Add NCR quests, tent, and scenario

Introduces the NCR Auxiliaries starting scenario, a new NCR tent building, and an Ear Bounty quest that pays for collected Legion ears. It also fixes Debt Collector site generation to carry faction data correctly, lets Talent Pool complete as soon as the trainees hit the shooting threshold, adds the campfire facility patch for tents, and declares the Legion mod dependency needed for the new bounty content.
This commit is contained in:
RickGrymes
2026-07-25 09:00:53 -05:00
parent 55d17ec22e
commit 0d7098bc81
12 changed files with 367 additions and 112 deletions
+4
View File
@@ -635,6 +635,8 @@
<FCP_Pawnkind_NCR_Officer>1</FCP_Pawnkind_NCR_Officer>
<FCP_Pawnkind_NCR_Ranger_Veteran>3</FCP_Pawnkind_NCR_Ranger_Veteran>
<FCP_Pawnkind_NCR_General>1</FCP_Pawnkind_NCR_General>
<FCP_Pawnkind_NCR_Ghoul_Citizen MayRequire="Rick.FCP.Ghouls">2</FCP_Pawnkind_NCR_Ghoul_Citizen>
<FCP_Pawnkind_NCR_Ghoul_Ranger_Veteran MayRequire="Rick.FCP.Ghouls">1</FCP_Pawnkind_NCR_Ghoul_Ranger_Veteran>
</options>
<characterChance>0.35</characterChance>
</li>
@@ -762,6 +764,8 @@
<FCP_Pawnkind_NCR_MP>12</FCP_Pawnkind_NCR_MP>
<FCP_Pawnkind_NCR_Ambassador>2</FCP_Pawnkind_NCR_Ambassador>
<FCP_Unique_Pawnkind_President_Aaron_Kimball>1</FCP_Unique_Pawnkind_President_Aaron_Kimball>
<FCP_Pawnkind_NCR_Ghoul_Citizen MayRequire="Rick.FCP.Ghouls">2</FCP_Pawnkind_NCR_Ghoul_Citizen>
<FCP_Pawnkind_NCR_Ghoul_Ranger_Veteran MayRequire="Rick.FCP.Ghouls">1</FCP_Pawnkind_NCR_Ghoul_Ranger_Veteran>
</options>
</li>
</pawnGroupMakers>
+40 -1
View File
@@ -86,6 +86,25 @@
</weaponTags>
</PawnKindDef>
<!-- NCR Ghoul Citizen -->
<PawnKindDef ParentName="FCP_Pawnkind_NCR_Citizen" MayRequire="Rick.FCP.Ghouls">
<defName>FCP_Pawnkind_NCR_Ghoul_Citizen</defName>
<label>NCR ghoul citizen</label>
<xenotypeSet>
<xenotypeChances>
<FCP_Xenotype_Ghoul>1</FCP_Xenotype_Ghoul>
</xenotypeChances>
</xenotypeSet>
<useFactionXenotypes>false</useFactionXenotypes>
<minGenerationAge>80</minGenerationAge>
<maxGenerationAge>250</maxGenerationAge>
<allowOldAgeInjuries>false</allowOldAgeInjuries>
<disallowedTraits>
<li>Nudist</li>
</disallowedTraits>
</PawnKindDef>
<!-- NCRCF Inmate -->
<PawnKindDef ParentName="FCP_NCRkindBase">
@@ -1164,7 +1183,7 @@
<weaponMoney>9999</weaponMoney>
<weaponTags>
<li>FCP_NCR_Ranger_Sequoia</li>
<li>FCP_NCR_Anti_Material_Rifle</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Anti_Material_Rifle</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Rifle</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_SMG</li>
<li MayRequire="Rick.FCP.BallisticWeapons">FCP_Shotgun</li>
@@ -1241,4 +1260,24 @@
</inventoryOptions>
<pawnGroupDevelopmentStage>Adult</pawnGroupDevelopmentStage>
</PawnKindDef>
<!-- NCR Ghoul Veteran Ranger -->
<PawnKindDef ParentName="FCP_Pawnkind_NCR_Ranger_Veteran" MayRequire="Rick.FCP.Ghouls">
<defName>FCP_Pawnkind_NCR_Ghoul_Ranger_Veteran</defName>
<label>NCR ghoul veteran ranger</label>
<xenotypeSet>
<xenotypeChances>
<FCP_Xenotype_Ghoul>1</FCP_Xenotype_Ghoul>
</xenotypeChances>
</xenotypeSet>
<useFactionXenotypes>false</useFactionXenotypes>
<minGenerationAge>80</minGenerationAge>
<maxGenerationAge>250</maxGenerationAge>
<allowOldAgeInjuries>false</allowOldAgeInjuries>
<disallowedTraits>
<li>Brawler</li>
<li>Nudist</li>
</disallowedTraits>
</PawnKindDef>
</Defs>
@@ -72,8 +72,10 @@
<storeAs>siteTile</storeAs>
<preferCloserTiles>true</preferCloserTiles>
</li>
<li Class="QuestNode_GetSitePartDefsByTagsAndFaction">
<li Class="FCP.Core.RadiantQuests.QuestNode_GetSitePartDefsByTagsAndFaction">
<factionToUse>$askerFaction</factionToUse>
<storeAs>sitePartDefs</storeAs>
<storeFactionAs>siteFaction</storeFactionAs>
<sitePartsTags>
<li>
<tag>FCP_Site_NCR_Debtor_Settlement</tag>
@@ -82,6 +84,7 @@
</li>
<li Class="QuestNode_GetDefaultSitePartsParams">
<tile>$siteTile</tile>
<faction>$siteFaction</faction>
<sitePartDefs>$sitePartDefs</sitePartDefs>
<storeSitePartsParamsAs>sitePartsParams</storeSitePartsParamsAs>
</li>
@@ -0,0 +1,110 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<QuestScriptDef MayRequire="Rick.FCP.Legion">
<defName>FCP_Quest_NCR_Ear_Bounty</defName>
<rootSelectionWeight>0.5</rootSelectionWeight>
<rootMinPoints>15</rootMinPoints>
<defaultChallengeRating>1</defaultChallengeRating>
<canGiveRoyalFavor>true</canGiveRoyalFavor>
<expireDaysRange>5~10</expireDaysRange>
<questNameRules>
<rulesStrings>
<li>questName->Ear Bounty</li>
<li>questName->Proof of the Kill</li>
<li>questName->Sexton's Ledger</li>
<li>questName->A Grim Tally</li>
<li>questName->Counting Legion Dead</li>
</rulesStrings>
</questNameRules>
<questDescriptionRules>
<rulesStrings>
<li>questDescription->Private Sexton keeps a private tally of Legion dead for NCR intelligence, and he's been known to pay out of his own pocket for the proof. [asker_nameFull] has agreed to route the bounty through official channels this time.\n\nRequirements: deliver [requiredEars] Legion ears to your stockpile within [bountyDuration_duration].</li>
<li>questDescription->[asker_nameFull]: "Private Sexton's been badgering command for a way to confirm his kill counts on Legion patrols. Bring him ears, he brings you caps. Cheaper than losing more troopers finding out the hard way where the Legion's moved."\n\nRequirements: deliver [requiredEars] Legion ears to your stockpile within [bountyDuration_duration].</li>
<li>questDescription->Every Legion soldier taken off the board is one less at the next border skirmish. Private Sexton is paying bounty on Legion ears - proof enough for NCR command that the numbers are real.\n\nRequirements: deliver [requiredEars] Legion ears to your stockpile within [bountyDuration_duration].</li>
<li>questDescription->[asker_nameFull] admits it's a grim business, but Private Sexton's bounty program works: the promise of caps for ears has NCR settlers reporting Legion movement faster than any patrol could. Bring him what you've collected.\n\nRequirements: deliver [requiredEars] Legion ears to your stockpile within [bountyDuration_duration].</li>
</rulesStrings>
</questDescriptionRules>
<root Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_SubScript">
<def>Util_RandomizePointsChallengeRating</def>
<parms>
<pointsFactorTwoStar>1.2</pointsFactorTwoStar>
<pointsFactorThreeStar>1.5</pointsFactorThreeStar>
</parms>
</li>
<li Class="QuestNode_GetMap" />
<li Class="FCP.Core.RadiantQuests.QuestNode_GetFactionFromList">
<storeAs>askerFaction</storeAs>
<factionDefs>
<li MayRequire="Rick.FCP.NCR">FCP_Faction_NCR</li>
</factionDefs>
</li>
<li Class="FCP.Core.RadiantQuests.QuestNode_GetLeaderOfFaction">
<storeAs>asker</storeAs>
<factionToUse>$askerFaction</factionToUse>
</li>
<li Class="QuestNode_Set">
<name>requiredEars</name>
<value>$(randInt(6,10))</value>
</li>
<li Class="QuestNode_Set">
<name>bountyDays</name>
<value>20</value>
</li>
<li Class="QuestNode_Set">
<name>bountyDuration</name>
<value>$(bountyDays * 60000)</value>
</li>
<li Class="FCP.Core.RadiantQuests.QuestNode_WatchItemCountOnMap">
<map>$map</map>
<itemDef>FCP_Item_Legion_Ear</itemDef>
<requiredCount>$requiredEars</requiredCount>
<outSignalComplete>ears.Delivered</outSignalComplete>
</li>
<li Class="QuestNode_Signal">
<inSignal>ears.Delivered</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<letterDef>PositiveEvent</letterDef>
<label>Ear Bounty: paid out</label>
<text>Private Sexton counts the ears himself, one at a time, and doesn't ask where the rest of the bodies ended up. Payment comes through NCR channels, quiet as promised.</text>
</li>
<li Class="QuestNode_GiveRewards">
<parms>
<allowGoodwill>true</allowGoodwill>
<allowRoyalFavor>true</allowRoyalFavor>
</parms>
<addCampLootReward>false</addCampLootReward>
<customLetterLabel>Bounty payment</customLetterLabel>
<customLetterText>Payment for [requiredEars] confirmed Legion kills, routed through Private Sexton's ledger.</customLetterText>
</li>
<li Class="QuestNode_End">
<outcome>Success</outcome>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_Delay">
<delayTicks>$bountyDuration</delayTicks>
<isQuestTimeout>true</isQuestTimeout>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label>Ear Bounty: offer withdrawn</label>
<letterDef>NegativeEvent</letterDef>
<text>Sexton's stopped waiting. The bounty offer is off the table - not enough ears turned up in time to make his case to command.</text>
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
</li>
</nodes>
</node>
</li>
</nodes>
</root>
</QuestScriptDef>
</Defs>
@@ -136,6 +136,12 @@
<customLetterLabel>The Misfits have arrived</customLetterLabel>
<customLetterText>$misfitsArrivalText</customLetterText>
</li>
<li Class="FCP.Core.RadiantQuests.QuestNode_WatchPawnsSkillAtLeast">
<pawns>$misfits</pawns>
<skill>Shooting</skill>
<level>10</level>
<outSignalComplete>misfits.Graduated</outSignalComplete>
</li>
<li Class="QuestNode_Signal">
<inSignal>misfits.Destroyed</inSignal>
<node Class="QuestNode_Sequence">
@@ -153,37 +159,35 @@
</nodes>
</node>
</li>
<li Class="QuestNode_Signal">
<inSignal>misfits.Graduated</inSignal>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<letterDef>PositiveEvent</letterDef>
<label>Talent Pool: graduated</label>
<text>Every one of the Misfits can shoot straight now. Corporal Mags salutes on her way out - Lieutenant Monroe won't recognize his own platoon. NCR command sends payment, and word of this will travel further than the bounty does.</text>
</li>
<li Class="QuestNode_GiveRewards">
<parms>
<allowGoodwill>true</allowGoodwill>
<allowRoyalFavor>true</allowRoyalFavor>
</parms>
<addCampLootReward>false</addCampLootReward>
<customLetterLabel>Payment from the NCR</customLetterLabel>
<customLetterText>Payment for turning five hopeless cases into soldiers, courtesy of Lieutenant Monroe's office.</customLetterText>
</li>
<li Class="QuestNode_End">
<outcome>Success</outcome>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_Delay">
<delayTicks>$trainingDuration</delayTicks>
<isQuestTimeout>true</isQuestTimeout>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="FCP.Core.RadiantQuests.QuestNode_AllPawnsSkillAtLeast">
<pawns>$misfits</pawns>
<skill>Shooting</skill>
<level>10</level>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<letterDef>PositiveEvent</letterDef>
<label>Talent Pool: graduated</label>
<text>Every one of the Misfits can shoot straight now. Corporal Mags salutes on her way out - Lieutenant Monroe won't recognize his own platoon. NCR command sends payment, and word of this will travel further than the bounty does.</text>
</li>
<li Class="QuestNode_GiveRewards">
<parms>
<allowGoodwill>true</allowGoodwill>
<allowRoyalFavor>true</allowRoyalFavor>
</parms>
<addCampLootReward>false</addCampLootReward>
<customLetterLabel>Payment from the NCR</customLetterLabel>
<customLetterText>Payment for turning five hopeless cases into soldiers, courtesy of Lieutenant Monroe's office.</customLetterText>
</li>
<li Class="QuestNode_End">
<outcome>Success</outcome>
</li>
</nodes>
</node>
</li>
<li Class="QuestNode_Letter">
<label>Talent Pool: time's up</label>
<letterDef>NegativeEvent</letterDef>
+22
View File
@@ -190,4 +190,26 @@
</modExtensions>
</RoyalTitlePermitDef>
<!-- Call Reinforcements -->
<RoyalTitlePermitDef>
<defName>FCP_Permit_NCR_Call_Reinforcements</defName>
<label>NCR Reinforcements</label>
<workerClass>FCP.Enlist.RoyalTitlePermitWorker_CallReinforcements</workerClass>
<faction>FCP_Faction_NCR</faction>
<description>Call in NCR troopers to reinforce your settlement.</description>
<permitPointCost>2</permitPointCost>
<cooldownDays>20</cooldownDays>
<minTitle>FCP_Title_NCR_COL</minTitle>
<uiPosition>(3,1)</uiPosition>
<royalAid>
<favorCost>10</favorCost>
</royalAid>
<modExtensions>
<li Class="FCP.Factions.PermitExtension_MaxFactionTitle">
<maxTitle>FCP_Title_NCR_Ranger_Veteran</maxTitle>
</li>
</modExtensions>
</RoyalTitlePermitDef>
</Defs>
@@ -46,6 +46,12 @@
<def>FCP_PlayerPawnsArriveInShuttle</def>
</li>
<li Class="FCP.Enlist.ScenPart_StartEnlisted">
<def>FCP_StartEnlisted</def>
<factionDef>FCP_Faction_NCR</factionDef>
<enlistOptionsDef>FCP_Enlistment_NCR</enlistOptionsDef>
</li>
<!-- Player pawns modifiers -->
<li Class="ScenPart_ForcedHediff">
<def>ForcedHediff</def>
@@ -106,4 +112,51 @@
</scenario>
</ScenarioDef>
<!-- NCR Auxiliaries -->
<ScenarioDef ParentName="ScenarioBase">
<defName>FCP_Scenario_NCR_Enlisted</defName>
<label>NCR Auxiliaries</label>
<description>You're not NCR citizens - not yet, anyway - but the Republic pays well for settlers willing to hold a forward position and keep the roads open. Sign the contract, take the retainer, and build something out here. The NCR will send its cut on schedule, so long as you hold up your end.</description>
<scenario>
<summary>A handful of settlers start already enlisted with the New California Republic.</summary>
<parts>
<!-- Config pages -->
<li Class="ScenPart_ConfigPage_ConfigureStartingPawns">
<def>ConfigPage_ConfigureStartingPawns</def>
<pawnCount>3</pawnCount>
<pawnChoiceCount>8</pawnChoiceCount>
</li>
<!-- Player starting stuff spawn method-->
<li Class="ScenPart_PlayerPawnsArriveMethod">
<def>PlayerPawnsArriveMethod</def>
<method>DropPods</method>
<visible>false</visible>
</li>
<li Class="FCP.Enlist.ScenPart_StartEnlisted">
<def>FCP_StartEnlisted</def>
<factionDef>FCP_Faction_NCR</factionDef>
<enlistOptionsDef>FCP_Enlistment_NCR</enlistOptionsDef>
</li>
<!-- Player starting things -->
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>FCP_Currency_NCR_Dollar</thingDef>
<count>150</count>
</li>
<!-- Game start dialog -->
<li Class="ScenPart_GameStartDialog">
<def>GameStartDialog</def>
<text>It is the year [FCP_Year]. The retainer clears before you've even broken ground - the New California Republic keeps its word, mostly. In exchange, they expect a friendly settlement out here on the edge of their reach, and someone to radio in if trouble comes down the road.\n\nYou're on the payroll now. Try not to get yourselves killed before the first shipment arrives.</text>
</li>
</parts>
</scenario>
</ScenarioDef>
</Defs>
@@ -0,0 +1,84 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--__________ NCR Tent __________-->
<ThingDef ParentName="BuildingBase">
<defName>FCP_Building_NCR_Tent</defName>
<label>NCR Tent</label>
<description>A simple canvas tent pitched over a bedroll. Quick to pitch and just as quick to strike and carry to the next camp. Its canvas roof keeps the sleeper dry and off the open sky.</description>
<thingClass>Building_Bed</thingClass>
<category>Building</category>
<graphicData>
<texPath>Buildings/Tents/FCP_NCR_Tent</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(5,5)</drawSize>
</graphicData>
<size>(5,5)</size>
<researchPrerequisites>
<li>FCP_Research_NCR_Civilian_Outfitters</li>
</researchPrerequisites>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>42</pathCost>
<fillPercent>0.45</fillPercent>
<castEdgeShadows>true</castEdgeShadows>
<staticSunShadowHeight>0.25</staticSunShadowHeight>
<rotatable>true</rotatable>
<defaultPlacingRot>South</defaultPlacingRot>
<drawGUIOverlay>true</drawGUIOverlay>
<selectable>true</selectable>
<useHitPoints>true</useHitPoints>
<canOverlapZones>false</canOverlapZones>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<designationCategory>Furniture</designationCategory>
<uiOrder>2016</uiOrder>
<minifiedDef>MinifiedThing</minifiedDef>
<thingCategories>
<li>BuildingsFurniture</li>
</thingCategories>
<statBases>
<MaxHitPoints>80</MaxHitPoints>
<WorkToBuild>300</WorkToBuild>
<Mass>12</Mass>
<Flammability>1.0</Flammability>
<Comfort>0.65</Comfort>
<BedRestEffectiveness>0.9</BedRestEffectiveness>
<Beauty>1</Beauty>
</statBases>
<costList>
<Cloth>40</Cloth>
<WoodLog>15</WoodLog>
</costList>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<resourcesFractionWhenDeconstructed>0.75</resourcesFractionWhenDeconstructed>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
</placeWorkers>
<building>
<bed_showSleeperBody>false</bed_showSleeperBody>
<bed_healPerDay>4</bed_healPerDay>
<uninstallWork>60</uninstallWork>
<destroySound>BuildingDestroyed_Soft_Medium</destroySound>
<destroyShakeAmount>0</destroyShakeAmount>
<buildingTags>
<li>Bed</li>
</buildingTags>
</building>
<comps>
<li Class="CompProperties_AssignableToPawn">
<drawAssignmentOverlay>false</drawAssignmentOverlay>
<compClass>CompAssignableToPawn_Bed</compClass>
<maxAssignedPawnsCount>3</maxAssignedPawnsCount>
</li>
<li Class="FCP.Core.Buildings.CompProperties_TentRoof" />
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>Campfire</li>
</linkableFacilities>
</li>
</comps>
</ThingDef>
</Defs>
@@ -166,90 +166,6 @@
<!--_____ Sniper Rifles _____-->
<!-- Anti-Material Rifle -->
<ThingDef ParentName="FCP_Complex_Gun_Base">
<defName>FCP_Gun_Anti_Material_Rifle</defName>
<label>Anti-Material Rifle</label>
<description>The anti-materiel rifle is a high-calibre bolt-action precision rifle, originally intended for the use against military equipment. Naturally, it can be, and is, used against living targets. There are relatively few anti-materiel rifles in circulation in the wasteland, most of them in the hands of elite forces of larger factions or high-end mercenaries. As a pure sniper rifle it is very unwieldy and cannot be used effectively in close combat. Over long distances, however, its accuracy and potency are unparalleled, making it a truly fearsome weapon when used by an experienced shooter.</description>
<graphicData>
<texPath>Weapons/Sniper_Rifle/FCP_Anti_Material_Rifle</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>2.0</drawSize>
</graphicData>
<equippedDistanceOffset >0.5</equippedDistanceOffset >
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<researchPrerequisites>
<li>FCP_Research_Advanced_Gunsmithing</li>
</researchPrerequisites>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
<statBases>
<MarketValue>6000</MarketValue>
<WorkToMake>150000</WorkToMake>
<Mass>8.5</Mass>
<AccuracyTouch>0.50</AccuracyTouch>
<AccuracyShort>0.65</AccuracyShort>
<AccuracyMedium>0.90</AccuracyMedium>
<AccuracyLong>0.95</AccuracyLong>
<RangedWeapon_Cooldown>2.8</RangedWeapon_Cooldown>
</statBases>
<weaponTags>
<li>FCP_NCR_Anti_Material_Rifle</li>
</weaponTags>
<equippedAngleOffset>45</equippedAngleOffset>
<costList>
<Plasteel>75</Plasteel>
<ComponentSpacer>5</ComponentSpacer>
</costList>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>FCP_Bullet_AMR</defaultProjectile>
<warmupTime>2.8</warmupTime>
<range>58.9</range>
<soundCast>Shot_BoltActionRifle</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<tools>
<li>
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
<li>
<label>barrel</label>
<capacities>
<li>Blunt</li>
<li>Poke</li>
</capacities>
<power>9</power>
<cooldownTime>2</cooldownTime>
</li>
</tools>
<comps>
<li Class="FCP.Core.CompProperties_PositionAttributes">
<!-- <DraftedDrawOffset>(0.5, 0)</DraftedDrawOffset> -->
<HeldDrawOffset>(0.5, -0.5)</HeldDrawOffset>
</li>
<li Class="FCP.Core.CompProperties_LabelColored">
<rarity>Rare</rarity>
</li>
</comps>
</ThingDef>
<!-- Hunting Rifle -->
<ThingDef ParentName="FCP_Complex_Gun_Base">
+19
View File
@@ -0,0 +1,19 @@
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<!-- Let a nearby Campfire link up to NCR tents as a cooking/warmth facility -->
<Operation Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName="Campfire"]/comps</xpath>
<value>
<li Class="CompProperties_Facility">
<statOffsets>
<Comfort>0.05</Comfort>
</statOffsets>
<maxSimultaneous>5</maxSimultaneous>
<maxDistance>6</maxDistance>
</li>
</value>
</Operation>
</Patch>
+1
View File
@@ -22,6 +22,7 @@
<li>Rick.FCP.Core.Tools</li>
<li>Rick.FCP.Animals</li>
<li>Rick.FCP.BallisticWeapons</li>
<li>Rick.FCP.Legion</li>
<li>Rick.FCP.GreatKhans</li>
<li>Rick.FCP.PowerArmor</li>
<li>Rick.FCP.PreWarFood</li>
Binary file not shown.

Before

Width:  |  Height:  |  Size: 10 KiB