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TeachPower

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Everything posted by TeachPower

  1. xkara... Oynlen... those are good ideas too. Does anybody know of a modding group or site/forum to mod this game? I can't believe that such a group wouldn't exist. Anybody?
  2. Any updates on a mods that do what I requested? Anybody know any forums where State of Decay modders are usually?
  3. Hello. I have a simple question. As popular as State of Decay 2 is, where are all the mods? I was expecting to see alot more mods by this time. This game would be even greater with some customization through mods. Anybody know where the main discussion is going on about this game? I don't find an official game forum.
  4. Paton... the game is fun and I am almost about to move out of the first map and go into the second map. Let's see what do I believe needs to be modded? Mods that... 1) I would like a touch of realism to hardcore modes. When I game I like realism and challenge. I'd like to see weapons have a little more punch. And definitely a mod that eliminates durability. I can't see how hitting about 20-30 zeds will break a large wrench, sword, and car OR shooting about 100 rounds through a weapon will make it break. If anything make durability disappear and make it that you have to clean/service the weapon every few days or the power will diminish or jam more frequently. Or make durability go ALOT slower. 2) Allow you to assign jobs to other survivors in your community like go out and gather supplies/vehicles, meet a trader in the map and trade, take on a mission while you are doing a mission, work on vehicles at base, etc.. I can't stand it that most of the time my survivors at base are just sitting around and not really doing anything. Its all up to me to do everything. 3) Allows you to manage base better. All inventory is scattered around the UI. Be able to sort according to power, value, caliber, etc. 4) Gives you the time of day. Right now you can tell the time of day unless its switching to morning/night 5) Be able to build/fortify base defenses like upgrade/build walls and traps. Right now whatever base you have you are stuck with what defenses it has or lack of. Zeds can't climb over base walls BUT they can bang on gates and doors and get in. What happened to locks?! If I like the base I am in and want to stay throughout the duration of the time I am there on that map I should be able to fortify a wall and add barbed wire, glass bottles, pointy tips to the top, etc. What would be neat is to add specialty features like electricity to fences and just sit back and watch the zeds get zapped :laugh:. I am sure that as I continue to play I will add more to this list. Is there any SOD modder now that is currently working on or thinking of modding for SoD2?? I certainly hope so because Undead Labs said "We don’t plan to actively prevent mods, but we don’t plan to support them, either." So they essentially are allowing mods to be created for SoD2, since they probably saw how well mods did for SoD.
  5. Hello. I've been looking around for forums where discussions concerning mods for State of Decay 2 are, but I am surprised I have found none. I read and saw in a recent developer interview that they have no mod support BUT they are not actively stopping mod making for the new game. They said mods are possible to create and implement in the new game and I would really like to see some mods. My question is this... are there any that currently mod for the original State of Decay, planning on modding for State of Decay 2? I think they game can really benefit from some small to big mods especially for somebody like me that likes a challenge from realism mods. -Bounty Picker
  6. Georgie... OK so no SPIKE.esm. I won't worry about that. I put the SKYUI as high as it would let me and repositioned the Hothtrooper ekstra as you said. I also unchecked all my mods and removed my SKYRIM.ini from its location and restarted the game with no mods loaded and no .ini file using the SKSE loader... then did a save. Exited out then rechecked all the mods in NMM and restarted using the SKSE loader. I started getting some messages on the top left about mods being recognized and such. I now have SKYUI and Immersive Armors in the mod configuratino menu... and improvement. But out of all the mods I have loaded in the screenshot above, are those two mods (SKYUI and Immersive Armors) the only ones that should be listed in the Mod Configuratin Menu? Also where can I manually tweak the damage settings for all arrow and bolt types?
  7. Hello. Before you say anything I have tried exhaustively to find other topics and try to fix it. Attached below is the mods I have and the load order (all mods downloaded and installed using Nexus Mod Manager). I have used BOSS to correct it to see if that would help, but to no avail. I would like to see all the mods that CAN use the MCM appear so I can then tweak them as I would like as the authors intended. I understand not all mods were coded to be in the MCM, but currently I only have one mod show up and that is SKYUI. The other mod I know that should show up in the MCM is Immersive Armors, but as I said already it doesn't. Also while I am asking here... does this problem have to do with me not having SPIKE.esm as suggested when I run BOSS? I see in the data folder there is no SPIKE.esm file. Should I have one there? Also... how can I see know if all the mods are working and doing what they are supposed to do? Reason I ask is because of have SYRE installed (watched the official video and did step by step as he said) and still think the arrows don't do as much damage and have enough killing power as I would like. Is there a file I could open and only change the arrow damage for each arrow type? Thank you for all your help.
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