Hi, I'm playing your mod on version 36, everything works fine. Thank you, I'm getting a very good experience. Question - will you still support modifications?
Я собирался вернуться к 33 версии. но мод очень хорошо работает в 36 мод версии. Сбой происходит только при добавлении «Растущей угрозы». Я заменил этот мод на другой, увеличивающий или уменьшающий количество сердечек ( https://www.nexusmods.com/stateofdecay2/mods/1119 ), и у меня все заработало. Вот почему я думал, что вы решили прекратить поддержку v 36 .
Я действительно прекратил поддержку, мод просто "держится" сам по себе
Дело в том, что я не знаю, как адаптировать более свежие версии игры и других модов под мой мод (точнее наоборот), так что даже если бы я хотел, я не могу исправлять появляющиеся ошибки.
By the way - thanks to another modder, HELLFIRE256, I have learned how to increase the amount of plague hearts spawned on the map.
Due to that I figured out PERFECT combination for enjoyable difficulty progression - I heavily recommend using "Standing Rework - BASIC Difficulty - Lower Influence" AND "Optional - Increased Plague Hearts Spawn - 200%".
Both of these modlets fit so well - the amount of hearts spawned on the map makes sure that you'll have A LOT of fun dealing with them, and basic difficulty allows you to engage with them right from the start.
The only differences between "difficulties" in "Standing Rework" modlets are starting values for Plague Hearts' healths - but now there is no need to make hearts stronger from the start, as the modlet that increases their amount will make sure that you'll have well enough interaction with Plague Hearts at ALL stages of the game.
I apologize if this is not the right spot to post this. But, I seem to be having a rather strange sound glitch occurring only on the Trumbull Valley map. If I fire a automatic weapon or use explosives the game will freeze, and I have quit to the desktop and start again. Even then the bug or glitch still persists, yet only on the Trumbull Valley map. I have not had any noticeable sound glitches on other maps when using Beyond Lethal. So I was just wondering, if it was some weird interaction between BLO and that map. I will look further through my load order to see if I can find a possible culprit. Anyway, thanks in advance for any reply.
Yeah it is kind of strange as I have a second non-BLO load order, with pretty much all the same mods and I do not get any sort of sound glitch at all. On any of the maps. Although, now that I thinkl about it the sound in general does get a bit 'scratchy' and does cut in and out at times, but only briefly. Do you know if anyone else has problems with the sound cutting out at times, at least on the Trumbull map? That map in particular, for me at least, has always seemed a little more glitchy than the others (SOD2 has always been a glitchy mess, right from day one). Anyway thanks again for any reply.
Hey I'm getting a crash every time I try to open the closet for any survivor. Is there any reason you know of for this? I'm in Meagher Valley on Dread zone if that helps and here's my mods below. Otherwise, I'm having a great time playing this overhaul! It's amazing!
Got a question: If i change bases, will get some Facility Upgrade Kits back or i lost all? If i lost all, any other way to get them instead of destroying hearts ? Or, can I for instance delete building before changing location to get some of upgrades back?
Hi! I believe that upgrade kits get refunded when you change the base, just like if you would dismantle facilities yourself (I tested and confirmed it, but it was kind of long ago)!
Hey, don't comment much but wanted to say I like your mod. Really enjoy the sense of progression that comes from facility upgrades. Put alot of time into it but still learning my way around new facilities/outpost and strategies. As an aside I forgot one of the modules changed enclave names and i got a spook from one of the generated ones haha. Thanks for all the hard work put into this. I forgot another affect is base slots matter less because of the large slot removal so i've tried new bases!
still working!...easiest way to make sure the plague heart file is above the main file is to load it first, manually clear the pak folder before starting.
**the sidearms are underpowered and the main weapons all seem to have full power (ex: .22 rifle...) meaning they are too OP imo.
Yeah, I did increase the damage that long weapons do compared to their short barrel relatives of the same caliber. In the late game (with Growing Threat mod) small calibers are far from being OP 😁
I can't really say, but from the pictures it seems that parking upgrade and maintenance actions will be affected (don't know how though - probably current costs of upgrading will be replaced by those of vanilla SoD2).
I recommend NOT using those mods, because BLO already provides a huge facility system - yes, it does not offer SOME functionality that AIO has, but it is balanced for specific gameplay progression that I fear might get broken.
If you really want to combine those I'd suggest first playing vanilla BLO and getting accustomed to that - and then adding external mods. Then you'd know how exactly it affects the gameplay.
I'm sorry for asking this, it's probably in the readme but I swear I can't find it, I started using this mod, almost all of them, I thank you for the creation, the truth is that it's a completely different game.
what i need to ask is what happened with the community leader perks, the legacy ones, are they deactivated? i started by selecting the builder one but it is not activated, or how to activate it? thank you very much for your answer and sorry for asking.
Builder community leader perk was reworked - it still provides base-wide water and power, but requires you to build the Utility Shed and upgrade it to T2 for Water and T3 for Power!
Essentially, it replaces the need to capture Water and Power outposts and, I think, learn [Construction -> Utility] community skills (though I don't remember about that at this point).
Thanks for your answer! you are a genius, I'm already exploring the mod to see how I can get the bonuses.
now i want to ask you another question, i don't know what i'm doing wrong in the installation of the mods (i'm using the mod manager).
i am having problems with the life of the plague hearts, first i had installed the normal mod, the basic one, my first heart had 130 life, and when i went to the 2nd one it had 900, then i chose to install the 'GrowingThreatModuleAdditiveHealthKill' mod that increases the life a fixed amount for each plague heart killed, when i reloaded the game all the hearts still had 900 life so i entered the community manager and i set them to 180.
the bug is that I try to hurt him, I don't get more than half of his health, I have to go away to recover and when I come back, they are full health again.
My question is, am I loading the mods in the wrong order? the mod manager loads 'GrowingThreatModuleAdditiveHealthKill' before the main mod.
Is the problem because I changed their health from the community editor?
At this moment I am about to try to create a new game and with the wemod cheats go and kill a plague heart and go and try to recreate what I do in the other game and see if the bug is repeated in a new game.
in fact I just tried starting a new map, after killing the first plague heart, it resets the life every 5 minutes and I can't kill them, what can I do to fix it?
I think the issue you're having is tied to different versions of mods - BLO is quite outdated, so it works normally with "Growing Threat" of older version (you can find download link in pinned post).
Older version also has couple of quirks:
Plague Hearts "restore" health if you damage them and leave (move too far) - the intended way to defeat them is to do it in one go.
Exiting the game when near the plague heart restores their healths to basic 130 hp until you kill another plague heart.
So what can I do to solve it? what mods can I use? my intention, from what I read, is that the plague hearts do not regenerate life at any time, but they increase life as I kill them.
Well, as I am pointing it out: download old version of Growing Threat, which also requires old version of ModManager and downgrading the game to update 33 version - you can find all links in the pinned comment.
I don't think you understood my point about Plague Hearts restoring health - it is not an intended feature, but technical limitation - if you move too far the health resets. Just kill each Plague Heart in one go and it won't be a problem - there are enough options in BLO to do this on any level of PH health.
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Also, version 33 doesn't work with latest Mod Manager - so here's the older mod manager version that works with version 33.
I'm a little confused - what do you mean by "support modifications"?
Дело в том, что я не знаю, как адаптировать более свежие версии игры и других модов под мой мод (точнее наоборот), так что даже если бы я хотел, я не могу исправлять появляющиеся ошибки.
WARNING: This old GT won't work with latest version of the game - for latest game version use latest Growing Threat from its official mod page!
Also, older mod manager version that works with version 33.
Due to that I figured out PERFECT combination for enjoyable difficulty progression - I heavily recommend using "Standing Rework - BASIC Difficulty - Lower Influence" AND "Optional - Increased Plague Hearts Spawn - 200%".
Both of these modlets fit so well - the amount of hearts spawned on the map makes sure that you'll have A LOT of fun dealing with them, and basic difficulty allows you to engage with them right from the start.
The only differences between "difficulties" in "Standing Rework" modlets are starting values for Plague Hearts' healths - but now there is no need to make hearts stronger from the start, as the modlet that increases their amount will make sure that you'll have well enough interaction with Plague Hearts at ALL stages of the game.
So, take my recommendation and enjoy!
Hopefully that's not connected with BLO, because if it is, then I would not be able to fix that.
I could only guess that could be caused by game files incorrectly downloading, so you can try run file integrity check on Steam.
EDIT: Alternatively, you could also try redownloading BLO. It alters weapons files, too.
Mod List (mod manager v2.2.22, Update 33)
(Never mind I answered my own question. Had to downgrade mod manager from the one linked in pinned posts)
Simple put -> great mod.
Load of work. Salute!
Got a question:
If i change bases, will get some Facility Upgrade Kits back or i lost all?
If i lost all, any other way to get them instead of destroying hearts ?
Or, can I for instance delete building before changing location to get some of upgrades back?
Thx in advance for answer :)
Yeah, I aimed to make all bases viable as a lot of them are really underdeveloped in vanilla, but now they can get some love too!
**the sidearms are underpowered and the main weapons all seem to have full power (ex: .22 rifle...) meaning they are too OP imo.
Thank you.
Yeah, I did increase the damage that long weapons do compared to their short barrel relatives of the same caliber. In the late game (with Growing Threat mod) small calibers are far from being OP 😁
Parking Lot AIO changes
and Master Facility changes
I recommend NOT using those mods, because BLO already provides a huge facility system - yes, it does not offer SOME functionality that AIO has, but it is balanced for specific gameplay progression that I fear might get broken.
If you really want to combine those I'd suggest first playing vanilla BLO and getting accustomed to that - and then adding external mods. Then you'd know how exactly it affects the gameplay.
It is a legit complete game changer.
Very happy to read comments like these!
what i need to ask is what happened with the community leader perks, the legacy ones, are they deactivated? i started by selecting the builder one but it is not activated, or how to activate it? thank you very much for your answer and sorry for asking.
Builder community leader perk was reworked - it still provides base-wide water and power, but requires you to build the Utility Shed and upgrade it to T2 for Water and T3 for Power!
Essentially, it replaces the need to capture Water and Power outposts and, I think, learn [Construction -> Utility] community skills (though I don't remember about that at this point).
now i want to ask you another question, i don't know what i'm doing wrong in the installation of the mods (i'm using the mod manager).
i am having problems with the life of the plague hearts, first i had installed the normal mod, the basic one, my first heart had 130 life, and when i went to the 2nd one it had 900, then i chose to install the 'GrowingThreatModuleAdditiveHealthKill' mod that increases the life a fixed amount for each plague heart killed, when i reloaded the game all the hearts still had 900 life so i entered the community manager and i set them to 180.
the bug is that I try to hurt him, I don't get more than half of his health, I have to go away to recover and when I come back, they are full health again.
My question is, am I loading the mods in the wrong order? the mod manager loads 'GrowingThreatModuleAdditiveHealthKill' before the main mod.
Is the problem because I changed their health from the community editor?
At this moment I am about to try to create a new game and with the wemod cheats go and kill a plague heart and go and try to recreate what I do in the other game and see if the bug is repeated in a new game.
Older version also has couple of quirks:
I don't think you understood my point about Plague Hearts restoring health - it is not an intended feature, but technical limitation - if you move too far the health resets. Just kill each Plague Heart in one go and it won't be a problem - there are enough options in BLO to do this on any level of PH health.