State of Decay

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Last updated

Original upload

Created by

RagingLoony

Uploaded by

RagingLoony

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About this mod

Adds trading to Breakdown, as well as overhauls breakdown!

Permissions and credits
!!WARNING: THIS MOD IS NOW OUTDATED AND IS NO LONGER BEING MAINTAINED!!
I HIGHLY SUGGEST USING:
QMJS Extended Functions Mod V2 

If downloading with NMM read this paragraph fully!


You must have NMM version 51 or greater to install this mod using NMM.
You must change NMM to read from YOSE if you have/or have had the Original SOD installed.
You must do this BEFORE downloading the mod with NMM.

Step 3 may take some time to complete depending on your HDD space.
- chikawowwow



A small note before we start; I want to give a very big Thank You to Chikawowwow, for without her none of this would have been possible (for me...)

!!!IF YOU HAVE AN IDEA PM ME OR MAKE A POST ON THE FORUMS TAB!!!
!!! I WILL ALSO CONSIDER REQUESTS IF ANYONE HAS ANY, FOR EXAMPLE, THE TRADE MOD WITHOUT DESTRUCTIBLE PARKING SPACES) !!!

Also, if you enjoy the mod, or like the idea, please feel free to endorse it, it helps a great deal!

Warning: A new save OR Breakdown Level is required for everything to work properly!

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Features:
Trading!
Upgrade Built-in Facilities!
Better Bunkhouses/Bedrooms!
Removable Parking Spaces! (build on parking spaces)
Immersive Home Site Limits!
Revamped ammo stacks (in backpack)
No RV Timer! (Lily wont tell you where the RV is, you can find it yourself :) )
No shining lootable objects (removes white aura) (optional community locker) [OR: Rub-Your-Dick-On-Everything-Simulator]
Separated Specializations (Melee and gun - Energy and tactical)
Reduced Rucksack Rewards
Tweaked Radio Options (Adds construction advice to Breakdown, and changes costs) [Preppers pack and Gurubani left untouched)

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Trading:
Each trade option is 10 of (your Trading Post selection resource) for whichever resource you want to trade for.
So you could choose the Materials Trading Post and buy Fuel, Ammo, etc.
How much you get is based on the 'Exchange Rate' and 'Success Chance',
see the following sections for details. Giving a flat rate would be
easier but boring, there is no way I know of to make your survivors
travel to enclaves but a dynamic return on your trade gives more room
for RP.


Exchange rate:
Exchange rate is based on the Max resource rucksacks you can find in a level-
Food - 280
Fuel & Materials - 100
Ammo & Medicine - 60
For trading the mod will take the ratio of Food(280) against Ammo (60), as
each trade is selling 10 the ratio would be Food 10 :: Ammo 2. If you
were selling Ammo it would be Ammo 10 :: Food 46.5 etc. The principle behind this is to make
continually looting Food more worthwhile but not unbalancing.


Success Chance:
Every time you trade there are 7 possible outcomes which will effect the
return amount of resources. The percentage chance and descriptions of
them are not finalized!!
Currently you have a chance to return - - x2, x1.5, x1, x0.8, 0.4, x0.2 (in relation to the exchange rate), there
is also a very rare chance to return nil- due to a zombie attack.

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Upgrade built in facilities:
I added the ability to upgrade the built in facilities in certain locations. For example, you can now upgrade the watchtower at the Savini residence.
(Thanks to luc1dox )

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No more worthless bedrooms:
To me, at least, bunkhouses/bedrooms were pretty much worthless once you have more than eight people, I mean cmon, why would you want to waste another building spot on ANOTHER one... So what I did was I made them provide 24 beds each (8 beds on 3 person rotations of 8 hours = 24 beds)
(Idea from HaydnScarlett )

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Removable Parking Spaces:
I made parking spaces removable so you can build facilities in their place.
!!WARNING!! - Once removed, you cannot replace the parking space, so choose wisely! the only way to bring them back is to either move out and back in again, or start a new breakdown game.

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No RV Timer - My personal favorite, this module stops Lilly from telling you where the RV is after an hour of playing, so you can hunt it down all by yourself! (might add different time options in the future [EG after 1 hour, 2 hours, 3 hours etc])

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Home Site Limits - This Module changes the limits to your home site (number of outposts, max stock etc) to better reflect your location. ALL home sites have had their maximum stocks lowered (to help promote the use of the storage facility, for more diverse base building decisions) and also the number of outposts each base can hold has been tweaked to better suit the bases size. [EG whilst living in the RV you can only have 1 outpost,rather than 2] This is also good for people who want a little bit more of a challenge out of breakdown!

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Ammo Stack Sizes - This Module will change the stack size for bullets in your inventory as follows:
Shotgun shells: 20 (both fire and regular)
Grenade Launcher ammo: 7
50. Cal rounds: 30 (same as default)
ALL OTHER STACKS (9mm, 5.56 etc): 60

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No Shining Objects - This module disables the white glow around searchable containers, and optionally the community locker back at home base too.
(thanks to CymanPhoenix ) !!WARNING THIS WILL AFFECT STORY MODE TOO! NOT JUST BREAKDOWN!!

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Separated Specializations - This module will separate Melee and Gun specializations, so you can pick one of each! It also separates the Tactical and Energy specializations too, so you can pick one of each! !!WARNING INCOMPATIBLE WITH Master Clock MOD!!
(Thanks to SilentResident )

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Reduced Rucksack Rewards - This module will reduce the rewards from rucksacks that you scavenge, making trading much more of a necessity more than a commodity. It changes rewards to the following amounts:
FOOD - 5 (Default 8)
MEDICINE - 4 (Default 8)
AMMO - 2 (Default 5)
FUEL - 3 (Default 5)
MATERIALS - 10 (Default 15)

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Tweaked Radio Options - This module tweaks Breakdowns radio options. It adds the "Construction Advice" radio option to Breakdown, and bumps the costs of all radio options, so influence now matters. (DLC radio options left untouched.)

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Better Suppressors - This little module will make suppressors more reliable, Increasing their number of shots s follows:
Improvised Suppressor - Default 10 shots - Now 30 shots.
Handcrafted Suppressor - Default 30 shots - now 75 shots.
Quality Suppressor - Default 50 shots - now 150.

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Vehicle Trunk Space - This module edits how muich trunk space each car has, they are now as follows:
Hatchbacks: 3 (pizza variant has 4, because pizza delivery!!)
Muscle/high-end: 2
Sedans: 5
Police: 6
Family carrier: 12 (to help offset it's slow speed and weakness)
old pickups: 10 (to help account for slow sped)
new pickups/SUV: 8
Military: 9 (including the mysterious black SUV...)
'fun'/promotional vehicles: 4

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Installation:
NMM:
To install with NMM, there is a step you must take first. Firstly, you'll need to redirect NMM to the YOSE version of State of Decay (SEE IMAGE AT TOP OF PAGE!)
1. If you downloaded the mod with NMM, activate it and choose what you want to install. DONE!
2. If you donwloaded the mod maunally, open NMM and load into SoD (MAKE SURE TO POINT IT TO YOSE EDITION! SEE IMAGE AT TOP!)
Then, click the "Add Mod From File" button on the left hand side, and select the mod. Then activate the mod and select which options you want included. DONE.


Manual:
1.Open the zip file and select which components you want to use.
2.Drag and drop the "Game" folder from the modules you want and drop it into your SoD YOSE install directory.
3.DONE

Uninstall:
Delete the files added by this mod (See ReadMe included with the mod)

Compatibility:
Incompatible with anything that makes changes to the same files.
Does not require a new savegame, but some features may not become active until you either start a new game, or advance breakdown level.



Credits:
luc1dox - upgradeable built in facilities
HaydnScarlett - Better beds
SilentResident - Specializations
CymanPhoenix - No shining searchables

And, of course,  chikawowwow - for the Trading mod, which she made in ZERO GRAVITY!



Changelog:
V0.742:
Fixed Chikawowwow's incredibly huge super massive cock-up... YOU'RE A LOOSE CANNON,  WOWWOW!
Spoiler:  
Show


So what?
-chikawowwow

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V0.741:
Small Folder Fix
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V0.74:
Added Vehicle Trunk Space optional module.
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V0.72:
Added Better Suppressors
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V0.70:
-Added option difficulty Enhancement options. Increased spawns/hordes/infestations while decreasing max survivors and car spawns. (3 variations)
-Tweaked all modules containing the Trading Mod. Trades now cost 10 of your resources rather than 20.
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V0.66:
-Small bug fix to No RV Timer to address the issue where Lilly would sometimes tell you where the RV is.
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V0.65:
-The built in workshop at the Ranch House home site will now repair weapons daily, or for 30 influence in the locker, in all modules containing Upgradeable Built-in Facilities (this also includes the "Complete" module)
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V0.64:
-Rebalanced some stockpiles in Home Site Limits (Mostly materials stockpiles)
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V0.63:
-Gave Garden the "Indoor" flag in all modules containing Destructible Parking Spaces so that Gardens can be built on the empty parking space socket. Also updated empty indoor socket description to reflect this.
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V0.62:
-Removed "NoUpgrade"" action from Alamo storage. Alamo storage is already top level.
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V0.61
-Fixed issues with Separated Specializations - Menus no longer disappear after selecting a perk.
-Made Alamo and Fairgrounds Watchtowers upgradeable (Whoopsie!)
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V0.6:
-NMM installer script added! download with NMM today! (Big thanks to Chikawowwow!)
-Fixed bug with workshops not repairing weapons daily.
-Moved "Construction Advice" around in the Radio Options list.
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V0.51:
-Tweaked Home Site Limits
-Changed construction advice description in radio options.
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V0.5:
-Added Tweaked Radio Options
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V0.4:
-Added Reduced Rucksack Rewards
-Changed Bedroom/Bunkhouse description. Description said +32 beds when actually it's 24.
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V0.3:
-Added no shining searchable objects and separate specializations
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V0.2:
-Added revamped home site limits and ammo stack sizes.
-Added optional modules into main download, for ease of access.
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V0.11:
-Added optional no RV Timer
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V0.1:
-initial release