bdubyah Posted October 23 Share Posted October 23 (edited) I am an affiliate with BlueFangSolutions. If you want your own Wasteland server, click the logo above to check them out! Visit the Wasteland Discord Server to keep up with releases and for support with any issues you may have. Now for 1.1. This mod is now an overhaul and will likely not work with other mods. If you are using other mods and have errors, remove the other mods and try again before coming here and saying the mod is broken. !!!EAC MUST BE OFF!!! --------------------------------------------------------------------------------------------------------------------------------------------------------------------- Welcome to The Wasteland! This overhaul mod adds in several new items, enemies, POIs and more! Some of the changes/additions include: -SPIFSAL System- Wasteland uses a progression system similar to vanilla, but with a few changes: Each player is given 21 SPIFSAL points at the beginning of a game. These are for core attributes only. You are required to use all 21 points in order to outfit your character to start playing. Once you use them the black fades away and you can start playing as normal. Skill points are gained per level as vanilla and are used only to upgrade perks. Each perk level has both a skill point and player level requirement, which can be seen by hovering over the lock icon for each perk level. Once all your SPIFSAL points have been used, the only other ways to boost an attribute level is through wearing the proper clothing items(glasses/bandanas/etc), finding a rare SPIFSAL book in loot(permanent +1 to the book's attribute) or rare power armor statues(permanent +1 to the book's attribute).You can gain a temporary boost using certain drug items, just be aware of their side effects. Fergit'n Elixir can be used to respec and will give you your 21 SPFISAL points back. It isn't cheap though. There have been a few changes to the perk trees, with some vanilla perks either reworked or removed outright. Several new perks have been introduced, such as New Age Cowboy for energy weapon types. Make sure to check each attribute's associated perks so you know where you wanna spend those SPIFSAL points! -New Enemies- There are several new enemies added into the game, from additional zombies to mutants and raiders! There are a bunch of new zombie models added, several with multiple color variants for a good variety. There are normal zeds, feral and rad versions, even a couple unique ones like the fisherman! There are also a few cop and demo types, but they aren't as obvious as their vanilla counterparts, so keep an eye out! The wildlife has also been expanded to include mutant hounds, giant scorpions, and several pesky insects. More additions are coming! Zombies are no longer the biggest threat though, as there are several new types of enemies to be worried about. You will encounter both melee and ranged versions of raiders, a hostile group who attack first and loot second. They have a few POIs they call home, so never assume any house is safe! Soldier PMCs are also sweeping the area for supplies and will gladly relieve you of yours if they spot you. Mutants are genetically engineered horrors that are easy to spot, but hard to kill. Early game it is best to avoid most of these at all costs, especially the ranged enemies as they will wreck you. Melee guys can be taken out with some planning, but don't underestimate them! There is also word of some even larger behemoths that are rarely spotted in the wild, which hit like a truck and need heavy firepower to manage to bring down. There are a few other enemies you might come to encounter, so always keep your eyes open! -New Items- There are also tons of new items added to the game such as weapons, ammo, foods, medical items and more: There has been a whole arsenal added to the game, from melee weapons to scrap pipe weapons to shotguns and rifles. Loot or craft a 1911, BAR, Vector, SCAR, combat shotgun just to name a few. You will always have a few options at almost every tier of weapon. Melee weapon options have been expanded for all types: replace your bone knife with a cleaver, or swap your club for a rolling pin. Pipe wrenches, batons, pitchforks are all available to you. And don't forget the skull-crushing Supa Sledge! Energy weapons are also available. There are both laser and plasma types, from pistols to rifles and more. There are also some bigger energy weapons as well, like the laser gat or the plasma caster. They have a similar progression to normal weapon types and have their own crafting magazine series. There is a line of heavy weaponry as well, from the harpoon rifle to the Fat Man! These offer superior firepower, but can slow movement until you invest more in their perks. A few new explosive weapons are available. Bottlecap mines, Nuka grenades, and M79 launchers will help level the playing field...literally. You will also find a loot-only group of .50 cal weapons. The .500 Magnum, Beo-50, and AS-50 cannot be crafted outright, unless you manage to find a broken version, but give you a reason to get out and loot. New ammo types for weapons been added. 10mm, 5.56, MFC ammo, Plasma cells. Ballistic ammo also has the HP/AP variants. Energy ammo has Max and Bulk versions for some variety. With fire spreading being enabled, there is a lootable fire extinguisher and its ammo that is used to repair it. Keep one handy, especially if your base is made out of wood. Drug items can be looted or crafted. These can be used to temporarily boost certain attributes, but can carry some bad side effects. Try and not get addicted. Extra clothing items that help boost your attributes. Food has been expanded to include several new Wasteland dishes. Carve up those mutant hounds, scorpions, or other critter to be able to make these new meals. Scrambled Hunter eggs or deathclaw souffles are just a few options. Power Armor can help keep you in one piece. Loot only so keep an eye out for power armor stands. Power armor uses frame piece which you wear like normal armor pieces, and then each piece(helmet, chest, etc) or the armor installs into the frames like a cosmetic mod. Currently only visible in third person. There are legendary versions of several weapons, and a set of power armor. These have better stats and usually unique textures. They may also provide extra bonuses or effects. -Additional POIs- Currently this mod includes a handful of custom POIs. Some are vanilla ones that have been repurposed, others are completely new. Trader POIs can be destroyed Mutants have taken over several run down business POIs. Keep an eye out for meatbags and cages. Raiders and soldiers have occupied several different types of POIs. For now these don't look much different than a normal POI, so be careful. Several custom POIs, from the Nuka Factory to the secret Nav-Tek Research Facility. Some have multiple versions that can change what is inside. Easter eggs and mini quest lines may exist is some of these, so pay attention. Radiated POIs exist in the world, and are used in Clear Radiation quests. Without either a set of power armor with a rad resistant mod installed or a full hazmat suit, these POIs will kill you quickly. Most, but not all, will have the yellow signs to warn you of the dangers. -Gameplay Changes- While some things are still the same as vanilla, some things aren't. Here are a few noteworthy changes to be aware of: There are a few new/expanded illnesses. Rad poisoning is as deadly as getting infected. Being cold or hot for too long will eventually give you a cold or heatstroke. Take care of yourself. Critical injuries, such as concussions or fatigue, no longer instantly cure when using meds. It will take a short, but random amount of time for those things to heal. Working versions of workbenches can again be found in the world. Weapons and armors typically use their respective parts to repair them. Air drops will draw in zombies. They will target the drop, so if you want the loot you'd better defend it. Vehicle crafting is no longer an option. Repairable wrecks out in the world or traders are the only way to get a working vehicle. Scavenge various parts, as well as unique ones that each vehicle needs to be repaired. Each vehicle has several stages until you finally can upgrade it into a working vehicle. Wheels also cannot be crafted, so either buy or loot then, or try harvesting intact wheels you find in the world.(Ones with rims, not just tires.) Picking up vehicles is disabled, except for the bicycle and minibike. Carrying either of those will slow your movement though. Farming has also been overhauled a bit. Seeds require a nearby water source in order to plant in farm plots. So either get a bucket and bring water to your farm, or build an irrigation system with the new water pipes to carry water to where you need it. Water is consumed over time, so one bucket won't last forever. Pipes have valves and sprinklers that can be used to water the area. Valves cover a smaller area than the sprinklers. Running your water pipes to bedrock will provide an infinite water source. Work stations, from campfires to chem stations, now have a tools area. These are needed to craft certain recipes in the station. The vanilla workbench for example now has slots for a hammer, wire took, and fractal vise. The hammer and wire tool are used for recipes, and the vise speeds up crafting. The time/day has been removed from the UI. To add it back either find a wristwatch mod, or there is a Mip Boy you can equip and then check the time with it. There are also working clocks in the world, such as in traders and then randomly in other POIs. You can bring these back to base if you want. --------------------------------------------------------------------------------------------------------------------------------------------------------------------- Install into the 7_Days_To_Die\Mods folder. Azure: Click Here Nexus: Click Here Edited October 23 by bdubyah (see edit history) 4 Link to comment Share on other sites More sharing options...
arramus Posted October 23 Share Posted October 23 I have had the pleasure to play through every Alpha release so far, and this V1 edition is truly the accumulation, and combination, of all the best parts from what has been, plus all of the new features introduced in V1. Looking forward to many many hours of SP and MP team ups. A few hints for Day 1 type new Wasteland players based on common start up questions: Choosing a World - Navezgane or default Pregen, begin again. Look for Wasteland in the name. Loading into the World for the first time - If you can't see 'f'all, spend all your SPIFSAL. Early Stage Critical Dangers - If it's mean and green, don't be seen. - If it sprays lead, mind your head. - If it's a glowing stack, step back. Vehicles - Read Wasteland Vehicles in the Wasteland Mod folder, know your Rollcage from your Bumper. - Vehicle Repair Impact Driver, MacGyver. - Stage 1/8 long painful wait, stage 7/8 great. - Carry in your pack, break your back. - Grease Monkey for better parts, trader price will break your heart. Optional Mods Folder - Mutie porter, player hoarder. The Wasteland Discord has collected a fair few experienced survivors, and if the answer can't be found here, it will pretty much be found there. 5 Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted October 23 Share Posted October 23 Nice one now you can relax and chill for a while bdub you deserve it m8 👍 👏 ...... 5 Link to comment Share on other sites More sharing options...
LittleRedSonja Posted October 23 Share Posted October 23 This looks fantastic bdub! Fallout 4 is probably my favorite game ever (competing with Skyrim hehe). Great job! 💜 1 Link to comment Share on other sites More sharing options...
nomadnonarb Posted October 25 Share Posted October 25 I just wanted to say that I've been looking forward to this V1 release since July. I loved this mod in A21. I intend on killing a pile of hours on this over the weekend. I am awe of your abilities, and I hope that someday I can develop the skill set to create something even half as good as this is. Keep up the great work. I do have one question though. I typically use several mods in my regular game save. I know that this mod incorporates a lot of different mods in it. I don't want conflicts so I am wondering if there is a place I can go to see what mods are already included so I don't try to add them. Any help would be greatly appreciated. Thank you for the hours of of enjoyment you've already provided, and those I'm sure await me in the future. Link to comment Share on other sites More sharing options...
bdubyah Posted October 26 Author Share Posted October 26 6 hours ago, nomadnonarb said: I just wanted to say that I've been looking forward to this V1 release since July. I loved this mod in A21. I intend on killing a pile of hours on this over the weekend. I am awe of your abilities, and I hope that someday I can develop the skill set to create something even half as good as this is. Keep up the great work. I do have one question though. I typically use several mods in my regular game save. I know that this mod incorporates a lot of different mods in it. I don't want conflicts so I am wondering if there is a place I can go to see what mods are already included so I don't try to add them. Any help would be greatly appreciated. Thank you for the hours of of enjoyment you've already provided, and those I'm sure await me in the future. You're too kind. Really. Haha. I'm not an expert, I just break @%$# till it works how I want it to. This mod comes with SCore, NPCCore, FullAutoLauncher, Random MainMenu Background, and Quartz by default. Oh, and closer's custom explosion particles. These are all required for Wasteland to function properly. Do note that Wasteland now overwrites the items.xml file, so any other mods you want to try and run will have to load after Wasteland or they will break. Link to comment Share on other sites More sharing options...
bdubyah Posted October 26 Author Share Posted October 26 Small update with a few fixes: !!!EAC MUST BE OFF!!! Game Version: 1.1 Wasteland Version: 1.1.0.2 -Mod Dependencies(Included): SCore v.1.1.22.1530 NPCmod v.1.0.13 FullautoLauncher v.1.3.1 RandomMainmenuBackground v1.1.0 Quartz v3.1.0 -----WL FIXED/CHANGED----- -Changed: Reworked Power Armor fall damage a bit, no longer can get 100% reduction(this was breaking the impact landing mod) -Fixed: Cattle Prod was broken -Fixed: Cattle Prod used incorrect repair items -Fixed: Cattle Prod recipe used stun baton item instead of parts -Fixed: Power Armor leg mods couldn't be equipped into power armor chest -Fixed: Added missing tags and farmer bonus food health to WL foods. -Fixed: How Much You Bench challenge caused error when trying to accept your reward -Fixed: Bowler and Inmate zombies were missing loot lists for corpse looting -Fixed: Challenge localization wasn't working properly on custom challenges 2 Link to comment Share on other sites More sharing options...
LittleRedSonja Posted October 26 Share Posted October 26 While working in adding support for the wasteland into my ammo recycling mod I have discovered this small thing. I understand you meant the first ingredient to be buckshot, like all the other 40 mm ammo, and not duplicated scrap polymers?. It is in the recipe.xml: <recipe name="ammo40mmSmoke" count="1" craft_time="15" craft_area="workbench" tags="workbenchCrafting"> <ingredient name="resourceScrapPolymers" count="20"/> <ingredient name="resourceGunPowder" count="10"/> <ingredient name="resourceGlue" count="2"/> <ingredient name="resourceScrapPolymers" count="10"/> <ingredient name="resourceForgedSteel" count="3"/> </recipe> I also wonder if one Nuke is intended to be crafted faster than one 40 mm. I am a complete ignorant in terms of weapons, but it sounds like a Nuke should take longer to make, perhaps? Just an idea, perhaps it is intended to be so, but just in case it is an oversight 🥰. And thank you for the update bdub! 💜 Link to comment Share on other sites More sharing options...
Shalark Posted October 26 Share Posted October 26 Let me start by saying I played this mod in A21 and it was absolutely amazing. Now that we have V1.1 I am trying to play it with the newest version, however I am running into an issue. I downloaded all the files required and placed them all in the mod folder. When I try to run the game, with EAC off, it give me a ton of prefab errors and will either not load past selecting "Spawn" or I can hear the audio of it loading, but the background will not disappear. Also, this is a fresh install of 7D2D and The Wasteland. Any help would be greatly appreciated and if this is not where I should be posting, please let me know and I will move this post. Thank you in advance. Link to comment Share on other sites More sharing options...
LittleRedSonja Posted October 26 Share Posted October 26 (edited) 3 hours ago, Shalark said: Let me start by saying I played this mod in A21 and it was absolutely amazing. Now that we have V1.1 I am trying to play it with the newest version, however I am running into an issue. I downloaded all the files required and placed them all in the mod folder. When I try to run the game, with EAC off, it give me a ton of prefab errors and will either not load past selecting "Spawn" or I can hear the audio of it loading, but the background will not disappear. Also, this is a fresh install of 7D2D and The Wasteland. Any help would be greatly appreciated and if this is not where I should be posting, please let me know and I will move this post. Thank you in advance. It is probably a very obvious question, but, do you have the Harmony mod folder inside your mods folder in the steam installation? And, does your mod folder look like this, with all those subfolders inside (the exception might be the Harmony folder, in case you install your mods in the mod folder located in AppData the Harmony folder would be located in the steam mods folder, but the other stuff should look like this) Edited October 26 by LittleRedSonja typos (see edit history) Link to comment Share on other sites More sharing options...
Shalark Posted October 26 Share Posted October 26 Sooooo.... I did the worst thing ever and deleted that file. It's back there and everything is working as intended. Thank you very much for assisting my dumb butt. I am looking forward to enjoying the mod again. 1 Link to comment Share on other sites More sharing options...
LittleRedSonja Posted October 26 Share Posted October 26 (edited) I have added support for "The Wasteland" in my "Ammunition Recycling" mod. Now you can recycle the ammo and explosives included in this mod. IMPORTANT: For "Ammunition Recycling" to work fine together with "The Wasteland" make sure my mod loads AFTER The Wasteland mod. To ensure that please rename my mod folder to z_LittleRedSonja_AmmoRecycling. If you want to use the optional custom ammo bench please rename that too (add z_ before folder name). I hope you like it 💜 Edited October 27 by LittleRedSonja typos (see edit history) Link to comment Share on other sites More sharing options...
nomadnonarb Posted October 27 Share Posted October 27 23 hours ago, bdubyah said: You're too kind. Really. Haha. I'm not an expert, I just break @%$# till it works how I want it to. This mod comes with SCore, NPCCore, FullAutoLauncher, Random MainMenu Background, and Quartz by default. Oh, and closer's custom explosion particles. These are all required for Wasteland to function properly. Do note that Wasteland now overwrites the items.xml file, so any other mods you want to try and run will have to load after Wasteland or they will break. Thank you so much for the response. Should I also assume that all of your mods are also integrated? Thanks for the tip about the re-naming. Link to comment Share on other sites More sharing options...
bdubyah Posted October 27 Author Share Posted October 27 18 hours ago, LittleRedSonja said: While working in adding support for the wasteland into my ammo recycling mod I have discovered this small thing. I understand you meant the first ingredient to be buckshot, like all the other 40 mm ammo, and not duplicated scrap polymers?. It is in the recipe.xml: <recipe name="ammo40mmSmoke" count="1" craft_time="15" craft_area="workbench" tags="workbenchCrafting"> <ingredient name="resourceScrapPolymers" count="20"/> <ingredient name="resourceGunPowder" count="10"/> <ingredient name="resourceGlue" count="2"/> <ingredient name="resourceScrapPolymers" count="10"/> <ingredient name="resourceForgedSteel" count="3"/> </recipe> I also wonder if one Nuke is intended to be crafted faster than one 40 mm. I am a complete ignorant in terms of weapons, but it sounds like a Nuke should take longer to make, perhaps? Just an idea, perhaps it is intended to be so, but just in case it is an oversight 🥰. And thank you for the update bdub! 💜 Yeah, looks like I was in the middle of some copypasta there. Haha. Will be fixed in this next update. 1 Link to comment Share on other sites More sharing options...
bdubyah Posted October 27 Author Share Posted October 27 !!!EAC MUST BE OFF!!! Game Version: 1.1 Wasteland Version: 1.1.0.22 -Mod Dependencies(Included): SCore v.1.1.22.1530 NPCmod v.1.0.13 FullautoLauncher v.1.3.1 RandomMainmenuBackground v1.1.0 Quartz v3.1.0 -----WL FIXED/CHANGED----- -Fixed: WL challenges weren't set to be locked behind Basics challenge group -Fixed: Dark Drifter NREs -Fixed: Fixed the rest of the included maps using a missing POI -Fixed: Electrocutioner leve 5 showed wrong unlock level -Fixed: 40mm Smoke recipe was incorrect 1 Link to comment Share on other sites More sharing options...
bdubyah Posted October 28 Author Share Posted October 28 !!!EAC MUST BE OFF!!! Game Version: 1.1 Wasteland Version: 1.1.0.3 -Mod Dependencies(Included): SCore v.1.1.22.1530 NPCmod v.1.0.13 FullautoLauncher v.1.3.1 RandomMainmenuBackground v1.1.0 Quartz v3.1.0 -----WL FIXED/CHANGED----- -Changed: Tweaked water range for farm plots -Changed: Mushrooms no longer require a water source -Fixed: Burning shaft mod causing issues on WL melee weapons -Fixed: Johnny's quests not advancing tier -Fixed: Loot had old water filter that no longer works Just an FYI that Wasteland is also now on the Mod Launcher. 1 Link to comment Share on other sites More sharing options...
Twedd Posted Wednesday at 02:01 PM Share Posted Wednesday at 02:01 PM First off, thank you for your work on the mod. It is truly excellent. I have a bug on the new version, my character cannot read any of the crafting skills books. When I try, it says 'You cannot use that at this time.' If I keep clicking use, it does eventually use it, displays the message, but does not grant you a point in that skill. I am not sure of it is a general bug, or just a me bug, as I would have thought other people would have shared it already. Thanks. Link to comment Share on other sites More sharing options...
arramus Posted Wednesday at 02:29 PM Share Posted Wednesday at 02:29 PM The Crafting Skills Books have been reworked. They no longer unlock items and offer progression in the same way they do for default. Here is a basic run down: - These books offer a 4 minute bonus. For example, reading a Cooking Skills book speeds up cooking speed. - Crafting Skill Progression is governed under the Crafting Perks tab which is a new area. As we gain levels, these can be unlocked and open up new items with increasing quality values. The opening post will probably get updated in time to mention all of the V1 updates, but some were only just rolled out and are being play tested for balance. It's well worth visiting the Wasteland Discord because some of the members are becoming really well versed in how it all works out and have already put in a heap of time of their first play throughs. Link to comment Share on other sites More sharing options...
Twedd Posted Wednesday at 02:33 PM Share Posted Wednesday at 02:33 PM Thanks for your reply. I see, so how do I create things that appear locked behind this? For example, first aid bandages are locked behind Medical Journal (or at least appear to be still). Link to comment Share on other sites More sharing options...
bdubyah Posted Thursday at 07:20 AM Author Share Posted Thursday at 07:20 AM Purchase crafting skill perks: Link to comment Share on other sites More sharing options...
Twedd Posted Thursday at 03:37 PM Share Posted Thursday at 03:37 PM Thank you, that's really helpful. Not sure how I missed it! I also have another issue (I had the same issue in Alpha 21 too) with the mod: POIs seem to reset their loot and any changes to it, despite having loot respawn turned off. An example of this (in the new version) was, I used some blocks to climb on top of a small POI overnight, having looted it. Then I ventured about 400m to a supply drop and then returned. When I returned to the POI, my blocks had gone and the POI loot had reset. In the previous version, the traders inventory would also seem to reset, whenever I left the area and then returned to it. Again, this could well be an issue my end, but I wondered if you had seen this before, or whether you had any idea why this may happen? Link to comment Share on other sites More sharing options...
Alan Lau Posted Friday at 04:00 AM Share Posted Friday at 04:00 AM Were you drunk when you made this level? Link to comment Share on other sites More sharing options...
bdubyah Posted Friday at 04:33 AM Author Share Posted Friday at 04:33 AM 8 minutes ago, Alan Lau said: Were you drunk when you made this level? Haha. Never saw that before. I've seen 2 spawn where only 1 should, but that looks a bit extreme. Not sure why that would happen. 12 hours ago, Twedd said: Thank you, that's really helpful. Not sure how I missed it! I also have another issue (I had the same issue in Alpha 21 too) with the mod: POIs seem to reset their loot and any changes to it, despite having loot respawn turned off. An example of this (in the new version) was, I used some blocks to climb on top of a small POI overnight, having looted it. Then I ventured about 400m to a supply drop and then returned. When I returned to the POI, my blocks had gone and the POI loot had reset. In the previous version, the traders inventory would also seem to reset, whenever I left the area and then returned to it. Again, this could well be an issue my end, but I wondered if you had seen this before, or whether you had any idea why this may happen? I've seen reports of that in vanilla and several mods. Even noticed it in some Woodle vids as well. There are bug reports here of chunks resetting for no apparent reason. Not much I can do there. The trader inventory was because I had changed traders to use sleeper volumes like zombies do, and each time you came back it spawned them in again but didn't save their inventory. That shouldn't be an issue now. Link to comment Share on other sites More sharing options...
Alan Lau Posted Friday at 05:43 AM Share Posted Friday at 05:43 AM Does Nuka Cherry make melee weapons like the machete do more damage? Link to comment Share on other sites More sharing options...
arramus Posted Friday at 11:05 AM Share Posted Friday at 11:05 AM Not the melee weapons. Just the knuckle weapons and player fists. 1 Link to comment Share on other sites More sharing options...
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