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Not Medieval Mod - A Fantasy Modpack

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Clipping and beeing able to see trough the ground or even a wall is possible in every mod that allows you to fit trough a one block gap. As vanilla doesn´t allow you to fit trough one block gaps, it isn´t possible in vanilla to see and shot trough the ground. At least not that easy and not reliable afaik.

And it doesn´t work at all with a wall in a POI. Like you can do it in the mod supereasy and kill everything above you trough the ceiling.

 
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Clipping and beeing able to see trough the ground or even a wall is possible in every mod that allows you to fit trough a one block gap. As vanilla doesn´t allow you to fit trough one block gaps, it isn´t possible in vanilla to see and shot trough the ground. At least not that easy and not reliable afaik.

And it doesn´t work at all with a wall in a POI. Like you can do it in the mod supereasy and kill everything above you trough the ceiling.
Thankyou both for pointing this out again, as i was under the impression that it was a vanilla thing, must have been patched long ago. I will check the score modlet to see what the default settings are for one block gap, as i assumed they were set to false. If not i will set it to false and if there is still clipping so be it. I will not respond to any further posts about it, as there is nothing further i can do about it if people wish to use "cheats" while playing a game. 

I will not be asking sphere to add in ui options for score settings, but feel free to do so yourself.

 
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Pushed an update to Github as follows:

- Undead entities have all received a Radiated version added to Horde Night spawns (from about GS100) and POIs at the same GS level.

- Trader Protection Removed
- Traders have no close time

- 1 block crawl set to 'false' in Score

- Target Health/Name Bar set to 'true' since all entities are properly Localised for naming.

Some Undead have full on 'Chaos' emissive effect while others can be very subtle. Either way they are tougher, a little faster, and give more XP for the effort.

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An update for the Github Development Build as follows:

- The Smite Thee Down weapons have all been given Flurry of Blows Perk to the hits per minute. Increasing hits per minutes will see a trade off with quicker stamina depletion (stamina has not been changed but naturally 'swing' increases will reduce stamina more by default). These weapons will be very good when surrounded by a horde to get you out of a difficult situation but players will need a cool down period to regenerate.

- NMM sees two new weapons added to Perk Electrocutioner and Perk Batter. Here are a couple of images.

These were kindly shared by @oakraven and are very interesting creations to fill a gap.

The Cthulhu Baton gives about +5% benefit on a Baseball Bat for the positive aspects and a -5% benefit gain for negative aspects such as stamina use.

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And the Firefly Staff. This is based on the Electric Taser. The Skill area in Intellect has been renamed to Firefly Staff and this brings back one more Int Skill feature.

It can also install the Firefly Staff Repulsor Mod to benefit from the original repulsor mod.

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These weapons have been added to Recipes with very generous Q2 - Q6 potential. They have not been added to the Trader or loot yet, if at all as they are quite unique. The Firefly Staff requires 4 Fireflies as part of the recipe and the Cthulhu Staff require similarly appropriate resources.

 
- NMM sees two new weapons added to Perk Electrocutioner and Perk Batter. Here are a couple of images.

These were kindly shared by @oakraven and are very interesting creations to fill a gap.
Ohh i though you finaly add Mjölnir, i allways looked for such a hammer at NMM special one of these pic's show someone with a hammer which i though sparkle.

But wouldn't that a nice weapon too, just give one of these hammer which are allready in NMM the electrocutioner and as powerattack like the spear it can be thrown.

I don't await that it would be an return weapon and turn to the owners hand ! 🙂

 
Weapons look very nice. Did the firefly stuff get some love compared to the stun baton? The baton is kinda underwhelming in vanilla only good to use in combo with turrets.

 
food spoilage added to experimental version on github for those who wish to try it out, some of oaks fish on sticks foods and such have not been implemented yet, if reception is positive i will add them to spoilage

 
An update for the Github Development Build as follows:
I'm a little confused about a few things.

1) Is there a stable with the main quest line in it yet?  If not, I assume that our version with a Readme of 2022June04 is too early to have the main quest.

2) If there is a stable with the main quest line in it, does the pre-gen map also include the main quest?

3) If not, should we expect a stable mod + map within a few days, or will it be longer than that?

 
I'm a little confused about a few things.

1) Is there a stable with the main quest line in it yet?  If not, I assume that our version with a Readme of 2022June04 is too early to have the main quest.

2) If there is a stable with the main quest line in it, does the pre-gen map also include the main quest?

3) If not, should we expect a stable mod + map within a few days, or will it be longer than that?
1. Only the Development Build has the 'boss' type chain quest in it at the moment. The 2022June04 version was pre 'boss' type chain quest. It has a lot of new Quests in it but not this last one. This build coincided with the last Moddb stable version.

3. The Moddb stable version is typically updated if there is a critical need (such as the Medieval Tower required an update as it had buggy spawning) or on a weekly basis when there has been a lot of content. Unfortunately uploading 2gb in one large chunk can be a bit time consuming to commit to on a daily basis, especially when only minimal things have been changed. The good thing about the Github Development build is it only requires changing the single files as it gives access to them.

 
@BasicallyACat I shall prepare an updated version of the Github from now - about 12 hours ago version and make a new World for it.

This is effectively the last stable version from Github and includes the new POIs, Quests, and some quality of life updates.

 
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The Github stable build has been updated to:

(Modded Game) NMM - Mods.26.zip - https://www.moddb.com/company/not-medieval-mod-developers/downloads/mods10

(Modded World) NMM01 - NMM01.6.zip  - https://www.moddb.com/company/not-medieval-mod-developers/downloads/nmm01

Changes include:

- POI additions and updates

- New 'boss' type quests and entities.

- 2 new weapons

- All entities have been given names

- Health bar for entities is visible

- 1 block crouch exploit has been removed from Score (toggled through an NNMCore patch)

- Trader Protection removed and traders open all hours

- All Undead entities have 3 tiers of Undead, Feral Undead, and Chaos Undead. They will start appearing from start, about GS50, and GS100 respectively.

In addition, the boss spawners for Blood Moon have been given a slightly higher probability to spawn from 1 in 500 to about 1 in 250 as GS reaches 50. Since the entity list is growing longer, they will still have a lot of competition before spawning.

That covers the highlights and any other changes are typically backdoor and for stability.

It may well be that the bulk of features are now incorporated, although impulse sometimes takes precedence.

It seems the next Moddb build will have:

- A food spoilage system where food needs to be processed or eaten before it spoils.

- Further updates to Localisation, especially for the Skills/Attributes to change the wording so it doesn't mention things which have been removed.

- Possible drops for resin since many of its sources were removed with 'moving back in time'. However, there is quite a lot to be found in Junk, which is respawnable, and wooden wheels on the roads which are limited, for now. The trader should also have more stock than default.

@BasicallyACat All updated in the post above with clearer indication of what build versions are the most up to date for the Moddb stable release. This version isn't missing anything beyond a little tinkering with a new food feature Darkstardragon is considering.

 
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arramus said:
A new version has been pushed to the Github download area that includes a fix for the custom crossbow bolts from the original creator.

It is also being uploaded to the Moddb version as well but will take time as it requires the whole mod uploaded rather than just the fix section.
TY ill check it out and confirm if its working or not.

On a side note my horse all of a sudden started sinking to the ground then of course i fell through and was quickly flown into radiation zone where i slowly died. It happened when I almost fell into the pond behind the first trader location, I had enough momentum to stop from falling into the pond and was able to climb up the side of the pond but not actually fall in. After I got out and hit dry ground I continued moving and horse slowly started sinking (id say took about 5 seconds to be completely absorbed by the ground with my horse)

 
TY ill check it out and confirm if its working or not.

On a side note my horse all of a sudden started sinking to the ground then of course i fell through and was quickly flown into radiation zone where i slowly died. It happened when I almost fell into the pond behind the first trader location, I had enough momentum to stop from falling into the pond and was able to climb up the side of the pond but not actually fall in. After I got out and hit dry ground I continued moving and horse slowly started sinking (id say took about 5 seconds to be completely absorbed by the ground with my horse)
Thank you. It was double checked before releasing and other posters have already confirmed the crossbow ammo is working well again.

As for the horse, or any vehicle sinking for that matter, this is typically linked to different regions of the World updating through loading and unloading. As a player moves through different 'chunks' in the World they are loaded and unloaded but sometimes the loading process is not keeping up with the player's movement. This issue usually happens on a dedicated server where timing and syncing between the player and server are suffering. It has certainly improved for A20. I have not heard this commented on yet for the NMM.

 
Just checking on the POIs built into the Medieval Towns to see tiers and types. It shows if there are any patchy areas where Quest may be repeated a bit too often at the same place.

Tier 3 and especially Tier 4 are in need of assistance in the towns. Regardless of the challenge, the Bandit Jousting Arena was added to Tier 4 to fill a gap.

For the Wilderness, there is also 2 T5, 3 T3, 3 T1. The 3 T3 help to fill the T3 gap.

T1
Jarls Estate (F+C)

Medieval House 2 (F+C)

Galera (F+C)

Medieval Dragon New (F+C)

Blacksmith (F+C)

Stables 1 (F+C)

Remnant House 04 (F+C)

Bric a Brac (F+C)

T2
Windmill (F+C)

Tower (F+C)

Stone Church (F+C)

Mill (F+C)

Lion's Pride (F+C)

Medieval House (F+C)

Bakery (F+C)

Alchemist (F+C)

Shema House 1 (F+C)

Skinny Finger (F+C)

Shema House 2 (F+C)

T3
Watermill (F+C)

House Pigeon (F+C)

Castle Destroyed (F+C)

Castle 05 (F+C)

Castle Zyncosa (F+C)

T4
Windmill Retro (F+C)

Bandits Joust Arena (F+C)

T5
Tudor Village (F+C)

Tavern (F+C)

Stillwater Castle (F+C)

Sly Ship (F+C)

Notre Damn (F+C)

Galeon Docks (F+C)

Doune Castle (F+C)

DnY Castle M1 (F+C)

Cursed Manor (F+C)

Clock Tower (F+C)

Castle Spartan (F+C)

Castle Libby (F+C)

Total town and wilderness are:

11 T1 Quests

11 T2 Quests

8 T3 Quests

2 T4 Quests

14 T5 Quests

A minimum of 7 is necessary to cover each Tier with the unlikely potential of a unique Quest for F+C versions. Low level Tiers also have the Buried Quests which helps. T4 is clearly in need of assistance...

 
Adding the Moddb build update which contains the perishable food dynamic.
This was something Darkstardragon wanted to add to maintain the immersive feel of having no access to preservation methods.

Over time (1-2 days) food type items will perish and change to rotten meat. In time rotten meat will also disappear.

If you stack 'low quality' food with 'fresh food' the fresh food will match the 'low quality' food value so best to keep them apart.

Food spoils in 1-2 days.

Some hints that have been shared:

- If you see food in loot, and it is not really necessary, it may be best to leave it there and come back when you need it.
This will apply to your fish farms and looting adventures.

- Food is very abundant in NMM so a little looting will bring decent rewards.

- Honey Comb will never perish.

Please do not reply to this post about this new dynamic. Please tag Darkstardragon directly with your feedback on how it's faring. ;)

 
My offer still stands to help rewrite the main description/webpage if you decide to get into that.  I don't think it's in bad shape, but if you want to improve it a bit here and there and you'd like my help I will make the time.  I may not be free any given day, but if we can do this across a week or something, I'm in.

 
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So, I was having an issue with the POI's not being placed in a RGW. I followed advise and completely took out the POI folder and reran the Random Gen World again with a new seed. It worked! Awesome, been playing off and on for a few weeks. Now, the Trader only offers Buried Supply quests. Nothing else. I have gone into DB mode and reset the quests but still only Buried Supplies. I really am not a fan of those .. Any idea what is going on?

I have read that this has happened before if A19 files were included in A20 builds. I have read that it could be because of the other MOD's running in the game. I have read that it requires a complete uninstall and reinstall with file checks from Steam and them reapplying each MOD one at a time to find the issue ...  that all sounds like a TON of work. If anyone has had this happen, please share, or reshare if it is here and I missed it, what you did to correct. Thanks.

 
So, I was having an issue with the POI's not being placed in a RGW. I followed advise and completely took out the POI folder and reran the Random Gen World again with a new seed. It worked! Awesome, been playing off and on for a few weeks. Now, the Trader only offers Buried Supply quests. Nothing else. I have gone into DB mode and reset the quests but still only Buried Supplies. I really am not a fan of those .. Any idea what is going on?

I have read that this has happened before if A19 files were included in A20 builds. I have read that it could be because of the other MOD's running in the game. I have read that it requires a complete uninstall and reinstall with file checks from Steam and them reapplying each MOD one at a time to find the issue ...  that all sounds like a TON of work. If anyone has had this happen, please share, or reshare if it is here and I missed it, what you did to correct. Thanks.
Have never seen anything like this in all the time ive played the game. Although i havent had the time to do a proper long play, i plan on doing so now that the mod is complete for a20 and sorcery has a patch pending.

 
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