What is your favorite QOL / balance mod?

Most people use big, game altering mods that add tons of new creatures, items, weapons, recipes and buildings to the base game - Magiclysm, Arcana, Aftershock, PK’s Rebalancing etc. But, not many people talk about (or make) small, game enhancing mods that aim to change or improve various specific aspects of the game.

What is your favorite minor QOL mod? Favorite tiny addition, be it an item or a recipe, perhaps a particular nerf or buff to a certain aspect of the game? My personal choice is Faster Stamina Regen, a simple mod that boosts stamina regen by 30-35%, making situations where you get winded from combat and forced to wait less likely to occur.

I’d say that the modding interface for this game does not really enable quality of life mods (especially so because if they were quality of life mods, they’d very shortly stop being mods and start being part of the game).

The example you list is undeniably a balance mod, a significant buff to the player in melee combat and anywhere where running is useful.

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“Balance” mods work for the purposes of this thread, sure! I wouldn’t say the buff is “significant”, my character can still get winded pretty quickly especially if they’re pulping corpses. I nearly died a couple of times because I ran out of breath running away from zombies, even after applying this. I think it is very well balanced! I’d like to know what other “balance” mods people are using.

I edited the title of the thread to use proper terminology.

Personally I’ve played with non-reviving zombies since 0.A and never looked back. The tedium of pulping corpses just isn’t worth my time imo, I’d prefer things to stay dead after I killed it once.

Care to share a link? The only mod that does something similar is the mainline Classic Zombies mod (“Dark Days of the Dead” nowadays) that also removes special zombies which makes for a pretty boring playthrough once you’re past the very earlygame. I’d also like to use it.

Sure. This thread will point to where it was discussed before.

[
  {
    "type": "MOD_INFO",
    "id": "no_reviving_zombies",
    "name": "Prevent Zombie Revivication",
    "description": "Disables zombie revival.",
    "category": "rebalance",
    "dependencies": [ "dda" ],
    "obsolete": false
  },
  {
    "type": "monster_adjustment",
    "species": "ZOMBIE",
>     "flag": { "name": "REVIVES", "value": false }
>   }
> ]

Just copy and paste this into a notepad, title it “modinfo” and put it in a recognizable folder, I suggest just putting “No Revivification”. Then drag and drop into your mods folder in the CDDA files.

I’d upload the file for your convenience but I don’t have anywhere to upload the file to.

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anymore aftershock
things like my power armor and my energy renewable laser guns are going from base game fun to backburner forgotten relics
I miss when kung fu was king I’m not sad they did the little nerf of splitting it accros dozens of books instead of the one holy bible of martial arts but it is a little sad they nerfed it hardcore
I really wish someone would put the grenades to what they used to be where mininukes could just be used by standing in the three tiles on the outer rim of the blast so it could still be spawned but still go off where grenades could level at least a bedroom in a house by blasting out the walls where bricks could be destroyed with less than a sports car ramming into the side at 90 mph and most of all where zombies would be eviscerated by the blast and the player was on equal footing none of this “shrapnel” business where the area they’re damaged in is half the radius what you are and how they’re hurt less when you will be eviscerated by it because “pain damage is fair” but only players and npcs are effected
to me the biggest qol is 0.c

30 posts were split to a new topic: Digression about mod obsoletion

at first it was a step beyond but now a lot of stuff that was in the base game are being dropped into it too like the cbms weapons power armor and even some of the vehicle parts
most of the qol balances I like are just undoing the little things they did like the “buff” (triple nerf) to all explosives or outright removing parts of the game

It will not work the way you’ve posted it (the > in it will mess it up, and depending on the game’s version the "obsolete": false will still result in it being considered obsolete).

The correct version (as I’ve posted before) would be:

[
  {
    "type": "MOD_INFO",
    "id": "no_reviving_zombies",
    "name": "Prevent Zombie Revivication",
    "description": "Disables zombie revival.",
    "category": "rebalance",
    "dependencies": [ "dda" ]
  },
  {
    "type": "monster_adjustment",
    "species": "ZOMBIE",
    "flag": { "name": "REVIVES", "value": false }
  }
]

I usually play it with only the default mods active (bionic professions even though I only used them once, and No NPC Needs), sometimes even without them.
However, I do change stuff up with the settings. Usually I set the item spawn rate higher (as most houses feel a bit empty), make the monsters slower but more resilient and sometimes drop the construction time down.

I just copy pasted what I used, which worked fine. Maybe it’s a new issue with porting stuff from older 0.E to newer versions, but you’ve saved the issue so thanks for that.

In any case I find that I turn on mods like bionic professions even though I hardly use them just because they’re neat to see I guess. I usually don’t fiddle with worldgen stuff unless it’s item spawns, but with the limited amount of time I’ve spent doing construction I remembered it being painfully slow, but these days I hardly ever make a permanent base since I’m so used to the nomad lifestyle.

Maybe I need a change of pace, building a house would probably do just that.