State of Decay 2

State of Decay 2

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Rune Jun 21, 2024 @ 6:27pm
Are there any "no freaks" mods to remove juggernauts and bloaters that currently work?
I want to enjoy the apocalypse in relative realism and peace. Not a fan of screamers, bloaters and juggernauts. There used to be a mod on Nexus to remove them, but it no longer works. Does anyone know of one that does?
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Showing 1-15 of 17 comments
bunny de fluff Jun 21, 2024 @ 11:32pm 
isnt there an option slider in setting for this?
Redarmy Jun 22, 2024 @ 4:13am 
there are,you need to check the SOD2 modding Discord.

However i would say,as someone who also doesnt like too many freaks,WITHOUT them,things get too stale. I suggest you use a mod for "reduced" freaks,theres one on nexus that was released in recent month,i have my one set at .50% freaks meaning whereas id usually see 3 blood ferals,i now see 1 as it rounds down..2 juggs = 1 jugg and general amount of spawned in 50%.

perfect mix
majzerofive Jun 22, 2024 @ 7:03am 
Originally posted by Redarmy:
there are,you need to check the SOD2 modding Discord.

However i would say,as someone who also doesnt like too many freaks,WITHOUT them,things get too stale. I suggest you use a mod for "reduced" freaks,theres one on nexus that was released in recent month,i have my one set at .50% freaks meaning whereas id usually see 3 blood ferals,i now see 1 as it rounds down..2 juggs = 1 jugg and general amount of spawned in 50%.

perfect mix
Lethal difficulty, larger hordes (50-100 zombies each) would be a perfect mix. Real zombie apocalypse without any superfreaks. The sad part is, this will most likely fry the computer.
D.T. Jun 22, 2024 @ 10:34am 
Originally posted by majzerofive:
Originally posted by Redarmy:
there are,you need to check the SOD2 modding Discord.

However i would say,as someone who also doesnt like too many freaks,WITHOUT them,things get too stale. I suggest you use a mod for "reduced" freaks,theres one on nexus that was released in recent month,i have my one set at .50% freaks meaning whereas id usually see 3 blood ferals,i now see 1 as it rounds down..2 juggs = 1 jugg and general amount of spawned in 50%.

perfect mix
Lethal difficulty, larger hordes (50-100 zombies each) would be a perfect mix. Real zombie apocalypse without any superfreaks. The sad part is, this will most likely fry the computer.

Unfortunately the game had to be designed to a large degree with enough unique features to make it it's own zombie game. Unfortunately, again, the dev studio seemed a bit too ambitious for their own good when they signed a deal with microsoft on the first game. I was one of the people who watched for years what state of decay became from when there was only concept art and they were idealizing what it would be. We didn't get what they originally wanted to push out, and part of that is due to microsoft and the deal they made.

It kept a lot of it's unique ideas and features and is nice to see it come to fruition, but stuff like massive zombie hordes and density of zeds is a sign that they had to make a decision during development to decide whether or not to scrap already working gameplay mechanics for a more zerg approach. Instead they went the other direction, making zeds more threatening and keeping the semi-clunky combat mechanics.
Rune Jun 22, 2024 @ 1:55pm 
Thanks guys, I hadn't played in a while, the slider indeed limits the number of freaks considerably. Came across a flew bloaters, but not much else.
I'm going to be "that" guy and nitpick-

What part of zombies is realistic to begin with.
Jamison Wolf Jun 23, 2024 @ 1:14pm 
Originally posted by Slurs! In the Discord:
I'm going to be "that" guy and nitpick-

What part of zombies is realistic to begin with.

Not the thread OP, but the answer is always: Only Romero Zombies are the real Zombies! :)

Slow, Stupid but in hordes.
Sedgendary Jun 23, 2024 @ 4:02pm 
Originally posted by D.T.:
Originally posted by majzerofive:
Lethal difficulty, larger hordes (50-100 zombies each) would be a perfect mix. Real zombie apocalypse without any superfreaks. The sad part is, this will most likely fry the computer.

Unfortunately the game had to be designed to a large degree with enough unique features to make it it's own zombie game. Unfortunately, again, the dev studio seemed a bit too ambitious for their own good when they signed a deal with microsoft on the first game. I was one of the people who watched for years what state of decay became from when there was only concept art and they were idealizing what it would be. We didn't get what they originally wanted to push out, and part of that is due to microsoft and the deal they made.

It kept a lot of it's unique ideas and features and is nice to see it come to fruition, but stuff like massive zombie hordes and density of zeds is a sign that they had to make a decision during development to decide whether or not to scrap already working gameplay mechanics for a more zerg approach. Instead they went the other direction, making zeds more threatening and keeping the semi-clunky combat mechanics.
Games rarely match the initial idea because during development you find things just don't work or will take too long for the value they bring. I am curious why you think the changes were because of Microsofr. I mean lets face it the MMO was never going to be a thing
majzerofive Jun 24, 2024 @ 12:26am 
Originally posted by Sedgendary:
Originally posted by D.T.:

Unfortunately the game had to be designed to a large degree with enough unique features to make it it's own zombie game. Unfortunately, again, the dev studio seemed a bit too ambitious for their own good when they signed a deal with microsoft on the first game. I was one of the people who watched for years what state of decay became from when there was only concept art and they were idealizing what it would be. We didn't get what they originally wanted to push out, and part of that is due to microsoft and the deal they made.

It kept a lot of it's unique ideas and features and is nice to see it come to fruition, but stuff like massive zombie hordes and density of zeds is a sign that they had to make a decision during development to decide whether or not to scrap already working gameplay mechanics for a more zerg approach. Instead they went the other direction, making zeds more threatening and keeping the semi-clunky combat mechanics.
Games rarely match the initial idea because during development you find things just don't work or will take too long for the value they bring. I am curious why you think the changes were because of Microsofr. I mean lets face it the MMO was never going to be a thing
Game developer is going after the idea. I know devs, I was a dev. You don't settle for something that is less, but works. You might do it on a payroll for a company you don't like much. But if you develop for you, you choose quality over quantity. This is the reason so many devs in the early era decided to make their own engine from scratch just because they wanted to implement certain idea.
As soon as the game reaches the publisher, it isn't about ideas. It instantly switches to marketing. You might have the most boring, repetitive and unoriginal game, but marketing will make you money. Blizzard, Activision etc proved it a long time ago. It doesn't matter how horrible your game is, there will still be profit due to some percentage just buying everything you roll out.
It is also the reason people should follow the devs, not the companies. If the dev team left, forget about the game. E.g. try to imagine Valve without Gabe. It will die in a year despite its long lasting reputation.
Sedgendary Jun 24, 2024 @ 8:58am 
Originally posted by majzerofive:
Originally posted by Sedgendary:
Games rarely match the initial idea because during development you find things just don't work or will take too long for the value they bring. I am curious why you think the changes were because of Microsofr. I mean lets face it the MMO was never going to be a thing
Game developer is going after the idea. I know devs, I was a dev. You don't settle for something that is less, but works. You might do it on a payroll for a company you don't like much. But if you develop for you, you choose quality over quantity. This is the reason so many devs in the early era decided to make their own engine from scratch just because they wanted to implement certain idea.
As soon as the game reaches the publisher, it isn't about ideas. It instantly switches to marketing. You might have the most boring, repetitive and unoriginal game, but marketing will make you money. Blizzard, Activision etc proved it a long time ago. It doesn't matter how horrible your game is, there will still be profit due to some percentage just buying everything you roll out.
It is also the reason people should follow the devs, not the companies. If the dev team left, forget about the game. E.g. try to imagine Valve without Gabe. It will die in a year despite its long lasting reputation.
And as a former dev you also know that some ideas never make it off the whiteboard. no game goes through development and comes out exactly as it was originally conceived.

As for following devs rather than companies I can agree to some extent but only the people that actually have a decent amount of power over the game
majzerofive Jun 25, 2024 @ 3:55am 
Originally posted by Sedgendary:
Originally posted by majzerofive:
Game developer is going after the idea. I know devs, I was a dev. You don't settle for something that is less, but works. You might do it on a payroll for a company you don't like much. But if you develop for you, you choose quality over quantity. This is the reason so many devs in the early era decided to make their own engine from scratch just because they wanted to implement certain idea.
As soon as the game reaches the publisher, it isn't about ideas. It instantly switches to marketing. You might have the most boring, repetitive and unoriginal game, but marketing will make you money. Blizzard, Activision etc proved it a long time ago. It doesn't matter how horrible your game is, there will still be profit due to some percentage just buying everything you roll out.
It is also the reason people should follow the devs, not the companies. If the dev team left, forget about the game. E.g. try to imagine Valve without Gabe. It will die in a year despite its long lasting reputation.
And as a former dev you also know that some ideas never make it off the whiteboard. no game goes through development and comes out exactly as it was originally conceived.

As for following devs rather than companies I can agree to some extent but only the people that actually have a decent amount of power over the game
If an idea never got off the whiteboard point, it wasn't an idea, rather a fantasy. You don't expect to make a doughnut while coding the game. You cannot physically make a doughnut in this situation, you should've become a baker instead. To create something impossible is a designer's job. It gets fixed according to the reality in the process.
just play ez mod
Originally posted by Slurs! In the Discord:
I'm going to be "that" guy and nitpick-

What part of zombies is realistic to begin with.
he just want to play the game where all zombie only need 1 bullet to finish
Legiondorf Jun 25, 2024 @ 5:17pm 
How in the world do you deal with the blue fast boys??? Jesus. RIP noob Amie... not like this.
Izlude Jun 25, 2024 @ 7:31pm 
Originally posted by Rune:
I want to enjoy the apocalypse in relative realism and peace. Not a fan of screamers, bloaters and juggernauts. There used to be a mod on Nexus to remove them, but it no longer works. Does anyone know of one that does?
jessss sir. its a mod on nexus.
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Date Posted: Jun 21, 2024 @ 6:27pm
Posts: 17