[Mod] Mighty (mini)Mod of Doom [v 0.999]

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that indeed be styling

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

you know whats funny ive been waiting for mods for a long time never checked your. thank you so much for this m8 luv u :3

Thank you and have fun!


<--Mighty (mini)Mod of Doom-->
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A new update is up.

So go, done your pajamas and warm yourself at a stove! And don't forget to leave your comments :D


<--Mighty (mini)Mod of Doom-->
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So I made a dogman fur coat, and it say that it's raw. Could someone please tell me how to tan hides?

You cannot - your character is a homeless dude suffering form a memory loss. He does not have a week of free time to dry and tan it. Raw fur is the best he can get in his circumstances.


<--Mighty (mini)Mod of Doom-->
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superficial bug: in your treaasure table 731 comes before 719

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

Yeah, I don't think it actually did anything bad, but thanks anyway. Will be fixed in the next version.


<--Mighty (mini)Mod of Doom-->
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Is anyone else having this issue? I don't think i have any intimidating clothing or weapons on my character, but this just seems odd... Whenever I trigger the boogeyman encounter, he runs from me. I don't know about you guys, but shouldn't it be the other way around? I mean every time I get that encounter, he just blindly retreats, or runs away from me, barely even attacking.

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Nither, Pain, DMC guards, Nor blue rot shall get in my way for those gelly bears.

That's definitively not how he should act :D Will have a look into that - it is possible I forgot to give him any bonus to make him particularly brave.


<--Mighty (mini)Mod of Doom-->
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Update bump!
Campsites fixed, light strength important while scavenging and a ladle for your trouble :D

Bogeyman no longer a coward, too.


<--Mighty (mini)Mod of Doom-->
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So I'm poking around inside the xml looking at the encounters. Mostly trying to figure out how they work. Anyway I came across this under encounter id 28, Scavenge carefully:

<column name="nItemsID">3</column>

I'm not 100% sure what nItemsID point to. I'm pretty sure its IDs come from the treasure table. So anyway is this a typo or is it really want degraded boiled soup? Or am I just completely wrong on how nItemsID work

It actually should be 0:3 (empty treasure table), but it does not really matter. nItemsID is a list of items that the game secretly has to spawns, in order to be used as the choices for the aResponses - action icons, items in shops, etc. Basically, anything that can show up as an option for that encounter, but which is not in the player's inventory.

So if I ever wanted to add an option to use a soup in that encounter, I would have it waiting to be used already :D

Thanks for reporting that anyway, will have it changed to 0:3 in the next version!


<--Mighty (mini)Mod of Doom-->
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Kaaven, not sure you have this already but...maybe occasional forest shack locations should have a water well?

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

No, I don't have it yet. It is quite an interesting idea and I was actually considering something similar, only for urban hexes. The problem is that the wells do need maintenance, and there would be really few useful ones, after 30-50 years of neglect.

That being said, it won't be too bad of an idea to add some, sporadically. Thanks!


<--Mighty (mini)Mod of Doom-->
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what does the ladle do???

GO PACK GO!

You can beat people with it :D

No other significant uses so far, although if I didn't forget to mark it as such, it should also be a "medium shaft" meaning it can be used as a part of a snare, splint or a cooking stick for roasting meat.

Later, I will also add a bigger pot (cauldron?) and a recipe for a "large-scale stew cooking", and it will be a part of that recipe.


<--Mighty (mini)Mod of Doom-->
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I apologize for not reading the other comments to see if this question has already been answered, but...

Is this mod compatible with Big Bad Cheater?

"Shoe hoarding since 1987"

pretty much, i don't think he has has traits or skills so it should be as simple as installing it right.

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

Yup, it is. You will have to look at some older posts, after all - a page or two ago I posted the corrects content for the getmods.php, to get the two working right.


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

Is this mod compatible with Big Bad Cheater.

Cuz, You know, I'm a big bad cheater.

Hoarding shoes since 1989!

there an echo in this room?

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

i noticed the track screen said the OP was updated, and i just wanted to ask if you do silent patches? i don't wanna miss an update

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

No, I always say if something was changed. Today, I only edited the main post to include an additional download link via Nexus, in case anyone want's to use it.


<--Mighty (mini)Mod of Doom-->
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Nice mod! I'm amazed by the amount of new things, but I have a request... is there a way to quick edit any of the files to stop items from decaying that fast? it feels like they do decay really fast and my hardened spear lasted two fights against feeble strangers.

Thanks, I really glad you like it :D

Sadly, there is no "simple" way to change the item decay times, you would have to go on item-by-item basis, changing some values (the value is called "fDegradePerUse" in case you would like to see into it, but if you don't have any experience modding, don't bother).

That being said, when talking about "hardened spear" are you talking about the items called like that, or about the "makeshift broad spear"? I am asking, because I did no changes to the Hardened Spear, and it should, from brand new, last for around one hundred uses/attacks, which should be more than enough for many more than two fights. The Makeshift Broad Spear, on the other hand, was purposefully made weaker - cause it is made out of glass ;)


<--Mighty (mini)Mod of Doom-->
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Yeah my fault, I thought I was making a hardened spear since I have melee and had a fire... but I must have had some glass too because I just tested both and you're right.

I've been trying some of these mods when I have the chance to play and this one pretty much adds everything you would casually find in the wasteland, nice, kudos.

EDIT:
I am "very dirty" or so say the status in red, is this a new thing or a mod thing? I play every few version, don't have that much time to play anymore, does this mean I need a bath or a brothel? solutions? thanks in advance!

Oh and the "raw fur coat" status as well, how do I fix that? got lucky and killed a dogman but I don't know if I'll survive the injuries -_-

EDIT 2:
So now you get tired when using strength or a crowbar (makes sense), so I decided to ditch the strong perk but... what's more effective? using strength or the crowbar when looting or both? I mean when it comes to less tiring and more productive.

Getting dirty is the mod's feature, and it is automatically applied every 23 hours, and there's no running from it. To wash yourself clean (or to try and remove flees or licks - another cool feature) you need to go to a water source (river, lake or marsh), right click it and choose a proper option. Removing parasites may also need something to wash yourself with - a detergent or even a cleaning paste.

The fur coat - there is nothing you can do with it. Tanning process is a long one, up to week for a fur this size, and the player simply does not have the capacity to perform it and have to wear a raw fur instead.

When it comes to scavenging, using either the crowbar or the Strong ability has the same results, both in terms or effects and tiredness.


<--Mighty (mini)Mod of Doom-->
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Is there a way to get a hot shower or bath? also I almost die with that damn cold bath I mean... I drank some detergent by mistake (I had fleas so instead of using it, the guy drank it) ¬¬ and then got hypothermia because the lake was almost frozen so I had to spend the whole day inside a building with a fire to keep me warm and drinking water because the character was puking from the detergent -_-

Is there any way to clean the clothes? it keeps telling me I got cleaned but the clothes are dirty, also is there a guide anywhere so I can stop bothering people with this many questions lol

Sadly, reading through this thread is the only guidance you can get. But don't worry, I don't mind answering questions, most of the time...

Many people ask about washing those clothes actually, and I would love to make that work, but some of the core mechanics of the game prevent that. The clothes aren't actually changing status in the game, so they cannot be "Dirty" or "Clean" in the stats sense. When writing that text, I just assumed that the character's clothes must be dirty after all he's been through, but in that situation he will choose wearing them dirty, rather than dying of cold.

A bath-house, with a warm bath and sure way to remove parasites (for a price), is something I have planned for later. One will be near the DMC and the other at the Hope's End enclave. For now, though, brace yourself for some cold water mate :D


<--Mighty (mini)Mod of Doom-->
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Been playing all weekend, good job with the mod mate!.

Btw wouldn't make sense to have the military canteen be able sterilize 2 parts of water instead of just one? I mean is the amount that's inside anyways.

EDIT:
Was the live embers your idea? or your team for that matter, I've been needing that since the day I first bought and played this game, we all do camping and can still use the remains of a recent fire to relight a new one instead of wasting my precious lighter or matches :D

And the knives and cutting elements in general lose too much durability, I just cut a squirrel just for its meat and lost a 5%! how about being able to repair a small percentage with a whet stone? (providing you have trapping skills maybe?).

Also, any future mechanics for hiding or camouflaging?

The canteen making it possible to boil 2 droplets does make sense, but in that case I simply wanted to try and keep the amount of additional crafting recipes as low as possible, to reduce the clutter on the quick recipe list, by re-using the one from the vanilla game. And the two available there are either 1 or between 1-3 droplets.

The embers was something I added, yes (I do not have any team, it's one-man project, BTW). While looking for a way to diversify the ways of starting fires, matches and embers were simply the most logical things to add.

The knife degrading is actually more of a balancing thing - the degrade per use stat is also used for combat, so even though chopping carrots and putting holes in a dude are two different things, the game uses the same rate of degradation for it. That being said, I agree that the rates were a bit on the rough side, so I adjusted them. The changes will be there in the next version. That will hopefully make the blades a bit more useful.

And finally - sadly, there is no way to make the item reparation work the way you described. Again, engine limitation. I can only make the recipe which would make the item brand new, 100% condition.

EDIT: About camouflage - I do consider it, but don't have any coherent plans right now.


<--Mighty (mini)Mod of Doom-->
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Hi there. Yesterday I noticed I could tell the difference between infected and sterilized water coming from water sources. Strange. Not a complaint, just something I thought I'd report. By the way, I love the mod. I's a long hike from the Refugee camp to Detroit, and I have only made it once, but the challenge keeps me re-spawning.

That identified water is a bug I've seen before, but have no idea where it comes from. If I remember right, it is also happening to people playing the vanilla game, so it may not be mod-related at all. Anyway, will keep an eye for it. Thanks for reporting!

Also, if you find the way to the Camp challenging, do try to get to the Hope's End - it's a bigger encounter, with it's own shop even, on the far north-west edge of the map.


<--Mighty (mini)Mod of Doom-->
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Just a quick question for you. Does your mod by chance alter how sleeps works in any way, or do your added status effects have increased negativity on quality of sleep?

I ask because I like to run Insomniac in all my builds, but since I began using your mod I've noticed that it's increasingly difficult to sleep for any stretch of time. Normally, with my status bar in the red I'd be able to get some kind of sleep in a campsite that provides maximum sleep benefits, but now, even with a depleted status bar, I'm having no such luck. Here's a scenario that I just came across where this became a glaring issue for me. The entire run (in-game time ofc) was around 7d 12hrs. Of those seven days, five were spent in an unending cycle of me trying to sleep or being too exhausted (blacking out) to take a turn. This went on until eventually I was attacked by a stranger who killed me after blacking out in combat due to fatigue.

My guess is that the increased fatigue rates are what cause this effect to feel so immediate, since more fatigue obviously equates to more sleep, but I figured I'd ask in case there's some mechanic I'm missing.

Well, getting tired from scavenging does affect how often you need to sleep, as you said, but by itself it should not affect the quality of sleep.

There are two new things that affect the quality of sleep - being dirty and having parasites. Being dirty has a very minor effect (around 1% penalty), but having parasites (especially fleas) have a major effect on sleep quality. Indeed, combined with some other sleep related problems, it may lead to almost never being able to sleep, without some help.

There are two new things that could help, though (outside of the vanilla sleeping pills, of course). One is relaxing by playing a video game - it will provide a noticeable boost to sleep quality, if only for short period of time, effectively making it more easy to fall asleep (but costs one turn to actually play). Second option is for electricians - those with that skill can build themselves a white-noise machine, which rises the sleep quality level of a campsite, as long as it is powered and turned on.


<--Mighty (mini)Mod of Doom-->
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Can I ask how effective is the poison within this mod or how practical it is in comparison to the poisons within reality ?.

Sorry I only ask after finding out that most poisonous plant I know of in my local area, being water hemlock takes at least four hours to kill you after ingesting 50g.

" The devil asked me how I knew my way around the halls of hell. I told him I need no map for I know the darkness well "

There is no poison in this mod, as I am trying to keep things realistic as much as I can.

Unless you mean the Poisonous Paste, in which case it is quite deadly - when used against it's intended targets: lice and flees :D It is used as an anti-parasite shampoo, to rise the chance to remove parasites when bathing.


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

Ah well I feel quite stupid now :p (I was trying to apply it to an arrow for ten minutes)

Anyway I'm loving the mod so far and have another question to do with realism.

Would most forms of rubber have not decayed to the point of being form of a dried resin powder at this point or does slingshot use some other method of construction ?.

" The devil asked me how I knew my way around the halls of hell. I told him I need no map for I know the darkness well "

Most rubbers would deteriorate no doubt, if left open to the elements (although there are types much more resistant to that), as would do most of the clothing and metal appliances.

However, if such items are stored in relatively protected conditions (inside a closet, which is inside a buildings, for example), they may easily be still usable. And with the sheer amount of stuff that people accumulate these days, finding such items should not be too hard, 20-30 years in the future.

Furthermore, most of rubber used in clothing and technical... thingies, is mostly synthetic anyways, so it does not decompose as the rubber bands used to 10-20 years ago.


<--Mighty (mini)Mod of Doom-->
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Thanks for clarifying that, well I believe I have an apology to give to a certain joergsprave fan.

" The devil asked me how I knew my way around the halls of hell. I told him I need no map for I know the darkness well "

So i'm loving this mod this is the only mod i use actually, since extended is buggy for me (Enemies invisible) But everytime i sleep or load my game there's a bogeyman or menacing figure on my hex.. i don't understand could this be a bug? What actually spawns bogeymen and menacing figures constantly? Thanks for the help waiting for a reply

Don't really know what do you mean by "menacing figure" - the Merga Wraith (black shadow with white mask)? If so, it is from the vanilla game, and spawns once you remove the talisman you start the game with and no matter how many times you will run away, he will always follow you. Or have I misunderstood something?

A Bogeyman can only spawn as a "accident" during scavenging a house or an apartment. He should then proceed to chase you for several (3-4) hours/turns (unless you kill him) and then disappear.


<--Mighty (mini)Mod of Doom-->
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http://imgur.com/njJZFWZ this be what i mean ;o i jsut loaded game and was in an encounter again..

Sorry mate, but for whatever reason I cannot enter Imgur...


<--Mighty (mini)Mod of Doom-->
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Well it says Menacing figure, and is dressed-up/graphically the same of a bogeyman. When i go to worldmap it's a menacing figure leader, and there's bogeymen near the mecaning figure leader. So its basically a bogeyman leader for same reason named menacing figure!

Oh... Don't mind that, it's just me being a fool... The menacing figure is just another name for the Bogeyman, when he is not identified yet (just like a "Stranger" for normal people).

So you are basically facing two Bogeymen then. That should not happen, unless you managed to somehow trigger the bogeyman accident twice in a very short time. Since that's unlikely, I'm pretty sure it's a bug. And since there is no spawn point for them at all, it looks like one of those elusive random bugs that Dan sometimes mentions, something somewhere went wrong and down the line the game starts acting up.

Now I don't really know how to fix it. Try running from them - the bogeyman exists only for several turns, so they both should go away soon. If their spawn was a random problem, once they are gone, you should be able to play normal.


<--Mighty (mini)Mod of Doom-->
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Thanks a lot for the quick reply and this is a really amazing mod, i love all the items i can find and clothes in your mod, and everything new. I've tested several times and regardless of running away from the bogeyman leader or killing it, i load my game and everytime i load my game i'm in an encounter with a bogeyman leader. For some reason.

So I THINK I found what might be causing that strange behavior. I will need to test it more tomorrow, but I may have fix for that problem after all.

Sadly, I won't be able to fix your game, but the next version should have bogeyman working as intended.


<--Mighty (mini)Mod of Doom-->
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Awesome thanks a lot, and i think my character is dying anyways hehe...a new one is always good. I haven't figured out how to remove parasites, i tried drinking the clothes washing thingy that's pink, i tried dropping it on my char... ummm maybe i have to get to a source of water and there will be a washing option or? Please help