Rathlon Posted September 1, 2016 Share Posted September 1, 2016 Thanks I'll try it out after I get some sleep. It's after 2am my time. Link to comment Share on other sites More sharing options...
MidnightDesigner Posted September 1, 2016 Share Posted September 1, 2016 Thanks, Doombringer! - - - Updated - - - The stamina is setup that way on purpose. It is purposely called Mole Sandwich as a reference to Madmole. Just an easteregg. You cannot conventionally craft ammo components. You can dismantle shotgun shells, however. Which is the only way to get the casings. Re stamina: Curse you! LOL. Re mole sandwich: well played, my friend! Link to comment Share on other sites More sharing options...
Valmar Posted September 1, 2016 Author Share Posted September 1, 2016 I wonder would it be possible to take the entityclass.xml of this mod and say use it with another mod? Like your Valmod? Cause I like the fact that they don't run, no dogs or other special types of enemies[one reason why I don't play this game with enemites active] and I like the diversity of the Valmod. I recommend using the Valmod Horde edition as linked by Stompy. Otherwise, to answer the question, no. There are specific items, blocks and loot in my entityclasses.xml. Its not standalone. Even if it was, it still wouldn't give you what you're after as its also connected to the entitygroups.xml Think of it like a chain. Everything links back together and relies on each other for connections. If you were to only use the entityclasses.xml you will be removing all the other links in the chain that hold it together. However what you're after is very easy to achieve standalone. You can tell zombies that they can never run with the in-game settings. You can remove dogs (or anything else) by going into the entitygroups.xml and replacing them with something else. Here is a quick little guide about such things: [Guide] Zombie Modding (Disabling or Nerfing Specific Zombies) Link to comment Share on other sites More sharing options...
Erik Louden Posted September 2, 2016 Share Posted September 2, 2016 I like the using the horde edition with valmod overhaul/expansion but why does it use the CHS stamina drain since its use is for non-CHS games? Which xml would I find the stamina if I wanted to change it to Valmod settings? Thanks for all your hard work! Link to comment Share on other sites More sharing options...
Valmar Posted September 2, 2016 Author Share Posted September 2, 2016 Its more due to the balancing factor that comes with having weapons that are so much more potent, especially in regards to headshots. If a high quality melee weapon can easily bonk out any zombie with a swing to the braincage then to offset this you should have stamina actually be a factor the player has to keep track of. Dark Souls up in here. That was the mentality behind it, anyway. To change this back you'd need to edit the items.xml code for all the melee weapons. For example: <item id="7" name="clubIron"> <property name="Extends" value="clubMaster" /> <property name="Meshfile" value="Items/Weapons/Melee/Club/Club_Wood_RefinedPrefab" /> <property name="Material" value="metal" /> <property name="RepairTools" value="scrapIron" /> <property class="Action0"> <property name="Stamina_usage" value="7" /> <property name="Buff" value="criticalBlunt" /> <property name="Buff_chance" value=".2" /> </property> <property class="Attributes"> <property name="EntityDamage" value="9,16" /> <property name="BlockDamage" value="3,13" /> <property name="DegradationMax" value="100,600" /> </property> <property name="CritChance" value=".2" /> <property name="Group" value="Ammo/Weapons" /> <property name="DescriptionKey" value="clubIronDesc"/> </item> Link to comment Share on other sites More sharing options...
Erik Louden Posted September 2, 2016 Share Posted September 2, 2016 Oh I'm all for that in regards to weapons, I was talking about harvesting. In the non-CHS world where you have to mine/harvest a lot and you tire after 3 swings it really drags it out. Link to comment Share on other sites More sharing options...
Krhymez Posted September 12, 2016 Share Posted September 12, 2016 Can someone explain the classes a little bit more for me. Does this only effect your starting stats and items? or does it make changes to your character at end game. Link to comment Share on other sites More sharing options...
Valmar Posted September 12, 2016 Author Share Posted September 12, 2016 It only effects your starting stats and items. Link to comment Share on other sites More sharing options...
MidnightDesigner Posted September 13, 2016 Share Posted September 13, 2016 Val, do you plan on doing an update for CHS for A15? Will the new day 7 horde spawn mechanic change things? Wanna play again when the new Alpha drops. Just curious. Link to comment Share on other sites More sharing options...
Valmar Posted September 13, 2016 Author Share Posted September 13, 2016 Yes, I fully plan on supporting both CHS and Valmod Pack when A15 releases. I anticipate a lot of A15 stuff changing things. Dynamic spawns and UMA zombies - kinda big deals for this. Might take a while to get everything updated and running. I won't lie, Valmod will be my primary focus with CHS coming after. Link to comment Share on other sites More sharing options...
Bellatori Posted September 15, 2016 Share Posted September 15, 2016 Seriously so much fun sure hope you have plans continuing the mod for A15. Link to comment Share on other sites More sharing options...
Valmar Posted September 15, 2016 Author Share Posted September 15, 2016 I do. Link to comment Share on other sites More sharing options...
Fanatical_Meat Posted September 15, 2016 Share Posted September 15, 2016 Great Mod Valmar, I am having one problem where do you find light bulbs to craft lights? Link to comment Share on other sites More sharing options...
StompyNZ Posted September 15, 2016 Share Posted September 15, 2016 punch a light Link to comment Share on other sites More sharing options...
Valmar Posted September 16, 2016 Author Share Posted September 16, 2016 Great Mod Valmar, I am having one problem where do you find light bulbs to craft lights? They drop in loot like in tables, cabinets, sinks or working stiffs. Easiest way to get them, though, is to punch a light with your bare hands. Do that and you'll get plenty of lightbulbs. Link to comment Share on other sites More sharing options...
Bellatori Posted September 18, 2016 Share Posted September 18, 2016 Great news, and really thanks for you hard work. Link to comment Share on other sites More sharing options...
Zorgon Posted September 22, 2016 Share Posted September 22, 2016 Great news that it is going to be updated for Alpha 15. I LOVE this mod. It is a ton of fun. Thank you very much for all of your work. Link to comment Share on other sites More sharing options...
MidnightDesigner Posted October 11, 2016 Share Posted October 11, 2016 Any word on an Alpha 15 update? Looking forward to doing a co-op series in CHS! Link to comment Share on other sites More sharing options...
gpcstargate Posted October 11, 2016 Share Posted October 11, 2016 Valmar IS this set-up for A15 b105 Stable yet or is that still in the works?? Thank you for a great mod Link to comment Share on other sites More sharing options...
Valmar Posted October 13, 2016 Author Share Posted October 13, 2016 Sorry for the delay. An update is coming shortly. Just need a little more time. Been having some technical issues (not with the mod but other things) Link to comment Share on other sites More sharing options...
gpcstargate Posted October 13, 2016 Share Posted October 13, 2016 Sorry for the delay. An update is coming shortly. Just need a little more time. Been having some technical issues (not with the mod but other things) Thank you for the reply and a great mod ... Looking forward to update. WE can wait. Loyal fans of Great work Link to comment Share on other sites More sharing options...
Valmar Posted October 14, 2016 Author Share Posted October 14, 2016 Updated to A15. This update includes a slightly different progression system and a bunch of a new UMA zombies to give more enemy variety to the world. Link to comment Share on other sites More sharing options...
open6l Posted October 14, 2016 Share Posted October 14, 2016 Updated to A15. This update includes a slightly different progression system and a bunch of a new UMA zombies to give more enemy variety to the world. Awesome work Valmar! Thanks for this and all the other work you do. Link to comment Share on other sites More sharing options...
Valmar Posted October 14, 2016 Author Share Posted October 14, 2016 Here is a link to images of the new zombies for those who are interested (note the Brute doesn't show up) http://imgur.com/a/GBRwO Link to comment Share on other sites More sharing options...
Zorgon Posted October 14, 2016 Share Posted October 14, 2016 Fantastic! Thank You Sir! Link to comment Share on other sites More sharing options...
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