Hi again KHZ,
Thanks up front for a lot of fun I've had with your creations over the past few months, and your previous helpful and erudite replies. Much to report. I see there are some new updates?
As usual I am getting some errors and wondering what mods work with what. I have been ruined in a way and vanilla game is no longer satisfying after hunting bandits and rebuilding npc civilization with rescued mercenary heavily armed mute auto-sighing babes, whose most realistic if somewhat random trait is their inevitable disappearance from your life without or minimal explanation. Fortunately , few of the encountered names intersect with set of people who have tried to ruin my life, who are left to their own devices fighting giant bears in the middle of the forest with only wooden clubs.
Comedy and existential issues aside, here is my current list of synergistic mods on remarkably stable system 1, which throws a new error on system 2(which may be fixed when I install your new updates). I am wondering also what else might work with this combination npc/creature/QOL-wise. My review and bug reports are I hope some contribution to your and others efforts, as previously stated I am gearing up to be able to contribute more and learn how to do so.
000-ModManager - a++, must have add to main version should have already happened
0-SCore - a++
0-XNPCCore - a++
'SphereII Skip Tutorial Quests '- a++, must have add to main version should have already happened, as option
WMMVehicleCruiseControl - a++, must have add to main version should have already happened
FpsBoost - a++, must have add to main version should have already happened
1-khzmusik_NPC_Civilians - a++, however in new install(a20 b6 different comp) got 'failed to decompress' error after 'misc' loading stage in console, maybe already fixed
1-khzmusik_Zombies - a++, however in new install(a20 b6 different comp) got 'failed to decompress' error after 'misc' loading stage in console, maybe already fixed
7d2d-a20-modlets-main-1-khzmusik_NPC_Civilians - a++, works perfect on old install, crashes new install idk why same version better pc
7d2d-a20-modlets-main-1-khzmusik_NPC_Rogues_and_Psychos -crashes with blocks error about 'use faction targeting' not surprising
7d2d-a20-modlets-main-1-khzmusik_Zombies - a++, works perfect on old install, crashes new install idk why same version better pc
(q. which mod has the raider with yellow vest and the hoodie guy and non-harley raider woman wearing halter top?, those are really fun)
1-RaiderzPack - a++, random bandits at any moment has been huge adrenaline boost esp harley's shrill and loud random utterances, however in new install(a20 b6 different comp) threw infinite redline errors in console til removed
1-RobotzPack - in new install(a20 b6 different comp) threw infinite redline errors in console til removed, other install no errors but no robots either
(same with spiders, mechas, and other such packs, either errors or no appearance)
BessereSpikes - Improvement over vanilla, but balance issues persist. How fast would iron spikes be degraded by 20 humanoid zombies jumping on them? This turns out to be most critical element of base defense, and would be IMO the same IRL. With this installed, you can almost feel the frustration of the horde zombies encountering 3 layers of them. But if are easy to rip through as in vanilla, it simply breaks immersion as this nurse zombie in a skirt rips them apart with bare hands.
donovan-betterspears - a++, even on day 1 a spear should be able to spike a zombie with less than 5 headshots
donovan-longerlootbags - a++, must have add to main version should have already happened, as option. the game already at times feel like a second job, having to rush to collect them esp after horde night just isnt fun, plus their disappearance is immersion-breaking
donovan-morelootbags - its strange for some reason .1 drop is too low but .2 drop is too high. the soldier looks like he has all this stuff on him and zombies IRL(heaven forbid this happens) would certainly have stuff in their pockets and packs, some of the time. The % chance is open of course to wide speculation, tomes could be written as with most zombie-lore speculation(how fast would they be? headshot only?)
gupA20-Zombies - lol this guy in the poorly fitting @%$# and the one that teleports through walls, why cant this be fixed easily? they stand out as lower quality but vanilla simply does not have enough variants, even adding something like randomizing clothing color would improve immersion.
ImprovedHordes - a++, must have add to main version should have already happened, fantastic addition adds ton to game and reduces level grind feel. 20 zombie dobermans, lol just run.
KHA20-TFPBehemoth a++, love it. need more such, like giant spiders and other tall spooky otherworldly cryptids you might see esp. in the night fog.
'LordNCR - Better Cement' - lol OP but still an improvement. There's some kind of multiplier on mixing that is a bit ridiculous, but vanilla cement is too grindy.same kindof applies as to spikes. on one hand, if you can make actual rebar cement and spikes, easily, zombie defense is pretty easy too and winning feels cheap. but if you break physics, its laughably ridiculous and dying feels cheap. IRL we can be quite certain making cement post-zombie outbreak would be pretty pretty difficult. But also you couldnt carry 6000 "units" of sand in your backpack...any base without idk a steam shovel and backhoe and bulldozer would probably fall easy.
I have played a full world in Dwall's war of the walkers, and I did have fun, but the game starts to become half-sorting of obscure weapon and vehicle attachment types. the hind helicopter(lol) was hilarious in all ways, and broken. And his poi's are just kindof gifting you tremendous amounts of loot all the time, and generally cities dont have concrete pyramids filled with random weaponry next to shamway supermarket. But yeah the game within the game of 7d2d is the sorting game. You have to really like having 20 cabinets and placing things in the right place, coming up with an order of sorting after you get back with a backpack full of stuff. Which I like. But Ive decided vanilla already has more than enough ammo types. But it isnt COD finding every possible firearm known to man, although in some ways realistic in some parts of the country....also breaks immersion and isnt fun. In a way, the game would either be impossible without firearms, or would maybe start to be realistic and more fun, esp. with friends, in a 'no firearms, headshot only' world. You really wouldnt survive without teamwork and stealth and any encounter could be the last. But I play alone, sigh, and in such cases you basically have to be a warhammer space marine. Vanilla game in present state is a huge improvement for extending playability timeline, getting lvl 6 tier weapons and objects is almost impossible, I just got ultralight at lvl 70 and still dont have any top tier weaponry.
Back to main question, with above list of mods, what NPC/creature packs can I and should I add? I'm willing to try out the faction targeting but not married to idea, just having hireable and obvious enemy is pretty good for now.
Also, would the compo pack or any other added poi packs work with score and npccore plus what ive got? It is all, not surprisingly, very confusing.
Secondary question, how could I get a training session on how to create new npc's, new npc dialogue, and ultimately quests? Also would like to make some poi's but all tutorials i find are for pre-a20 and prev. you said there were 'gotchas.'
I'd contribute my experiments, which are now firmly in the 'mad scientist creator and destroyer of worlds' tier, (but also rescuer of virtual maidens, i hope this helps me somewhere down the line...but idk i still just feel like it's the right thing to do), to any knowledge base of what works and what dont, but where?
Apologies if this is a lot at once, but I think it's a contribution to the project and on re-read informative and somewhat entertaining.
But price for this game, $20? still seems a little high lol