• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

28 Alphas Later

Hi there,

As I said on twitch it's great mod , really enjoy playing it.

Last night we continued our multi Player game on a server and noticed that the despair % are little bit off between the two of us . Friends % was always between 20-30% while my % was always between 60-70%.

Both of us had No injuries , tier 2 and 3 food and plenty of lavendel consumed.

I know there are some multiplayer issues but just a quick heads up 


Are you playing the latest version of the mod?

 
Yeah 1.2

Took three lithium pills out of the CM we are currently playing and the despair % went down from 70 to just 30% within 75 minutes of play. Always well on food and drinks 


Gonna be hard to troubleshoot this (if it is an issue). There are a number of factors that can increase despair, and it can be easy to let it get out of control if you're not careful. Not having a light source active (especially at night - even more so if you're not indoors), having over 80% "wetness", being freezing, sweltering, hungry, thirsty (both at the same time is bad), getting hit by zombies, being in close proximity to zombies, being injured - all of these things, individually and combined, have a negative effect on Despair.

 
Hello,

I thought I posted this on the 21st, but can't find what I typed up.  But  now that the mod is working, my friend and I played together and are really enjoying the challenges of this mod.  Only issue we had was with 'despair'.  We can't seem to keep it down, even when staying near a fire, being sheltered and eating food.  We see the campfire buff, but it didn't lower the despair or hold it at bay, just kept rising.  I've died once from it already and will soon die from it again.

 
Hello again,

Despair is now working properly for me and my friend.  A new question I have is about adding modlets to your mod.  We tried to add Khaine's Lockable Slots.  We tried manually installing it and tried using 7ModLauncher to install it, but it is not working.  Is there something we need to do to have these few additions working.  Other than about adding some additional mods, we are enjoying the new challenges, especially restarting again with your latest update.

 
Last edited by a moderator:
Hello again,

Despair is now working properly for me and my friend.  A new question I have is about adding modlets to your mod.  We tried to add Khaine's Lockable Slots.  We tried manually installing it and tried using 7ModLauncher to install it, but it is not working.  Is there something we need to do to have these few additions working.  Other than about adding some additional mods, we are enjoying the new challenges, especially restarting again with your latest update.


I'm glad you managed to figure out the Despair mechanic, but I'm genuinely curious - why would you want to add Khaine's Lockable slots? Not that there's anything wrong with that mod, but:

1. There's already a lockable slots mod included with this mod, and

2. Khaine's mod is the same as the one that's been implemented in vanilla (so effectively obsolete in A21)

If you really prefer the vanilla method, you can remove WMMStashBackpack from the files, and then the vanilla version should work just fine. If you do that, obviously you'll lose some of the additional functionality that comes with that mod, like the stash all button.

 
Hello again just cheking in too say agin how much i love this mod this ,melee relly working for me its like my playstile on vanlila too, so starting level 5 missions now( clering level 4 now whit no shots fired just my knuckles) so agin thanks for this mod so much moore of a challangs.

 
Hello,

I was using that as an example.  The mod that my friend and I would want to use the "craft from containers" .  

 
Updated to version 1.2.2. Changes:

Update: 03/02/24
lowered probability for Blessed Metal in loot.
removed "spider" walk type for all bipedal zombies
tweaked upgrade material counts to match crafting quantities
reworked crafting speed bonus for anvil and bellows
changed screen effect for NVG (credit: Khaine)
reworked dew collectors (doubled collection speed).
reworked advanced filter - halves collection speed, and is cheaper to buy.
added rain catcher - uses an empty bucket to collect rainwater.
added a visible UI element to show when the player is warm, sheltered, and well-lit.
torches and candles now give the campfire buff (slightly smaller radius than the campfire).
Frozen zombie variant movement speed re-adjusted.
Added new respawn protection buff. 2 minutes of radiation immunity.
Lowered zombie animal counts in the wasteland.
POI Farmplots can now be "upgraded" to plantable, with a hoe and fertilizer.
Red's Legendary Paintbrush added.
Brass Catcher mod added for 9mm, 7.62mm, and .44 caliber firearms. Returns 50% of ammo casings.
Mutated "grunts" HP lowered considerably.
Rotten flesh removed from hobo stew recipe.
Farm plot fertilizer requirements lowered.
Trader quest addendum added (credit: CautiousPancake)
Poison debuff reworked. Now lasts 7 days, all attributes lowered by one for its duration, 5-second screen effect, and sound reminder at random intervals.
Despair mitigation added to Charismatic Nature (for multiplayer games). Each point in Charismatic Nature reduces how despair affects allies and party members.

Should be save game safe, but as always, back up your save, just in case :)  

 
Mutated "grunts" HP lowered considerably, so yes i did not have a problem whit them before, how about to keep the HP and make it higer and make them walk insted, thay will be like a giant of doom insted. Like i did have a fight whit one of the Graze pigs not on carls corna and bobs boar, but it was awsome 5000 HP and only headshot on a level 3 misson it was scary not gona lye but in the end after i killed it, the felling after was amazing. 

 
Mutated "grunts" HP lowered considerably, so yes i did not have a problem whit them before, how about to keep the HP and make it higer and make them walk insted, thay will be like a giant of doom insted. Like i did have a fight whit one of the Graze pigs not on carls corna and bobs boar, but it was awsome 5000 HP and only headshot on a level 3 misson it was scary not gona lye but in the end after i killed it, the felling after was amazing. 
 The "tough" mutated zombies still have a big HP pool, I lowered the "normal" mutated zombies HP pool for scaling purposes. It's now more in line with the vanilla HP increase from normal, to feral, to radiated.

Adding a "giant of doom" that has a huge HP pool and only walks is a fun idea though :)  

 
28 альф спустя, теперь обновлено до версии 1.2!!

 ​

Версия 1.2 уже доступна! 

Список изменений:

1. Мод теперь поддерживается в многопользовательских играх с одноранговой сетью и выделенным сервером.

2. Система отчаяния полностью переработана (обратная связь приветствуется)

3. Дополнительные рецепты

4. Мотыга теперь добавлена в инвентарь и добычу торговца.

5. Перебалансированы рецепты для фермерских участков и удобрений, необходимых для обработки земли.

6. Переработаны зомби-"бумеры"

7. Немного увеличен боезапас в луте.

8. Удалены требования к верстаку/инструментам для курятников и ульев. Теперь их можно создать в вашем инвентаре, но вам понадобится инструмент для ремонта в вашем инвентаре.

9. Изменен баланс влияния голода и жажды на ваше отчаяние.

10. Мод жидкого азота теперь имеет эффект DoT, а также его эффект замедления.

11. Нахождение в непосредственной близости от зомби теперь влияет на ваше отчаяние. Чем сильнее зомби, тем хуже эффект.

12. Добавлены два дополнительных рецепта еды - Бродяга и Тушеное мясо бродяги. Базовые рецепты, разблокировка не требуется. Подходит для корма для кошек и собак на ранней стадии игры, но для приготовления пищи все еще требуется кастрюля.

13. Пользовательские файлы сеток для еды/напитков/конфет (спасибо Шрейдеру :)  )
Хотел спросить при установки его на стороне сервера клиентам не надо будет скачивать?

 
Update 18/02/24

various balancing tweaks
Increased mod slots for T2 and T3 armour. Now 2,2,2,3,4,5 for Quality 1,2,3,4,5,6 Leather and Iron, and 3,3,3,4,5,6 for Quality 1,2,3,4,5,6 Military and Steel.
Added "corpse run" buff. After death, you have increased run speed, stamina regen, and damage resistance for 30 seconds.
Increased storage sizes for a few containers. NOTE: You 'may' get a console error when accessing the storage in a CURRENT save. If so, press 'F1', and type xui reload, or you can relog. That should fix it. New saves should be fine.
Added stats display for Red's Legendary Paintbrush.
Reworded its description.
A few more minor localization tweaks.
Added pick-up ability and crafting to several deco blocks/posters/signs/flags.
Added ability to pick up, place and power "cold beer" and "shop open" signs.
Expanded sinks variable helper to include bath tubs.
Expanded appliances variant helper to include wood burning stove.
Added craftable barbed wire variable shape helper block.
Non-specific (generic) repair kits are now more expensive to make.
Specific repair kits can now be made with a generic repair kit and a weapon/tool/armour part as required.
The "smell" mechanic is back! Carrying differing quantities of certain food will increase the heat map, and subsequently alert screamers.

Again, *should* be save game safe (read the note about increased storage sizes though!), but back-up your save, just in case :)  

 
IMPORTANT!!!!

The "food smell" mechanic is currently NON-FUNCTIONAL in multiplayer. If you plan on using this mod in a multiplayer environment, make sure you remove the `ZZZZ-Food Smell` folder from your SERVER or your HOST.

Clients can keep this folder without issue, but it must NOT be present on the SERVER or the HOST.

 
Hi, i'm testint this mod for a few days, i really like the way you did some things like getting wood from logs, dew collector replacable filter...it makes game more realistic. There is a glich with torch, if you hold it in hand it glows nice warm white color, but when you place it on ground it glows cold white like a regular bulb, looks really bad. I wonder is it possible to add some slight flickering feature to the torch to change that static light output that looks like you are holding bulb in a hand. I like this mod so far, even its a bit too much extreme. :)

 
A big thank you for creating (for free!) the best overhaul mod for my play style (a slow burn). Please disregard those who cannot discern criticism from constructive feedback. It's not "perfect" and that's OK, nothing is. But I get what the concept is and agree that it is more enjoyable to play than vanilla. It's more "realistic" if that's the word you want to use. Crafting SHOULD take longer. A Tier 1 quest took me two days because I missed a key instruction. Consequences like that SHOULD happen. 

Two points of feedback if I may:

- I agree the despair system is too fast early on, had to turn off XP loss and accept dying. 

- A way to adjust regular day zombie numbers would be nice. I like slow, high volume zombies like the movies. Just preference. 

Again, thank you for all your hard work. 

 
Hi, i'm testint this mod for a few days, i really like the way you did some things like getting wood from logs, dew collector replacable filter...it makes game more realistic. There is a glich with torch, if you hold it in hand it glows nice warm white color, but when you place it on ground it glows cold white like a regular bulb, looks really bad. I wonder is it possible to add some slight flickering feature to the torch to change that static light output that looks like you are holding bulb in a hand. I like this mod so far, even its a bit too much extreme. :)


I'll be honest, I never noticed the difference between the torch in hand and the torch placed. Not sure if there's anything I can do with that, but I'll look into it.

I'm glad you like the mod, and I appreciate the feedback :)  

A big thank you for creating (for free!) the best overhaul mod for my play style (a slow burn). Please disregard those who cannot discern criticism from constructive feedback. It's not "perfect" and that's OK, nothing is. But I get what the concept is and agree that it is more enjoyable to play than vanilla. It's more "realistic" if that's the word you want to use. Crafting SHOULD take longer. A Tier 1 quest took me two days because I missed a key instruction. Consequences like that SHOULD happen. 

Two points of feedback if I may:

- I agree the despair system is too fast early on, had to turn off XP loss and accept dying. 

- A way to adjust regular day zombie numbers would be nice. I like slow, high volume zombies like the movies. Just preference. 

Again, thank you for all your hard work. 


Point 1: The Despair system is still in its infancy, so changes and balances can and will be made as the mod evolves.

Point 2: You could try using this mod with another mod - Extra Game Options Extra Game Options at 7 Days to Die Nexus - Mods and community (nexusmods.com)

it's by the same mod author who made a few other mods that come bundled with this one and could be what you're looking for.

and again - thank you for the feedback, and I'm glad you're enjoying the mod :)  

 
Back
Top