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CLASSIC Style HARDCORE [MOD]


n2n1

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I missed some of them so much that I already ported them to A16 for my new playthroughs.

Thanks :)

After the A16.4 patch, i plan to release an "experimental build" (not suitable for play) then You can take this adapted prefabs, which use only standard bloks of vanilla (many prefabs use are unique blocks from mod).

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pls make a TRADER just one or two, and WorkStation for Combine, but pls stay in HARDCORE :fat:

Well, of course not ! :) In any case, some things such as traders and bandits will not be in this mod. This is contrary to the essence of this mod. Mod develops, but in a completely different direction.

Additionally, now traders are reworked for other tasks ;)

 

 

the Combine can be enabled through uncomment this line in xui.xml:

[color="#00FF00"]<!-- <window name="windowCombine" /> -->[/color] <!-- unCOMMENT for VANILLA  -->

 

 

 

The absence of trade, combine, and limited opportunities for repair - all this is done to create the lack weapons, in return - is compensated by the increased firepower of the weapons (when used properly).

 

Now, headshot is almost always fatal to ordinary zombie, but shots to body - it very not effectively. It Classic :)

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  • 2 weeks later...
Re: the sorting button, well, it's optional to begin with, people who think it's useless just won't use it, but it wouldn't take up much space to leave it in for those who like it.

 

The sort button is added! Tell me how quickly you found her :)

 

OP updated!

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UPDATE version MOD - v16.4.04

 

this "experimental version" tested by me in the gameplay ~6 hours (4day)

(still not recommended for playthrough)

 

- corrected mistakes that i found for 6 hours gameplay

- added some content (not affecting the initial game)

- fixed books, thats not give the skills

- fixed butcher harvest

- improved RWG, corrected mistakes.

 

known issues:

- there may be a problem with temperatures in some biomes (I'm still tuning it)

 

(this update is incompatible with previous version)

 

n1ZLQJI.jpg

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  • 2 weeks later...

UPDATE version MOD - v16.4.04_Exp to v16.4.05

 

I played a while and made conclusions about the new (unfinished) of a system of "sleepers".

Discovered two fatal flaw because of which have to introduce a limit on this innovation:

- zombies spawn behind me in a cleared area.

- can't hear the steps approaching zombies behind me

 

throughout released patches this not fixed. And therefore there is no hope that it will be fixed soon.

In addition, the game became boring... I just can move freely on the streets of the cities, if they have not been spawned in Westland... it's not in our...

 

Because of this, i have to reorganize spawning for my mod to limit the impact of this unfinished features. I compensated for this disadvantage, significantly increasing spawn on the street, and reduced inside the building.

 

in the building still have:

1. with a high probability - sleepers who only wake up when you attack them.

2. sleepers with 1hp.

3. with a small probability - ordinary sleepers (1-2)

 

I conducted a short test of my mod with reworked spawning and it showed a good side and renewed interest in the game. Pperhaps this is a temporary replacement.

 

Very often, good solutions are simple.

 

So...spawn in biomes increased 10-15 times. (UPD: O...no, not so much:D)

But! They leave for 40 days ! (this is something like for example the stripped area)

The crowd diluted "only walking" (Oh yeah... I recommend turning on "always run" for more fun, of course :))

Like in the Old Days - the Party in the fresh air !!!

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UPDATE version MOD - v16.4.06

 

this WIP-version tested by me in the gameplay ~21 hours (14day)

 

- corrected mistakes that i found for 21 hours gameplay

- fixed some errors

- tune balance (spawn, loot...etc)

- increase min wellness to 30

- correct steals for zombies, spider will see you in dark

 

 

yes go to play now

It would be better if You started just now :)

Thanks!

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UPDATE version MOD - v16.4.07

 

- reduced main spawning

- tune sleepers (they wake up - if you're making a lot of noise or light)

- removed sleepers "decoy" (but stay decoy with 1hp)

- mostly sleeper will only walking

- tune balance

- improovement for some prefabs

- UMA zombie is correcting

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UPDATE version MOD - v16.4.10

 

- some prefabs improovement

- some changes from GUI (code improovement), change path for extended textures

- tune balance

- change durability for nightvisionGogles and flashlight2 (this will be corrupted in the savegames)

 

 

(добавлена ссылка в OP на Русский летсплей!)

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  • 2 weeks later...
  • 3 weeks later...

@Cheaterkms

 

Hello!

The mod is not adapted for multiplayer...but I don't know how it is to work there.

But your errors, maybe, is related to another problem:

https://7daystodie.com/forums/showthread.php?40556-CLASSIC-Style-HARDCORE&p=582259&viewfull=1#post582259

Try this patch:

https://yadi.sk/d/qzX9RH4F3RGCsN

maybe it will fix the error.

 

 

 

Здравствуйте!

Мод создавался без учета мультиплеера, и я не знаю как он себя поведет там. Возможности проверить - у меня нет.

 

Эти ошибки произошли в биомах "равнины","болота" или "луга" ? Возникли одновременно, на сервере и клиенте?

 

Кажется, ошибка показанная на первом скриншоте не связана с мультиплеером - это проблемма структурной целостности из за плотности декораций (травы) в этом моде. В сингле она проявляется не очень часто и не при каждом "сиднейме"(названии игры), кроме того - это можно попробывать устранить просто уменьшив плотность травы в этих биомах.

Попробуйте этот патч:

https://yadi.sk/d/qzX9RH4F3RGCsN - тут уменьшена плотность травы.

Но потребуется заново начать игру, и, смените сиднейм. Поможет или нет - незнаю. Сделал только по доргадкам.

 

Кроме того - сейчас в самой Aльфе16 есть утечки памяти. И если играть с тяжелыми модами на оперативке 8гб и в мультиплеер - тогда память начинает засорятся еще сильнее.

Может быть проблеммы из за этого...

 

 

 

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  • 4 weeks later...
  • 1 month later...

UPDATE version MOD - v16.4.17

(this update not compatible with previous version saves!)

 

- add new content

- improved RWG (Thanks for the Tins tips!)

- improved spawning

- GUI cosmetic changes

 

OfzEnDg.jpg

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  • 2 weeks later...

UPDATE version MOD - v16.4.18

 

this update maybe compatible with previous version saves (v16.4.17) :)

- add new content

- redraw certain textures and adding new

 

 

qpAJa2I.jpg

 

Thanks Pille for Prefab Editor!

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