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mr.devolver

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Everything posted by mr.devolver

  1. Why the heck every cool mod makes us wait for Alpha 18? Oh well...
  2. True, but is it long enough for him to rework everything for Alpha 18 and will there be enough time for everyone to enjoy everything this mod has to offer once it's finally released?
  3. He may end up waiting forever because if Alpha 18 was released today, it will take a long time to rework everything for Alpha 18 and by the time the mod is ready for release, Alpha 19 could be already around the corner, so... Of course, he can work at his own pace, I'm just saying that taking new Alpha version release date into consideration for a mod release may be a double-edged sword in the end.
  4. Does fishing actually work? I crafted fishing rod, with bait and it doesn't seem to work at all. I checked the xmls and it seems like fishing rod itself has no action at all and fishing rod with bait has only one action - eat. Eating fishing rod with bait is not only unrealistic, but also shows that it's probably just a place holder. Just in case I'm missing something, I decided to ask directly here.
  5. You madmoled it. Anyway! This Alpha 69 looks fantastic. Oh wait...
  6. Once you add its content to the main localization file of the game, the copy in the mod folder itself becomes redundant. However, it's a part of the mod and as such, it should stay there for the mod to be complete, because you may need to re-install the mod at some point and when that time comes, you will need that localization file again. Usually it's one of the smallest files, so there's no benefit in deleting it anyway.
  7. Damn, why the hell I didn't think about lockpicks? And I do have some on me right now, thanks! And yeah, that kind of solution leading to explosion may not be exactly what I'm looking for... EDIT: Grrr. It's not driveable!
  8. I found locked Military scout. Is it useable? If so, how can I unlock it? I was thinking about hitting it until it unlocks, but since it's a vehicle, that doesn't feel like the right way of doing it.
  9. Your mod looks like Alpha 23.
  10. So... I managed to escape that hell using buttloads of bedrolls, so every time I got killed, I spawned closer to the trader where I was supposed to get and I finally made it there on day 4... It's somewhere between burnt forest and desert and after the hell I've been through it feels like heaven. If anyone was wondering how many times I actually died on my way there, it was 34 deaths, the last one was a suicide by eating glass because I had the last stage of infection and no antibiotics and Near Death Trauma was a lesser evil at that time. I still had to explore trader's area, sell what I could, sort my inventory a little bit so I spent most of that time doing just that, inside the trader's area. I know it's not that much safe there in Darkness Falls, but I saw the guards there are doing their job pretty well and holy crap they killed A LOT of zombies while I was inside, so I had some nice amount of loot bags to pick up around the area as well. Despite the sh*tty experience I had at beginning (which I obviously didn't let to discourage me), I do like this mod so far and I'm looking forward to see more of it. Hopefully I will be able to get revenge on those a**h*les from hell with 1000+ health points. There must be some kind of effective way of dealing with them, right?
  11. How in the hell did you make it that far anyway? I am on day 2 at the moment and what I've been doing most of that time? Well, dying...
  12. Not sure if you meant that sarcastically, but believe it or not, my difficulty is really scavenger. I'm not kidding, don't get me wrong, I knew this will be a hard mod, but I didn't expect that constant radiation will actually be the smallest problem to deal with with behemots and their dogs (?), hell wolves, fire enemies, demonic enemies, feral enemies, yellow glowing, green glowing enemies, flying succubs, zombie bears and regular zombies and some kind of tall devilish looking enemies constantly at my butt.
  13. I don't know, you tell me lol - - - Updated - - - Behemots, fire enemies, demonic enemies, feral enemies, those yellow or green glowing enemies, flying succubs, zombie bears and regular zombies, but most of the enemies have more than 1000 hits - impossible to deal with on day one lol
  14. Well, I watched some let's play videos but didn't want to watch too much because I wanted to try it myself not really knowing what to do, because I like things that way. But from what I've seen in those videos, my game seems to be 10000 times harder. I don't get it. No matter where I go, I'm always surrounded by super overpowered enemies on fire that always kill me with two hits of flying fireballs. This is during the day time, not night time. Night time itself so far has been the same if not even harder mostly because I can't see anything and the first thing I see is fire and then it's too late to even move. I managed to get inside the house after getting killed at least 5000 times in a row and they found me there too and killed me. Again, I can't see anything because it's already too dark, so it's pretty useless to try to hide too. Getting respawned gets me killed too, that's why it's unplayable for me.
  15. This mod is unplayable. I get killed, I respawn on my bed, get killed again, respawn on my bed and guess what? I get killed again right on my bed even before I can move. I am already playing on lowest difficulty because I am new to this mod and I thought I will give it a try. What the hell? This is not fun...
  16. You may want to lower the difficulty until you can deal with them properly. There's nothing wrong about doing that. Everything is fine as long as you have fun playing it.
  17. NPCs in this mod itself look pretty basic, there are no SDX scripts whatsoever, so there's no functionality beyond the now limited vanilla NPC feature. If you're looking for a mod which would add more advanced NPCs, even companions, there's probably one and only NPC mod available for Alpha 17.4 for now which you can find here. Whether it works with this Overhaul or not, I don't know because I haven't tried to combine them yet, so feel free to try and let us know, but keep in mind this NPC mod requires SDX!
  18. I've never played this, not even in Alpha 16. I was bored so I thought I would give this a try. Downloading right now through Mod Launcher...
  19. The first post says:
  20. Thanks for pipe guns! You're my hero!
  21. It's ok guys, take your time. Real life is higher priority.
  22. Yeah, and for some reason I thought this issue was only happening with your NPCs. Sorry. On the other hand, if it's a general issue, then it's very likely that Sphereii can fix it. Maybe then I will be finally able to build that watchtower and let the NPCs cover the area with sniper rifle!
  23. Another NRE that left the console open and went away quickly due to flood of debug messages. LOG
  24. "Patrol your route" command doesn't work on SphereII robot NPC. I've set it to follow the path around the POI which I turned into a base and he does that only once and then stops at the same place where he started. Other NPCs do that in loop until I tell them to do something else. By the way, this is the first time this robot showed up. I don't know what attracted him towards my position, maybe that horde I dealt with couple of moments before his arrival, but so far I'm pretty happy that he's around. EDIT: I told him couple of times and it seems like he's now doing it right! I guess my science skill was too low before... Wait this is not Fallout, nevermind.
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