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Showing results for tags 'night'.
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Zombies often stand around in groups doing nothing until they see or hear something. But not at Night Time! This mod will gives Zombies nocturnal instincts that kick in once it gets dark. From 9:00pm to 6:00am Zombies Primal hunting instincts will take effect and they will be moving around a lot more, scattering in random directions and be restlessly searching ... for you. http://undeniable.info/pz/NocturnalZombiesMod.php
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I was curious as to the current possibility of a few mods that I had ideas for. I do not really have any time to do a bunch of art assets (although I may eventually add some) So I am trying to do or collaborate on some value changing mods instead. So here are the things I desire: 1: Either choose a few random zombies to be set as bosses with stronger stats and some sort of icon of minimal visual indicator that they are not your average corpse, or same but with maybe just spawning a few bosses as extra things rather than altering zombies that were already to spawn. (and of course to make a small percent chance that any new zombies become bosses) OR to make it so that when the game chooses a zombie to be a leader for a group over a certain number of undead followers, it gets bonus stats based on how many. [and would it be possible to someday make them have unique models so that they look meatier or just more frightening in general] 2: Different settings for zombie physiology for daytime and nighttime. So that I can make all zombies weak and near useless during the day and terrifying at night. Or at least a mod to be able to alter zombie stats overall on the fly so I can just change it at night and daybreak manually (worst case scenario of course) [and for this art related question, could the models be slightly altered so that perhaps they have glowing eyes at night and use different zombie audio files] 3: Settings for zombie "evolution" or settings in which at a certain day, all zombies would go from stats set a to stats set b, and again a third and perhaps fourth time, so that the game can be more deadly as time marches on. [and the question would be similar to the first art question, in that could I make different pools of zombie evolution models that are set for stage 1, 2, etc.] Edit: Another Idea, how hard would it be to make a supernatural weather like black rain that makes it dark out, increases zombie damage, health, speed and maybe sound files used. And possible triple zombie spawn during said storm. And maybe like a zombie stampede weather pattern.
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Hello. Sorry for my bad English, could you help me? How can I make a darker night (season.moonAmbient = -0.8). I can not do "season.moonAmbient" less than 0.0. Thanks in advance .
- 4 replies
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- darker night
- season.moonambient
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I would like to point out that there is no place on the whole map where one NEEDS to hold a flashlight to see something. Cool effect: If you're spending time in a well lit room, and are then transitioning into a darker area, the eyes take a lot of time to adapt.
- 31 replies
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- Night
- Flashlight
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I was reading at a thread about generators the other day and as I though as was said in the OP of that thread that generators doesn't seem to be worth the effort of using atm. I started thinking about how it would probably be in realistic zombie apocalypse for the average Joe and the reason he/she would want to get a generator working. Alright some might think of maintaining their food fresh, some of warming themselves, but for a lot of people having electricity in ones home would be just a huge moral boost, and it would probably be because of them being able to see notably better at nights and maybe even having the possibility to read. Both of those things as it stands are not a problem for the player, and I think it would be nice to have another reward for getting a generator working and maybe not that hard to implement. And so, I suggest making nights darker and only being able to read at a determined light level. Also, another plus of making nights darker would be that a lamp on a pillar, flashlights, candles, and other light sources would be a lot more useful, as would also be the trait Cat's Eyes. Well thats about it, I just thought I could make a thread myself as I've been reading this forum almost every day for about a year and never made one or even posted a comment. Also, THANKS to the developers and the people helping them at this forum for the great work. It's an incredible game the one you've got here.
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Would the devs be interested in adding a trait that makes the player more prone to panic at night? This seems like somthing that a lot of real people have, and would fit well among the kinds of traits in the game so far.
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Small suggestions here, but I could not help but putting it out there. Equip a Spiffo plush to gain a sleep boost! Before the player would go to sleep, he or she would equip the Spiffo plush. This would give the player a "Comforted" moodle that would do something like reduce panic before sleep, or prevent the player from waking up early from a sound. The player would wake up with the comforted moodle and be temporarily less susceptible to fear. Equip Spiffo while outside to reduce panic! After an intense fight with a horde, the player may end up experiencing extreme panic. This can take a while to disappear and can mean life or death if you are forced into a showdown with more zombies. Equip a Spiffo plush to quickly reduce panic before another engagement. After panic is completely resolved, the player then would gain the Comforted moodle and be less susceptible to panic when near a zombie. In a world where the dead come back to life, people (NPCs) will kill you for a bag of chips, and the military that once protected you now have your head at the end of their sights... its good to know you still have a friend that can give you a little comfort. These are just some dumb little ideas. Just wanted to show some love for Spiffo!
- 13 replies
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- Project Zomboid
- sleep
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Here is an idea for a mod: Night vision device/ goggles! Should be an item for the secondary slot, so it doesn't matter if it's a device with a headholder or to hold in the hand. The duration of this device should be as long as the flashlight but instead of one battery, it should use two (so it's not so overpowered, I think). I think this is the hardest part: It should turn the screen green and highlight the zombs in a brighter green, maybe with sound if you activate it. Challenge: insert small interfering effects Upside: + Let's see you in the dark + Cool effect of nightvisiondevice Downside: - more batteries as the flashlight - secondary slot is used If there already a mod, please link me! If you want to discuss or add some ideas, feel free
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- nightvision
- night
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