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0XP RolMod A18

I had this same problem when starting my first game with this mod. As far as I can remember I had to start with a clean download in dedicated folder. I'm not to technical so I'm not the right person to explain. I'm surprised the author of the mod hasn't replied yet. But then again I think this mod is abandoned and not supported anymore.
Ironic that I never stated that I abandoned it and you think it is abandoned and yet you state over and over again that you are leaving the forums because you don't play the game anymore and here you still are....

This mod pretty much does everything I want it to do. It needs polishing but that will have to wait until the game itself is done. I'm not masochistic enough to re-polish it with every major update. If your definition of "abandoned" is "Roland isn't constantly adding new content to the mod to keep me entertained" then I guess it is abandoned....

 
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Hello hello! I was interessted in this mod and downloaded it according to the instructions on the first page. I have 2 questions: What is the xp-bleeding debuff, and why am i still seeing the xp popouts? (Yes, i have double-checked that the xp-multiplier was at 0% in the main menu, and yes, i started a new map)

Edit: Oh, i noticed im still leveling as normal... so something is wrong somewhere... i used a fresh install from that mod-launcher you recommended, how do i troubleshoot this problem?
Using the mod launcher and making sure that it is a brand new game and starting with 0xp selected from the beginning should fix it. The xp-bleeding debuff is the timer that counts down until your next skillpoint award. I changed the name once in localization but it got messed up in the A18 update so I'm leaving it alone until the game goes gold and I don't have to keep fixing that part. It's fugly but it gets the job done.

 
Abandoneware! Just like the game!

/leaves now, but is curious what kind of localization issue you had... ;-)

 
Abandoneware! Just like the game!
/leaves now, but is curious what kind of localization issue you had... ;-)
My localization edits didn't work any longer after A18 and I didn't feel like redoing them and don't want to risk having to do them again. That's all.

The only thing I would like to add is a reward for killing x number of zombies during hordenight since my mod has zero incentives to play horde night since there is no xp. But they haven't hooked up the necessary coding to be able to do something like that yet so I'm just waiting.

 
Ironic that I never stated that I abandoned it and you think it is abandoned and yet you state over and over again that you are leaving the forums because you don't play the game anymore and here you still are....

This mod pretty much does everything I want it to do. It needs polishing but that will have to wait until the game itself is done. I'm not masochistic enough to re-polish it with every major update. If your definition of "abandoned" is "Roland isn't constantly adding new content to the mod to keep me entertained" then I guess it is abandoned....
It may have taken a while but this was the TRUE "welcome to the modding community" post we have been waiting for from Roland.

All he needs now for his final step of initiation is for someone to list out, in excruciating bullet point detail, how much of a better job they could do than him at his own mod. Then we can share the tapioca pudding with him :D

 
My localization edits didn't work any longer after A18 and I didn't feel like redoing them and don't want to risk having to do them again. That's all.
The only thing I would like to add is a reward for killing x number of zombies during hordenight since my mod has zero incentives to play horde night since there is no xp. But they haven't hooked up the necessary coding to be able to do something like that yet so I'm just waiting.
...you could add XP using onSelfDamagedOther for the hits at least, which could ultimately balance out since a zombieBoe would require less hits, so would yield less XP, than a zombieWight...

Just make sure it's setup right to not count player hits else 2 players will just punch each other for a while. =)

 
...you could add XP using onSelfDamagedOther for the hits at least, which could ultimately balance out since a zombieBoe would require less hits, so would yield less XP, than a zombieWight...
Just make sure it's setup right to not count player hits else 2 players will just punch each other for a while. =)
Problem with that is XP doesn't help as a reward. It is worthless in my mod. Only rewards that matter are skillpoints. Plus, how do I limit rewards to ONLY during the bloodmoon?

 
Well, calculate say x number of the hit cvar, so maybe 1000 hits equals a skillpoint. The onSelfDamagedOther only applies to zombies you specify.

You'll need to make a bm list (copy paste the entities to have bm versions and update the gamestages to use those bm versions instead).

A few additional moving pieces, but completely doable.

How interested are you in this aspect?

 
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Well, calculate say x number of the hit cvar, so maybe 1000 hits equals a skillpoint. The onSelfDamagedOther only applies to zombies you specify.
You'll need to make a bm list (copy paste the entities to have bm versions and update the gamestages to use those bm versions instead).

A few additional moving pieces, but completely doable.

How interestedare you in this aspect?
Interested but....it will have to remain abandoned until Spring Break at the least.

 
.it will have to remain abandoned
And still you bite my ass of for saying it might be...... Good job and good bye. That is to you and not to the forum as you wrongly states I have said.. Still love your mod though if you ever get around to touch up the last pieces.

 
Well, calculate say x number of the hit cvar, so maybe 1000 hits equals a skillpoint. The onSelfDamagedOther only applies to zombies you specify.
You'll need to make a bm list (copy paste the entities to have bm versions and update the gamestages to use those bm versions instead).

A few additional moving pieces, but completely doable.

How interested are you in this aspect?
Would that not break pretty badly base on the weapon used?

I mean, pulling out the smg would net a LOT more progress then using a sledge in that case. Or even junk turrets.

Why does activating a quest not accomplish this or can you not activate a quest based on BM?

 
Would that not break pretty badly base on the weapon used?

I mean, pulling out the smg would net a LOT more progress then using a sledge in that case. Or even junk turrets.

Why does activating a quest not accomplish this or can you not activate a quest based on BM?
Being able to activate a quest on a blood moon event is exactly what I’m waiting for to be hooked up. 👍

 
Would that not break pretty badly base on the weapon used?

I mean, pulling out the smg would net a LOT more progress then using a sledge in that case. Or even junk turrets.

Why does activating a quest not accomplish this or can you not activate a quest based on BM?
Yeh, probably true. Would need to be balanced by weapon type.

 
And still you bite my ass of for saying it might be...... Good job and good bye. That is to you and not to the forum as you wrongly states I have said.. Still love your mod though if you ever get around to touch up the last pieces.
Why did you #FakeNews his actual quote?

Interested but....it will have to remain abandoned until Spring Break at the least.
Left out a key piece of info there. By your logic every time Pimps release an alpha they abandon the game. Im very sure Roland is committed to his mod but it gets tiring updating for every single patch. Dont be surprised to see some more overhaul modders take longer breaks in between experimentals as well.

Post gold is where the true modding will be at. Until then dont take this stuff that seriously.

 
And still you bite my ass of for saying it might be...... Good job and good bye. That is to you and not to the forum as you wrongly states I have said.. Still love your mod though if you ever get around to touch up the last pieces.
I knew I should have put the "abandoned" in quotes....

Anyways.....goodbye.....Until our next encounter.

 
Update: Added Laz Man's Horde Night Vanguard Quest

So this past week Laz and I have been involved in a conversation about rewards for hord night. I mentioned that especially in this mod there really is no incentive to participate in horde night because there is.....0xp.  Of course, if you just like the challenge of it then of course that is incentive enough. But I have always wanted to be able to award a bonus skillpoint for participating directly in horde night and I was just waiting for the hooks to be enabled so I could do it.

Well, Laz don't wait for no hooks. He figured out an ingenious way to workaround that and created this quest and graciously allowed me to include it in my mod. So here is how it works:

After doing the tutorial quest you will be given the White River quest for your first trader and now you will also be given the Vanguard quest. This quest awards a skillpoint for killing 100 bloodmoon zombies. Only bloodmoon zombies spawned during the blood moon will count. Once you reach 100 the quest starts over automatically to count towards your next 100. In the beginning it might take 2-3 horde nights to fulfill the quest but later in the game you might fulfill 2-3 of these quests on one horde night.

I also increased the lootdrop chance for these horde night zombies so that also will add another incentive to participate. 

Please give me feedback regarding this amazing new addition to 0XP. Is 100 too much? too little?  Are the loot drops too much? (I didn't notice them being that much better personally but I upped regular zombies to 15%, ferals to 20%, radiated to 25%, and demolishers to 40% in a moment of crazy abandon....but not sure if it is working properly.)

Finally, you can only get the quest by doing the tutorial so if you want to try this out then...you gotta start over. Sorry.  Laz included an admin item to give the quest to yourself or someone else if it bugs out or you don't want to start over. Even better!

 
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I swear this project was abandoned...

Kidding aside when I saw it I thought of your mod. Glad it was collaboration of sorts.  

 
I swear this project was abandoned...

Kidding aside when I saw it I thought of your mod. Glad it was collaboration of sorts.  
Collaboration of sorts. I made all the demands and wishful thinking and Laz came up with the solutions and made all the code. :)

There was one point of conflict between his modlet and mine and I did manage to fix it on my own. Figured I could at least do that....lol

 
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I saw your note about only getting the quest from after the tutorial.  I did include an admin item to give the quest to a player just in case the quest bugged out or was cancelled by accident (also allows for the quest to be given to those with existing saves :)  ).  Feel free to use if you didn't know.

 
I saw your note about only getting the quest from after the tutorial.  I did include an admin item to give the quest to a player just in case the quest bugged out or was cancelled by accident (also allows for the quest to be given to those with existing saves :)  ).  Feel free to use if you didn't know.
What is the item called? Do you select it from the creative menu or use the console?

 
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