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Subquake

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Hi, I also wanted to ask if there will be varieties of products, for example meat, well, wolf meat, bear meat, chicken, and vegetables,fruits, onions, carrots, cherries, apples, and the like, whether this will be carried out, Well, as well as a radio-active biome what it will be.well, in the end I want to thank you for such a wonderful and beloved mod!)😄😁

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2 hours ago, Olegan said:

Hi, I also wanted to ask if there will be varieties of products, for example meat, well, wolf meat, bear meat, chicken, and vegetables,fruits, onions, carrots, cherries, apples, and the like, whether this will be carried out, Well, as well as a radio-active biome what it will be.well, in the end I want to thank you for such a wonderful and beloved mod!)😄😁

Yes, I haven't touched food yet, was focusing on other aspects of the game, but once I will, food will be expanded upon :)

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Just now, Subquake said:

Да, я еще не притронулся к еде, сосредоточился на других аспектах игры, но как только я это сделаю, еда будет расширена :)

what about Radiation and radioactive biomes

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Well nobody else has mentioned not liking the locked POI reward loot boxes, so maybe its juts me. I dont expect Subquake to alter his mod to suit me only but for those who have no interest in any skills in intellect such as me, its very punishing and almost game destroying really that players have to sink loads of points just to get to the absolute minimum of level 3 lockpicking to access rewards for POIs and trader missions, (yes I know about jailbreak food) but its not common enough to keep up with the many unopened chests I know have from tier 4 and 5 (and even 3) POIs, theres now not much reward for clearing them, especially as the loot is not often worth the points into skilling it.

The reason for this post is not to moan about it, but to offer a sort of solution to players like me. I now use the CM command to give myself 100 lockpicking skill books, this way you will still have a chance to open these chests especially if you have jailbreak aswell, and the geek glasses to spend one point in one level of lockpick, this will at least give players who arent interested in intellect to still be able to access the loot.

 

For the record, I do agree with safes being locked behind this system, it makes sense, and I dont have a problem with all the new locked stuff, that too makes sense, just if you are reading Subquake, please consider removing the lock status from tier 4 and 5 POI reward hero chests, then the rest is fair.

 

Just my 2 cents, (The downside of cheating a 100 skill books means you unfairly get 5000 exp but that really isnt that much in the long run)

 

ALSO Forgot to mention a possible issue with later patches, there seems to be an issue sometimes with opening containers of any kind, even sometimes opening inventory, the music stutters for a couple of seconds and the game freezes before the time dial finishes and the containers open and generate loot.

Havent noticed this before the last couple of updates, may or may not be related to the mod, havent tested on vanilla

Edited by Gamertom (see edit history)
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25 minutes ago, Gamertom said:

Well nobody else has mentioned not liking the locked POI reward loot boxes, so maybe its juts me. I dont expect Subquake to alter his mod to suit me only but for those who have no interest in any skills in intellect such as me, its very punishing and almost game destroying really that players have to sink loads of points just to get to the absolute minimum of level 3 lockpicking to access rewards for POIs and trader missions, (yes I know about jailbreak food) but its not common enough to keep up with the many unopened chests I know have from tier 4 and 5 (and even 3) POIs, theres now not much reward for clearing them, especially as the loot is not often worth the points into skilling it.

The reason for this post is not to moan about it, but to offer a sort of solution to players like me. I now use the CM command to give myself 100 lockpicking skill books, this way you will still have a chance to open these chests especially if you have jailbreak aswell, and the geek glasses to spend one point in one level of lockpick, this will at least give players who arent interested in intellect to still be able to access the loot.

 

For the record, I do agree with safes being locked behind this system, it makes sense, and I dont have a problem with all the new locked stuff, that too makes sense, just if you are reading Subquake, please consider removing the lock status from tier 4 and 5 POI reward hero chests, then the rest is fair.

 

Just my 2 cents, (The downside of cheating a 100 skill books means you unfairly get 5000 exp but that really isnt that much in the long run)

 

ALSO Forgot to mention a possible issue with later patches, there seems to be an issue sometimes with opening containers of any kind, even sometimes opening inventory, the music stutters for a couple of seconds and the game freezes before the time dial finishes and the containers open and generate loot.

Havent noticed this before the last couple of updates, may or may not be related to the mod, havent tested on vanilla

Well, the problem before was the complete opposite. I never had to train lockpicking at all in order to open locked safes or chests, and I very rarely broke any bobby pins. Heck, I usually would sell large amounts of them to vendors as long as I kept around 50 for myself. Right now it's true that it's impossible without spending some points in that perk, but I also think that in the long run it shouldn't affect the game much. I mean, by level 20 or 30 it should be easy to spend 4 or 5 points into Int & lockpicking, although I'd suggest the one perk to be able to bear more stuff in your inventory.

 

On another subject, Subquake, great mod, mate. I'm currently trying to hold my urges to play the game till the stable version is out, mainly because a few friends and myself are planning on getting a dedicated server and run wild.

 

I know your roadmap is currently pretty long, but it'd be nice if there was a possibility in the future to add more farming, more harvesting, more hunting and, obviously, more recipes. Some of my friends want to play 7d2d as if it were a farming simulator. Hilarious, I know, but it'd be fun and give extra stuff to do for that kind of players.

 

Thanks, mate, keep up the good work!

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21 minutes ago, Groobab said:

Well, the problem before was the complete opposite. I never had to train lockpicking at all in order to open locked safes or chests, and I very rarely broke any bobby pins. Heck, I usually would sell large amounts of them to vendors as long as I kept around 50 for myself. Right now it's true that it's impossible without spending some points in that perk, but I also think that in the long run it shouldn't affect the game much. I mean, by level 20 or 30 it should be easy to spend 4 or 5 points into Int & lockpicking, although I'd suggest the one perk to be able to bear more stuff in your inventory.

 

On another subject, Subquake, great mod, mate. I'm currently trying to hold my urges to play the game till the stable version is out, mainly because a few friends and myself are planning on getting a dedicated server and run wild.

 

I know your roadmap is currently pretty long, but it'd be nice if there was a possibility in the future to add more farming, more harvesting, more hunting and, obviously, more recipes. Some of my friends want to play 7d2d as if it were a farming simulator. Hilarious, I know, but it'd be fun and give extra stuff to do for that kind of players.

 

Thanks, mate, keep up the good work!

 

 

Yep I agree that before it was quite easy, I am only referring to rewards for POIs and missions, Tier 4 and 5 chests require at least 150 lockpicing skill, not possible without getting level 3 lockpicking which is locked behind (level 6 IIIRC intellect?) So thats 7 points in intellect then a further 3 in lockpicking, then you also should have jailbreak food aswell.  Again its only the POI rewards I think should not be like this as it forces players to spend 10 plus levels into a tree they (like me) would never usually put one point into, just to access a reward for clearing a POI.

All other locked things, safes etc, fair enough. But not end POI rewards. Its forcing players to waste many points into something they may not want to

 

Another option is to increase how quickly lockpicking skill goes up as at the moment it really doesnt, I think on my 50 something level playthrough it wasnt even level ten

 

BTW, dont wait, its very playable now

Edited by Gamertom (see edit history)
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Questions:

  1. How compatible is UL with other mods.  I feel like there are some things missing like different zombie types.  It's too easy to cheese a Horde night and want climbers, shooters, flyers, etc, like in some other modlets. 
  2. Do you allow patching or add-on's to your overhaul?
  3. Do you plan on publishing your overhaul on Nexus mods and the Vortex mod manager?

Suggestions:

 

  1. The progression is a little frustrating because of circular requirements that require finding something in RNG loot.  I have been stuck on finding bricks for the artisan table for a few days of play, on a carpenters axe, on a carpenters hammer, etc.  It would be fine if there were some more reliable way to find these items that block progression. I suggest increasing their chance in end loot containers like at the end of a poi, in the traders, and or in mission rewards.  It would actually be GREAT if there were missions with specific loot rewards, you knew before hand so I could run a mission to get a carpenters hammer as a reward guaranteed, etc.  Maybe you could script a bounty board or something that you could request a specific item as a reward and it would generate a mission of appropriate difficulty, tier, distance, whatever.  Or even having them as block loot like the brick blocks I've seen that don't give any resources with hit with a pick or shovel should give at least 1 brick, etc.  Or disassembling a workbench with a wrench should yield a hammer once in a while.  Just some more reliable way that is obvious or makes sense to a player without explicitly telling them.
  2. Also there should be at least 1 'block' that you can craft from the backpack.  Even if it has @%$#ty durability, structural stability, and not upgradeable, you should be able to have something you can make to get yourself out of a hole, or block off a doorway quickly or something like that, even if it's just clay dirt block or something.
  3. Prevention of repairing and replacing blocks that were recently destroyed or damaged by enemies on horde night.  It's too easy to cheese by repairing replacing blocks during a raid.
  4. More weather and weather effects. 
    1. Cold fronts and heat waves effects on the player.  Pollution? (look up salt lake city inversions)
    2. Lightning strikes that hit and damage the highest metal block near the player and all connected 'metal' blocks, possibly causing a collapse.  Or strikes a tree near the player, causing it to possibly fall on the player (does this still damage the player?).  Or if no appropriate 'lightning rod' strikes the player or nearby zombies.
    3. Meteor strike that leaves behind valuable ore blocks and destroys terrain/buildings in the impact zone, would be scripted to avoid land claims.
    4. Rain 'wetness' damaging durability of tools/weapons/armor ('rusting them', soaking them),
    5. Acid rain that damages any electrical, storage, workbenches, and hinged blocks like doors/hatches that have only air blocks above them or above the blocks adjacent to them for doors on the outside of a building. 
    6. Wind storms that apply an acceleration to a player and zombies pushing them in a direction at varying magnitudes.
    7. Tornado's and Fire-nado's that damage players/zombies/animals, and light blocks such as wood or thin blocks.
  5. More diseases/needs (possibly with your food update)
    1. Scurvy if you have no fruit or vitamin c, reduces endurance/max hp
    2. Rabies - increased strength reduced intellect and max stamina
    3. parasites - increased hunger rate
    4. depression/insanity - if you add a 'morale' or 'sanity' need, could do a lot of cool hallucinations etc with this, candy, beer, good food, luxury item 'decoration' blocks near your bed, and talking to a trader could all help with this.
  6. Perk Overhaul
    1. Is your UI dynamic for perks, so that if someone made an add-on to your overhaul that re-did the perks or added more would it dynamically adjust to fit them in?
    2. Make attributes (strenght, intelligence, etc.) more general in their buffs.  Strength increases all melee damage, perception increases all ranged damage, agility increases all melee attack speed and ranged reloading speed, etc.
    3. Move headshot/dismemberment buffs to the specific per weapon perks.
    4. Make perks use attributes in their calculations.  So instead of getting the first level of pistols just giving you +5% damage when using pistols, it would give you +(perception + agility) * 1% damage, and the 2nd perk would multiply the sum of perception and agility by 2%, etc.
    5. Add more effects/diseases, weathers, conditions, etc that increase and decrease attributes to vary the effects these perks have.  So you could take a bunch of drugs and candy to boost your perception which would boost your pistol damage from the above suggestion, etc
  7. Boss Enemies
    1. Desert UFO abduction/aliens - grabs you with beam and lifts you up drags you around, leaves you in a random location.
    2. Snow Biome Yeti - throws snow boulders that leave snow blocks if they miss the player/damage blocks, grapple and throws player.
    3. Wasteland TERMINATOR robot enemy with minigun/rockets.
    4. Forest MOTHMAN flying enemy that can stalk and use projectiles.
  8. Death Penalties
    1. When you die you only lose xp and some active skills.
    2. If you die during a 'horde night' they should raid your chests/containers, damage workbenches, etc.  Should actually be some material loss like they destroy your bag or something when you lose on a horde night.
  9. Stealth overhaul
    1. should add sound and smell meters/detection.  could go hand in hand with a sanitation 'need'.  Could use things like zombie scent you make out of rotten meat to hide your smell from zombies but makes you unsanitary.
    2. Make sight meter/detection purely line of sight
    3. more ways to distract and lead zombies away from a location by throwing rocks, shooting arrows luring zombies to where they impact etc.
    4. More traps, tripwires, etc.

 

Anyways just a bunch of suggestions feel free to ignore them, but I hope you will answer my questions, thanks! 

Edited by FatsackTony (see edit history)
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3 minutes ago, FatsackTony said:

 

 

  1. The progression is a little frustrating because of circular requirements that require finding something in RNG loot.  I have been stuck on finding bricks for the artisan table for a few days of play, on a carpenters axe, on a carpenters hammer, etc.  It would be fine if there were some more reliable way to find these items that block progression. I suggest increasing their chance in end loot containers like at the end of a poi, in the traders, and or in mission rewards.  It would actually be GREAT if there were missions with specific loot rewards, you knew before hand so I could run a mission to get a carpenters hammer as a reward guaranteed, etc.  Maybe you could script a bounty board or something that you could request a specific item as a reward and it would generate a mission of appropriate difficulty, tier, distance, whatever.  Or even having them as block loot like the brick blocks I've seen that don't give any resources with hit with a pick or shovel should give at least 1 brick, etc.  Or disassembling a workbench with a wrench should yield a hammer once in a while.  Just some more reliable way that is obvious or makes sense to a player without explicitly telling them
  2. Prevention of repairing and replacing blocks that were recently destroyed or damaged by enemies on horde night.  It's too easy to cheese by repairing replacing blocks during a raid.

 

 

I havent had any issues getting bricks, they are plentiful in trash bag loot and boxes and can be bought from traders, I believe you can also get them from destroying the debris that look like bricks but cant remember now as I have never had to really try to find bricks.

 

Replacing damaged blocks as you mention is just a vanilla thing present in any mod I have played, unsure how that could be changed other than you imposing your own rule not too.

 

Nice suggestions though

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4 hours ago, FatsackTony said:

Questions:

  1. How compatible is UL with other mods.  I feel like there are some things missing like different zombie types.  It's too easy to cheese a Horde night and want climbers, shooters, flyers, etc, like in some other modlets. 
  2. Do you allow patching or add-on's to your overhaul?
  3. Do you plan on publishing your overhaul on Nexus mods and the Vortex mod manager?

Suggestions:

 

  1. The progression is a little frustrating because of circular requirements that require finding something in RNG loot.  I have been stuck on finding bricks for the artisan table for a few days of play, on a carpenters axe, on a carpenters hammer, etc.  It would be fine if there were some more reliable way to find these items that block progression. I suggest increasing their chance in end loot containers like at the end of a poi, in the traders, and or in mission rewards.  It would actually be GREAT if there were missions with specific loot rewards, you knew before hand so I could run a mission to get a carpenters hammer as a reward guaranteed, etc.  Maybe you could script a bounty board or something that you could request a specific item as a reward and it would generate a mission of appropriate difficulty, tier, distance, whatever.  Or even having them as block loot like the brick blocks I've seen that don't give any resources with hit with a pick or shovel should give at least 1 brick, etc.  Or disassembling a workbench with a wrench should yield a hammer once in a while.  Just some more reliable way that is obvious or makes sense to a player without explicitly telling them.
  2. Also there should be at least 1 'block' that you can craft from the backpack.  Even if it has @%$#ty durability, structural stability, and not upgradeable, you should be able to have something you can make to get yourself out of a hole, or block off a doorway quickly or something like that, even if it's just clay dirt block or something.
  3. Prevention of repairing and replacing blocks that were recently destroyed or damaged by enemies on horde night.  It's too easy to cheese by repairing replacing blocks during a raid.
  4. More weather and weather effects. 
    1. Cold fronts and heat waves effects on the player.  Pollution? (look up salt lake city inversions)
    2. Lightning strikes that hit and damage the highest metal block near the player and all connected 'metal' blocks, possibly causing a collapse.  Or strikes a tree near the player, causing it to possibly fall on the player (does this still damage the player?).  Or if no appropriate 'lightning rod' strikes the player or nearby zombies.
    3. Meteor strike that leaves behind valuable ore blocks and destroys terrain/buildings in the impact zone, would be scripted to avoid land claims.
    4. Rain 'wetness' damaging durability of tools/weapons/armor ('rusting them', soaking them),
    5. Acid rain that damages any electrical, storage, workbenches, and hinged blocks like doors/hatches that have only air blocks above them or above the blocks adjacent to them for doors on the outside of a building. 
    6. Wind storms that apply an acceleration to a player and zombies pushing them in a direction at varying magnitudes.
    7. Tornado's and Fire-nado's that damage players/zombies/animals, and light blocks such as wood or thin blocks.
  5. More diseases/needs (possibly with your food update)
    1. Scurvy if you have no fruit or vitamin c, reduces endurance/max hp
    2. Rabies - increased strength reduced intellect and max stamina
    3. parasites - increased hunger rate
    4. depression/insanity - if you add a 'morale' or 'sanity' need, could do a lot of cool hallucinations etc with this, candy, beer, good food, luxury item 'decoration' blocks near your bed, and talking to a trader could all help with this.
  6. Perk Overhaul
    1. Is your UI dynamic for perks, so that if someone made an add-on to your overhaul that re-did the perks or added more would it dynamically adjust to fit them in?
    2. Make attributes (strenght, intelligence, etc.) more general in their buffs.  Strength increases all melee damage, perception increases all ranged damage, agility increases all melee attack speed and ranged reloading speed, etc.
    3. Move headshot/dismemberment buffs to the specific per weapon perks.
    4. Make perks use attributes in their calculations.  So instead of getting the first level of pistols just giving you +5% damage when using pistols, it would give you +(perception + agility) * 1% damage, and the 2nd perk would multiply the sum of perception and agility by 2%, etc.
    5. Add more effects/diseases, weathers, conditions, etc that increase and decrease attributes to vary the effects these perks have.  So you could take a bunch of drugs and candy to boost your perception which would boost your pistol damage from the above suggestion, etc
  7. Boss Enemies
    1. Desert UFO abduction/aliens - grabs you with beam and lifts you up drags you around, leaves you in a random location.
    2. Snow Biome Yeti - throws snow boulders that leave snow blocks if they miss the player/damage blocks, grapple and throws player.
    3. Wasteland TERMINATOR robot enemy with minigun/rockets.
    4. Forest MOTHMAN flying enemy that can stalk and use projectiles.
  8. Death Penalties
    1. When you die you only lose xp and some active skills.
    2. If you die during a 'horde night' they should raid your chests/containers, damage workbenches, etc.  Should actually be some material loss like they destroy your bag or something when you lose on a horde night.
  9. Stealth overhaul
    1. should add sound and smell meters/detection.  could go hand in hand with a sanitation 'need'.  Could use things like zombie scent you make out of rotten meat to hide your smell from zombies but makes you unsanitary.
    2. Make sight meter/detection purely line of sight
    3. more ways to distract and lead zombies away from a location by throwing rocks, shooting arrows luring zombies to where they impact etc.
    4. More traps, tripwires, etc.

 

Anyways just a bunch of suggestions feel free to ignore them, but I hope you will answer my questions, thanks! 

I think the idea of grappling isn't something modders can add to the game. Otherwise that'd be the main tactic of a zombie horde, much like in any zombie movie.

 

Dying on a horde night and damaging your chests and stuff. Well, if you were having horde night at home it'd make sense. Although I know of very few who actually stay at home during a bloodmoon. Most people build constructions specifically for bloodmoons, and some just use already existing buildings and modify them just a bit. I've used all three options, including staying at home on a bloodmoon. I tell you this from my own experience, if they were able to kill you at home, they probably already destroyed quite a few things on their way in as it happened to me and my buddies. We once suffered the loss of a couple of crafting stations. Since then we relearned to not do that or at least have the important stuff away from the path the horde would take to get you. Also, I'm not quite sure if this is also something only the devs can do.

 

BTW, it'd be a real pain in the ass if after the first in-game week, you had a bloodmoon and destroyed that artisan's table you were talking about having trouble finding bricks for.

 

Oh, and bricks are usually easy to find if you know the POIs to look for. Houses under construction are usually the easiest ones. But if in a pinch, I've actually teared down a brick wall or two. This second option is not efficient, though, but /shrug .

 

The same goes for carpenter's axe and carpenter's hammer. Found way too many of them going through Working stiff tool shops.

 

Otherwise, many of these are very good suggestions.

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@FatsackTony Regarding your main question about compatibility, Undead Legacy is not a modpack, never was and never will be, it's an overhaul mod, that changes a lot of things and will change even more things in the future (https://ul.subquake.com/roadmap), everything you see in the mod was, is and will be made specifically for this overhaul, therefore it is not compatible with most modlets due to the overhaul nature of the mod.

 

And sharing custom version of Undead Legacy is against Terms of Use of the mod and against TFP Official Modding Policy:

Be respectful to the Terms of Use and my work and do not make a modpack with any of the UL files, you did not make the overhaul, you did not code it, nor did you buy any of the third party assets featured in the mod. You can download and enjoy playing Undead Legacy only from Mod Launcher made by sphereii or my website https://ul.subquake.com/ and those are the only places that people should be getting Undead Legacy from.

 

I appreciate your feedback regarding the mod, but if you feel major parts of it needs to be redone, make your own overhaul, do not use Undead Legacy as the foundation, because of above mentioned reasons. Don't like it - move on, no one is forced to play Undead Legacy.

 

 

Edited by Subquake (see edit history)
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Hello survivors!

 

I see that lately there is a lot of discussion on the subject of lockpicks.

 

As experience and personal contribution I must add that demolition charges exist for something.

 

I don't have any skill points in Lock picking, and with the demo charges I manage great.

 

And people will say ... yes, of course when you have the Ballistic Table Tier 2 you can ...

 

Not necessary, between traders and random loot I have a large amount of them that I only use exclusively for those chests.

 

This is my little tip.

 

Don't let the zombies eat you!

Edited by Fumi (see edit history)
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1 hour ago, Fumi said:

Hello survivors!

 

I see that lately there is a lot of discussion on the subject of lockpicks.

 

As experience and personal contribution I must add that demolition charges exist for something.

 

I don't have any skill points in Lock picking, and with the demo charges I manage great.

 

And people will say ... yes, of course when you have the Ballistic Table Tier 2 you can ...

 

Not necessary, between traders and random loot I have a large amount of them that I only use exclusively for those chests.

 

This is my little tip.

 

Don't let the zombies eat you!

 

 

Thats really useful to know, I had no idea, Thanks

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2022.01.12 - 2.5.34 Experimental is out:
- Added ability to adjust inactive map marker opacity
- Changed inactive map marker draw distance from 128m to default 1km
- Updated Twitch Integration with Undead Legacy commands
- Fixed Twitch window having two instances
- Fixed Twitch voting not working
- Fixed Harvest yields when wrenching vehicles
- Fixed quest rewards screen showing more entries than selectable
- Fixed Action Skills displaying incorrectly at level 100
- Fixed some text labels not parsing item actions correctly
- Fixed Grenade and Rocket item descriptions not showing all stats
- Fixed Maintenance Station lockout interaction in multiplayer
- Fixed Wrenching vehicles sometimes leaving an invisible block behind

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1 hour ago, TheBarker said:

Great Mod mate! Just one question, are the bone shiv and the pipe baton supposed to be repaired with the repair kit? seems a little harsh for the early game, specially if you play with reduced loot. Thanks again for the hard work!

Maintenance Station is where you repair stuff much cheaper, so yes, that is intended :)

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Hi, Subquake!

I have a problem in downloading and installing your mod. I have played it on alpha 19,  successfully installing it using spherei 7Days2Die Mod Launcher, but for some reason cannot install it properly now with alpha 20. After installing it (well, at least it looks like it is installed) and starting the game I have something like that on my game first page:
https://ibb.co/f86Zbv2
 

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50 minutes ago, anzinsongame said:

Hi, Subquake!

I have a problem in downloading and installing your mod. I have played it on alpha 19,  successfully installing it using spherei 7Days2Die Mod Launcher, but for some reason cannot install it properly now with alpha 20. After installing it (well, at least it looks like it is installed) and starting the game I have something like that on my game first page:
https://ibb.co/f86Zbv2
 

 

Try the new 3.X Mod Launcher by Sphereii:
Download: https://github.com/SphereII/7D2DModLauncher/archive/refs/heads/main.zip
Discord: https://discord.com/invite/H6k6gDrgNW

 

unknown.png

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17 hours ago, Subquake said:

@FatsackTony Regarding your main question about compatibility, Undead Legacy is not a modpack, never was and never will be, it's an overhaul mod, that changes a lot of things and will change even more things in the future (https://ul.subquake.com/roadmap), everything you see in the mod was, is and will be made specifically for this overhaul, therefore it is not compatible with most modlets due to the overhaul nature of the mod.

 

And sharing custom version of Undead Legacy is against Terms of Use of the mod and against TFP Official Modding Policy:

Be respectful to the Terms of Use and my work and do not make a modpack with any of the UL files, you did not make the overhaul, you did not code it, nor did you buy any of the third party assets featured in the mod. You can download and enjoy playing Undead Legacy only from Mod Launcher made by sphereii or my website https://ul.subquake.com/ and those are the only places that people should be getting Undead Legacy from.

 

I appreciate your feedback regarding the mod, but if you feel major parts of it needs to be redone, make your own overhaul, do not use Undead Legacy as the foundation, because of above mentioned reasons. Don't like it - move on, no one is forced to play Undead Legacy.

 

 

Oh lol, you're one of THOSE.  Cool dude.  So even if I made a patch to get custom zombies mod to work inside your mod you would be anal about that?  Even if it required both your mod and custom zombies mods as a requirement?  Wouldn't be distributing your files in whole just the ones to get it to play nicely.  You'd be all upsetty spaghetti about that?

Edited by FatsackTony (see edit history)
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10 hours ago, FatsackTony said:

Oh lol, you're one of THOSE.  Cool dude.  So even if I made a patch to get custom zombies mod to work inside your mod you would be anal about that?  Even if it required both your mod and custom zombies mods as a requirement?  Wouldn't be distributing your files in whole just the ones to get it to play nicely.  You'd be all upsetty spaghetti about that?

Please save your sarcasm and bad vibe.

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1 hour ago, Subquake said:

@FatsackTony You are not allowed to distribute any of Undead Legacy files, period.

 

And just to back that up, said policy is consistent with the official modding forum policy, which Subquake linked to earlier in the thread.

 

It may be possible to make your own modifications that are compatible with someone else's mod, but distributing any of someone else's files without permission goes against the guidelines.  If you do start your own endeavor, it can have its own thread.

Edited by Crater Creator
clarity (see edit history)
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2 hours ago, Crater Creator said:

 

And just to back that up, said policy is consistent with the official modding forum policy, which Subquake linked to earlier in the thread.

 

It may be possible to make your own modifications that are compatible with someone else's mod, but distributing any of someone else's files without permission goes against the guidelines.  If you do start your own endeavor, it can have its own thread.

Well if the patch only had the files I had modified, would they be considered his files?   The patch would require the player to download the other two mods first before getting the patch files to replace files like archetypes.xml or gamestages.xml from the patch mod. Technically those two files are The Fun Pimps files.

Edited by FatsackTony (see edit history)
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