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Dukex123

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dukex123

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About this mod

Skipped intro and tutorial in story mode.
Changed stack sizes and carry weight.
Cars are more robust.
Radio tower searches changed (lower duration and cost)
More home site storage
Lowered CostScalar of items.

Permissions and credits
READ FIRST:
Due to changes in the game, the feature of skipping the tutorial breaks important stuff in story mode (can't pick up rucksacks and even more). So I had to remove it from the mod. Affected editions are the original and the DeadPariah editions.
If you are playing Breakdown or Lifeline, you are not affected anyways.

Install the mod by unpacking the file into your State Of Decay folder.
It is compatible to the story mode, to Breakdown and to Lifeline.

Now all editions compatible with the "newest" update (Title Update 5) and Lifeline!

Released version 1.2.5 on 2014-08-12:
Removed tutorial skipping from DeadPariah and original.

Released version 1.2.4 on 2014-06-11:
Fixed a major bug in the DeadPariah edition regarding the Melee AND Ranged Weapon Specializations.
Fixed some minor bugs and merged some typo fixes of the original files.

Changes of original edition:
Increased storage space of cards.
Skipped intro and tutorial in story mode.
Changed stack sizes and carry weight.
Cars are more robust.
Radio tower searches changed (lower duration and cost)
More home site storage
Lowered CostScalar of items.

/**********************************************************************************
Changes of Dramech edition:
Tutorial isn't skipped anymore
Sports cars, trucks, & cop cars are invincible
**********************************************************************************/


/**********************************************************************************
Changes of DeadPariah edition:
Added Skilled Survivors Stay Home Mod (Flavor 1 including Storymode) by star-mystyk
Added Melee AND Ranged Weapon Specializations - Energy AND Tactical Techniques Mod (Flavor 3) by SilentResident
Added Powerhouse AND Reflexes Traits Mod by SilentResident
**********************************************************************************/


The following files have been changed:
Game-libs-class3-contentmanager-missions.xml
Game-libs-class3-contentmanager-scenes.xml
Game-libs-class3-contentmanager-vehicles.xml
Game-libs-class3-items-items.xml
Game-libs-class3-rts-characters.xml
Game-libs-class3-rts-enclaves.xml
Game-libs-class3-rts-expertise.xml
Game-libs-class3-rts-facilities.xml
Game-libs-class3-rts-fatecards.xml
Game-libs-class3-rts-homesites.xml
Game-libs-class3-rts-rtsdata.xml
Game-libs-class3-rts-rtsevents.xml
Game-libs-class3-globalconstants.xml
Game-libs-class3.1-contentmanager-scenes.xml
Game-libs-class3.1-contentmanager-vehicles.xml
Game-libs-class3.1-items-items.xml
Game-libs-class3.1-rts-characters.xml
Game-libs-class3.1-rts-enclaves.xml
Game-libs-class3.1-rts-expertise.xml
Game-libs-class3.1-rts-facilities.xml
Game-libs-class3.1-rts-fatecards.xml
Game-libs-class3.1-rts-homesites.xml
Game-libs-class3.1-rts-rtsdata.xml
Game-libs-class3.1-rts-rtsevents.xml
Game-libs-class3.1-globalconstants.xml
Game-libs-class3.2-contentmanager-scenes.xml
Game-libs-class3.2-contentmanager-vehicles.xml
Game-libs-class3.2-items-items.xml
Game-libs-class3.2-rts-characters.xml
Game-libs-class3.2-rts-enclaves.xml
Game-libs-class3.2-rts-expertise.xml
Game-libs-class3.2-rts-homesites.xml
Game-libs-class3.2-rts-rtsdata.xml
Game-libs-class3.2-rts-rtsevents.xml
Game-libs-class3.2-globalconstants.xml
Game-libs-ui-intromovies.usm
Game-libs-ui-intromovies_noesrb.xml
Game-scripts-entities-items-xml-weapons[assaultrifle_*.xml]
Game-scripts-entities-items-xml-weapons[smg_*.xml]
Game-scripts-gamerules-singleplayer.lua
And obviously the bmd-files to the above mentioned xml-files.


Here a more detailed description to the changes:
- Pills and stuff have their level (Aspirin is light, Morphine is heavy) in their description.
Changed in items.xml
Changed the DescriptionText of the consumable definitions.

- Reduced the trust that is lost by reckless driving. Since the game is a bit too liberal with this penalty.
Changed in scenes.xml
Changed the Actor_AddTrust action in the SceneBucket "NpcDanger_RunOverByPlayer" from -15 to -5

- Cars are no longer taken away if there are "too many" in front of the home site.
Changed in rtsevents.xml
By removing the "Event.CarRelocated TooDense"

- Increased the stack size of ammo to 90.
Changed in items.xml
Changed the MaximumStackSize in the AmmoDefinition to 90

- 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.

- Less overall car damage and specifically less car damage from zombies
Changed in singleplayer.lua
Changed the SinglePlayer:OnCollision(entity, hit) function. Reduced the factor multiplied by the hordeDamageMultiplier from 15 to 5.

- Characters can carry more weight
Changed in characters.xml and rtsdata.xml
Reduced the RTSStat_Add value changed of the "Character.EncumbranceBonus" for the "Talent.Strong" and "Talent.Brute" from 10 to 6.
Increased the "Character.EncumbranceBase" from 20 to 30.

- Removed the tool specialist requirement when upgrading to the Machine Shop
Changed in facilities.xml
Removed the Actor requirement in the "Upgrade_Car" action of the "Facility.Workshop".BasicB" object.

- Reduced cost and duration time for radio tower searches
Changed in facilities.xml
Reduced the OutputDelayTime of the Actions of the "Facility.CommandCenter".
Reduced the Input Spend amount of "Family.Influence" of the Actions of the "Facility.CommandCenter".

- More Storage for the home sites
Changed in homesitelimits.xml
Increased the MaxAmmo, MaxFood, MaxGuns, MaxMaterials, MaxFuel, MaxMedicine and MaxOutposts of the home site size categories.

- Set default shoot mode to semi-auto for assault rifles and SMGs
Changed the appropriate xml files in the Game-scripts-entities-items-xml-weapons folder
Thanks to Last Post again. He created the "Semi-Auto default-firemode for ARs-SMGs-LMGs" mod.
I used his version 1.0 of the mod since I don't think LMGs have semi-auto fire. But what do I know? I never had one in my hands.

- Reduced weights of pills and stuff to 0.1 lbs
Changed in items.xml
Reduced the Encumbrance value of the InventoryItemData of the ConsumableDefinitions to 0.1 from 0.4 I think.

- Lower CostScalar so that selling and items gives the same influence as buying at
Changed in globalconstants.xml, enclaves.xml, fatecards.xml and rtsevents.xml
I found myself pretty annoyed by the fact that I can't get the stuff out I put in previously. Mostly when I accidentally bought items and thus lost influence.
I tried to keep the scalar higher for neighboring enclaves but it didn't work out. It's pretty messed up in the files and I couldn't figure it out properly.
So I just set all CostScalar values to 1.

- Skip intro logos
Created empty intromovies.usm and intromovies_noersb.usm
I don't give a damn about these logos. Thanks to who ever found it out.

- Increased storage space for vehicles
Changed in vehicles.xml
6 little packets of medicine is all that fits into a pickup truck? I don't think so! I think it's balanced a bit better now.

- Skip tutorial (only story mode obviously) (not used in Dramech edition)
Changed in enclave.xml, scenes.xml and missions.xml
That's most likely the change that took the most time. There seems to be preparations to skip the tutorial but couldn't get them to work. So I had to work my way around.
It doesn't work 100% of the times. But it works quite well. When starting a story mode game, you teleport to Ed and Maya and than directly to the church after the walk around.
So after you arrive at the church, you can immediately start with the first mission.
It helped me a lot testing the mod.

- Invincible sport cars, trucks and police cars (Dramech edition)
Changed the appropriate xml files in the Game-scripts-entities-vehicles-implementations-xml folder
Increased the maxDamage values of the single parts of the files to nothing. Seems to make them invincible.

- Added Skilled Survivors Stay Home Mod (DeadPariah edition)
Check the mods own site for detailed information.
Used flavor 1 (All heroes stay at home) for breakdown and the Storymode flavor for the story mode obviously.
Big thanks to star-mystyk for creating this mod, providing the source and allowing me to reuse it! :)

- Added Melee AND Ranged Weapon Specializations - Energy AND Tactical Techniques Mod (DeadPariah edition)
Check the mods own site for detailed information.
Used flavor 3 (both, meele and range as well as energy and tactical) which works for breakdown as well as story mode.
Big thanks to SilentResident for creating this mod, providing the source and allowing me to reuse it! :)

- Added Powerhouse AND Reflexes Traits Mod (DeadPariah edition)
Check the mods own site for detailed information.
Big thanks to SilentResident for creating this mod, providing the source and allowing me to reuse it! :)



I could explain a lot more... but actually I'm hungry and don't even play the game anymore.
But if you have any questions about how stuff works, just ask me. I will always try to help out.