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Not Medieval Mod - A Fantasy Modpack

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Do you think there's an update risk?  We are a private server of 3 people, so as long as the game doesn't break, we're fine with taking 5-10 minutes to replace files.
I think i can say with certainty that when arramus posts a new map with  an update that it will require a new start.

 
Do you think there's an update risk?  We are a private server of 3 people, so as long as the game doesn't break, we're fine with taking 5-10 minutes to replace files.
The most recent updates have been for a mix of reasons, but are typically done for something critical such as:

- A recipe is using an item which no longer exists in the world (a canned item)

- A small change was needed if something is not functional and can impede actions (a small uppercase/lowercase mismatch caused some items to not be createable even though they were visible)

These updates cause no issues to the World at all.

The new map was added because the POIs were reviewed with the hope of removing as much inappropriate content as possible. For example, some modern toilets, utility sink, chemistry pick ups for the one with plastic, cardboard boxes, and trash cans. If you use the old World, and new POIs, you will still see these inappropriate features until they are activated by a Quest. Then the POI resets with the newest content.

The World was added for players who are using the mod for the first time so they get a fresh and updated start. Since no assets are taken away from the mod, the risk of updating to the newest mod version but keeping your existing world is very minimal. In fact, I could use the most current NMM release on a world from NMM v.8 without issue. The risk is less severe because nothing was permanently taken away, and the updates are typically cosmetic for new background additions. As such it is worth taking the risk on this occasion... but with the understanding that there can never be any guarantees.

 
The most recent updates have been for a mix of reasons, but are typically done for something critical such as:

- A recipe is using an item which no longer exists in the world (a canned item)

- A small change was needed if something is not functional and can impede actions (a small uppercase/lowercase mismatch caused some items to not be createable even though they were visible)

These updates cause no issues to the World at all.

The new map was added because the POIs were reviewed with the hope of removing as much inappropriate content as possible. For example, some modern toilets, utility sink, chemistry pick ups for the one with plastic, cardboard boxes, and trash cans. If you use the old World, and new POIs, you will still see these inappropriate features until they are activated by a Quest. Then the POI resets with the newest content.

The World was added for players who are using the mod for the first time so they get a fresh and updated start. Since no assets are taken away from the mod, the risk of updating to the newest mod version but keeping your existing world is very minimal. In fact, I could use the most current NMM release on a world from NMM v.8 without issue. The risk is less severe because nothing was permanently taken away, and the updates are typically cosmetic for new background additions. As such it is worth taking the risk on this occasion... but with the understanding that there can never be any guarantees.
Great, thanks for this.  I think we will try to keep the game/map we have going and update since the risk/reward ratio sounds pretty good.

Cheers.  If you're looking for feedback in a specific area, please let us know.

 
Great, thanks for this.  I think we will try to keep the game/map we have going and update since the risk/reward ratio sounds pretty good.

Cheers.  If you're looking for feedback in a specific area, please let us know.
The most recent background updates were about weapon balancing and making Horde Night match the intensive kind of experience we see with regular zombies. The current NMM version has definitely brought back the chaotic Horde Night because Darkstardragon kindly made some fundamental changes to ensure all of the Horde Night spawns are based around the zombie code which is specific to Horde Night.

As for the weapons, it is all about balancing to help keep them integrated to Game Stage. For example, feedback on how that's all working out is helpful.

Ballistic Type:
These weapons have been given the most thought so far simply because of their potential impact. They work like this:

Lower End - Blunderbuss type
These are powerful for sure but slow to reload and a player may need to carry 2 or 3 at the same time to keep things at bay. The double barrel version is the slowest to reload but has that double shot benefit. Their range is fair with huge damage for close up but still allow players to retreat to the edges of a POI during a quest and take out entities while at the boundaries to some extent. Overall, pretty decent for T1-T2 Questing. They need iron ingots to craft which restricts them being a very very early feature.

Mid - Upper End - Flintlock tpye

These are also powerful but more so because they have greater range, faster reload, and are more accuracy with the closer sights for aiming. The Masai flintlock rifle is a little slower to reload but carries a 3 shot magazine and benefits from reload skills/perks. These weapons require steel ingots to reflect their extra gains. Flintlock ammo also requires more gunpowder to craft.

Semi Auto Crossbows

These cause about 10% less damage than regular crossbow ammo but have the 4 bolt loader to compensate. Useful for getting damage multipliers when stealthing.

All these weapons are restricted by a reduction in mod attachments but using a regeneration mod (rad mod) in combination with the few others that can be added certainly brings up the damage. Getting feedback on how they are working out and if players can adapt to their unique features is helpful. Not having scopes will be a biggie for some players. ^^

Next up is thinking about the bow and melee type smite weapons.

Since the T3 bow has gone, the T2 bow may need a little assistance with slightly closing the sights when aiming for better accuracy. Other than that, it is pretty well covered and A20 already gave it a boost from A19. It has its own specific mods and is still be governed by all book perks on top of the Archery skill/attribute.

The smite weapons are quite diverse and Oakraven made them by comparing existing weapons. Sure, some are pretty powerful but they are governed by the need to invest in appropriate attributes and skill to bring out the best in them. They will always be linked back to player proficiency and 'swing' speed as well. Certainly not going to empty a room like the M60.

Apart from giving the bow a little better aiming potential, or bringing in a better T3 type bow for higher GS, it will be nice to hear feedback on the overall balance.

We also have to remember that the hireable NPCs are a weapon in themselves and their use during a Horde Night can act like a sledge or turret and consider how they come into play.

 
Hey do the skills like Deep Cuts or Gunslinger do anything?  We're noticing the Smite The Down and Sticks of Boom seem to cover a lot of things.  Does that mean that the skills for weapons that aren't those skills don't do anything?

Like for instance, we just made a sword.  It's hard to know if speed/stamina/damage are altered by Deep Cuts or Smite Thee Down.

 
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All custom melee weapons that hit, chop, or stab (but not spear) benefit from:

- The Smite Thee Down Skill (perkSkullCrusher) with knockdown and Area of Effect

- Sexy Rex to reduce melee stamina use

- Crafting from Q2 - Q6

Even though some are one handed/look like clubs/knifey they are not covered by flurry of blows or deep cuts. In time, things may change but that will be an arduous process at the moment.

The Flintlock and Blunderbuss are well integrated and all covered by perkBoomstick. Sticks of Boom is a cosmetic name change but under the surface they are basically ranged shotguns.

All of these weapons were kindly made by Oakraven specially for NMM and we'll get better documentation added to the Smite Thee Down area first and reconsider their weapon type for the future.

 
Hey do the skills like Deep Cuts or Gunslinger do anything?  We're noticing the Smite The Down and Sticks of Boom seem to cover a lot of things.  Does that mean that the skills for weapons that aren't those skills don't do anything?

Like for instance, we just made a sword.  It's hard to know if speed/stamina/damage are altered by Deep Cuts or Smite Thee Down.
yes, the vanilla weapons/tools that havent been edited out still use deep cuts or spear hunter etc as applicable, no i dont believe gunslinger has any weapon benefits at this time, the custom weapons added by the mod are all governed by either smite thee down or sticks of boom

 
All custom melee weapons that hit, chop, or stab (but not spear) benefit from:


yes, the vanilla weapons/tools that havent been edited out still use deep cuts or spear hunter etc as applicable, no i dont believe gunslinger has any weapon benefits at this time, the custom weapons added by the mod are all governed by either smite thee down or sticks of boom
Hey, I'm multi-quoting just so you both see it.  We have some feeback, though for an alpha version of the mod we're generally happy.  As best as I can I'm going to skip commenting on anything we know that you're already looking at (like bows and what to do with T3).

  • If I could only recommend one thing:
    Overall, a better intro document will help new players tune in to the alpha and not experience frustration even though it's a work in progress.  Then in turn, when you have more players you will get more feedback and word of mouth, plus whatever diabolical plans for fame and fortune you have from this mod will have a better chance of succeeding.
    We're particularly recommending that you state clearly and early something about the skills that don't mean much right now (the base-game weapons skills that apply to nothing or to very little now, such that they're a bad use of skill points).  Similarly with items that we might expect but don't exist yet (certain tiers of weapons or armor), we'd suggest you state that early and clearly.  This is less an issue with the alpha than an issue with disseminating the most important information first and/or in summary form.
  • We are jonesing for shields to be a thing you can wield.  We know that the base game may be giving you obstacles there.
  • After we updated we had a funny incident with regular zombies from vanilla 7dtd spawning in on a dig mission, IIRC.
  • It took longer that you might guess to get how there are two categories of crossbow and bolts.  We thought things were just flat-out broken.
  • Early game like day 1 might need to chill out a bit with the enemies.  Ideally you shouldn't be able to be shot on day 1 because that's like half of your health in one hit.
  • Currently getting repeated trade routes quests to the same place (the traders way up the mountain)  Also there is a mine off in the bushes at the top of that POI that killed me and I'm wondering if that's by design because it made no sense.
  • Strength is a really high-priority skill tree, maybe too much so.  We have two STR characters and one not, so I hope the other things like Agility:bows and Perception:explosives skills are working properly, because I think we're going to continue to have one character lean away from STR and I hope that pays off reasonably.
  • Getting shot from outside of one of the POIs (I think it's a castle) and losing like half health with each hit on day one is maybe a little much, though it did lead to angry laughter by all of us.
  • The wandering mobs harrassment on our base on non-blood moon days/nights is probably too low.
  • Like most games, the NPC hires do hilariously annoying things all the time.
  • EDIT: clearly elven armor is T3 light armor, and dwarven armor is T3 heavy.  Come on bro.  ;]
  • EDIT: the POI on a mountain with all the traders is both great and needs some changes: it shouldn't be possible to be the starting quest trader POI because that's going to frustrate newer players or weaker players; also with the newest map it has a buncha janky illusory blocks all over the place


Two more questions:

-are both categories of bow/crossbow (the vanilla and the mod-specific) buffed by the Agility:bows skill?

-are there any other skills that do nothing or almost nothing right now?

I could give my notes on the introductory "how this mod works" document on that you have up on webpages if you'd like.  I am not bad at that sort of thing.  Sometimes it's not what you say but how you say it and in what order you say it. 

Cheers

 
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Nothing diabolical here pardner, just a few guys who wanted to have some fun and make ourselves a mod for ourselves to enjoy and decided to share. No discord, no patreon or paypal, no nothing we just hang out on some of the modding discords.  If someone else has some fun then awesome. 

Thanks for the feedback and suggestions, hopefully i can address a few here:

-there will be a clearer summary of mod pack features as we approach completion

-shields have been added by modders but dont work as you might want/expect, they have either been made into weapons or are placed into your clothing slots and use a buff to help protect you

-the vanilla zombies spawning on buried supplies quests has been reported by a tester as well and is being looked into

-glad you figured out that the autocrossbows use different ammo, again a clearer summary 

-we have gamestaged the ranged enemies higher so they should appear much less frequently than they did, perhaps we should consider further changes to their spawning

-must have missed that mine on clearing the poi of modern stuff, and we will look into the trade routes quest constantly sending you there, may have to remove that poi

-agility and perception work as they should with vanilla weapons still in the mod

-wandering horde regularity is vanilla, has not been edited

-yes, the npcs can do some odd things at times, love em though

-if we had full suits of elven and dwarven armor would be awesome, but we do not, only smittys armor and masks modlets to spice up the armor selection, thanks again smitty

-mountain trader poi, maybe will consider removing it at some point

thanks again for the post, really helps us to bugfix and balance the mod pack

-the skills marked Not Invented Yet are placeholders and will probably be removed if we do not find anything fitting to do with them

 
Nothing diabolical here pardner, just a few guys who wanted to have some fun and make ourselves a mod for ourselves to enjoy and decided to share. No discord, no patreon or paypal, no nothing we just hang out on some of the modding discords.  If someone else has some fun then awesome. 
Awesome, thanks.

I think the only questions we have left (whether I asked it above or not) is what skill buffs the new crossbows, and whether or not things like Flurry of Blows affect the new one-handed weapons.

 
Awesome, thanks.

I think the only questions we have left (whether I asked it above or not) is what skill buffs the new crossbows, and whether or not things like Flurry of Blows affect the new one-handed weapons.
I'll just copy and paste that particular bit from the answer above about Flurry of Blows:

Even though some are one handed/look like clubs/knifey they are not covered by flurry of blows or deep cuts. In time, things may change but that will be an arduous process at the moment.

The new crossbows are governed by the perk Archery and all the books just as with the Vanilla bow type. I'll add more clarity in the Progression area to mention they use their own custom ammo.

 
Update 19 is for dl, slayer quests added to traders inventory and zombieslayer to player starting inventory for testing, mountain multitrader poi removed having too many issues and is being repurposed for questing, beasts nest poi added. Will require a new rwg map.

 
Hey, I'm multi-quoting just so you both see it.  We have some feeback, though for an alpha version of the mod we're generally happy.  As best as I can I'm going to skip commenting on anything we know that you're already looking at (like bows and what to do with T3).
  • If I could only recommend one thing:
    Overall, a better intro document.
Feel free to write a document outlining everything that is appropriate for new players or important as players move up in Game Stage and it can be added to the first post. ^^

  • We are jonesing for shields to be a thing you can wield.  We know that the base game may be giving you obstacles there.
Based on a novel approach Oakraven used in the Snufkin Weapons PLUS mod, it is possible to attach an item onto a player using the helmet dye area. This shield is in the game if you search in the Creative Menu area for shields. It is purely experimental because it is buggy. For example, you can 'put it on' but not take it off. For whatever reason, a remove prompt that works for all Vanilla models attached to a player, do not remove for custom models, at least the 3 we have tested.
After removing the item from the 'helmet' it is necessary to log out and log back in to purge it. This is something we will look at in more detail as things stabilise. This shields gives a +1 to damage resistance and elemental resistance for heat/electricity.

20220529215227_1.jpg

  • After we updated we had a funny incident with regular zombies from vanilla 7dtd spawning in on a dig mission, IIRC.
We shall monitor this. The dig quests spawn from a SleeperGSList of entities. In turn this list selects from a sleeperHordeStage list which is linked to player game stage. And then entities from a lonnnnnng sleeper horde list spawn.
The NMM only has Undead entities in this list so it's something that may have additional influence from elsewhere.

  • It took longer that you might guess to get how there are two categories of crossbow and bolts.  We thought things were just flat-out broken.
This has been Localised with clearer documentation in the Attributes/Skills area.

  • Early game like day 1 might need to chill out a bit with the enemies.  Ideally you shouldn't be able to be shot on day 1 because that's like half of your health in one hit.
There is a built in check system which allows servers to give a 5 day/level chill time (by default) which protects the player from environmental damage and too many entities. This is hardcoded and it doesn't appear that the NPCs are governed by it. The ranged Orcs/Goblins/Elvens had their probability reduced to 30% chance to spawn out in the Biomes. This is a one time setting that is not linked to game stage and is locked. Any more becomes too harsh but any less turns the Biome increases the melee entities and it becomes too easy as Game Stage increases. The only suggestion for now is to complete the starter quests as quickly as possible and just run. If players see a friendly, stick close to them. Hardcoding limits options on this one.

  • Currently getting repeated trade routes quests to the same place (the traders way up the mountain)  Also there is a mine off in the bushes at the top of that POI that killed me and I'm wondering if that's by design because it made no sense.
This has been commented on repeatedly and is no longer in the mod as a trader location. It will be reintroduced at a later date as a regular POI.

  • Strength is a really high-priority skill tree, maybe too much so.  We have two STR characters and one not, so I hope the other things like Agility:bows and Perception:explosives skills are working properly, because I think we're going to continue to have one character lean away from STR and I hope that pays off reasonably.
There is clearer documentation showing what Attribute skills are functional and what ones are not worth investing in.

9 out of 10 Perception skills are fully functional. (No need to spend in Dead Eye)

9 out of 9 Strength skills are fully functional. (With Smite Thee Down being the only replacement)

8 out of 9 Fortitude skills are fully functional. (No need to spend in Machine Gunner)

8 out of 9 Agility skills are fully functional (No need to spend in Gunslinger - And Flurry of Blows is limited to knives)

5 out of 8 Intellect are fully functional (No need to spend in Batons, Turrets, and Grease Monkey - Some limitations with removed things but Oil has been moved to to Master Chef skill 3 for unlocking. All documented)

  • Getting shot from outside of one of the POIs (I think it's a castle) and losing like half health with each hit on day one is maybe a little much, though it did lead to angry laughter by all of us.
Stay away from the walls as it'll trigger them to spawn/wake up. Even if you don't breach the invisible spawn volume, these NPCs are very sensitive. This is governed by Score/XNPCCore and discussions are ongoing.

  • The wandering mobs harrassment on our base on non-blood moon days/nights is probably too low.
The wandering hordes are governed by default settings. It is possible they are being wiped out by Orc/Goblins/Elvens and Friendly NPCs as they wander. I have only seen them soon after a Horde Night event.

  • Like most games, the NPC hires do hilariously annoying things all the time.
Such as a hostile standing on a friendly's head and performing figure skating spins... Yes, plenty of oddities and frustrations.

  • EDIT: clearly elven armor is T3 light armor, and dwarven armor is T3 heavy.  Come on bro.  ;]
The original creator set up all this armor linked back to steel. We've tinkered with the original settings to make them more balanced and can look at them again as things settle down. They are all governed by a master template which reduces individual traits.

  • EDIT: the POI on a mountain with all the traders is both great and needs some changes: it shouldn't be possible to be the starting quest trader POI because that's going to frustrate newer players or weaker players; also with the newest map it has a buncha janky illusory blocks all over the place
Gone. And yes, this POI is huge and suffers from a Vanilla game issue with those phantom blocks which should disappear as the players gets nearer. This issue has pretty much gone for all buildings except the most render heavy.

Two more questions:

-are both categories of bow/crossbow (the vanilla and the mod-specific) buffed by the Agility:bows skill?

All bows/crossbows are buffed by Archery skill and the books.

-are there any other skills that do nothing or almost nothing right now?

As above, and better documented in the most recent update.

I could give my notes on the introductory "how this mod works" document on that you have up on webpages if you'd like.  I am not bad at that sort of thing.  Sometimes it's not what you say but how you say it and in what order you say it. 

Go for it. Add pictures too. ^^

 
NMM has been updated to push version Mods.19.zip

https://www.moddb.com/company/not-medieval-mod-developers/downloads/mods10

This push will require a new World. The NMM01 World has also been updated to NMM01.4.zip

https://www.moddb.com/company/not-medieval-mod-developers/downloads/nmm01

It requires a new World because a critical POI has been removed and another has been added. Here is a breakdown of updates.

1. Quests

Darkstardragon has created numerous chain quests which allow players to battle through 5 stages for each Quest type.

For example.

Zombie Slayer

Stage I II III IV and V. Each stage requires players to eliminate a certain number of Undead type entities. Upon a single stage completion, the player is rewarded. The final stage sees the best reward.

Beast Slayer

As above but each stage changes beast, such as Bat, Rat, Spider, Troll, etc...

And others that can be bought from a Trader.

However, the first Quest is Free of Charge and is found in a player's inventory as they spawn.

The Quests are experimental and we need to check on how often they are seen at the traders and if the rewards match the challenges. Feedback is always helpful.

2. POIs

The Mountain Multi Trader has been removed. It was causing some rendering issues for some players and too extreme for others. It will be added again at a later date as a rather challenging POI.

A new Beasts Nest has been added. Once a player reaches Bartering Skill 3 it can be located by reading a Scroll in the Traders secret stash and then Quested from Tier 5. Players can visit it at any time though. Be prepared as it can get rough.

3. Tweaks

The Wooden Bow has been renamed to Archery Bow and buffed up a little.

The aiming cross sights get closer together when aiming and the velocity has been increased so arrows will fly further without dropping due to gravity.

The trade off for better accuracy and truer flight is that the drop off damage will be more pronounced where players are striking from greater distances.

This addresses the lack of a higher Tier bow which is being considered.

4. Localisation

Attributes and Skills are better documented for which ones are functional and which one are 'Not Yet Invented' and not worth your Skill points.

In summary:

9 out of 10 Perception skills are fully functional. (No need to spend in Dead Eye)

9 out of 9 Strength skills are fully functional. (With Smite Thee Down being the only replacement)

8 out of 9 Fortitude skills are fully functional. (No need to spend in Machine Gunner)

8 out of 9 Agility skills are fully functional (No need to spend in Gunslinger - And Flurry of Blows is limited to knives)

5 out of 8 Intellect are fully functional (No need to spend in Batons, Turrets, and Grease Monkey - Some limitations with removed things but Oil has been moved to to Master Chef skill 3 for unlocking. All documented)

Magolis Compo Pack team is supporting the NMM with new POIs and we hope to deliver some additional Tiered POIs to keep questing interesting and not too repetitive.

Darkstardragon is working on some POIs in the background for larger Quests.

I shall work on some simpler T1 and T2 Quest buildings. However, POI creation does take time to do it properly.

This is a sample of a simple T1 Bric-a-Brac building that will join the mod soon. It utilises the new A20 blocks which already have the lines in them to give that wooden reinforcement effect.

20220528224633_1.jpg

I believe that is everything for this update.

 
I am having troubles getting this running on a g-portal server. I created a mods folder, copied the mod in there, copied the map into the worlds folder, using FileZilla. When trying to join it still says "Server is still initalizing, please try again in a minute." It´s now 15 mins after restarting the server and we still can´t connect.

Is there anything i need to do besides copying the mod and the map?

 
I am having troubles getting this running on a g-portal server. I created a mods folder, copied the mod in there, copied the map into the worlds folder, using FileZilla. When trying to join it still says "Server is still initalizing, please try again in a minute." It´s now 15 mins after restarting the server and we still can´t connect.

Is there anything i need to do besides copying the mod and the map?
from arramus:

THat's all it needs. Map in the GeneratedWorlds in Saves or Worlds in Data folder. Game can find both.

And Mods in Saves area or main directory area.

also, clients must have the mod installed

 
I am having troubles getting this running on a g-portal server. I created a mods folder, copied the mod in there, copied the map into the worlds folder, using FileZilla. When trying to join it still says "Server is still initalizing, please try again in a minute." It´s now 15 mins after restarting the server and we still can´t connect.

Is there anything i need to do besides copying the mod and the map?
Map in the Data > Worlds folder or SaveGames > GeneratedWorlds folder also works.

NMM Mod in the Data > Mods folder or SaveGames > Mods folder also works.

 
Update 20, apologies for the inconvenience but a typo was noticed in one of the dragonslayer quests

also, score was updated to latest version and is included

4 more slayer quests added now that functionality added by score for npc kill objectives

Elfslayer, Orcslayer, Goblinslayer, Manslayer

2 variants of mounted knights added to biome spawning available for hire 

 
I had a "!" in the game name, wich you can´t use. My bad. Reading is hard. Meh.
Ya, I had the same looping 'server is initialising' issue when I used the '&' symbol...

v.20 is just uploading and will be about 10 minutes. The mounted riders are a real surprise that Darkstardragon sprung on us.

 
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