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Subquake's Undead Legacy

Get this bad boy on the mod launcher
I tried, there are some issues I encountered while trying to add the mod to the mod launcher using my custom link to the mod. I did contact the mod launcher author, but it doesn't seem like he cares to update his mod launcher to support my kind of url to the mod zip file, so I don't know when or if the mod will support the mod launcher, because if the mod launchers author doesn't care about improving/updating his program, why should I care.

 
I tried, there are some issues I encountered while trying to add the mod to the mod launcher using my custom link to the mod. I did contact the mod launcher author, but it doesn't seem like he cares to update his mod launcher to support my kind of url to the mod zip file, so I don't know when or if the mod will support the mod launcher, because if the mod launchers author doesn't care about improving/updating his program, why should I care.
Aww that sucks I hope you manage to get in on there! Makes it so much easier to install without effecting the vanilla game.

 
I tried, there are some issues I encountered while trying to add the mod to the mod launcher using my custom link to the mod. I did contact the mod launcher author, but it doesn't seem like he cares to update his mod launcher to support my kind of url to the mod zip file, so I don't know when or if the mod will support the mod launcher, because if the mod launchers author doesn't care about improving/updating his program, why should I care.
...just so I'm clear; someone else takes the time to create and publish a well used piece of software that literally dozens of modders utilize successfully... that SAME author takes the time out of his busy real life day to walk YOU through what YOU need to do in order to be supported by his mod launcher, and then you blast him as if it's his fault that you are so narcissistic that you just have to know how many downloads you get, and accuse him of not caring (remember, this is the guy who not only wrote the launcher for people, but updates it continuously to support new mods, AND DOESN'T EVEN MOD HIMSELF) because he won't bend to your specific wants?

...I just want to make sure I'm all caught up.

 
...just so I'm clear; someone else takes the time to create and publish a well used piece of software that literally dozens of modders utilize successfully... that SAME author takes the time out of his busy real life day to walk YOU through what YOU need to do in order to be supported by his mod launcher, and then you blast him as if it's his fault that you are so narcissistic that you just have to know how many downloads you get, and accuse him of not caring (remember, this is the guy who not only wrote the launcher for people, but updates it continuously to support new mods, AND DOESN'T EVEN MOD HIMSELF) because he won't bend to your specific wants?
...I just want to make sure I'm all caught up.
First of all, let's not dive too much out of the topic here, because I don't want this topic to go out of hand and talk about how good or how bad someone is.

Now that out of the way, let me give you a rundown. I am a programmer IRL, I do it as a living, my girlfriend is also a programmer and we are pretty good at what we do, however at this point of my life I don't have much free time to spare and despite all that I sat a whole day trying 20+ different methods to make the mod launcher to work, but the way he implemented the obtainment of the .zip file is flawed and only accepts direct .zip files.

I don't have time at the moment to make a mod launcher app from ground up, but I could, if I had the spare time for it. He on the other hand, if he was so skillful to make the mod launcher app, would require idk, maybe 10-15 minutes to implement minor adjustments to how the .zip file function works to accept all kinds of indirect links, that give in result a .zip file.

I think I am for the most part a really nice guy and most if not all people I met would agree on that and based on my private conversations with the mod launcher developer I got the feeling, that he didn't care and he was pretty much with the attitude "deal with it, everyone else does, you will to" (not quoting his real words, my interpretation of it).

Now imagine if The Fun Pimps would be with the same attitude, when we as a community asks something for them to do so that we have more options to mod the game? 7 days to die modding wouldn't be the same as it is now if it would be true.

Also if everyone else would run off a cliff, would you too if you knew, there might be a better way, perhaps not to jump?

 
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Hey, if you had said "Sphereii and I couldn't agree on a format so unfortunately his launcher won't support my mod" then I would have left it. But no, you said "he doesn't seem like he cares" and "if the mod launchers author doesn't care about..."

Come on man, you're clearly intelligent, you know what you did. :)

Anyway, your thread, back to its regularly scheduled programming. Sphereii has 40k other users, so his project isn't going to get hurt and likely neither are his feelings.

 
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The whole root of the problem currently is that despite the fact, that the game has been in alpha for almost 4 years now, they haven't implemented Steam Workshop support and proper modding with ability to have custom models, mod loading orders and xml entry overrides (something like The Elder Scrolls game has would suffice) without diving into SDX territory and also overriding core game files, because I want the mod to be anticheat friendly.

I've spoiled myself using steam workshop for other games and other steam section statistical features, that count how many followers, downloads, visits etc. you have. For me that's very important to know how actually useful and relevant my contribution is, instead of boldly go where no man has gone before.

For instance, now I know that there are more than 90% of people, that download the mod, but never post anything on these forums, discord chat or privately on steam. That means that there is a lot more interest in what I do than if I would just rely on how often people reply to this thread about Undead Legacy, which is not a lot and quite disappointing, because I would like to get more feedback in order to improve it for the better.

 
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You may need to rename the file cause it has ' in the front and end of the zip file.

So it won't download properly.

 
You may need to rename the file cause it has ' in the front and end of the zip file.So it won't download properly.
What browser are you using? Because it downloads just fine with me on Google Chrome.

This is how all 3 files look for me when I download them:

725qOKd.png


Also: I just installed MediaWiki on my web server so at some point there will be a wiki for the mod ;)

 
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Hey,

first and foremost

this mod is great, you must have spent a lot of time, effort and dedication

i'm loving it

only downside (my opinion) is the size of the backpack. This is almost constantly full due to the large diversity of items that have been added in this mod.

Awesome job to add these items, as well as the images of these items.

that's why I decided to add the bigger backpack myself. it is not that hard to do this.

as a result I now own a 72-slot backpack. however, some tests and adjustments have to be made regarding the position of the larger backpack, but at the moment it is functioning.

thanks again for a great mod

 
About the backpack I agree. At some point I will make a release with a bigger backpack, but for now I just don't have time to branch the mod into two ones, because if I want the game to look good with bigger backpack, I would have to make a completely new UI for the additional slots based on the existing style. Also there is the fact of conflict between backpack space and minibike space.

On the other hand, the fact that the backpack is only so large makes the game more down to earth, because IRL you wouldn't be able to carry all that stuff around just in your backpack and all the time you have to make decisions about what to take with you and what to leave for later.

 
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Hi Subquake.

There is a possibility to do more tabs inventory like this ?

https://imgur.com/HNucx9F

I think, create biger bag ingame and use chest armor slot and for leg armor slot create this http://www.municak.sk/images/produkty/251/251430-01.jpg

If it is possible, can by make conditions for use than :

- leg armor slot

20 athletics; 15 level; 2 The survivir; 2 Sexual tyranosaurus

- chest armor slot

40 athletics; 30 level; + other conditions

Question is, make this as mod or implemented to core game ?

 
You could probably reduce the amount of loot in general. I mean the amount of food and items that people have left in their abandoned homes is pretty silly even on 25% loot :-D your average house can take 3-4 runs which seems a bit too much in my opinion.

This is such a great mod though, it feels so polished even at the current build.

I'd definitely like to see;

Animal farming

So many new recipes and focus on cooking it only feels right that we can capture animals and breed them :-D

Custom Zombies

I think we need a few tough guys in this mod too. Please don't make them all run though!

Hygiene and well being

You've added tons of medical and well being products. Some sort of shower / advanced smell system that puts you more at risk for been dirty. Maybe add new infections as well?

Do you ever plan on adding custom 3D models Subquake? A few extra guns would be great.

 
@ganytaj

I don't think your suggestion is possible to implement without seriously going into SDX.

@caatalyst

Loot

I agree about food being too frequent, however I don't plan to change quantities any time soon because of the lore. Currently in game there are no bandits/raiders and other survivors besides players so lore wise most food is still there in homes ready for grabs for the players, because zombies are no longer interested in most of the stuff, that's at home.

With A17, if they gonna release bandits/raiders etc, I will make food much more scarce, because lore wise bandits got their hands on most food - important resource in an apocalypse. So most food will be found in some way related to bandits or by buying them from traders. Only a handful of food items or food scraps will be found in POI containers.

Now about the other "clutter" items. As I've already mentioned before, I wanted the game to feel more "full" like in Fallout, where you explore buildings and there are tons of all kinds of junk lying around up for grabs, if you have the carry capacity to do so. Also lore wise, why would zombies care about most household items - they simply don't, so most of the containers shouldn't be empty. With some of the junk even bandits/raiders lore wise wouldn't bother, but you as a player are smarter than that and you know that most stuff can be recycled so that you can use the base resource to craft other amazing things.

Farming

I have plans to add tons of more food in the future, tomatoes, paprika, peppers, wheat etc.. I just didn't have time to do it yet.

Custom zombies

I didn't do anything related to zombies because TFP already added quite a bit of new zombies of their own. In the nearest future I don't have plans to expand zombies to include more variety (for example, UMA zombies), definitely not till A17, because at the moment I simply don't have time for that.

Hygiene

Since my mod is aimed to increase the immersion factor, I had to add items related to this as well and in an apocalypse it's a big issue, because of no running water etc. Some form of buff utilization in this aspect has crossed my mind before, but as everything else time is an issue to figure out how should it work, so that it's rewarding to be "clean", but not so much "punishing" being not clean.

I was really happy to see TFP adding bathtubs with A17. Those could be made usable somehow with the clean/dirty buff system later on.

Custom models

When I will be making a branch with expanded inventory space (.dll edit), I will most certainly look into options how to add custom models for things like crops, weapons, armor and blocks (for new workstations).

But to be clear, there always will be a standalone, easy anti cheat friendly version without custom models and without any changes to core game files unless TFP will add mod support for them.

 
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@ganytaj
I don't think your suggestion is possible to implement without seriously going into SDX.

@caatalyst

Loot

I agree about food being too frequent, however I don't plan to change quantities any time soon because of the lore. Currently in game there are no bandits/raiders and other survivors besides players so lore wise most food is still there in homes ready for grabs for the players, because zombies are no longer interested in most of the stuff, that's at home.

With A17, if they gonna release bandits/raiders etc, I will make food much more scarce, because lore wise bandits got their hands on most food - important resource in an apocalypse. So most food will be found in some way related to bandits or by buying them from traders. Only a handful of food items or food scraps will be found in POI containers.

Now about the other "clutter" items. As I've already mentioned before, I wanted the game to feel more "full" like in Fallout, where you explore buildings and there are tons of all kinds of junk lying around up for grabs, if you have the carry capacity to do so. Also lore wise, why would zombies care about most household items - they simply don't, so most of the containers shouldn't be empty. With some of the junk even bandits/raiders lore wise wouldn't bother, but you as a player are smarter than that and you know that most stuff can be recycled so that you can use the base resource to craft other amazing things.

Farming

I have plans to add tons of more food in the future, tomatoes, paprika, peppers, wheat etc.. I just didn't have time to do it yet.

Custom zombies

I didn't do anything related to zombies because TFP already added quite a bit of new zombies of their own. In the nearest future I don't have plans to expand zombies to include more variety (for example, UMA zombies), definitely not till A17, because at the moment I simply don't have time for that.

Hygiene

Since my mod is aimed to increase the immersion factor, I had to add items related to this as well and in an apocalypse it's a big issue, because of no running water etc. Some form of buff utilization in this aspect has crossed my mind before, but as everything else time is an issue to figure out how should it work, so that it's rewarding to be "clean", but not so much "punishing" being not clean.

I was really happy to see TFP adding bathtubs with A17. Those could be made usable somehow with the clean/dirty buff system later on.

Custom models

When I will be making a branch with expanded inventory space (.dll edit), I will most certainly look into options how to add custom models for things like crops, weapons, armor and blocks (for new workstations).

But to be clear, there always will be a standalone, easy anti cheat friendly version without custom models and without any changes to core game files unless TFP will add mod support for them.
Thanks for such a detailed reply dude! All sounds great.

I know you said you plan to expand farming - I just wondered if you planned on adding animal farming and breeding too? :-D

 
Thanks for such a detailed reply dude! All sounds great.
I know you said you plan to expand farming - I just wondered if you planned on adding animal farming and breeding too? :-D
It depends how TFP gonna implement companions (if for A17, the wolf companion), because that code could be used to domesticate other animals such as cows for milk, sheep for wool, chicken for feathers etc.

 
Best to focus on your mod. We HAVE a mod launcher, a popular one, a working one. Sure some people seem to have issues but those are limited to the few who really expect way more than they should, or try to get the Launcher to bend to their own wills.

We have been using the Launcher since its inception on our server 2 years ago. And it is amazingly easy and gets the job done. Why open a McDonalds when we have an Angus Beef right next door, you know? It will only cause unnecessary clutter. Sphere answers and solves most issues in a matter of minutes. My mod is doing AMAZINGLY well using the Launcher, it's being streamed by streamers because it is easy to find and install. Big names already were reluctant to try a Launcher but now that they have I doubt they would be open to a new way of doing things. You know how people can be when something works. Reluctant to experiment with anything new.

That aside the mod looks great, lots to explore and find out. Kudos on the hard work. It has paid off nicely.

 
Hi again

After some changes and testing with Bigger Backpack i have a question. As seen in the picture the new 72 slot backpack is outside the alowed space.

This is the only problem so far.

It seems to me that no matter which station you open (campfire, minibike, crafting, chem or workstation) the inventory moves to the left to make room for the stations.

Tried to enlarge the alowed space of the backpack but I didn't find how. Is it even possible?

CRAFTING.jpg

MINIBIKE.jpg

CHEMISTRY STATION.jpg

CAMPFIRE.jpg

Again thx for this great mod

WORKBENCH.jpg

 
..Tried to enlarge the alowed space of the backpack but I didn't find how. Is it even possible?

..
What exactly you are looking to do? To increase the UI middle section to fit the new width (background itself)? Or you want to define new rectangle area so that items don't fall through the inventory? Best would to contact me through discord and I could try to explain.

 
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