SwissArmyKnife's YOSE Mods Collection

Discussion in 'PC Mods' started by SwissArmyKnife, May 1, 2015.

  1. Last updated: April 7th 2017

    All of the mods in this thread may be found here: https://www.mediafire.com/folder/15hpic0kg3cm8/State_of_Decay_YOSE_Mods

    Bonus: YOSE Modding Tutorials
    http://www.mediafire.com/download/hhm6ngmntetec8q/Modding+Tutorials.zip

    YOSE XMLs link:
    https://www.mediafire.com/folder/e13hu7pc2kq93/YOSE_XMLs

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    Featured Overhaul Style Releases


    SAK's Abbatoir - Breakdown only
    Journey of the Dead - Story only
    Military Operations on Urban Terrain Interrupted - Breakdown only

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    YOSE All Modes - Alternative Character Outfits


    Outfits available for the following characters:
    • Amelia Crasman
    • Becca Collins
    • Ed Jones
    • Eli Wilkerson
    • Jacob Ritter
    • Job Wilkerson
    • Lily Ritter
    • Marcus Campbell
    • Maya Torres
    • Mickey Wilkerson
    • Zeika Rivera
    Note: This is a maintenance update for yk999's original Character Alternatives mod.
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    NEW!! YOSE All Modes - Hide UI (Partial)

    Hides the majority of the UI for all modes. Still missing the minimap piece but it hides the weapon, stamina, health and consumables.

    Unzip and drop the folder in your \Steam\SteamApps\common\State of Decay\ folder directly.

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    YOSE All Modes - Military Character Outfits


    Outfit replacements are for all heroes available in Breakdown except Gurubani Kaur.

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    YOSE Story - Custom Mission Timers


    Mission Timers Modified:
    • Original timers increased 5x
    • 10-50 minutes, depending on the mission type
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    YOSE Story - Dreams of a Space Man


    • Increases garden growth to 4/6/8
    • Increases greenhouse growth to 8/12/16
    • Increases bedroom output from 8 to 32
    • Research changed to 30-45m timers
    • Built-in storage areas function have bonuses to storage space (varies by homesite)
    • Storage areas have been upgraded to hold more across the board.
    • Modifies all facilities to use 5, 10, 15 Construction Materials and build in 5, 15, 30 minutes
    • Home Site Limits increased
    • Home radio options changed. New options for Resources (20), Melee weapons (8), Snacks (24), and Guns (1 each + 120 ammo).
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    YOSE Story - Custom Mission Timers


    Mission Timers Modified:
    • Original timers increased 5x
    • 10-50 minutes, depending on the mission type
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    YOSE Breakdown - Expanded Mission Timers


    Mission Timers Modified:
    • Original timers increased 5x
    • 10-50 minutes, depending on the mission type
    ----------------------------------------------
    NEW YOSE Breakdown - Freak My Breakdown


    Breakdown Level Spawns Modified:
    • New level changes at 1, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 60, 70, 80, 90, 99
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    YOSE Breakdown - Notes Reimagined

    • Adds 35 new notes that can be found throughout the area and adds to the extended universe
    • Adds the notes to the searchable containers
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    YOSE Breakdown - To Infinity and Beyond

    • Increases bedroom output from 8 to 32
    • Increases garden growth to 4/6/8
    • Increases greenhouse growth to 8/12/16
    • Research changed to 30-45m timers
    • Built-in storage areas function have bonuses to storage space (varies by homesite)
    • Storage areas have been upgraded to hold more across the board.
    • Modifies all facilities to use 5, 10, 15 Construction Materials and build in 5, 15, 30 minutes
    • Home Site Limits increased
    • Home radio options changed. New options for Resources (20), Melee weapons (8), Snacks (24), and Guns (1 each + 120 ammo).
    ----------------------------------------------
     
    Last edited: Jun 14, 2017
  2. SAK's Abbatoir

    Introduction:
    Welcome to my slaughterhouse. If you want to survive, you will need all of your cunning and a level of skill beyond human. Hard choices will have to be made when choosing who stays and who gets kicked out. Ferals fly across the land in their pursuit of flesh. Juggernauts shake off bullets with ease and hordes patrol the valley with intensity previously unseen.

    This mod is an on-going project to become the deadliest experience in the valley possible.

    Death Valley Residents:
    • Zeds (Slow, Fast and Hordes) are faster and track survivors longer
    • Ferals, Juggernauts and Armored zeds wander more
    • Juggernauts are more resistant to damage
    • Juggernaut bites can instantly kill survivors
    • Juggernaut ham fists hit harder
    • Feral bites tear through flesh more easily
    • Feral claw rend flesh with ease
    • All zombies deal more damage

    The Professionals:
    • Weapon Specializations – up to 3 specializations available
      • Melee: Blunt , Edged, Heavy
      • Small Arms Fire: Pistol, Revolver
      • Heavy Arms Fire: Rifle, Assault Rifle/SMG, Shotgun
    • Special Techniques – divided into Combat and Utility
      • Combat: Combat Endurance, Rage, Focus Aim.
      • Utility Group: Marathon, Ninja
    • Early level XP requirements for cardio and wits has been decreased
    • XP requirement for leveling the Melee skill has been increased
    • XP requirement for leveling the Shooting skill has been increased

    Call A Medic!
    • Painkillers heal over time (60s)
    • Painkillers are slightly more effective
    • Snacks regen stamina over time (60s)
    • Snacks are slightly more effective

    Results May Vary:
    • Outpost trap cooldown increased to 5 minutes
    • Outpost safe radius removed if traps aren’t set
    • Outpost safe radius increased to 50m when traps are set
    • Friends will follow you for 20 influence.
    • Friends will follow you for 1 hour
    • Friends gain slightly more trust from kills and missions
    • Mission timers increased slightly
    • Item repair cost removed
     
    Last edited: May 26, 2015
  3. Military Operations on Urban Terrain Interrupted

    The Story

    You join Lily Ritter, a Comms Specialist and 2nd Lieutenant, weeks after an infection has spread throughout Fairfield Military Operations in Urban Territory Site #231 and the surrounding Trumbull Valley. The infection is bringing the dead back to life and only a hearty blow to the head can bring them eternal rest and stop the spread of the infection. Lily will guide you in your efforts to recruit survivors to your side, find the means necessary to escape and warn you of problems within your camp. Rescue other soldiers to gain new specialists and heavier firepower. Also keep an eye out for Major Hawkes and her team, intermittent reports suggest her squad’s helicopter went down in Fairfield.


    Lily’s Log:
    0700 hours, July 1st 2013, Fairfield – MOUT Site #231. Major Parsons arrived today with Captain Montressor to watch the squads run through VIP Search and Rescue training missions in Fairfield. Staff Sergeant Degrasse’s team is overlooking an operation to test the treatment of the local dam’s water supply. Reports are coming in over the radio from other squads that the water is tainted and causing a new kind of fever that we have never heard of previously. SSG Degrasse has requested that I bring it up with Major Parsons and recommends talking with the CDC about bringing in a full disease control team. SFC Morris and Hanson have backed up his claims that the water is showing signs of being tainted. I may be their ranking officer but even I know better than to argue with three medics. I’m switching to water bottles only and ordering 2nd Lieutenant Lawton to notify the other platoons as well. ---2nd Lieutenant Lily Ritter

    1630 hours, July 15 2013, Fairfield – MOUT Site #231. SFC Morris and Hanson have been missing for three days now; attempts to reach them by radio have failed repeatedly. Several other platoons are reporting missing soldiers as well; from their COs reports, they were all on guard duty patrolling the perimeter. I overheard some of the soldiers in the mess hall gossiping about the civilians in town boarding their windows and talking about the dead coming back to life. They were talking about it like they really believed it was happening; what is going on in this valley. ---2nd Lieutenant Lily Ritter

    0740 hours, August 1 2013, Fairfield – MOUT Site #231. The camp was overrun by civilians and soldiers alike that wouldn’t die when shot or stabbed. The Major discovered that a bullet to the brain would make a permanent end to their movement and ordered us to gather the remaining civilians and soldiers for evac. My orders are to man the radio and keep everyone moving forward. I’m scared for my brother and father; I didn’t see them among the casualties or the living gathered here. For now, I can only pray they are safe and continue gathering others for evac. ---2nd Lieutenant Lily Ritter

    ---------------------------------------------------------------------------------------------

    Features:

    Character Specializations

    • Weapon Specializations – up to 3 specializations available
      • Melee: Blunt , Edged, Heavy
      • Small Arms Fire: Pistol, Revolver
      • Heavy Arms Fire: Rifle, Assault Rifle/SMG, Shotgun
    • Special Techniques – divided into Combat and Utility
      • Combat: Combat Endurance, Rage, Focus Aim.
      • Utility Group: Marathon, Ninja
    Skill Experience Changes
    • Stealth Kills give 8 Wits XP.
    • Kill a Screamer or Bloater and get 6 Wits XP.
    • Kill a Feral and get 12 Wits XP.
    • Kill a Juggernaut and get 25 Wits XP.
    • Experience required for skill levels reduced/increased
    • Added Wits XP for surveying
    • Added Wits XP bonuses for various daily activities
    Health/Stamina Changes
    • Health consumable weight reduced to 0.05
    • Health consumables heal over time now, 60 second application
    • Stack Sizes for consumables has been changed to 8-12
    • Effectiveness of Healing/Stamina consumables has been increased
    • Stamina regenerates faster
    • Sprint drains less stamina
    • Bloater gas is more toxic (higher stamina decrease)
    • Friends will follow you for only 20 influence.
    • Friends will follow you for longer (1 hour timer)
    • Friends gain slightly more trust from kills and missions
    Gun Changes
    • All ammo weight and stack sizes have been reworked to be more realistic
    • Suppressors have had their usage numbers increased.
    • Suppressor weights reduced to 0.2.
    • All firearms are renamed to real world versions and weights.
    Housing/Base Changes
    • Improved efficiency of gardens and greenhouses
    • Food preservation time reduced to 10 minutes
    • Reduction in all research times
    • Resource rucksacks have had their values increased.
    • Built-in storage areas function have bonuses to storage space.
    • Added supply drop radio options to Command Center
    Hero Changes
    • Heroes divided into Officers and Enlisted Specialists
    • Custom gear and trait setups for Officers and Enlisted ranks
    • Ranks added as traits
    • Added “Night Stalker” designation to specialists
    • Doubled stamina values overall
    • Added “NeverAway” to Army Medics and Tool Experts
    • No changes to Lifeline heroes
    Zombie Changes
    • Hordes start closer to home and will target it more frequently
    • Feral and Juggernaut sightings increased
    • Horde spawn rate increased to every 15 minutes
    • Juggernauts strength increased
    • Juggernauts’ bite tears through flesh more easily
    • Ferals’ bite tears through flesh more easily

    Misc. Other Changes

    • Added customized notes from Ninja2Dan
     
    Last edited: Apr 8, 2017
    vforvendetta123 and MrMonst3r like this.
  4. Journey of the Dead (Story only)

    Fear the Dead:
    • Horde spawning increased slightly
    • Zombie spawning increased slightly
    • Normal zeds are slightly faster
    • Normal zeds have a wider range of view
    • Juggernauts are slightly more resistant to damage
    • Feral bites tear through flesh more easily
    • Zombie attacks are more effective

    Experts Live Longer:
    • Weapon Specializations – up to 3 specializations available
      • Melee: Blunt , Edged, Heavy
      • Small Arms Fire: Pistol, Revolver
      • Heavy Arms Fire: Rifle, Assault Rifle/SMG, Shotgun
    • Special Techniques – divided into Combat and Utility
      • Combat: Combat Endurance, Rage, Focus Aim.
      • Utility Group: Marathon, Ninja
    • Early level XP requirements for cardio and wits has been decreased
    • XP requirement for leveling the Melee skill has been increased
    • XP requirement for leveling the Shooting skill has been increased
    • Added Wits XP for surveying
    • Added Wits XP bonuses for various daily activities

    Home Sweet Home:
    • Replaced Radio command options
      • Added Resource option
      • Added Guns option for new guns – cannot be found otherwise
      • Added Weapons option for new weapons – cannot be found otherwise
    • Heavily reduced timers for building facilities
    • Reduced materials cost to build facilities
    • Increased bed size to 20
    • Improved efficiency of gardens and greenhouses
    • Reduction in all research times
    • Built-in storage areas have bonuses to storage space.
    • Item repair cost removed

    Prepare Well, Live Longer:

    • Ammo carry stacks increased
    • Painkillers and stamina boosters weight reduced
    • Molotov & noisemaker weight reduced
    • Backpacks weight reduced
    • Suppressors increased to 25/50/75
    • Suppressor build times decreased to 10m
    • Painkillers heal over time (60s)
    • Painkillers are slightly more effective
    • Snacks regen stamina over time (60s)
    • Snacks are slightly more effective
    • Flashlight is more effective
    • Containers maintain their glow if not empty

    Survivor Laws:

    • Doubled stamina values overall
    • Added “NeverAway” trait to Medical Professionals and Tool Experts
    • Talents are not exclusive
    • Friends will follow you for 20 influence.
    • Friends will follow you for 1 hour
    • Friends gain slightly more trust from kills and missions
    • Increased player speed slightly
    • Mission timers increased slightly

    While Supplies Last:

    • Ammo rucksacks reduced to 3 ammo gain
    • Food rucksacks reduced to 5 food gain
    • Fuel rucksacks reduced to 3 fuel gain
    • Materials rucksacks reduced to 10 materials gain
    • Medicine rucksacks reduced to 5 medicine gain

    Your Prayers Are Answered:
    • Call for runners reduced to 2m cooldown
    • Call for outpost setup reduced to 3m cooldown, 25 influence
    • Call for relocate home reduced to 25m cooldown, 50 influence
    • Call for Airstrikes (original Breakdown soldiers, not Lifeline specialists) reduced to 20m cooldown, 50 influence
    • Call for Vehicle delivery reduced to 10m cooldown, 30 influence
    • Call for Medical Advice reduced to 15m cooldown
    • Call for Inspiration reduced to 15m cooldown, 10 influence
     
    Last edited: Nov 23, 2015
    vforvendetta123 likes this.
  5. TitusMaxThong

    TitusMaxThong Got Your Back

    Awesome work SAK. nice to see all my favourite mods back in action.

    Just one thing though, I noticed after installing 99 levels of breakdown and dreams of a spaceman, my 'Pepper's Pack' radio option disappeared. Is it just me or..?
     
  6. The option should be there after you've moved into a home base. Ensure that you have a home before trying to get them. I noticed it too and it appeared as soon as I located to a proper base.
     
  7. TitusMaxThong

    TitusMaxThong Got Your Back

    ^ Noted. thanks for that SAK. Awesome mods as always.
     
  8. This is now working with YOSE edition right ? Thanks a lot SAK i'm trying this with storymode right now !
    BTW i dont have any mods installed right now, do i need to begin a new savegame or can i just continue mine (i'm in the 1st home base)
     
  9. I just registered to this forum to say many many many thanks SAK for your mods. It made my YOSE experience jump to the next level. Keep up the good work!!!
     
  10. Thanks!

    Yes, these are all YOSE edition mods. It depends on which mod you are trying to use. The Story ones are for the base game/story mode only. The others are for Breakdown or Lifeline.

    Facilities changes should be able to take effect immediately, along with timers. The timers can be exceedingly long, depending on your system and comfort level. I have a lower-end system so I tend to use longer timers so I can reach people without worrying about others dying along the way.


    Welcome to the forum! Thanks!
     
  11. MrMonst3r

    MrMonst3r Famous

    Wow. You've been busy! These look great. :) I always liked the Expanded Mission Timers.
     
  12. Brimstone has been updated and added as well now with some features removed from the previous iteration due to the increased danger already present in the game (guns were louder, noise traveled farther)
     
  13. Hey SAK, i actually use DOASM and CTM and i love those mods. I'm wondering though:

    - Can i have both Dreams of a spaceman and Brimstone ? I'm asking since there seems to be several assets in common (facilities & homesitelimits). So i guess if i copy the second pack over the 1st one, i will lose its benefits ?

    - No timers changes in Brimstone ?
     
  14. Griffonclaw39

    Griffonclaw39 Here To Help

    Yo! THIS IS GREAT! THANK YOU!
     
  15. No, they would overwrite each other and I didn't add CTM into Brimstone directly.

    On that note, I went ahead and made a new edition for both DOASM and CTM.
    DOASM for Brimstone adds the Commerce activity from Brimstone.
    CTM for Brimstone adds the custom timer setup.

    You can overwrite the original Brimstone files with the "for Brimstone" ones to add/replace the options.
     
    Johnito likes this.
  16. Garfield2000

    Garfield2000 Got Your Back

    I just downloaded your Breakdown To Infinity and Beyond mod and so far its working nicely.
    However I do have a request.
    Could you make it so we get more influence when we bring resources back to base? Its set to 25 and I'm having a hard time keeping my influence up cause I'm trying to keep my supply locker organized.

    Also I noticed the icon for the radio for scavenging for guns and ammo, the icon are melee weapons instead of guns or a crate. Not sure if thats how its suppose to look.

    Thanks for the mods.
     
  17. TitusMaxThong

    TitusMaxThong Got Your Back

    hey SAK just wana confirm what the fuel requirement for Brimstone Entails? as per:

    • Added fuel costs to driving in cars
    Does this mean our fuel resource goes down the more we drive? just curious to see how it works
     
  18. Yep, I can add that in. Also, it uses the previous iteration so I'll have to change it to match up with the new icons. Thanks for catching that.


    Correct. You have 10 minutes of driving per 1 gallon of fuel. This was an import from QMJS' mod.
     
  19. Garfield2000

    Garfield2000 Got Your Back

    I just noticed something else, when you send out to trade for weapons "both guns and melee weapons" they all are the same when you do that multiple times.
    Is there a way you can make the findings more random so we don't get the same weapons all the time?
     
  20. When I start a new game with Brimstone for Story Mode, Marcus has two instances of Natural Athlete, and Ed has an instance of this too, causing him to have both Powerhouse and Reflexes. I didn't go far in enough to see if Maya has it too, but I suspect that this is what was meant by Marcus and his Hatchet being broken? Or is this a separate issue? I have no other mods on my SoD YOSE install whatsoever.
     

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