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Subquake's Undead Legacy

Hey SQ really enjoying your mod. One of the best overhauls I have played. Ability to pick up most objects in worlds is really clever and not being able to nerd pole with blocks from beginning makes you think carefully about how to approach poi's and get safe.

One query I have is that I like to make night time really dangerous so generally increase spawn rates in xml. I can see the relevant xml in vanilla data folder and have changed this to increase to every night but most nights am not seeing any zombies outside my base? I can see you also have spawning xml in your UL folder #1 but that only appears to refer to number of Z spawns not delay frequency? Something seems to be blocking me increasing spawns to every night though. Can you offer any guidance?

 
can we have separated mods from the main mod? so we can pick and choose what modules we want? like example i just want the vehicle part of the mod separately 
Undead Legacy is not a modpack/pack of modlets, it's an overhaul mod. Everything in the mod was specifically made for the mod itself.
 

I am sure I am blind but cannot for the life of me find the option to remove red quickmark from the map? 
The tiny flag icon on the right side of the map is for removing quick waypoint :)

 
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Hey SQ played couple in game weeks on your overhaul and although still just scratching the surface, wanted to leave some feedback and suggestions for your developing game.

Firstly want to say love this overhaul. Have played a few and this is def one of my fav. The interaction with most objects in world is genius and makes much more rewarding gameplay IMO using world objects like desks as barricades rather than vanilla blocks which upgrade. Also inability to nerd pole with blocks again makes you think more about what you are doing when dealing with POI's and making escape plans.

As a fan of immersion and harder gameplay I use the no time option so never quite sure when nightfall will hit with increased Z activity as I try make darkness more dangerous. However, time does still show in the map screen so would it be possible to remove that, at least when using no time option?

Can see in forum has been mentioned before by others about removing crosshairs and you mentioned you use them to make sure guns more accurate etc. although you may  consider as an option. For me, again to make as immersive as possible, I always like to remove crosshairs. Am using currently a modlet with your overhaul called FaHudHC  https://www.nexusmods.com/7daystodie/mods/1391 which removes crosshairs for all guns, bows, melee and even the stand alone cursor with fists. It works flawlessly with your overhaul and for me is a must have. Would be awesome if you considered including such in your A20.

My second must have is Stayclear by Ryuyan. Hate how when you clear POI it still respawns in vanilla. Again from immersion point of view like to clear POI's and use as safe houses. Breaks immersion when Z respawn inside regardless. This mod makes sure nothing in POI respawn once cleared. More realistic and again if this was a feature you could include would be awesome.

Another awesome feature is in the Romeo mod by Khaine. You have option to set frequency and number of Z in wandering hordes. I am not a fan of bloodmoon and prefer to have increased spawns generally (particularly at night) and large random hordes. If this was possible feature in your overhaul would IMO make it the best out there.

I love your overhaul and am really grateful for your hard work and continued development for the community. I will definitely be making donation as appreciation.

Thank you again for making this game so refreshing and replayable.

 
Oh forgot to say... with your development could you consider adapt the trader item screen so shows options such as cost similar to how you sort player inventory by weight? When purchasing items I have no idea how much they cost until go into item itself. Would help me to identify items can afford from main screen without having to click each individual item. 

 
Why have 2 different perks do same thing? Makes other redundant surely?
One is Str-based, the other is Int-based. Do both if you want, or just one. I like that there are options to have the same in-game effect by different means with a different stat.

 
Is there a way to upgrade steel block to stainless steel block?
No and there won't be. A20 vanilla will change block tiers, shapes and things anyway (if you have been paying attention to what TFP talk about a20 and their dev streams about it)  :)

I'll fiddle around with adding more block tiers once A20 Experimental is available for us to play around with :)

 
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Hi SQ, great mod as usual but I found kind of an discrepancy.  The repairable 4x4 trucks need a car repair kit not a truck repair kit.  LOL saved up the resources to repair one and it said I needed the car one.   

 
Hi SQ, great mod as usual but I found kind of an discrepancy.  The repairable 4x4 trucks need a car repair kit not a truck repair kit.  LOL saved up the resources to repair one and it said I needed the car one.   
It's a known oversight on my part, where I live trucks are big vehicles (semi-trucks etc), with more than 4 wheels, to me the vanilla 4x4 Truck is a car, since it doesn't have a v12 engine, which the truck repair kit is based off of. The names of the repair kits will be renamed to make it less confusing in the future :)

 
LOL it was no big deal it just took me  a bit to gather the resources to get it.  On a side note I did find a military truck that I used it on which made me happy.  

 
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