Jump to content

NCrawler

Member
  • Posts

    205
  • Joined

  • Last visited

Everything posted by NCrawler

  1. The new Tactical Axe is awesome. It really feels like a Back up melee weapon now for those times when your main weapon breaks, you run out of ammo, or you are on a major grab and run scavenger mission. Magazine reload/textures work great, thanks for fixing that. Combat Knife works great, no more need to carry around kitchen knives lol. New ammo display names are 50% better IMHO. The adjusted weapon parts weight is perfect and fantastic. Now if only you could make some camo or army greens for my Soldier to wear. Yeah, during testing the changes to the axe I attempted to fight 4 Z's at once with it. When I finally killed them all, my dude was seriously panicked and out of breath. That seemed pretty realistic to me.
  2. Well, the Tactical Axe was a little OP, you got to admit. Just for you though syfy, install the latest version and overwrite scripts\yawmod_miscweapon.txt with the attached copy and you will have your original axe back with all the other fixes. yawmod_miscweapon.txt
  3. New version is finished with quite a few changes/fixes. I would suggest deleting your NCYawMod folder, installing this new version and then starting a new game. If not, some of the property changes for some of the items will not be updated. Changelog: vB30.006 - 01/17/2015 --Updated DisplayName property for every ammunition item --[Should make it easier to see how many rounds you have] --Added Combat Knife recipes --[It will now perform same actions as a Kitchen knife] --Tweaked Weapon Part Kits weights --[Original firearm weight - 20% = Weapon Part Kit weight] --[Suggested by Krogothar] --Adjusted damage values of most melee weapons --[Hopefully not as OP now] --Tweaked Tactical Axe --[Now a one handed weapon] --[Deals less damage, no knockback and rare to knock down] --[Suggested by Krogothar] --Adjusted magazine reload speeds for Normal/Hardcore difficulty levels --[Seems a bit more realistic] --Fixed Magazine texture issue --[Textures now show correctly] --Adjusted spawn rates --[Things should be a bit harder to find now]Note: If you have both a Kitchen Knife and Combat Knife in your inventory and try to do an action such as 'Slice Bread', there will be 2 seperate menu items in the context menu. It is this way because I did not want to modify base game files and override.
  4. Yes, you can set reload difficulty up and reload mags but for some reason the new magazine textures that I've made do not show up and I have never balanced the reload speeds, etc. for that mode. I'll see what i can do with it now before I finish tweaking the spawn rates. You are correct about the animation. There are only like 5 or so different weapon swing animations. I believe I used 'bat' to make it a swingable weapon. That would be awesome. I like to play on harder difficulties when I can. So far I am in 27 days with insane zombies, superhuman toughness and strength, Pin point hearing, bloodhound smell and max sight. Still to afraid to raise their speed past fast shamblers though. I hear sprinters are insane! Side note - MRE mod is awesome, gonna make long term survival even easier without using the OP cooking system to use rotten vegetables without consequences, or other such .. exploits, really. Well, I finally found out why textures for the magazines were not showing and fixed it. Playing on 'Normal' difficulty is the best, IMO. Just note that when you change reload difficulty, your change does not stay between sessions so before starting a new game you have to go into options and choose Normal or Hardcore first. Probably doesn't affect your save though. Glad you like the MRE mod. I had fun making it.
  5. Yes, you can set reload difficulty up and reload mags but for some reason the new magazine textures that I've made do not show up and I have never balanced the reload speeds, etc. for that mode. I'll see what i can do with it now before I finish tweaking the spawn rates. You are correct about the animation. There are only like 5 or so different weapon swing animations. I believe I used 'bat' to make it a swingable weapon.
  6. Adjusting spawn rates now. When finished I will upload a new version. Those that rely on the OP Tactical Axe are in for a surprise...
  7. That makes sense. I'll go ahead and tweak those values. Just FYI, yawmod_gunsmithitems.txt contains all of the parts kits and that is where you would adjust their weights. Sounds good. I'll tweak it and test it out in-game. If it works well, I will add that to the patch tonight. Well, I didn't add repair to the added melee weapons. Most of them are forged from a single piece of steel so I figured if they were to break, duct tape and twine would realistically do you no good to repair them. Yes it does. When I play single player, and when testing, I have them activated together at all times. No bother at all. I enjoy feedback and questions as that can only make the mod better. Heh, wish my wife played games...
  8. Great, glad you like it! As for the Machete being invisible, that is a new one. I would completely remove the NCYawMod folder and reinstall the mod from the .zip file. I modified the textures in the last patch, but that should not have made them invisible and in my testing I have never encountered an invisible machete. Spawn rates for all items are being adjusted at the moment. Will be included in tonights patch. Unfortunately, at this time, i do not think that I can override the base game .lua files. I have tried and failed to do this. I really do not want to modify the base files of the game so I'll have to write my own functions to deal with the E-Tool. I'll add that to my TODO list. You are the second or third person to ask for this so I will add it to the TODO list as well. I've just now finished adding all of the recipes for the Combat Knife. It will now be able to be used in place of the Kitchen Knife. Will be released tonight. You're welcome. I'm happy that you like it... Please don't change the settings of "Combat Knife" , because it's really perfect!!! In my opinion is the best weapon if you learn to use it... I am a professional killer with that knife *__* And about animations of the blows with the knife??? Fantastic... Don't worry, I have no plans to change the Combat Knife. It also seems to me to be the most balanced of my added melee weapons.
  9. Lol, yeah, I've always just told people how things work, never really sat down to write instructions. As for the weapon attachments, they work the same as the base game. You have to have a screwdriver in your inventory to attach them. The ALICE attachment system I have been planning to rewrite for some time now I just have not sat down and done it. I know that the way it's done now is rather basic and that there are ways to break it. Give me a little time and I will have it completely rewritten. I actually sat down and played the game some last night and am in total agreement with you as far as the availability of the weapons. Playing for just an hour on single player I had gathered up lots of helpful stuff from my mod. I will be adjusting the spawn rates to make them more like the rates in my MRE mod. The game settings will not affect my spawn rates however. I use a totally different, custom distribution system. My idea all along was for these items to be very hard to find, so they will be in the next patch which will be released tonight. I will also go through the misc weapons and adjust them down some as yes, again, you are correct in that they are a bit OP. Give me a tactical axe and I can take out a horde with very little problems. Thank you for the feedback. Patch will be inbound shortly.
  10. I've gone through the files and tested the gun in-game and it works like it is supposed to. Try this: delete the NCYawMod folder completely and reinstall the mod. I changed some file names around in one of these patches so that may be what is going on. You may have some stray files if you did not do a complete reinstall between versions. Let me know... Works like a charm now, thanks for taking the time to look into it. Quick question, how do i attach the E-tool pouch and the other similar containers to the Alice Pack? I used a frame to attach the long and short pouches but can't attach anything else, not sure if it just means i'm out of attachment slots perhaps. Well, actually, I haven't finished the code for the ALICE attachment system. Currently you can attach the external pouches but not the E-Tool case or the knife sheath. I will be revamping the entire attachment system soon. First: You are a machine ^___^ Thanks for the precius work Second: Your Mod is fantastic Third: Can i overwrite the new files on the old files of the mod, and continue to play my last save? Thanks, glad you like it. This version should be compatible with your older save. Just to be safe though you should make a backup of your save file and move the existing NCYawMod folder somewhere safe and then install the latest version to make sure all is working correctly. One thing though; I made changes to some of the weapon properties so if you happen to already have one of the weapons that I changed, it will not have the new properties.
  11. Add the java \bin location to the system path
  12. Barring any unforeseen bugs/issue this will probably be my last update until the next major version of the game is released. Changes: vB30.005 - 01/16/2015 --Updated all weapon addon tooltips --[Now inline with base game tooltips] --Tweaked weapon properties --[Lowered RecoilDelay on all semi-auto weapons] --Replaced cloth wringing sound --[Much better now] --Updated textures for the misc weapons and the E-tool --[Easier to make out what they are in-game]
  13. Rather quick update. Changelog: vB30.003 - 01/16/2015 --Added Accessory Packs --[Essentials]
  14. I've gone through the files and tested the gun in-game and it works like it is supposed to. Try this: delete the NCYawMod folder completely and reinstall the mod. I changed some file names around in one of these patches so that may be what is going on. You may have some stray files if you did not do a complete reinstall between versions. Let me know...
  15. Found and fixed an error which prevented one of the food items from spawning correctly. You can download the new version from the OP. Changelog: vB30.002 - 01/15/2015 --Fixed distribution --[One item was not spawning correctly]
  16. Ok, I'll go back over the files here in just a bit. A new version is almost finished anyway.
  17. Hmm, have not heard of this one before. I will look into it. Well i was curious about the mp5, currently i'm running around with the guns and having a blast with them. They're accurate, quick to reload. But the mp5 i have to reload after every single time i fire it and while it may sometimes take out more than one zombie it feels a bit unloved compared to the guns. But maybe it is that way due to the game mechanics. Are you using the latest version of the mod? You should get 10 three round bursts from the MP5 before having to reload. It is a bit unloved but that is due to game limitations. Here soon I will be revisiting all of the gun mechanics.
  18. I'm all for having the ability to catch dogs or cats but only for the fact that they would make a great emergency food source during the winter months...
  19. Glad you like it, any feedback whether good or bad is welcomed...
  20. This mod adds twelve different civilian MRE's to the game. A total of 34 new food items (6 normal meals, 2 vegetarian meals and 4 breakfast meals). They are hard to find, but have a very long shelf life (5 years or 1825 days). They are the perfect food for those lean winter months. Entrees include: Spaghetti with Meat Sauce Chili with Beans Vegetarian Ratatouille Chicken with Noodles Beef Ravioli in Meat Sauce Chicken Fajita Meatballs in Marinara Sauce Vegetable Lasagna Apple Maple Rolled Oats Pork Sausage Patty All MRE's will give -50/-55 hunger if consumed completely. Changelog (current): vB30.006 - 02/07/2015 --Changed 'Throw Away' menu --[Now is a true context menu instead of a recipe] * Full changelog contained in Readme.txt * Download Link: http://www.mediafire.com/download/02myck9g6y7388k/NCCivMRE_vB30.006.zip Feedback is encouraged and welcomed. Give it a try and let me know what you think. TODO: --Maybe add complete cases of MRE's Credits: RoboMat - I just have a thing for your rnd function! LOL
  21. You must have a screwdriver in your inventory, like the base game, to attach weapon addons. It should remain at that stage.
  22. I'm considering adding MRE's or some other form of survival rations into the mod. What do you guys think of this idea? Good, Bad, Stupid? I'm thinking if you scrounge enough of them and save them, they will help you make it through the slim winter months when farming/foraging are tough. Edit: Scratch that idea, I'm going to do a separate mod for this.
  23. Do you think that the spawn rates are a bit high? Ran a small test game earlier and it seemed like I found a ton of stuff. At the moment (I'm in the process of reworking them) you have to find the frame and after attaching it, you can attach the rest of the addon components. They cannot be removed at this time, but hopefully soon i will have the system reworked and will allow addons to be removed.
  24. Thank you NCrawler! You're welcome... Happy you like it. As soon as I finish balancing out the spawns and some work on the ALICE packs I will look at adding more content, possibly armor and other things...
  25. Ok, I finished this new version a little sooner than expected. You can grab the latest version from the first post as usual. *Please Note* You MUST uninstall any previous versions before installing this latest version as some file names have changed (just delete the NCYawMod folder in \mods). Changelog: vB30.004 - 01/11/2015 --Revamped the Distribution System --[Should be somewhat easier to find items] --Added Large First Aid Kit --[Chance to spawn with medical supplies] --Added Medium Tool Bag --[Chance to spawn with tools] --Added Large Ammo Can --[Chance to spawn with ammo] --[Custom open and close sounds] --Fixed Ruger 10-22 reload problem --[Property missing in the reload definition]Please let me know if any errors are encountered and if the spawn rates seem a bit too high/low for items. Thanks...
×
×
  • Create New...