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Sullen Skulls

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  1. Having now started a proper playthrough, I want to add a huge amount of Kudos to the amount of tiny little wilderness deco's that this mod adds. I just had a cool little story-telling moment that you just can't get in vanilla. This mod, combined with Improved Hordes. I was heading out into the forest for a buried treasure quest, having just got my bicycle as quest reward. I come across a bear and 2 wolves sprinting across the map at 2 zombies. @%$# myself (obviously), turn around and ride far enough away to calm down a bit. So, I then circle around slowly and try to head back towards buried treasure, and come across a well/pit with spikes and an animal carcass at the bottom, and about 30m away is a 2x2 stack of wooden blocks with a campfire, sleeping bag and storage chest on top, and a corpse leaned up against it. I also see on the ground a zombie corpse (presumably killed by one of the animals from before), before hearing the bear's roar off in the distance behind me. I jump on the bike and sprint away without even looking, feeling both horrified and impressed by the narrative of this whole situation that my brain instantly formed from just these few tiny little additions. Fantastic.
  2. Yeah. As I said, it could easily have been just a quirk of the changes this mod makes or a possible missing file/POI, I couldn't tell. From what I have seen from just a few test runs and dev mode fly-throughs, I am really liking the natural/simple vibe that a lot of these POIs seem to fit, so overall loving the mod so far. I also like the fact that this re-introduces quite a few non-pathed POIs again, certainly feels more natural to my playstyle. Don't get me wrong, TFPs POIs are often amazingly well designed, but having lots of buildings to just run into and loot naturally feels more normal/realistic, which I like. So, I'm looking forward to working through some of your larger designs on a proper playthrough. Keep up the great work, and thanks for the response.
  3. I am finding that when using this, RWG tends to leave a few empty squares/blocks in city generation in the middle of bigger cities/towns. Not sure if this is due to it trying to place an object/POI that it can't find, or if it's to do with any changes to wrappers, or something else. It does seem to be that all of the generated towns/cities are a little bigger than vanilla RWG creates, so again, not sure if this is just leaving gaps in order to make a bigger city, or..... Let's be honest, I don't know enough to know what could be causing it. I was wondering if anybody else has noticed this, and if there's a solution/fix, or if it's just a quirk of the game/mod.
  4. These are custom settlements. So, if you are using CompoPack 42, there are several custom POI's that have been arranged to fit into their own category, destroyed towns, airport settlements etc... These will show up as orange on the preview map. You cant look in the prefablist.txt file to see how they have been categorised.
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