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War of the Walkers Mod (Overhaul)


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I was on day 67 with still no tradesman class fragment © but 10+ of every other class fragment. Very annoying.

 

 

I ended up buying tradesman class c from a merchant. What would be cool is if there was a quest to turn in the porn mags for a class fragment of your choice. That would fix this problem without breaking immersion.

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I ended up buying tradesman class c from a merchant. What would be cool is if there was a quest to turn in the porn mags for a class fragment of your choice. That would fix this problem without breaking immersion.

 

Very interesting idea. Should be possible in a17. Code doesn't allow that in a16

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re NEPA prefab disappearing...

 

...it had too many air blocks above the prefab, allowing it to generate distant terrain but not actually spawn the prefab. I removed the extra layers.

 

Use this copy, unzip into your prefab folder, should fix it (except for the chunks that already generated, doubt that will be fixable).

 

https://drive.google.com/open?id=1glLeJbrayNwAwM06WWrCiHrcuc60Y5YJ

 

This worked great, thanks for this fix.

 

Anything you can do about the pirate ships? :-)

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Very interesting idea. Should be possible in a17. Code doesn't allow that in a16

 

 

Really? That makes a lot of sense now. I was wondering about that. I had assumed that they were implemented first and the other stuff for them was not yet implemented. It had never occurred to me that there was nothing in the code to allow for the return of items via a quest.

 

I am hoping that we will have special npcs like crazy jake and some of the other clan heads that we can talk to after we finish enough initiation/hazing quests.

 

I have been wondering a bit about how the game does things? With treasure chests, do those spawn when you read the map, or does the map randomly select a hidden chest that has been spawned in via world gen? I assume the latter because i hardly ever see chests at the bottom of lakes when i go swimming, only after i find the maps.

 

I bring this up, because i think it may be possible to do something similar for an "assassination mission" via treasure maps. only it is a not that says "kill this special zombie boss in this building" and it will spawn in the zombie after the note is read on the map with a marker to it.

 

Or we can simply add in a piece of paper that says "oh man you are in trouble", and it spawns in a large horde after you read it.....

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Really? That makes a lot of sense now. I was wondering about that. I had assumed that they were implemented first and the other stuff for them was not yet implemented. It had never occurred to me that there was nothing in the code to allow for the return of items via a quest.

 

I am hoping that we will have special npcs like crazy jake and some of the other clan heads that we can talk to after we finish enough initiation/hazing quests.

 

I have been wondering a bit about how the game does things? With treasure chests, do those spawn when you read the map, or does the map randomly select a hidden chest that has been spawned in via world gen? I assume the latter because i hardly ever see chests at the bottom of lakes when i go swimming, only after i find the maps.

 

I bring this up, because i think it may be possible to do something similar for an "assassination mission" via treasure maps. only it is a not that says "kill this special zombie boss in this building" and it will spawn in the zombie after the note is read on the map with a marker to it.

 

Or we can simply add in a piece of paper that says "oh man you are in trouble", and it spawns in a large horde after you read it.....

 

Well it kinda can be done through quests right now. Just it's a fixed reward. A17 adds the ability for chosen rewards and quests to be done through a npc rather than just reading a paper and things magically get rewarded. I like the idea of having to turn in a quest to a npc to get the rewards

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I was on day 67 with still no tradesman class fragment © but 10+ of every other class fragment. Very annoying.

 

had the same problem.. i think i got my class C fragment around day 39, but still I had to go to like 10 different traders plus 6 class traders across that timespan before i got one.. the availability rate for that particular fragment must have issues

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I can't seem to get the Marksman 4 quest to work. Says kill zombies with Beretta Shotgun. Kills are no counting and i'm still at zero. I'm using a Beretta shotgun for sure.

 

Anyone else having trouble with this one?

 

Have you tried different types of ammo? For instance, let's say you're using flammable rounds, go with standard. If you're using standard try the green ones or the flammable ones. Also, try different guns. Maybe it says beretta shotgun, but it really uses the Famas or AK47. Those are just ideas. I typically start over so often I never get much past stage 1 or 2 :D

 

I'm probably not the ideal WotW player. I don't build, except on top of the ship or a Crack-a-book skyscraper and I use creative mode to build a house on day 1. I play just to loot and level up. I don't even care about fighting zombies at all. I still end up killing dozens of the things even on scavenger and with 4 at a time set on hoard days.

 

My goal is to enter every building, loot it, and hoard it at my base. I give myself Taza's Stone axe in slot one and I put 500 bear pie in slot 3 and 100 apple juice in slot two and load up with lock picks. So my whole game is about exploration and looting and I love WotW for it! I also use Epic Cities so my game is a little stuttery since I have so many POI's. It even brings my GTX 1080 down to size! My first week goal is to find enough parts to make a minibike. If I die, and I suck so it happens all the time, I start over. Only one life for this cheater :D

 

Floated $20 American Dollars across the border to you, Dwall!

Edited by crpgnut
how I play (see edit history)
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I like the concept of the fire logs, I just wish they weren't so inefficient. Breaking it down, you're better off just using the wood as fuel instead of making the logs. I did discover a way to turn newspapers into fire logs that burn for a good while on the internet. Any thoughts to adding (or changing the one in game) to use paper instead? There's always plenty of that stuff around.

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To the people that are having a hard time finding the class papers. I found that the Canuck Stupor store, for my RNG on 2 different seeds, were pretty good at getting all of them. i think i had most class papers by day 35.

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To the people that are having a hard time finding the class papers. I found that the Canuck Stupor store, for my RNG on 2 different seeds, were pretty good at getting all of them. i think i had most class papers by day 35.

 

That is good to know. thanks for the tip.

 

I was disappointed with the Kevlar armor. It's stats are not as good as the tungsten armor, or even the steel armor, but you need 25 skill points to unlock it all. Is there something that i am missing with this, or does the armor or skill points need re balancing?

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About to launch V5.3 Beta Server. You can apply in my Discord in the Announcements Channel. https://discord.gg/h3Xzfq

 

cant wait for 5.3 to come out. I would do testing but my internet sucks and I drop off a server like no tomorrow....wish I could test it standalone wise.

 

I know this is probably pissing in the wind but any info on when it **might** come out...

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How is ore disbursed in this mod? I've been digging for ages in the wasteland for some nitrate and have only found tungsten/iron/zinc/copper. Is there a chart I can find for this mod that has all of them listed? Thanks.

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How is ore disbursed in this mod? I've been digging for ages in the wasteland for some nitrate and have only found tungsten/iron/zinc/copper. Is there a chart I can find for this mod that has all of them listed? Thanks.

 

 

 

Can't help with the chart. Nitrate is found all over the place in sinks and cabinets. It is also in several POI's as stalagmites and stalactites. Not sure how much of it you need. I'm not a builder, just a looter.

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Hi there,

 

Logged into my game and noticed my covert class quest pt 3 was gone. I suppose I could have deleted it by mistake but I don't remember it. Is there anything I can do to restart the quest?

 

Thanks

 

EDIT: I figured out a fix and I'm posting it in case anyone else has the same problem.

 

I turned on cheat mode and opened the console. I opened up the quests XML file in the data/config folder and found the name of the quest and typed in the console "givequest classtrainingcovert3" and it started the quest for me. Should work with any quest.

Edited by HungryZombie (see edit history)
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I think I found the source of the no 7 day hordes. In our haste to play we did not fully wipe our server. So now we are playing War of the walkers with Ravenhearst 21 day horde files mixed in. Everything is working but we would like the horde every 7 days instead of 21. Anyone know how I would change this?

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Is there a more active forum for players of this mod (excluding discord cause its empty and I don't have time for this), I'm trying to get help with some modifications I want to do, but I got no responses yet, I simply want to remove those insane new zombies that the mod add, I just want the regular basic game zombies and no bosses of any kind for my first adventure with this mod, would also love to have a bigger UI in inventory, I can't see the numbers of the stuff I have, its so tiny (yes I have the BBM, no I won't play without it, looting is too important) it doesn't help that my eyes aren't the best, only 70% of right eye and 30% of my left eye vision and it can't be corrected with surgery since it was done back in 1983 when they removed cataracts from my eyes when I was only 3 yrs old.

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Replacing the entity classes, entity groups, game stages, and spawning xmls with the vanilla ones should get rid of the new zombies but you would probably have to edit the loot xml to add some of the items that were only dropped by the new zombies to loot lists for the old ones. Some quests would also need to be edited or you would not be able to complete them. For the inventory UI, open the windows xml and search for windowBackpack. There may be two, skip the one in green since that isn't being used. width, height, and font size are the things you would need to tweak to change the UI. It might take a lot of trial and error to get it to look right. I would have your bike near a forge and storage container so you can see how it looks with various other windows open next to it.

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