Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Would you consider adding a mail shirt? It's ultimately just lots of wire. It would be great if metalworking skill improved the protection. Just a thought for a talented modder.
Another solution, more complicated but definitely better, would be to make a .lua script for the repair from scratch. It'd be a lot more work and require lua formatting knowledge but it has several advantages like being able to operate using categories, and it would then work for anything in the game, even mods you would potentially install later on, so long as they use those categories as they should, finally you could make a context menu entry for it as well. I'm far from being an expert in .lua but I could probably give you pointers.
Feel free to PM me, a direct chat would probably be easier for this kind of conversation, I'd be happy to help with anything I can in my free time.
Cheers !
Without your bit of recipe I can't really be sure what the problem is, but it could be something as simple as a syntax issue, a forgotten coma somewhere or whatever and it can mess with the whole thing.
One simple thing you could try is just copy pasting my katana reforge entry and change the variables to fit your needs. For starters, just replace the "katana" variable with any of the guns you planned on having a repair option for, you probably already know the exact names of the weapons you want but just in case you can find them in VFE's mod folder. You might also need to add VFE to the list of "imports" so the game recognizes the items you're gonna mention, the weapons of VFE in this case, it should be as simple as going into the VFE mod folder and opening the mod.info file, then copying the "id=" to paste it into the import brackets, with a coma and space separating it from "Base".
I don't have any pictures, sadly of what I'm describing, so bare with me. I don't have a problem with redoing everything with the ingredients originally planned, if that'll help.
But I'll admit right now I'm a bit too curious about how Build 42 will change how all of this works, it's entirely possible that this mod, and others like it, end up becoming completely obsolete, so I'm in a bit of a waiting mood.
Anyway thanks for your comments, hope you have fun !
As for the balance thing it's a difficult problem, I think as a baseline the mod's fine currently, with a certain degree of balancing possible with the loot settings. Obviously the rarer the weapons, the more important it is to be able to make something decent yourself which is why I didn't want to make it too difficult either. The values I had in mind took in account how powerful the weapon is and how many kills you can reasonably expect with it. They're meant to be sustainable with the scrap you'll get from kills barring some terrible luck with the jewelry drops, in case people play on Insanely Rare like I do, with the limiting factors being the Metalworking level, propane and for the top tier weapons like Katana/Machete, the Charcoal. In my experience Charcoal is a fairly rare item to loot, or requires a dangerous venture into the LV checkpoint to get one of the few existing metal drums to make it.
Haven't played in a bit so I wasn't even aware of that change, sorry, there's apparently a mod restoring the original amount of propane per torch though, so I don't know, I guess I'll try adjust the values later still.
As for the Scrap Metal conversion it's simple, last time I checked Unusable Metal had a weight of 1.0, Scrap is 0.1. Now, I know the weight system in this game isn't perfect hence why not all the weight conversions are mathematical correct here, but I can wrap my mind around this type of conversion much better than something suddenly becoming 10 times, or more in the case of rand function that you talk about, its original weight by smashing it with a hammer, for instance.
There's also a balance reason, since Unusable Metal is used to craft some relatively powerful weapons, I think you should need to work for those at least a little bit.
"- Turn Scrap Metal into Unusable Metal (10 for 1), requires hammer & saw" I know this is a game but IRL, how does 10 of anything make 1 item? If anything, it should be 1 to ?? with the "??" being a random number. The logic doesn't make sense.
Apologies for the late reply I hadn't seen the notification, I have updated the description to provide more details.
Thank you for taking the time to comment and have a wonderful day.