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Indigoblade

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Everything posted by Indigoblade

  1. Hi, I am the author of OBIS https://www.nexusmods.com/skyrimspecialedition/mods/4145/ I wanted to make a balance pass on OBIS so anyone who played the mod I would like some feedback Keep some things in mind: List the combat mods that you are using. I cannot account for compatibility for any combat enhancements, but if I find a pattern it will be useful to know Cosmetics is not balance. If you do not like the look of certain bandits, this is not the time to bring it up What level were you when X occurred? If you cannot remember thats fine, but I would love to know Do you know which bandit did X? A vague description would be enough What your playstyle? Keep it very general, unless you know what you are doing is weird or modded Thanks, Indigoblade
  2. Are you serious? That would suck if thats the case EDIT: No I had never had this issue before and I am sure I that I run modbuddy as administrator
  3. I keep getting this error every time I try to build the mod I don't know how to fix this does anyone knows whats going on?
  4. I'm trying to make a ADVENT soldier to use the Faceoff ability, but it doesn't work. At first I thought it was because the unit did not have a pistol, instead from reading the red screen error it has to do with the x2action_fire and x2action_fire_faceoff. I think the it is tied to the actual animations of the unit firing a pistol, does anyone knows how to switch this to a primary weapon?
  5. I want to create an enemy shoot fire/acid/poison, but not sure where to start. I've been checking how chrysilid poison works but it seems like that one is its own thing. Does anyone know where I can find out where I can set up dot damage to a regular ADVENT soldier?
  6. It is deceptively simple, I think, at least from the perspective of gameplay coding. There's only 5 unrealscript classes (*.uc) in the mod, and 3 of those are for defining new abilities and ability effects, so you can ignore those for the purposes of just creating a new alien. The core bits are : - X2Character_MutonM2.uc - X2Item_MutonM2.uc The first one defines the character template. All I did there was to go into the base-game code, into X2Character_DefaultCharacters and copy a template from the Muton, then modify it from there. The second one overwrites the weapon stats, allowing us to add more damage and the like. Again, I copied from X2Item_DefaultWeapons.uc, and modified as needed. In both cases, the art is linked to via the Archetype definition. For character : CharTemplate.strPawnArchetypes.AddItem("LWMutonM2.ARC_GameUnit_MutonM2"); is how we defined the link to our new art asset for the Muton Centurion. When I was first creating the gameplay code, I just linked to the regular Muton archetype to make sure everything ran. For item : Template.GameArchetype = "WP_Muton_Rifle.WP_MutonRifle"; is how we linked the new Centurion item template to the existing base game art assets -- we didn't customize the weapon at all. ---------------------- Once the templates are set up, the next trick is to set up appropriate config files. The Centurion isn't probably quite the perfect example code, since there's some stuff in there I wrote but didn't end up getting working (like the AIJobs). XComAI.ini : Handles configuration the AI Behavior trees. Only needed if you are adding new abilities or you want to change behavior of new unit. XComGameCore.ini : Only needed if you want custom loot tables for new unit, which we didn't end up doing for Centurion. XComGameData.ini : Used to define Loadout of alien -- which items they are using. XComGameData_CharacterStats.ini : Defines all the character stats for unit, including difficulty variations. In particular the "LeaderLevelSpawnWeights" and "FollowerLevelSpawnWeights" are used to determine when your unit gets added to a mission. I have a file for XComMissions.ini, but this was just configuring a special test mission with Centurion in it, which isn't really needed since you can open any old mission and use \DropUnit console command to spawn your new unit. --------------------------- Once the templates and configuration files are done, the next step is setting up the art. To do this you have to work in UnrealEd. From the ModBuddy VS Shell, launch UnrealEd with TOOLS / XCom Editor. The base-game content has archetypes and art split into separate packages, but I found that combining it all together for mods to be more helpful. - Archetypes are under XComGame/Content/XCOM_2/Packages/GameData - Character art assets are under XComGame/Content/XCOM_2/Packages/Characters I found the archetype I wanted to clone, right-click, select "Create a Copy...". Then enter a new package name. The new package will show up under the NewPackages area. Similarly you can copy meshes, materials, textures etc as needed to the new package. You can also export meshes, textures and animations by right-click, select "Export to File...". Anyhow a full accounting of setting up a new archetype and art assets in a package is probably beyond one simple post. Once it's done, I save the package to the Mod Project content folder, then pack in the ModBuddy VS Shell, use "Add Existing Item..." to add the art package to the project. That's it for now! I am trying to make a variant of an advent trooper to add into the game. I am not trying to make something with reskins or different weapons, just want to make another type of Advent trooper that has some armor. Using the information here I created the X2_Character.uc and created an entry in the XcomGameData_CharacterStats. Since I am basing loot, ai, loadout, and art on the original Advent trooper, do I need to do anything else? Also looking at the Centurion X2_Character.uc code I found this at the top class X2Character_MutonM2 extends X2Character config(LW_MutonM2); Is the that config file needed to making a variant of an existing unit in game if I am not changing anything damage or rangewise?
  7. I want to see if the nickname mod I made in the Xcom2 SDK is working, is there a console command to level up characters immediately?
  8. New points points would be nice, I'll probably make that separate function from the main mod though, would like to keep it script free as possible I can definitely make the human but IDK if can make the combo work permanently Depends on how the mod goes and the way I see the encounters Sure Focusing in more classes than factions
  9. I want to add in new nicknames and operation names in the pool of names. I know that I can do that messing around in the localization ini files but I want to make it in Modbuddy so I can test if it works, does anyone knows how to mess around with localization in modbuddy?
  10. Hi I would like to add in new names to the random pool of names for the both soldiers' nicknames and mission names. I know I edit the localization/xcomgame.int, but I want to see if I can edit it in Modbuddy. I remember that when I edited the xcomgame.int for nicknames for XCOM it didnt work when I added new entries. I would like to see if doing it modbuddy would make it work
  11. I used to do this for my OBIS mod where I had created new spawn points for bandits in a supplement mod, while a friend of mine created a system that spawns bandits using a semi sophisticated system. If you are familiar with our work, me and Tonycube2, I hope to at least match features from OBIS.
  12. I'd have to see through the new CK but in from past experiences and from what I have saw through FO4Edit, I would have to recreate the area spawns, behaviors, and such for each raider location. That would be long project to do since there are tons of Raider locations already and they are densely populated all around. The Forged has its own lvl list, cell locations, patrol routes, spawn settings. I would have to at least match that for every Raider gang. Don't get me wrong I would like to do that, but it doesn't seem to be a project I can do efficiently on my own. It's fine if you don't like/do like the mod idea, it does sound a bit weird that the unruly bunch like the Raiders would have specializations and such. But within the games files, Raiders are already classified as Power Armor, Auto, Revolver, Fatman, Melee, Bolt Action, Boss, Dog, Fatman Power Armor, and Grenade. The game already is set to classify Raider types that you see in the game. Now to actually show it in game so that you can see the different classes is a completely different matter. Personally, I like the different names. It gives me a second to think about what this name means to me and what the enemy would do. As for an AI overhaul, I would also consider it after I get all the classes done. If someone else gets to it first, I'd also consider integrating with my mod if I enjoy it enough
  13. Wanted an unarmed type of Raider, but had issues thinking of the names. Settled for fighter type names then based on claw synonyms
  14. I feel like the map is small but for a different reason. A good 1/4th of the map is water, areas that cannot be played like the rest of the game. If they removed that entire coast with land, and filled it to the brim like the areas near DC, we would have a vastly different feeling map. You can really feel how the water cuts you off when you get the southern part of map where the ocean takes up almost half of the entire area. I really do hope they decide to add in something in that water, at least something to do down there
  15. When I first read the title I was expecting a large list of wish fulfillment stuff that I saw a lot in the Skyrim side of things, but looking at your points, I realize that you are making a great effort expanding on the game based on past features and extending current features. I hope the best for your future work.
  16. Nope. As you can see throughout the wasteland, raider attrition is fairly high as they are targets for super mutants, gunners, synths and later on BOS and the revived Minutemen. Raiders have a relatively short life span in many areas, very few are going live long enough to reach high level. So it is entirely appropriate that you have at least some lower level raiders - after all, they have to start somewhere. If they live they get higher level, but raiders are going to go through a lot of 1-10 level guys to get those higher level guys. I agree with this somewhat, Raiders are supposed to be the weaker faction hunting the less organized factions. However if we look at Raiders objectively, they are way below what is acceptable for a faction is compared to the other factions. At best this mod makes them almost comparable to the other factions, but should still lose to them in the end. Making Raiders super powerful is not what this mod intends to do, I intend to diversify and make every Raider encounter unique and tactical, similar to that I did for OBIS. Since FO4 is a bit denser than Skyrim I am not sure where to place these new patrol routes, especially since a good majority of the Raider areas are unlisted but I will see what I can do when I get my hands on the CK. I would however like to add in new spawns for Raiders in general, making their numbers threatening. Also thought of a new Raider type, one that poisons people as they attack! Makes poison more relevant. Names I feel are a bit iffy, but solid enough to work. Feedback on the names are greatly appreciated EDIT: Also, boss ideas! I don't want my random bosses to repeat themselves so give me ideas for random bosses! Names, personality, weapon preferences, give me what you got!
  17. Thank you for the complement As for slavers and cannibals, those ideas are nice but are hard to implement as an enemy type. What is special about being a cannibal or a slaver? What advantages you get for being them? Faces however I can make a ton of them, and I intend to Also added in half a dozen new types that are doable in the first post as well as expanded ideas for the mods
  18. I found that they use stimpacks and stealthboys if they have them, but do Raiders or gunners also use chems? Have anyone notice them injecting themselves with that stuff?
  19. I separated Stealthboys from the scamps as I would like Raiders of all fighting styles to have Stealthboys
  20. There are a few ghoul Raiders but specifically placed there. Yeah I'd like to add them into other camps though Tech based raiders are Gunners Hermits are a bit harder to implement but let me think
  21. I was reading notes and the logs in raider forts, camps etc. and as far I have read, they don't wonder around or scout at all. But guard and wait for a caravan since they take strategical places as bases, then live on the food of caravan. They hardly scout and look for food expect if they were starving. They may be named raiders, but they hardly raid, lol. For the other question. They seem tp have no lockpicking or hacking skills. let not forget that fact that many buildings are taken as a base by raiders already. Or house super mutes/monsters and forts are taken by gunners, And sometimes, the player enters while the raiders are looting. The raiders were waiting for a ceiling mounted turrets to ran out of ammo while I entered a police station the other day to loot the place. In Jamaica plain, named raiders are found dead because of feral ghouls ( don't wonder around the place by night with your pip boy radio on! They whole town is ghouled!) How I see it, Raiders, like every other group in the Commonwealth, are highly territorial. They stay on their turf because only the stronger factions are the only ones that can leave the territory to go attack. Think of the BOS attacks on Raider/Gunner/Super Mutant camps. They definitely have the resources and the knowhow to do such strikes and even so half the time the BOS loses the Vertibird. What interests me that Raiders live so close to Gunners and Super Mutants to the point where I can force them to fight each other. It's almost like they pick off the stragglers of those fights against the stronger factions like a pack of scavengers.
  22. Big list, let me share my own thoughts on the matter: Remove all below lvl 8: Too difficult for game balance. Raiders are still low level, untrained angry people, not well trained mercenaries. I agree that the level 1s should be removed completely as they should be reserved for radroaches and bloatflies, but low level players should still be able to hunt Raiders for decent loot. Now that I plan on specializing each raiders to types, it will significantly increase the difficulty of each raider fight anyway. Artificially increasing difficulty through levels might do okay at first, but in the long run kinda ruin the experience. I need to see how the Raiders fare after launch before I make a full decision on this though. Women that are Raiders: Actually I like having tons of women in the Raiders, diversity is the stimulus of creation and including all sorts of walks can help create more content. The way I see it, gender stereotypes for an apocalyptic setting no longer apply when people need food and protection. Sure the game comes from like a 1950s setting, but if you need to kill the next caravan that comes by to survive, I'm sure the last thing you think about is why is there so many women in my group. Gender focused group: Harder to implement in Fallout 4 than Skyrim but will see More types of Melee: Sure Elite like Gunners: I would like to... but we already have Gunners, even with the changes I put up Raiders, they should still lose to Gunners. I want Raiders to be kept in check by the Gunners. My designs are in contrast to Gunners as I see them as the top of the of the food chain for immediately hostile foes. A well trained, highly militarized, just short of BOS style, mercenary group. If I think of a way to creating an elite type of raider, I will. Level scaling: See I never said I'd do level scaling, I said I'd do level "scaling." The way I scale enemies are still separated by tiers, but will start appearing much later. For instance tier ones will be 1-10, tier 2 will be 13-20, ect. you continue to see mixes of Raider tiers like the fixed, but the lower teirs will still be much more hardy when you hit higher levels. OBIS runs a system like that. Turrets: I can see that turrets are a mess, I might do something Aggro: No idea how to mess with that atm, will check it out.
  23. Glad you feel the same about Raider difficulty. Making literal "gangs" for Fallout would be much harder than you think, there are way more Raider camps in Fallout 4 than I expected and finding suitable ways of making them special would be a nightmare. However it is a project I would love to try out... Maybe
  24. Patrols: As I created patrols as a way spawn in more bandits for testing purposes, I can see that creating a patrols mod for Raiders could be fun. Unlike Skyrim however, there are less places to put Raiders since they are very common and deliberately placed. It'll be on a backburner, but if I find a way to get Raiders spawn in a believable way, I'd do it for testing and as a mod. Raider specialization based on location: When I was writing down this idea page I had a discussion with some friends about this. I either make Raiders specialization based on the individual or the location. I would need a full list of Raider locations in the game, and there are plenty that are not even on the pipboy's map. If I do something, I want to do it complete as I can, so leaving out some locations would bug me. Would be a fun project but not something I can work on that won't drive me crazy. Expansion of Raider bases would also fall within the Raider Patrol mod so it would fall under that catergory. Robots: Hmm... Gunners use alot of robots, but I might think of something Lootbaiting: Would be more of an encounter than a Raider type so would also fall under Raider Patrols Taming: Need to figure out what animals would be tamable Explosives: Yeah I can see that
  25. Let hope so, because that it means better and more mods that cover such areas. From what I have seen with the Raiders and the progression outwards from Vault 111, it seems that each area has a hard level that the level list follows. It's good for how Fallout 4 is like, but for playthroughs that last past level 40 fighting Raiders is boring. I might have to remove the hard caps on areas or wait for something to come out to remove them. Of course this is all speculation and I need to wait till I get a better idea where to look how the game decides what level the spawns should be.
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