Jump to content

qmjs

Premium Member
  • Posts

    227
  • Joined

  • Last visited

Nexus Mods Profile

About qmjs

qmjs's Achievements

Collaborator

Collaborator (7/14)

  • Dedicated Rare
  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done

Recent Badges

0

Reputation

  1. Make sure you are setting the values in the correct event. The values under <Event Id="Event.Activated"> only apply upon immediately starting a level. Essentially, all those do is make sure they have a valid number. These are updated for the day/night cycle through <Event Id="fsEvent.UpdateZombieDensity_Sandbox">, so that is where you should make the changes.
  2. As far as I can tell, all of those are only actually used for anything in story mode. There is a lot of stuff that was copy/pasted into Breakdown and Lifeline that doesn't actually have any effect there. I am fairly sure, but not certain, that those are all used to control limitations in the base game until you reach specific parts of the story, such as not being able to collect resources until you join the group at the church and complete the mission to get medicine from the veterinarian's office.
  3. OutputId="Status.Recent I would try one or two at a time, starting with fsEvent.RecentMission_Any (5 minutes) and fsEvent.BlackoutContent(20 seconds, intended to just keep the notifications from showing up at the same time) and fsEvent.BlackoutRandomMissions (2 minutes) Those three alone probably would handle the majority of missions. Adjusting all of them could have unintended consequences, such as preventing some from appearing at all. If the game wants to assign a mission, but the timer for that type is still restricted, you might end up getting a different mission with a lower timer far more often.
  4. Opportunity Timeouts refer to the time before a mission disappears or automatically fails. All of these are generally called 'Blackout' timers. In every mission, there is a section near the end that prevents that mission type from being assigned again for a period of time. For an example, look for Action ActionFlags="" ActionId="BlackoutNeighborMissions" All of these contain timers and event calls: <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="6m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" /> <EventTrigger Event="fsEvent.RecentMission_Any" /> <EventTrigger Event="fsEvent.BlackoutContent" /> Within the event triggers, you will find: <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="20s" OutputId="Status.Blackout.ContentFsEvent" PauseWhenOffline="" /> There are hundreds of blackout entries in breakdown. Most are found in enclaves, rtsevents, and missions. You probably should start by focusing on the entries in rtsevents, and just adjust the OutputDuration upwards.
  5. A few more notes. MTL files are also text files. There are a lot of fields that can be adjusted, but I never really messed with them. It appears that the textures themselves are specified in there, and are TIF image files. The heads for portraits are in \Game\libs\ui\class3_journal_i3.dds Once you get there, you'll see that some already have hats. The others basically make a composite from the characters.xml entry. It is base head, skin color adjusted, then with a hair (or hat) and a color adjustment. Voices are mp3 files under Game\dialog\class3\ and Game\beltway\game\dialog\dlc2\ for lifeline. (Each voice has its own directory.)
  6. I never did much with the other file types. For the most part, I modified the cdf files (just simple text, notepad or any other editor will do), and you can mix and match pieces from most characters and build other combinations. There are a few that don't work properly, such as the heavily armored swat characters, because some of their models occupy multiple positions (or actually, override the other positions.) There are a number of people who did modify the mtl files, and hopefully they will see it and answer, but many of the older modders have moved on to other stuff and only show up once in a long while. Look in the rts/characters.xml and find the cdf for a character: <Character HairColor="Light Brown" HairType="Male04" HeadType="Male07" Model="characters/male/human/body/sweater/variant/v03.cdf" SkinColor="Base" VoicePitch="Low" VoiceRole="ED" PortraitHairColor="9" PortraitHairType="16" PortraitHeadType="39" PortraitSkinColor="1"> Copy and adjust the cdf as you want, and then make sure it goes in the right path. The rest of the entry in characters (PortraitHairColor="9" PortraitHairType="16" PortraitHeadType="39" PortraitSkinColor="1") only applies to their picture in the journal, and doesn't affect what the actual character looks like. Anyway, the original question... you can get a good idea of what each cdf looks like from here: https://community.wemod.com/t/state-of-decay-character-model-images/2871 I think that is probably still up to date, as the base game hasn't changed much in years.
  7. I answered this in the other spot, but I'm going to copy the answer here as it will probably be easier for anyone looking to find. First, keep in mind that the game moves cars around into packing spots at the next day event, so you only want to use the prexisting slots for parking, or your cars end up inside the fences and walls and can't get out. However, if you have removed a parking spot and want to rebuild it, that is when you'll need this. The problem is not in your facilities code, although I would suggest making this change: <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" /> to <Check InputAmount="1" InputFlags="Required" InputId="Capacity.Labor" /> What you will need to adjust is in Game\levels\Class3\Mission_mission0.xml. (Or Game\levels\c3_beltway\Mission_mission0.xml for Lifeline.) (If you don't have them yet, look in Game\levels\Class3\mission_mission0.xml and Game\beltway\game\levels\c3_beltway\mission_mission0.xml and then copy them to the other locations.) Note that the mission_mission0.xml is not compiled to bmd, just put in the proper place as an xml file. There are a lot of entries to adjust, one for each parking space at each home site. The easiest way to find them is to search for esFacilityType="Parking" Some are already correct, but some are not, such as being classed as indoor slots. Make sure the properties for the entry look like this: <Properties AreaShapeName1="" AreaShapeName2="" bBuiltIn="0" bDefense="0" esFacilityType="Parking" bIndoor="0" bOutdoor="1" fileOverrideFixed="" fileOverrideTrashed="" bPerimeter="0" SocketName="Parking2" s_Variant="Variant.BuiltIn"/> The only difference you will want to keep is the socket name. I don't remember if you need to move to the next level or start a new game after those changes, but it is probably a good idea.
  8. For the cdf files, they are just text files. You can use any text editor, such as Notepad. The characters are spawned via the comrescue mission in contentmanager\missions.xml They are always defined the same way: <Character ActorFlags="Spawn" ActorName="" ActorTask="" ActorTraits="Trait.Voice.Playable, !Trait.Immune.NonStoryContent" FunctionTags="Npc" HideWarnings="" Optional="" TargetEnclave="" /> Heroes appear when the challenge conditions for them are met (expertise.xml), or after they are unlocked but not in your group, they can appear in enclaves and can be recruited by recruiting the enclave. It is possible on later levels for heroes to appear in the comrescue missions but they are not specifically defined, just that they do meet the conditions in actortraits once unlocked.
  9. There is a lot that doesn't make a whole lot of sense about how they did things.
  10. Most variables are reset at the beginning of a new level. The stow process allows a limited number of resources and tech to be carries over through the NextMap. variables used in ActionId="NextSandboxRound". I believe it was done this way to simplify the process of starting a new game (at any level) and advancing to another breakdown level without making them entirely separate.
  11. You are welcome. if you still have any issues, I'd suggest downloading one of the other mods and examining the folder structure in use.
  12. Extract the files. edit xml use xml2bmd to convert the xml back to bmd place in the same folder path in the actual game directory, with two exceptions: breakdown is extracted to sandbox directory. when putting files back in game, the initial game\sandbox levels are removed. (example: Game\sandbox\game\libs\class3.1 becomes Game\libs\class3.1) lifeline is similar, extracted to the beltway directory. That is it. Uncompressed xml won't be read in most cases, so if there is a bmd in the extracted, it needs to be bmd in the actual game files.
  13. That is probably true, when a horde reaches a destination building and infests it, I would expect there to be a process to change from horde to infestation. I think it is likely similar to the <Infestation ActorFlags="Spawn" HideWarnings="" NearActorIdx="-1" Optional="" SearchRangeMax="10000.0" SearchRangeMin="0.0" /> used to create the initial infestations on the map (enclaves) when starting a new level, or <Infestation ActorFlags="FindOrSpawn" HideWarnings="" NearActorIdx="-1" Optional="" SearchRangeMax="250.0" SearchRangeMin="0.0" /> with an infestation mission. I don't see any particular configurations for those.
×
×
  • Create New...