Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » 1.13 Stock Data Overhaul
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Re: 1.13 Stock Data Overhaul[message #325600]
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Tue, 24 September 2013 14:38
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Walker Evans |
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Messages:13
Registered:September 2013 |
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Hallo Strohmann,
i don't know if you want bug reports, but i encountered a very minor bug regarding the various iron sights. They're detachable. Happens when a scope is attached, and the sights are switched back to disallow scopes: sights are detached and spewed to the inventory (character inventory or, if it doesn't fit, sector inventory). Tested so far with the Backup Iron Sights on the KAC SR-47, Aperture Sights on the HK MP5N, and the Aperture Sights on the Ruger Mini-14. So far, all of the iron sights that require transformation before installation of a scope (all that I've encountered so far in the game, at least.)
not at all a big deal unless you don't notice and go into a battle (and THEN notice that the iron sights built into your gun are missing!) hmm. come to think of it, could be exploitable though, if one could use it to install better sights on pistols.
Other than that, plays fine, and I like the way it plays with NCTH. Have to say that I'm missing the item modularity of UC/AFS, but the "live-off-the-land" style of AR won't really work well with all the NADAs that'll come out without extensive map editing, I imagine.
Playing Arulco Revisited 1.4
with your Stock Data Overhaul AR Compatibility 1719 and Rev1760
on 1.13 v6420 from DepressivesBrot's builds.
wasn't sure if this is the right place to post this, but since AR doesn't alter any items from stock 1.13, i figured it was happening with your mod. that, or it's a problem with 1.13.
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Private
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Re: 1.13 Stock Data Overhaul[message #325612]
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Tue, 24 September 2013 16:35
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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Surely i want any feedback, be it bug reports, anomalies or other comments.
The problem with the iron sights is already known and reported in the general bug thread. It can't be exploited to install better versions on pistols, because their iron sights are inseparabel.
There is a "solution" to the problem, but it has several drawbacks: i could make them all inseparabel. The problem is, the bonuses of the iron sights and a installed scope should cancel each other out. In order to do so i would have to create many different copies of nearly every scope. Instead of only transforming the iron sights the player would have to transform every scope to "fit" to the matching iron sights, which would be more of an annoyance for the player than the current situation.
I think this problem is less of an issue later in the game when you mostly use scopes anyway, so i decided to keep it this way and wait for an official bugfix. I only applied a bandaid "fix", i increased the transform ap-cost to 150, so you don't accidently loose your aperture sights in turn based mode. There also is a warning in the item transformation tooltip (past tense means all this is already included in the last update^^).
Please specify what you mean with "the item modularity of UC/AFS" and what you are missing(?) in this mod.
[Updated on: Tue, 24 September 2013 18:22] by Moderator Report message to a moderator
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Master Sergeant
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Re: 1.13 Stock Data Overhaul[message #325634]
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Tue, 24 September 2013 19:12
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Walker Evans |
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Messages:13
Registered:September 2013 |
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i think the problem might be that the .38 Special 5 is referencing:
524291
which doesn't seem to be in AttachmentPoint.xml, and it seems to be reverting to:
524288
Sights - PSO-3, 1P21 Minuta*
there are a bunch of other items that references the same attachment point. guessing it should be:
1048595
?
Edit: didn't know it's read as a bitmask. so >524291< is read as >524288< (PSO-3 and Minuta) + >3< (Sights-Pistol-Reflex Sight) that's so cool.
[Updated on: Tue, 24 September 2013 19:45] by Moderator Report message to a moderator
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Private
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Re: 1.13 Stock Data Overhaul[message #325739]
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Thu, 26 September 2013 16:48
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Walker Evans |
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Messages:13
Registered:September 2013 |
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Ammo problem.
9x19mm Ammo boxes split into 20mm Mustard Gas magazines, which then load into 9x19mm pistols which accommodate 15 rounds, turning back into 9x19mm Match ammo when loaded. But when ejected, they turn back into 20mm Mustard Gas magazines.
Tried to check items.xml, and found that 20mm Mustard Gas Clips (uiIndex>953<) references Index 34 in magazines.xml (calibre 2, magsize 15, ammotype 17 -> our match-grade 9mm ammo?)
other 20mm Magazines could also be broken since they also reference other magazines in that general range.
Tried to fix it by looking for the correct indices in magazines.xml (calibre 51, magsize 6?) but the only relevant entries present seem to be the HEAB, non-lethal, and thermobaric variants.
Edit: Also, Twaron pants turn into 9x19mm AET mags,
Exacto knives turn into 7.62x39mm HP mags,
Flashbangs turn into 9x19mm cold HP,
and 40mm VOG-25 grenades turn into 9x19mm HP mags.
All I've found so far.
Addendum: Could it be due to the cumulative behavior I noticed in the xml's before? So Armor, for example (ItemClass 2048) is also interpreted as [Ammo (ItemClass 1024) + Grenade (ItemClass 256) + Grenade/Bomb (ItemClass 768)]?
If so, might it be safer to use Itemclass families based on primes? Guns and gun variants get multiples of 2; ammo and ammo variants, multiples of 3; and so on and so forth? Should be possible without a code change. *won't work. forgot that they ADD together. nothing to do with multiples.
Tried altering ItemClass.xml and Items.xml to do this, but making items unusable. Must have missed a separate table somewhere. Are these the only relevant tables for Armor: ItemClass.xml, Items,xml, and Armours.xml?
[Updated on: Thu, 26 September 2013 21:02] by Moderator Report message to a moderator
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Private
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Re: 1.13 Stock Data Overhaul[message #327180]
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Sat, 26 October 2013 04:48
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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Time for new updates, with no savegame compatibility.
Stock 1.13
Arulco Revisited
Modified Arulco Revisited Maps[color:#FF0000]*[/color]
[color:#FF0000]*By downloading this Map-Package you are agreeing to report any problems you even just suspect having to do with the maps here, in this thread, NOT in the "official" Arulco Revisited threads as part of a betatest.[/color]
In the third package i included modified versions of the maps, nearly all items placed on them or in the hands of enemies were replaced by random items. The way they are set up finally provide the ability to scale with progress!
I give you an example: in sector xyz the item Random Mid-Range Assault Rifle, Medium Cartridge is placed. If you visit this sector at 0% progress, that item spawns a coolness 1 submachine gun. But if you would visit the same sector later you have the chance for higher coolness items to spawn, fitting to the current progress. For example, if visiting the same sector at 30% progress for the first time, the following percentage distribution will be used (roughly):
18,75 % chance to spawn a coolness 1 gun, for example a SA-24
18,75 % chance to spawn a coolness 2 gun, for example a OTs 39
25 % chance to spawn a coolness 3 gun, for example a Bizon 2-07
37,5 % chance to spawn a coolness 4 gun, for example a SA vz.58
If you would visit the sector at 100% progress:
1,5 % chance to spawn a coolness 1 gun, for example a Type 85
1,5 % chance to spawn a coolness 2 gun, for example a OTs 39
2 % chance to spawn a coolness 3 gun, for example a Bizon 2-07
3 % chance to spawn a coolness 4 gun, for example a AK-47
4,5 % chance to spawn a coolness 5 gun, for example a AKM
7,5 % chance to spawn a coolness 6 gun, for example a Valmet M76
10 % chance to spawn a coolness 7 gun, for example a AK-103
15% chance to spawn a coolness 8 gun, for example a AEK-973
22,5 % chance to spawn a coolness 9 gun, for example a Robarms XCR-1
32,5 % chance to spawn a coolness 10 gun, for example a Barrett M468
The same was done with other types of arms, lbe gear, armour etc. So what are some of the results? For example taking southern parts of arulco early won't result in aquiring way too cool/good items at this stage of the game. Conversely, taking for example drassen or chitzena late in the game won't yield outdated and mostly useless gear.
Also there are sector-specific modifiers for coolness on the random items, which are added on top of the current coolness and allow better gear to spawn than the current progress would otherwise allow.
The distribution is a bit spoilerific:
Toggle Spoiler- Hicks/Arulco Rebel RPCs +0
- Cities/Sectors with stationary garnisions +1
- Sam Sites +3
- Secret Weapon Cache +3
- King Ping Faction +3
- Smuggler Hideouts and equipped gear +3
- Alma +3
- Meduna/Orta Lab/Bloodcat Lair +5
- otherwise no modifier (wilderness etc.)
---
Known Issues:
Weapons, that spawn out of *certain "container" items*, won't have their non-inseparabel attachments after spawning. In this case use the item transformation present on the affected weapon to recreate and reattach them.
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Master Sergeant
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Re: 1.13 Stock Data Overhaul[message #327188]
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Sat, 26 October 2013 07:15
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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The Ruger Mini-14 is a coolness 1 gun in this mod. The AK-47 becomes available with coolness 4, so it has the chance to spawn with progress 10% onward. So not excactly two guns that become available late.
Not sure, what you excactly want. If you want gear better than the current progress allows, raid the places mentioned in the spoiler section.
If you want to increase the global quality of the items, increase xyz< in Items.xml, items 2700 - 4099. Currently there are 4 variants of each random item, arranged with the modifiers 0, +1, +3 and +5, but you can increase that to your liking.
If i can't convince you to at least try them out, i have splitted the downloads now and made the maps separate and optional.
AsthnerTime for a new playthrough then! Fortunately I
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Master Sergeant
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Re: 1.13 Stock Data Overhaul[message #327271]
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Mon, 28 October 2013 16:14
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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Actually anyone is doing some sort of beta test, as the mod is based on unstable revisions with new features.
But if you specificly decide to use the modified maps, you are encouraged to report any problems and feedback regarding them in this thread. If you encountered a similar problem multiple times, edit your post to avoid cluttering the thread.- install ja2 and Arulco Revisited
- update the game files at least to gamedir r1842 with SVN or SCI
- download and extract AR_Compatibility (fitting exe is already included) in the game directory
- download and extract AR_RndItem_Maps in the game directory
If you already had this mod installed, only do the last three steps. So what are examples of useful reports*:[list]
[*]Finding a placed item, that you think don't belongs in this sector. Report sector coordinates, progress and if possible index (items.xml) and approximate location of this item. For example i'm looking for magazines/loose ammo (that don't spawn out of gun bags/holster), as all ammo should be in box form now.
[*]Thinking a new type of random item should be added or some superfluous could be merged: post reasons and some details.
[*]Suggesting the percentage distribution of items in randomitems.xml should be changed: to what other distribution (also remember there is a soft limit of 200 (20x10 entries))?
[*]As i hadn't time to test it: if you meet a RPC/encounter a named NPC like assassins at two different progress percentages (difference 20%+), please examine his inventory/kill him with cheats (you can reload afterwards^^) and report the contents. I'm not sure their random inventory does get spawned only once or multiple times, if it's a named NPC, that's why i need to know.
[*]...
*Known Issues:
Weapons, that spawn out of *certain "container" items*, won't have their non-inseparabel attachments after spawning. In this case use the item transformation present on the affected weapon to recreate and reattach them.
[Updated on: Mon, 28 October 2013 18:40] by Moderator Report message to a moderator
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Master Sergeant
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Re: 1.13 Stock Data Overhaul[message #327302]
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Tue, 29 October 2013 16:33
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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Arulco Revisited is intended for stable release r4870. But because of the long time between stable releases, there were several attempts from users to adapt the mod files to new, "unstable" revisions to be able to use the latest data and features.
The post from buggler describes the steps how to make Arulco Revisited ready for the latest unstable revisions. I contributed a small fixpack, which was originally part of my mod.
The whole 1.13 Stock Data Overhaul mod is independent from that, you don't have the follow his steps, if you download my data, everything necessary is already included. I just decided to include support for Arulco Revisited from the beginning, because it's close to the original maps and better balanced. The latest update includes modified versions of them, because i thought the maps are a huge part of the rebalancing process, too and it would be an opportunity to test random items on a larger scale. The original maps were created with OCTH in mind and don't consider newer revisions.
Arulco Revisited still is a separate mod and maintained by JAsmine and Beka (they aren't around at the moment, though) and i didn't take over or something, i just adapted the maps items for the purpose of this mod.
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Master Sergeant
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