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

Romero Mod - A game mode/suite of zombie tweaks

Thank you for the mod. I searched without a Blood Moon, but on the 7th night it started. The settings are all by default, only loot is worth 25%. The screen couldn't be uploaded.

 
You have to mess with the menu settings and set it from 0 days to disabled (or if it's already disabled, set it to 0).

No idea WHY you have to do that, but you do.

 
Hi! I've been testing this mod a bit and I feel it's exacly the type of base I really want to mod my kind of add-on to and at some point maybe release it, maybe not. But it'll be free and you'll be credited of course for the base @KhaineGB , if I release it. I've had already got a bunch of add-ons/ideas already in earlier Alphas, even a couple of custom workstations I've made...

So, in others words, this is the type of mod I always wanted this game to kinda be like... :) You can always make stuff harder without blood moon even... (I've got a few ideas how to make it harder as it already is).

I always wanted that Romero style of game every since I watched The Night of the Living dead when I was a teenager and when I first watched The Walking Dead it's the same. You can't really blend Romero/Walking Dead style of game with 28 days later/World War Z kinda...it's be just weird hybrid. That's the amazing thing with mods!

 
any known way to make wasteland mod play nice with this one? clear conflict prevents using both together but not sure what conflict is as wasteland mainly adds weapons and some poi although does add npc's?

 
Hiya KhaineGB !

Hope you are well, I have been using your mod in my Day of the Dead pack on Nexus (full credit given to you!) 

Awesome mod by the way! I have just registered today so I would like to give you a massive thanks!

I was just wondering what changes you made to your 19.4 version to make it 19.5 compatible?

I have not moved to 19.5 as I am still in the middle of changes and do not want to disrupt that yet in case 19.5 requires a lot more tweaking.

It would be great if you could let me know what you tweaked to make it compatible for 19.5?

many thanks!

V

 
Ah I think I found it - it's an update to the Managed files. (Hopefully nothing else!)  

Please let me know if you made any changes under the MOD folders.

Thanks!

V

 
Yeah, all I did was update the 19.5 DLL since most of the other vanilla XML is untouched. That's it :)

 
Last edited by a moderator:
Awesome thanks mate! Without your update, I was screwed! Thank you so much for keeping it up to date!!

I pushed out the same update for my mod and it works a treat.

Again, cannot thank you enough for that mod, just brilliant, it inspired me to start building my own! (My Day of the Dead pack is my first ever mod, building on top of yours).

cheers

V

 
It'll be updated for A20 too. I'm gonna try and keep it lightweight so folks can build on top of it easily.

 
Hi KhaineGB !

I do have a few more questions about your mod if you have time. 😀

  • Are you able to let me know more about what changes were done to GAMESTAGES.XML ? I have been comparing the files but was hoping to hear from you direct, because it is quite a long file. What I am finding that blood moon night is actually the most quiet period! I have hordes of zombies during the day and lots during a normal night, but once I get to blood moon night, it drops right off. This is especially obvious if you set the blood moon to every night. I get an initial rush, and then the rest of the night is quiet. What I am hoping to do is restore the blood moon continual rushes but using normal zombies only. So I have replaced all ferals and spider zombies with normal zombies to try and achieve that effect. But maybe your changes to GAMESTAGES are still limiting the zombie rushes. I can see you have reduced the Diminishing Returns, but I am still working out what you did with the rest of the GAMESTAGES.XML.
  • As you noted previously - by default Blood Moon phase occurs at 7 days, even though it says DISABLED. You have to specifically change it to 0 days, as noted. I did try to get to the bottom of that and I think the game is hardwired to start the default at 7 days blood moon. So I actually restored the Blood Moon to its original setting (via the UI files) so you can enable or disable as you like, and this seems to work fine, except for the fact that Blood Moon night is quiet. I guess my question is, if I restored the original GAMESTAGES.XML to what is in 19.5, is that all I need to do to return Blood Moons to continual rushes? (given that I have replaced most SPIDER and FERAL zombies with regular zombies)
     
  • This question comes up a lot: You have changed the UI to fix the Night Zombie walking speed at WALK in the menu. But at night, the zombies clearly move faster than in the day!! Are you able to let me know a little bit more about this? It is like the Blood Moon DISABLED quirk: It says WALK, you cannot change it, but they appear to almost run at night. (Which I don't mind but just want to understand a little more about how this was modified)
  • I notice the wooden spikes are invincible against the 2 flamethrowers in my pack, and weapons as well. I can destroy them with axes, but they seem immune to other weapons.  Would you know any reason for this?
Sorry for all the question, but really keen to understand a bit more, rather than just reverse engineering your code and guessing.... 

Many thanks!!!!
Vampiricon
 

 
PS, I did a test by just removing your GAMESTAGES.XML file so it would pick up the default - and setting Blood Moon to every night. I got about 3 lone zombies each Blood Moon night and they were all walking. So that was odd. I even went out walking and there were no zombies around. So there is obviously more to it than that 🙃

 
Back
Top