State of Decay
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Kolobian

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Kolobian

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6 comments

  1. XcomThunder
    XcomThunder
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    Hello Kolobian,

    I get your frustration of characters getting stuck in a specific mood. This is caused by a broken system script, we do not have access to. What this MOD currently does is basically change the display description from 'sad' to 'happy'. The mood and meta traits that are bestowed upon characters remain unchanged. Meaning that your 'sad' and 'run away' character is still 'sad' and a runaway. He/She is still NOT 'happy'.
    1. Kolobian
      Kolobian
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      In the technical sense, yes. Until the game changes it, the character still has the hidden trait that they had run away (although I haven't found anything else in the code relating to it--but like you said, that could be in areas we don't have access to). But yes, this very much is just an aesthetic change for those who hate seeing the mood/status "HISTORY: RAN AWAY".
    2. XcomThunder
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      In this case you might want to change the description text to make this very clear. Eventhough the mood appears to be stuck at some point, playing with that character and/or taking them on missions will at least keep them on that status. Else, if a character is sad for to long and is left unattended, they will get depressed and commit suicide during simulation. I'm pretty sure you do not want to load your game to find out one of your favorite characters has committed suicide. I'm sure you might remember which characters were sad, but you won't anymore with new characters becoming sad.

      If I knew a quick and save way to do/fix what you're trying to achieve I would tell you, but there are currently 7 reference files (that I know of) for utilizing traits, which is being run by a C++ script (trait Bools are System Bools, not RTS bools) that is embedded within the game executable (hence, no idea what it does.) Missions, expertise and characters are amongst those files and all 3 are bugged and contain errors which makes modding those files very tricky. Plus the fact that character tables are unindexed.
    3. Kolobian
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      No, they won't get depressed or commit suicide. There are only certain negative moods that have a chance of those events ever happening, and the "fled" hidden trait isn't attached to anything. It's really that they don't have any mood at the moment--not until the game changes it to "neutral". You can't improve their mood until the simulation sets it to neutral, so if you're playing as someone with the "History: ran away" status hoping that secretly you're actually making them happy by bringing in rucksacks or doing missions, you're really just wasting your time. Until the simulation sets it to the neutral mood, it's really like they have no mood. It really is a pointless status, hence why I changed it.
  2. grunt3
    grunt3
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    Hi Kolobian,

    First I want to say your FAQ on SoD is excellent as was very helpful when I first started playing SoD.

    Would your mod make it so that instead of being stuck in "ran away" they are stuck in "trusting" since it is still under moodtype.fled?
    Another way to do it is to change their mood upon completion of the rescue event in missions.xml. My xml for that is available in my CLEO Forever mod.
    1. Kolobian
      Kolobian
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      Thanks! Glad it was helpful. Yes, it'll stay at "trusting" until the game takes away the hidden "fled" trait and reduces the survivor's mood to "neutral"--at that point it'll act like a normal mood again. I thought about making it just go to a "neutral" mood, but then I'd always be trying to improve it. So I picked a good mood so that I wouldn't waste my time trying to improve it (until it dropped to a neutral).