STEAM GROUP
State of Decay Modding Crew SoDModding
STEAM GROUP
State of Decay Modding Crew SoDModding
21
IN-GAME
171
ONLINE
Founded
September 22, 2013
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English
Showing 11-19 of 19 entries
8
Its possible to make mod which can turn off special zombies ?
5
Planning on editing a few things, some help might be appreciated (Plus other useful stuff)
Totally off topic here.
Anyone ever look into the ph_inventory.xml file in the level.pak, not to be confused with levels.pak. This is the pak in the one folder normally in the game directory.

Reason for the question..
<GameToken Name="CheatGun" Type="Int" Value="0" LocalOnly="0"/> <GameToken Name="Disabled" Type="Int" Value="0" LocalOnly="0"/> <GameToken Name="ShowAmmo" Type="Bool" Value="false" Description="Allows game code to force display of your current ammo totals." LocalOnly="0"/> <GameToken Name="CombatResupply" Type="Bool" Value="false" Description="Hack! Signal from scene to give the player more stuff!" LocalOnly="0"/> <GameToken Name="FirstItems" Type="Bool" Value="false" Description="Hack! Signal from scene to give the player starting items!" LocalOnly="0"/> <GameToken Name="FirstGun" Type="Bool" Value="false" Description="Hack! Signal from scene to give the player starting gun!" LocalOnly="0"/> <GameToken Name="FirstWeapon" Type="Bool" Value="false" Description="Hack! Signal from scene to give the player starting melee weapon!" LocalOnly="0"/> <GameToken Name="CheatAll" Type="Bool" Value="false" Description="Hack! Signal from RTSEvents to load your community up." LocalOnly="1"/>

That stuff..
Interesting. Could they be..cheat codes of some sort? Hrm.



Back to topic as it were.
Refering to #2 in my OP.
Did some looking. Found something, not sure if it is it or not.
In Enclaves.xml. When talking about setting up enclaves. Noticed this bit of code (It appears multiple times)
<Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="" GiveFlags="" Name="AmmoBullet9mm" /> <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="" GiveFlags="" Name="AmmoBullet45cal" /> <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="" GiveFlags="" Name="AmmoBullet22cal" /> <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="" GiveFlags="" Name="AmmoBullet40cal" /> <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="" GiveFlags="" Name="AmmoBullet44cal" /> <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="" GiveFlags="" Name="AmmoBullet357cal" /> <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="" GiveFlags="" Name="AmmoBullet556mm" /> <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="" GiveFlags="" Name="AmmoBullet762mm" />

So...thoughts.
This could very well be the cause of the problem (Which it turns out UL is aware of and it has been spoken about in various places) but..i somewhat doubt it.
Reason is because that is setting the ammo to a specific amount..sort of. It's not Setting it, its giving. Now I might be wrong here and in their code Giving=Setting. Who knows.
Secondly, if this was the piece of code that was the problem..then we should also see randomly appearing stacks of 44cal, 357cal, etc. This simply isn't happening (at least to me nor to anyone else from what i can tell).

Oh well. Figured id share regardless.


And yet another thing. Was going through files randomly.
libs/config/defaultprofile.xml
It has this code in it...
<actionmap name="singleplayer" version="20"> <!-- singleplayer specific keys --> <action name="save" onPress="1" consoleCmd="1" keyboard="f5" /> <action name="loadLastSave" onPress="1" consoleCmd="1" keyboard="f9" /> <action name="load" onPress="1" consoleCmd="1" keyboard="f8" /> </actionmap>
So that's the default file..
Now lets look at UL's file (That would be prototypeactionmap.xml in the same location).
<actionmap name="singleplayer" version="20"> <!-- singleplayer specific keys --> <!-- <action name="save" onPress="1" consoleCmd="1" keyboard="f5" /> <action name="loadLastSave" onPress="1" consoleCmd="1" keyboard="f9" /> <action name="load" onPress="1" consoleCmd="1" keyboard="f8" /> --> </actionmap>
Virtually the same piece of code..oh except they 'edited' the code out (For those non-code monkeys: this means that the program ignores the stuff between the <!-- and --> as just comments). I wonder..what would happen if you...changed it to this.
<actionmap name="singleplayer" version="20"> <!-- singleplayer specific keys --> <action name="save" onPress="1" consoleCmd="1" keyboard="f5" /> <!-- <action name="loadLastSave" onPress="1" consoleCmd="1" keyboard="f9" /> <action name="load" onPress="1" consoleCmd="1" keyboard="f8" /> --> </actionmap>
By all rights..this should give us a "Save Whenever We Damn Well Please" Feature.

Will have to test it out.
If it does, should be easy since well..its just an xml and there is no bmd version of it.
4
Day/Night Cycle
3
Breakdown - RV
8
Its possible to make mod which can turn off special zombies ?
6
Editting rucksacks and resources
5
Planning on editing a few things, some help might be appreciated (Plus other useful stuff)
So i did some looking around through stuff, and used the Romero mod as a handy "Where to find stuff" guide, which helped alot. I have some background in developing mods for DayZ, but I am new to working with this engine so yeh.

But i have a few questions, maybe some of you know the answers.
1)Backpacks: Found out where to edit their capacity. Question is...what is the limit? Small being 8 and Large being 10 normally. What happens if I increase it to say Small being 10 and Large being 14. I doubt the small will have issue, the question focuses on the large. I guess what I am worried about is graphical issues, it simply not displaying 14 slots or not knowing what to do with it. Any insight here would be lovely.

2)I have yet to find where this bit of code is hiding for this next part. Whenever i go to the esc menu and it saves, then if i exit and come back later..I am missing ammo from my stash. It seems to be that there is a Limit to what itll 'save'. That limit being 90. For instance, had 120+ rounds of 45ACP yet when i came back..only 90 remaining. It showed 90 for 45ACP, 9mm, and 22LR actually. Id love to find where this bit of code is and change it. I know where the code is for the stack sizes of ammo for your INVENTORY, but that really doesn't help much (says 30). Or does it? Maybe the stash is limited to 3 stacks thus increasing the stack size would thereby increase the limit in the stash? Anyone have any experience here?

3)In the items.xml file, around line 699 to 724, it talks about suppressors. There is a line that reads "ConsumableDataSuppessor". For each of the suppressors it shows a number: 10,30,50. Thats the number of uses. I wonder what would happen if someone was to oh say..increase those. The improvised being only 10? That i am fine with. But I think the homemade should be 50 and the machine needs to be much higher, like easily 100. Again, before i go through with this, anyone else done this already?


Those are the big 3 things. I have seen some other mods that have changed other parts so I know those 'work as intended'. Its these 3 things that Id like some confirmation on before i go putzing with.

Case in point: Romero Mod increases the stack size of ammo, in inventory, to like 250something if you use Rambo part. Having not actually tested it, I can't say if thatll work for the Home Stash issue too.

In the end, there's a few things I would like to change yet there is no mod that changes them how I want them to be changed. Rather, no mod that does it all. A few mods do different pieces but yeh.

Any insights would be appreciated.
Showing 11-19 of 19 entries