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Not Medieval Mod - A Fantasy Modpack

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Pushing a small update to the Chicken Coops part of NMM since Oakraven updated it for the base.

Nests have their own model when ready to harvest and will downgrade to a regular nest. This is a 120 minute cycle once looted which takes longer than Coops and keeps them as a more effective farming asset.

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Hey there.

I downloaded this mod link yesterday https://github.com/drkstardragon/NMM

my brother and I spend 4 hours trying to figure out why it wouldn't do the full download it would stop at 1.3 I've plenty of storage but a lot of files were missing we did everything over and over and even write in every single missing file from his copy to get it to work and would only get to creating player be for f1 kick in with nothing but solid red error .is there something were are missing cause it worked fine for him but when I did everything he did it never worked.

 
Hey there.

I downloaded this mod link yesterday https://github.com/drkstardragon/NMM

my brother and I spend 4 hours trying to figure out why it wouldn't do the full download it would stop at 1.3 I've plenty of storage but a lot of files were missing we did everything over and over and even write in every single missing file from his copy to get it to work and would only get to creating player be for f1 kick in with nothing but solid red error .is there something were are missing cause it worked fine for him but when I did everything he did it never worked.
Downloads for Github and Moddb are identical at the moment.

You can also try Moddb if this happens again in the future as long as everyone uses the same build.

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

These are custom files and require the anti-cheat EAC to be turned off or it will bring errors.

Other than that, if you share the same builds there should be no conflicts or warnings.

 
Here is a small update for the NMM. It has been pushed to both the Github and Moddb versions.

The updates include:

The Bee Hives were updated in the Oakraven Forest Collection with a small cosmetic change (aged and varnished wood) as well as an easier method to see which direction the 'front' is. The front now shows a honey drip plate on all 3 Hive types.

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The Cooking Stations have been optimised to reduce the file size. The size reduced from about 140mb to 80mb. This was achieved by tinkering with the shaders.

This shows the full updated set although NMM has not hooked up the mixers and blenders.

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The Moddb file size has reduced from about 1.94gb to 1.88gb.

 
Pushed a small update to the NMM Github Development Build to include lower chicken vocalisations when collecting eggs, feathers, and chickens.

This was requested for the Oakraven Forest Collection and is added to NMM for compliance.

 
Pushed a small update to the NMM Github Development Build to the Workstations to comply with the Oakraven Forest Collection update.

This reduces the file size from 85mb to 55mb.

 
Another small update was pushed to the NMM Github Development Build to reduce the Water Well size by 30mb and lower the volume of the dripping faucet sounds.

This update is also being pushed to the Moddb build. This decreases the download size to about 1.83gb.

 
Just a heads up on A20.6 (b8).

It is not compatible with the current NMM build as TFP has updated a few features which will requires updates for NMM Progression and the NPCMod.

It has been reported to the NPCMod team and will take a little time to resolve.

 
The NPCMod team have approved a patch for the NPCMod to allow it to run with A20.6(b8).

This has been added to the initial post and is ready for download. The 0-XNPCCore-A20.6(b8) has been uploaded to the Oakraven Forest Collection area since duplicate uploads are not accepted. It is compatible with the NPCMod which both Modpacks are powered by.

3. A20.6(b8) Experimental Build

For players who want to update to A20.6(b8) it is necessary to install these 2 patches into the Mods folder. A20.6(b8) has some critical updates and these patches provide compatibility.

1-NMMCore-A20.6(b8) - https://www.moddb.com/downloads/1-nmmcore-a206b8#downloadsform

0-XNPCCore-A20.6(b8) - https://www.moddb.com/mods/oakraven-forest-collection/downloads/0-xnpccore-a206b8

 
Here is an update for the NMM for both the Github development build and the stable Moddb version. They will both be identical for this release.

1. The Oakraven Forge was given a small upgrade from 2 input slots to 3 input slots along with a few extra crafting benefits. This matches the original Oakraven Collection update.

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2. Libby's Castle POI got a small paint brush up for some missing textures or mismatches.

Small cosmetic things that will keep it matching where needed. For example:

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And here is something optional:

@khzmusik's Variable NPC Sleepers

https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/2-khzmusik_variable_NPC_sleepers

By default, the Score which powers the NPC, turns on/off some features which can be toggled. For example, the food spoilage can be turned on for players who prefer that depth of realism. This mod toggles the NPCs in sleeper volumes so that they will not be so hyper alert when we go near a POI. There have been a lot of comments about the Orc Jousting Arena, Stables, and some other POIs that are quite challenging, or don't allow stealth to be incorporated. This mod calms things down and gives the player some breathing space to consider options for a stealth strategy.

A few images to demonstrate:

In the Jousting Arena, players are pretty much flooded as soon as they open the main doors. With this mod we can open the doors and get an idea of what's to come and where the NPCs are placed in their idle state. It is no free ride though. Venture about 10 blocks forward and the flood begins.

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Here I have reached just past the arena joust battle area and they are waking up. This will give players the option to play NMM or NMM 'Stealth'.

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For the Stables, we can get just inside the main stable area before they become aware.

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And for Guppy's house, we can stealth upstairs without being flooded.

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It all depends on your game style.

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Not Medieval Mod has received a somewhat substantial update to both the Github Development Build and Moddb Stable Build.

1. Fix

The Blunderbuss weapons were missing an 'unlock' property tag. While it was not critical, it didn't allow players to see the unlock/lock icon for crafting to show what Perk they were governed by. This has been rectified.

2. New Entity.

Crispy NMM joins the NMM collection. He will only appear during a Blood Moon event. He is fast and melee attacks can set players on fire.

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3. New Weapon

Here is the Dragon Cannon - Ranged by @oakraven. It is hooked up to Dead Eye and has its very own skill perk tree since it is the only weapon governed by it.

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The Dragon Cannon can use 3 types of ammo; Boom, Fire, and Shock. On this occasion it was used at close range, but it is best used from greater distances because reload time is slow and approaching hostiles will often reach you before you are ready. It seems to have great potential for hunting larger monsters.

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Another trade off is the costly ammo production requirements. Not really one for lower Game Stages.

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One small addition to localisation is adding (2 wide) and (3 wide) for the Oak Chemistry Table and Oakraven Forge, so that players know exactly how much space they need for these irregular sized work stations.

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And thank you to @khzmusik for supporting the NPC Mod with a feature that allows the NPCs to be less reactive during Quests. This has now been added to NMM as a default setting. This provides better opportunity for stealth game play, as well as giving POIs a more modular feature where you won't be rushed by practically everything as soon as you breach their territory.

 
The 0-Score Mod has been updated from version 20.5.177.1415 to 20.6.229.2113.
This update was pushed to the Score depository in the last hour, and is built into both versions of NMM; Github Development Build and Moddb.

One feature it offers is the block fire feature where wood can be set ablaze by the fire breathing dragon... ... ...

More on that from Darkstardragon in due course.

 
Hey guys, 

I have issue with starting new world, the loading stops at Creating player - but game don't freeze, TIPS with mouse1 and mouse2 works, longest I waited 30 minutes. New game with this mod don't start for me and I need help from local professionals 🤙

AntiCheat - off 

List of mods looks exactly like the picture even with undeleted README

Game integrity verifyed

-force-d3d9 used 

AppData cache cleared 

Profiles, Saves, Old worlds deleted 

Tried STABLE build and DEVELOPMENT build - no change

I am on 20.6 version so I used patches 0-XNPCCore-A20.6(b8) and 1-NMMCore-A20.6(b8) but I also tried it without them - no change

In combinations I tried 6k map 8k map, Navezgane and temporarly deleting POIs to create random map - no change 

Without mod New game works with no issue 

Thanks for any help 

 
Pushed an update to the NMM Github Build and Moddb build for Score and NPCCore for A20.6 stable.

This removes the need to use any patches and they have been removed from the first post as they have been integrated into these builds.

The Github Development Build has also received a 'fire' feature where certain materials can be set alight (and extinguished). The Moddb version has exactly the same files but this 'fire' feature has been turned off for now while it is being balanced.

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Darkstardragon will explain in much more detail as things progress.

 
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