Announcement

Collapse
No announcement yet.

War3zuk/Tallon Alpha 18.1 Stable Modlets GitHub

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    You could but I wouldnt advise it as there in no way as upto date & less complicated in Modlet Form, Theres a Ton of stuff in the AIO that cant be in the modlets as it requires many bits of code from the AIO to work & splitting it up into a modlet would cause errors... so Yes you can try but you wont get the exact version of the AIO....

    Sorry but there isnt an easy Fix for this as the UMA Z's are intergrated into many of the files Including Items.xml as well as others... You are welcome to remove those entries yourself if you know what your doing..

    Comment


      Originally posted by Tallon View Post
      You could but I wouldnt advise it as there in no way as upto date & less complicated in Modlet Form, Theres a Ton of stuff in the AIO that cant be in the modlets as it requires many bits of code from the AIO to work & splitting it up into a modlet would cause errors... so Yes you can try but you wont get the exact version of the AIO....

      Sorry but there isnt an easy Fix for this as the UMA Z's are intergrated into many of the files Including Items.xml as well as others... You are welcome to remove those entries yourself if you know what your doing..
      That's the problem. I don't know what to remove and what to keep.

      Comment


        PM'd You...

        Comment


          Originally posted by War3zuk View Post
          PM'd You...
          I just noticed that you have comments in the xml files to let the reader know where the code which adds UMA zombies starts and where it ends. This can be very helpful, but in some cases these marks are missing. I don't want to bother you, but if you could please make these marks in the files for me, I would be very grateful, it would help me remove UMA zombies every time you update your mod without breaking other features.

          Comment


            There should be a start & stop for each one unless at some point ive updated & over pasted the line, As for continuing to do this, erm, Nope, this was a one of deal as my AIO is set as its meant to be, Im not responsible for another Massive overhaul causing errors as we all know this is likely... Ive edited 1 full set of files for you so you dont need to do anything but drop the files in & your Good... Its upto you if you wish to keep doing this.. As me doing it every time I update just adds more time & complication to an already complicated set of code...

            Comment


              Originally posted by War3zuk View Post
              There should be a start & stop for each one unless at some point ive updated & over pasted the line, As for continuing to do this, erm, Nope, this was a one of deal as my AIO is set as its meant to be, Im not responsible for another Massive overhaul causing errors as we all know this is likely... Ive edited 1 full set of files for you so you dont need to do anything but drop the files in & your Good... Its upto you if you wish to keep doing this.. As me doing it every time I update just adds more time & complication to an already complicated set of code...
              Oh no, please don't get me wrong. I'm glad you did this for me, because thanks to your edited files, I was able to compare what's actually different and I figured out that some parts are marked by comments at the start and also at the end, but some parts have missing the end mark comments and what I actually wanted to ask for is simply that if you could please mark those UMA zombie additions - start and end marks in those files just once, because I do believe that while you are updating the files with new features for your mod, there's probably not much to update in the UMA zombies area and so the marks would be left untouched for every new update, but even if there was something that would require update in UMA zombie code, the areas would be already marked, so anything would change, it would always be inside the marks and I would always know which parts to cut out to make it compatible with the rest of the mods in my mod list again. I'm sorry for misunderstanding, my english is not good. If this is too much trouble, I will understand and thank you anyway!

              Comment


                Ill stick it on my todo list.. & edit it with start & end

                The problem with Code is it sounds simple in the sense of this bit goes here, New file.... When in fact how Xpath works is you tend to get 1 file 1 piece of code goes here another needs to go there due to the way its added & when you account for over 2000 lines of code all mixed up in there various place it adds a lot more work trying to clean it up which is why its not been done..

                What Ill do is simplify the Code line so its the same throughout so you can load each XML & search for the same line.. But it wont get done straight away...
                Last edited by War3zuk; 02-22-2020, 10:34 AM.

                Comment


                  Added extra Z's Removal compatibility to the next AIO update so you can search the line & remove easily...

                  Comment


                    Hi, dont know if im missing something somewhere but I'm just checking. Have loaded HD Guns and Ammo mod with no issues but other than finding the schematics for the two benches I've only dropped on 2 bullets. It's been 7 game days and I've looted all day every day in every type of building. What am I missing, is it the type of building, is it the gamestage or is it just that the HD kit is extremely rare. Level 70 and played for over 500 hours so wouldn't class myself as a new guy.

                    Comment


                      Gun & Ammo Benches are more Rare as there classed as later game so just keep looking, As for the HD Kit you make them once you find the Schematic which isnt that rare...

                      Comment


                        Hi, thanks for the reply. Yes that is the problem I seem to be having. Found both bench schematics but absolutely nothing else. If you say they are the rare items there has to be a bug somewhere. Probably found 4 bench schematics, the rare ones as you say, but no gun schematics. I would expect at least some ammo within loot piles, 2 bullets is the current haul. Seems very odd to me. Maybe something to do with how the probability is set, I'm no savvy in that area though, just a use and enjoy guy.

                        Comment


                          Probability for benches & ammo goes from 0.02 upto 0.08 the slightly more rare items are set at 0.005 any lower & you find loads in every place, havent messed with them a whole lot to get just the right sweet spot...

                          Aah had a quick look & I can see were I can improve the numbers.... It will be included in the next minor update thats just trying to balance the mod a little...

                          Ive updated the Github Repo with a test version of the updated Loot amoung a few other things fixed...

                          Updated v2.52 to 2.53

                          All Ammo Types Added To Findable Ammo Bags
                          All Ammo Types Adjusted accordingly in Loot
                          All Flares Added to multiple areas & adjusted in Loot

                          Added 408 Round INC
                          Added 408 Round SH
                          Added 50 BMG INC
                          Added 50 BMG SH

                          Added Sickle Model to the HD Weed Wacker 5000
                          Added Box Model to the HD Ammo Bags

                          All Loot Tables adjusted & Re-Blanced (WIP)
                          Last edited by War3zuk; 02-25-2020, 07:19 PM.

                          Comment


                            Thanks for looking, am amazed that you have put the time in immediately to try to rectify this glitch. Will download the update asap.

                            Comment


                              has anyone been able to successful integrate this pack with raven

                              Comment


                                can someone direct me to some documentation on extra Z's Removal compatibility I am looking to make a pack with ravenhearst and war3zuk all in one for private use with a couple friends... i cant see just using one. the modlets are too amazing. and raven has nice conversion so its not the same game.

                                Comment

                                Working...
                                X