• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Ravenhearst Mod

Hi Jax :) Love your mod very much :) After playing your mod it's impossible for me to go back to the vanilla version of the game. Love the cars many great models in the game. But I am not sure If you know your guns ;) Becasue there are a couple of wepons wrongly done. Especially Desert Eagle has a wrong pistol model and one of the Squad Automatic Weapons has a wrong icon. I belive it was LSAT had a M4 icon. There are a ton of cool weapons in Experimental Recepies mod maybe you could prot some of them to your mod? Especially two variants of shiny Desert Eagles :) 50 BMG version and Magnum :) and my favorite Colt 1911 :) I remeber in the first Ravenhearst mod there was a flintlock pistol a shame it's not in the current. I noticed a couple of farm animals roamig the land Cows, pigs etc. Will there be animal husbandry in the game later on?

 
uc6j7lo.jpg


Just a quick sneak peek ;)

 
Jax, can you tell us if you will keep the new quality system 1 - 6... Maybe you will make mix the old quality system with the mod attachment?

Regards

 
Jax -- you may know this better than anyone else out there. Is there still a way given the new A17 system to incorporate "learn by doing" elements to progression through modding? I've heard conflicting information.

 
So this is VERy doable, just a lot of internal work. Credit to one of our dev members w00kien00kie for finding this and working on it. There is hope guys!

quality.jpg

 
YESSS

That's great news.

Thank you for sharing info mate.

It's really apriciated.

Cheers

Canadus

Ps. Can't waite for RH on a17..

Yea yea I know it's a long way to go.. but still 😁😁😁.

 
I really hope there is a way to add the A16 quality and parts system to A17, even if it is only through a full mod. Wouldn't mind it being an independent mod, because I'm not sure about installing a full mod until stable is out... Whenever that is.

 
So happy to see Ravenhearst is happening in A17. Hands down the best mod out there for my taste and I can stop being worried to much over the nerfbat that is slowly working its way through Vanilla=)

Loads of cred to you Jax and the team working with this.

 
So happy to see Ravenhearst is happening in A17. Hands down the best mod out there for my taste and I can stop being worried to much over the nerfbat that is slowly working its way through Vanilla=)
Loads of cred to you Jax and the team working with this.
Thank you for the kind comments. I think the biggest thing that makes us so cherished by our community is that we all PLAY the game a lot. Ive done at least 4 plays to day 21 now with shorty and we take notes every single time.

Work is in full swing on RH 5. Right now its me porting over the best features from the previous RH. We have some great and talented people this go around. I'm excited for what Makabriel is going to bring to our maps, w00kien00kie is a recent addition but his knowledge is unmatched and he is the one who is rigging up the quality system again for us.

Im currently figuring out our perks and progression with the rest of the team, and just recently added gun parts back into the recipes for all guns. It may not be assembly like we knew and loved.... yet but its been nice to not find a box of full guns at my base on day 7.

We have already ported over a few models and are working on more too

You can see some of them here https://imgur.com/a/rhP1iVF

All in all once stable is released I will be sharing way more news and updates.

 
By bringing back the old quality system, is it going to be say 1-100 no mods, 101-200 1 mod, etc? Also, would say having a weapon that's 65, you get parts that make it 145, would it then open a mod slot or would mods slots just depend on when picked up? Would that also then make weapons way overpowered with the new mod system going with it too? It seems like you can get say a 400+ weapon with no mods be as strong as the current system now with a 6 and full mods. I'm guessing there's going to be a lot of balancing to go along with it too so it wouldn't be that way since mods were to take place of the old quality system with all the weapon stats. Figuring it would be smaller gains with higher quality than previously so that mods still take some kind of importance. Unless just replacing mods with gun parts and ridding mods all together? Just have to wait and see, I've enjoyed the mod in A16.4, with all the changes, curious to see what it'd be like now.

 
By bringing back the old quality system, is it going to be say 1-100 no mods, 101-200 1 mod, etc? Also, would say having a weapon that's 65, you get parts that make it 145, would it then open a mod slot or would mods slots just depend on when picked up? Would that also then make weapons way overpowered with the new mod system going with it too? It seems like you can get say a 400+ weapon with no mods be as strong as the current system now with a 6 and full mods. I'm guessing there's going to be a lot of balancing to go along with it too so it wouldn't be that way since mods were to take place of the old quality system with all the weapon stats. Figuring it would be smaller gains with higher quality than previously so that mods still take some kind of importance. Unless just replacing mods with gun parts and ridding mods all together? Just have to wait and see, I've enjoyed the mod in A16.4, with all the changes, curious to see what it'd be like now.
When Jax says you are in good hands, you are in good hands. Credit to w00kien00kie for figuring all the logistics out, now its up to me to balance it all.

Mods will still be VERY important. the plan is for the qualities to give a small bonus in all areas, with mods giving the rest. As you can see from the pic, when you loot you can find any number quality.

Here is how it works thus far:

- Quality is now 1 - 120 (instead of 1 - 6). 6 colours as usual.

- Tools and Weapons (melee, ranged and guns) now have a sliding dmg instead of a fixed dmg for all quality levels.

- Quality on crafted items are linked to the int perk as current setup but with slightly reworked levels (perk descriptions not updated yet).

-- Level 1 int = 1 quality items

-- Level 2 - 3 int = 20 quality items

-- Level 4 - 5 int = 40 quality items

-- Level 6 - 7 int = 60 quality items

-- Level 8 int = 80 quality items

-- Level 9 int = 100 quality items

-- Level 10 int = 120 quality items

- Loot boxes should contain items lvl 1 - 120, percentage chances are standard atm

- Trader should have items with lvls 1 - 120, percentage chances are standard atm

- Quest rewards should have items with lvls 1 - 120, percentage chances are standard atm

- Treasures should have items with lvls 1 - 120, percentage chances are standard atm

- Air Drops ... should be working as well

A17.0_2018-12-11_12-53-36.jpg

 
When Jax says you are in good hands, you are in good hands. Credit to w00kien00kie for figuring all the logistics out, now its up to me to balance it all.
Mods will still be VERY important. the plan is for the qualities to give a small bonus in all areas, with mods giving the rest. As you can see from the pic, when you loot you can find any number quality.

Here is how it works thus far:

- Quality is now 1 - 120 (instead of 1 - 6). 6 colours as usual.

- Tools and Weapons (melee, ranged and guns) now have a sliding dmg instead of a fixed dmg for all quality levels.

- Quality on crafted items are linked to the int perk as current setup but with slightly reworked levels (perk descriptions not updated yet).

-- Level 1 int = 1 quality items

-- Level 2 - 3 int = 20 quality items

-- Level 4 - 5 int = 40 quality items

-- Level 6 - 7 int = 60 quality items

-- Level 8 int = 80 quality items

-- Level 9 int = 100 quality items

-- Level 10 int = 120 quality items

- Loot boxes should contain items lvl 1 - 120, percentage chances are standard atm

- Trader should have items with lvls 1 - 120, percentage chances are standard atm

- Quest rewards should have items with lvls 1 - 120, percentage chances are standard atm

- Treasures should have items with lvls 1 - 120, percentage chances are standard atm

- Air Drops ... should be working as well

View attachment 26209
So if I'm lucky enough, day 1 I could have 120 quality items?

 
Currently only from the trader and that's only because the trader is bugged and isnt limiting stock to lower levels of quality.
ah, so what you see drop is also based on intellect, along with the quality that can be crafted? Or would there be something to do with player level that would increase what is dropped?

 
Hi Jax inquiring minds would like to know if your 1-120 quality level system was accomplished with xml or sdx changes. Mods looking great man keep up the good work.

 
Guys your work is amazing.

This mod is just so much fun. The variety of crafting is giving me a glorious time.

For the two problems we are occuring at our game at hands:

we are around day 55 right now and still in the need of the sewing kit for unlocking the second set of classes. Is the timeframe of ~60 days to get that done on par with your experience? If not, where to look for that damn sneaky kit?

And our master of the concrete is missing a "putty knife/trowel". Not sure which the term is you use ingame. The term itself would go a long way. Is it craftable or is it a loot-only item?

Given that we haven't played that much overall, we might be missing out on good tacticsand therefore we are running out on options to fend of hordes without creating concrete ourselves.

We'll manage somehow surely, but those two hints would go a long way.

Thanks again for your great work guys!

 
Back
Top