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Is that the intent of the trait? Because I read that it can make you nauseous and dizzy, but not that it can make you sick and kill you.
But I had a lot of fun with this is B41!
Id suggest others to do the same if using the Narcotics mod.
Why would Brave not be obtained at the 4k mark if we start without cowardly, agoraphobic or claustrophobic?
The admin if a server I play on says "oh well, reach out to the mod developer"...so well, here I am.
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Being able to remove Nervous Wreck/Melancholic by taking antidepressant/betablockers and avoiding being too Nervous/Sad for a period of time (like 2Weeks/1Month) would be a great improvement.
The mod is allready great
But, just to know, do you plan to update the mod for build 41 while there's no MP in build 42, or you're focused on just updating build 42 version?
I really wanted to use both mods, but this possible incompatibility just sucks.
But I think there are also a lot of people who care about the overdose more.
One more thing. Here's summer, not only that I'm not always in the PC but also, I'm not always modding when on the PC. So that's why it takes time.
What would people prefer the most to come first:
- Being able to completely remove Nervous Wreck/Melancholic and also some reowkrs to it.
- Sandbox for Overdose, Fractures, and other mechanics as those.
I also hope this will be sooner, rather than later. But, after all the modder is the only one who can decide what and when.
PS: I really love this mod and the work you've done for it.
I'm playing in build 41.
pls
The mod description doesn't tell you how bad the trait is. According to the .lua file this is how it works:
- For the first 7 days you have 0 chance getting the trait, as long as you didn't choose it from character creation.
- After that, the game goes through a Nervous Wreck check every in game hour. If you fail the check then you develop the negative trait.
- The chance of getting the trait is described by the formula Chance = Level of Stress / Hours Survived. A typical scenario after 7 days is that you maintain a moderate level of stress, which translates to about 1% chance turning perma nervous, every hour.
- The effect of NW, you generate 10 stress every in game hour, and any stress from any source is increased by 30%.
To put it into perspective, I played 7 characters recently, 3 of them developed NW within 2 month. One got a fever and thought that was an infection, one woke up from a nightmare, and one HEARD a zed banging on a door.
And not realistic either. During the pandemic I was on my verge of mental breakdowns, constantly. I didn't take any medicine, every time there is a panic attack I just grind it off in the gym. Now my career goes back on track and I made a full recovery. People are stronger than you think, especially for a lone survivor in Kentucky.
My recommendation:
- You should be able to remove it completely. like blocking it 30 days in a row then you get rid of it for good.
- The current rng design could use some tweaks. Maybe like Chance = Level of Stress / F(Hours Survived), where F(X) is a sigmoid function. By that we could keep the early game less stressful, and spice up the boring late game.
Normally a person who is depressed and anxious, takes medicine that helps with the symptomps but in order to "cure" it, it is most likely that that person requires therapy, and in the apocalypse there's no therapy. So that's why the decision to not be able of removing the trait. I will change it in the future. But I just wanted to clarify on why there are traits such as Melancholic, Nervous Wreck, Bloodlust.
Let me explain this scenario:
Whenever the flag that says "this player is now a Nervous Wreck" is enabled, the internal counter will increase every hour by 1. At value 48 (2 days) the trait will be visible. HOWEVER, that internal value keeps increasing in the backend up to the equivalent of 10 days. What this means? that if you let that counter increase, THEN, in order to remove the trait you will need to take betablockers more often than a two days cadence to keep a higher rate in increase/decrease (remember, it increases 1 by hour, a pill reduces it in 48, if you take it every two days, it will pretty much be always at the same amount. At the beginning it may be worth to take them every day until removed, and then, go back to a two days cadence.
There are two possible scenarios here:
1) A mod incompatibility (which in particular with this specific trait I don't think so.)
Noticed a compatibility issue in b42 while using the "More Traits" mod when using the Gym Goer trait with "Dynamic Traits and Expanded Moodles".
- Steps to recreate :
- Download and active both More Traits and Dynamic Traits.
- Auto sort mod list
- Start new game and select "Gym Goer" trait.
- Do Squats (or any exercise from exercise window).
- See error list.
This will generate a long error list each time xp is gained through the exercise window. Would suggest having "Break on Error" unchecked.
This has been reported on both mods. Thank you for your hard work. Been enjoying the mod!
function: overdoseMoodleUpdate -- file: DTMoodles.lua line # 12 | MOD: Dynamic Traits and Expanded Moodles [B41]
function: DTEveryOneMinuteMain -- file: DTMainFile.lua line # 18 | MOD: Dynamic Traits and Expanded Moodles [B41]
Do you know why I have a error? Thank you!