Does this pack contain also the zombie reach, recycling and small batteries loot chances from other mods of your? ^^ Also i've got some ideas that could benefit the mod: - Slighlty more research data from scrapping books etc. - maybe 75 instead of 50? - Cheaper land claim blocks - A bit higher chances for upgrading items - Something with perk points, to have more of them. I know there are mods that simply change it to be 2 per level, but personally i think like that's too much. I was thinking about making it so maybe very 5 levels you get 2 points instead of 1, or by completing special quest from a trader you get 4 perk points like initial quest...
It doesn't, but that's a good idea. I could make it integrate all of the other "must have" features from my other mods in a future update. I like that.
Them suggestions seem good. I'll look into doing those. I have thought about a way to add more perk points every so often because I agree 2 per level is way too overpowered. Thanks for the comment and suggestion 👍
I just found out about the mod "Skills for Dummies (A21)" here on nexus, which add a rare book that gives a special repeatable quest which adds 1 skill point - you migh take interest in that and contact the mod author, since implementing the mod in some way, I.E. crafting the book on research table or something like that might be a great option to increase the skill point gain without making it OP :D
I already have something in mind for that since you suggested it last time. Thanks for letting me know about that though. I'll think of some way to do it.
Hello! I'm super hyped to see you've been recently updating these. Question as I put together my preferred UL world: You have a x3 Action Skills modlet, Skills Extended, and this one all which have some degree of modifying action skills and rates. Should I choose only one of those to use?
I'll also be trying to add in the UL "anti-Bullshit" mod, but fully expect to have to hand-tune so that it works with your changes (it also modifes skill XP rates among other things).
If i had to guess it's because of overall coding, and painkiller being considered a food item. Since you made all foods give 1 health, thus does the painkiller :D
updated the mod and now every debuff last 1000 hours, it was working fine before, doesnt healing factor improves healing times of some debuffs? maybe disabling it breaks some healing formulas?
well, i deleted the changes on the progression file for the healing factor and the debuffs come down to minutes, hope it helps if someone else is having that problem
A few days ago, on the UL discord server, you made a comment about wanting to fix the block damage on shotguns so that folks didn't have to worry about swiss cheesing a POI or their base. I see that it's part of this modlet pack, but I was wondering if you might be willing to publish a standalone fix?
I love using shotguns, but my multi player pals do not like that I like using shotguns :)
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Also i've got some ideas that could benefit the mod:
- Slighlty more research data from scrapping books etc. - maybe 75 instead of 50?
- Cheaper land claim blocks
- A bit higher chances for upgrading items
- Something with perk points, to have more of them. I know there are mods that simply change it to be 2 per level, but personally i think like that's too much. I was thinking about making it so maybe very 5 levels you get 2 points instead of 1, or by completing special quest from a trader you get 4 perk points like initial quest...
Them suggestions seem good. I'll look into doing those. I have thought about a way to add more perk points every so often because I agree 2 per level is way too overpowered. Thanks for the comment and suggestion 👍
You have a x3 Action Skills modlet, Skills Extended, and this one all which have some degree of modifying action skills and rates. Should I choose only one of those to use?
I'll also be trying to add in the UL "anti-Bullshit" mod, but fully expect to have to hand-tune so that it works with your changes (it also modifes skill XP rates among other things).
UL Anti-BS should work with my UL mods as well.
maybe disabling it breaks some healing formulas?
A few days ago, on the UL discord server, you made a comment about wanting to fix the block damage on shotguns so that folks didn't have to worry about swiss cheesing a POI or their base. I see that it's part of this modlet pack, but I was wondering if you might be willing to publish a standalone fix?
I love using shotguns, but my multi player pals do not like that I like using shotguns :)
Either way, thanks tons for the work you do.
Just released that for you - https://www.nexusmods.com/7daystodie/mods/2920