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A16 Valmod Pack


Valmar

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Aloe cream. First-aid bandages. Finding and reading some chemistry books.

 

Well I'm not in a dessert so I have limited aloe access and fist aid bandages are locked behind another skill.

 

I guess I'll have to wait till I get enough aloe seeds to farm it.

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I swear I looked thru every page of the study desk, but I can't find the recipe for making anvils? How do I get this recipe? :) Hopefully its not just up to luck! (I don't have any luck lol)

 

EDIT" NEVERMIND! For anyone else w the same question, it's in perks

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Request

 

I don't know if this is possible or has been discussed, but is it possible to code a minimap back into the game? You could lock it behind science or something so that you have to craft a gps unit. This would be nice because it is hard running around and having to open a map that takes up most of the screen.

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I swear I looked thru every page of the study desk, but I can't find the recipe for making anvils? How do I get this recipe? :) Hopefully its not just up to luck! (I don't have any luck lol)

 

EDIT" NEVERMIND! For anyone else w the same question, it's in perks

 

Pro tip for future reference:

If a recipe has a little scholar hat guy next to it then its locked behind a perk.

If a recipe has a little exclamation mark next to it then its locked behind a quest.

If a recipe has a little book next to it then its locked behind a book.

 

That should held make things more clear in the future.

 

 

 

I don't know if this is possible or has been discussed, but is it possible to code a minimap back into the game? You could lock it behind science or something so that you have to craft a gps unit. This would be nice because it is hard running around and having to open a map that takes up most of the screen.

 

The general idea of a minimap is possible, though its functionality is limited and somewhat impractical. I've seen another modder (DieTillDay7) do it, so it must be possible. Whether or not it works in a practical way to make it useful is another matter. The complexity of adding it behind science or needing to craft a GPS unit though is far beyond me and I suspect is impossible with XML files alone.

 

Carlzilla (sorry if I got the name wrong) has made an SDX mod that adds a map that you can hold in your hand and craft, I believe. So the SDX guys might be able to do a GPS system. I don't know. Thats all on another level than myself.

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repairing wooden spikes placed around your base is a fantastic way to level up construction tools, they take damage easy and require regular repairs. it will help you get to the level needed for an anvil much faster.

 

Good to know..i need to Nerf that :)

 

- - - Updated - - -

 

The general idea of a minimap is possible, though its functionality is limited and somewhat impractical. I've seen another modder (DieTillDay7) do it, so it must be possible. Whether or not it works in a practical way to make it useful is another matter. The complexity of adding it behind science or needing to craft a GPS unit though is far beyond me and I suspect is impossible with XML files alone.

 

Oh man the Minimap (Minecraft idea)

 

Maybe in 2 more years we will get that..it only took them 2 years to give us signs

LMAO

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Hey, would it be possible to use every mod here except for the classes mod and extra gear mod? I feel like the amount of gear that classes start with is a bit much. I tried deleting code out of the loot.xml but I still spawned with a key and class. I'd like the starting gear to be the vanilla gear.

 

Thanks

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Pro tip for future reference:

If a recipe has a little scholar hat guy next to it then its locked behind a perk.

If a recipe has a little exclamation mark next to it then its locked behind a quest.

If a recipe has a little book next to it then its locked behind a book.

 

That should held make things more clear in the future.

 

 

 

I was wondering what those exclimation points mean! Now to find the quest that unlocks all those delicious meals lol! Cheers friend!

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I start by writing this is a fantastic mod!!

 

I posted this on alpha 15 thread. I would like to add we need more segmentation in the items that you can create in the workstation because of performance issue when you are creating items in your backpack it's refreshing the list all the time. Ideas Drink mixer instead of being in chemistry station, wood station, tool station, and bullet station, chopping board for fruit and oven for meat and soups.

 

My wish list, generated for someone using Valmod overhaul.

1. More plants, enough to make fruit salad, can only be made on a chopping board

2. Bullets can only be made on a machine workstation press

3. More vegetables such as carrots, cabbage, tomatoes and assorted seed packets.

4. All terrain can be made in the backpack and ensure when placed appear correctly on map

5. Caves and Pio's able to be hidden with terrain removing outlines such as they currently stand out like dogs balls.

6. Special digger zombie with 15 detect depth range.

7. More spider zombies (balancing), world war z style

8. Bear traps. Capture zombies and animals. Players receive broken leg and have to destroy it to break free from the trap to unlock it and they can pick up after they unlock it.

9. Trapdoor for player defence or zombie which opens when walked on. Various textures available upon build so it can be blended.

10. Remote pin code for hidden doors.

11. Zombie reactor, can be placed to call a zombie hoard like the screamer, with cool down functionality for each individual biome.

12. Walkie talkie system with different bands available and speak to people further away.

13. AA batteries

14. Solar panels to charge batteries

15. Batteries can only be charged and not repaired with repair kits.

16. Shopping trolley that you can push as fast as running on the road and walk speed on the grass. You cannot equip your weapon whilst using the trolley.

17. Makeshift lock TNT charge for gun safes, Safes that cant be opened with picks. It calls a few zombies inspect the sound of TNT as its makeshift. Better charge calls less zombies and produces lower sound level.

18. Zombies that spawn coming out of the commentaries from the ground (for effect but pretty cool)

19. Bring back the tone option back to video settings, loved the dark one.

20. Hard-core mode, only head shots count. Limbs will fall off but not stop them. Love to see a zombie screaming with no legs and arms that is immobile, especially spawning in POI's. They can still bite if you are within 1.8 range if you don't see them in time, don't just walk in the door without checking .

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Stompy covered this above but I just w anted to remind you that you can still earn skill points by doing quests. Far as I know there is no progression skill or perk that requires you to be level 100. So leveling up to 100 doesn't actually matter.

 

I've seen people post that you need to be lvl 91 or something like that to get to a high loot finding percentage. It's something like at lvl 90 you get 30% chance, and 91 you get 90%. [i made those numbers up cause I don't remember exactly but I hope you get the point]

 

Is that different for your mod? Am I misinformed maybe?

 

Thanks

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i have a question thats going to make me look really stupid.... how can i level Bartering? Please dont tell me the only way is to spend casino coins... as they are rare in comparion to the cost of items. ive already spent hundreds and am still at lvl 1.

 

Ive noticed that its tied to a number of items, specifically gun parts. If i repair the parts they LOOSE ALLOT! of quality. if i put them in a weapon its then tied to weapon smithing, but then it wont let me repair it.

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Hey, would it be possible to use every mod here except for the classes mod and extra gear mod? I feel like the amount of gear that classes start with is a bit much. I tried deleting code out of the loot.xml but I still spawned with a key and class. I'd like the starting gear to be the vanilla gear.

 

Thanks

 

entityclasses.xml

 

playerMale

 

Replace:

<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="classKey, classSelection" />

<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="classKey, classSelection, keystoneBlock" />

 

Replace with:

<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="bottledWater,canChili,firstAidBandage,torch" />

<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="bottledWater,canChili,firstAidBandage,torch,keystoneBlock" />

 

I was wondering what those exclimation points mean! Now to find the quest that unlocks all those delicious meals lol! Cheers friend!

 

You can find the cookbook recipe in cabinets. Find one and read it. Then it will start the questline.

 

I start by writing this is a fantastic mod!!

 

I posted this on alpha 15 thread. I would like to add we need more segmentation in the items that you can create in the workstation because of performance issue when you are creating items in your backpack it's refreshing the list all the time. Ideas Drink mixer instead of being in chemistry station, wood station, tool station, and bullet station, chopping board for fruit and oven for meat and soups.

 

My wish list, generated for someone using Valmod overhaul.

1. More plants, enough to make fruit salad, can only be made on a chopping board

2. Bullets can only be made on a machine workstation press

3. More vegetables such as carrots, cabbage, tomatoes and assorted seed packets.

4. All terrain can be made in the backpack and ensure when placed appear correctly on map

5. Caves and Pio's able to be hidden with terrain removing outlines such as they currently stand out like dogs balls.

6. Special digger zombie with 15 detect depth range.

7. More spider zombies (balancing), world war z style

8. Bear traps. Capture zombies and animals. Players receive broken leg and have to destroy it to break free from the trap to unlock it and they can pick up after they unlock it.

9. Trapdoor for player defence or zombie which opens when walked on. Various textures available upon build so it can be blended.

10. Remote pin code for hidden doors.

11. Zombie reactor, can be placed to call a zombie hoard like the screamer, with cool down functionality for each individual biome.

12. Walkie talkie system with different bands available and speak to people further away.

13. AA batteries

14. Solar panels to charge batteries

15. Batteries can only be charged and not repaired with repair kits.

16. Shopping trolley that you can push as fast as running on the road and walk speed on the grass. You cannot equip your weapon whilst using the trolley.

17. Makeshift lock TNT charge for gun safes, Safes that cant be opened with picks. It calls a few zombies inspect the sound of TNT as its makeshift. Better charge calls less zombies and produces lower sound level.

18. Zombies that spawn coming out of the commentaries from the ground (for effect but pretty cool)

19. Bring back the tone option back to video settings, loved the dark one.

20. Hard-core mode, only head shots count. Limbs will fall off but not stop them. Love to see a zombie screaming with no legs and arms that is immobile, especially spawning in POI's. They can still bite if you are within 1.8 range if you don't see them in time, don't just walk in the door without checking .

 

Breaking things off into more workstations is an option. In the past it was actually what I did before they added the workbench. Though I prefer the streamlined approach I have now. I can only hope that they fix their engine issues that causes the lag.

 

1. Due to limited art resources I don't really want to add any more plants ontop of the ton the mod already adds.

 

2. A bit too harsh for my blood - though I won't pretend I didn't consider it with the Armory at one point.

 

3. Same as #1. Another issue is that there is a hardcoded block limit. I'm already approaching the limit of how many block IDs I can use. I don't have the luxery of being able to make a bunch of new plants atm, even if #1 wasn't an issue.

 

4. I dont know. Maybe in the decor station. We'll see.

 

5. You used to be able to do this with the camo netting. It had the same map color as grass so you could cover a base with it to hide it from the map, relatively speaking. Though I haven't updated that yet I see. I'll make a note.

 

6. Not possible with XML alone. Would require a new AI package, I believe.

 

7. Besides the burnt spiders and the feral spiders? LOL. I would love to add more diversity to all the zombie types (every zombie has every walk type) but until entitygroups let us use groups within groups its not really practical from a balance standpoint, imo. I'm still crossing my fingers to get that level of functionality out of the entitygroups.xml

 

8. There are animal snares. Though I think I know what you're really after. A cool looking bear trap that snaps on ankles. That isn't really isn't possible with xml files. There would have to be a new model for the bear trap to get the visual appearance you're after. Which requires SDX. There also is no way, that I know of, to restrict player movement to a speed of "0" to prevent them from moving.

 

9. I've been thinking of adding a "pit fall" trap. Ground that gives out when you walk over it.

 

10. Not possible with XML alone.

 

11. Not possible with XML alone - unless you consider leaving a pile of gore.

 

12. I doubt thats even possible with SDX...

 

13. Not possible in practicality.

 

14. Would be possible but the batteries would still be useless.

 

15. See above.

 

16. Not possible with XML alone.

 

17. This has multiple aspects. None of which are possible in my testing. I have tried to make safe-cracker tnt before but could never get the explosion just right.

 

18. No possible with XML alone.

 

19. Not possible with XML alone. ENBs might work though, if you're familiar with those.

 

20. You can blow the limbs off a zombie already - though I can't set them to spawn that way. However if you want a horde-mode experience where zombies have to be killed with headshots you could check out CHS - Classic Horde Survival

 

I've seen people post that you need to be lvl 91 or something like that to get to a high loot finding percentage. It's something like at lvl 90 you get 30% chance, and 91 you get 90%. [i made those numbers up cause I don't remember exactly but I hope you get the point]

 

Is that different for your mod? Am I misinformed maybe?

 

Thanks

 

I'm not sure - I never dedicated that much time and attention to discovering the different perks to leveling. Though I imagine it is a bit different in my mod simply because of all the changes in the loot table changing the overall probability levels.

 

i have a question thats going to make me look really stupid.... how can i level Bartering? Please dont tell me the only way is to spend casino coins... as they are rare in comparion to the cost of items. ive already spent hundreds and am still at lvl 1.

 

Ive noticed that its tied to a number of items, specifically gun parts. If i repair the parts they LOOSE ALLOT! of quality. if i put them in a weapon its then tied to weapon smithing, but then it wont let me repair it.

 

To level bartering you ever spend points in it or you find bartering skillbooks to read. You can also purchase things from the merchant and keep the merchant open until it finishes to get credit towards it.If you aren't in the station when the order finishes then it won't count.

 

As for th eissue with the gun parts by default they have nothing assigned to them which I believe means they originally, individually, scaled to your Misc Crafting level. When in a gun though it should scale to your gun smithing. Instead of repairing the parts individually try repairing them when they're in the gun. YOu need to have the gun recipe unlocked to be able to repair it.

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Experimental News Update:

 

Progress on the next mod version has come along quite nicely and I believe for all extensive purposes it is ready for "official" release. However, to play it safe, I am going to let both versions sit in experimental branch for a few days just to see if there is any kind of bug feedback I need to addressed.

 

Experimental has taken the same "perk" approach as Overhaul except in the expansion the books are still there. In the overhaul almost all the recipe books are gone except for a select few which can still be found (though you can still buy the perk).

 

So far I must say I love the system I've come up with for Overhaul and am quite proud of it overall. I think its some of my finest work so far but of course I am bias and want to see it as being worthwhile. I look forward to hearing what others think of my changes both in overhaul and expansion and think those who were fans of the previous system will be pleased with what I came up with.

 

I also did a few changes to the recipes in experimental. A lot of the "extra" recipes my mod adds such the electric lights and new storage containers or the expanded recipes have been moved over to the Artisan Decor Station. This should reduce inventory lag and improve per formance for expansion pack players.

 

Starting classes, imo, have never been more balanced than they are now, also. So a lot of cool things in the coming update.

 

Those interested in trying it out:

https://www.mediafire.com/folder/12c9c8haesjsm/Valmod_Beta

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Does any of your mod packs alter how much it cost to upgrade a certain block like wood frame to wood block?

 

No, not really. Though in the overhaul you also need nails to upgrade woodframes. The amount of wood required is unchanged.

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A call for testers!

https://www.mediafire.com/folder/12c9c8haesjsm/Valmod_Beta

 

Valmod Overhaul has seen a lot of rather drastic changes. Would love to hear some input.

 

 

Whats new you may ask? Perk system overhaul. Recipe books have been removed from the loot tables. Now everything is purchased through perks. Survivor Notes are now used as a one-time use item to give yourself a skill point. You can still find books in loot, however. These books do not teach you any recipes anymore, now they just give you skill in specific areas. Like reading Robin Hood will give you points in Archery.

 

Personally I'm quite a fan of this new system as it gives the player more control over how they progress rather than being completely at the mercy of the random number generator. In a way my survivor notes were already doing this system previously. You could use the notes to get a skill point in a specific area or you could save them up purchase recipe books. This is just more of an embrace of that type of style.

 

 

While this version is compatible with previous saves it is only compatible in regards to the map being preserved. Unlocked recipes will not carry over. For that reason starting with a fresh character is recommended - or cheating yourself in the class selection item so you can reroll and start over. I look forward to reading your feedback, thank you.

 

Not tried the new version yet, but the two people I play with have just read this post and think they prefer the current system with the mix of notes .

 

Their main concern though is we love your mod but don't want to start again, We are on day 112 and still leveling many things, when one of us has been working hard leveling their shotgun and the other mad on cooking has nearly got all the recipes, the thought of when A15 drops we will have no choice but stay on A14.7 or restart, isn't popular :)

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Hey Val, hope all is well and you're not getting too beat up prepping for A15.

 

Just a general question regarding horde difficulty. We recently hit the 56 day horde and loved it. Dont wanna drop any spoilers but we were very impressed. When we hit day 63 we were expecting to see the same thing from there on out. Is it safe to say that we wont see that again until Day 112?

 

If you or anyone else prefers to talk via steam to avoid spoilers add me

<AFK>Ph3nri$$

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I don't like scrapping book and it give me a survivor note how can I change it to paper like before?

 

Thanks

 

Items.xml

Find:<item id="900" name="schematicMaster">

Change:

<property name="Material" value="Survivor Notes" />

<property name="Weight" value="1" />

 

Change to:

<property name="Material" value="paper" />

<property name="Weight" value="5" />

 

 

Not tried the new version yet, but the two people I play with have just read this post and think they prefer the current system with the mix of notes .

 

Their main concern though is we love your mod but don't want to start again, We are on day 112 and still leveling many things, when one of us has been working hard leveling their shotgun and the other mad on cooking has nearly got all the recipes, the thought of when A15 drops we will have no choice but stay on A14.7 or restart, isn't popular :)

 

That system will still exist in the Expansion Pack, at least. And Overhaul will have some recipe books you can find.

 

Hopefully this update is out before A15 - I don't have months to wait :)

That being said, while a bit time consuming, you can still retain your character unlocks. You can gift them a bunch of Collection of Survivor Notes to read for 5 skill points each. They can then rebuild their character back to where they were previously. Annoying yes but possible.

 

Hey Val, hope all is well and you're not getting too beat up prepping for A15.

 

Just a general question regarding horde difficulty. We recently hit the 56 day horde and loved it. Dont wanna drop any spoilers but we were very impressed. When we hit day 63 we were expecting to see the same thing from there on out. Is it safe to say that we wont see that again until Day 112?

 

If you or anyone else prefers to talk via steam to avoid spoilers add me

<AFK>Ph3nri$$

 

Not at all. I haven't even touched A15 yet. Still too far out for my tastes. They're too prone to making sudden changes that I have to keep accounting for. Its simplier to wait at least until the release seems closer before I start work on it. Or at least that is my excuse. Maybe Im just lazy.

 

63 is the final horde night. After that they reset and start back at the beginning. I might add some more diverse zombie hordes in the future for the end game but honestly, outside of servers, I don't know if most players ever even make it that far for it to matter. 63's horde attack should be very, very distinctive though. So I guess no one saw them?

 

 

63 should spawn a horde of burning zombies. Burning spiders, crawlers and a burning boss that hurls fire.

 

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63 is the final horde night. After that they reset and start back at the beginning. I might add some more diverse zombie hordes in the future for the end game but honestly, outside of servers, I don't know if most players ever even make it that far for it to matter. 63's horde attack should be very, very distinctive though. So I guess no one saw them?

I think its safe to say we SAW it

 

From miles away at that...we saw the orange glimmers approaching and It was beautiful! Most definitely a WTFFFFF moment. Kudos man. We were prepping for another monster feral horde with the gorillas. 63 was a nice treat. Lower difficulty than 56 but super enjoyable and surprising. Thanks for that <3

 

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That being said, while a bit time consuming, you can still retain your character unlocks. You can gift them a bunch of Collection of Survivor Notes to read for 5 skill points each. They can then rebuild their character back to where they were previously. Annoying yes but possible.

 

 

Many thanks, that cheered them up :)

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