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Anyway, here's a quick answer:
Radio message triggers do not work and it's a shame, but last dlc added Unlock location trigger so you can at the very least make radio message unlock a location when listening to it.
Locations blocked by winter in the map pack will only be blocked when temperature is below 0°C (you can change that in Winter config -- Winter effects start at [-1]°C. "Winter started" event only change looters priority (what they prioritise when stealing from the shelter) and items trading value.
It's a bug. You can share your mod and let people repack it themselves so the mod works for them too.
I'm not an artist either, I just know my way around Photoshop a bit..
That's an setting in Main config: SkipHoursOnEndDay, default is two meaning it will skip minimum two hours even if there's no day time left.
Not that I'm aware of, no.
Can I join the club? I hate stacking mods too and how popular they are
VanishItems is the most tricky mechanic to understand in the tools. From what I know, each item has a tag, and when the game makes loot disappear, it does so on the first day possible, and remove all items with that specific tag from all location at once. Kind of brutal when not set up properly.
For example, Timeline_Wood; value 135 means the game will take 130 / wood value (3) = 43 wood gone. Now wood is the only item with the Timeline_Wood tag, but this works with all other tags:
LootGenerator_Med = Bandages + Herbal Meds + Meds; if you put 85, it will remove
85 / (55 (herbal meds) + 45 (bandages)+ 64 (meds)) = 85 / 165 = 0.5 medicinal items, or 1 in one of two locations (on average because if there is only herbal meds left, more items would've be removed to match the VanishItem value). As for the electro trader: No, we can't because the locations files are not in the modding tools (can't respawn or edit npcs).
Let's take the airport for example, you can see there will always be one canned food there, and LootGen_Meds has a value of 80, meaning that instead of adding a few bandages and meds directly, the game will randomly choose from the item pool enough items with a total of 80 or less value. You can see in "Items" that there is only three with the LootGen_Meds" tag: Herbal Meds (value of 55), Bandages (45) and Meds (64). So with only 80, the game will add either one of them since it cannot go above 80 (55+45=100 and is more than 80). If instead you put a value of 100, it will either have one real med OR one bandage and one herbal med.
That's what the tag are for, and each one is tied to a certain type of items:
Some of them are only used with VanishItems (in Scenarios config -- Timelines), which does the exact opposite of Loot generators by removing items from all discovered maps based on their tag.
And I'll just finish by saying that you can use the Container_XXX tags to change where items are spawned, e.g. make items spawn anywhere instead of just locked cabinets.
The LootGenerator_Meds is the biggest issue for me. I never figure out which code stands for airport or ghost house because the manual sheet in that PDF is too old and has two serious mistakes: 1. the codes for ''Abandoned Cottage'' and ''Shelled Cottage'' are mismatched. 2. They say the amount of certain item is counted by value, which is true for ''kosovo item pool'' but most items are defined by numbers.
Back to the topic, in my mod I added item ''Mouse_Dead'', which is meant to make the game more real. It has 1 value and I tagged it into ''LootGenerator_Survival'' so I don't need to put it into every maps manually expect for the shelters. I also make it appear in ''Scrap''. It works great. But when comes to med, weird things happened. In location ''Shelled Cottage'' the LootGenerator_Meds'' equals about 160(Don't remember clear, it's more than 3 values of med and less than 4). When I search the place I sometime found 4 pieces of meds, which containes much more value than expected. When I edited my own ''LootGenerator_BrokenTools'', it doesn't create any random effect at all. I had ''Shovel_Broken'' and ''Hatchet_Broken'' attached and there will always be broken shovel generated even I set the number very high.
Some maps I have examed seems to have 3 units of RawFood. I don't know why devs add it there since ''RawFood'' is already tagged on ''LootGenerator_Survival''. I wonder in this case will rawfood's value still be counted?(According to my experiment it seems it doesn't). In basic location they all have 1 guitar and guitar is tagged as skarby and contained by treasure. I never find any guitar at those locations. Could you explain it a little?
As for the container, water has two container: kitchen and food. Food have container_food but sometimes I still find food in scrap. I wonder the reason.
2. There is two ways to generate loot, fixed by item name and random by item tag. That way you can be sure there will be one raw food plus a bunch of other food items (LootGenerator_Survival) for example. They work separately. And be sure to use one or the other at a time (i.e. when UseValueInsteadOfQuantity is true, add only the item tag, and when false, only the item name).
3. Treasure containers are hidden by default, some maps have a quest tied to it which makes it appears (like reading the note in Abandonned Cottage to reveal the broken pistol).
4. It depends on the map I guess. Some containers might be tagged with both scrap and food tags so both can spawn there.
And 5. In Visits config -- VisitGroups you can see all events happening in each timeline (scenario). But instead of adding your event here, you should add it in Scenerios config -- Timelines -- DebugVisits. That way you bypass the point system used to determine who come at the shelter and your event will have priority and always happen. What you want to do is a bit difficult though, I'm not sure how you will manage to kill a character like this.
And I definitely agree with you on that, the tools are still limited, especially when making new scenarios. Just having access to the locations and spawn new npcs for example would open up a lot of possibilities.
Thanks. Yet I have uninstalled the game because I think I have reached its limitation. Well, maybe not but I just don't expect myself to bring anything better with it. However I pecked the modification in case for the future access.
If anyone want to make some new scenario then the tools must be smarter and friendlier in ways of editing. I just wrote one new quest and the total workload is horroible and easy to make mistake.
In my view although the game focuses on war-survival but the combat part is great for an ACT genur game. Anyhow I just lay it aside now. Couldn't do much more.