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报告翻译问题






Items like apparel and weapons are based on the tech level of the owning faction. So if you attack spacer or ultratech factions you'll have a good chance of ending up with very high quality high tech equipment. I removed the threat point scaling because it didn't work as intended with my changes so as a side affect the defending force has no bearing on the quality of the loot.
Anyway, going to check out the new version "Better Exploration Loot" you have suggested to get for 1.6.
The files in the new mod are directly copied from this mod. The mods are also simply loot tables so there's no reason it should cause issues to swap to the compilation mod.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3526957922
Raw food is one of the possible outcomes. That doesn't sounds like its an issue.
I'm afraid that would take coding and someone far more skilled than myself. So far nobody has thought to undertake that so we're stuck with my simplistic implementation.
As far as I'm aware it creates quests via existing methods so it should work fine for them.
Things can get quite rare with the vanilla quest numbers with a lot of content. One of my mods can adjust the quest frequency if you're interested in that.
No those already have specific loot. It's for the "bandits have set up an outpost" quests. I think it might also apply to settlements but you're better off using the VE mod for base generation to make them actually resemble bases.
There's a bunch of variations when it comes to how bandit camps generate. I know at least one or more of them don't actually generate with the loot table because that's how they're set up. I think what you encountered might have been a coincidence because I'm pretty sure OpportunitySite_Bandit camp can also generate without loot on occasion.
As realMatcher said yes it is. It's a very simple xml mod that changes the loot table. Its safe to add and remove midsave and it shouldn't be incompatible with anything except another mod changing the same loot table.
I guess my next question, is this safe to add to an existing save?
Those are worksites they are a separate thing. The loot table affects bandit camps and I think maybe faction bases.
This mod is balanced around a return of around 1500-2250 market value for raiding a camp. However some loot tables like equipment can roll below or above that depending on the tech level of the camp faction. Apparel and Weapons are tuned to have higher odds and give Masterwork/Legendary quality.
I just put out an update that adds 5 more items (6 with Vanilla Psycasts Expanded) which should dilute the reward pool a little and add some more variety. So equipment should be overall less frequent. If you dislike the balancing you can adjust the weighting and item ranges on your local copy by opening the file in notepad.
I just don't think it's very balanced and would like an option to tone it down somehow, that's all.
This mod cuts out the normal threat value/market value calculation as it didn't allow the desired result. The value is balanced around the idea that bandit camps should be worth about 1-2 security crates from FSF Better Ancient Complex Loot. Its important to remember the loot items are based on the tech level of the faction you're raiding so high tech factions tend to have equipment worth a lot more than lower tech factions.
Thanks.
If you haven't seen them already. I also have a better loot mod for Ancient Complexes from Ideology and one for Anomaly's events. You can find them on my profile or the attached collection.
Nice, another mod for my overloaded mod list. Now I dont need to deconstruct the steel walls to get something out ^^
It's a very simple xml mod that changes the loot table. Its safe to add and remove midsave and it shouldn't be incompatible with anything except another mod changing the same loot table.
The one on Cait should be one from Lolidrop's hairshop and the one from Eva is from Won hair_women. Below is a full list of my hair mods and their retextures if you want some more nice ones.
Candy Hairs
Eccentric Extras - Angel Hairs
Erin's Hairstyles - Redux
Erin's Hairstyles 2
Vanilla Hair Retextured
Vanilla Beards Retextured
GOPNI VanillaHair Replace (Continued)
Gw hair mod [hair only]
Hard Times: Hair and Beards
Lolidrop's hairshop
Rimsenal - Hair pack
Rimsenal Hair Retextured
Roo's HD Hairstyles
Roppoi hair
Roppoi Hair - Upscaled
Spoons Hair Mod
Won hair_men
Won hair_women
Won Hair Men Retextured
Won Hair Women Retextured
AFU男士发型_Men's hairstyles
AFU女士发型_Women's hairstyles
You're probably just unlucky. Here's the selection weight listing from the file.
Weapons 1
Apparel 1
Art 0.75
Body Parts 0.5
Drugs 0.5
Books 0.5
And more with lower odds.
It's a very simple mod that only touches the loot table for bandit camps. It should be safe to add/remove midsave without issue.
Looking it up Research Appropriation has a patch for adding it to the loot list however its commented out so its disabled. What is there won't interfere compatibility wise. As for the vanilla file there's nothing in there that should add the items and most of those are preserved in my mod. The rare Quest Loot option I added should be able to spawn the research items though.