Jump to content

Ajbass

Members
  • Posts

    18
  • Joined

  • Last visited

Everything posted by Ajbass

  1. Is the only way to craft 7.62 ammo through the Scientist Class and perking in Yeah Science? It shows the other way to unlock is by reading Reloading Weekly, which I've done though it still shows locked in my craft menu?
  2. Really enjoying this mod, quick question - does Pummel Pete have effects on fist/knuckle weapons? It references "Blunt weapons" in the description and both fists and clubs increase the "Blunt weapons" skill so it leads me to be believe it would do, but wanted to check before I sink points in to it?
  3. Very nice looking base, given me a few ideas actually so thank you.
  4. 34. This is how many days it took for me before I had the courage to leave my house at night.. and even then not for long. Genuinely this mod is fantastic. I've over 1000 hours in vanilla 7dtd and this feels like a whole new game again, even better than the release of a new alpha. The progression is my utmost favourite thing, in Vanilla I feel like there is no point in striving to play for longer than Day 40 or so, because you're already one hitting zombies with a spiked club. I can honestly say that in vanilla I rarely ever use a gun, because what's the point? Always felt like I was conserving the ammo for when something big, scary, and difficult came along, but that never actually happens and guns, for me, go untouched. I like the feeling of being under powered to the point where I'm changing my play style to adapt to it - after 1000 hours of doing largely the same this is a real game changer for me. The amount of workstations available is brilliant. I'm a very practical person, so when I see people building huge bases I never understood why, when all it has to hold is a few forges, workbench, chemistry table, and a cement mixer - of which everything takes up around 10 blocks total, so the extra rooms and corridors are just a waste of time (although aesthetically pleasing). More workstations means that building a bigger base is actually encouraged in order to be organised and structured; again, something that I have not had the joy of doing in the past. Without going on and on, the final thing that I really love is the balance, variety, even complexity of the food/cooking system. Never have I been so concerned about where my next meal is coming from, the first 15-20 days were TOUGH. Eating the starting MRE food pack some time in the 2nd week was a very reluctant, and difficult decision to make, and I love that. The actual "survival" aspect of the game feels like it came back for me at that point. The copious amount of recipes is bewildering, but kinda exciting, knowing if I find another cracker and I can make "crackers n' cheese" now I've found a butchers knife to slice the cheese with! It sounds sad, but that's another meal that I know I'll likely need until I can start growing my own crops. Also, who's ever idea it was to be able to prepare the scavenged food into something more fulfilling, and nutritious with certain tools and stations i.e. Pouring chicken soup out of a can in to a bowl, and warming in the microwave; is a genius. Sorry for the long post, I don't post very often so I figured I'd give my two cents all in one go, just as acknowledgement, and appreciation to Jax, and everyone who has worked on Ravenhearst. Thank you.
  5. If you follow the tutorial quest line it will teach you about basic storage and even give you the materials automatically - but if you wanted to skip to building storage then the first one is "Cardboard Box".
  6. Same here, going ok so far, though only just started it and can definitely tell the difficulty increase
  7. Are there any recommended game settings for Ravenhearst? Only reason I'm asking is because I opted to play Warrior, as Nomad on Vanilla got to a stage where it wasn't challenging, but I wasn't sure if this mod was created with that in mind already, and therefore I should stay with the default of Nomad?
  8. Hey, sorry to ask about this again, I've just loaded this mod up for the first time, within 5 minutes I've come across this flickering texture for zombies, they go from normal texture to completely invisible when I get close with just a shadow on the floor. I have 20GB RAM but also tried lowering all the graphic options just to see if they would appear normal but still the same thing happened. MasterChorx - did you find a resolution for this? I'm guessing I've done something wrong to cause this, as even on all setting on the lowest was I having the same issue. FYI - I installed via Spherii's mod launcher. Edit - Sorry this now seems to be resolved. I read somewhere else about changing the Gamma Settings, then changing them back fixes the issue, so I loaded up the game again to try this, but it had sorted itself without me adjusting the Gamma. Turns out a simple Quit Game and Start-up again fixed this.
×
×
  • Create New...