This mod aims to recreate the world of the undead as envisioned by the father of zombie movies, George Romero. The Romero zombies are the classic slow shambling zombies who only want to eat your flesh. They are very persistent and the only way to kill them is by destroying the brain or causing severe damage to the head. The living dead series by George Romero is known for the atmosphere of dread, where even though zombies are slow and weak, they eventually catch up to the humans who end up going against each other due to their personal desires.
Modern Fast Zombies have also been added as another choice for gamers to use. I believe that giving gamers the ability to choose how they want to experience a game is the best way to make them happy.
Game: State of Decay
Mod: George Romero Mod
Version: Test 17
Tested On: State of Decay Official Release and Breakdown DLC
By: Adeno
Date: Dec. 7, 2013
Original Thread: Forums.undeadlabs.com
Fixes:
- Garden facility now grows crops properly.
- Breakdown's "Hunting" missions that have no targets have been replaced with other missions.
New:
- More Enclaves for Breakdown.
- Extra ammo and weapons for Breakdown's random enclaves lockers.
- People in Breakdown will try to trade supplies with you more often.
- Optional Less Mission Zombies for Breakdown to prevent most "pop-in" mission zombies from appearing.
Latest Optional Features:
- Three Zombie Types: Classic Romero Zombies, Modern Fast Zombies, and Default Zombies.
- Hell Mode: Classic, Modern, and Normal versions.
- Dread Mode: Classic, Modern, and Normal versions.
- Easy Dread Mode: Classic, Modern, and Normal versions.
- Zombie Population: More Zombies and Less Zombies.
- Even More/Less Zombies and Even More Zombies Lite, Medium, Extreme versions.
- Enable/Disable Vehicle Damage: Slow, Fast, Default Zombie versions.
- Weak Vehicle: Slow, Fast, Default Zombie versions.
- Fatal Attacks: With or without Loud Firearms.
- Loud Firearms.
- Deadlight.
- More Outposts.
- Fulci Vision: No more red tint covering the screen during violent deaths!
- Durable Free All Weapons: Items don't cost influence anymore and they are more durable!
- Durable Free Melee Weapons: Only melee weapons don't cost influence anymore and they are more durable!
- Free Fast Service: Services you order via radio or at the base and facilities are free and fast!
- Easy Skills: Max up your skills by just doing it once!
- More Rewards: Side missions will give you more influence and morale!
- More Enclaves: With or without Extra Ammo and weapons
- Disable/Enable Special Zombies: No special zombies except for Screamer in infestations.
- Fatal Attacks Extreme: Immediate death, almost no chance to get out of critical condition.
- Black Fever: Get to near death state and you'll suffer from Black Fever.
- Sick World: Every living person has Black Fever right from the start.
- Rambo: Items have no weight, even small bags can carry up to 10 items, and maximum ammo per type has been increased to 255.
- Less Mission Zombies: Almost no mission zombies.
Is there any chance of having optional mods that remove special zombies (or all but the Armored ones) but are not linked to the extra enclave mods in the base game version?
this mod has already an option for that. Look for the "NoSpeacialZombies.zip" option of the mod inside your respective mode version of the game, breakdown or main campaign.
Adeno, i'm having a weird issue that possibly may be related with the FatalAttacksExtreme option. I simply cannot be harmed by zombies in any way. They could grab the character, punch him or whatever, and I have no health loss from the attack. Altough it occurs only against zombies, cause the other kind of damage still harms the character, damage from falls for example, could kill me.
Same as me ,found any fix ?
Not yet. =/
For future releases you may have to wait Adeno as many bugs exist within Breakdown that seems to crash the game right to desktop, same as the xbox release people are getting constant freezes and lockups due to bad auto saves.
I cant really play anymore at the moment because of this. Good job on improving your mod though! I love it! :)
Hi . I have question about "Fatal Attack's" . If i use this mod,then on mission my "friend" can die from one bite? Or this mod work only on character while i play? I hope you understand whad i have on a mean because im bad in English. Sorry,i hope someone answer me . :)
As far as I noticed while playing with this feature, this goes only to the controlled character. So no, only you would die with one bite from the zeds. At least this is what happens in my gameplay.
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Thank for you excellent mod. Could you please add delay time for zombie spawning? Because Zom keep spawning all the time so i can't loot house, which really uncomfortable. Your less zom in mission is great update
The "No Special Zombies" doesn't work for me. I have tried the lone version and the Lite, Medium and Extreme versions as well. Do I have to start a new game for this one to work? All others seem to work just fine.
Currently I am using, slow zombies, Less Mission Zombies, Less Mission Zombies, and FulciVision.
Yes. You do have to start a new game, or, if you feel like you couldn't just throw away your current game, you could just leave the valey by fixing the rv, then the new valey would be just as a new game, except that you will have the heroes you brought from the previous level.
I see, thank you. I have recently started a new run on level 3, so leaving the valley will take some time. I guess I will just start a new game.
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Question, i'm new to the game but i'm a huge Romero fan. I want to start a new game with your Classic settings, probably Classic Dread, will it affect the base campaign in any way? I heard from somewhere that a guy took a random feral hunting mission, but he had No Specials and when he went to the blue marker there wasn't nothing there and the game could not progress. Will I encounter this if I use the no specials mod?
Normally, using breakdown settings of the mod at least, those missions won't even appear, at least are not suppose to. But anyways, if they do, the recomendation is to refuse to do or simply ignore them, since with the "no specials" option of the mod seen to broke them. I don't know about the main story campaign, since i've not played it with the mod. Although, there is a version of the mod for it and propably will work just as it work with breakdown.
You don't know how much I love you for making this. You managed to improve a game that was already good, and also loved the fact that I can choose whether or not to install certain features. I actually registered in this page just to thank you, so yeah, I think this is great! Greetings from Venezuela, and sorry if there are any mistakes in the text, but it's the intention what matters.
I've been playing with this mod a little while and altough I said it's great there's only one thing that is annoying me: one of the features that made me download this mod (Fatal Attacks) isn't working as I expected. When a zombie bites me, I enter in critical condition as it's suposed to be, but after pressing "A" button quickly and gettint back on my feet it just fills my health bar. Not sure if thats exactly what should happen, but I thought that after being bitten and pressing "A" I would get back to action with my health bar low, and I would need meds to fill it again. Even in the normal SoD, after being bitten you lose a bit of health, so let me know if this is an error or it is exactly what the author of the mod wanted to happen. (Again, sorry if there are any mistakes in my text, but English isn't my native language)
Hi. This feature is suppose to be just like that. For better explanation, when you enter in a critical condition, the zombies start to hit you on the ground. That said, your maximum health start to be drained by the zeds attacks until you have no health at all and die. If you press A and get up quickly, the zombies have no time to drain your maximum health, and so you have a full health bar again. If your health is drained, you'll lose the portion of it that was drained and get up with the amount that left, thus you'll have the status "hurt" and need to rest to recover you entire health again. If find that feature too easy, you could try the "FatalAttacksExtreme" that works almost the same way, except that when the zombies start draining your health, 1 bite is enough to completely drain you entire life, and so you have to be extremely cautions not to be bitten. Is almost, 1 bite 1 death.
I hope that you understand what i tried to say and I apologize if not the case. English is not my native language.
Thanks for replying! Well, I understand now and it makes perfect sense. About "FatalAttacksExtreme"... when I read that in your comment I thought: "I'm pretty sure that there's no such thing as 'FatalAttacksExtreme' in the version I downloaded", but then I went to the archive and it was there! It made me extremely happy, because that was what I wanted from the beginning. I don't know how the hell I missed it when choosing what features install, so yeah, thanks for that!
Will we ever see bandits / hostile humans? I know you made those with several variations in your riptide mod. Would be cool to have another threat besides zombies. That would actually make me go out scavenging with a gun and ammo with me other than always carrying only a melee.
I think that's the only missing feature in State of Decay :( When I first tried it, the game seemed so realistic and detailed that I just couldn't believe that they overlooked a thing that it's so basic in any zombie apocalypse (bandits), so I think there must be a good reason, maybe they thought about it but couldn't add them because... I don't know. Anyway, I have some knowledge about game developing and modding, and I highly doubt that it may be possible to add bandits with a mod. I'm not underestimating the skills of this or any other modder, it's just that making an NPC from scratch, with his own AI and stuff... I'm not saying that it's absolutely imposible, but at least it will be be hard.
I hope I'm wrong, and if you guys can actually add this feature and it works well, I'll pay for it (I'm serious, but I prefer if you keep this free haha)
Sorry for being unable to leave a message here, but I have some real life financial troubles right now. I won't be able to update the mod that often, so let's just hope that it would still work whenever Undead Labs decides to update the game via Steam next time.
Thanks to everyone who's enjoying this mod and to the helpful people who helped others here while I was away :)
Just check the official Undead Labs page if I ever get back to updating stuff. I hope someday that the economy would be more stable here in America.
Forums.undeadlabs.com
Merry Christmas all :)
Where do you install this mod??? unzipping the files makes alot of directorys that dont exist in State of decay directory?
Hi. First of all, you have to unzip the files in some directory you want, any will do just fine. Then, you select the features of the mod that you want to install and extract them at "game" folder that is inside the game directory. In my computer the path to install the mod is:
ProgramFiles(x86)\Steam\steamapps\common\State of Decay\Game.
Make sure to extract the zip files, of the features you selected , inside of "game" folder, otherwise the mod won't run.
Hope you understand my bad english.
Yes i thought so but what about the new folders thats created like "libs" and "scripts"....they didnt exist before? unzipping zipfiles creates those folders is that as it should be? Since it isnt that before wont it mess stuff up?
Yes i thought so but what about the new folders thats created like "libs" and "scripts"....they didnt exist before? unzipping zipfiles creates those folders is that as it should be? Since it isnt that before wont it mess stuff up?
yes, the mod creates those folders, as all mods that implements new features to a game do, and they're essensial for the functionality of the mod. Normally only mods that replaces textures, meshes or whatever, doesn't create nothing, replacing some vanilla game files instead. But even so, this is not the case with State of Decay, since even these mods seen to create its own folders and files inside "game" folder.
Hope to be of help.
Well yeah i know that but those folders aint changing anything in game the zombies still are fast etc. So either i should remove the files from those folders or leave as is in folders? LOL omg i have never had any problems with mods before....it would help with an written read me file.....Because clearly it aint working for me
Well, if you do have the "libs" and "scripts" folders inside "game" directory, then you've done all correctly and the mod should've worked. I really cannot help you beyond this point, I'm sorry. You should try to contact the mod author for this specific case.
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