PK's Rebalancing Mod

Delete the folder titled ‘PKs_Rebalance’ and keep the one titled ‘PKs_rebalancing’.

There is only a PKs_Rebalance. Where do I find the other one?

Go here, click on the green button, download it, delete the pksrebalance you have now, add this one into its place.

Done, but now it’s stuck on loading world data for it.

It may take a few moments. You can choose to regen the world as much as you want, but if you are happy with what it does or does not spawn by its id you can press ‘a’ to play.

It’s not that, it’s stuck on the bit between choosing the mods and settings of the world and character creation. It’s still there in fact.

[quote=“nameless, post:840, topic:11323”]I played it 1 years (game time)
no survivor armor. no power armor.
started as lab challage,lab techichan.
TOO EASY midgame. (harder than Vanila,though)
Biggest reason is.
Just i dont need to go town but get USB drive with HackPRO.
Dont need to go Doom buildings as PRM armors spawned at lab,Military outpost and zombie-bio-op sometimes drop it.
Just go for lab,Military bunker. enough.

[ SUGGESTION ]

  1. remove “+ STAT” Traits like 15-20 vision.
    at least fix abuse with 15+ stat point returns 2 point,abusing it for infinty stat points.

  2. Fix bug : disassamble PRM Marine armor gives 2 PRM Marine armor + misc.

  3. Make reasons for go town and go doom strutures other than “for kill”

  4. Add some comments (at least error message) at Doom labs computer.

  5. Fix bug : When u start as strength 14,u will get 122 hp instead 102

  6. NERF REPAIR NANOBOT BIONIC IT REALLY OVERPOWERED.[/quote]
    1: 20/15 is a base 1 perception, which is beneficial to ranged players, and is meant to flavor a game. I agree that powergaming is a problem, but I don’t add all that much permanent stat buffing. thats more a coregame thing. And only a moderate (metagame) problem.

2: This Ill look at and see about fixing. Thanks for pointing it out.

3: I cant really control towns any more than I have. There are a plethera of reasons to go to town. To get welders, to get batteries, to get weapons, ammo, and supplies. Similarly, the doom structures provide challenge and good combat supplies like weapons, ammo, and, importantly, stims. They are there exactly for their challenge and the high end products you can find, but the goal of them is not to be a ‘bank’ of top-tiered items.

4: I wish I could. It is on my list of things to do, but unfortunately I dont have the knowledge in C++. Ill have to do it sooner or later. Thank you.

5: I dont understand. Anything relating to hp calculation is beyond my ability to control in the mod. That is a coregame device. Perhaps you are also getting a buff in hp from another source? Like a mutation?

6: This is a coregame issue. I know its overpowered. Ask people like coolthulu or RD about my opinions of bionics. But this is simply not something I have control over since its effects are hardcoded into the game.

  • But, more than anything else, the mod is not meant to harass people as they try to live in relative safety. The armor spawns as often as it does because people were complaining it wasnt common enough. After testing I found that its not perfect armor, merely ‘better than many’. It isnt 100 coverage, isnt airtight, and does not repair well. It is also not ideal for all situations.

  • In the cities, I would take a helmet over chest armor. In the country I would prefer chest armor over head armor. This is because I am aware of how combat works. No one piece of doomguy armor is going to provide a perfect solution to your needs. <.< >.> <.< unless, that is, your armor is the red powered exoskeleton.

  • The country is meant to be safer than the city. The wildlife can be more dangerous to a player, but I have (many times) explicitly stated and corrected the spawn lists/ratios to ensure that many more weak monsters spawn than strong ones, and even nerfed the total population of the wilderness. The wild is safer. Hanging out in the wild will be safer.

  • The starts of the game will vary in challenge. I design the mod around my preferred start, a naked noncombatant who starts in the city and has 1.5 spawns around him. Its a ‘Really Bad Day Lite’ start. If the game is proving a little too easy with on character, than making the seasons go by faster (increasing evolution speed and animal mutation speed) will help. Taking a less competent character will help. Going to places that you don’t explicitly need to will help.

This mod is designed to make the game more challenging and throw some loops into the game, and it cannot be designed for just hardcore gamers in mind. the game is, for one, too diverse a prospect for that. And random chance means that eventually somebody will spawn with a power armor suit in the same room as them. Its inevitable.

I don’t remember your opinion about bionics.
But I agree that nanobots are overpowered. It’s just that I don’t know how to nerf them “right”.

It’s fine to make requests regarding moding interface if you have concrete ideas (preferably with examples of how you see it in json).
In a great deal of cases, the changes would be really easy to write, so if you can compile the game, you could jsonize some values yourself and then use that.
For example, jsonizing hp multipliers as in TOUGH is so easy that if I wrote a tutorial on it, half of it would be about how to properly search for ids. Vision range adjustments, walking speed adjustments, metabolism, pain multipliers, tiredness gain/removal, movement noise adjustment, scent adjustment, healing speed adjustment, hearing adjustment and many more changes are all easy and would all follow the same tutorial.

Jsonization of most (not all) mutation values is a menial job that I avoid because no one requests it, I don’t need it (I will probably add some for the BrightNights mod) and it requires recompiling the whole game to test if it works. But it’s not hard.

And regarding C++: random_dragon once managed to pretend he can write in it well enough that for a while I didn’t notice he wasn’t actually compiling anything locally and was using Jenkins to test for errors. He even got 2-3 PRs in that way. Of course I don’t recommend doing that, but it just shows how much you can pull off just by copying people and having others correct your attempts.

RD? Haven’t really had the chance to discuss bionics with you, mostly just shitposted about making moose even more OP than they already are. XP

Way to yank out my creds, guiz :\

We love you anyway. XP

Here we are

Ive made some more changes wrt to the custom attacks, such as having a better understanding of their working and adding a stronger version of ‘claw’.
Ive added wasps the need to attack specially to inject you. Probs less lethal now.
Ive buffed up the thing. I want some kind of feedback wrt THE THING and AMIGARAs, pls.
This works with the latest expies
Armored zombies got a small extra.
Some more attempts at mutated wildlife.

mine. That can be louder now.

Assuming that wandering hordes =/= infinite
then we can use this to draw them into an area and flee them.

Added a health bonus to antibiotics. They will (relatively significantly) bump up your h_mod stat and will carry a chance of addiction ala some kind of germophobia thing.

Reminder that I have made medical tape good for making bandages. 5 meditapes for 3 bandages, and 100 in a stack. thats a lot of bandaging.

[quote=“pisskop, post:874, topic:11323”]Added a health bonus to antibiotics. They will (relatively significantly) bump up your h_mod stat and will carry a chance of addiction ala some kind of germophobia thing.

Reminder that I have made medical tape good for making bandages. 5 meditapes for 3 bandages, and 100 in a stack. thats a lot of bandaging.[/quote]
Antibiotics are bad for health actually

They are worthless as far as comestibles go.

How should I make them?

First time using your mod and I may have run into a bug or something.

I started with the really bad day challenge (and most of your suggested settings) and thought I had gotten really lucky with my initial spot. Right next to a grocery store with a few functional carts. Loaded up the food, looted a house and found some basic clothing and weapons. Then went north to look for a “safe” secluded spot. Well I ran into a whole gaggle of doom creatures. Reverants, Hell Knights, a Mancubus, Demons, Lost Souls and Imps…

For a lowly person hauling a shopping cart around and wearing random crap, the Reverant, hell knight and Mancubus seemed pretty rough.
I died horribly, started a new guy, happened to spawn in the same town and then died from a Mancubus. Figured I’d look em up on the wiki and it says there that they shouldn’t be spawning early on. Thus this post.

Should a character just a few hours in be seeing Doom creatures?

[quote=“NoriSilverrage, post:877, topic:11323”]First time using your mod and I may have run into a bug or something.

I started with the really bad day challenge (and most of your suggested settings) and thought I had gotten really lucky with my initial spot. Right next to a grocery store with a few functional carts. Loaded up the food, looted a house and found some basic clothing and weapons. Then went north to look for a “safe” secluded spot. Well I ran into a whole gaggle of doom creatures. Reverants, Hell Knights, a Mancubus, Demons, Lost Souls and Imps…

For a lowly person hauling a shopping cart around and wearing random crap, the Reverant, hell knight and Mancubus seemed pretty rough.
I died horribly, started a new guy, happened to spawn in the same town and then died from a Mancubus. Figured I’d look em up on the wiki and it says there that they shouldn’t be spawning early on. Thus this post.

Should a character just a few hours in be seeing Doom creatures?[/quote]

You may have spawned near a Doom Castle or something of the like.

Oh lucky me. That would explain it though. Those Mancubus guys are really nasty. Not a lot I could do with my skimpy shotgun.

I would assume Doom castles are unmarked on the map, like bandit camps?