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[A20] khzmusik's Modlets

I'm actually working on something else today (involving dew collectors, which I think people will like) - but Mostly Dead is a high priority. (Khaine might also revive his permadeath mod, still working that out.)

I am hoping to have it finished before A21 goes stable. I would also like to have the Food Spoilage mod ready by then, assuming SCore is ready, and as many of then non-C# modlets as I can port over.

Also, just FYI, I was told that TFP generally consider it rude to post mods during experimental. So I will not be starting a new thread until then. But I hope to have the new thread as soon as possible after stable drops.
I understand, thanks for the info! We will wait. 
All the best to you

 
Regarding the "Mostly Dead" modlet. Do you actually play the "mostly dead" style or do you mainly play with the "permadeath" add-on?

I ask because I'm wondering how I should handle crafting skills. For the "permadeath" add-on, it's obvious (get rid of them).

But I don't know how "mostly dead" should handle it. Unlike skill points, the player can't voluntarily re-spec from a pool of "crafting points."

I had a couple of thoughts:

  • Write code that re-assigns the points randomly.
  • Same as above, but keep the crafting points for some (like workstations and vehicles). 
  • Remove the points, but give the players bundles of crafting magazines (similar to those you get at the trader). This would be a PITA for the player (repeatedly clicking on 50+ books) but at least it would be somewhat voluntary.
Right now, without any changes to the A20 code, the crafting skills are not changed at all. When higher-level players are granted starting bundles (for ranged weapons, armor, etc.) those bundles come with three related crafting magazines. (This is because they are vanilla bundles.)

What do you all think? Keep them, or go with one of the other options? Something else?

 
I like the idea of permadeath, pure hardcore is what i'm looking for, so i try to plan my gameplay around this.

 
I like the idea of permadeath, pure hardcore is what i'm looking for, so i try to plan my gameplay around this.


Well, the good news is that permadeath is a lot easier to pull off than "mostly dead," and from what I tested today it will certainly be ready as soon as A21 is stable.

If I can't find (or decide on) a solution to the crafting skills, then for "mostly dead" I'll probably just leave it as it is now, so they aren't changed. (They are removed in permadeath of course.)

 
I like the random reassignment of crafting skill points for the Mostly Dead playstyle. Player still has perk points to assign to guide crafting skill book finds towards what they want, but are effectively a random generated character at that point.

 
Now that A21 is stable, I can finally release the updated versions of my modlets.

The new thread is here:





I have not yet started updating the NPC packs or related modlets, but that is next on my TODO list.

Talk to y'all there!

 
Will the Psychos and Rouges be updated to A21 anytime? I love using those npcs but they haven't worked in A21 for me.

 
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Will the Psychos and Rouges be updated to A21 anytime? I love using those npcs but they haven't worked in A21 for me.




That's what I'm working on right now. I had hoped to release them before now, but life got in the way.

I'm basically working out a few bugs I caught with some of the models, and tweaking the spawn probabilities. My goal is to release this weekend.

 
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