Discussion in 'PC Mods' started by QMJS, May 13, 2014.
New issue... any influence I get gets put to 0 almost immediately
That is the cumulative penalty for multiple recent character deaths. Your fame has probably dropped to 0... and influence above fame disappears rapidly. It will reset to 100 fame at the next daily reset.
If you are intentionally killing off survivors, it is going to cause problems. See "8. Fame and influence" in the modsummary file.
I am sorry QMJS I am dyslexic which is no excuse but that's why I haven't gone through the modsummary properly lol how embarrassing I didn't intend to kill them a feral cornered me at Pastor Will's Church
It can occasionally cause issues if you aren't killing them off intentionally, if you loose a few in a short period of time. But it is for the same reason.
Fame, influence, and reputation are somewhat nebulous concepts in the game. From a functional standpoint it is clear what they do. Fame is the influence cap, and allows you to 'grow' the influence pool's size. Influence is somewhat like 'cash', used to get supplies and essentially to pay people to work. Reputation is actually rarely seen, working in the background.
But, on a more conceptual level, they work together to basically represent long-term confidence in your home enclave's ability to survive. With more confidence, people are willing to do more than huddle in the corner waiting to get eaten, and they are also more likely to let you take valuable defensive stuff away from the place they are hiding out. In a similar way, morale represents their short-term confidence that they will make it through to tomorrow. In both cases, the higher they are, the more cooperative the other survivors will be, and when people die off, they get scared and you have to build up that confidence again.
Edit: It will reset after logging off for a while, or after the daily reset, bringing fame up to 100 again. If you want to continue playing while it is low, just don't put anything new in the locker... stow it in a vehicle to put in later. It is a good idea to keep some extras in a vehicle so you can resupply if you need to when you run out of influence.
So, is there gonna be anything new, or is the mod finished?
Still working on it, but not nearly as much time available as I used to have.
hello. i would like to try your mod, but seem to have some issues. i have done a clean install (yose) multiple times. i have zero mods... just yours. i am not getting the extra building slots, although the new buildings and some new items ARE in the game. any help would be appreciated greatly. thank you!
That is not installed properly. Go to the mod page and read the sticky post.
the pc mod page? (sorry im new to this) ive read your instructions on the proper folder structure/ and where to extract this mod. when that didn't work, i extracted this in a new folder, and manually moved each file to the corresponding location in the game. both have the exact same result. sorry if im still missing something....
ive also started a reg. game before going into breakdown. (new game as well from the fresh install)
That does look right. Do this:
Shutdown Steam completely, start it as an administrator, then do a file verification.
Go into the library and find State of Decay: Year One. Select it, then right-click on the name and select Properties. On the third tab, Local Files, click "verify Integrity of Game Files". Let that run.
When complete, start the game, and once it loads, exit again. Shutdown Steam and restart normally.
thank you. i did all that. i had 3 ctd. 4th times a charm. started reg game first. then breakdown. heres how the base looks now... im not getting that weird error anymore, but dont see any extra building slots... again, the new buildings seem to be available, but theres not enough room to actually build any of those. does this look correct?? please help! lol. i really want this to work
Yes, that is correct. As noted in the modsummary/readme, the changes at the Alamo are the extra parking space (next to where it says "outposts"), the watchtower on the roof is upgradable, and the other three parking spots can be removed and built upon.
The Church has an additional parking space, the original space can be removed and built upon, the extra tower in the back was added, and the garden was added, which can be replaced if needed.
oh. great! thank you for your support, and for this mod.
hey qmjs. i played until i could move into the warehouse. now two of the built in facilities cannot be "fixed up"... they are just stuck red.. but all the additional slots seem to be working now. i started a 2nd breakdown character and joined savini. i was able to repair all 3 built in facilities.. but after collecting the necessary materials, all the building options in the empty slots are always red. all of them.. .its strange.. you cannot build anything at all in the open slots, regardless of the amount of resources you have. (i am not getting any warnings about lack of labor, etc either, just does nothing when attempting to build) also getting alot of crashes. maybe one every 15min atleast.. honestly, ill happily deal with the crashes if i could get this mod fully working. a fair trade off for all this new content i did read through a bunch of posts here to see if i could find someone else with this issue, but didnt come across it.. so sorry if you have already addressed this. thank you again for your help and your work on this mod!
Hadn't noticed this thread before, and just wanted to pop in here and say: APPLAUSE!
This mod is fantastic. If Undead is looking to hire anyone to assist their lead designers to make their games BETTER it should be QMJS!
some pics of all the building options being red, even when meeting the requirements. others that require more materials do give the message "not enough materials" or whatever you are missing. but ALL of them are unable to be built... this is on a new breakdown game...
You also need available labor to build.
Always go inside the building near the command center and then start repairing facilities.
Always repair facilities before building new ones.
If you don't, you can sometimes end up like you have in Snyders. It will usually reset after a daily reset.
As these forums will be changed to read-only very soon, I will no longer be able to post any news, answer any questions, or assist anyone with their problems here.
Please check the mod page itself for updates, or to ask questions using the posting system there.
For any more general issues, you can find me at the Alamo forums, https://www.draakdorei.com/forums/
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