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You don't have to add the bundle override lines for the spawn .dats. (Just need them for the items)
You need to have the spawntable present in the mod together with your items.
The thing you are probably gonna look at is Root_#_override. It clears the existing spawn table that your spawntable is rooted to and makes the game check out whatever it is inside your spawn table instead.
So for example, police ammo spawn's .dat file is:
Type Spawn
ID 100
Tables 1
Table_0_Asset_ID 44
Table_0_Weight 10
Don't touch that file, but create a file of your own, you can name it anything but the folder it is in should have the same name.
That file should contain almost the same thing above (its own GUID or you want the game to auto generate, Type Spawn, ID any number but not conflicting with vanilla IDs but not higher than 60000+ I think)
Roots 8 (Around 8 vanilla spawntables spawns civ ammo)
Root_0_Spawn_ID 100 (ID of police ammo spawntable)
Root_0_Override (This line tells game to check this file instead of the vanilla spawntable values, without this line, whatever weight you placed below will compete with existing weights in the vanilla spawntable. In the Police ammo case, the vanilla ammo has weight of 10)
Root_0_Weight 100 (Only important if your other mods also tag onto the vanilla spawn table to spawn something, otherwise any value will do, since it is the only spawntable tagged to that vanilla spawntable)
So on and so forth for Root_1 till Root_7...
Tables 1
Table_0_Asset_ID (Whatever ID you gave your mod item)(Using this instead of Spawn_ID since you want this one item to spawn instead of having it look into yet another spawntable)
Table_0_Weight (Whatever value will do, since it is the only item)
You can add more table lines though, if you want more variety of items to potentially spawn.
Thanks bro, i was able to get some 1 to 1 help via discord but this re-affirms what i was told. Ive modified multiple .dat files for spawns and ill show an example just to be sure. This one is for Camp_Ammo.dat
GUID 79d076988fcd422cb5606e861fde1fa0
Type Spawn
ID 17300 <Modified ID
Roots 1 <what's a root for?
Root_0_Spawn_ID 187 <Original ID
Root_0_Weight 500 <what does this mean?
Tables 2
Table_0_Asset_ID 381 <20 Gauge Shells (vanilla)
Table_0_Weight 10 <what does this mean?
Table_1_Asset_ID 17301 <Modified Ranger ammo
Table_1_Weight 10
Both items spawn normally but will the weight i set each item to and the weight i set the root to effect if the vanilla item spawns over the modded one?
GUID e4262228a345427ab4ee008875be6b0d
Type Magazine
Rarity Rare
ID 17387
Size_X 1
Size_Y 1
Size_Z 0.25
Amount 8
Count_Min 2
Count_Max 8
Calibers 1
Caliber_0 8
Pellets 6
Tracer 48
Blueprints 2
Blueprint_0_Type Ammo
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 17387
Blueprint_0_Build 30
Blueprint_1_Type Ammo
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 17300
Blueprint_1_Build 30
Master_Bundle_Override core.masterbundle
Bundle_Override_Path /Items/Magazines/Shells_8
GUID 79d076988fcd422cb5606e861fde1fa0
Type Spawn
ID 17300 <All nicely done :)
Roots 1 <what's a root for? >The root is for attaching this spawn table to whatever is specified below
Root_0_Spawn_ID 187 <Original ID >So in this case this spawntable will attach to the ID187 Camp_Ammo spawntable.
Root_0_Weight 500 <what does this mean? >This meant that, without "Root_0_Override" line, this spawntable itself would have a weight of 500. So if something were to spawn from Camp_Ammo, it would take a look at this spawntable (500) and 20 gauge shells (10) in that weightage as it does a kinda dice roll.
Tables 2
Table_0_Asset_ID 381 <20 Gauge Shells (vanilla)
Table_0_Weight 10 <what does this mean? >This is similar to the above but within the spawntable itself. So if the dice roll for Camp_Ammo lands on this spawntable 17300 (500) instead of the 20 Gauge shells (10), it would then do another dice roll for the contents of this spawntable 17300, which are the stuff listed here under Tables.
Table_1_Asset_ID 17301 <Modified Ranger ammo
Table_1_Weight 10
In that case, when placed in the game, Camp_Ammo now would have a 1.96% chance of spawning 20 gauge shells outright, 98% chance of going onto roll the modded table.
Upon reaching the modded table, the 20 Gauge shells would have 50% chance of spawning, while the modded ranger ammo also have 50% chance of spawning.
The effective percentage would be 50.98% for 20 gauge shells and 49.01% for the modded ranger ammo.
Hey, everything is nicely done. Just this portion.
For the supply ID part it is correct. (I am assuming you wanted it to be refillable by itself.)
Under Blueprint_1_Supply_0_ID you need to change it to 44 (Which is the ID for vanilla civ ammo)
By right without the "Delete_Empty" line, the magazine shouldn't disappear even when emptied. Not sure if it is because it is the hardcoded default for shotgun weapons or something, very likely I remembered wrongly. Shotgun weapons here meant "Action_Pump" weapons. Devil's Bane is a "Action_Trigger" shotgun, which isn't affected.
Am Assuming that 17300 isn't another modded item's ID and that you mixed up this with the spawntable's ID.
Usual vanilla Shells will still disappear. By right only this magazine should stay without disappearing.
You can change the blueprint portion to the below:
Blueprints 3
Blueprint_0_Type Ammo
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 17387 (Itself)
Blueprint_0_Build 30
Blueprint_1_Type Ammo
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 44 (Civ Ammo)
Blueprint_1_Build 30
Blueprint_2_Type Ammo
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 113 (The Shell_8)
Blueprint_2_Build 30
Seemed like it was probably never resolved if your modded mag still disappear in guns like Bluntforce (or other "Action_Pump" "Action_Break" guns)
I am curious, how did you managed to fix it?
So if I replace Root_0_Weight 500 with Root_0_Override, the game will always 100% choose my modified spawntable over the vanilla one?
And for the Table_0_Weight and Table_1_Weight, how could i get it to where the shells have a higher chance of spawning instead of the ranger ammo? Would i type Table_0_Weight 20 and leave Table_1_Weight at 10?
If you add the Root_X_Override line, then yeap, whatever is in this spawntable will override the Root_X_ specified spawntable.
You will still need to have the Root_X_Weight line though.
In your example yeap, to make the shell have a higher spawn rate compared to the modded ranger ammo, what you mentioned is in the right direction. Depending on if you want to make it extremely rare, you could skew the value even higher for Table_0_Weight (The 20 Gauge Shell).
Hope it helps :)
And thanks for answering my question about the shotguns :D It really helps!
No problemo. when i add the Root_#_Override line, where do i put it? Is it like this?
Roots 1
Root_0_Spawn_ID 771
Root_0_Override
Root_0_Weight 500
Once you have the Root_0_Override line, your Root_0_weight can be anything so long it is above 0. (Unless you have more mods that also root to this spawn table, in that case the game would roll between them base on their weight value.)