Overmap Rebalancing - Update (2016-11-29)

mod

#41

Leon, do you consider adding dependencies to the modinfo.json?

Like this:

    "dependencies": ["Arcana"],

#42

This mod keeps spawning individual houses (destroyed and intact, all unconnected to roads) out in the middle of forests and fields. Is that intended behavior? I’ve tried switching to the file that forces road connections for FEMA etc but there are still these random houses spawning.

I’m using the experimental from 11/2 (5814, I think) with PK’s Rebalance.


#43

Good evening, dongs galore!

Yes, this behaviour is intended. To remove it, follow these steps:

  1. Open the file “basegame_building_house.json” in the folder [Cataclysm-Home-Directory]\data[b]mods\Overmap_Rebalancing\Additional_BuildingSpawns_BaseGame[/b]

  2. Replace its content with the following:

[
    {
        "type" : "overmap_special",
        "id" : "house",
        "overmaps" :
        [
            { "point":[0,0,0], "overmap": "house_north", "connect":"road" }
        ],
        "locations" : [ "by_road" ],
        "city_distance" : [10, 50],
        "city_sizes" : [1, 12],
        "occurrences" : [2, 8],
        "rotate" : true,
        "flags" : [ "CLASSIC" ]
    }
]

Please inform me if you encounter any problems! :slight_smile:

Have a nice evening!

Leon


#44

Thank you for your prompt reply! This is my first time trying to mod cata, I wanted to make sure i hadn’t screwed something up.

That edit worked perfectly - I love the mod, but I like doing wilderness survival runs and having extra shelter scattered around the countryside felt wrong. Thanks!


#45

Youd be even better off adding a series of houses. Like an actually routeside.

But Im not going to tell you how to do what is already a good job.

Im here to mention that as soon as this swamp locaion PR on git gets put in

Then I will be having a bit of new stuff, from wasp hives to a township to subways going to malls.


#46

Overmap special overhaul (https://github.com/CleverRaven/Cataclysm-DDA/commit/e8ec1770bd5fc53be6de837e19931a9a8eb52c09) have changed things, so I’ve fixed some road connections (most probably also broke some) - https://www.dropbox.com/s/tjd36dytdpai4e3/ZSFixed_Overmap_Rebalancing_2016-11-08.zip?dl=0


#47

Good evening, ladies and gentlemen!

Recent changes in Cataclysm:DDA broke this mod, so I changed the affected parts.
Some mods have been marked obsolete by the developers. So I included some of these mods:

[ul][li]DinoCat’s DinoMod[/li]
[li]Lanceo90’s Animatronic Monsters[/li]
[li]GovTD’s Add Bandits[/li][/ul]

  • which was never part of the original releases but adds a lot of atmosphere to the game!

Before updating, please delete the old mod folder!

Sincerely

Leon


#48

2016-11-16? Posted from the future, huh? :slight_smile:


#49

Well, Zhilkin, you know:

SCIENCE! Crazy laughter

:wink:


#50

This sounds like a great mod, but after reading through all your notes I am confused and put off of trying to install this. Do I still need the three ‘obsolete’ mods? Are the other mods you mentioned included in this one, so that I have to disable those prior to install, or are they required prior to install? Etc…

Really cool idea to add the building variety into the game though. I know I would definitely grab that on its own with no further qualms. Perhaps you could split the mod into several smaller pieces?


#51

[quote=“condortaco, post:50, topic:11725”]This sounds like a great mod, but after reading through all your notes I am confused and put off of trying to install this. Do I still need the three ‘obsolete’ mods? Are the other mods you mentioned included in this one, so that I have to disable those prior to install, or are they required prior to install? Etc…

Really cool idea to add the building variety into the game though. I know I would definitely grab that on its own with no further qualms. Perhaps you could split the mod into several smaller pieces?[/quote]

I agree. The installation seems unnecessarily convoluted for those who simply want to use the mod with the base game. Not to mention the fact the instructions seem to be outdated.

It’d be nice to have a separate “lite” version without any secondary mod content.


#52

My 2 cents: I was confused as hell as well at first what this mod was about and how to get it to work. But having gotten it to work, it is a must have mod for me, it makes the world so much more realistic with more burnt out buildings and other traumas to the world. I was able to bring my loot spawn back up to 0.75-1.00 as there is less loot in the world in general, as you would expect after such a catastrophe.

Great work! Great Mod!


#53

Good morning, ladies and gentlemen!

First, thank you to condortaco, Shadow86 & Garfink for their critiques!
I thaught about your feedback and decided:

  1. …to mark the old description with a adjusted spoiler marker. So, however want’s to read the old content description, can this.
  2. …to write a setup script to simplify the complex setup process. It’s only a Windows-BATCH-file, but hopefully should do the job. Please post feedback regarding this.

I also included Whaley’s great mods Extended Buildings & Parks and Recreation Building Pack

Additionally, there is a new building (an abandond homestead) and there are some new building variations (basements).

I hope you enjoy!

Sincerely

Leon

PS. Don’t put the extracted folder in your mod folder. Start the setup and put the resulting folder “Overmap_Rebalancing” in your mod folder.


#54

I installed Overmap Rebalancing tonight with all the additional content (Add Bandits being one of them) and noticed a rar file called Retrodays20px&AddBandits. Do I need to extract the file somewhere to be able to see the bandits once I start playing with this mod?


#55

Dear Taberone,

thank you for your reply:
You don’t need to extract that rar-file. I created it for my own convenience, but it may be outdated right now. The bandits will be shown as @s. If you want, you can fumble around with the files in it and try to merge the symbol for the bandits with the retrodays tileset. If you have any questions about that matter, you’re welcome to ask. :slight_smile:

@all
Regarding the setup script:
As it is only usable on a windows pc, I will create an additional download option for linux-users (but without a script - I don’t have a clue about linux).

Sincerely

Leon


#56

Good evening, ladies and gentlemen,

I’m sorry to say, but I found a bug in the script. It is now fixed and I also included some new building variations. The downloadable archiv has been updated.

Sincerely

Leon


#57

Here is an updated arcana specials override for the lastest version of arcana (not the on included but at https://github.com/chaosvolt/cdda-arcana-mod) here https://drive.google.com/file/d/0B2LKlCxhWTlWUnRoVW9yRXJHdFE/view?usp=sharing


#58

Some stuff I noticed:

1)Whenever NPC Bandits and Thugs melee something and I’m wielding a UPS-powered item like the A7 Laser Rifle, I get this message spammed. That’s probably an error with the base game, however. Even on a world without OR (Overmap Rebalancing) enabled, this occurs.

2)Going into the debug menu’s map editor and hitting “o” for Mapgen crashes the game. It also happens when OR isn’t enabled too, however.


#59

Merged the missing changes into the new version just override this in installer for lastest version of arcana https://drive.google.com/file/d/0B2LKlCxhWTlWZ1RlZ04tR05wT0U/view?usp=sharing. Removed 7zip folder on previous post and compressed to zip to make it easier for the installer format you have in latest.


#60

I’ve gotten that too even when not meleeing with it dont know if overworld rebalancing is source or not though.