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State of Decay Modding Crew SoDModding
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State of Decay Modding Crew SoDModding
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All Discussions > Mods in progress > Topic Details
Fortitude - a State of Decay base stabilization Mod by Phacops/Eocryphops
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------------ Read Me! ------------
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(or, if you're Lewis Carroll, then "Eat me" is probably more your flavor)

Regarding the original structures & components from Undead Labs: "© 2013 Undead Labs LLC. All Rights Reserved."
Regarding my custom components: "© 2013 William Dickerson. All Rights Reserved."


Now that we got that out of the way :)


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------------ How to use it ------------
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Get it here:
https://bitbucket.org/Eocryphops/fortitude-state-of-decay-base-stabilization/downloads/Fortitude_Mod_for_State_of_Decay.zip


Complete on Church, Savini Residence, and Snyder Trucking Warehouse. Only the church will be fully fortified at all times, occupied or not. To get the rest, you have to move to the location to see it.


Also added was armor plating for vehicles, currently only the red truck gets this mod - find the red/black trucks find the armor, get that one here:
https://bitbucket.org/Eocryphops/fortitude-state-of-decay-base-stabilization/downloads/Fortitude_Mod-Armored_Vehicles_for_State_of_Decay.zip

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**General List of Mod Features**

This one zip [to rule them all] contains everything you need to get started.

Put it in your Game folder, unpack it and it will make the following files:

Fortify All Bases.zip
Fortify Church.zip
Fortify Savini Residence.zip
Fortify Snyder Trucking Warehouse.zip

Choose which level of fortification you want, some bases or all bases.

If you want them all then just unpack the "Fortify all bases.zip" into the game folder and you're done!
If you just want one base then unpack the respective zip file and it will go into the correct directories with the appropriate files and you're done!

If you'd like to uninstall then:

The Church, it's just 4 files + the originals in their own folder located at -
...\Steam\steamapps\common\CryEngine\Game\objects\ architecture\bases\buildings\base_small_church_01

The Church files are handled differently than the other bases, they are -
* base_small_church_01.cgf (Church 3D mesh, vertex colors, physics model)
* base_small_church_01.mtl (Textures, lighting, additional color, etc.)
* base_small_church_01_glass.cgf (More objects being added to the Church mesh, vertex colors, physics model)
* base_small_church_01_glass.mtl
+ Folder called "Original Church Files" which will hold the originals of all items from Undead Labs


The Savini Residence files are -
...\Steam\steamapps\common\CryEngine\Game\objects\
* savini.cgf
* savini.mtl

The Snyder Trucking Warehouse files are -
...\Steam\steamapps\common\CryEngine\Game\objects\
* snyder.cgf
* snyder.mtl
All bases:
...\Steam\steamapps\common\CryEngine\Game\libs\pre fabs\
* facilities.xml (This tells the game to add the fortification components that I built onto structures which I haven't personally changed. The Church, for example, was entirely rebuilt but set to closely match the Church dimensions)
* facilities.original.xml (The original, just delete the facilities.xml and then rename this one to facilities.xml, or simply delete them both and the game will do its thing

"Oi, What's in this Shroedinger's box of yours?!" you say.

Definite Additions
* Updates to the core structure of bases using the same level of embellishments or further (Pretty railing, windowsills, miscellaneous junk lying around, pretty overhangs, etc.) or using the existing structure and simply adding the fortifications separately.

* Lockdown of windows to prevent Zombo intrusion while you're pondering the existential, doing your taxes...er I guess you don't have to worry about that anymore, or maybe just having a polite caviar & brie lunch with your fellow survivors

* That lockdown involves things like basic plywood and timber, on up to full-fledged palisades, walls, ramps, towers - anything to block entry while providing utility where possible, with preference toward structures that allow access to higher places

* Also includes, where possible, sniper nests, and roof structures to allow for area visbility, or just plain entertainment (while wasting ammo, you naughty survivalist you)

* Vehicle armor, for red truck only right now


Current Additions

Vehicle armor:
* Red truck variant of the truck only, adds blades on the sides and back as well as armor for everything but the doors and tailgate.
* Currently the red truck is invulnerable to all damage on the core vehicle until I can update all the data for realism
* Modified physics to feel like it was armored, need to slow it down a little next
* The blades and grill do slice through zombies, the only place I've had issues so far is with the Romero hell version, with more zombies, they spawn under the truck and tend to toss it in the air with their population springing up beneath it haha

For the Church:
* Removed the top tower on the Church and added two, flat-roofed towers (A basic, "Uh'Merrican" version of Notre Dame)

* Remodeled the front of the entrance, just for some additional aesthetic, redid railing/porch since it didn't port with the object out of the engine

* Added railings, support structure, planks, to roof structure with a ramp down to the ground level

* Applied some aesthetic to all the new structure so it looked very rickety as though pieced together quickly by normal people with limited experience

* Roof's front plank safety rails now gone to make it dangerous to take those easy shots from the front at zeds curling up at your front gate like the morning newspaper [Yes, I had a survivor die while I was toying with it and rushed up to shoot at some zombies. Like a real person, you should move slow once you're up there]

* Added boatload of vertex coloring to muck things up and make them look more lived in

* Covered windows on the outside with beams/wood/metal and tried to make them look very amateur (aside from being an amateur at 3D, of course, haha)

* Covered inside windows with objects/lumber, and added great big case of assorted cereals, because those things can withstand nuclear blasts and be equally edible

For the Savini Residence:

* Window barricades (Note: I couldn't prevent exit from the inside due to weird mechanics with the trigger for jumping out of the window, I had the proxy box half way across the room and characters would launch 20 feet to get out the window so I just removed them, sorry!)

* Palisade at front of house, envelopes porch, allowed to look more well-constructed, implying better experience in survivors

* Extensive palisade and proxy line outside front wall, extends from gate down to bridge (Note: Small pathing bug where, rarely, a zed will clip through the entirety of terrain and proxy/palisade to appear near or into yard. Couldn't catch 'em in the act so, sorry, it happens)

* I was irritated by always getting stuck in the gate bars at the sides of the actual gate so I put up some plywood on both sides to get into gate more fluidly, inside/out, we'll just say it's so the zeds don't grab you through the gate :wink:

* Added roof railing at the front and on ramp, to make it safer but easy enough to jump down & save someone, can still fall off back side of ramp landing outside the wall, but I wanted to leave that option open

* Added several proxy meshes so you are much less likely to get entangled in the existing structure in addition to the one I put up, if you find geometry holes that you get fully stuck in please let me know so I can fix them, I tested quite extensively but I am but one person


For Snyder Trucking Warehouse:
* A simple tower with two ramps each at 90-degrees, at each corner of the Snyder Trucking Warehouse, 1 ramp for each side hugging the wall;

* A ramp and platform system to the front of the warehouse, the side that faces the main street, accessed by the concrete loading dock near Lily's Command Center;

* 4 truck-trailers, 3 overturned, that you can climb onto from the Northeast tower via planks and ramps;

* Planks from Northeast tower also allow you onto the existing truck parked at the northeast corner;

* Platform from overturned truck, going across the street and leading to roof of Swine & Bovine, roof access then allows you to climb down a ladder to go inside the restaurant.

* Palisade system across the east side of the facility, slightly more elaborate right next to the gate


Bugs:

The inherent pathing mechanics part of the time have the zeds just brazenly walking through the geometry, proxy and physicalized, no matter how elaborate I make them. This also includes the geometry that UL put in, not just mine, which speaks to the nature of the bug. It's not as visible on the Church and Savini, at all, though it does happen. Snyder is way out in the open and thus it has a lot more pathing trouble. Will work on that.


Oy, mate, what're ye working on next?!

Will do another quick try for the pathing mechanics that are causing havoc on my ability to mod geometry and filling my maxillo-facial death triangle with salty tears.

If I can't fix that then I'll work on possibly adding weapons to vehicles, and/or updating meshes on the live mods.

Possible Future Additions

Will eventually include - if possible with our access to the engine:

* Overhauling the fortifications and the buildings themselves to simplify geometry and to beautify what I made

* Creating ladders with triggers to climb to the sniper nests, upper locations, et cetera, or even simply building new bases on top of structures instead of at the ground level where safety is lowest

* Fortitude for your character with new models, hopefully items to wear like football helmets or collanders (No need to cook and strain, the zombies prefer you "al dente," see what I did there?)

* Fortifying the facilities and creating further upgrades, as well as making it so that the fortified bases are upgrades and you don't just get them immediately (Note: So far I haven't found a way to make this possible. I found multiple areas with references but I can't seem to lockdown the one specific place that the physical upgrade process happens in the UI, I have it 90% and just need that one, big piece to make it all happen)


Screenshots
See forums, because Adeno did an awesome job with shots on the Church and you can see the rest of the pictures of the mod and the testing thereafter - http://forums.undeadlabs.com/showthread.php?36077-Fortitude-a-State-of-Decay-base-stabilization-Mod-by-Phacops-Eocryphops


Steam Gallery

Note: *Not all shots are of the current structure, especially in regards to the textures being applied*

Here's my Steam account to see what has been uploaded for State of Decay, usually pictures of the mod, sometimes not, but a full list regardless.

http://gtm.steamproxy.vip/profiles/76561198031903307/screenshots/?appid=241540
Last edited by _________LuNandor; 1 Dec, 2013 @ 12:37pm
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Showing 1-3 of 3 comments
_________LuNandor 10 Nov, 2013 @ 9:52pm 
Completed Savini residence and updated information to reflect that. Working now on the Snyder Trucking Warehouse.
_________LuNandor 22 Nov, 2013 @ 6:48am 
Snyder should be released this weekend but I'm going to point people to my post on the forums because I think it's better to keep mods there since it brings traffic to Undead Labs and provides more of a community with mods :)

http://forums.undeadlabs.com/showthread.php?36077-Fortitude-a-State-of-Decay-base-stabilization-Mod-by-Phacops-Eocryphops/

Note that I've already developed one armored vehicle and that will be released at the same time as a beta. It will be invulnerable to all damage, including being turned on its back, so only use it if you wish for that, otherwise wait until I release the fixed version, please.

_________LuNandor 1 Dec, 2013 @ 12:38pm 
Added Armored Vehicles Mod for Black/Red Truck, currently. Coming soon is one that replaces the black muscle car with a cowprinted Mad Max style vehicle. See post for download link, or check out the fuller post here:
http://gtm.steamproxy.vip/groups/stateofdecaymodding/discussions/1/666827316004239423/
Last edited by _________LuNandor; 1 Dec, 2013 @ 12:38pm
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