State of Decay

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Chikawowwow

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  1. chikawowwow
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    Locked
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    PSA: Undead Labs have closed their forums, the unofficial forums are now at https://www.draakdorei.com/forums/ run by SwissArmyKnife.
  2. Raistln1971
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    Stupid me didn't notice this, but it's not for YOSE (as stated I just didn't see it, duh).
    Works fine for me in the story mode, so I never noticed till I started a new breakdown LOL.
    Totally awesome so far in story mode for YOSE.
    May have to just play story to enjoy it, but in breakdown YOSE, just incase someone wants to try this, DON'T. In Breakdown it will destroy your storage (backpack and vehicle) and make it impossible to pick up rucksacks.

    Do love it, just only have YOSE.
    1. chikawowwow
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      The options that change facilities.bmd items.bmd radio.bmd missions.bmd vehicles.bmd won't work with YOSE, the rest will as the files are the same as original. Going by the description Cheats, Damage, Ind Weapons, No Intro, Skills, Stockpiles and the 4 options in yellow will work with YOSE.
    2. Nanodoc360
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      curious which file covers the speed skills are gained at, I have been unable to pin point that one in particular atm.i have your mod installed for my sod version but i recently bought yose and have been trying to mod edit the files myself via notepad++ and xml2bmd any guidance would be appreciated.
    3. chikawowwow
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      It’s the expertise file.
      IIRC the experience required is marked up as <PointsToGain>
  3. RocketPak
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    Edit: Nevermind
  4. baktol
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    too bad this doesn't work with "crafty mod for breakdown and story"....I really like the option of tearing down the parking lots to build more facilities---can I request it be incorporated into this mod? just this tiny thing and everything will be perfect....plus "crafty" has an option that changes 8 beds into 24 instead...
    1. chikawowwow
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      IIRC crafty mod’s changes are mostly in the Facilities file (maybe RTSEvents too) so if you overwrite my changes with those files it should work. You will lose any changes my mod makes to Building Times and costs though.
  5. Canderous89
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    Might it be possible that this mod is not 100% compatible to the Dayrl Dixon Mod? If I choose to start with him his crossbow& rifles-specilization is replaced with the vanillia rifle-spec. Is this only an interface issue or does this mean that I can't get the crossbow spec while playing with this mod anymore?
    Clarification: I checked the crossbow patch during the installation process.
    1. chikawowwow
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      Yeah there's a conflict. If you reinstall the Dixon mod and make sure it overwrites the expertise file it should fix the issue but you may need to start a new game.
    2. Canderous89
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      Awsome. Thanks for your fast reply. Just to make sure I got you right. I just have to overwrite the two expertise files and not the other ones like items and so on?
    3. chikawowwow
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      No worries you caught me at the right time.

      I messed up my reply a little and didn't address the issue of the weapon not showing. Basically by file:
      Expertise.win.bmd : will allow the crossbow skill but overwrite any changes my mod makes to skill speeds.
      Items: will start Dixon with a crossbow but disable my changes to ammo, backpacks and suppressors.
    4. Canderous89
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      Ok. Would you consider adding a compatibility patch for this two issues? (If it is not a lot of work which I don't know.) I would love to use the slower skill speed toghether with the Darly Mod as I consider it is really unrealistic just to kill a few Zeds and rearch a new skill level. Your changes which double/triple the amount of experience you need to level up was one of the main features I love about your mod.

      EDIT: Sorry. Don't know why it has been posted four times :D
    5. chikawowwow
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      I'm not going to patch this mod as:
      1) I'd need permission to redistribute the other authors file
      2) It'd take quite a long time as it's not just one file to patch, it'd be around 100 files to patch
      3) This mod is 3 & 1/2 years old and no longer 'active'

      That said if you tell me exactly what settings you use for this mod, and exactly what Dixon mod you're using (there I two and I'm assuming it's Silent Residents version) I can make a private version for you with the changes.
      I'd need to know the settings for Skill Gain, Ammo - Weight & Max Stack, Backpack slots, Suppressor uses.

      Multiple posting has been an issue since the days of TesSource so don't worry, I've deleted the duplicates.
    6. Canderous89
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      Yes. I am using the Silent Residents version.
      Skill: double (twice as long to level up)
      Ammo: 100 bullets per stack, 50% weight
      Backpack slots: vanilla
      Supressor: double
      Hope that's everthing you need.

      I am also planning to use your trade mod if that matters. Could you include a builld cost modifactor (double building costs) in the private version?

      Btw for some reason at least the supressor stuff seem to work after installing the Daryl mod. I found a superior supressor with 100 shots.

      I also saw that you are/were working on a version for the YOSE. Are there any additional features we can expect after the release of the YOSE-version? :)

      Thanks again for your support and help!
    7. chikawowwow
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      I can do the trade mod but it will take a little longer.

      The YOSE version is difficult to explain briefly so I apologise for the long explanation:
      This version (sod original) is a compilation of all possible changes to each file which are pre-made then selected by the NMM options form. I.e. There are >500 different versions of the Sandbox file to account for changes in survivors, cars, freaks, zombie density and each selection points to a specific pre-made file to install.
      The YOSE version is a program that directly edits the files. It displays all fields similar to an excel sheet with the additional function of being able to select any number of fields and pass a value directly to them.
      For example with this mod you might get 8 skill speed options but with the editor you can literally put whatever you like and it will also compile the end file for you (most sod files need to be compiled into a .win.bmd format).
    8. Canderous89
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      This would be great. I tried to integrate the facilities file from your trade mod into the facilities.xml generated by your overhaul and to generate a .bmd but as your trade mod does only contain a .bmd and I have no tool to convert such a file into a .xml my attempts failed. So I would appreciate your offer for a private version
  6. erins456
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    your mod never lets me exit game, always gotta log out of computer to get out, prob the intro skip, its a small issue n i dont mind, so i wouldnt worry bout fixing it unless its easy, your mod is the best mod for sod by far love that its all in one, no compatibility probs thanks so much, i was wondering though if not too much trouble could you at some point add to your recommended mods list that you recommend to get with this one, that you know wont be incompatible im too scared to add any other mods at this point, id love a graphics mod, the torch mod, and get rid of the wrecks mod, would these be incompatible? also i accidently went over your reccomended outpost no. limit of 7 before doin RV thing, havent had an issue so far, hope i dont. thanks for ur amaz mod ur d best, this game helps my depression, so you help my depression, legend chikawowwow, ur fan erin.
    1. chikawowwow
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      I'm not sure what is causing the non-closure of the game, usually it would be because of an 'attached process' which won't allow SOD to close before it or a system usage issue.

      Each file in this mod (CBTO) is self contained so overwriting one won't break the entire mod but will of course redact any changes that file would make. Most other mods are not modular so if you were to use them you would need to overwrite all of the files. Art and mesh improvement mods will not affect CBTO.
      If you overwrite a CBTO file it's good practice to backup any important saves first and also have an idea of what the file might change. For example overwriting the file responsible for reducing/increasing building times is not a good idea if you still have a construction in process on your save.
      Using NMM you will get a prompt for each potential overwrite.

      For convenience here is a list of the files used and what modules are covered by those files:
      Spoiler:  
      Show

      Items.win.bmd:
      Ammo
      Backpacks
      Supressor Usage

      Facilities.win.bmd:
      Build Cost
      Build Influence
      Build Speed
      Build Wants

      Sandbox.win.bmd:
      Car Spawns
      Special zombies
      Zombie density
      Survivor spawns

      user.cfg:
      Cheats
      Indestructible weapons

      ActorConstants.win.bmd:
      Damage

      Missions.win.bmd:
      Easy friends
      Follow me
      Mission timers
      Resource rewards

      Search.win.bmd:
      Loot

      Radio.win.bmd:
      Radio cooldowns
      Radio cost
      Radio requirements

      Expertise.win.bmd
      Skills

      HomeSiteLimits.win.bmd
      Stockpile and outposts

      Vehicles.win.bmd
      Vehicle Storage

      All values to do with Vehicle acceleration & damage resistance are stored in a per-vehicle xml.
    2. erins456
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      thanks for reply, might jus try a mod to improve graphics for orig sod and just keep using this mod, should do, i did note that zombie density didnt increase when i went to lvl 2 breakdown tho, ill up the zombi density option n c what happens thanks author love ur mod its the best all in one mod cheers mate cant wait till cerberus is done so i can start playin yose again, god cant wait for state of decay2
    3. erins456
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      i was using your mod only, no others so i dont know why cant exit game prob the intro skip, dont worry all good, i itried skilld survivors stay home with ur mod now game wont work at all, ill keep tinkering n work it out, thanks
    4. chikawowwow
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      Depending on what settings you use the zombie density may not increase by a drastic amount.
      I'm still working on Cerberus (C3) but no ETA yet, I don't want to release the next version half-arsed so there is a lot of development and refinement causing it to be a slow process.
      I'm considering making a smaller less malleable version to basically do what the tweak overhaul (this mod) does. It'd be easier to implement as the main consideration with C3 is everything being open to editing like custom tables & files. I'll try some stuff and see what works.
  7. ikaikasparten
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    Hey chikawowwow, Got a sorta problem where no ferals or big-uns ever spawn in my game other then in missions, even when i didnt tweek any zombie settings. if it helps im on level 2 and use yose edition. Love ur mod by the way.
    1. ikaikasparten
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      also i wouldnt mind testing for you
    2. ikaikasparten
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      also i wouldnt mind testing for you
    3. chikawowwow
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      Hi, the issue is probably an unintentional overwrite as several of the options I provide are part of the same file (cars, survivors, special zombies, zombie density). I think there are ~500 versions of that file 'sandbox.win.bmd' so I couldn't say exactly what combination of options cause that result.
      To fix it you can either delete the sandbox.win.bmd file in game/Libs/class3.1/rtsOr reactivate the mod in NMM and choose different options of those listed above which will give you a hopefully error free version.
      BTW this mod is not for YOSE and can cause errors with certain files like missing items, cleo not starting, or just plain crashes.

      When I have something ready for testing I'll give you a shout, thanks.
  8. SammiDay044
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    hi ^_^ this mod seems great but but i have YOSE wil you make a versoin of this mod for YOSE if not thats ok but i would really love it!!! thank you
    1. chikawowwow
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      Thank you!
      I'm not doing a YOSE version, that's what Cerberus is for. It's not complete yet but it's far superior to this mod especially in regards to customisation & mod compatibility.

      The way that this mod (CBTO) works is to have each possible set of options as a premade file, so because SOD doesn't use a plugin system each different combination of changes to each file have to be made separately & compiled so that the game can read the data. There are 1300/1400 different files in CBTO but they're just different iterations of the same 8/10 files.

      Cerberus directly edits the source files, changes can be manual or with functions which are essentially predefined changes. One person posted on that mod about how it allows people to just change the values without having to figure out the inner workings of the file itself, which is a perfect description: you don't see a page of code, you see (for example) % of Feral zombies = 0.2.
      The only disadvantage right now is it doesn't alter all the files yet, but it does allow altering of all 319 weapons which this mod never touched. There are also some system resource issues I'm working on fixing for the next version.
    2. gamekid1100
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      It says Cerberus is hidden. Edit: nvm I'm stupid and can't read, do you have an ETA for when the new version will be up?
    3. chikawowwow
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      Hi, there is no reliable eta I can give you sorry.

      I've hidden the current version on nexus as it would cause issues when altering the weapons files. I fixed that easily but the version with the fix had some issues with high GPU usage so I never posted it.
      The version I'm working on is a lot better performance and UI display wise but as a result most things have been redone from scratch so it's taken way longer than I would have liked.

      The new version is around 70% ready for testing then I will pass it along to my tester volunteers before posting it back on the Nexus. If that's something that you'd like to be involved in too you can find me as Chikawowwow on Steam, Discord & the Undead Labs forum.
    4. gamekid1100
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      Thanks for the reply and thanks for your work on the mod. Also, yeah I would love to help test it when it is ready and added you on steam to get involved with that.

      Thanks for all your work again
    5. erins456
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      I will test it for you, though i dont know how to find you on those other places you mentioned, cant we just talk re it here, i'll test it if u want, really wana get back into this game anyway
    6. chikawowwow
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      I'll send links in a PM.
  9. erins456
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    i tried ur mod, BEST MOD HANDS DOWN FOR ORIG SOD AND ONLY MOD U NEED GREAT WORK MATE, you mentioned cerberus for YOSE, tried to find it but couldnt, ill keep looking, id love to have this for the newer better graphics game.
    1. chikawowwow
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      Thank you!
  10. erins456
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    I just went bak to orig SOD to play this mod, wow this has everything u need, stamina, no specials, cars, dmg, loot, build n radio n mission options sweet testing it out now hope this works, if it does it will solve my compatibility problems seeing this is one big mod
    CHEERS HEAPS M8
  11. ChickenRice240
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    it doesnt work with YOSE for me and it doesnt even crash the game lol.
    1. chikawowwow
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      If it doesn't work for you and isn't crashing the game are you sure that it's even installed correctly?

      Not all options are incompatible with YOSE but a lot are and some may cause latent issues i.e. it won't crash straight away, the issue may pop up in a day/week/month..