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Krogothar

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Everything posted by Krogothar

  1. No I don't floss, sadly. Can classical conditioning be used with human behaviors ?
  2. One good thing about Ncrawler is he keeps his mods up to date with the latest build, from what I have seen anyway.
  3. Perhaps even make it have a downside, get sick if eating a food opposite of your trait.
  4. I am looking forward to the revamp of pouches. Especially when the etool and combat knife pouch/sheath works.
  5. I am a fan of cold pizza and warm vodka/ale - It's all relative *insert Einstien face* I like the idea of a trait for cold/hot foods. foods give +5happiness and -5boredom if aligned to your trait.
  6. Yeah, I'm working on some of the to-do things now... Edit: Wait until you get to try out the 3-round-burst MP5 when they fix the 'require' command. That thing is bad ass when your shooting skill is high! You just have to have lots of 9mm rounds with you. I was thinking about that, I think the sound radius for the three round burst should be much higher than the shotgun. Just an thought.
  7. Excellent. I'm still throwing the idea around of adding cases (12) of MRE's. An extremely rare spawn. Sure that would be awesome but maybe only found in the police station and gun shops "Survival nuts" you know.
  8. I believe this mod is pretty much complete and well balanced. Other than keeping it up to date with the new versions as they release. ~Krogothar's Seal of Approval~
  9. Seems nice and smooth. Now if only bows/crossbows .. *grins* *EDIT* Ruger Mark III is by far my favorite handgun and ties for my favorite gun period with the Winchester 94. Thoughts - This mod is getting close to perfection if you ask me LOL. All that is left is the to-do list.
  10. Grabbed the latest version. Testing now, will have results in a few hours.
  11. Ah that might be why then, I was wondering why having everything on Extremely rare yet still finding guns all over the place. I personally found the Kitchen thing strange as I like to RP that it's the start of the apocalypse, like day one. It's easy to forget it's not really like that lol. And hey, if you ned yourself another tester I'd happily try stuff out for you if you'd like Great, I've been trying to test all this stuff by myself and someone else to look at it would be good. Send me a PM with your email address and when I have something that needs testing I'll let you know. Feel free to send some to me as well if you need testing. Forgive my absence from the forums as of late, for some reason the cold winter snow decided to give me a present called the flu and I have been down and out for a few days. However, I am back in action.
  12. I'll do that now and release a new version. I've also added a new context menu option, "Throw Away" for those pesky empty MRE and Accessory Bags. Sounds awesome. Maybe we can use foods, cook items and use an empty MRE bag to make a new MRE
  13. New M.R.E. Weights are fantastic. Might want to raise the spawn rates of M.R.E.'s in warehouses/and other such places. But not in houses/zombies.
  14. I have found the mod works with most weapon mods that do not replace vanilla items, just add new ones. WARNING - Adding to many weapons to the game from many different mods will cause the spawn rates to go wonky and the weapon/ammo ratio to go to crap. LOOK TO YOUR LEFT! This is your weapon incase of zombie attack! Are you prepared!?
  15. Steam had a sale and I figured "Why the hell not." Since then I have logged over 200 hours and not looked back. Great game offering everything I want and then some, and still in alpha!
  16. If there is anything I can do to help other than just give you more work please let me know I'll PM you an idea that just came to me.
  17. FEEDBACK - Great mod, Love the rarity and the way it is made. SUGGESTION - Lower the weight reduction of the MRE to make it lighter please. Right now it weights more than a tactical axe lol.
  18. From what I have noticed 1 hand versus 2 hand there is no difference other than the fact a two handed weapon either MUST be used with both hands such as a rifle or is only fully efficient (Does full damage) if used with both hands. (Reduced damage if only used with one hand OR Higher chance to miss OR Faster exhaustion, etc.) KnockbackMod refers to the chance for the weapon or item to knock a zombie down. 0 is none, 1 is like 10% chance and 2 is like 25% from what I have tested anyway. I hope I helped some (Anyone can correct me if my data is mistaken) Yeah, what Krogothar said. Same conclusions here from testing... Edit: Oh yeah, you ever going to answer your PM Krogothar? PM answered. Sorry about the delay, the notification of a PM is hardly noticeable. FEEDBACK - Everything seems to be working lovely, including spawn rates. The only thing I am noticing is the magical unicorn called the Beretta Storm. 500+ Z's - 200+ houses/buildings, Police station, and giga-mart ... No sign of this wonderful hand gun. PRAYER - Tactical Sledgehammer, Multi-tool that is a screwdriver, scissors, lockpick, etc all in one. Small tools only. No hammer/hatchet/blowtorch/James Bond shit plz All in all your mod has made this game 100x better for me and the wife and .. Furtuer friends who play with us on our server.
  19. From what I have noticed 1 hand versus 2 hand there is no difference other than the fact a two handed weapon either MUST be used with both hands such as a rifle or is only fully efficient (Does full damage) if used with both hands. (Reduced damage if only used with one hand OR Higher chance to miss OR Faster exhaustion, etc.) KnockbackMod refers to the chance for the weapon or item to knock a zombie down. 0 is none, 1 is like 10% chance and 2 is like 25% from what I have tested anyway. I hope I helped some (Anyone can correct me if my data is mistaken)
  20. Exactly like that! But oh my god please not the neon green glowstick! Maybe a forest green or the black one.
  21. Leaving the Tactical Axe as it was just made it a stronger version of the Vanilla Axe with a higher durability, making the Vanilla Axe obsolete. This enables the vanilla axe to be useful again. The real life version of the Military grade tactical axe is a one handed axe anyway *grins* Unless NC wants to remove the vanilla axe from the game, script the Tactical axe to work like the vanilla one of course. This is my simple opinion however given in honesty and with no disrespect or ill intent syfy is a long time user and supporter of the mod so I will be maintaining 2 versions of yawmod_miscweapons.txt. Heck, I might even go ahead and create an installer with the option to choose between the axes. Oh I did not mean for any negativity to be in my comment at all. I like the idea of an installer with axe versions. I am just more a fan of realism without damaging the base game to much and heavy challenge lol.
  22. The new Tactical Axe is awesome. It really feels like a Back up melee weapon now for those times when your main weapon breaks, you run out of ammo, or you are on a major grab and run scavenger mission. Magazine reload/textures work great, thanks for fixing that. Combat Knife works great, no more need to carry around kitchen knives lol. New ammo display names are 50% better IMHO. The adjusted weapon parts weight is perfect and fantastic. Now if only you could make some camo or army greens for my Soldier to wear. Yeah, during testing the changes to the axe I attempted to fight 4 Z's at once with it. When I finally killed them all, my dude was seriously panicked and out of breath. That seemed pretty realistic to me. I ran into this as well. Ran out of ammo (New spawn rates are almost perfect, except for the S&W 686, which spawns every 20-25 Z's) and had nothing but the T:Axe and a near broken combat knife on me. Combat knife broke on the first Z, Me and the T:Axe went down fighting. Killed 6 more before my guy was exhausted, paniced, and overwhelemed. R.I.P. Johnny Wespoint FEEDBACK - How about a Multi-tool or a lighter sledge hammer
  23. Leaving the Tactical Axe as it was just made it a stronger version of the Vanilla Axe with a higher durability, making the Vanilla Axe obsolete. This enables the vanilla axe to be useful again. The real life version of the Military grade tactical axe is a one handed axe anyway *grins* Unless NC wants to remove the vanilla axe from the game, script the Tactical axe to work like the vanilla one of course. This is my simple opinion however given in honesty and with no disrespect or ill intent
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