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

ComSenMod (now for A18)

Ok, first..... +1 for teaching me a new word.
I agree with the a/b/c model. I never played before A13, but I don't see why you shouldn't build with logs. I think you could safely make it a non-upgradable block with a durability similar to reinforced wood blocks. Making it not upgradable would provide for early shelter, but a disposable one. Certainly more believable than making wood blocks without nails (yeah, you can join with pegs or T/G but doing that with a stone ax at the beginning is a stretch).

Anyway, great new changes. I never liked cooling clothing so once you balance this out it should be a great improvement.
Hey, xyth. I can't send you a private message because your quota is full, so I hope you see this and don't mind me posting it publicly.

Thanks for asking about using ideas from ComSenMod in True Survival SDX. You have my permission to go ahead with that. It looks like you and Spider properly credit other modders and their mods, so I trust you to do things right. :)

 
Crater Creator Появилась проблема, нет рецепта дробовика. Рецепт короткого дробовика есть. Соответственно не могу собрать дробовик. Частей много для него. Случайно удалили? В военных сейфах слишком мало патронов 2-5, вы говорили исправите. Торговец продаёт по 20 бетонной смеси, имеет смысл от 200 и больше.

There was a problem, there is no recipe of a shotgun. Recipe short of a shotgun is. Therefore can not collect the shotgun. Parts much for him. Accidentally deleted? In munitions box too many rounds 2-5, you said correct. Dealer sells 20 of the concrete mixture, it makes sense from 200 and more.

 
I will use simple English to help us communicate.

TARCH26 said:
Clothing stopped cooling the player. It snowed in the maple forest at 25 degrees Celsius. The character becomes hot if you wear clothes, so you have to run around naked.
In ComSenMod, a person wearing shorts is warmer than a person wearing nothing, and a person wearing long pants is warmer than a person wearing shorts. The player does not get colder when they wear clothes. It is supposed to be this way.

I did not change when it snows. I made every biome colder. For example, the base temperature in the maple forest is between -40° C and -23° C. In vanilla it is between -26° C to -9° F.

You can't be in the winter biome. I loaded a saved game there and immediately froze. The ambient temperature plummeted from +5° C to -15° C. I was dressed in warm clothes. I ran to the maple forest, but the ambient temperature climbed for half of the day [bad translation??]. In vanilla, I could balance this with shorts, t-shirts and hats. I wore a jacket, and used cooling clothes to wear it. Now it's not working. Do you understand the translation?
Two questions:

Can you please post a screenshot of the character screen, like The Lorax, so I can see exactly what you are wearing when you are freezing?

If you start a new game, instead of a saved game, is the problem the same?

 
Can you please post a screenshot of the character screen, like The Lorax, so I can see exactly what you are wearing when you are freezing?If you start a new game, instead of a saved game, is the problem the same?
Начинать новую игру не хочу пока. Попробую повторить и сделаю скриншоты.

Start a new game not yet. I will try again and make screenshots.

 
TARCH26 said:
I found a problem: there is no shotgun recipe. There is only a short shotgun recipe. Accordingly, I can not assemble a shotgun. I have many parts for it. Was the recipe accidentally deleted?
ComSenMod has the same shotgun recipes that vanilla has. I checked this. I also checked in the game, and I can assemble both types of shotguns if the character knows the recipes. Are you sure you read the book to unlock the recipe?

There are too few cartridges in military safes: 2-5. You said you would correct that.
Code:
<lootgroup name="ammo" count="1,3">
<item name="steelArrow" count="6,12" prob="1.25"/>
<item name="9mmBullet" count="10,20" prob="1.25"/>
<item name="shotgunShell" count="5,10"/>
<item name="10mmBullet" count="10,20"/>
<item name="762mmBullet" count="10,20" prob="0.75"/>
<item name="44MagBullet" count="6,12" prob="0.25"/>
</lootgroup>
...
<lootgroup name="militaryammo">
<item name="10mmBullet" count="20,40"/>
<item name="762mmBullet" count="15,30"/>
<item name="shotgunSlug" count="3,7"/>
<item name="rocket" count="2,4"/>
</lootgroup>
I do not understand why this is happening. You should find the amounts shown above (unless you also find a complete weapon). I wonder, what loot settings do you use? 25%, 50%, 100%, etc.

The trader sells 20 units of concrete mix. 200 or more would make sense.
Thank you. I added trader quantities to my list of things to re-balance in the future.

 
ComSenMod has the same shotgun recipes that vanilla has. I checked this. I also checked in the game, and I can assemble both types of shotguns if the character knows the recipes. Are you sure you read the book to unlock the recipe?
35 days not found book not a shotgun. Therefore can not assemble it. You've found in the game this book?

I do not understand why this is happening. You should find the amounts shown above (unless you also find a complete weapon). I wonder, what loot settings do you use? 25%, 50%, 100%, etc.
Loot settings 50%. This is the reason? I thought that the percentage effect on frequency, not quantity.

I came to the winter biome. Temperature +15 degrees Celsius.

Out of the game. Downloaded the save. The temperature was -20 degrees Celsius.

Alpha_15.1_2017-04-06_16-04-49.jpg

Alpha_15.1_2017-04-06_16-22-33.jpg

 
35 days not found book not a shotgun. Therefore can not assemble it. You've found in the game this book?
You probably just haven't found the book yet. Both shotgun books are in the "common books" group. So they can be found in these places.

[table=width: 600]

[tr]

[td]books

[/td]

[td]junkPersonal

[/td]

[td]junk

[/td]

[td]backpacks

[/td]

[td]cardboard boxes

[/td]

[/tr]

[tr]

[td]dressers

[/td]

[td]safes

[/td]

[td]mailbox

[/td]

[td]suitcase

[/td]

[td]lockers

[/td]

[/tr]

[tr]

[td]file cabinet

[/td]

[td]purse

[/td]

[td]bookcase

[/td]

[td]Hazmat zombie[/td]

[td][/td]

[/tr]

[/table]

Loot settings 50%. This is the reason? I thought that the percentage effect on frequency, not quantity.
I play with 50% loot, too. So there must be another reason. I notice your HUD is not the vanilla HUD. What other mods are you using?

TARCH26 said:
I went to the winter biome. The temperature was +15 degrees Celsius.
Then I went out of the game and installed ComSenMod. The temperature was -20 degrees Celsius.
ComSenMod is set colder than vanilla by ~14° C. I notice you are more wet in the second screenshot. Do you also see a 35° C difference when you are dry?

 
Loot settings 50%. This is the reason? I thought that the percentage effect on frequency, not quantity.
It's the complete opposite to what you thought it is. No setting that affects frequency at all.

 
Crater Creator HUD rules himself. Took piece of code from wanderingShadow UI. The difference of temperatures see at the top left of the screenshot. On the second screenshot clearly shows the change of temperature after loading a save. I forgot, good that asked, I use COMPOPACK.

 
Good question. When Alpha 16 drops, I intend to merge ComSenMod with Alpha 16 vanilla before I play. From what I've seen, I don't think 15 vanilla -> 16 vanilla is going to change much of the things that ComSenMod changes. Of course, Gazz could do a zillion balance changes right before release. In any case, I want to try it out before the first A16 version of ComSenMod, so I don't give you guys something broken. Would you prefer something else?

 
Last edited by a moderator:
Good question. When Alpha 16 drops, I intend to merge ComSenMod with Alpha 16 vanilla before I play. From what I've seen, I don't think 15 vanilla -> 16 vanilla is going to change much of the things that ComSenMod changes. Of course, Gazz could do a zillion balance changes right before release. In any case, I want to try it out before the first A16 version of ComSenMod, so I don't give you guys something broken. Would you prefer something else?
Not at all, I was just asking because I use ComSenMod as standard in my single player games now. I'm more than happy to wait for a version you consider ready.

I have a suggestion also. Treasure chests at the moment contain real treasure; silver, gold and coins. Might it make sense to include food, clothing and medicine in this list to dilute it a bit?

This is coming from someone who modded traders out by the way and has no use for dukes unless using a vending machine (which I've altered to take old cash because come on, who would go around modifying the vending machines in a zombie apocalypse?)

 
Last edited by a moderator:
I'm guessing that when alpha 16 is released you will do some changes in your mod to fit the changes.

i'm hoping that the prices the traders ask is lower, and i wish there were more of them in rwg; they are way to hard to find. are you able to do some changes in that and if you can do you plan on doing so?

what about the increase in finding minibike schematic? can that be done? they are hard to find. played once and in a three weeks, even traveling to the hub city, that has two book stores, and two towns that had stores, searching houses, trash bags, mailboxes, and other places i did not find a schematic for the bike. seems the book and calipers are hard to find.

another question. when alpha 16 is released i will be modding the bears to not attack me. would downloading your mod have a effect on the bears, or would it be better to download the mod before the bears are modded?

when you talked about ammo, is the ammo for the magnum to be increased? it seems to be one that i don't find much of the ammo yet have been able to find the gun parts easy. gun isn't much good if you don't have bullets.

 
Yes, I plan to update ComSenMod for Alpha 16. At this point I'm hoping to merge my changes into the A16 files once experimental is released. I anticipate the files affected won't change too much between A16 experimental and A16.0. It's helpful to take an 'all or nothing' approach to the files, either making a lot of changes to an .xml or none.

I have about 40 more edits I've done locally. Once I get through my to-do list, I'll test it for balance, and I'll see how close we are to A16 experimental then.

One thing on my list is to look at the quantities of items traders sell. My goal is not to make the game easier, however I am interested in adjustments so you don't find nearly worthless quantities of things. For instance, if hypothetically you could buy concrete mix, but only enough to make 2 blocks, it's almost not worth having it in the store. I haven't found the prices to be unfair, but maybe I just like treasure hunting more than other people.

I'll look at the frequency of traders in RWG since you asked.

Calipers are easier to acquire in ComSenMod, indirectly. If you find the tool & die set, you can use it to forge a set of calipers. This avoids a weird situation where you can make rockets, but not bullets. I've discovered the recipe is broken in the current release, but I've fixed it locally.

In ComSenMod, books are found in backpacks, because that makes sense. So finding your minibike book and so on would be a bit easier. :)

It's not immediately apparent where bear spawning is controlled. Which file are you changing for that? In general, you should install ComSenMod first and then make any further changes, since you'll be changing less than ComSenMod does.

 
The bear spawning is controlled in the entity groups.xml file. To disable them, simply comment them out in their respective entity groups.

 
Thanks, Cork55. In that case, ComSenMod is fully compatible with disabling bears, because it doesn't affect the entitygroups.xml file.

I looked at trader spawning, and it seems they only spawn in the wilderness. That is, in RWG they aren't found in town. However, I've decided to wait and see how A16 affects this, since it completely overhauls the generation of towns with districts, more sprawl, less regular layouts and whatnot.

Also, I missed Walking Dad's suggestion on expanding treasure loot until now. Not sure I see the reason to dilute treasure chests - then they wouldn't be treasure chests, no? I can see how you'd find most of the treasure useless, since disabling traders changes the balance of things dramatically. But I'm not sure how one mod could be balanced to reconcile people that play with traders and people who don't. One or the other side would get disappointing results at least some of the time. :ohwell:

What I have done which I think you'll like is change air drop crates to include canned food and armor. The stumps are also overhauled to be more like a 'survival stash.' Not a full bug out kit by any means, but at least some handy things you'd stow on a hunting trip.

I'm inclined to agree with you that vending machines wouldn't suddenly start taking tokens instead of old cash, at least from what little story we have to piece together at this point. I better think more before committing to that change, though. I suspect the devs have a good reason, like not wanting the clutter of 2 different currencies.

It's shaping up that the most changes in the next version will be items related. A lot of things in vanilla aren't using the most appropriate materials.

 
Crater Creator I think you need to do the binding on the dealer. This method radically changes the gameplay and is the game from the other side. It is not logical to make a steel axe or a shovel, but to buy from a dealer is quite real, as well as other delicate things.

 
Back
Top