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Messages - Settlerking

#1
I'm trying to make an explosive, suicidal melee weapon. Is there anyway to make this without external code? I cannot for the life of me find anything that does this, Feels like a shame. Suicide weapons would be perfect for this game and I'm trying to rectify that.

I've tried to make it a "psuedo" melee weapon thats just ranged but super short range and you can't define a melee weapon as causing an explosion which sucks. I've even tried making it inflict a hediff that immedietely makes the target blow up. None of it has worked yet.

I'm all out of ideas at this point and is happy for any type of help.
#2
Mods / Re: Question on Slavers
June 29, 2020, 07:20:49 AM
I think what you're primarily looking for is a population adjuster. https://steamcommunity.com/sharedfiles/filedetails/?id=1658712035&searchtext=population is a good one I personally use. I also would reccomen adding a slave increase mod like https://steamcommunity.com/sharedfiles/filedetails/?id=2021510577&searchtext=more+slaves. I don't experiance this you describe anymore, but I also don't usually play on 20-30 year playthroughs
#3
I know you can specify backstories in pawnkinddefs but how? I've seen a mod use backstoriesoverride but whenever I try it the game gives an error about not finding a backstory and chooses randomly. Google yields no results, does anybody know how or at least where I can find such information?
#4
Mods / Re: [Mod Idea] Beuty Enhancing Cosmetics
June 14, 2020, 06:06:44 AM
Dunno if this is what you want but the "Jewelry" mod on the workshop does almost this exact thing but with wearable jewelry.
#5
Mods / Re: 2-sided walls (mod idea)
June 14, 2020, 06:04:09 AM
I swear to god i've seen a wallpaper mod on the workshop. I didn't use it so it might not be what your looking for but it really feels like ive seen something like it already.
#6
Mods / Re: [Modding Help] Siege only faction?
June 14, 2020, 05:51:53 AM
That's the thing, I just want this faction to only siege. Other factions I want to raid normally. It's like a unique faction quirk
#7
If I wasn't a hack fraud I'd def help you. I'd butcher the balancing of this armor and propably screw something up. If no one reponds though I'd help you anyway because this looks sooooooo good and I want it. I'd recomend someone else though. I'm a novice at best
#8
Mods / [Modding Help] Siege only faction?
June 14, 2020, 05:43:38 AM
I'm working on making a series of fallout faction mods and I'm contemplating making a "Boomers" faction. One of their quirks is that they like blowing stuff up and my thought was to make them only ever attack the player colony with sieges. Is this possible without additonal coding knowlege? I'm the most unskilled coder this side of the galaxy so I can only really make XML mods. Is this possible or should I just go for an explosive based faction instead with normal raids too?
#9
I'm trying to figure out this bug that's annoying me endlessly. I want the faction pawns to use very specific clothing. They have required Apparel and such. They however keep spawning in with random clothing like parkas, dusters, toques and tribalwear. It throws no errors, messages or anything in the log. Not when restarting, spawning a raid or anything. It is amazingly infuriating.

Here's how one of them looks as an example (All have the same problem)

  <PawnKindDef ParentName="RemnantBase">
    <defName>SK_Remnant_Operative</defName>
    <label>operative</label>
    <combatPower>220</combatPower>
    <isFighter>true</isFighter>
    <gearHealthRange>0.6~2</gearHealthRange>
    <minGenerationAge>200</minGenerationAge>
    <apparelRequired>
      <li>SK_Remnant_Stealth_Armor</li>
     <li>SK_Remnant_Stealth_Helmet</li>
    </apparelRequired>
    <apparelTags Inherit="false">
        <li>Chinese_Recon_Suit</li>
    </apparelTags>
    <apparelMoney>0</apparelMoney>
    <apparelAllowHeadgearChance>0.4</apparelAllowHeadgearChance>
    <weaponTags>
      <li>SK_China_Gun</li>
      <li>SniperRifle</li>
    </weaponTags>
    <weaponMoney>2500~3800</weaponMoney>
  </PawnKindDef>

I've tagged the apparel tag as non inheritable and they still get basically any piece of clothing on top of the required ones. They wear dusters, jackets and tribalwear along with the required ones despite not having the apparel budget, appropriate tags or anything. It dosen't throw any errors or messages in the log, it feels like i'm missing something. I begging anyone who can spot the issue to please tell me. I feel like an idiot here.

Here's the entire PawnkindDef if someone wants to take a look:

<Defs>

  <PawnKindDef Name="RemnantBase" Abstract="True">
    <race>Ghoul</race>
    <defaultFactionType>SK_RemnantFaction</defaultFactionType>
    <chemicalAddictionChance>0.05</chemicalAddictionChance>
    <invNutrition>2.55</invNutrition>
    <inventoryOptions>
      <skipChance>0.70</skipChance>
      <subOptionsChooseOne>
        <li>
          <choiceChance>90</choiceChance>
          <thingDef>Silver</thingDef>
          <countRange>30~100</countRange>
        </li>
      </subOptionsChooseOne>
    </inventoryOptions>
  </PawnKindDef>

  <PawnKindDef ParentName="RemnantBase">
    <defName>SK_Remnant_Grunt</defName>
    <label>soldier</label>
    <combatPower>100</combatPower>
    <isFighter>true</isFighter>
    <gearHealthRange>0.6~2</gearHealthRange>
    <minGenerationAge>200</minGenerationAge>
    <apparelMoney>0</apparelMoney>
    <apparelAllowHeadgearChance>0.4</apparelAllowHeadgearChance>
    <apparelRequired>
      <li>SK_Remnant_Ushanka</li>
      <li>SK_Remnant_Jumpsuit</li>
    </apparelRequired>
    <apparelTags Inherit="false">
        <li>Remnant_Chinese_Clothing</li>
    </apparelTags>
    <weaponTags>
      <li>SK_China_Gun</li>
      <li>SK_China_Gun_Simple</li>
    </weaponTags>
    <weaponMoney>1250~2400</weaponMoney>
  </PawnKindDef>

  <PawnKindDef ParentName="RemnantBase">
    <defName>SK_Remnant_Commando</defName>
    <label>commando</label>
    <combatPower>120</combatPower>
    <isFighter>true</isFighter>
    <gearHealthRange>0.6~2</gearHealthRange>
    <minGenerationAge>200</minGenerationAge>
    <apparelMoney>0</apparelMoney>
    <apparelAllowHeadgearChance>0.4</apparelAllowHeadgearChance>
    <apparelRequired>
      <li>SK_Remnant_Ushanka</li>
      <li>SK_Remnant_Jumpsuit</li>
    </apparelRequired>
    <apparelTags Inherit="false">
        <li>Remnant_Chinese_Clothing</li>
    </apparelTags>
    <weaponTags>
      <li>SK_China_Gun</li>
    </weaponTags>
    <weaponMoney>2250~2400</weaponMoney>
  </PawnKindDef>

  <PawnKindDef ParentName="RemnantBase">
    <defName>SK_Remnant_Operative</defName>
    <label>operative</label>
    <combatPower>220</combatPower>
    <isFighter>true</isFighter>
    <gearHealthRange>0.6~2</gearHealthRange>
    <minGenerationAge>200</minGenerationAge>
    <apparelRequired>
      <li>SK_Remnant_Stealth_Armor</li>
     <li>SK_Remnant_Stealth_Helmet</li>
    </apparelRequired>
    <apparelTags Inherit="false">
        <li>Chinese_Recon_Suit</li>
    </apparelTags>
    <apparelMoney>0</apparelMoney>
    <apparelAllowHeadgearChance>0.4</apparelAllowHeadgearChance>
    <weaponTags>
      <li>SK_China_Gun</li>
      <li>SniperRifle</li>
    </weaponTags>
    <weaponMoney>2500~3800</weaponMoney>
  </PawnKindDef>

  <PawnKindDef ParentName="RemnantBase">
    <defName>SK_Remnant_Trader</defName>
    <label>quatermaster</label>
    <trader>true</trader>
    <combatPower>40</combatPower>
    <isFighter>false</isFighter>
    <gearHealthRange>1~1</gearHealthRange>
    <minGenerationAge>200</minGenerationAge>
    <itemQuality>Normal</itemQuality>
    <apparelTags Inherit="false">
        <li>Remnant_Chinese_Clothing</li>
    </apparelTags>
    <weaponTags>
      <li>SK_China_Gun_Simple</li>
      <li>SK_China_Sword</li>
    </weaponTags>
    <weaponMoney>1200~1200</weaponMoney>
    <apparelMoney>0</apparelMoney>
    <apparelRequired>
      <li>SK_Remnant_Officer_Hat</li>
      <li>SK_Remnant_Jumpsuit</li>
    </apparelRequired>
  </PawnKindDef>

  <PawnKindDef ParentName="RemnantBase">
    <defName>SK_Remnant_Commander</defName>
    <race>GlowingGhoul</race>
    <label>commander</label>
    <labelPlural>commanders</labelPlural>
    <apparelTags Inherit="false">
        <li>Remnant_Chinese_Clothing</li>
    </apparelTags>
    <combatPower>150</combatPower>
    <factionLeader>true</factionLeader>
    <minGenerationAge>200</minGenerationAge>
    <isFighter>false</isFighter>
    <gearHealthRange>1~1</gearHealthRange>
    <itemQuality>Good</itemQuality>
    <weaponMoney>3250~3400</weaponMoney>
    <weaponTags>
      <li>SK_China_Gun</li>
      <li>SK_China_Sword</li>
      <li>SK_China_Gun_Simple</li>
    </weaponTags>
    <apparelMoney>0</apparelMoney>
    <apparelRequired>
      <li>SK_Remnant_Officer_Hat</li>
      <li>SK_Remnant_Jumpsuit</li>
    </apparelRequired>
  </PawnKindDef>

</Defs>


#10
I've been clawing my eyes out the last week trying to get a modded faction to work properly. I've been trying to get the <backstoryCategories> in the PawnKindDefs to restrict the backstories to specific pawnkinds. The problem is that they spawn with whatever they feel like. They take whatever I put in the factionDef and when i remove the faction def ones they default to basically anything.

Example:

<PawnKindDef ParentName="OutlanderBase">
    <defName>Villager</defName>
    <label>villager</label>
    <backstoryCategories>
      <li>Civil</li>
    </backstoryCategories>
  </PawnKindDef>

  <PawnKindDef ParentName="ExampleBase">
    <defName>Town_Guard</defName>
    <label>town guard</label>
    <backstoryCategories>
      <li>CivilMilitary</li>
    </backstoryCategories>
  </PawnKindDef>