"/>
<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value="-.25"/>
</effect_group>
</item_modifier>
vs ?
<append xpath="//item_modifier[@name='modGunDrumMagazineExtender']/effect_group[1]">
<passive_effect name="RoundsPerMinute" operation="perc_add" value=".15"/>
<passive_effect name="MagazineSize" operation="perc_add" value="2.5"/>
</append>
Thanks for your consideration
However, you are trying to "append" an effect to an item that already has the same effect, in this case, vanilla drum mag already provides x1.5 mag size, but you're trying to add the same effect with a different value. -> ("<append> means that you are adding something to the vanilla item without changing the original values).
To do what you want to do, you need to use <set> which unlike <append>, completely replaces the vanilla values with the ones you want, so using your code as example, it would need to look like something like this:
<set xpath="//item_modifier[@name='modGunDrumMagazineExtender']/effect_group[1]">
<passive_effect name="RoundsPerMinute" operation="perc_add" value=".15"/> <--- +15% rate of fire bonus
<passive_effect name="MagazineSize" operation="perc_add" value="2.5"/> <--- +250% mag size
</set>
Reminding that, when you use <set> you will need to re-add any other "effects" the item had originally (if you want them that is), since you are replacing them, using your code as example again, your drum mag will not get the -25% reload speed penalty that the vanilla drum mag has, and if you wanted that too, it would look like this:
<set xpath="//item_modifier[@name='modGunDrumMagazineExtender']/effect_group[1]">
<passive_effect name="RoundsPerMinute" operation="perc_add" value=".15"/>
<passive_effect name="MagazineSize" operation="perc_add" value="2.5"/>
<passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value="-.25"/> <--- -25% reload speed penalty
</set>
If you are going to use this code in my mod, you'll have to remove my part of the code that changes the drum mag.
I'm trying to figure the in-outs of .xml via some of the various 7d2d mod tutorials but it is a bit confusing still how it operates.
I couldn't get Vita's mod to run with the 100 or so mods (modlets?) I currently use, without the game just throwing errors, but I half expected it just from so many tiny alterations from the other mods.
Hope your having a great day
if you have the time and will, please fix lol
<requirement name="HoldingItemHasTags" tags="gun,bow,crossbow,launcher"/>
instead of:
<requirement name="HoldingItemHasTags" tags="gun,bow,launcher"/>
Type:ProjectileHasTags, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null is missing the UnityEngine.Scripting.Preserve attribute, this will fail on consoles2024-12-17T10:20:14 35.731
logs leading up to event:
2024-12-17T10:20:12 33.614 INF Block IDs with mapping
2024-12-17T10:20:12 33.644 INF Block IDs total 30871, terr 29, last 31093
2024-12-17T10:20:12 33.705 INF Loaded (local): blocks in 20.32
2024-12-17T10:20:13 34.962 INF Loaded (local): progression in 0.23
check your buffs.xml for "ProjectileHasTags"
Reflex sight is missing the in game description ;)
edit: is there a way to make the reflex sight benefit from the sniper perk as the scopes do?
I know how to add fixed a bonus to an item but not how to add a perk bonus to it.
So it'd look like this i guess
<append xpath="//item_modifier[@name='modGunReflexSight']/effect_group[3]">
<triggered_effect trigger="onSelfKilledOther" action="AddBuff" buff="buffDeadEye"/>
</append>
<append xpath="//item_modifier[@name='modGunReflexSight']/effect_group[3]">
<passive_effect name="EntityDamage" operation="perc_add" value=".1">
<requirement name="ProgressionLevel" progression_name="perkSniperDamage" operation="Equals" value="1"/>
</passive_effect>
</append>
<append xpath="//item_modifier[@name='modGunLaserSight']/effect_group[3]">
<passive_effect name="EntityDamage" operation="perc_add" value=".1">
<requirement name="ProgressionLevel" progression_name="perkSniperDamage" operation="Equals" value="1"/>
</passive_effect>
</append>
And maybe i can, it depends if the original creator lets me.
Updated translation of your mod into Russian version 2.2 from gavrila11. It's me, I changed my nickname :) https://drive.google.com/file/d/1rgFQgrRDau-DVrqIet-CEvHR4UNiePr0/view?usp=drive_link
"Dismember" is the chance you have to remove body parts (like the head or the limbs)
some enemies though have a higher resistance to this, and you might not always get the oneshot.
Maybe it makes sense to redo the Hunter mod for the probability of killing with a headshot instead of dismemberment? At your discretion. Anyway, thanks for your work.
the new animal models have an issue where their head cannot be visually removed, though it is still possible to instantly kill them with dismembering the head (you should see a lot of blood when that happens), it's just a bug i guess.
It happens less with zombie bears because they have dismemberment resistance + a lot of HP.
Full stealth leveling, all books read, killer level 6 set, top level 6 crossbow.
-Perception armor mod:
Gain +2 points of Perception and 10% explosion damage resistance.
-Strength armor mod:
Gain +2 points of Strength and 5 inventory slots.
-Fortitude armor mod:
Gain +2 points of Fortitude and 5% damage resistance
-Agility armor mod:
Gain +2 points of Agility and 0.5m jump height bonus
-Intellect armor mod:
Gain +2 points of Intellect and 10% faster crafting time.
in game only give +1. and dont have the extra bonus.
im not sure if its bug in my game or the mod
actually i think i solved it.
i have another mod i think is clashing with it
update.. fixed it. i had a mod that lets u put the mods into any armor slot. and it was stopping it from working
https://drive.google.com/file/d/1Lvik6VGO9SyuXfT1xVC4KaYkXGghHff4/view?usp=sharing
If you level up quickly and play in wasteland you can find good stuff really early, but that's just the game, not the mods
The link to the updated localization file is below.
https://drive.google.com/file/d/1ENVf_b9lcwezywRyOpzHHu_f0yFBPJu_/view?usp=sharing