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Nomad

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Posts posted by Nomad

  1. I'm not sure if I'm missing something, but the silencer mod on the Coil Sniper floats above the actual gun in my game. I checked the files and it looks like it's missing offset data. I couldn't get it to a position that I liked in front of the gun, so I instead just moved it down and slightly behind (so it covers a few of the front coils instead of sticking off the end) to get it out of the way. Not sure if you are interested in the adjustments I made, but the offset I added was ".01115,-.0475,-.021"

     

    It's not perfect but it's a lot less distracting.

  2. 12 minutes ago, Moldy Bread said:

    The balancing in this mod is pretty broken. The first Day 7 came around and I was attacked by what I can only describe as a Day 2100 horde. Complete with radiated zombies, demons, bears and dogs and etc. Simply put any preparing I could have done was utterly irrelevant and a waste of time as there was no way I was going to survive that. It was so much that I honestly cannot tell if it was intentional or if my game is buggy.

    I've been having the opposite experience, personally. My day 7, 14, 21, and 28 hordes were all so lackluster. I fought more zombies due to scouts (screamers) than I have seen in any of my horde nights 😕

  3. 1 hour ago, KhaineGB said:

    4) Because when I researched steel cased ammo, the general consensus is you CANNOT reload it without professional-grade equipment. That's why it doesn't work on coil rounds. Coilguns do get another mod that returns coilbatteries instead.

    Thanks for taking the time to reply to my comment(s)! Saving the batteries is even better, as I've got something like 40 stacks of iron banked but my farm is slow to produce polymers. ^_^

  4. Apparently you can only edit your own comment once, or I'm missing something. In either case, this is in addition to my earlier comment (https://community.7daystodie.com/topic/4941-darkness-falls-they-mostly-come-out-at-night/?do=findComment&comment=422233) as I found additional interesting things.

     

    6) The CoilRifle and CoilSniper have a significant delay when releasing the zoom. No other weapon I've tried so far has the same delay. It feels very out of place. Not sure if that can be fixed though.

    7) While on the topic of weapon oddities. The zoom on many guns is really strange. You are almost up inside the weapon the way the camera shifts, such as the CoilShotgun, 44Magnum (it's less noticeable with the red dot on), CoilPistol and CoilRifle w/red dot (zooms in a lot on the Rifle) and a few other I can't think of off the top of my head. I know adjusting camera zoom is tedious (a lot of small changes, launching the game and testing) but thought it was worth a shout in case it wasn't already somewhere on the list.

  5. Hey Khaine, I'm not sure if this is the best spot to do it but I wanted to provide some feedback on my playthrough so far. I've managed to recover my 19.3 world (after around 6 hours of rebuilding, but saving 60 hours of previous work!) and these is a few of the things I've noticed during that time.

     

    1) The Turbo doubling speed makes vehicle handling a little wonky. I found it helpful to increase the vehicle min/max torque and braking force (I doubled their numbers as well) and I find that I slide a lot less often when trying to take a corner.

    2) Ammo stack sizes are all over the place. 7.62Ball stacks to 300 but 7.62Coil stacks to 600. Same with pistol (9mm/44mag) and the 44magCoil. Personally, I increased 9mm/44mag to 500, reduced 44magCoil TO 500. Lowered 7.62Coil to 300 and increased Shotshells to 250. This would give them all a similar weight in the real world.

    3) Is it intentional that scouts spawn so frequently? I was doing some mining to recover lost materials and noticed every 30-40 ore I'd get a scout. I faced more zombies while mining than I did in my last BM Horde.

    4) I read you disabled the brassCatcher for coil weapons and I was curious on your thoughts behind this. I can understand not having it for shotguns as it doesn't have a casing in the recipe but 44magCoil and 7.62Coil definitely do. Materials aren't hard to come by, it's just the time needed to craft the casings (which is relatively minor even still, with three different Advanced Forges processing tips, casings, and cement while I do trader missions) so it doesn't seem that significant to not allow people to use it if they invested points in to making the mod.

    EDIT: 5) I just had TraderBob try to teach me DIYCrafting level 3, though the skill only goes to 2. He still takes Dukes when I attempt it but obviously nothing unlocks and I can repeatedly click the learn button. Checked the Dialogues and it shows "<action type="AddCVar, Mods" id="perkDIY" value="3" operator="set" />" which is why I assume that's happening? I'm definitely still a novice at modding though so I could be off.

     

    That's about all that I can think of at this time, hopefully some of this proves useful. Oh, and not really a point of feedback but is there a certain mechanic that makes the radiated zombie dogs explode? I tried searching for info on it but couldn't find anything other than the video clip of you showing that they can/do. I've been terrified of them blowing up any time I fight one xD

     

    Thanks again for all your hard work!

  6. Gotta say I'm loving this mod overhaul, it's like a whole new game even after spending 1000+ hours in "vanilla" before it. That said, with this recent update if you do plan to carry over your 19.3 world MAKE A BACKUP! I post this having learned the hard way, as my POI base was partially reset (maybe due to a crash while loading after incorrectly updating as I got a ton of errors the first time?) and I lost a lot of my progression. Still worth it though, we shall rebuild!

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