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@FlandreScarlet - Thanks! I do intend to check back often to see if I can fix it. I may need to rewrite the whole thing but I just don't know when I will have the time.
Something was updated/changed recently that has broken the ability to check the blood level of clothing and/or tile squares.
To be honest, if they don't undo whatever they did then I will have to completely rewrite the mod and I don't know when I'll have time to do that.
Steam\steamapps\workshop\content\108600\2686812368\mods\DangerMoodles_Disease\media\lua\client
a week passes by with my character having bloody clothes and prone to sickness trait, no disease. this was done in debug mode in SP fast forwarding the time. maybe it works out of debug mode?
Hey btw are you trying this on singleplayer or multiplayer? I'm asking because I've noticed a big issue where nothing I do seems to be able to change variables outside a function when on MP and I'm wondering if that's causing your issue. If it is, I'm gonna have to do a lot of mod rewriting. I don't know why a function would be unable to change a variable from elsewhere like that and I don't remember it doing that when I wrote these.
Also, the way bloody clothes are figured into the mix has been changed. The blood level on clothing needs to be in the high 90's to count towards chance of sickness, up from 30. The mod no longer compounds chance of sickness per piece of clothing but instead sets a binary variable, like flicking a switch on or off. If any 1 piece of clothing is too bloody OR if the player is standing in/near blood then the computer will roll it's D20 against the player to check for sickness. The chances no longer compound upon one another and the blood on a player's weapon is not counted against them. The computer checks for the need to roll every 10 in-game minutes.
The formula for a player character getting sick from blood exposure has been reworked from the old random variable to a D&D inspired D-20 system.** It still utilizes "Resilience"/ "Prone to Illness" traits but now also takes into account a character's equipment. Wearing a face covering (for example a bandana mask or a medical mask) will gain a better chance of resisting sickness. Characters wearing a Gas Mask will have even better chances of resisting. "Ripped Sheets" can now be tied around the face as a bandana mask.
** The game will roll a D-20 against the player with a 17+ causing sickness. Wearing a face covering grants -1 to the roll (a Gas Mask grants -2). The Resilient trait grants a -1 to the computer roll but Prone to Illness grants +1 in favor of the computer. A "Resilient" character with a Gas Mask equipped will only get sick if the computer rolls a perfect 20. Being "Prone to Illness" without any face covering will get you sick if the computer rolls a 16+.
I think it would fit better the effect of dizziness (the same that gives you when you are a long time near corpses or eating food in poor condition). this way when the character begins to feel bad you can react and try to stop the development of the disease.
Love the idea of the mod . Keep it up
Danger Moodles (Contagion)
Danger Moodles (Zombie Contagion)
These are multiplayer mods. Players characters that are sick (or zombie infected for zombie contagion) have a chance of becoming contagious and spreading their disease (or zombie infection) to other nearby players.
Danger Moodles (Contagion) incoming!