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Post by brucelee00088 on Nov 30, 2010 7:02:46 GMT -5
thanks to allcases and sylink safehouse teleport mod, I just manage to place 7 other ducts at the safehouse alongside the default royal flush mall for quick teleporting to varies locations. In fact, there are too many stuffs assembled from many other wonderful mods such as this thread and use those which I pesonally feel is essential.
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Post by thommoboy on Nov 30, 2010 23:39:20 GMT -5
crashes my game?
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Post by brucelee00088 on Dec 1, 2010 0:43:46 GMT -5
you must restart a new story mode, it won't work if load from a save as all the profile of survivors and items to start afresh. If it persist maybe can temperary removed dynamicprops folder from the data folder as certain new weapon items it seem might crashes the game which I did encountered.
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Post by brucelee00088 on Dec 1, 2010 2:16:37 GMT -5
you must restart a new story mode, it won't work if load from a save as all the profile of survivors and items to start afresh. If it persist maybe can temperary removed dynamicprops folder from the data folder as certain new weapon items it seem might crashes the game which I did encountered. i need some help please? with my project What kind of help, it still crashes your game? if you want, I can give you my datafile.big to try and you can edit according to what you like but mine are consist of 1 tiger and 2 female npc in storage rm 1, 3 along the corridar all females with different nature(all non defectable even if chuck shoot them but they will shoot back) and name all correctly display and female text quote and hostile quote, 1 zombrex inside clinic(respawnable when you exit/renter safehouse), 7 teleport locations, dispensers in storage rm1(hidden underground) and 11. all sort of juices inside security room where stacey is sitting. damage immune king arthur and beard dispenser on the bench where the steel shelve is located.(chuck will be stripped with short on after certain amount of attack without losing health.) health booast of all food increased. I have general upped all the durability of commonly used weapons annd carts/superbike/sportcar/hummer to min 650 to 200000. pp is outragously high per survivor rescued and bodyguard enlisted. bodyguard must not be tag along if you want to wander to basement area in safehouse, either order them to wait outside and then enter the safehouse if you wants to go down play poker or during mission that required you to go down.
Does the super moose head disappear when putting it back onto the floor?
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Post by thommoboy on Dec 1, 2010 2:30:55 GMT -5
i need some help please? with my project What kind of help, it still crashes your game? if you want, I can give you my datafile.big to try and you can edit according to what you like but mine are consist of 1 tiger and 2 female npc in storage rm 1, 3 along the corridar all females with different nature(all non defectable even if chuck shoot them but they will shoot back) and name all correctly display and female text quote and hostile quote, 1 zombrex inside clinic(respawnable when you exit/renter safehouse), 7 teleport locations, dispensers in storage rm1(hidden underground) and 11. all sort of juices inside security room where stacey is sitting. damage immune king arthur and beard dispenser on the bench where the steel shelve is located.(chuck will be stripped with short on after certain amount of attack without losing health.) health booast of all food increased. I have general upped all the durability of commonly used weapons annd carts/superbike/sportcar/hummer to min 650 to 200000. pp is outragously high per survivor rescued and bodyguard enlisted. bodyguard must not be tag along if you want to wander to basement area in safehouse, either order them to wait outside and then enter the safehouse if you wants to go down play poker or during mission that required you to go down. no i would like to know how to spawn survivors?
and also with my zombie apocalypse mod when i go back to the safehouse i am stuck inside the vent
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tab
Survivor
Posts: 118
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Post by tab on Dec 23, 2010 1:38:26 GMT -5
this isn't an update, this is just me realizing how incredibly stupid it is to not put a non-safehouse survivors version up so folks who are interested don't have to restart their game for this mod i still need to test this since i've had DR2 uninstalled for awhile but theoretically it should work. here it is: www.mediafire.com/?kwlnqpd080swqh0updated the Original Post from what i can tell, the game crashes when it tries to load up a different mission.txt than what it loads up when you start a new game? i don't know the mechanics or anything, but it seems like the savegames have specific references to how many lines are in the missions.txt, because if you change the number it will crash, even if the line is filled with fluff. the weapons are made same as any other custom weapon. it's nice to see that the case west DLC has a lot of neat new things, but kind of annoying that it looks like most of the actual weapon effects from the trailer are doable or already done. and yeah, the headbutting weapon dissapears if you place it on the floor.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Dec 27, 2010 2:41:13 GMT -5
Not quite sure if it's already come up, but Katey is usually "missing". More often then not she's not in the security room like she normally is. She has been there a couple of times, though. I'm not sure but it might be when I leave a recruitable survivor outside. Anyone know why?
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tab
Survivor
Posts: 118
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Post by tab on Dec 27, 2010 16:50:00 GMT -5
Not quite sure if it's already come up, but Katey is usually "missing". More often then not she's not in the security room like she normally is. She has been there a couple of times, though. I'm not sure but it might be when I leave a recruitable survivor outside. Anyone know why? yeah that has to do with the survivor limit, the fix to that would be moving 2 of them out of there so i decided to do that since i guess not being able to talk to katey/stacey/whoever is needed would stop folks from being able to progress the story (though i'm pretty sure they always showed up for me when you needed to talk to them) www.mediafire.com/?cdbjnp2yx908iamAlso, all the storage rooms are inaccessible (there's an invisible wall right before the stairs near the store room 1). honestly i'm not sure what causes the invisible wall. it's obviously one of my items but your guess is as good as mine, because i never noticed it until like 3.4 or so. also the weapons are lined up in the hallway to remove some clutter from the bathroom, since they were starting to overlap and block the save toilet and stuff.
i realized there was DLC for this game so i decided to download 'em you gotta at least have the free compatability packs for these items to even function i also figured out how to give the bonus properties that the clothes give to other clothing, will post again when that video is uploaded
[youtube] i applied the bonuses to the hawaiian clothing. i pretty much just grabbed every single type of bonus they had in all the separate DLCs and just jammed 'em together and increased their strength a 'lil for a few of them. the video shows the ammunition increase, the runspeed increase (50% i think, i set the BoostSpeed value to 50), and the whole 'doesn't vomit all over the place when drinking'. bonuses not shown: increased throwing range, damage, force (all dlcs) increased amount of healing (sports fan) increased gains from gambling (sports fan) decreased damage (psychopath) never in injured state or something (psychopath) zombies paying less attenton and grabbing much less (ninja)
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tab
Survivor
Posts: 118
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Post by tab on Dec 30, 2010 2:13:49 GMT -5
Hi Tab, I was wondering where you find the DLC to unpack. I can't seem to find it... your documents folder, appdata. look for microsoft games or xlive or something. once i think of one more item i'll probably release this ridiculously dubious update that requires the DLC compatability packs to work also what clothing piece would ya'll like to use as the uberclothing item? like glasses or shoes or a full outfit or something?
this one was a pain to figure out edit: more outfit features i forgot increased bounces for items that do that, set it to 50 no idea what the real limit is increased chance to explode limbs, by like 33% or something. i forgot the number i set it to, but even handgun shots will sometimes blow off limbs there's probably more that i'm forgetting. also being able to throw things faster is really really funny. you can throw all 20 shots from a box of nails like in 5 seconds
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Post by ReaperTeh on Jan 2, 2011 2:08:11 GMT -5
I don't think the uber outfit works. If it does, specify what Chuck's "default riding boots" are. Because I use the default boots, no change. I go into the entire default outfit, doesn't work.
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tab
Survivor
Posts: 118
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Post by tab on Jan 2, 2011 4:08:24 GMT -5
I don't think the uber outfit works. If it does, specify what Chuck's "default riding boots" are. Because I use the default boots, no change. I go into the entire default outfit, doesn't work. oh man i am retarded, i used the wrong datafiles for both of the freakin' ones the no safehouse survivor one was using an old items.txt with the survivors still in 'em causing the game to crash if you loaded a regular game alongside having a mislabeled uber outfit the safehouse survivors one just had a mislabeled uber outfit. uploaded the fixed versions in the topic and yeah it's chuck's default boots
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Post by brucelee00088 on Jan 2, 2011 7:42:53 GMT -5
Well, I guess something gone wrong with the survivors-free version: all the weapon spawn points are messed up (as well as blender's). Also, all the storage rooms are inaccessible (there's an invisible wall right before the stairs near the store room 1). The invisible barrier or rather invisible object seem to be caused by the 3 items; revoc, carlauncher1/2 at the hallway. Here's a housekeeper version, all floored juice items placed on kitchen shelve with extra blender, the steel shelve blender is adjusted diagonally but the juice got to move pretty close into the slelve to have the interaction prompt. Weapons and other stuffs are left untouched, just the above mentioned item readjustment. Attachments:
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tab
Survivor
Posts: 118
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Post by tab on Jan 9, 2011 23:20:12 GMT -5
downloadable content on the main menu, it's the free ones. like ninja skill pack, sports skill pack, whatever
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tab
Survivor
Posts: 118
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Post by tab on Jan 10, 2011 0:51:43 GMT -5
if you don't want the increased zombie count, replace missions.txt with a stock one if you don't want the superpowered melee, replace sgraph.txt with a stock one if you don't want the safehouse and waypoints replace safehouse.txt and waypoints_safehouse.txt or something like that if you want just the weapons to spawn in the safehouse just look inside my safehouse.txt and look for the markers //tabmod and //staceymodclothing start and copy/paste everything inbetween and stick 'em somewhere in your safehouse.txt. i think it's all of them anyways. for what you're doing it's probably something like, in your extracted datafile replace items.txt with the one from the non-safehouse survivors version unless you have something modded in it already. then copy the stuff from the start to where //tabmodend is. also copy the stuff from //tabmodcluster to //tabmodclusterend and place it in the same spot where it is in your items.txt since those items require semi-specific placing for god knows what reason it's pretty easy to turn things into combo weapons if you already know how to edit 'em, just add the line cComboCardItem whateveryouwanttonameit { AchievementCategory = "12" Attack1 = "2700" Card_Label = "2831" CardIndexNumber = "2" ComboStationRotation_1 = "0,-0.707106770,0,0.70710677" ComboStationRotation_2 = "0.5,-0.5,0.5,0.5" DR2 = "true" IconAsset = "comboc_molotov" PP_Multiplier = "2" Ticker_Description = "2531" Weapon_1 = "itemone" Weapon_2 = "itemtwo" Weapon_Description = "2619" } to the end of the weapon you wanna have be the result of the combo. replace itemone and two with the items you want to use to make 'em. the wrench icons should appear, like they do with the items from my mod that are used to make the turbo blitzkrieg not really sure what the other parts of it do but it seems like it'd be easy to guess considering their names
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tab
Survivor
Posts: 118
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Post by tab on Jan 10, 2011 1:21:38 GMT -5
sorry, no idea. increasing zombie count is just increasing the numbers in the zombiefactory values in the missions.txt and that's pretty iffy as is Update from anno: Zombies...x10!
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Post by notld on Jan 28, 2011 14:13:20 GMT -5
Hi, what file inside the datafile.big did you have to change to edit the hand to hand combat attacks? I'd appreciate if you tell me because if would help me with a small change in one mod of mine.
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Feb 2, 2011 0:36:20 GMT -5
Hi, what file inside the datafile.big did you have to change to edit the hand to hand combat attacks? I'd appreciate if you tell me because if would help me with a small change in one mod of mine. sgraph, not sure where in there though
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Post by anno1404 on Feb 5, 2011 20:11:11 GMT -5
Tabmod's datafile.big is ready to drag and drop into your data folder. I unpacked tabmod's datafile.big and opened safehouse.txt. The full Safehouse.txt is attached as a backup. Attachments:
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Post by truentity on Feb 7, 2011 2:57:01 GMT -5
can you make it so the survivors who join you take damage not invincible? thx....
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Post by warlordkyle on Feb 26, 2011 18:58:46 GMT -5
can you post or tell me how to do your version of the laser sword? specifically the sparks?
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Post by shady111 on Feb 28, 2011 10:46:04 GMT -5
Could you please tell me how can i change an amount of zombies, which line do i have to modify in mission.txt ? Thank
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Post by anno1404 on Mar 16, 2011 11:58:47 GMT -5
Tab has not posted for sometime. Maybe someone else will be able to help you. Hi, what file inside the datafile.big did you have to change to edit the hand to hand combat attacks? I'd appreciate if you tell me because if would help me with a small change in one mod of mine. Tom is right, it is sgraph. Download the free program WinMerge (google it) then compare tab's sgraph with the original sgraph side by side. Tab's modified version is on the left, the original is on the right.
can you make it so the survivors who join you take damage not invincible? thx.... This probably involves items.txt. use winmerge (as I mention above) to compare the original items.txt with the modified one, and change these values.
can you post or tell me how to do your version of the laser sword? specifically the sparks? This is also items.txt. Is the laser sword the bKatana? cPlayerWeaponItem bKatana { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton1 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton2 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton3 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton4 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton5 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState4 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionDesiredAnimState5 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState4 = "ANIMSTATE_RUNJUMPB" ActionRequiredAnimState5 = "ANIMSTATE_JUMPB" AnimationAttackChooserValue0 = "280" AnimationAttackChooserValue1 = "277" AnimationAttackChooserValue2 = "278" AnimationAttackChooserValue3 = "279" AnimationAttackChooserValue4 = "0" AnimationAttackChooserValue5 = "5" AnimationAttackName0 = "male_attack_katana_c" //AnimationAttackName1 = "male_attack_katana_d" //AnimationAttackName2 = "male_attack_katana_a" AnimationAttackName1 = "male_attack_katana_b" AnimationAttackName2 = "male_attack_katana_a" AnimationAttackName3 = "male_attack_katana_d" AnimationAttackName4 = "male_attack_katana_lfoot_long" AnimationAttackName5 = "male_attack_katana_lfoot_short" AnimationChooserValueForHand = "1" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "10" AnimationChooserValueForWalkRun = "0" AnimBankName = "Katana" Arbitraty_Slice = "true" AssetFilename = "bKatana" AssociatedMagazineType0 = "8" AssociatedMagazineType1 = "12" AttackAudioAssetName0 = "LaserLightHitBody" AttackAudioAssetName1 = "LaserLightHitBody" AttackAudioAssetName2 = "LaserLightHitBody" AttackAudioAssetName3 = "LaserLightHitBody" AttackAudioAssetName4 = "LaserLightHitBody" AttackAudioAssetName5 = "LaserLightHitBody" AttackDamage0 = "185" AttackDamage1 = "185" AttackDamage2 = "185" AttackDamage3 = "285" AttackDamage5 = "285" AudioActionBits = "256" AudioCollisionProfile = "2" AudioFilename = "fx_laserlight" AudioItemName = "LaserLight" AudioUnloadDeferralTime = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionType = "3" ComboBlendDuration0 = "0.3" ComboBlendDuration1 = "0.2" ComboBlendDuration2 = "0.1" ComboBlendDuration3 = "0.2" ComboBlendDuration4 = "0.05" ComboBlendDuration5 = "0.05" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendXZToUse4 = "2" ComboBlendXZToUse5 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" ComboBlendYToUse4 = "2" ComboBlendYToUse5 = "2" DisplayName = "50375" DR2 = "true" DR2EPI = "false" DR2PRO = "true" Durability = "40" EffectAudio0 = "3" EffectAudio1 = "4" EffectAudio2 = "5" EffectAudio3 = "4" EffectAudio4 = "4" EffectAudio5 = "4" EffectOnImpact0 = "87" EffectOnImpact1 = "87" EffectOnImpact2 = "87" EffectOnImpact3 = "87" EffectOnImpact4 = "87" EffectOnImpact5 = "87" EffectOnVictim0 = "87" EffectOnVictim1 = "87" EffectOnVictim2 = "87" EffectOnVictim3 = "87" EffectOnVictim4 = "87" EffectOnVictim5 = "87" EffectOnWeapon0 = "87" EffectOnWeapon1 = "87" EffectOnWeapon2 = "87" EffectOnWeapon3 = "87" EffectOnWeapon4 = "87" EffectOnWeapon5 = "87" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction4 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction5 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" Friction = "25" HandlingStyle = "0" HandsForPickup = "1" HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction4 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction5 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" IconFilename = "w_combo_lightsaber" IgnoreAnyComboRequests0 = "false" IgnoreAnyComboRequests5 = "true" IgnoreAnyComboRequests6 = "true" Impulse0 = "1" Impulse1 = "1" Impulse2 = "1" Impulse3 = "1" Impulse4 = "1" Impulse5 = "1" InteractDistance = "1.3" InventoryInteractionType = "0" IsWeapon = "true" LoadDistance = "30" MaxProjectileDamage = "125" ProjectileFatalHitReaction = "50" ProjectileHitImpulse = "1" ProjectileHitReaction = "13" PropAudioType = "1024" PropEffectLocator0 = "16" PropEffectLocatorIndex0 = "0" PropEffectsOnCondition0 = "2" PyroEffect0 = "189" PropEffectLocator1 = "16" PropEffectLocatorIndex1 = "0" PropEffectsOnCondition1 = "2" PyroEffect1 = "189" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "2" RequiredComboSeqCounter3 = "3" RequiredComboSeqCounter4 = "0" RequiredComboSeqCounter5 = "0" ResetComboSeqCounter1 = "false" ResetComboSeqCounter2 = "false" ResetComboSeqCounter3 = "true" ResetComboSeqCounter4 = "false" ResetComboSeqCounter5 = "false" Restitution = "0.05" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "5" ThrowEffectAudio = "5" ThrowEffectOnImpact = "280" ThrowEffectOnVictim = "13" ThrowForce = "10" ThrowSpin = "20,0,0" UnlimitedDurability = "true" VibrationPattern0 = "5" VibrationPattern1 = "5" VibrationPattern2 = "5" VibrationPattern3 = "14" WeaponCanSliceLimbs = "true" WeaponType = "4" Weight = "15" }
Here is the info on the lasersword: cPlayerWeaponItem LaserSword { AchievementCategory = "3" ActionButton0 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton1 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton2 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton3 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton4 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionTargetCrawlerOnly6 = "false" AnimationAttackChooserValue0 = "329" AnimationAttackChooserValue1 = "330" AnimationAttackChooserValue2 = "328" AnimationAttackChooserValue3 = "331" AnimationAttackChooserValue4 = "330" AnimationAttackName0 = "male_attack_laser_sword_7_to_3_a" AnimationAttackName1 = "male_attack_laser_sword_3_to_7_b" AnimationAttackName2 = "male_attack_laser_sword_2_to_6_b" AnimationAttackName3 = "male_attack_laser_sword_8_to_2_c" AnimationAttackName4 = "male_attack_laser_sword_3_to_7_b" AnimationChooserValueForHand = "1" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "16" AnimationChooserValueForWalkRun = "0" AnimBankName = "Laser_Sword" Arbitraty_Slice = "true" AssetFilename = "lasersword" AttackAudioAssetName0 = "LaserLightHitBody" AttackAudioAssetName1 = "LaserLightHitBody" AttackAudioAssetName2 = "LaserLightHitBody" AttackAudioAssetName3 = "LaserLightHitBody" AttackAudioAssetName4 = "LaserLightHitBody" AttackDamage0 = "175" AttackDamage1 = "175" AttackDamage2 = "175" AttackDamage3 = "225" AttackDamage4 = "225" AudioActionBits = "256" AudioFilename = "fx_laserlight" AudioItemName = "LaserLight" AudioUnloadDeferralTime = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.1" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.1" ComboBlendDuration1 = "0.1" ComboBlendDuration2 = "0.1" ComboBlendDuration3 = "0.1" ComboBlendDuration4 = "0.1" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendXZToUse4 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" ComboBlendYToUse4 = "2" DisplayName = "50324" DR2 = "true" DR2PRO = "true" Durability = "40" EffectAudio0 = "5" EffectAudio1 = "5" EffectAudio2 = "5" EffectAudio3 = "5" EffectAudio4 = "5" EffectOnImpact0 = "87" EffectOnImpact1 = "87" EffectOnImpact2 = "87" EffectOnImpact3 = "87" EffectOnImpact4 = "87" EffectOnVictim0 = "87" EffectOnVictim1 = "87" EffectOnVictim2 = "87" EffectOnVictim3 = "87" EffectOnVictim4 = "87" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction4 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" Friction = "25" HandlingStyle = "0" HandsForPickup = "1" HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction4 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" IconFilename = "w_combo_lightsaber" Impulse0 = "1.6" Impulse1 = "1.6" Impulse2 = "1.6" Impulse3 = "1.85" Impulse4 = "1.85" InteractDistance = "1.2" InventoryInteractionType = "0" Is_Cliche = "true" Is_Humour = "true" Is_Sharp = "true" IsWeapon = "true" MaxProjectileDamage = "25" ProjectileFatalHitReaction = "51" ProjectileHitReaction = "52" PropAudioType = "1024" PropEffectLocator0 = "16" PropEffectLocatorIndex0 = "0" PropEffectsOnCondition0 = "2" PyroEffect0 = "189" PropEffectLocator1 = "16" PropEffectLocatorIndex1 = "0" PropEffectsOnCondition1 = "2" PyroEffect1 = "189" PropEffectLocator2 = "16" PropEffectLocatorIndex2 = "0" PropEffectsOnCondition2 = "2" PyroEffect2 = "189" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "2" RequiredComboSeqCounter3 = "3" RequiredComboSeqCounter4 = "4" ResetComboSeqCounter4 = "true" Restitution = "0.005" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "5" ThrowEffectOnImpact = "280" ThrowEffectOnVictim = "0" ThrowForce = "8" ThrowSpin = "0,4,0" UnlimitedDurability = "true" VibrationPattern0 = "4" VibrationPattern1 = "4" VibrationPattern2 = "4" VibrationPattern3 = "4" VibrationPattern4 = "4" WeaponCanSliceLimbs = "true" WeaponType = "4" Weight = "15"
RE: number of zombies see: [zombiebox]
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Post by anno1404 on Jun 1, 2011 10:25:25 GMT -5
hey i started new game and yes saw more zombies and the runner drink with all clothing but where is all the wepons all i saw in the bathroom was a skatebordmagizine and how do i get your modd to work with the superskatebord and other modds ? like i unpacked all the data files then copy paste the incripts and text in one data file and all modds worked till 3owers later when i had to relode game XD what do i do to get all my modds working with eachother and find your socaLLED WEPONS ? I hope someone understands what you are trying to write, because with all the spelling errors, and grammar issues, I have no idea at all.
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moloko
Veteran
Got Milk?
Posts: 494
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Post by moloko on Jun 1, 2011 11:19:53 GMT -5
He is asking where to find the weapons, that should be included in this mod. All he found was the magazine that improves the skateboard.
He also claims the super skateboard wouldn't work.
Lastly, he wants to know how to get all his mods working, so I guess he wants to know how to combine more than one mod.
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Post by anno1404 on Jun 1, 2011 11:36:07 GMT -5
He is asking where to find the weapons, that should be included in this mod. All he found was the magazine that improves the skateboard. He also claims the super skateboard wouldn't work. Lastly, he wants to know how to get all his mods working, so I guess he wants to know how to combine more than one mod. Thank you Moloko. Combining more than one mod can be complex. We, including myself, can help you tonight on chat.
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Sullivan
Survivor
Fortune City Security
Posts: 31
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Post by Sullivan on Jul 4, 2011 13:00:21 GMT -5
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Post by anno1404 on Jul 4, 2011 16:50:59 GMT -5
awesome! Added to main page with full credit. Which one did you make an .exe file? NON-SAFEHOUSE SURVIVORS OPTION:http://www.mediafire.com/?j77946w5yv9zaq4 SAFEHOUSE SURVIVORS OPTION:http://www.mediafire.com/?s0gqm7v76pebi17
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Sullivan
Survivor
Fortune City Security
Posts: 31
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Post by Sullivan on Jul 4, 2011 19:22:31 GMT -5
The one installer has both options
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Post by tr41n3r on Aug 17, 2011 13:24:03 GMT -5
Nice!this is most combo with my trainer!.. okay....
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 18, 2011 19:46:21 GMT -5
So i recently installed TabMod a brilliant mod btw. And im havign a little trouble with the Ramp E, Ramp I, And pallet gun. Is there any way to am or re configure once spawned?
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