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CLASSIC Style HARDCORE

I cannot tell you how excited I am to try this mod.    I've been so discouraged with the over simplification of recent releases.  Thank you for wanting to revitalize the "old ways"   :D

 
I cannot tell you how excited I am to try this mod.    I've been so discouraged with the over simplification of recent releases.  Thank you for wanting to revitalize the "old ways"   :D
Thanks! :)

 I've been working on a big update in this time.  I want to release it, but i'm waiting for A 19.3 in stable ;)

 
MOD version UPDATE - CSH_v19.2.04

- this is still the version for a A19.2 (b4) stable

- completely incompatible with previous saves

- this big update

Thanks als for helping to bring back the possibility of repair with degradation!

 
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I didn't play in the early days.  Can anyone give me some idea what I'll be getting into playing this mod?  It looks really interesting.  From reading the thread above, I like the idea of only learning skills from finding books.  I was thinking about making a mod removing the skills trees myself.  My friends were asking if there is a feature list for this mod somewhere?

 
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Some description can be read in my old topic:



but this is already a bit outdated...

The mod significantly changes the gameplay, so, creating a list of features or differences - can be a fundamentally wrong thing.

Basically, the essence of the mod will be clear to those people who played in A12 or earlier, and who were disappointed by modern changes.

The usual style of playing modern vanilla will not work here for sure. The mod is very complex for the initial understanding and therefore will immediately alienate those who do not like to understand.

 
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... Snipped...

The mod significantly changes the gameplay, so, creating a list of features or differences - can be a fundamentally wrong thing.

Basically, the essence of the mod will be clear to those people who played in A12 or earlier, and who were disappointed by modern changes.

The usual style of playing modern vanilla will not work here for sure. The mod is very complex for the initial understanding and therefore will immediately alienate those who do not like to understand.


This is a lot of what I was looking for.  I will try it for sure, but you had me sold on the part where you said this was a survival game and not an RPG.

 
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MOD version UPDATE - CSH_v19.3.01

this patch is partially compatible with the previous save (19.2.04):
1. if there was a workstation "wine barrel" then it will disappear, you will need to take another one.
2. some tools or weapons may lose their durability
3. messages are possible, without popping up, in the console because of renamed prefabs (which is not important)
All this is quite possible to compensate yourself from the creative menu, and there is no point in restarting the passage.

(and don't forget to replace the corrected textures if you use them)

 
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This is my favorite mod to be sure. Is a patch needed for 19.3?.... I mean it says "this patch" but I see no DL links. Be gentile I am kinda new here.

Oh NM the link is on the OP. sorry...

 
@Bigrowdy Thanks!

MOD version UPDATE - CSH_v19.3.01a

this patch compatible with the previous save (v19.3.01)

- it fixes the problem with plant colliders

- +small changes

 
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Mod launcher is not downloading from git hub. I know you posted an additional link but I really suck at manual installation. Mod launcher keeps saying error DL'ing....

er.. no that I thunk about it I need to update ML. 

Sorry to be a bother....

I'll report back later....

 
Unfortunately, i can't tell You what's going on in the Launcher.

(i was informed that the download from github was successful, but someone also complained today about the unavailability of downloading another mod from the Launcher)

An additional link contains an archive for manual installation - it just requires overwriting files on top of pure vanilla (A19 is stable).

The folder structure is the same, and no additional moves are required.

Don't forget to disable the EAC.

 
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It is more correct to say - this version of mod requires to install on vanilla version 19.3(b6) stable.

 
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So just reporting back in... yeah the mod launcher just needed an update. Once updated the mod opened correctly.

One thing though, all food piles, ammo pies, etc...where not displayed correctly and could not be interacted with. If you chopped them you would get a green structure block.

Now I need to mention, I might have used a map for another mod...so gonna retest now with a standard map.

 
No, the mod is not compatible with anything.

You should definitely start a new game with the generation new map.

Maps from other mods, other utilities or from vanilla (standart pregens) - do not fit and will not work.

The mod has its own algorithms for generating landscape, biomes, settlements, plants ... almost everything.

Any "modlets" will also break its work.

Please note: if you have 16GB RAM, then the world sizes up to 12k will suit you. If more 16GB RAM- you can use up to 16k.

 
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Yeah thats what i thought. So just tried it generating new world inside your mod...worked great......died twice in an hour....lol....this is why I love your mod...most other mods are not tough enough.

ps. You clearly stated as much about maps, I was in too much of a hurry.....

 
Hi, first of all, really great mod, second, missing change biomes quantity. I like forest, but generated biomes is "strange", sometimes too many snow, too many desert, etc.
It wouldn't matter so much, but generating 12k maps it takes cca 50 minutes on my pc.

Editing Biome Mapper Output modul in rwgmixer for more forest is impossible for me, even though I know the logic of values, hope. The only thing I managed was one biome, but mix of biomes no.

Is possible add prefab from RWGmixer to nitrogen map generator, or simply edit biomes.png? I look into RWGmixer and some prefabs is different for biomes which will be a problem for nitrogen map gen. and maybe for modified biomes.png(snow hut on desert, wasteland ruins in forest, etc.)

 
Basically (with a few exceptions), the generation of biomes was always normal.

Maybe something has changed in the new version - i haven't checked yet. I will check soon and write here.

Changing the biome.png maps is probably possible - it won't cause malfunctions, but I haven't tried it. But changing the terrain and prefab list, or generating cities outside of this mod will make the map inoperable.

PS:

take into account that the biomes here are huge - this is intentional. But usually the whole set is present.

Perhaps you are out of habit looking for small biomes like in vanilla. Or have you seen the biome.png?

 
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This is last generated 12K map, probably is this biomes layout ok, i have no idea, but looks like same as previous version of mod. I tried generate some 1k maps for biome layout test and practically is that same and with regards to values in Biome Mapper Output modul.

I change wasteland@desert "hammer" to forest and see how it will look in game, if it will be the same as on 1k test map, then it will be fine.

And maybe it wouldn´t be bad add more towns or vilages to the corners of the map. Currenty there is a relatively large part map empty and roads with cities is in circle on middle of the map.

biomes.jpg

 
What is shown in the screenshot is normal - this is the ratio intended. I do not recommend changing it.

Yes, to prepare for the passage, i do generate a few variant to choose a worthwhile one, unfortunately it takes time, but i think it's worth it if the game is planned for a long time.

By the way, the generation algorithms will not give similar results on different sizes. Unfortunately, now it has become impossible to estimate by small worlds as by examples.

I can't control the dispersal of localities towns right now - this is not configurable from xml.

 
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