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28 Alphas Later

I found this parameter, which is responsible for the nighttime debuff of despair. I selected the optimal value at which you can leave the shelter at night and not die from debuff. Despair accumulates anyway, but not so fast anymore + lavender reduces the accumulation rate. By default, you just made all the people sit at home around the campfire. Alternatively, play with a 30-minute real-time setting. But it's not interesting at all. Maybe that's how you play, but we prefer hardcore. I also found where the roving horde is set up. 11 zombies in the horde? Seriously? It's for kids! I put 33 zombies in the horde - this is for real heroes! Now even the zombie screamer is summoning a horde 😁

 
2. Why haven't you made a mini patch yet to get rid of the problems with turning on/off flashlights, torches and buff on the radiation shield? Why wait for a global update if you can make a couple of mini patches so that people can continue to play without these problems? After all, it really gets in the way and is annoying!


For mod creators, it is better in terms of control and support to roll out fixes in planned updates.

This is especially true if the mod creator has an update that is going to be released soon.  They don't want to spend extra time pulling out the changes from the update just to create a hotfix, then turn around and release the update shortly after.

Mod creators spend a lot of time creating, patching, and testing their mods before it gets released to the public.  The least we can do as users of the mod is to show patience and not demand that they do additional work when they are already addressing the issue.

 
For mod creators, it is better in terms of control and support to roll out fixes in planned updates.

This is especially true if the mod creator has an update that is going to be released soon.  They don't want to spend extra time pulling out the changes from the update just to create a hotfix, then turn around and release the update shortly after.

Mod creators spend a lot of time creating, patching, and testing their mods before it gets released to the public.  The least we can do as users of the mod is to show patience and not demand that they do additional work when they are already addressing the issue.


Thank you. I did already answer his earlier question about one of the bugs - it's been fixed, but will not roll out until the next release of the mod, which is a fairly big update.

I found this parameter, which is responsible for the nighttime debuff of despair. I selected the optimal value at which you can leave the shelter at night and not die from debuff. Despair accumulates anyway, but not so fast anymore + lavender reduces the accumulation rate. By default, you just made all the people sit at home around the campfire. Alternatively, play with a 30-minute real-time setting. But it's not interesting at all. Maybe that's how you play, but we prefer hardcore. I also found where the roving horde is set up. 11 zombies in the horde? Seriously? It's for kids! I put 33 zombies in the horde - this is for real heroes! Now even the zombie screamer is summoning a horde 😁


tl;dr - if you don't like it, don't play it. No-one's forcing you 🤷‍♂️

 
tl;dr - if you don't like it, don't play it. No-one's forcing you 🤷‍♂️


That's the thing, I like it. But there is a feeling that you have not tested the mod on other settings other than 30 minutes and the disabled Blood Moon. If they had tested it, they would have immediately noticed what I said. But if you created this mod specifically for such settings, then write it in the description and immediately all questions will disappear. I'm not a hater, I'm just expressing my opinion on some aspects. And as for a separate patch, you don't always need to rely only on global things, sometimes the whole point is in the little things. In general, I wish you good luck in the development of fashion. Don't get mad at me and keep working. 😉🤝

 
That's the thing, I like it. But there is a feeling that you have not tested the mod on other settings other than 30 minutes and the disabled Blood Moon. If they had tested it, they would have immediately noticed what I said. But if you created this mod specifically for such settings, then write it in the description and immediately all questions will disappear. I'm not a hater, I'm just expressing my opinion on some aspects. And as for a separate patch, you don't always need to rely only on global things, sometimes the whole point is in the little things. In general, I wish you good luck in the development of fashion. Don't get mad at me and keep working. 😉🤝
I exclusively play this on Insane, Nightmare, Feral Sense, Permadeath, 68 minute days (60 minutes in-game text), 32 zombies alive at once, bloodmoon every 7 days.

Despair is easy to manage, I've managed to get the 'Hope' buff which happens when you go below 0% despair.
Food and drink is usually no problem as long as you find a cooking pot before the end of day 2.
You can get passive collectors for eggs, honey and fertiliser once you find a table saw and unlock the forge.

At night I make sure my character is fed and hydrated enough and crouch next to my fire while on a bed, before I go stretch my legs and get something to drink or eat in real life. And during the day I eat, drink and take treatments when possible. Beer is great for despair (treats 2%)

The only trouble I have in some playthroughs is trying to prevent the zombies from out leveling my gear, sometimes I get really lucky and other times I'm still using T0 weapons to defend myself.

Sometimes I hide from the first bloodmoon if I've been unlucky with finding a helmet light mod. But if I do have one, I fight the horde on the ground like I normally do in vanilla and make sure I have coffee/beer and lavender oil active so my despair slowly drops while fighting the horde.

 
QUICK NOTE/UPDATE.

If you have updated to the latest stable build of the base game, please remove the two folders named WMMTraderQuestMap and WMMTraderQuestMapFix.

This modlet is broken in v1.1.

It will be/can be re-added when it's updated for the current stable build.
Enjoying the mod so far.  My timing was bad, since I first took a look about two days before the 1.1 update, which obviously messed things up.  Now, my last attempt was on a server, but with a fresh install, and those two folders deleted from both server and client, I'm still getting errors interacting with the trader.

I also can't use ESC to get to the menu to quit (etc).

Is there something else we need to delete/modify?  I'm just kind of playing around it, as traders aren't critical really.

Anyway, thanks for the mod!

 
Enjoying the mod so far.  My timing was bad, since I first took a look about two days before the 1.1 update, which obviously messed things up.  Now, my last attempt was on a server, but with a fresh install, and those two folders deleted from both server and client, I'm still getting errors interacting with the trader.

I also can't use ESC to get to the menu to quit (etc).

Is there something else we need to delete/modify?  I'm just kind of playing around it, as traders aren't critical really.

Anyway, thanks for the mod!


It should only be these two folders that need to be removed.

 
UPDATE V3.0.0 - NEW SAVE REQUIRED!

  • biome spawn counts reduced and spawn groups changed.
  • new legendary weapons added.
  • perks for action-skilled weapons and tools removed - now governed entirely by action skills.
  • loot probability for books and magazines removed - probability for parts remains, and is tied to your action skill level.
  • remaining perks cost 2 points to level.
  • SCore, and lockpicking minigame added.
  • Included 0_TFP_Harmony.
  • 60-slot backpack re-added.
  • New Raw uranium ore added to wasteland, OCB mods required.
  • Trader Quest map re-added & working.
  • crops in the wild and in POI's reduced.
  • new workstations added.
  • decor items need to be wrenched rather than picked up.
  • kitchen sink added to sinks variant helper block.
  • trader log walls and gates added to crafting.
  • climbable rope added to crafting.
  • wood burning stove moved to its own crafting recipe.
  • increased bricks from harvesting brick blocks and brick rubble.
  • reduced fuel efficiency for gas in cement mixer.
  • sawblade from harvesting tablesaw added.
  • sawblade added to trader stock.
  • seeds from trees increased drop to 50% chance.
  • radiation protection now persists when in/on a vehicle.
  • added Starving debuff.
  • Well Fed buff now persists at or above 95% food/water, up from 98%.
  • Removed puke from non-cop fatties, cops walk type never changes now.
  • removed aggressive final state from dysentery.
  • reworked some challenges.
  • removed chance of duplicate bags from zombies.
  • custom difficulty re-added.
  • harvest counts reduced 50%, up from 33%.
  • fixed bug with mutant boomer - now explodes as it should.
  • slowed Direwolf move speed and reduced damage and range.
  • entity groups rebalanced.
  • mutant bug removed (temporarily).
  • added auto-completed 'quests' to give players more information on the mod.
  • serrated blade can be attached to all blades.
  • added Propylene Glycol by-product from shale refining, ingredient for scrap polymers.
  • added Depleted Uranium rounds for new Legendary Weapons.
  • damage values for shotgun slugs fixed.
  • baseball bat is wooden again.
  • new resource/currency - scrap books.
  • rebalanced blades base damage again.
  • hoe and schematic should be scarcer.
  • new book trader - Trader Nancy.
  • new currency exclusive to Trader Nancy - scrap books. Obtained by scrapping books/magazines/schematics.
  • re-added forge smelting.
  • new sounds added for legendary weapons and workstations.
  • changed candles & torches in custom traders to POI variants to reduce heat.
  • increased burn time for wall torches.
  • food smell only affects hostile entities.
  • new craftable grenade launcher, with 3 ammo types.
  • removed some old code.
  • localization tweaks and changes.



As always, please post any bugs or issues here.

 
Great mod, I appreciate the significant amount of work you have and continue to pour into it.  Seems like mag scrapping is bugged - it only yields paper.

 
I'll start a new game and try it.  This is the only mod I'm running.  I'm running Alpha 21.2, in case you only tested the release.

 
Last edited by a moderator:
It looks like ModLauncherV5 isn't pulling down your latest release.  ModLauncherV5 shows 'fe677' as the latest 28 Alphas version, but the update notes indicate an earlier version.  Can you check to see if ModLauncherV5 is pulling your latest updates? 

 
It looks like ModLauncherV5 isn't pulling down your latest release.  ModLauncherV5 shows 'fe677' as the latest 28 Alphas version, but the update notes indicate an earlier version.  Can you check to see if ModLauncherV5 is pulling your latest updates? 


I'm using the mod launcher for my testing playthroughs - working fine for me. Latest version is 18048, mod version 3.0.1

 
Last edited by a moderator:
UPDATE V3.0.2

  • lowered range of buff from traders, and reduced its effect slightly
  • added a "failsafe" for roaming hordes so they can't spawn while on a quest
  • hopefully lowered hoe schematic chance in loot
  • lowered number of perk books and schematics from trader Nancy
  • added balancing for burnt forest biome spawns
  • added sounds to piano and radio
  • reworked the Dune Buggy for v1.x. Separate meshes for the plow, fuel tank and off-road headlights so they're visible when slotted.
  • Reworked farming challenges to "gather" instead of "harvest" (new save required for this)
  • added new "rotten" zombie variants
  • added new mutant bug to wasteland biome
  • reworked farmer outfit - now gives a flat bonus when harvesting any crop, 1 additional crop per quality level. Only works on "harvest", NOT on "collect"



Should be save-game safe (except for challenges), but a new save is HIGHLY recommended.

 
UPDATE V3.0.3

  • added a "bridging" group for gamestages 25-50. Should remove the "power spike".
  • Returned blades to vanilla values
  • custom difficulty increases now from 10% to 50% zombie health per difficulty level - reduced from 20%/100%

Hopefully this min-patch will balance all zombie spawning around gamestages 25-50.

Should be save-game safe from version 3.0.2 - but as always, back-up your saves first 🙂

 
  • custom difficulty increases now from 10% to 50% zombie health per difficulty level - reduced from 20%/100%


Why?! Zombies are already weak, you weaken them even more. Are people really so weak and can't play this game? How do I get the setting back?
Or did I misunderstand this setting makes the game even more difficult?

 
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