I am stuck at 5% loading the game with the mod.
-I unzipped M(m)MoD into my game directory, merging all folders, replacing all files
-I unzipped MoDZero into the folder "O", merging all folders, replacing all files
-Replaced getmods.php with the getmods.php in the zip
-I have downloaded a previous mod (Project ModMerge), but I re-installed the game to start anew with this mod
Here is the directory as well as the stuck loading screen:
How can I fix this? Is this my fault or the mod's?
I just realized the error in the loading screen. How can this be fixed?
The future is in our hands!
You don't have to (and should not) unzip/move MoDZero to the "0" folder (it has been renamed to avoid conflicts when merging with other mods, which also might try to use folder "0"). Keep the folder structure as is in the zip file: M(m)MoD, MoDZero and MagicMirror go to the main game folder, "getmods.php" gets overwritten. And it should work just fine.
BTW, a small warning: I will be updating the mod to the new version in an hour or so.
Bump for a big update!
There are two things that have negated my enjoyment of this mod.
Dogs are extremely overwhelming. Their attacks are very powerful and they shouldn't have the ability to not need any sleep. In real life, most pack predators, especially canines (feral and non-feral), do not hunt at night. Out of the 4 lives played with this mod, 3 of the 4 deaths were because of dogs, two within the first day, all during the night. It is not the lack of my ability either. Dodging, tripping, taking advantage of negative attributes all had no avail. However, I enjoy the concept of them in the game. Their tracking behavior and pack behavior really amuse me and they are a good source of food. It doesn't help that spears fall apart WAY too easily. That is my second criticism. Within the first 2-4 hits, I have no broad spear, further worsening the situation with e̶n̶e̶m̶i̶e̶s̶ dogs. It is a simple problem, but considerably detrimental.
I should also mention that this is not a rant, just my critical opinion of this mod.
On a positive note, literally everything else is superb.
Thanks for the feedback, TheNamedOne!
Do you have any idea on how to make the dogs work better, without nerfing them too badly? And just to explain, they do need rest, just like other creatures (they just get tired slower) and while they do have Night Vision, just like the dogmen, unlike their bipedal cousins, dogs don't have the Nocturnal trait, meaning they are more active at day than at night.
As for the broad spear, I do think I was generous by leaving the degrade rate as it is :D As I said somewhere before, a shard from a broken bottle attached to a random long stick by an elastic from some dead dude's undies, while having a potential of doing a significant damage, should not survive a single attack, much less ten (like the vanilla one). Still, it should degrade into a sharpen pole, meaning it degrading does not leaves the character totally defenseless.
Discovered that the room in the inn at hopes end is not working properly, i rented it for 50 dollars and cant sleep in it
Cannibal Family Picnic
Doh! I forgotten to actually put the scene into the game... Sorry! I'll be making a small update soon, and will try not to forget to include that scene :D
Thanks for reporting this!
NP i love the mod the rabid dogs are a bit of a nuscince though. I also just wanted to say by this time in the future most ferals dogs would most likely be dead due to hunting by survivors or starvation dogmen most likely only survived because they are basically a bear. Maybe cut down their spawn rate so they arent spontaneously spawning.
I'd say the dogs are too powerful, i'm finding dead survivors and dogmen everywhere, dogs instant killing everything they find, don't matter how prepped you are or how many they are, it just seems like the feral dogs overpower everything there is.
Did i mention they are somewhat overpowered...?
Actually, in terms of stats, the dogs are not that powerful. The only "power affecting" stats they can have are: Athletic (always), Melee (50% chance to have) and Strong (25% chance). That makes them, on average, somewhat weaker than Bad Muthas (75% for Melee and 75% for Tough) and definitively weaker than Dogmen (85% for Athletic, 50% for Melee, 50% for Strong, 75% for Tough).
Their damage modifier (0.8 cut / 0.4 blunt / 0 penetration) is weaker than an arrow or spear stab (which have the same damage but better penetration, spear has also a bigger reach) and overall worse than dogman's Claw (1.0 cut/0.2 blunt/1 pen).
Also, while they can "see" in the dark, just like the dogmen do, they are set as active during the days, so no unhealthy advantage here.
I don't know mate, there is literary nothing going for the dogs that would make them too powerful, in terms of stats. They are better than the looters, weaker then the dogmen, and around equal to the Muthas.
How do you feel I should go around, to make them feel more fair, while also not turning them into the new food source.
P.S. The dead NPCs are the native game fault - they all (with the exception of Warriors and Guards) die of cold and hunger after a while.
I mean, they might be balanced like that, but of all things out there, the dogs seemingly just butchers you on a instants notice in yer sleep and oddly enough there's a way higher survivability against dogmen or humanoids than the dogs, just saying from dying 38 times to dogs now and everything else near to none....
But that's just my complaint really, i still like them and all, just... god damnit dogs.
The deal is, it's not only you. Other people said they feel the same...
For now, in the next version, I will move the doge spawn point further away from the Cryo Lab. It should make the dogs spawn a little less at that region. Maybe the problem is that people at the start are not ready to face the dogs yet.
How that sounds?
Oh heavens, i didn't mean to make you start changing things just because i'm having a filly issue with murderous rampart dogs, i was just voicing it and had my fret, don't go changing it just because i fumbled up a few too many times! anyway i'm done complaining! i hope for more updates, hopefuly something that repel dogs or something! like a smoke!
Pesky flea bags *waves a broom at feral dogs*
[Edit: Minor Grammar edit]
Sub439 makes a good point suggesting how there are simply too many dogs. I think the best, if not the only way, to fix the dog issue is to reduce the spawns. On paper, dogs are weak, therefore we can deduce that dogs are problematic because of their numbers. They are dangerous because their power lies in quantity, not quality, and their overpowered-ness is because there is too much quantity. I also agree with Sub on how the amount of dogs is simply unrealistic.
On another note related to bugs:
There is a bug that makes it impossible to end the turn, sleep, and save the game. It happens out of nowhere and all three options become unavailable. Sleep is a little different though. You can "sleep", the game goes black as usual for sleeping, but it remains black and there is no way to fix it other than ending the game.
I am testing another way to deal with dogs - a special combat move using a lit torch to scare them away. Initial tests seems to work, but I need some more time to iron that out.
And I do not really agree with the notion of dogs being gone. In fact many real world... failing... cities and previously-populated areas do have a problem with stray and feral dogs. Recently I've seen an article mentioning that Detroit estimates there are as many as 50.000 owner-less dogs there.
In world like NS, where human numbers decreed rapidly, due to infectious diseases, and now most people live in the closed-of, more or less self-sufficient communities, and the environment is still life-sustaining, I would even go as far as claiming that wild dogs should be among, like, first 5 most common death causes for travelers.
Anyways, that's not really that important. The bad part is that bug you've mentioned. Did it happened multiple times or just once. I played the game with the mod many times and it never happened to me. And you are the first person to mention that. Do you remember any particular details? Where did that happened, what were you doing, etc.
It might as well be a bug of the game itself. The mod should not even be able to affect those things you mention, since they are non-moddable....
I would like to make one statement clear that i did say that there were to many dogs in game, but the reasons for doing so were well stated at the ATN enclave it states that over 50 years had passed since the start of the whole ordeal. How long would it take for natural causes and human causes to wipe out many feral dogs. Many dogs were bred for their synthetic qualities like beauty or gloss fur while leaving things like mental aptitude and strength in the dust just look at Chihuahuas (not bashing them completely) they are small and most are bred for just that to be small and non obtrusive how long would it take for a survivor to trap and eat a feral one.
I hope this gives some more clarity into this, and this is a great mod thanks.
The bug happened three times, all times seemingly random. I'll get back to you in more detail if I see it again.
I agree that the dogs should stay, but I really think there should be less dogs. Right now, the mod is basically the Mighty (mini)Mod of Dogs. A third of the dogs should be taken out at least. I think that is the best and only fix. The torch could be added, but only as immersion, not a fix, because it wont fix the true problem of the dogs (numbers).
Also, could you bring the health of the broad spear up? You don't need to maximize its health up to vanilla, but right now it is FAR to weak to even care about. I just go for slings now. I mean, in real life, you would be determined to make a spear and a spear that works. You wouldn't half-ass a weapon in a life or death scenario. You need to also assume that the quality of the strings used are good quality. In real life you wouldn't use the elastic from your underwear (like you said earlier), you would use the strongest strings from your clothes. Plus, you don't always even use string to craft the spear. It's kinda a slap in the face to see a spear only last a few hits when it's tied together by a strip of hide.
My problem with the broad spear is not the string (elastic or not) but the spearhead itself. A shard from broken bottle (usually)... I get what Dan wanted that to be (basically represent any junk-quality materials) and I applaud his creativity, but I have to call a spear (thrusting pole weapon) made out of random glass shard lasting more than a one - maybe two positive hits a bullshit. But since there currently is no "proper" way to make a spear in the game, I left it on 4 uses before breaking for the time being (which is not that far from the vanilla, BTW, where it lasts up to 10 strikes).
I am currently planing a few things for the Mechanic skill, new tools and weapons, so sooner or later I will have a way to make a proper spear, but not strait out of the cryo-pod. And then, the glass one will have to go :D
Sounds reasonable, as long as you are planning on a proper spear.
Also, when I was in middle school, I fabricated a spear from a pole of bamboo, string, and a deer hoof. It lasted through childhood roughhousing, and is still in good quality today. It would make my month, and one of the things to make my year, if you put in a deer hoof spear recipe. Damage would be ~2 bars of damage, and with chance of infection.
I've seen the spears made with animal antlers, but never even heard of a weapon made from a hoof... Have you mixed the words maybe ? :D
As for the materials - cannot say definitively "no" to bone as a crafting material. We'll see. And the bamboo is a prime material for a spear all by itself - it is hard but springy, durable, light and all you need to do is to cut it in such a way to create a sharp end. If only it grew in Michigan... :D
lol I honestly meant hoof. I'll show you a picture tomorrow so you can get an idea of it.
Whats about flooring out of bamboo?
Thats not in every house but in some there are, just rarely.
Ok so i have done what you do to get the mod runing but it loads to 53% and then stops could you help me?
Hey mate! Are you sure you copied and overwritten the "getmods.php" file (the old one with the one that comes with the mod)? And that you are using the newest version of the game?
Ok so i am right now on v0.9937b and i get the mod files and put them in and the text thing (i suck with modding,coding,etc.)and replace the folder BUT i only download the one mode the top one i dont want magicmirror or ModZero i just want the mod and when i do that i have to change the code to 1 line and i dont know what i am doing can you put a tutorial i need one i am clueless sorry for being such a hassle i just dont know what to do and i like the mod.
There is no way that only a part of the mod will work, you have to use all that is provided. ModZero contains all the changes that M(m)MoD does to the basic game (makes the new items findable and new places appear on the map, etc.) so nothing is going to work without it.
MagicMirror is for testing only and can be easily ignored (just right-click -> delete the suitcase in the starting location and it won't bother you again). It is, however, interconnected with the rest, so you cannot just not add it.
Basically, add all there is in the download, without changing anything, otherwise it wont work.
Thanks! well i do have one more problem you see i don't know how to put multiple mods in the 0 folder or is that not how i do it? i don't know i will just leave it to you to tell me (not trying to sound like a asshole and say "YOUR MY SLAVE DO MY SHIT" lol) but anyways thanks for putting up with me :)
You actually need to have a 0 folder separate for each mod (that is why mine is named MoDZero - so it don't collide with other mods) and have them all added, in the correct sequence in the "getmods.php" file.
However, simply doing so (even correctly) does not mean that everything will work fine - there are many things that need checking - if two mods are changing the same data, it might cause conflicts... stuff like that. It all depends on how complicated the mods, that you are trying to use, are. Basically, without at least some modding skills, you won't be able to make it to work.
You can use modmerges, made and checked by modders, and eventually there will be super-mod-packs for sure. For now, both the game and the mods are changing too fast, and no one have time to keep up with every update.
Thanks man! i did it!!!
Found a potential bug? Making the Tarp Poncho gives you a Ragged Cloak instead.
Yeah, found it and fixed it already - both items had the same subID, due to my mistake. Later today I will upload a new version, compatible with the newest test build 0.9940, which has that (and few orher) bugs fixed.
Thanks for reporting!
Bump for update! (forgotten to do that yesterday)
The new mod version is compatible with the new game test build (0.9940). The link to the previous mod version, that works with the last stable game build (0.9937) is also still available.
Sweet update so far, liking the new jacket a lot. One thing I've noticed so far is that I don't get the option to search for hidden enemies. I hardly play the vanilla game anymore(sorry Dan!), so I'm not sure if that's a bug with the test build or your mod, or even my own computer. I was getting some weird item, ground, combat, and hex/scavenging bugs on the stable build as well as the test build with both yours and Chiko's mods.
Description of Bugs (not had much sleep in the past few days so recollection from around eight hours ago is not so good, sorry.)
The combat bug was with fighting a dogman, it must have died at the same time I retreated or something because the game locked up and I couldn't leave the battle or use any actions.(haven't encountered that yet with the newest update of this mod)
The scavenging/hex bug was a mix of both the combat and ground bugs, entering the hex I would be unable to scavenge and then unable to move. Swapping menus finally got the scavenge screen to show up but it was empty, no Stop Scavenging option. I believe saving and resuming fixed the issue.(haven't encountered that yet with the newest update of this mod)
Thanks for the reply mate. It seems that the problems with the Search move are from the game itself, as people who do not use the mod are reporting that too. Other bugs are probably similar, as none of them is about something I messed with.
Keep me posted if you'll see them again or know how to make them happen.
How does one bathe with the detergent/poisonous paste? When my character goes to bathe with detergent in his inventory, I get the same ol' bath in cold water with no detergent.
Am I supposed to get a different encounter?
I've had the option to use detergent once. If I recall correctly the text hinted that it worked? But I still have the Lice status(but no messages about being bothered) and now no option to use the detergent. Also, I might be missing something, but I cannot make the paste. Does it matter what kind of poisonous berries you use?
No, the encounter stays the same. The options to use the detergent and paste only appear when you need them - when you have parasites. To clean yourself from dirt, water is enough.
Does it work with neoscavanger extended?
There is no mod-merge that would work with the current versions of both of the mods, so no.
While making a small/simple mods working together is relatively easy, the ones as big and all-over-the-place like M(m)MoD or Extended would need a lot of work to make them work together without no problems.
Damm, thats sad :( i really like both mods
Eventually, someone will make it. The problem right now is, that the both mods (as well as the game itself) are changing so often that updating such a mod-merge would be really time-consuming. Two guys already tried, and they both stopped after a while. But eventually, it will be a thing for sure, since so many people seem to look forward to it :D
Bump for update!
This time it's mostly a compatibility patch, but I did manage to add two new items and two new scavenging locations.
Damm, i downloaded the mod and yeah, its really hard to survive....
Thank you, I'm trying my best! :D
Seriously though, it's not that much harder - you just need to un-learn a few bad habits from the vanilla game. Like, not counting too much on the, very-easy-to-make, glass-tip spear, or learning to accept worse tiers of clothing at the beginning.
You should think about adding some more negative traits/skills :) to allow player to take some more good ones :P
Just uploaded new version 0.7b, which contains a fix for a bug that was causing NaN problems. Basically, after a few uses, sleeping with blanket made the character totally invulnerable to any wounds :D
With 0.7b you can again die as intended :)
Yeah.. i actualy find that when fighting merga wraith xD it was trying to kill me without any effects :D
And yeah it was working for every creatures :(
That was funny :D
So heres the deerhoof spear I told you about. School got busy, work was busy, and overtime I kinda forgot I mentioned it. So here it is about 2 weeks later:
I forgot that the string was replaced by zipties overtime.
As opposed to what I expected, I must say - that is literary a spear ending with a hoof :D
It does however look as if it does not posses too much "piercing power", no more than a sharpened stick probably. Still, cool to see something like that - one does learn something new every day :)
Its always another use of bones :P I would love to see a deer skul helmet :D And atn warriors using it for example :D
Edit : Forget what i just said, i just realized that deer skul is a lot smaller then human head... xD