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Thread: Wandering Traders SDX Mod

  1. #91
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    Cool....thanks to the both of you....i'm slowly catching up on all this...

    Has anyone thought of the mailboxes and the mail-system and possibly something to enhance the use? I did see a post, a while back, about using the mailbox to announce the location of the traders making it something like a quest where you can follow a yellow "!" but i never saw it take off. It's just something i've seen and hoped people would do more with like maybe have more than paper appear in mailboxes.....

    ....or has there already been a mod that i've completely missed? (probably yes, lol)

  2. #92
    Community Moderator xyth's Avatar
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    Not sure what you mean by mail-system. Valmar had a mailing system for merchants in A15, but other than that I have no idea what you are referring to.

  3. #93
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    Quote Originally Posted by xyth View Post
    Not sure what you mean by mail-system. Valmar had a mailing system for merchants in A15, but other than that I have no idea what you are referring to.
    That's kinda what i'm referring to but that was way back in A15....does it still work with A17 or would it be pretty simple code update?

  4. #94
    Community Moderator xyth's Avatar
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    No and yes.

  5. #95
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    Quote Originally Posted by xyth View Post
    No and yes.
    I love that answer...lol.
    Last edited by Kilroy5150; 4 Weeks Ago at 11:42 AM.

  6. #96
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    Quote Originally Posted by xyth View Post
    Not sure what you mean by mail-system. Valmar had a mailing system for merchants in A15, but other than that I have no idea what you are referring to.
    The ordering through the mailbox was a cool idea, i have to admit. But this was a mod, from Relix, called "RELXIX_Quests_TraderAdvertisements" and i have relocated it.

    It was a nifty, little mod that told you the location of the closes trader or maybe it was all the traders on the map, i can't remember completely. Still, another cool idea. Making a better use of the mail system would enhance the game a little bit.

    I mean, once you establish a base, and hit level 120, it's pretty much all about repetition and i was hoping the game could come up with some better ideas. I hate to say it but they could take some ideas, from Fallout 3-4, and enhance the game.


    Hey but i did like your Winter Entities mod. It put a little mix in the game for what had become a little stale.


    I'm looking for mods to spice the game up without overwriting most of the system files in case things need to change. You and Shereii have had some great mods.

    Relix has some good ideas as well but i've run into a lot of yellow errors with his a17 mods as if he left old code in there the system just didn't like.
    Last edited by Kilroy5150; 4 Weeks Ago at 06:14 PM.

  7. #97
    Community Moderator xyth's Avatar
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    Added a new dependency to eliminate the error caused when a custom entity dies with the bleeding buff on it.

  8. #98
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    Xyth, I'm sorry if this is a lame question, I'm not a modder, I just wanted to be sure about something. I was reading the files in your Wandering Traders mod and I noticed this:

    npc.xml
    Code:
    <npc_info
    			id="traderfood"
    			name="Food Trader"
    			name_key="npcTraderFood"
    			faction="whiteriver"
    			portrait="npc_joel"
    			greeting_type="nearby"
    			stance="Neutral" voice_set="trader"
    			trader_id="9" dialog_id="trader" 
    			quest_list="trader_quests" />
    entitygroups.xml
    Code:
    <configs>
      <append xpath="/entitygroups/entitygroup[ starts-with(@name, 'FriendlyAnimals')]">
        <entity name="Ammo Trader" prob="0.01" />
    	<entity name="Drug Trader" prob="0.01" />
    	<entity name="Heavy Trader" prob="0.01" />
      </append>
     
    </configs>
    There is no food trader in entitygroups.xml, is that ok?

  9. #99
    Community Moderator xyth's Avatar
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    Quote Originally Posted by mr.devolver View Post
    Xyth, I'm sorry if this is a lame question, I'm not a modder, I just wanted to be sure about something. I was reading the files in your Wandering Traders mod and I noticed this:

    npc.xml
    Code:
    <npc_info
                id="traderfood"
                name="Food Trader"
                name_key="npcTraderFood"
                faction="whiteriver"
                portrait="npc_joel"
                greeting_type="nearby"
                stance="Neutral" voice_set="trader"
                trader_id="9" dialog_id="trader" 
                quest_list="trader_quests" />
    entitygroups.xml
    Code:
    <configs>
      <append xpath="/entitygroups/entitygroup[ starts-with(@name, 'FriendlyAnimals')]">
        <entity name="Ammo Trader" prob="0.01" />
        <entity name="Drug Trader" prob="0.01" />
        <entity name="Heavy Trader" prob="0.01" />
      </append>
     
    </configs>
    There is no food trader in entitygroups.xml, is that ok?
    OOps, forgot that part when I added the Baker. You can just add him yourself but I pushed version 1.33 to add him to the spawn.
    Last edited by xyth; 3 Weeks Ago at 07:04 PM.

  10. #100
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    npcTraderFood,entityclasses,Entity,New,Trader Food,,,,,
    is missing in Localization.txt. I added it manually, but I wanted to let you all know.

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