Necesse

Necesse

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Necesse Expanded (v0.6.1)
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Aug 10 @ 10:48am
Nov 27 @ 4:59pm
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Necesse Expanded (v0.6.1)

Description
(DESCRIPTION IS OUTDATED AFTER v0.6.1, SORRY! WILL FIX TOMORROW.)
Overview
Necesse Expanded is an all-in-one mod package intended to broadly improve upon and expand the vanilla Necesse experience with new content, new gameplay mechanics, and improvements to vanilla gameplay mechanics.

This mod requires Save's Custom Settings Mod, which implements a custom mod settings menu under the vanilla settings menu. You can configure this mod from this new mod settings menu. If you do not have that mod installed, the game will crash during mod loading.

Despite the current scale of this mod, this mod is still a work in progress. With the release of Necesse 1.0, I have a lot of new content planned for implementation. Stay tuned for updates!

Features
Gameplay Overhauls
This mod implements a new custom complex raid system, with nine new raid types featuring multiple enemy types, 25 new raiders, and a raider mini-boss. Raid difficulty is based on progression, so you'll encounter new raids and tougher raiders as you complete more quests for a settlement. These new raids can spawn in place of vanilla raids by default, but you can enable modded raids only, or you can disable them if you don't enjoy them, from the mod settings menu.

Settler happiness mechanics have also been reworked. Settler requirements for room size and diet variety have been reduced, and increasing settlement population has a positive impact on happiness. Settlements gain happiness from players completing quests, defeating raids, and providing certain amenities. Settlers lose happiness from other settlers dying. Settler happiness is less affected by positive modifiers, and achieving maximum happiness is a reasonable challenge.

Biome generation code has also been modified for ease of exploration, and to improve biome variety.

In addition to these major gameplay changes, this mod also includes a large number of minor, configurable gameplay changes.

New Content
In addition to the gameplay improvements discussed above, Necesse Expanded also adds a large amount of new content.
  • A new Fishian biome, accessible via a special location that can spawn in the Deep Swamp Caves. Currently a work in progress.

  • 63 new items, including 4 magic weapons, 3 melee weapons, 2 new ammo types, 12 trinkets, a fishing rod, 13 crafting materials, 2 new maps and 25 consumable items.

  • 35 new mobs, including 25 raiders, 3 cavelings, 5 hostile mobs, and a new special summon available via the Necromancer's Ring trinket.

  • 130 new recipes, including 82 recipes for vanilla items. This includes implementing recipes for traps, trinkets, potions, weapons, and objects such as shipping chests and mission boards. Early access to shipping chests and mission boards is intended to make settlement management easier in the early game.

  • 8 new fishing expeditions, 4 new journal challenges (replacing existing challenges), and a large variety of new fish to catch.

Miscellaneous
  • This mod can be installed at any point in a playthrough. However, I would recommend starting a new playthrough, as this is the intended experience. If you're using this in the middle of a playthrough, you won't encounter any of the new biomes, presets, or world generation changes in already generated areas, so visit unexplored areas for new content.

  • Compatible with RPG Mod, Aphorea Mod and all other popular mods. Do not use this mod with my other standalone mods, it can cause crashes/bugs due to conflicting content. Mods that add items to NPC shops can also cause crashes due to how Necesse handles duplicate NPC shop entries, though this should only occur while loading the game.

  • If you're experiencing crashes, please make sure to update your mods list by verifying your game files from the Steam library menu. If the issue persists, please copy the crash log (the window containing text that pops up on crash), and paste it in the error reporting thread below. Please do not paste them in the comments section. This ensures that I can identify and fix the error quicker, which means that you can get back to playing sooner.

  • If you're having issues with joining servers, please verify your game files to ensure your mods list is fully up to date, and ensure that your load order is identical to the load order used by the server.

Additional Credits
  • Save: For providing the Spanish translation, and helping with bug fixes.
  • Kenjiyrn: For providing the Polish translation!
  • Valeryn4: For providing the Russian Translation!

Misc
The public GitHub repo for this mod can be found here[github.com]. The code for this mod is open source.

The public repository also includes a short 'wiki' document (README.md) that you should look at for more details.
Popular Discussions View All (2)
73
Nov 27 @ 11:33am
PINNED: Report any bugs and errors here!
Eryr
11
Nov 8 @ 5:30am
PINNED: Suggestions
Eryr
203 Comments
Decam Dec 1 @ 2:12pm 
@mashtong54 bro use a spell checker jfc
Cozyy Nov 28 @ 8:59am 
Does it work with the apothera mod?
mashtong54 Nov 28 @ 6:19am 
that sormly can cause maye the undergrodun and servace to not line up but thast just moslty dueto how the game world genratonm works whne new mods and contect is added with new biomes but it won't breakanything however but it might look a little funny at teh worst. but meh itsa known side efect of mod updaes and procedreal world genraton qurks to me.
mashtong54 Nov 28 @ 6:17am 
well it only efects wrold genraton whne you actly start explring new tertain and biomes for it to spwan in bascly. but this could cuase some de sycing in teh under gornud biome levels a small amonut of time if the expration is been done unevenly in thsoe udnergronud levels but evene still its not giongt obe realy any actal issues. like ther might be some biome misalinment but otehr then that nothing game breaking however. like i don't there there any actal probmlems to me. i already got thsoew two new biomes to spwan in on teh servace. but the udner gronud might not be the same as the servace due to how game world gen works inteh udner gronud is deactly could slightly desicne depeding if the train uder gronud was genraetd before the servace biome in teh same x and y cordantes realetd to the man new player spwan pont of teh world.
Eryr  [author] Nov 28 @ 6:08am 
Hi, adding new biomes shouldn't affect world generation in that manner. I'll speak with the devs regarding this.
mashtong54 Nov 28 @ 2:35am 
yes so its not that bad of a issue due to uder gronud and over world are seprate levels so its not that bad to me. shure its annoying but its not that bad.
🔰 Nov 27 @ 8:51pm 
adding extra biomes with an update is a pretty bad thing imo and should probably be separate modules (at least for the future). reason being is that it ♥♥♥♥♥ all ongoing saves world gen over. if you already have a game and explored a lot of overworld or underworld or both but not the same areas then the game now, after adding extra biomes, recalculates each biomes position and size etc. all you already explored is fine but, say, you found a large plains biome overground that you didnt check underground yet, if you now go underground there it wont be a plains biome but anything else, randomly. so overground and underground exploration is now fully detached from one another for all one side explored areas. also every biome border right outside of the explored area will now be chunk aligned, so you have 16x16 grid zigzag biome borders now.
Eryr  [author] Nov 27 @ 5:06pm 
Katana bug is fixed with the new update! Sorry for taking forever. I'll take steps to make fixing small bugs like that viable in the future without messing up dev stuff and forcing early releases.
Tech Nov 26 @ 7:48am 
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