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Subquake's Undead Legacy

@Canute Regarding lockpicking, that's incorrect.

The sweet spot does get bigger if your skill level is above the locks level, the higher the difference between your skill level and the lock - the bigger the sweet spot will be. The difficulty rating is not how easy it is for you, but the difficulty level of the lock represented in text form. If you just started out the game and have zero skills in lockpicking, then even a Very Easy lock will be hard, because you're not specialized in this field.

 
@Jandersk That´s an awesome Quality of LIfe upgrade. There is nothing hardcore about having to collect materials from a ton of chests to craft something. I wish more overhaul mods would use this. 

I rather grind zombie kills in the time i save with that upgrade.

 
- The lockpick system, i know it isn't from you, but maybe you can take a look.

Even when a lock is "very easy" it is still very annoying. The range the lockpick work is allways very small.

I think the "very easy" just reflect the skill requirement and don't change the difficult to open the lock.

Skill and perk's just increase the durability but not the field the lockpick would work.

You need to try any 1-2 milimeter at each side, so you don't miss the spot and ofcouse the lockpick loose durability each try.

When you use the mouse to position the lockpick (i keep pressing LMB) you autoswing on a succesful hit. Maybe this could be surpressed to.
Just make sure you have an empty jar in your hand, no more autoswing.

 
i may be using the wrong word. I'm looking for a modlet that will allow me to use Twitch Integration with your Mod and not totally break the game. Mainly items and stuff that are in vanilla and not in your mod and vice versa. 
Oh you absolutely can enable Twitch Integration with Undead Legacy, Undead Legacy items are taken into account with it as well and bonuses are heavily nerfed as well to prevent streamers getting too op with viewers showering with gifts too much :)

 
I gave this mod a try and on my first day I only looted trash and egg nest trying to find a POI in the woods to take over. After a few hours game time I had over 70 different items in my inventory. 0_0  Don't you feel this is a bit much? IMHO it's way to much. It's one thing to have a bit more diversity in crafting and another when you need an excel spreadsheet to figure what everything is for. Yes, you are going to tell me don't play if you don't like it and your right. Just wanted to give my experience for my first time playing.

 
I gave this mod a try and on my first day I only looted trash and egg nest trying to find a POI in the woods to take over. After a few hours game time I had over 70 different items in my inventory. 0_0  Don't you feel this is a bit much? IMHO it's way to much. It's one thing to have a bit more diversity in crafting and another when you need an excel spreadsheet to figure what everything is for. Yes, you are going to tell me don't play if you don't like it and your right. Just wanted to give my experience for my first time playing.
Well I'm gonna disappoint you by saying that there's a lot more items planned to be added in the mod later on, I've barely scratched the surface. And stating that you need a spreadsheet to understand what is needed for what is a bit harsh, because you can check what recipes the item can be used for, recipes if you click on it or hover over it, it will tell you where it is made, what schematic you need for it etc, everything you need to know about crafting and resources is there in the game accessible by the user interface.

 
After a few hours game time I had over 70 different items in my inventory.
You are new to overhaul mods like Undead Legacy or Darkness Falls ?

Both got big backpacks and alot more different item's then vanilla.

While at DF you get overburden pretty fast if you loot any container on your way, at last at UL you don't unless you hit the weight limit.

At the beginning you should concentrate to find a temp. base, pickup some cardbox underway or use the storage of the POI if you settle there.

Once you have room to drop the stuff, you can go and loot.

 
Well I'm gonna disappoint you by saying that there's a lot more items planned to be added in the mod later on, I've barely scratched the surface. And stating that you need a spreadsheet to understand what is needed for what is a bit harsh, because you can check what recipes the item can be used for, recipes if you click on it or hover over it, it will tell you where it is made, what schematic you need for it etc, everything you need to know about crafting and resources is there in the game accessible by the user interface.
My intent wasn't to be harsh it was to let you know what a new person feels like playing the mod. It was overwhelming to say the least. One thing for sure I wish the 7 Days Dev team would pay you for your interface. :)

 
My intent wasn't to be harsh it was to let you know what a new person feels like playing the mod. It was overwhelming to say the least. One thing for sure I wish the 7 Days Dev team would pay you for your interface. :)
Yes, I completely understand you, that's something I keep thinking about a lot actually - how to make a new players experience to Undead Legacy easier so that it's not so overwhelming because of how much of the game core resource related progression is changed in the mod. That's something I will be trying to address incrementally over time.

People who are already familiar in how Undead Legacy works love all the upcoming changes to mechanics, because they understand the basics on how the mod works, but for someone new to the mod that's just more things to be overwhelmed with, I know that and it's not going to be easy to figure out a good solution to this.

 
Oh you absolutely can enable Twitch Integration with Undead Legacy, Undead Legacy items are taken into account with it as well and bonuses are heavily nerfed as well to prevent streamers getting too op with viewers showering with gifts too much :)
oh sweet, thanks. i haven't been using Twitch Integration because i was told this Mod didn't change that. Thanks for the info!

 
Who told that? Clearly they have no idea what they were talking about :D  
yeah. i think they were most likely going off an older version or was thinking of a different mod. Love this Mod a lot!

I tried this mod out about 2 years ago and wasn't a fan, but started it again a week ago and am hooked

 
Really like this mod. Extra props for the UI and various UI customization options available, such as auto-hiding stat bars. Looks great. Also really like some of the influences from Project Zomboid. As far as I'm concerned, the more this game can be made to be like Zomboid, the better.

I was having issues with it crashing, but I think it's a combination of the mod loading so many extra assets and the current alpha having a memory leak. Game was using all of my RAM, turned various settings down, got it down to around 6-8gb memory average. Still was crashing after about an hour of playing. Turning the view distance down to low seemed to keep things going for more than an hour without a crash.

There are certain balance things I don't like but that's more just my preferences, such as building takes a @%$# ton of resources so I've just been cheating when I want to build extensively. Somewhat realistic though. Shame I can't craft even just stone arrows in the backpack. I like all the crafting tables and the new upgrade system, but this mod really ties you down to your base. I will say that I'm really not a fan of having a chance of failure and losing all the mats when upgrading gear, though presumably that goes away at higher level maintenance stations.

A couple things:

  • When painting, the "Paint all sides" icon doesn't highlight when it's selected, so it's tough to tell if I have that mode on or off.
  • Pressing "M" when the map is open doesn't close the map like in vanilla, I have to press tab or escape. Just a minor annoyance.
  • Any reason for having both plastic bottles and glass jars? They both seem to weigh the same, maybe just supposed to add some realism/variety but it also adds unnecessary clutter imo.
 
Last edited by a moderator:
  • Any reason for having both plastic bottles and glass jars? They both seem to weigh the same, maybe just supposed to add some realism/variety but it also adds unnecessary clutter imo.


on this note, i want to point out that you can make a jar of murky water by "pouring" a bottle of murky water into a jar, but you can not make a jar of fresh water by "pouring" a bottle into a jar, so if you have bottles of fresh water, the only think you can do is drink it, you can cook with it. you can pour the water in to the barrels and then fill up a jar, but as of right now, the bottles are worthless.

 
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