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Valmars A18

Also this isnt valmod these are his individual modlets. When valmar returns he will regain this thread and his modlets and he can make the overhauls. I simply had his permission to update them and post them.

 
Also this isnt valmod these are his individual modlets. When valmar returns he will regain this thread and his modlets and he can make the overhauls. I simply had his permission to update them and post them.
I fully get that, thats why i was thinking that you try to make it more in line with how VAlmod actually used to be. I have absolutely no idea how to edit that stuff, but i will figure it out if required. My idea is tho downscale the tiers and make them a bit more, sensible, for lack of a better word. Like, a builder starts with basic clothing, a shitty shotgun and no shells, a junky pickaxe and a forge and other stuff,. where a bruiser starts with a full set of blue/purple armor, blue steel sledgehammer and a M60 machine gun. Im not sure how the new skill system and all that works, but back then, when you read your class paper (Contain in the class suitcase), it provided skill points in relevant skills - Like for a rifleman, you got 30 into rifles and a headshot perk and some other stuff, a builder got 30 construction tools etc. Thats how your past life reflected, not by having top tier gear. Further more, there was also a class quest for each class, i believe in 3 steps, each rewarding more bullets or new tools etc. Hell you still need to do the starter quests, something that was also edited in valmod, so you skipped the parts like making clothing and a bow, since you were provided weapons and armor. I just think there is a lot of room for improvement and i'd be happy to help out, in any way that i am able

 
I fully get that, thats why i was thinking that you try to make it more in line with how VAlmod actually used to be. I have absolutely no idea how to edit that stuff, but i will figure it out if required. My idea is tho downscale the tiers and make them a bit more, sensible, for lack of a better word. Like, a builder starts with basic clothing, a ♥♥♥♥ty shotgun and no shells, a junky pickaxe and a forge and other stuff,. where a bruiser starts with a full set of blue/purple armor, blue steel sledgehammer and a M60 machine gun. Im not sure how the new skill system and all that works, but back then, when you read your class paper (Contain in the class suitcase), it provided skill points in relevant skills - Like for a rifleman, you got 30 into rifles and a headshot perk and some other stuff, a builder got 30 construction tools etc. Thats how your past life reflected, not by having top tier gear. Further more, there was also a class quest for each class, i believe in 3 steps, each rewarding more bullets or new tools etc. Hell you still need to do the starter quests, something that was also edited in valmod, so you skipped the parts like making clothing and a bow, since you were provided weapons and armor. I just think there is a lot of room for improvement and i'd be happy to help out, in any way that i am able
Taken on board. I am currently going thru going to make a few new classes also to add onto this so more areas to do.

IF you make all classess diff like one has the better gear the other everyone will pick that one instead

 
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Taken on board. I am currently going thru going to make a few new classes also to add onto this so more areas to do.

IF you make all classess diff like one has the better gear the other everyone will pick that one instead
Indeed, thats why when they used skills points and things belng locked further in, thus you had to be level 20 to get the ability to make a Forge or Wood Frames, unless you were a Miner to get the forge unlocked at level 1 and the builder had wood frames unlocked at level one - Thats when things were locked by a certain amount of skill points, like 20 in construction and 20 in Mining Tools. That made all classes useful, in their own way for a good amount of time - How hard would it be to implement skill ranks again, like Mining Tools, Construction Tools, Rifles, Blades 0-100 etc and have things locked behind those ranks? I know Ravenhearst uses those ranks, but they are passive there, so you cant level them with exp, only by using the skill

 
I just think that, right now, there is zero reason to pick the builder to get a free forge, when any class can pretty much just spend their exp to unlock it at level 1 and then Waltz around in full blue/purple stuff, by picking the Bruiser class instead

 
I just think that, right now, there is zero reason to pick the builder to get a free forge, when any class can pretty much just spend their exp to unlock it at level 1 and then Waltz around in full blue/purple stuff, by picking the Bruiser class instead
I will work on that stuff its gonna take a bit to do.

I just read thru out the whole thread of this modlet thread it is just a snippet out of the actual valmod. no where has it what you say.. It prolly was in valmod overhaul itself as it had other code added. Where as this modlet is seperate from valmod overhaul.

and the overhaul is completely different to these single modlets val made. Those are good ideas tho

 
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UPDATED ANIMAL SNARES

- Adjusted Loot container numbers to allow continuation of the new classes added

UPDATED EXTENDED PLAYER STORAGE

- Adjusted Loot container numbers to allow continuation of the new classes added

UPDATED STARTER CLASS SYSTEM

- Added New classes

1. Terrorist Class

2. Machine Gunner Class

3. Marine Class

4, Assassin Class

 
UPDATED ANIMAL SNARES
- Adjusted Loot container numbers to allow continuation of the new classes added

UPDATED EXTENDED PLAYER STORAGE

- Adjusted Loot container numbers to allow continuation of the new classes added

UPDATED STARTER CLASS SYSTEM

- Added New classes

1. Terrorist Class

2. Machine Gunner Class

3. Marine Class

4, Assassin Class
Why add more classes that are basically handled by Bruiser and Soldier? Its all about the big guns and pew pew with you? Less is more, but this has nothing to do with Valmod anymore. Guess i'll learn to edit or wait until Valmar takes up the reins again. Good luck

 
Why add more classes that are basically handled by Bruiser and Soldier? Its all about the big guns and pew pew with you? Less is more, but this has nothing to do with Valmod anymore. Guess i'll learn to edit or wait until Valmar takes up the reins again. Good luck
lol if you looked i actually removed some stuff from other classes and put them in more appropriate classes.

but the overhaul I am not doing i am only doing the single modlets and how Valmar had them.

It never had anything to do with Valmod. Valmod is a overhaul.

the confusion seems to be on your side here. But you stated the m60 doesnt belong with the bruiser so i made a new one where the m60 fitted. so edit your game as much as you like or wait for Valmar it doesnt worry me.

I am working on adding things the valmod (overhaul) had but it was never in the single modlets if you bothered to read the original thread. (To be clear) Not the overhauls or expansion (simply go to the first post in this thread look for starter class line then click HERE it will take you to Vals original modlet and not the overhaul your talking bout

 
UPDATE VALMARS STARTER CLASS SYSTEM

- Customised each class more

- Added quests where you are rewarded with specific class goodies

- Added Perks to customise your class experience

**PLEASE NOTE**


VALMOD is not what this thread is about (I know most of you knew that)



VALMOD is a overhaul and contains a much larger deeper aspect to the game. This thread is just concentrating on The single snippets Valmar had released away from his OVERHAUL/EXPANSION PACKS.


 
If you have the animal snares and player extended storage mods those will also have to be updated as there will be a conflict of lootcontainer ids otherwise also.

 
Thank you for the quick response and awesome job of updating these various features from Valmod. While I can certainly appreciate the work people put into full overhauls, for me it's the little things like this, your other modlets, and the work of many others with their various modlets that really add to my enjoyment of the game.

 
Thank you for the quick response and awesome job of updating these various features from Valmod. While I can certainly appreciate the work people put into full overhauls, for me it's the little things like this, your other modlets, and the work of many others with their various modlets that really add to my enjoyment of the game.
I hadnt even looked at valmod or the expansion pack til yesterday to be honest. But there is definately more in the overhaul then there is in the snippet mods. But i very much appreciate you all for supporting valmar still and his work continues. Let me know how you go or any errors etc to the starter class system, i didnt get any errors or anything when i tested it.

 
I've never used Valmod or any other full overhaul other than briefly trying war of the walkers 16.4, or something like that, when I first got the game. I like to pick and choose what features I add, remove, or make adjustments to so I prefer the snippet mods that let me do so. While I am capable of doing my own modding work, and have done so many times in other games, I don't always have the time or patience to do it all anymore. Plus, as they say, why reinvent the wheel if others have already made a modification I was thinking of doing, though sometimes I may make my own tweaks to an existing snippet. That's why I appreciate the work of you and others. You're on my list of "go to" authors when looking for updates or new things to add to my game. But anyway, before I start fangirlling too much lol, I will let you know if I run across any issues when I try things out.

 
So far everything seems to be working properly with one exception. I read the perk item for the survivor class. Text popped up indicating it had done something but when looking at my perks page I couldn't see where it added anything, unless the perks are invisible but working in the background.

 
So far everything seems to be working properly with one exception. I read the perk item for the survivor class. Text popped up indicating it had done something but when looking at my perks page I couldn't see where it added anything, unless the perks are invisible but working in the background.
Thanks for the feedback i will look at this first thing in the morning. To check it all again and see what i missed or why it didnt do anything.

 
UPDATE STARTER CLASS SYSTEM

fixed perks not working

you receive your perks and attributes for each class at the end of the 3 challenges.

each class receives the same amount of extra points.

If a class has 3 attributes then that class will have an extra 20 points.

If a class has 1 attribute filled then it has 40 extra points.

Each class in the end will have 50 extra points. ( the amount free for that class will depends on how many attribute points already used)

 
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