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Not Medieval Mod - A Fantasy Modpack


arramus

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Pushed a small update to both versions (Github Development Build and stable Moddb).

 

- Smite type weapons can now add the Serrated Blade Mod.

- The Chicks can add up quickly while egg nest raiding and there is a new recipe to give them a second life.
Chick + Glue = Tree Resin (This recipe requires a Cooking Pot and Cooking Stations)

 

I can't add any images to demonstrate as there is a Max total size lock of 360.23 kB on all additions.

Images can be found on Guppy's Unofficial 7DtD Modding Server if helpful as some find this more instructive than text based descriptions https://discord.gg/AQ5xSzqM

 

In addition, a small test server has been set up. It will be kept up to date with the latest Development Build and help to check how things are working in a dedicated server environment.

 

The server details are:

 

Name: NMM Development Build

Location: North America West (Seattle Based)

IP: 64.42.177.210:26920

XP: 167%

Loot: 100%

Difficulty: 2

Player Max: 14

Fire Status: Fire is on, but Fungus entities are deactivated.

 

ServerTools has also been added with Blood Moon Warrior (removes 1 death if player survives BM with 10 eliminations and gives a reward), Home/WP, and auto restart.

Things may change on that and typing '/commands' in chat will bring up a list of what's available.

 

As this is a test server there are no guarantees about stability but it's easy enough to drop things in a box if you lose something.

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Pushed an update to the Dev and Moddb builds as follows:

 

Copied directly from Discord and formatting may look odd in places.

 

1. The Castle/Damaged Castle/Bonehenge had a few assets removed or changed as they were innapropriate.

 

2. The tiling system was given a little bit of grime in 2 of the primary tiles (intersection and cap) as those roads are far too clean.

 

3. The Bats from 2-Birds have been brought directly into 1-NMMCore. This appears to have decreased the initial load out time by about 25% and since 1-NMMCore basically stripped out all Vanilla entitygroups, the Birds were being tagged onto the NMMCore at some point and it felt sluggish.

 
4. Recipe costs have increased a little to be proportional to the damage and GS capability. For example: The double barrel blunderbuss now requires 15 iron ingots as opposed to 10 for others in its class. The double barrel flintlock now requires 25 steel while the base has increased to 20. The Masai flintlock requires 35. These weapons can be found in loot and at the traders as GS increases and this will slow down the access speed as that will take quite a chunk of change and steel ingots cannot be wrenched in the world as far as I recall.
 
5. There are two more options in the OPTIONS folder to allow communities greater customisation.
 
- 1-NMMCore Instant Awake Sleeper
It was noticed that Sleeper Volumes using the 0-XNPCCore true/false toggle for SleeperInstantAwake could make the NPC type entities sluggish. This option sets the status to 'true' and will allow a potential rush of entities since they revert to hyper aroused status 9 blocks before the player touches the Sleeper Volume.
 
- 1-NMMCore Less Ranged Damage
Some communities feel the ranged damage from hostile entities carrying the crossbow and longbow can be a bit too fierce at times (early GS / high level Tier quests, etc) and this option reduces damage from 35 to 20. This will apply to hirable and survivors as well and that will be the trade off.

 

I can't add any images to demonstrate as there is a Max total size lock.

Images can be found on Guppy's Unofficial 7DtD Modding Server if helpful as some find this more instructive than text based descriptions https://discord.gg/AQ5xSzqM

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32 minutes ago, Artemisia said:

Hi. You can upload your images to imgur and add them here. It's that simple.

If the images contained content that was created in-house, that would be a very useful location to upload to.

Unfortunately, there are many models in NMM that were purchased and have pretty restrictive usage properties for anything linked to commercial interests.
Anything uploaded to imgur or any other image sharing site is basically signed away and allowed to be used in any format even after deletion. Just out of respect of the usage agreement with the creators they'll be kept off the commercial sites.

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1 hour ago, Artemisia said:

We are not talking about models, we are talking about simple screenshots. If it was like you mentioned, no one would be able to publish mod/game videos on YouTube.

Simple screenshots which typically contain images of the restricted usage models being held on commercial sites which can use them for commercial purposes. Feel free to raise this with Darkstardragon as I'm watching out for everyone's interests on this ;)

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Pushed a few small updates to the Github Development Build and Moddb Stable Build:

 

- The Grim Reaper and Chaos Grim Reaper entities have been added to Wandering Horde and Scout Group Spawn Groups.
These are new entities from Guppy that match the context of NMM.

- Wandering Horde groups for Soldiers, Old West, and Bikers were still hooked up and have been replaced with the Undead and Reaper list.

 

- Wandering Horde groups have been quite substantially increased for Undead spawns.

 

- A few ammo and resource items have had their stack amount increased to accommodate the introduction of the Dragon Cannon ammo (3 kinds), other custom ammo, and Oak additions. This includes the Vanilla arrow/bolt to allow extra stacking across their types. The iron arrow/bolt are found in pretty high quantity in the loot crates and soon add up. Eggs, Raw/Rotting flesh, and Water types have also had a stack increase since their volume builds up a lot with A20 chickens in abundance on top of custom additions for Coops, Wells, Hives, Fish Farm, etc which take up additional storage slots.

 

Image version also posted on Guppy's Unofficial 7DtD Modding Server - https://discord.gg/AQ5xSzqM

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Pushed a small optimisation that is having a noticeable performance effect for clients and server:

 

- Smitthy's Armor and Masks mod has been integrated into NMM Core just as with other smaller modlets of that type.

It was using its own localisation.txt which is dynamic and appears to be constantly being called.

Other server Admin have noticed this can really put a load on servers/clients (Whiteriver Quests Mod from individual modlets to integrated modpack was a helpful update), possibly more so because it uses a different localisation format from default. This brings it into line.

Joining a dedicated server from 'join' to player spawn was 02:04 minutes. The server RAM load appears to have dropped by 0.25gb as well.

 

- Changed a few stacking sizes in OakCore just to comply with the ones done in NMMCore.

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4 hours ago, Cndrocker said:

I noticed that when adding armor mods, like the muffle connectors for example, the stats don't change. Same with some weapon and tool mods as well. Also, I'm not noticing a difference in speed when adding sugar cube to the horses.

I tested the current stable (and Dev) build of NMM and compared to Navezgane with no mods added:

 

1. A quality six steel helmet was tested with 2 mods; armor plating and advanced muffler. Heavy armor rating went from 13.5 to 15.5 and noise went from 12% to a -8% reduction. This was shown in the clothing area stats but not in the helmet stats for both mod and no mods.

2. A steel spear went from 27.6 to 29.5 with a burning shaft mod and then 31.4 with an Axe splitter mod. This was shown in the main stat window. This was the same for both mod and no mods.
3. Riding the horse from Point A to B with no mod was 21 seconds. Riding from A to B with the mod was 18 seconds.
And with turbo for the same was 18 seconds no mod and 17 seconds mod. In turbo mode it was too close so I tried from further.
Longer distance with no mod and turbo was 39 seconds and with mod 34 seconds.

14 m/s vs 16 m/s difference showed in these tests.
 

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*Note* In terms of weapons, it's not all weapons, only some. My PC is in the shop right now so I can't pull up which weapon it was I saw this on right now.

 

Interesting. Generally when I add mods to say weapons, the stats will change.  For example, I had level 4 iron chest armour and added the muffle mod, the mod says it reduces noise by 4%, but the stat did not change. Same with mods that increase mobility, or plate mods don't show an increase of armour rating.

 

As for the horse, 21 to 18 seconds isn't huge, so that's probably why I didn't notice. No biggie, I didn't do any actual testing on that.

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8 minutes ago, Cndrocker said:

For example, I had level 4 iron chest armour and added the muffle mod, the mod says it reduces noise by 4%, but the stat did not change. Same with mods that increase mobility, or plate mods don't show an increase of armour rating.

This could be replicated in Navezgane with no mods in the Mods folder as well.

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A small update as follows:

 

- A new Wickerman POI has been added to the Github Development Build and Moddb Build. As this is a new POI, the sample World NMM7K01 was also updated.

This POI has also been added for CP49 for the CP Medievil Village.

 

For players/communities using the Fire Mod features, it will burn most readily.

My image sharing capacity for this forum has reduced to 197.69 kb and an image is shared on Guppy's Unofficial 7DtD Modding Server in the NMM area

https://discord.gg/AQ5xSzqM

 

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5 minutes ago, Canute said:

Jumping horses, a big improvment ! 🙂

Next you need to create a new mission/POI about horse races !

 

Didn't you create a spider (minibike) thing lately ? Maybe give that the ability to climb walls ?

A horse mission where a player needs to go from A to B and trigger Quest Markers and complete required actions (including within a POI) along the way within a countdown time limit. That would add value and variety.

 

Ah yes, the spider minibike added to the Oakraven Modpack. I do believe there was an exploit where the bicycle could climb walls in the past. We shall see where Oakraven wants to take that spider minibike.

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An update has been pushed to the Github Development Build and Moddb Stable Build:

 

- The horse has been given a 'hop' feature which allows it to jump over fences with ease and also some carts adequately but if they are too high they may cause damage.
The video a couple of posts above shows an earlier test. The released version reduces the amount the front will raise at an angle for repeated jumps with the trade off of a little less jump height. Base speed has changed from 10 - 14 m/s regular/turbo to 10 - 15 m/s. This will be more noticable with the Sugar Cube Mod. The longer the distance the more the difference will be evident.

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A small update for the Horse pushed to the Github Development Build and Moddb Stable Build.

 

- The horse 'horn' vocalisation has two sounds and hopForce has been changed from 8.5 to 9.0 as it performs a little differently on a dedicated server.

 

 

A few additional features include the slight lean on turns and +1 to Turbo speed as the current settings were marginal when 'racing' around a town.

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Added a final POI for the current update run.

A T3 with a Tavern theme at 25 x 25. This has been pushed to both builds and the sample World

Also, fixed the Water Mill water so it doesn't have any visual water issues and added Quest Tags to Domo from PapyKero as it was missing them.

 

The update pushes are all completed now and that should be it for the time being.
Here is a basic summary of the updates for the last couple of weeks:

 

- New POIs added to fill any major gaps and ensure questing can be kept fresh and varied.

- The horse received a hop feature and horn with 2 horse sounds.

- Stacking was rebalanced with greater amounts allowed to be stacked as the crates could sometimes struggle due to so much custom content for food and ammo.

- Guppy's 'vulture' was added to the desert as a 'Plague Fowl' entity.

- Guppy's reapers were added to Wandering Hordes and Screamer Groups as leaders.

- The Wandering Hordes saw some vanilla assets removed. The amount of entities that will be seen has substantially increased.

- A few weapon tweaks such as the Masai Rifle accepts 4 shots and swords allow the serrated blade mod.

 

For POIs, this is how it looks.

 

TIER 1
15 Potential Quests
12 Town and 3 Wilderness

 

TIER 2
13 Potential Quests
13 Town

 

TIER 3
11 Potential Quests
7 Town and 4 Wilderness

 

TIER 4
9 Potential Quests
8 Town and 4 Wilderness (3 assigned to both)

 

TIER 5
13 Potential Quests
11 Town and 2 Wilderness

 

It'll be decent to further increase the amount of Tier 3 and 4 a little in the future but this is quite a change from the initial release.

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The wandering hordes should appear every day. And the zombie hordes will bring them.

If you produce enough heat from your forges, cooking, etc, the screamers will call them to your base.

 

In the future, they'll be added to some POIs. Darkstardragon is checking all of the zombies, beasts, and bandits at the moment and looking at extra types to add.
Once that's all decided, the Reapers can be given their own place as well.

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My photo limit in the forum is now at a Max total size of 197.69 kB. Maybe I have posted too many pictures and have reached a forum user limit.
Unfortunately I can't post an image of the reaper and I prefer not to create an image sharing account. Maybe someone else can kindly share an image instead.

It's easy enough to spawn one in Debug Mode with F6 and search for reaper.

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