State of Decay
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Dukex123

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dukex123

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62 comments

  1. tranphuc55
    tranphuc55
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    Hey, when i use your mod, my gun in supply locker keep dissapear and none of the other character use it, is it a bug or something ? and when i use this mod the dlc pepper stack radio (can't remember name) i can't use it :<
  2. Graxster
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    This would have been awesome:

    - Increased the stack size of consumables to 10 (to 15 with powerhouse)
    Changed in expertise.xml and character.xml
    Haven't found a way to properly increase the stack size. So I had to get a bit tricky.
    I created a new character trait called "Trait.Meta.StackSize" which does nothing more than invoking the "Trait.Progression.StackSize" trait
    The "Trait.Progression.StackSize" is defined in the expertise.xml and does nothing more than increasing the stack size by setting the EffectConsumableStackSize with the stack size of 10. To fit properly, the powerhouse trait increased the stack size to 15.
    Maybe it's a bit much. Just adjust it to what ever you want. But I think, 10 pills in one slot is not that much.

    Although it does work to increase stack sizes, next time you quit/restart the game, anything over stack size 3 or 4 will be deleted from your inventory completely.
    1. arconian2000
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      Yep, this is a dealbreaker. Its a shame, too, since item stacking was the biggest reason I wanted this mod.
    2. manekk
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      Yeap, something in the update screwed up this feature.
      And after spending 2 days on trying to locate the culprit, I have given up.

      There is still a way though to increase the stack size permanently, but to a lower amount. For unknown reasons your items don't disappear if you set the limit on 5.

      To set this limit for everybody, go into the expertise.xml file and in line 17 replace

      <BasicEffects />

      by


      <BasicEffects>
      <EffectConsumableStackSize StackSize="5" />
      </BasicEffects>

      and transform the xml file to bdm using xml2bdm.
      Just to be safe I have also changed the stack for Powerhouse to 5 as well (in line 1589):
      <EffectConsumableStackSize StackSize="5" />

      This way everybody with Cardio ( meaning everybody) will have the limit increased to the maximum available in story, and Powerhouse will have the original 4 replaced by 5.

      And if somebody explains me why 5 is the limit, and where is the code responsible for it, I'd more than happy.
  3. AJay22285
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    Having a big problem, soon as I start out and go to get some resources it won't let me pick them up out of a crate (using space bar normally)
    I've tried installing a clean version of the game also and still the same thing happens.
    The only other 3 mods I'm using are are a custom skin I made for 2 characters, the graphics upgrade mod and the bridge fix mod from the tutorial town (all work fine stand-alone)
    Soon as I add the original mod made by dukex everything appears in order but I cant pick up resources (not sure about other items like fuel, food etc)
    I think the tutorial skip maybe messing it up somehow but I'm un-sure. Like someone else mentioned, Lily's father is still alive I don't know if that has any bearing on the situation.

    Was so looking forward to playing this with these mods, seems a great addition. Any ideas?
    1. dukex123
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      Just checked it. I would guess they changed something in the files again. At least for all i can remember after the last release it worked.

      I will look into it.
    2. McFuzzle905
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      I also have this problem. As well as the alt key not working either. So I can't gather any supplies using space or by calling in scavengers. Kind of game breaking. Looking forward to a fix!
    3. Grakura
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      same probleme
    4. dukex123
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      Since I really don't have the time to fix it and may not be able to do so anyways, use a different edition. Best choice would be the Dramech edition. Install it and remove the State of decay\game\scripts\entities\vehicles folder and you have the standard edition without the skipping of the tutorial.
      This should work. Sadly you will have to restart the game.

      I which undead labs would spend some work into not breaking mods and stuff...
  4. relentlessvoid
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    hey all is anyone else have a problem with the 1st mission not starting the one when you have to go get the meds from the vet clinic?
    1. dukex123
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      Since I really don't have the time to fix it and may not be able to do so anyways, use a different edition. Best choice would be the Dramech edition. Install it and remove the State of decay\game\scripts\entities\vehicles folder and you have the standard edition without the skipping of the tutorial.
      This should work. Sadly you will have to restart the game.

      I which undead labs would spend some work into not breaking mods and stuff...
  5. EoNeoGamer
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    Don't install this mod until it is fixed. It is game breaking. It breaks the story (1st mission) and your characters can no longer grab resources to take back to base. I also noticed it removed all the vehicles' inventories. So this mod may be down for awhile until it's creator does a big clean up.

    edit: I believe I've found the culprit mods- The tutorial remover could be breaking the story, as it breaks the ability to take rucksacks. In vanilla, I could not loot rucksacks until I got the tour at the church, which I think the mod forgot to check was completed. If it breaks this, such heavy scripting could easily break other parts of the game. The rucks in trucks addition not being unusable could be from a mod that *might* have been added with all these additional mods. I've tested and seen that Stronger Vehicle Engines is out of date and uses the same scripts as before the addition of rucks in trucks, thus removing the ability entirely. One could download a Flavor of this mod that didn't have the tutorial remover and still enjoy- as long as they could remove the SVE mod (or other mod that might be causing this issue) if they wanted to store things in vehicles.
    1. EoNeoGamer
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      A side note- for those who think they completely broke their game by not keeping an un-modded version of SOD close by, there is a way to fix your game if you let this mod rewrite your only game file. ONLY DOABLE WITH STEAM (not sure if you can do this with a hard copy, if there is one). Instead of uninstalling and reinstalling (which will not remove the mod btw) you have to remove the files this mod messes with manually and let steam install the missing files (which will then make your game Vanilla again).
      First- go to your state of decay folder (where you were placing these mods), and remove the "game" folder (or delete). Once that is done- if you try to fire up SOD- it will have an error popup saying that it cant due to its files missing. This is good. Go to steam and right click SOD then go to Properties, then the Local Files tab, in which you should see a button saying "Verify integrity of game cache". Push this and steam will check your SOD folder, seeing that it is missing many files, will then automatically download and install your Vanilla version of SOD. Hope this helps anyone. Happy Modding.
    2. dukex123
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      Thanks for the information you put out. You are actually right with your prediction. The skipping of the tutorial is messing everything up since some patch of the game. I'm really sorry about it.

      Since I really don't have the time to fix it and may not be able to do so anyways, as you said, use a different edition. Best choice would be the Dramech edition. Install it and remove the State of decay\game\scripts\entities\vehicles folder and you have the standard edition without the skipping of the tutorial.
      This should work. Sadly you will have to restart the game.

      I which undead labs would spend some work into not breaking mods and stuff...
  6. relentlessvoid
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    hey all is anyone else have a problem with the 1st mission not starting the one when you have to go get the meds from the vet clinic?
  7. galacticninja
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    - More Storage for the home sites
    Changed in homesitelimits.xml
    Increased the  ... MaxOutposts of the home site size categories.

    How are the outpost limits changed? (Up to how many, exactly?)
    1. dukex123
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      Better late than never...
      I just checked the files. Seems like the increase of MaxOutposts isn't present anymore. May have just forgotten to implement it after the last major cleanup.
      Reimplemented it for the next release.

      RV homesites have a MaxOutposts of 4 (except in vanilla, RV homesites in vanilla don't have a MaxOutposts)
      Tiny homesites have a MaxOutposts of 6
      Small homesites have a MaxOutposts of 8
      Medium homesites have a MaxOutposts of 10
      Large homesites have a MaxOutposts of 10 (unchanged)
  8. vdeity
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    .....
    1. dukex123
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      Okay, I committed all version of all variants into my now sparkling SVN server. Took me the whole day.
      It's actually pretty late here, so I will do the fix tomorrow. Hope it isn't as much work as it could be in worth case. But i think I just overrode the DeadPariah mod with the original. I was really tired and just wanted to get done... Not this time... I think it should all be done tomorrow.
      The reason I implemented the flavor 1 of the "Skilled Survivors Stay Home" is that DeadPariah specifically asked for this flavor.
      I will probably play the game myself with said edition of the mod, so if it bothers me too, I might make a new edition with another flavor. Things should be a bit easier in the future due to SVN.
      It's just sad that there is no real way of letting the users build mod compilations from multiple different mods or something. I've seen someone try to code some applications to give you the opportunity to change certain things in an easy way. But it is just way to much work to keep something like this up to date and working.
      Okay, enough for today. And thanks for not ripping my head off
    2. vdeity
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      .....
    3. dukex123
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      Thats really good news Happy to hear that
    4. dukex123
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      Hi vdeity!

      it suddenly worked out! It's done! All three edition should work properly now. And the files are all check in on my SVN server. Which makes edition and stuff sooooo much easier!

      The only problem now is that... I can't really test it. I mean, most of the stuff works for sure. Tested the tutorial skip again since it's the most wanky. But especially the stuff regarding the skill or the heroes stay home... Before adding this stuff, I didn't even know that manual skill customization was a thing in this game. I'm sure you spend a lot more time with that game than I did.
      The point is, I can't give you a guarantee that everything works. If you run into bugs, just tell me and I try to fix it again.

      But since I'm done for now, maybe I can play this darn game with my own mod now. Would be the first time. Just started Sunday with Lifeline and immediately started with upgrading the mod.

      Okay, enough talk... Sorry.

      Hope everything works out and you have some fun.
    5. vdeity
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      .....
    6. dukex123
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      if you really want to just use the range and melee stuff, use the expertise.xml files from the range and melee mod (the flavor you like).
      The only things I added to this file are the increased StackSize and the StackSize skill. Don't ask me why I had to do it this way. It's simply the only way for what it seems.

      For the first, search for the following line:
      <EffectConsumableStackSize StackSize="4" />
      and overwrite the 4 with 15 or what ever you like.

      And for the second, search for this line:
      <Expertise BonusXP="" ExpertiseId="Agile" Icon="" IconId="">
      and add the following right before this line:
      <Expertise BonusXP="" ExpertiseId="StackSize" Icon="" IconId="">
      <BasicAbilities />
      <BasicEffects>
      <EffectConsumableStackSize StackSize="10" />
      </BasicEffects>
      <BonusNotes />
      <escriptionText Flags="" Notes="" Text="Used to define the consumables stack size" />
      <NameText Flags="" Notes="" Text="Defining StackSize" />
      <Restrictions />
      <SkillLevelText Flags="" Notes="" Text="+0%" />
      <SkillNameText Flags="" Notes="" Text="Stack Size" />
      </Expertise>

      That's all I've done there.
      Maybe this helps if you haven't figured it out already.
  9. vdeity
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    .....
    1. dukex123
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      It seems i really screwed up with the last updates i created. I try to fix it as fast as possible.
      But first i need to setup an version control system. It's getting a bit too messy with the 3 editions and each with 3 addon (vanilla, breakdown and lifeline).
      I hope i can get it all fixed up today...
      Sadly I'm not sure if your savegame is already fubar.
  10. Dramech
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    Been busy as of late, but will try the updated version soon as possible.

    By the way, I see there's now a 3rd version. Does that also include the changes from my edition? If not, and should I understand them right, then it seems like they'd be great in the Dramech version as well.
    1. dukex123
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      Sorry Dramech. Lifeline isn't included yet. I still have to buy it to even start working on it.
    2. Dramech
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      No prob, I meant I saw an updated version per edition and then saw DeadPariah's edition.
    3. Dramech
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      So here's a possible idea.

      One of the things I don't like that I had forgotten about until this morning was that whoever I hire to follow me quits upon accepting a trade mission (maybe other things too? I'm not sure). Maybe something somewhere can change this, and even allow for multiple followers? (As well, perhaps some variable could decrease the influence required to hire a follower.)