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Mod articles

  • Thoughts for 2025

    This little article is mostly meant for me to get my thoughts out onto paper without cluttering my planning documentation which is already all over the place and give anyone watching these mods a heads up on the direction of these Mods.

    Firstly, I have read most of the feedback from you all and I am going to implement most if not all of it in the next release.

    Secondly, I have been revisiting Git Gud Fox videos, again, which is where I got a lot of my ideas from. In my humble opinion he addresses a lot of the issues I have with SOD2, unfortunately it's spread out over tens of videos. However, I have been keeping track of most things I want to adjust and change in a Master Document. Keeping everything organized has been fun but boy oh boy, I totally understand scop...

  • Hopping back in

    It's been quite some time and I wish I could have stuck with this longer back in 2024. Regardless, I am just here to announce that there are some really good suggestions in the comments and a lot more I want to tweak. I recently saw, and I know, I am late, that the final patch for SOD2 has released. This means when I make changes they won't get broken by the devs and I won't have to redo everything over and over. This doesn't matter as much for the skills but definitely matters for Cars and Weapons (because usually new ones were being added). Regardless, I am going to take the next few days to look through this mod page and gather feedback and muster up some new ideas. Hopefully to release a new version and off shoots in the coming weeks. There is a lot I still want to do for my "dream" SO...

  • Firearm Weapon Overhaul

    Okay... I am going to try not to rant too much here but my plan has changed a lot.

    First thing, I am creating a refined list of all the guns in SOD2. I am going to rename as many guns as I can to match their real life counter parts. I am going to add multiple variations of AR platform weapons. This includes 9mm carbines, 300 blackout carbines/rifles, and some 5.56 and 7.62x39. Lets have a MUTANT already, right? lol

    Second thing, I am going to rebalance and adjust durability, swap, spread and potentially recoil of this refined list.

    Change 357 rounds to 50 AE.

    Change 44 Magnum to 7.62x39/300 Blackout

    Completely overhaul gun crafting and require weapon remains to build custom AR-15's at base. This means changing weapon remains ...

  • Bugs Balance and Suggestions

    Please feel free to let me know if you find any bugs, think anything is unbalanced or have any suggestions. Thanks to a user comment from papacoy, I found out that multiple vehicles had been assigned incorrect trunk sizes. I could explain exactly how the mistake was made but that doesn't really matter. Unfortunately I don't have as much time to test these mods as I probably should, so I take user comments and feedback seriously. I very much appreciate any and all feedback so keep it coming! Thank you all for trying out these mods and I hope you all have a great time!...

  • KryoTronic's Vehicles Version 0.82

    Features and Implementation Status
    1. All Vehicle Trunk Space Changed - Implemented
    Generally buffed/rebalanced all Vehicle Trunk Sizes.
    Vehicles that you would expect have a lot more space, Trucks get up to ~45, Vans up to ~60, and most cars are from 3-20ish.
    2. All Vehicle Tank Size and Fuel Efficiencies Changed - Implemented
    Vehicles hold gallons of gas, Small Tanks hold 12 gallons, Basic Tanks hold 18 gallons, Large Tanks hold 24 gallons and Massive Tanks hold 48 gallons. Fuel efficiency was calculated to be somewhat realistic but is balanced as to not vary too much. Vehicles won't run out of gas as fast because they have more capacity but it will take longer to fuel them up. A second pass will need to be done on this which will included ...

  • zOld - Ranting about the Future

    The reason I am making these mods modular is because I am super picky. I absolutely hate when a mod does something great but ruins something else for me. I am sure people won't like certain things about these mods so I want to give them the option to pick and choose what they want to use.

    A more vanilla focused Core Skills Overhaul will be released at some point after I complete 1.0 of CSO. Also, just because I slap 1.0 on something doesn't mean I won't ever return to it. I am playing with version numbers to remind me how many more iterations/passes I may need to get to a 1.0. And balance and tweaking will likely need done to all of these, hopefully with feedback from the community I can create something many people can enjoy.

    I will eventually have a long doc exp...

  • Future Plans and the State of the Mod(s)

    Holy crap. I am writing this because I feel super good about all that I accomplished this past week. Unfortunately I wasn't able to update the mods over the weekend BUT I completed a full balance pass on all the skills, added integration and made a few more tweaks. I think I finally have the Core Skill Mod in a good place which will make 1.0 and future balance passes much easier and quicker to complete.

    The next thing I plan to work on is weapons and then finally, 5th/Community Skills.

    Now that all Characters who reach Level 5 in Shooting can unjam weapons, I want to completely rebalance the unjamming system. I NEVER INTERACTED WITH GUN JAMMING in all 200+ hours of playing SOD2, because I didn't even know it existed or how to do it. This has been corrected with a ...

  • KryoTronic's Core Skill Overhaul Version 0.75

    Below are the features of Core Skill Overhaul

    1. Survivor Stats set to a lower baseline
    Survivor's can carry less weight overall, don't have great minimap radar, and start with 4 pockets.
    2. Cardio and 4 Specializations
    The Cardio Skill Tree is now called Movement and includes 4 Specializations: Survivalist, Parkour, Hunter and Mule.
    Cardio/Movement grants your character more stamina and some carry weight when maxed.
    Marathon/Survivalist is the default/recommended Specialization which has decent stamina, sprint for free when light and decent carry weight.
    Acrobatics/Parkour is the flashy Specialization which has the dodge roll, sprint for free when light and a low carry weight.
    Backpacking/Hunter is ...

  • KryoTronic's Resources Items and Stacks Version 0.55

    Features
    1. Fuel Cans now provide 2 gallons of gas vs 1.8. They also weight 12 now because that's how much 2 gallons weighs irl.
    2. Ammo stacks and their weight have been rebalanced to work better with CSO and other intended changes.
    3. Consumable stacks have been adjusted to 1 to work better with CSO progression.
    4. Parts stack to 50 and weigh .06 which brings them in line with later material/parts conversion changes.
    4. Resource Rucksacks have had their yields and weight changed.
    1 Food weighs 2 which is supposed to represent the average 2 lbs a day a person eats to survive.
    5. Repair kits take longer and weigh differently.
    6. Changed search speeds to align with CSO (will probably get moved to CSO but not sure) 
    7. Things I am ...

  • KryoTronic's Backpacks Version 0.92

    Features and Implementation Status
    1. All Backpacks Changed - Implemented
    Ultralight Backpacks have 2 slots and weigh 0.5 (Special Backpacks are buffed)
    Small Backpacks have 4 slots and weigh 1 (Special Backpacks are buffed)
    Normal/Medium Backpacks have 6 slots and weigh 2 (Special Backpacks are buffed)
    Large Backpacks have 7 slots and weigh 3 (Special Backpacks are buffed)
    Extra Large/Hiking Backpacks have 8 slots and weigh 4 (Special Backpacks are buffed)
    2. Change to Starter Backpacks and availability of Backpacks (Loot Changes) - Implemented
    3. Reduce amount of available backpacks on all maps and make larger ones rarer and worth more influence - PLANNING

    Note: The idea was to make backpacks...

  • KryoTronic's Overhaul Mod Version 0.60

    All the mods on this page are included in KTOM.

    Integration with the SOD2 MOD Manager is now supported.

    I strongly recommend playing this mod with a fresh community, without legacy characters.

    Completely overhauls Core Skills, except DayBreak, and base Character Stats. Adjusts starter items, backpack weights and slots. Changes consumable stacks and weights. Overhauls weights, yields and time to use of Fuel Cans and Repair Kits. Adjusts Resource Rucksack weight and yields. Changes XP Curve and how XP is earned per specific skills. This is all in an attempt to slow down and improve SOD2 Character progression, more changes to come!

    Enjoy and thanks for reading!...