Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For the pants zip mechanic, it probably wouldn't have a button or menu option to actually zip down and zip up and rather just use the current pulling down pants timer. The insulation and groin protection thing would be cool but at the same time it seems like it'd be difficult/time consuming to implement and might not be worth the time, I'll mess with it as well though to see if I can get it working but if not I might just have it not require taking off your pants or something.
For the puddle, I actually have made a working slightly barebones one, but have been slightly improving it for a bit. The dirtied shoes thing might be easy if the method I'm thinking of using in my head will actually work in practice, the increasing in size when added too might also be hard but if I can dynamically change the model size in-game when you pee close enough to it I probably could have a basic system working, the smell causing unhappiness when you linger near it is definitely possible and relatively easy, the soaking into soil would be a bit difficult since I'd have to check whether or not it's actually in a house, and drying over time could might be easy since I can just set a despawn timer.
One other thing I'd like to mention with the puddle is that currently the model on the ground is actually just the item, which also means the game (as far as I know) requires you to be able to "Grab" it, and therefore you have the pee item in your actual inventory which wouldn't make sense in real life unless you held it in your hands. I might just be able to fix this by automatically dropping the item if it's in your inventory for a few seconds, and I also plan on letting you put it in a bottle, but I just thought this would be a notable mention since it has limitations on what unique effects I can have with it.
Finally, thank you for the suggestions, I can't guarantee anything/everything you've made note of will be added but I will definitely try it out and see what works and what doesn't. (Also sorry for the wall of text, I'm not great at formatting)
-I agree that some might find the extra step annoying, where others might appreciate the attention to detail, so the toggle option would be quite welcome.
-I imagined the zip mechanic might work similar to how hoodies, fanny packs, and hats have multiple positions, chosen via contextual menu, visible specifically via ‘wear’. From what I’ve noticed, hoodies give you slightly more head protection when worn ‘up’, rather than ‘down’, so I assumed pants could have similar states with 'fly up' vs 'fly down'. However, if it's a time consuming process to implement, I wouldn’t blame you for keeping zippers represented by a timer, nor would it really bother me for male survivors.
-The explanation of puddles treated as ‘placeable’/pick-up-able items is funny, and somewhat expected. The suggestion was partly inspired by situations where it stops raining, and the survivor’s footsteps can be heard splashing through puddles (and I always assumed those footsteps were louder to zombies because of the splashing) and the game even somewhat renders puddles here and there, though I recall it often makes sound even if I’m not directly stepping on a visual puddle.
-Instead of an item, could it be an area-effect, similar to how the generator poisons you if it’s placed inside your home? Except instead of poison, and instead of affecting your whole base, it causes a sound/slippery effect only while the survivor is inside a specific room, or within a tile radius.
-Alternatively, I wondered if the mechanic for blood splatters could be stolen and reworked as dirt/puddles etc, as blood is not an item that can be picked up, only cleaned, but seems to be spawned by killing zombies/bleeding injuries etc.
-Regardless, since you already have something planned and worked on for puddles, I’m eager to see that idea, whatever form it takes.
-The idea for despawn timers on puddles seems very sensible to me, and would be further ideal if the timer can be adjusted to be slower/faster depending on the surface/temperature/wind/weather present.
-Bottles sounds like a great idea, especially for driving situations, which would literally just be a timer, since no animation would be needed, just an empty bottle. There’s been enough times my survivor had to stop on a road trip, get out of the vehicle to do the deed, then hop back in. (Which is to be expected, but so would using bottles to avoid putting yourself in danger.)
-Lastly, regardless if anything is added or not, it’s nice to get a response and have the ideas acknowledged. Good luck and thanks for the mod.
one thing that bugs me though is that my dress gets urinated on, but not my undies. xD (i have the mod Real Undies that allow it to get dirty over time)
is there anything that can be done about that?
oh also, not to try and steal the thread but i just remembered whilst typing: for some reason, i pee myself before the bar reaches 100%. what would make it do that?
I also found it odd that it didn't apply to inner layers.
To answer your question, if I'm not mistaken, as the bar gets fuller, and you suffer some amount of panic, like a zombie ambush or a nightmare, I believe that's where the risk of spontaneous peeing originates.