Jump to content

Photo

28 Days and a bit 3 ZOMBIES


  • Please log in to reply
1266 replies to this topic

#1251
xannaz

xannaz

    Newbie

  • Members
  • Pip
  • 14 posts
Is there a way to turn off the weather effects?

#1252
Gappyj

Gappyj

    Regular

  • Members
  • PipPip
  • 64 posts
In response to post #16832489.

When you use the item you're given by the mod there is a section which allows you to do this.

#1253
ddmlink

ddmlink

    Old hand

  • Premium Member
  • 883 posts
In response to post #16832489. #16893834 is also a reply to the same post.

Yes, you can use the Game Settings spell to turn off weather effects. If my memory is correct, it is under "compatibility options."

#1254
Goardio

Goardio

    Newbie

  • Members
  • Pip
  • 12 posts
Hello, I do not know if this is bad luck or problem?
I have chosen the "Patient Zero" scenario with my savegame. It has been nearly two weeks since, and I have not seen a single zombie (Some NPC's are missing, however)

Glitch I think, The effects and things work fine, save one issue: Doors on some buildings are broke. About a foot from a door will be another door which takes you into the building. The original door does nothing, and you can walk right through it and into the void.

Not sure: Newspapers do nothing, save for activating the spawn zombies thingy.

Glitch: When I near the IC refugee camp, mysterious black lines appear and fps drops by a good 70%. This does not happen with other camps.

I want to try and re-install this mod, but I am not sure if it will work? If NPCs have been infected, will they be restored?
(I installed latest version manually, and have OBSE and whatnot)

Companion system works fine, not sure about infection and what not.
I have not been to most of IC, and is the city limit applied to each district in the IC?
I have not been to Bruma either, so I suppose the mod might be working fine.

Are newspapers supposed to have articles..?

#1255
ddmlink

ddmlink

    Old hand

  • Premium Member
  • 883 posts
In response to post #17142774.

It's been awhile since I've poked around with this mod, so I will try to help by memory as best as I can.

1. Patient Zero only adds 1 zombie to a random city. However, there is a bug where any zombies added to a city that you are in won't be added. You'll have to manually add them if this happens.

2. Newspapers will give you news of what's going on with the zombie apocalypse. If there aren't any zombies anywhere, then there won't be any news. (Also, the spawn zombies spell goes off every few seconds.)

3. I haven't had this issue, but someone did report something similar awhile back. Maybe I didn't package something correctly? Is there any chance that you could send me a screenshot (PM or upload it here. Doesn't matter)? And which file are you using, OMOD or NMM?

4. NPCs that have been infected as well as NPCs that have been turned into zombies will be restored. If they died without the disease, then no. I still recommend loading a "clean" save.

5. The Imperial City (including the Waterfront) is treated how it should be: as one giant city.

6. See #2. :P If the Imperial City is overrun, then newspapers will not have articles.

#1256
Goardio

Goardio

    Newbie

  • Members
  • Pip
  • 12 posts
In response to post #17142774. #17147204 is also a reply to the same post.

I fixed most of these doing a re-install, using the OMOD. Now newspapers function, zombies spawn, etc. However the doors are still messed up, if zombies break through a barricade the game crashes. Don't know about the IC refugee camp, but I will check.


#1257
Goardio

Goardio

    Newbie

  • Members
  • Pip
  • 12 posts
In response to post #17142774. #17147204, #17148594 are all replies on the same post.

The IC camp is still a FPS sinkhole, but the graphic errors are not there. I think most of these had to do with a sloppy manual install.
Using the OBMM has been very helpful

#1258
ddmlink

ddmlink

    Old hand

  • Premium Member
  • 883 posts
I have updated the 0.4.7 file. I made the Imperial City Refugee camp smaller in an attempt to help those with poor performance. Honestly, it was too big anyways. Please let me know if this helps.

I have also removed some unnecessary files from the archive.

#1259
RazaCovek

RazaCovek

    Old hand

  • Members
  • PipPipPip
  • 881 posts
This mod should be tied to the Mage Guild Questline.

Edited by RazaCovek, 08 August 2014 - 03:09 PM.


#1260
ddmlink

ddmlink

    Old hand

  • Premium Member
  • 883 posts
In response to post #17307864.

I suppose it can be with a little imagination.

Oblivion scripts has size limits, and sadly the game settings spell is reaching its limits.




Page loaded in: 1.438 seconds