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FennecMod - Deadly Ferals, Rad Zeds, Specializations, Ore Processing and More

I am playing 1.1 (Stable + CompoPack) I got an SMG finally and used it on my 21 day horde but it was giving me handgun skill up instead of rifles, why is that?
It is based on ammo type more so than gun type. SMGs like the pistol use 9mm and pistol class unlocks higher grade 9mm, so I put them in the same class together so you could have higher tier rounds. Else the rifles class would need access to 9mm and 7.62 which would make it unbalanced from the class perspective.

 
Any version of this mod with increased inventory size, as I cannot stand playing the game with the base inventory size anymore, especally in a mod that adds even more clutter to an already clutter filled game.

 
I used simple UI plus, but i seem unable to loot female zombies, in fact each time I kill one, it pops up a null reference error, which I suspect is being caused by simple ui light.
No idea. I used dll and suggested changes from big backpack mod thread. Had no issues for 3 in game weeks I've played it. Also tested drop on death backpack to make sure it fit all the items, including tool belt, clothes, and armor.

 
Any plans to make melee weapon power attacks actually.. do something? I see in the buffs what the power attack debuff is on the target, however, like crit on clubs/ak47 etc in the base game, none of that stuff actually seems to work on the zombies at all.

 
Any plans to make melee weapon power attacks actually.. do something? I see in the buffs what the power attack debuff is on the target, however, like crit on clubs/ak47 etc in the base game, none of that stuff actually seems to work on the zombies at all.
I've added a higher headshot multiplier on the power attacks now. If the original multiplier is say 4x damage a power attack will always be 2x in addition, so 4x regular will be 6x power attacking.

The buffs do trigger but I've also upped the damage from 30 to 40 and added probabilities for stronger power attacks too :)

 
I've added a higher headshot multiplier on the power attacks now. If the original multiplier is say 4x damage a power attack will always be 2x in addition, so 4x regular will be 6x power attacking.
The buffs do trigger but I've also upped the damage from 30 to 40 and added probabilities for stronger power attacks too :)
Ahh I know they trigger, I just never notice it taking any less hits to kill a zombie with power attack or not. Thats why I assumed that debuff just doesn't apply to zombies properly, in the base game the club crit doesn't seem to do anything to zombies either. Yeah though thats a better way to do it as that way it actually seems to work properly in game.

Might start a new game, and go Athlete/trader/crafter. Athlete and trader are too useful to not use them. Can you learn all classes eventually? if so what are the bonuses like when all are mastered?

Lastly is it intended to be able to level up say tool/weapon smith very fast by damaging then repairing stuff? Like take 8 stone axes put em on your bar, hit something with each of them once, then repair all 8, watch the skill shoot thru the roof.

 
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Ahh I know they trigger, I just never notice it taking any less hits to kill a zombie with power attack or not. Thats why I assumed that debuff just doesn't apply to zombies properly, in the base game the club crit doesn't seem to do anything to zombies either. Yeah though thats a better way to do it as that way it actually seems to work properly in game.
Might start a new game, and go Athlete/trader/crafter. Athlete and trader are too useful to not use them. Can you learn all classes eventually? if so what are the bonuses like when all are mastered?

Lastly is it intended to be able to level up say tool/weapon smith very fast by damaging then repairing stuff? Like take 8 stone axes put em on your bar, hit something with each of them once, then repair all 8, watch the skill shoot thru the roof.
Your first 3 classes take effect with all class bonuses and debuffs. You can master all 20 of them, but the remaining 17 you did not choose will only unlock recipes that are exclusive to that class as well as to be able to purchase the perks that are locked behind it. Starting skills are a permanent choice, if I was to add all 20 to be able to be mastered fully it would severely unbalance the game.

And it's not intended as such, but this behaviour has been an A15 thing. Spam repairing is doable but that's only because there's no way to disable it or make the XP given be based off of how much durability was repaired :) So if you want to use it to level, go for it :) You only get to craft up to level 200 tools with just this, though. All 10 levels of the perk are needed for level 500 tools. Without class investment you'll be crafting a max of level 300, where the perk levels 8 9 10 unlock level 350, 400 and 500 respectively.

 
Ahh so in the end, even getting it to 100 fast is not going to get me far without the class unlocks, I guess that does balance it pretty well.

 
Hey MDF25,

My mates and myself absolutely love your mod, we really love it the bits. There is one thing we would like to know that bother us to continue to play that mod is : how do you add a bigger backpack because it is way too small :) )

I d wait to read from you !

Thanks in Advance,

Gora.

 
Hey MDF25,
My mates and myself absolutely love your mod, we really love it the bits. There is one thing we would like to know that bother us to continue to play that mod is : how do you add a bigger backpack because it is way too small :) )

I d wait to read from you !

Thanks in Advance,

Gora.
Greetings :D

Bigger backpack is not officially supported but I suppose what you could do is try to download the BBM mod separately and then merge the 2 XML files. then swapping out the CSharp assembly files needed to make the bigger bag save your loot. It's not just a simple XML change unfortunately and as far as I know adding BBM can cause breakage in other parts of the mod.

BUT, since you're playing as a group, the best thing you could do is organise who takes what when you go out looting together to optimise your space. And if one of you takes the mechanic class you'll get access to a minibike early which has 63 slots of storage :) So the big bag is not granted right away but the minibike is definitely worth picking up for all your mobile storage needs.

If none of you guys took the mechanic class, your best bet is to go ahead and find a building site or a dishong tower with tons of builders. They drop the minibike parts that you will need. Bikers also drop them too.

 
Aww, came here hoping to find someone who had found a way to import new models into the game and/or to make player models be able to use the existing wolf model. In Assets there is a "unisex_wolf_body" and some other wolf assets listed, but setting a player profile with these makes them run around in a very contorted silly way! Observe!

stupidity.jpg

lol

 
I am sure there will be at some point it was mentioned in the live stream on youtube that this is a possibility of producing a Fennec stack of modlets to add to the game.

 
A17 will be in the form of modlets now :) there will also be a full pack version too as a single downloadable option :)

 
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