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Subquake's Undead Legacy

@cammel very strange, because if I copy the link in the browser URL bar, it works

@CamouflageUK that's not normal, make sure BEFORE installing the mod you have A19.5 (b60) version of the game, the mod will not work with any other version.
Hi, thanks for the reply, just confirming I use A19.5(b60).

There was another problem were reading skill books caused a red exception after which I could not eat or drink from the inventory so I reinstalled through the launcher and started a new play. So far all is well.

Should I be reading skill books from the toolbar or is it still ok to read them from containers/inventory?

 
Hey Subquake, just started trying out you mod and it has eaten up a lot of my time lol. Not hard to lose track of time playing.

One thing I wanted to know is if you have ever made the being able to lock specific slots in inventory as a standalone.

This is one thing I think the vanilla game truly needs. I usually put my items in particular slots such as wood, fiber and stone down the left column, food and drinks down the right column, some ammo and health items along the top and then some tools I may need along the bottom.

I haven't found anything similar to this out in wild and know you may not release as standalone but I do hope the fun pimps see how well it works and add something like it in future.

 
(..) being able to lock specific slots in inventory as a standalone. (..)
Undead Legacy IS NOT a mod pack, it's a single non-modular overhaul mod, pretty much in it's entirety made by me, everything you see in the mod (UI, content, crafting, progression, custom mechanics etc) are tailored to work and compliment each other and to make certain aspects of the mod standalone was never planned. And regarding of what you asked, there's a lot of custom code involved into managing inventory slot locking and it's deeply integrated with the mods core mechanics and the UI.

Closest thing you can have for a standalone variant is Khaine's Lockable Inventory Slots modlet, that just enables the hidden vanilla ingame slot locking mechanic, which is not the same as Undead Legacy, but it's what TFP coded and it's the best you can get right now as a modlet.

And I can't stress this enough, Undead Legacy IS NOT a mod pack. Either enjoy it in it's entirety or don't.

 
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Undead Legacy IS NOT a mod pack, it's a single non-modular overhaul mod, pretty much in it's entirety made by me, everything you see in the mod (UI, content, crafting, progression, custom mechanics etc) are tailored to work and compliment each other and to make certain aspects of the mod standalone was never planned. And regarding of what you asked, there's a lot of custom code involved into managing inventory slot locking and it's deeply integrated with the mods core mechanics and the UI.

Closest thing you can have for a standalone variant is Khaine's Lockable Inventory Slots modlet, that just enables the hidden vanilla ingame slot locking mechanic, which is not the same as Undead Legacy, but it's what TFP coded and it's the best you can get right now as a modlet.

And I can't stress this enough, Undead Legacy IS NOT a mod pack. Either enjoy it in it's entirety or don't.
Thought there was no harm in asking (seems it was). Guess I won't be enjoying it.

 
Какой? В Undead Legacy нет квестов на разрушение. Перед установкой мода убедитесь, что у вас нет кастомных модлетов
Sorry, I am writing through a translator. Quests where you need to kill at a certain place of anyone else. The place of quest does not appear. No other modlets.

 
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I think what Sapsan was saying is the picked up quests/challenges. Like the one that tells you to kill zombie cheerleaders, etc. 

Another bug I'm experiencing right now is the treated abrasion lasting for 9991h. I don't know what triggers it, but it only triggered for me after being healed by my ally, normally, when I use the bandage myself, it doesn't trigger. 

 
@Sapsan I haven't touched how the vanilla challenge quests work, but I will take a look if I can do something about them (and if they are broken in the first place for me)

@Blxckdreadful Yeah, I've heard stories from healing teammates not working at all to when it works, causing this kind of issue (silly numbers for debuffs), I will look into this.

I test most of the stuff solo and thus figuring out multiplayer bugs isn't easy, because every time I ask someone to help debug stuff online, they usually get annoyed of constant rejoins/reloads after tweaks, not everyone has my level of patience :D

 
@Sapsan I haven't touched how the vanilla challenge quests work, but I will take a look if I can do something about them (and if they are broken in the first place for me)

@Blxckdreadful Yeah, I've heard stories from healing teammates not working at all to when it works, causing this kind of issue (silly numbers for debuffs), I will look into this.

I test most of the stuff solo and thus figuring out multiplayer bugs isn't easy, because every time I ask someone to help debug stuff online, they usually get annoyed of constant rejoins/reloads after tweaks, not everyone has my level of patience :D
Oh, I see. I'm in Asia region so idk if the connection would be good, but once my brother and I are done playing your mod, I'm interested in helping you in tweaking multiplayer related issues

 
Hey Subquake, big fan of your mod!

One quick question, is your amazing work compatible with the latest Compo Pack?

There are some POIs from that pack that I am very fond of, but I don't want to taint your vision by using different prefabs than the ones you've modified.

 
@TheGreatApe88 Yes, but be warned, your framerate will be dipping near some of the compo pack POIs and some of them most definitely will cheese the progression and I absolutely hate the POIs in that pack, that have 4 traders, that's so cheesy and overpowered due to handful of POIs you like in that pack, I wouldn't recommend it.

Undead Legacy doesn't add new unique POIs, but some of the vanilla ones are changed, some more, some less, but the changes complement the narrative of the mod.

 
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@TheGreatApe88 Yes, but be warned, your framerate will be dipping near some of the compo pack POIs and some of them most definitely will cheese the progression and I absolutely hate the POIs in that pack, that have 4 traders, that's so cheesy and overpowered due to handful of POIs you like in that pack, I wouldn't recommend it.

Undead Legacy doesn't add new unique POIs, but some of the vanilla ones are changed, some more, some less, but the changes complement the narrative of the mod.


Understood, thank you. 🙂

I will avoid using the Compo Pack with your overhaul.

 
@Subquake I tried using the PIP-Optics with your mod. Obviously, it isn't entirely compatible and I had to manually tweak the positions, some of them I tweaked correctly, while some are to no avail (like the ones that have rail mounts e.g: micro smg and glock 22) But with that said, it's really game-changing. Well not changing the gameplay entirely but it is so good to look at and looks more modern. Just wanna ask, any plans on doing something like that in the future?

 
Hi, some random feedback after we played the mod for 2 in-game weeks now:

Possible bug or just something that surprised us a bit !? WeightedHead mod is not usable in fireaxes and pickaxes (reason being that you added them to perkDeepCuts and that prevents the mod install). Rather inconsistently Stone Axe and Stone pickaxe can still get the mod as well as all spears.

The no.1 thing we felt unanimously to be a mistake and corrected through creative menue: That writable stuff like wooden signs and storage boxes are relegated to mid- or endgame. I've seen a few mods now that not only add a lot more items to the game but their creators think it is a good idea to gate this stuff, probably to give another inventive for people to advance. Instead it just leads to an endless dance of searching multiple containers for stuff in multiplayer games. Single player this might be still ok, in multiplayer it is creating a frustrating micromanagament work loop.

If you really want the good storage boxes confined to a later time, fine. But at least wooden signs should be available from the start. 

We are 4 players on our server, two really like the mod, one is still on the fence and one dislikes it becauses of the stronger survival elements like the weight system.

 
Hi, some random feedback after we played the mod for 2 in-game weeks now:

Possible bug or just something that surprised us a bit !? WeightedHead mod is not usable in fireaxes and pickaxes (reason being that you added them to perkDeepCuts and that prevents the mod install). Rather inconsistently Stone Axe and Stone pickaxe can still get the mod as well as all spears.

The no.1 thing we felt unanimously to be a mistake and corrected through creative menue: That writable stuff like wooden signs and storage boxes are relegated to mid- or endgame. I've seen a few mods now that not only add a lot more items to the game but their creators think it is a good idea to gate this stuff, probably to give another inventive for people to advance. Instead it just leads to an endless dance of searching multiple containers for stuff in multiplayer games. Single player this might be still ok, in multiplayer it is creating a frustrating micromanagament work loop.

If you really want the good storage boxes confined to a later time, fine. But at least wooden signs should be available from the start. 

We are 4 players on our server, two really like the mod, one is still on the fence and one dislikes it becauses of the stronger survival elements like the weight system.
For the containers, you can pickup most of the storages found in the world, cardboard boxes, counters, fridges and a lot more. For me, I find it rather easier because of this. And that also solves the multiplayer problem where you guys would search for what is is needed. 

 
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