Suggestions for this mod or any additions or changes you want will be in Articles tab from 4/15/2024 to When I decide to make a discord server for this mod (which has been constructed, but still in thought for the future)
Hello, now I was able to evaluate your modification after playing for several hours, really good job, I see you spent a lot of time on polishing.
But i just wanted to ask a question, for the last few months I have been creating my own modification (Not published yet), which is based only on the randomization of zombies and other enemies in cities, I add additional skins for virals , including Frozen and Fire Gastanks, like in your mod, is it okay that there will be a coincidence? Honestly, I added all types of gas tanks to the variety of Virals a couple of months ago, I didn't steal idea, honestly! :D I decided to ask just in case so that there would be no misunderstandings in the future.
Not many other modders focus on small details like this and more Viral and Biter variation so I will leave this to you how you go about making this change.
Changes like this aren't closed so feel free to do so and even expand beyond using Original Biter models for virals to simulate more infected variation, I have to create custom infected models via infinity designer to make said change possible
The custom infected models I plan to make I might keep to myself for Revitalized
Thank you very much for answer and I wish you success in development <3
ps: The author of the mod "infinity designer" was able to add many additional types of zombies and skins for them to his modification, so I think you can do it without any problems
I see you added new animation for jumppad, i love it, but now i dont see the animation of jumping from walls, now its a standart animation, with no circling hands, is it on purpose? I was enjoing that one.
I put the animation changes as separate, but less people download because of that, when I had put animation file and the main mod file together it flagged it as suspicious so I put it separate so it can verify it, next update I will put them together so people have more chances of trying out the animation changes
Hi! Great mod, I'm enjoying everything about it so far, except for the changes in darkness. At least here the night and the interiors are SUPER dark, at a point I can only see what's illuminated by the torch and the survival sense highlights. It makes some cutscenes impossible to properly watch and the details in the scenarios get lost too.
There's any easy way to revert it to vanilla? Maybe if install a different visual mod, it will overwrite the changes from your mod?
You can make the nights brighter by deleting the maps file within the mod, or if the interiors are too dark then the Varlist folder in the scripts folder will change it, a temporary fix would be to delete the varlist.scr files within the Varlist folder but a better fix in your case would be to change this
VarFloat("f_lights_volumetric_intensity", 0.0175)
Make sure the first number after the decimal is 0 but the 2nd and 3rd values are what maybe needs to be changed
Values over 0.0500 might make it too bright, but I will further experiment with this phenomenon in the future
Btw let me know which specific cutscenes it was or what side quest you were on
So I just need to change this value in all .scr files from the folder? What happens if I just delete the files, it will break other changes from the mod?
Outstanding mod, I've really been enjoying my time with it. I have some personal preference nitpicks here and there, but you've mentioned that you're working on better documentation so I'm sure that will clear some stuff up.
Also, the lighting changes are the biggest strength imo, I can't go back to vanilla after playing with it for awhile.:)
A way to configure some of the options in the mod would be quite nice if that's possible. I'm not a modder obviously, so I'm not sure how hard that would be to make. I just disagree with some of the changes, and would like to be able to disable them. EDIT: probably should've put this in an article instead, but I just thought about it. Next time I'll do that, sorry.
You did it man!!! Thank you! Also you changed the running speed before, so now it all in one fo me)
Only suggestions I have left is about animations from Tayden's Complete Parkour Overhaul - far jump (probably now that short) and wallrun far jump. Also ther is a great animaton for jumppads.
what are the keybinds for DFA? Just holding E whilst jumping at an enemy will result in the headsmash, even with throwing knives in my inventory. help!
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When I decide to make a discord server for this mod (which has been constructed, but still in thought for the future)
Great mod btw. <3
But i just wanted to ask a question, for the last few months I have been creating my own modification (Not published yet), which is based only on the randomization of zombies and other enemies in cities, I add additional skins for virals , including Frozen and Fire Gastanks, like in your mod, is it okay that there will be a coincidence?
Honestly, I added all types of gas tanks to the variety of Virals a couple of months ago, I didn't steal idea, honestly! :D
I decided to ask just in case so that there would be no misunderstandings in the future.
go about making this change.
Changes like this aren't closed so feel free to do so and even expand beyond using Original Biter models for virals to simulate more infected variation, I have to create custom infected models via infinity designer to make said change possible
The custom infected models I plan to make I might keep to myself for Revitalized
ps: The author of the mod "infinity designer" was able to add many additional types of zombies and skins for them to his modification, so I think you can do it without any problems
I see you added new animation for jumppad, i love it, but now i dont see the animation of jumping from walls, now its a standart animation, with no circling hands, is it on purpose? I was enjoing that one.
and the main mod file together it flagged it as suspicious so I put it separate so it can verify it, next update I will put them together
so people have more chances of trying out the animation changes
There's any easy way to revert it to vanilla? Maybe if install a different visual mod, it will overwrite the changes from your mod?
VarFloat("f_lights_volumetric_intensity", 0.0175)
Make sure the first number after the decimal is 0 but the 2nd and 3rd values are what maybe needs to be changed
Values over 0.0500 might make it too bright, but I will further experiment with this phenomenon in the future
Btw let me know which specific cutscenes it was or what side quest you were on
Also, the lighting changes are the biggest strength imo, I can't go back to vanilla after playing with it for awhile.:)
EDIT: probably should've put this in an article instead, but I just thought about it. Next time I'll do that, sorry.
Only suggestions I have left is about animations from Tayden's Complete Parkour Overhaul - far jump (probably now that short) and wallrun far jump. Also ther is a great animaton for jumppads.
Your mod great as it is anyway, thank you!