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Comment History
Phacops
Phacops - - 15 comments @ Phacops - MultiTool and Vehicle Pack

Yes to it all, and the full info is through the link at the forums.

It doesn't give your immediate vehicle god mode but it can spawn vehicles with godmode.

Yes it gives you items but it is merciless in loading up your inventory unless it is a fresh home.

It needs to unpack into your State of Decay directory if I recall.

Good karma+1 vote
Phacops
Phacops - - 15 comments @ Phacops - MultiTool and Vehicle Pack

If you search for the multitool .xml in the package and find the F1 key then you could change it.

The XML is slightly complex but that should, in theory, be enough to get you there.

It'll auto-load whatever you change it to when you start the game.

Good karma+1 vote
Phacops
Phacops - - 15 comments @ Phacops - MultiTool and Vehicle Pack

Should work on base and YOSE last I checked...though I've been working overtime, nights, and weekends for years now so I haven't checked to see if it works at all in at least a year or two, heh.

Good karma+1 vote
Phacops
Phacops - - 15 comments @ Fortitude Mod - Bases - Blood and Barricades

Added a simple confirmation message when the program completes. Some kind of feedback instead of nothing--sorry about that ;)

Good karma+2 votes
Phacops
Phacops - - 15 comments @ Phacops - MultiTool and Vehicle Pack

That seems odd since it doesn't really do anything to the game unless you do something with it?

When is it lagging it? Startup? Whole time? Only when you do a certain something with it?

Good karma+1 vote
Phacops
Phacops - - 15 comments @ Phacops - MultiTool and Vehicle Pack

Press F1, should be a message when you start the game that says this.

Then use the spacebar as a mouseclick. There's an odd thing with the way the interface works that it had to be done that way :/

Good karma+1 vote
Phacops
Phacops - - 15 comments @ Fortitude Mod - Bases - Blood and Barricades

This update now adds a plopabble trap system:

Main idea-
Install the latest mod from the link,
In the game, press V to start build mode.

When in build mode you can press G to start adding a new trap,
Press G again to place it.

If you don't like the placement of any items then, while in build mode, you can press H to enter destroy mode.

In destroy mode, press the left and right arrow keys on the keyboard to choose a target, which will be highlighted like when you placed it.

When you've got one highlighted that makes you feel icky, then press the up arrow on the keyboard to send it to oblivion!
(Except that Oblivion was a lovely game, so this may be a more pleasurable experience than what one should think of being sent to oblivion...but that's just an aside.)

When you're done fiddling around, you can press V again to exit build mode and continue running amok with your shambley friends.

Will make it better later, but here's a first iteration if you want.

Good karma+2 votes
Phacops
Phacops - - 15 comments @ Fortitude Mod - Bases - Blood and Barricades

Have re-added the old Snyder Trucking Warehouse.

Rebuilt the geometry heavily. Added more walls and walkways, now allowing you to walk a line above the razorwire fencing at the front. Removed one of the 3 overturned trucks and put in a rough draft for a gate.

When I have a sec, I'll try putting in a SmartObject that should allow the gate to open and close when you're near it. Can put in a first go, but I'd rather build a nicer animation for it :)

Just download the latest and run the build .jar to get both Savini and Snyder. You can use it with any mod that already attacks the Levels/Class3/Mission_Mission0.xml or Libs/Prefabs/Facilities.xml files because of the manager I have tucked into it.

If you don't want one or the other of the bases to be changed, that's built into the manager too.

Just add the file target for the .xml with the mod you don't like (I'll make that easier in the future.)

E.g. if Snyder is terrible, then you can open:
/XmlMods/ModManagement/XmlFilesToExcludeFromBuilding.txt

And add the file target, but reverse the slashes like this:
XmlMods\FortitudeMod - Bases - Snyder.xml

When I have time, I'll also add a method to easily delete mods from the files, as well. For now, that's much easier but still manual. So you'd have to search for the tags inside each of the files above, to find "ModWrapper" and you should see the start and end of the bits added.

Good karma+1 vote
Phacops
Phacops - - 15 comments @ Phacops - MultiTool and Vehicle Pack

Fixed the issue with particle effects, and also updated the teleport locations to be more optimized to where the community chest is for returning your goods. E.g. the warehouse port meant you had to walk halfway across the building to turn in after porting.

Good karma+1 vote
Phacops
Phacops - - 15 comments @ Phacops - MultiTool and Vehicle Pack

One issue is that I was optimizing the particle effects I built for lower-end users and didn't check all my vehicles, so the needler and the cow cars have a huge fire effect on start. Will fix that ASAP, sorry :)

Good karma+1 vote
Phacops
Phacops - - 15 comments @ Fortitude Mod - Bases - Blood and Barricades

Confirmed working with QMJS' mod, and also combined with my multitool, should you go so far.

Good karma+1 vote
Phacops
Phacops - - 15 comments @ Fortitude Mod - Bases - Blood and Barricades

Potentially relevant:
Trying to use a later copy of CryEngine that doesn't have a broken connection to the login server. It's removed by 5 medium versions, but I may be able to continue development if it isn't too far down the line.

If so, then I'm going to continue work on the Snyder warehouse, as I get time.

Good karma+1 vote
Phacops
Phacops - - 15 comments @ Phacops - MultiTool and Vehicle Pack

Pushed a small change to set the tool to another layer so you can use it with QMJS' latest updates that modify the UI.

Further fixed the F6 surveyor mechanics so the vector data goes away after ~10 seconds.

Also some basic node tweaks so it didn't continue updating your vector location.

Finally, did a complete overhaul of the ex deimos in the apocalypse section of vehicles.

Good karma+3 votes
Phacops
Phacops - - 15 comments @ Fortitude Mod - Bases - Blood and Barricades

Updated to add a mod manager, which will get unpacked into your game directory. This means that you can play with any mod, instead of having to choose, because it was acting on the same files.

Only thing you have to do is double-click to run the builder in your game directory.

C:\Program Files (x86)\Steam\steamapps\common\State of Decay YOSE\Game

Run the following:
Phacops_Mod_Manager-Build.jar

Good karma+2 votes
Phacops
Phacops - - 15 comments @ Fortitude Mod - Bases - Blood and Barricades

Updated with some minor modifications to the barricades at Savini. Note that CryEngine has shut down access to the FreeSDK login server, which means I haven't been able to do any interesting updates for many months now. /shrug

So, just leaving this around as a relic :)

Good karma+2 votes