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At the very beginning, I just wanted to add the tag "Build 41". For myself, I solved this issue. But then I decided to go further and make a real mod "more_mod_tags" for other modders to add custom tags. https://steamcommunity.com/sharedfiles/filedetails/?id=2138864719 But which tags should be there? This is the question. So I ask you about your ideas. I don't like too many tags, so I want to add just most popular and useful. Currently there are these tags: Build 41 Build 40 Multiplayer Interface Textures
I want to make some maps, my current ideas are of San Diego, New Orleans, random rural areas and so on. Sadly, I don't really know how to use WorldEd, TileZed, and stuff, but I do make some buildings for my map ideas. These buildings are made as like concept art for my ideas, if you ever see my maps on Steam Workshop in the distant future, you may not see some of the buildings shown in this thread. It's just concept. Also, I don't know how make Dropbox links and all that stuff, you'll only see screenshots, and some descriptions about it. Stuff about my building thread.
I'm think this has been mentioned before but just incase... Who thinks it would be cool when reanimation is reimplemented you could control your undead self. Because in the older versions with Baldspot if you reanimated in a house you would be stuck in there. I thought it would be cool if you could smash on doors and windows. Eat some tasty NPC flesh. Just an idea like I said if someone already suggested it a mod can lock or delete this.
Now, before anyone jump on me - I know that the walking sounds are already implemented into the game, it's just that they work in the way they probably weren't meant to work. So, without a programming experience, but atleast having some notion of what it could be, I'll jump in with my suggestion. Foot sounds. Whenever a certain sprite plays, play that 1 single footstep sound. That way it won't be binded to how long "Shift + (Directional Button)" is pressed, and therefore could be a ground up for some awesome sneaking implementation. The way it works is, whenever a certain sprite is displa