I'll have to look at your code and see how you did the load order thing, hopefully it's not too confusing to do, lol.
[MOD] Meaner Monsters
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: [MOD] Meaner Monsters
Nah, it's pretty simple. You just need a bit of code at the end of the dfmod.json file.
- Magicono43
- Posts: 1141
- Joined: Tue Nov 06, 2018 7:06 am
Re: [MOD] Meaner Monsters
Code: Select all
"Contributes": null,
"Dependencies": [
{
"Name": "unleveled mobs",
"IsOptional": false,
"IsPeer": false,
"Version": null
}
]
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: [MOD] Meaner Monsters
Yes. I had to just use trial and error to figure out what true/fals combination prodced the correct result though.
Also, the name of the other mod should be written as it appears in the mod list.
Also, the name of the other mod should be written as it appears in the mod list.
-
- Posts: 48
- Joined: Sun Jan 20, 2019 8:18 pm
Re: [MOD] Meaner Monsters
so.. is unleveled mobs required now?
i keep getting this message:
meaner monsters has dependencies that are not satisfied: failed to retrieve mod with GUID unleveled mods.
i keep getting this message:
meaner monsters has dependencies that are not satisfied: failed to retrieve mod with GUID unleveled mods.
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: [MOD] Meaner Monsters
That's a small code mess-up on my part. I'll fix that in the next release. Just ignore the message. All it's meant to do is make you load Meaner Monsters after Unleveled Mobs.
-
- Posts: 48
- Joined: Sun Jan 20, 2019 8:18 pm
Re: [MOD] Meaner Monsters
oh, alright then no worries, thanks for the info
- pango
- Posts: 3359
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Re: [MOD] Meaner Monsters
What I'd really like to see tested some day, is zombies with their classic stats (or at least dreadful stats for somewhat low level characters), but moving quite slowly, say 1/3 or 1/4 their speed.
Idea being that players that have a too hard time fighting them could have the possibility to bypass and outrun them, leading to more tactical and varied combat. That would raise tension though, because you still wouldn't want to be surprized by one, that you either didn't see or forgot you outrun on the way in...
Idea being that players that have a too hard time fighting them could have the possibility to bypass and outrun them, leading to more tactical and varied combat. That would raise tension though, because you still wouldn't want to be surprized by one, that you either didn't see or forgot you outrun on the way in...
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When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: [MOD] Meaner Monsters
Yeah, being able to manipulate enemy movement speed would be fantastic. Both to increase and lower it. So not all enemies were possible to be kited. For example centaurs or werewolfs should have quite fast movement speeds. While as you say, zombies should be quite slow. I feel atronachs also should be slowed down a bit.
- KovuCougar
- Posts: 61
- Joined: Thu Aug 27, 2020 3:32 am
Re: [MOD] Meaner Monsters
Being able to outrun centaurs on foot is the only thing that kept me alive following roads between cities in the first few levels.
I must say, the Emperor's Champion certainly got soft in the imperial city before starting out on this quest!
I must say, the Emperor's Champion certainly got soft in the imperial city before starting out on this quest!