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Not Medieval Mod - A Fantasy Modpack

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Little comment to the crossbow again.

The crosshair moved now into the grafic of the loading mechanic and block the sight.

The whole grafic should be moved a few pixel above.
Thank you. The creator checks messages in this thread for such feedback. It is something we can do ourselves but it is best to allow the creator to make the best decision on this.

Another blocked looting issue.

There is a book on a wooden desk (lootable) with wall safe at the side, you can loot the desk but not the book.

When you destroy the desk the book is lootable.

Saw it on a T1 clothing store POI.

Edit: another house_pideon

Not a book, but another container on the wooden desk that can't be looted.

At the same POI is downstairs a wall safe behind a locked iron hatch.

When you click on the hatch the lockpick game pop up.

Can you either have the lockpick game at other locked object too, without activate it over the radial menu.

Or alternative the locked hatch need to open the radial menu to be unlocked.

So all locked object got the same mechanic.

Btw.: good work fast with the crossbow fix, working better now.

Yes i know it isn't your work, but the communication with the other author works well. 🙂

Edit2:

There are 2 red tea recipes for the stove, identical ingredents.

Goldenrod tea is fine.
I think the collision on some objects may need investigating to understand why some objects cause looting issues and some do not. The item on the desk sits above a desk safe and that may be causing issues.

Can you explain more about the locked hatch and then the locked safe?

At the moment the locked hatch and the locked safe use the same unlocking mechanism.

Hatch

20220605135926_1.jpg

Safe

20220605140027_1.jpg

 
We would like to update from the 30 May version to the newest version to fix the crossbow bolt thing.  I think the download was called mods.22.zip and our map is NMM 1.4

Are we 99% safe to update the mod (not the map) to the current version??

Also I should give the note that as an archery player, I think the archery bow in current NMM is overpowered due to the projectile velocity being too good.
Even though the new version contains 6 new POIs, they will simply not be used on your older world and it should be very low risk.

Nothing has been added or taken away from the player's inventory which makes it much safer.

As for the Archery Bow, there is always an element of subjective vs objective when setting a balanced amount. Maybe this is something you can test to find the sweet spot for your community by yourselves. This will reduce testing incremental changes little by little. Please share your feedback for others to test and validate as acceptable (or not).

If you go to the 1-NMMXCore\Config\items.xml location, lines 16 to 18 change the Wood Bow projectile velocity settings.

Defaults:

- The Primitive bow is -.3 and sees damage reduce on any target that is from 20 meters or more.

- The Wood Bow doesn't have a setting as it uses the base value which is probably 0 and sees damage reduce on any target that is from 30 meters or more.

- The Compound bow uses 0.2 and sees damage reduce on any target that is from 30 meters or more.

It is currently at 1.5 which is a very true and direct flight but sees damage reduce with greater distances. It means that players can hit dragons from further away more comfortably but will still need a lot of hits to take it down. On my own tests, it required over 135 iron arrows to fully deplete the 5000 dragon health.

 
Can you explain more about the locked hatch and then the locked safe?

At the moment the locked hatch and the locked safe use the same unlocking mechanism.
It is about how you activate the lockpick minigame.

At the hatch you just press E and the minigame pop up.

At the safe you press E and got the sound for a locked item, you need to hold E and choose lockpick from the radial menu.

It is just cosmetic, but i think all locked objects should be treaten at the same way.

About the POI spawns,

i think you should remove friendly creatues from it.

pApA^LeGBa mention the T4 mill before, i came to that too.

1. try i got green dot's for these friendly creatues on the compass. Anything went smoothly.

2. try, different location same POI, no green dots. I didn't look for rabbits on the ground since i concentrate more on the hostile ones. After clearing the top it show that i got missing object's 2m above the ground.

After running around a few times i found all the rabbits, they can hide well at the grass and under the trees.

Do you remember the vanilla POI with grace and supercorn ? Maybe i am wrong but the boars don't count for the clear mission.

Let me guess, giantrat and goblin club are located at different biome the forest. Because i didn't encounter some so far, the the slayer quest.

 
It is about how you activate the lockpick minigame.

At the hatch you just press E and the minigame pop up.

At the safe you press E and got the sound for a locked item, you need to hold E and choose lockpick from the radial menu.

It is just cosmetic, but i think all locked objects should be treaten at the same way.

About the POI spawns,

i think you should remove friendly creatues from it.

pApA^LeGBa mention the T4 mill before, i came to that too.

1. try i got green dot's for these friendly creatues on the compass. Anything went smoothly.

2. try, different location same POI, no green dots. I didn't look for rabbits on the ground since i concentrate more on the hostile ones. After clearing the top it show that i got missing object's 2m above the ground.

After running around a few times i found all the rabbits, they can hide well at the grass and under the trees.

Do you remember the vanilla POI with grace and supercorn ? Maybe i am wrong but the boars don't count for the clear mission.

Let me guess, giantrat and goblin club are located at different biome the forest. Because i didn't encounter some so far, the the slayer quest.
Unfortunately, the lock mini game is created by the same team who created Score and we shall give feedback to them directly as the mod is shared using paid models and the rule of use does not allow changing any code.

For a simply T1 Quest like the Blacksmiths (2 chickens).

Sometimes the creatures are counted as part of the Quest and need to be eliminated.

Sometimes the creatures are not counted as part of the Quest but they still appear. The Quest will still be complete with them in their Chicken area.
Maybe this is something for TFP to reconsider as it should also be the same in regular game POIs.

The boars in the boar house do count as part of the Quest as I could see their red markers disappear as they were eliminated and I had one as a final creature to come back and eliminate that I had missed.

The Giant Rat can be found in the Wasteland, Forest, Snow, and Desert biomes. They can also be found in some Wilderness POIs. There is one particular POI called Beasts Nest...

The Goblin Club will also be found in all Biomes and some POIs.

 
Unfortunately, the lock mini game is created by the same team who created Score and we shall give feedback to them directly as the mod is shared using paid models and the rule of use does not allow changing any code.
You don't understand, the lockpick minigame is working fine.

The question is:

Why does the minigame start at the hatch when you just try to open it and not at the safe too ?

I didn't encounter a locked hatch before, so i don't know if that is a vanilla thing or new to NMM. But all other locked object i found need to unlocked over the radial menu.

Collect egg/honey quests,

I just test to activate 2 collect eggs, put 13/26 eggs into my inventory and then i needed to talk to the trader.

Removed 13 eggs, i got 13 eggs at the inventory and got rewards for both activated quests.

Activate another collect egg quest, get 13 eggs, put 13 eggs away.

And got quest reward with no eggs at the inventory.

I think that need to be overworked.

 
You don't understand, the lockpick minigame is working fine.

The question is:

Why does the minigame start at the hatch when you just try to open it and not at the safe too ?

I didn't encounter a locked hatch before, so i don't know if that is a vanilla thing or new to NMM. But all other locked object i found need to unlocked over the radial menu.

Collect egg/honey quests,

I just test to activate 2 collect eggs, put 13/26 eggs into my inventory and then i needed to talk to the trader.

Removed 13 eggs, i got 13 eggs at the inventory and got rewards for both activated quests.

Activate another collect egg quest, get 13 eggs, put 13 eggs away.

And got quest reward with no eggs at the inventory.

I think that need to be overworked.
Arramus has investigated the hatch and the safe and they appear to work as intended from the post he made above, no further investigation is required. If it is a base game issue of some kind then it does not need to be reported here, and likewise if it is an issue with the lockpick mod you can report it to the appropriate mod forum page. We have not altered the lockpick mod in any way. 

 
It is intended that you gave many stations no horizontal support ?

Sure i can understand that wells need to be placed on soil, but stand pipes they don't get their water from the ground.

Maybe switch from the vanila jar refil methode to a station mechanic. Place empty jars at the input and they get filled up.

Stand pipe slow and the well fast, but at last the dirt requirement from the standpipe should be removed so they can placed indoor and/or maybe at the wall.

Basicly it is about meat grinder, i wanted to place it above my kitchen on the wall but without H support it won't hold on the wall and need to stay on ground/table.

Yes i could place some plate or other nearly none visible block before below that spot and then the grinder above.

But i just wanted to ask if it is intended or just missing.

Oakraven Forge, got such a small point of interaction could you made that larger ? Similar to the forges at the blacksmith ?

 
It is intended that you gave many stations no horizontal support ?

Sure i can understand that wells need to be placed on soil, but stand pipes they don't get their water from the ground.

Maybe switch from the vanila jar refil methode to a station mechanic. Place empty jars at the input and they get filled up.

Stand pipe slow and the well fast, but at last the dirt requirement from the standpipe should be removed so they can placed indoor and/or maybe at the wall.

Basicly it is about meat grinder, i wanted to place it above my kitchen on the wall but without H support it won't hold on the wall and need to stay on ground/table.

Yes i could place some plate or other nearly none visible block before below that spot and then the grinder above.

But i just wanted to ask if it is intended or just missing.

Oakraven Forge, got such a small point of interaction could you made that larger ? Similar to the forges at the blacksmith ?
The:

- Oakraven Forge

- Wells and Standpipes

- Meat Grinder

- Cooking Stations

were kindly provided by Oakraven. The Dragon 'Workbench' was also kindly provided by Oakraven but made specifically for the NMM.

Feel free to make any requests for these Workstation/Well blocks in the Oakraven Forest Collection thread for Oakraven's consideration.




 
Hello, 

I was wondering if anyone has tried combining this with the sorcery mod and how it runs?  Also curious how horde nights are handled.  

My gf and I love the openness and sheer amount of stuff to do in 7dtd and the potential it has.  But she _hates_ zombies.  I'm hoping this may be a good alternative for that.  

Thank you for creating it.  It looks fun, we'll give it a go tonight.

 
Awesome, thanks for the quick reply!  Maybe we'll start here and wait for sorc to be compatible.  Regarding my gf's distaste for zombies, do you think this mod would be a good fit for getting the gameplay of 7days without dealing with zombies?  also, is it undead that attack on horde nights?  are horde nights still a thing?

 
You still have zombies at NMM.

Ok not the same like vanila but there are some, together with other undead.

And ofcouse the whole palette of fantasy creatures Orc,goblins,trolls,darf elf, elf, dwarf,spiders,....

When you like the horde nights think about you don't have powered traps or turrets. But you can hire NPC which can be mellee or ranged.

The mod isn't perfect but good playable.

About the Rare NPCs,

would you consider to add a quiete function like the vanila drone ?

It is funny at first to listen to them, but annoying on long term.

And btw. who designed the elf archer, i wonder how she could shoot arrows with their big boobs.

Another issue:

Every day the trader move to a different position. It is about a half block he move each day.

Now he is moved out of interaction reach.

Trader.jpg

 
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Hello, 

I was wondering if anyone has tried combining this with the sorcery mod and how it runs?  Also curious how horde nights are handled.  

My gf and I love the openness and sheer amount of stuff to do in 7dtd and the potential it has.  But she _hates_ zombies.  I'm hoping this may be a good alternative for that.  

Thank you for creating it.  It looks fun, we'll give it a go tonight.
Early on i was able to add the sorcery modlet to my playthroughs, now however it will require a patch, will likely have another look at it since the main questline is now complete and added to the github version of the mod pack. Horde nights play much the same as vanilla now that weve changed the horde night entities over to zombie class.  

Awesome, thanks for the quick reply!  Maybe we'll start here and wait for sorc to be compatible.  Regarding my gf's distaste for zombies, do you think this mod would be a good fit for getting the gameplay of 7days without dealing with zombies?  also, is it undead that attack on horde nights?  are horde nights still a thing?
Yes, there are still horde nights, of course you can toggle them off in game settings. Yes, undead will attack, along with all the other entities such as orcs, goblins, dark elves, ogres, demons and such.

You still have zombies at NMM.

Ok not the same like vanila but there are some, together with other undead.

And ofcouse the whole palette of fantasy creatures Orc,goblins,trolls,darf elf, elf, dwarf,spiders,....

When you like the horde nights think about you don't have powered traps or turrets. But you can hire NPC which can be mellee or ranged.

The mod isn't perfect but good playable.

About the Rare NPCs,

would you consider to add a quiete function like the vanila drone ?

It is funny at first to listen to them, but annoying on long term.

And btw. who designed the elf archer, i wonder how she could shoot arrows with their big boobs.

Another issue:

Every day the trader move to a different position. It is about a half block he move each day.

Now he is moved out of interaction reach.

View attachment 25104
The rarer npcs are there if you wish to hire them, it is not required to do so. The trader movement is interesting, think i have seen something like that before, will look into it. We would like to remove trader protection as well some time soon. 

 
The main quest requires a newly generated rwg as it adds the boss poi, if you wish to add it at this time. The provided map has not been updated yet.

 
Awesome, thanks for all you and your teams hard work drkstardragon.  One of the biggest pulls for me is how active you are all updating it.  Excited to try out the questing system.  Downloading it now.

 
For those that wish to try the main quest, the initial note can be found in the chest next to the king and queen spawn in the friendly joust arena. The note is not required to complete the quest pois, if playing on dedi with others the locations can be shared between players. 

 
Can anyone give some good settings or a seed for a good world gen?  Im not really sure what Im looking for when creating one.  

Seed -

Size -

Towns -

Wilderness POI's -

Rivers - 

Craters - 

Cracks - 

Lakes -

Plains -

Hills - 

Mountains - 

Random - 

Edit:  Generated a few worlds with different settings.  not seeing any "burnt forest" biome, but it shows up on the legend.  Should I be concerned?

Edit 2:  Trader is 7.2km away :(

 
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The zombies aren´t as zombielike as in vanilla. There is no gore on the models if that´s the problem  @RiceCakes211. A good part of them is skeletons and a few mushroomy ones. The others really  look more like ghouls.

The trader moving is a thing. Not only 1m, he is in the furthest possible corner for us. Luckily you can break the glass when jumping on the counter and crouching to get behind the counter. Otherwise that would be a problem.

 
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The zombies aren´t as zombielike as in vanilla. There is no gore on the models if that´s the problem  @RiceCakes211. A good part of them is skeletons and a few mushroomy ones. The others really  look more like ghouls.

The trader moving is a thing. Not only 1m, he is in the furthest possible corner for us. Luckily you can break the glass when jumping on the counter and crouching to get behind the counter. Otherwise that would be a problem.
The humanoid models all have full gore other than the skeletons, as this was deemed inappropriate for them. We are still looking at the best way to implement removing trader protection without causing any issues. This may help with the moving traders, still havent rooted out the cause but will eventually.

 
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