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So first thoughts
Wow you have been busy... that's a lot of stuff... good job.
I like the idea of adding in weapon parts to allow for crafting, creating a base universal crafting item is nicely streamlined. Id love it if the Maul could sell players those parts to though (at a high price) to give TP some more value.
I thought at first it would be better to just be able to break down weapons into parts, but that would require a whole lot of recipes and make the parts themselves less valuable. Less messy to just sell them at the maul for 5000TP and convert weapons into TP and then into parts.
Haven't seen the new hangovers yet, but I caught a glimpse of the list of them and a few of the names made me chuckle.
One thing I dont get is all the added ammo, that seems the opposite of streamlined, could you explain your reasoning behind adding them in the mod?
Also we can change weapons that are already in the game!? I didn't know that!
*Heads up, Devgun has the no crafting text glitch. (if its meant to be craftable in the first place)
Yeah, spiltting Rifle ammo into Automatic and Strong Rifle was an idea I had very early on. I felt like the automatic rifles were never very useful until you were in late cooler levels when every enemy drops a lot of rifle ammo. While that gave you a good amount of ammo suited for the faster rifles, it also had the effect of giving insane amounts of ammo for the slower, stronger rifles. I'm pretty sure I went through cooler 7-10 with nothing but Emma Garand at one point.
I'm also a big fan of variety, and a part of Wasted (for me, at least) was switching between several different weapons depending on how the fight goes, and how your ammo stockpile is looking. Being able to just use a single weapon no matter the situation doesn't really appeal to me, so this was also built and balanced with that in mind (excluding PowerPak weapons, which were reworked and designed as an entirely seperate weapon system). It also had the side effect of technically lowering the frequency of every other ammo type, which helped counteract having an entirely new type of ammo available to stockpile.
tldr: It's about ammo consumption vs ammo frequency, but also having a reason to use weapons you didn't use much before. Also having more options to choose from in a gunfight.
I had similar feelings with the PowerPak weapons, where ammo frequency was rare enough outside of cooler 3 that I wouldn't really bother with them. PowerPaks were reworked in a vaguely similar, but pretty different way.
Also the devgun was intentionally meant to hide the ingredients. It shouldn't really be obtainable at all, really. I used it for bug testing so it's just stupid strong, so I gave it an INCREDIBLY EXPENSIVE ~secret recipe~ which amused me just enough to keep it in. After that glitch is fixed though I'm not sure if I'll just remove it or not.
Ah I see the reason for more ammo types then, I was just thinking that ammo was a little to easy to hoard myself. ( Yeah Emma Grand was almost the only gun I ever used) That does sort of cover all the bases.
*----------------Does not pertain to the subject and is just me rambling-----------------*
My solution would be to just lower ammo drops rates in the coolers, making bringing your own ammo a much bigger deal and giving melee weapons a real reason to exist while also making the ammo you can buy from the Maul a legit purchase, which also gives TP more value again.
Cant wait till we can mod equipment, then I can reduce fanny pack drop rates as well, and add in a few other variants.
*----------------Does not pertain to the subject and is just me rambling-----------------*
Im tempted to re write my own mod now to incoperate your weapon parts(assuming you were ok with that?), I really like that idea. Though im not sure how our mods would play nice with each other then if people installed both.
oh, that's a bug from a bugfix I made to fix another bug. Let me try to fix that. Thanks for letting me know.
edit: was as simple as changing an extend into a replace. I'll upload it in a second.
That is actually an excellent idea for an overhaul. I don't know how fun it would actually be, but it's probably worth a shot. It would require a bunch of workarounds because you can't change enemy item lists. I'm thinking all ammo is extremely rare, maybe even a low stack size (10-20!) on top of that to prevent stockpiling. Obviously that would mean a heavy emphasis on melee combat, and balancing melee vs enemies with guns and infinite ammo would be difficult. It would have to be turned into a fairly different game for it all to work, but it sounds like a pretty neat gimmick. Were you planning on making that sort of mod? You have dibs on the idea, or we could both work on seperate versions.
Oh yeah, go for it. Be sure to check out the script I use to do it, one of them is in "recipe_pow_scienceparts.wmd". It automatically grabs the weapon object names from a table then automatically produces a recipe for each one. As for compatability, yeah I think you should probably just make a separate item. It's possible to make mod that then makes them compatible afterwards, if we want.
Or do I, ammo is a consumable so I cant mod it. BUT you moded it, so it must be possible.
Ammo isn't actually a Consumable, it's a BaseItem. Consumables would (I've theorized) be an item you can use inside of your inventory, which then removes itself and grants you whatever buff/condition. BaseItems are just the core component of an item you can store in your inventory, with nothing special about them. Weapons can consume anything to use as ammo, you just have it refer to an item. You could have a DUZI consume other DUZI's if you really wanted.
edit: Yeah, we should do separate mods. We'll come up with separate ideas that way.
edit edit: You can see how I changed an existing ammo's weight and level (PowerPaks) inside of "tweaks_powerpak.wmd". It's at the beginning, it might help.
edit3: and there is a way to make vulture val supply items (vulture_val itemtag), but she carries items based on their weight and level, so it would have to appear in coolers very frequently for her to carry it at all which isn't ideal.
I actually was working on a gun that ate guns for ammo... we walk on each others toes a lot.
Is that true for val? I already made a mod making ammo very rare, but val seems to still be selling ammo. I assume it just hasent update yet, ill go buy out her store and get back to you.
She is effected by both the item's level and weight. It appears she is considered to be "cooler level 1", so to speak. That means she only carries low level items. I've never seen her carry mid-high level items despite being within the "vulture_val" item pool, even when testing items with level 10 (no room scaling) and 500 weight, which would appear in every single locker a hundred times over within cooler level 10. Any low level items will appear in her inventory regularly though.
Ok because I made ammo rarer than gold (0.01 weight) and she was still happy to sell it to me. I even made buckshot not spawn in floor one, and she was still selling it.
.01 isn't terribly rare, but relatively rare. If her inventory calls for 100 items or whatever it makes sense she would run into a .01 weight a couple times. I did a test with a VERY rare item (.00001 weight) and it didn't appear in her inventory at all, versus a 10000 weight which appeared every time, but only in short stacks. There is probably some sort of system that prevents a single item from taking over her entire inventory if the player gets unlucky (or, in this case where I manipulated the odds). That's good to know, at least.
Also If you want to reset vulture val's inventory, use the console command SETTIME and just change the time so that she closes and reopens, and that resets her inventory.
Fair enough, .01 was rarer than a fanny pack, but yes it makes sense that Val would still pick up on it then. It also means that my mod works as I didn't run into much ammo in the first 6 floors, but Val is still selling it.
Oh, that sounds very bad. I just tested it and you're right, and it applies to every single hangover. Uh oh. I'm going to see if I can do anything about it, but it might be a problem for the developer. Thanks for letting me know.
I'm a lucky man! It turned out to be the first thing I thought it could be. That's "buff.nonSerialized (true to kill, false to keep)" for the record. It appears to, you guessed it, change whether or not the player can have a buff after quitting the game. I'll have a new version either up very soon or later today. Thanks again, that was a pretty major problem to have missed.