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Purgatory Server-Side Overhaul Collection Mod Official A19.6 v1.0.1 Download

1. grab a class that sounds like it has a weapon, and use the magic bullets to keep yourself alive, dont leave the start area until youre ready to take on some nasty mobs

2. you can break down a bed to get a chance at receiving a bed to use as a bedroll, you can then  spawn on that instead of the oh god help me sleeping bag

 
I think it really depends on the adaptability of the players involved and what aspects of the game you find enjoyable as to whether players will enjoy it.

As for dieing a lot early game, especially day one is pretty common. I changed the spawning rates, frequencies, and times to directly challenge the normal patterns from vanilla play and allow for greater flexibility in the randomness of those values. There is however still a pattern to it, and you can find it given time played. 

DrkstarDragon is right though on both tips, they will make the early game a lot easier. As well, get yourself a wrench and hunt down ovens til you salvage a working one, that will make cooking safe. Cooking in the campfire summons screamers and bosses. Cities are very dangerous due to the number of potential pois you could approach that have fire based light sources, which will make the heatmap rise as you get near them. Always pickup candles, torches, and burning barrels to stop the screamer traps they create.

As well, build 7 is available in the link below now, updated and running with alpha 19.6 without issues so far. It should not require a new save, but you should make a backup just in case. The install instructions have changed and are inside the download. This change will alter all traders to be unprotected, but in a save where you have already encountered a trader that is protected it will remain protected and therefore always be a screamer trap when you get near it. You can delete that region to reset it to unprotected after updating to build 7. Additional changes include, all zombies magic attacks (their debuffs on hit) have been removed from automatic and added to the critical hit system instead. In addition the new models for the duke's lieutenants have been added as a series of TheDuke entities in build 7. Their names and stories are being added for the next major update which will include the showdown with the duke finale to the story.

alpha 19.6 Purgatory v1.0.0b7

https://drive.google.com/drive/folders/1b5z4ytupW_ec2OLwAxPDTStKrAwWzjG8?usp=sharing

 
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Version 1.0.1 b1 is available via the gdrive link below and nexus.

https://drive.google.com/drive/folders/1b5z4ytupW_ec2OLwAxPDTStKrAwWzjG8?usp=sharing

While primarily a QoL update fixing missing descriptions and item stats, as well as correcting unlocks for various items and new workstations. 

Also includes performance tweaks and spawning adjustments to better suite the gamestages intended for lategame. 

Loot rebalanced, as well as tweaks to the classes. 

The military boots speed has been adjusted to the intended effect instead of the superspeed it had been.

Too many other minor tweaks to properly list.

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Hi,I enjoy this mod.I think its pretty good but also very challenging at the same time.

    Just gonna ask.When I try to interact with the loot box machine,I got 'NullReferenceException: object reference not set to an instance of an object' error and can't exchange for loot crates.Just wondering how to fix this.

Also I'm wondering what's the ammo required for Hyper Blaster.

Its my first and only mod installed in my game so this problem is new to me.I'm also playing on 19.6(b8) so I'm wondering where I got those errors.

Thanks again for this wonderful mod.

 
Ok that particular one can come from network lag. As that one was created by this genius modder named snufkin who figured out how to use a webhosted image in an asset without the player having to download it. the drawback is occasionally that error comes up. I imagine it crashes your client? Usually reloading makes it work. Let me know if it keeps giving you trouble. 

 
Hello, we are enjoying this mod now.

However, everyone is confused by the four-hour depub (?) After hearing the sound of the gunshot.

and we also teleport to my bed with the CSMM [/ bed] command, but we are also in trouble that HP decreases 17 ? 

at that time.

Can you tell me the name of the mod that provides that two depub. ?

and Can you also tell me the name of the mod that will cause the item to disappear when the item is exhausted? ..

 
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There is a trick to not losing health with the bedroll. 

But you could far easier overcome it by crafting or salvaging a bed rather than a bedroll. Which will most likely work with your /bed command as the bed is classed exactly the same as a bedroll but does not have the safe space buff from standing on it. 

Idk what you mean by the word depub. 

You can't remove the mod that causes the destroy on degrade, as that's a part of purgatory itself. Use the combiner if you don't have repair kits, and watch the health of your items. 

 
I do not think it's going to be likely i'm sorry to say. I wanted to achieve safety for saves, but it was not possible at my current skill level at least for everything that needed to be done. In order to fix a few issues and correct some that i hadn't noticed until i was working on this update, i had to move some blocks and items around in the load orders, which changes their id number used by the save to call on each item correctly. 

I do think the changes are worth it, and you can always try the update after backing up your save to another folder first. That way if it does break it, you can always revert version and replace your copied save back into the saves folder to bring the save back safely.

I did remove the old worlds in this update though so i could save space for the upload. I would overwrite rather than delete the old version first that way you still have those worlds if your save was using one of them.

 
Hello guys can you help me with this?

I can load and play with no errors when I host but when I upload it to our server. The game just will not start and keep prompting a whole few rows of this error :

2021-10-24T00:54:13 25.600 ERR XML loader: Loading and parsing 'recipes.xml' failed
2021-10-24T00:54:13 25.600 EXC No item/block/material with name 'modDyeJawoodlePurple' existing
Exception: No item/block/material with name 'modDyeJawoodlePurple' existing

I tried commenting out recipes.xml that has modDyeJawoodlePurple or replacing it with vanilla dyes and the next ReachGreen dye came up then DistroGold and then the Melee Sledge HammerT3 error came up. That is tedious work.

Please advise.

Thank you.

 
Yeah, so, commenting out the key items will cause all kinds of red errors. 

Commenting them out is not the way to stop red errors.

Figuring out what you added or removed which is causing the conflict is the first step.

To do that, post your output log.

Logic would dictate you removed the purgatory core file, and the other files which depend on it's pieces are throwing up red errors as the pieces it adds are missing.

Which would create all kinds of problems for you when trying to play the mod, as without the key items and blocks and other changes made in the core, many aspects of the mod will either be inaccessible or nonfunctional. 

 
I just started Purgatory for the first time and launched the purgtrap6k101 map when finishing the starting quests though it tells me no trader is this a mod issue or issue with game files?

 
It's an issue with that map sadly. I need to make some new ones, as i didnt test the new ones as much as the ones from the first two versions. That map doesn't have enough traders near the player spawn locations. 

I'd recommend either use the rwg to generate a new map.

Or i could work on a new one, i have another update almost ready but was trying to wait for a20 before updating again. 

 
It's an issue with that map sadly. I need to make some new ones, as i didnt test the new ones as much as the ones from the first two versions. That map doesn't have enough traders near the player spawn locations. 

I'd recommend either use the rwg to generate a new map.

Or i could work on a new one, i have another update almost ready but was trying to wait for a20 before updating again. 
Ahh roger. I just loaded the 8k and have a trader nearby so will try out the 8k and see how it goes. I just wanted to a map that would have the intended pois for the mod and i know with rwg that dont always happen. thank you for the quick reply. And thnx for creating the mod have seen a lil about it and excited to get into it.

 
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Kinda managed to fix the error but does not remember what I did. The game is able to load up... but in between there are still red errors when playing =( 

What puzzles me still is why the very same files on solo does not work when hosting on the server. 

 
Idk if anyone is looking, but the a20 version of Purgatory is not server-side, and is still in development but getting closer to release. If you want to check it out now, it's definitely at a playable state and mostly in need of endgame items tweaks, a few endgame entities need finished still, and some new ideas i have planned still need to be written. 

In the a20 version you will have to manage sleepiness, stress, wellness, nutrition, as well as the normal food and water, health and stamina. There are 17 material progression stages for building, and most stages downgrade to the one before them. Meaning your bases have much more defense than they do in vanilla, but some zombies and other entities are strong against different building materials. There are more than 100 new zombies, fantasy creatures, and NPCs. Not all NPC's are hireable, but some are. There's even a small white fox companion NPC you can hire for 10 raw meat if you find it. And the vanilla zombies have all had purgatory specific tweaks, including becoming supercharged on horde nights. 

I have added some teleport spells, as well as integrated Alchemy from BadPoly for the potions and ores. Loot is still plentiful, but backpack space is harder to unlock than in a19. 

Also incorporated Tactical Action Tristam Edition, as well as over 250 other mods to create a truly unique new playthrough experience despite the familiar looking pieces. Many new zombie, vehicle, and item models used this time around. Gaining classes no longer grants perk points like it did in a19 to prevent the cheesing of the leveling system. Dying also now resets your character back to level 1 and removes all perks and books read. As a counterpoint, most books are not destroyed when read, unless you open them from the hotbar with right click action, which grants you a perk point and destroys the book rather than granting the benefits of reading the book. If playing multiplayer, there is a Patch Modlet in the 0-archive-disable mod folder which you will need to move up one folder level to sit with the other mods. This is because sleeping speeds up the passage of time, which is a problem when playing MP. Iceburg71's proper repair kits is in use, and vanilla repair kits have had their repair amounts greatly reduced as that makes repairing the tactical action weapons sufficiently costly to counter their super high durability and other improved stats. Curse of Anubis mod is integrated mechanically and storywise as best as i could so far. I've also implemented new spawning mechanics that i created to make the environment more alive and deadly to you, as well as leveraged Fillunderscore's improved hordes, and adapted Khaine's dangerous cities and Boids infinite hordes to completely alter the flow of non poi zombies into player experience at random intervals and at rates and numbers you may not be ready to deal with at any given moment. Gamestaging all of that has been a challenge but i believe it's getting really close to where i want it to be, and the important gamestage changes relevant to spawning will happen at 50, 125, and 250 so far. Max level has been set to 99k but I also set the rate of increasing XP cost per level to be adjusted to make early levels easy to go through and everything above 50 to be harder than it is in vanilla. 

So if after reading that wall of text you still want to check it out. Download it here for use with a20.4 7d2d: V0.88 Purgatory Overhaul Mod Collection

Also if you find any bugs, it's quicker to join my discord and submit them in the #purgatory-bugs channel to get help resolving the issue. You can find the link in the main menu and in the pause menu while in game. Instructions for install are in the zip file. 

 
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magejosh said:
as well as over 250 other mods
very nice! The most I was able to personally get loaded on my own without tearing my hair out (and without giving up on some mods I really wanted, due to sooo many errors/warnings) was maybe ?120? mods loaded and maybe 8% of that were my own mods.  I know it can be a lot of work hand tweaking and hunting down xml collisions things like this.  I really wish there were a way to check "what mods are incompatible with others" without having to load them int a game.

 
very nice! The most I was able to personally get loaded on my own without tearing my hair out (and without giving up on some mods I really wanted, due to sooo many errors/warnings) was maybe ?120? mods loaded and maybe 8% of that were my own mods.  I know it can be a lot of work hand tweaking and hunting down xml collisions things like this.  I really wish there were a way to check "what mods are incompatible with others" without having to load them int a game.
Now that's a good idea right there. A dry run xml parser. That way we can see errors without having to load assets.

Anyways, current version is up to 369 mods. https://drive.google.com/file/d/1TIfvFpPdvZ0ISDttPDtr89_x2d9XeJtc/view?usp=sharing

 
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