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Subquake's Undead Legacy

2022.01.12 - 2.5.34 Experimental is out:
- Added ability to adjust inactive map marker opacity
- Changed inactive map marker draw distance from 128m to default 1km
- Updated Twitch Integration with Undead Legacy commands
- Fixed Twitch window having two instances
- Fixed Twitch voting not working
- Fixed Harvest yields when wrenching vehicles
- Fixed quest rewards screen showing more entries than selectable
- Fixed Action Skills displaying incorrectly at level 100
- Fixed some text labels not parsing item actions correctly
- Fixed Grenade and Rocket item descriptions not showing all stats
- Fixed Maintenance Station lockout interaction in multiplayer
- Fixed Wrenching vehicles sometimes leaving an invisible block behind

 
Great Mod mate! Just one question, are the bone shiv and the pipe baton supposed to be repaired with the repair kit? seems a little harsh for the early game, specially if you play with reduced loot. Thanks again for the hard work!

 
Great Mod mate! Just one question, are the bone shiv and the pipe baton supposed to be repaired with the repair kit? seems a little harsh for the early game, specially if you play with reduced loot. Thanks again for the hard work!
Maintenance Station is where you repair stuff much cheaper, so yes, that is intended :)

 
Hi, Subquake!

I have a problem in downloading and installing your mod. I have played it on alpha 19,  successfully installing it using spherei 7Days2Die Mod Launcher, but for some reason cannot install it properly now with alpha 20. After installing it (well, at least it looks like it is installed) and starting the game I have something like that on my game first page:
https://ibb.co/f86Zbv2
 

 
Hi, Subquake!

I have a problem in downloading and installing your mod. I have played it on alpha 19,  successfully installing it using spherei 7Days2Die Mod Launcher, but for some reason cannot install it properly now with alpha 20. After installing it (well, at least it looks like it is installed) and starting the game I have something like that on my game first page:
https://ibb.co/f86Zbv2
 


Try the new 3.X Mod Launcher by Sphereii:
Download: https://github.com/SphereII/7D2DModLauncher/archive/refs/heads/main.zip
Discord: https://discord.com/invite/H6k6gDrgNW

unknown.png


 
@FatsackTony Regarding your main question about compatibility, Undead Legacy is not a modpack, never was and never will be, it's an overhaul mod, that changes a lot of things and will change even more things in the future (https://ul.subquake.com/roadmap), everything you see in the mod was, is and will be made specifically for this overhaul, therefore it is not compatible with most modlets due to the overhaul nature of the mod.

And sharing custom version of Undead Legacy is against Terms of Use of the mod and against TFP Official Modding Policy:

Be respectful to the Terms of Use and my work and do not make a modpack with any of the UL files, you did not make the overhaul, you did not code it, nor did you buy any of the third party assets featured in the mod. You can download and enjoy playing Undead Legacy only from Mod Launcher made by sphereii or my website https://ul.subquake.com/ and those are the only places that people should be getting Undead Legacy from.

I appreciate your feedback regarding the mod, but if you feel major parts of it needs to be redone, make your own overhaul, do not use Undead Legacy as the foundation, because of above mentioned reasons. Don't like it - move on, no one is forced to play Undead Legacy.
Oh lol, you're one of THOSE.  Cool dude.  So even if I made a patch to get custom zombies mod to work inside your mod you would be anal about that?  Even if it required both your mod and custom zombies mods as a requirement?  Wouldn't be distributing your files in whole just the ones to get it to play nicely.  You'd be all upsetty spaghetti about that?

 
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Oh lol, you're one of THOSE.  Cool dude.  So even if I made a patch to get custom zombies mod to work inside your mod you would be anal about that?  Even if it required both your mod and custom zombies mods as a requirement?  Wouldn't be distributing your files in whole just the ones to get it to play nicely.  You'd be all upsetty spaghetti about that?
Please save your sarcasm and bad vibe.

 
@FatsackTony You are not allowed to distribute any of Undead Legacy files, period.


And just to back that up, said policy is consistent with the official modding forum policy, which Subquake linked to earlier in the thread.

It may be possible to make your own modifications that are compatible with someone else's mod, but distributing any of someone else's files without permission goes against the guidelines.  If you do start your own endeavor, it can have its own thread.

 
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And just to back that up, said policy is consistent with the official modding forum policy, which Subquake linked to earlier in the thread.

It may be possible to make your own modifications that are compatible with someone else's mod, but distributing any of someone else's files without permission goes against the guidelines.  If you do start your own endeavor, it can have its own thread.
Well if the patch only had the files I had modified, would they be considered his files?   The patch would require the player to download the other two mods first before getting the patch files to replace files like archetypes.xml or gamestages.xml from the patch mod. Technically those two files are The Fun Pimps files.

 
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Well if the patch only had the files I had modified, would they be considered his files?   The patch would require the player to download the other two mods first before getting the patch files to replace files like archetypes.xml or gamestages.xml from the patch mod. Technically those two files are The Fun Pimps files.
First, to be clear you can modify it for your own private use however you want.  But if you want to distribute something, it needs to not include any part of Subquake’s work without permission.  If what you release only contains TFP’s original files, with assets and/or code you’ve added on top of it, then it’s your mod.

It wouldn’t be enough that your patch wouldn’t work without downloading the other two mods, if you’re still distributing modified versions of the other mod author’s files.  Practically speaking, you’d probably want to do a compatibility patch like this as an xpath mod, so that the file(s) you release are *just* the parts you add.

Hope that helps.

 
Is there any craftable player storage that can be made before the tier 2 carpenter station?
You can pick up almost anything in Undead Legacy by looking at an object and holding E, that and more is explained in the Journal, so you can pick up stuff like Cardboard Boxes, Desks, Beds etc :)

2022.01.13 - 2.5.35 Experimental was released yesterday btw, for those who don't know yet:

- Updated BepInEx version to 5.4.18
- Added Steel and Titanium Reinforcement resource items
- Changed Claw Hammer to be researched in Research Station T1
- Changed block upgrade costs for reinforced concrete and steel
- Changed repair costs for steel and titanium blocks
- Changed Steel and Titanium block recipes
- Changed vehicle inspection window to represent remaining fuel with decimal point
- Updated chance to find Claw Hammer and Wrench in loot
- Updated Trader Jen POI
- Increased Steel Plating price
- Removed some duplicate localization entries
- Fixed Twitch Integration commands visible when on Waiting or Cooldown
- Fixed not being able to sell Police Batons
- Fixed some rifles not having icons for the item stat readouts
- Fixed trader item slots not showing quality backgrounds
- Fixed after use not being able to pick up Maintenance Station on dedicated server
- Fixed repairing vehicles on servers not correctly removing vehicle spawn block
- Fixed vehicle consumption bonuses by quality being reversed for Vehicle Fuel Saver Mod

 
Whenever I try to launch the mod, it just errors like about Subquake Sound.ui errors, and then just spams it to hell and back. Any idea why?

 
You can pick up almost anything in Undead Legacy by looking at an object and holding E, that and more is explained in the Journal, so you can pick up stuff like Cardboard Boxes, Desks, Beds etc :)
Cool, thanks for the info. I assume it's best to switch to player storage when possible, to make sure loot doesn't eventually respawn in the repurposed storage containers? Still quite useful to have them as temp storage if nothing else.

I'll look further into the in-game journal.

 
I had a merge conflict tag in my XUi_menu/windows.xml file after updating today. Had to delete lines 886-890 & 895 in order for my game to launch.

 
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