This post was updated on .
![]() ![]() |
This post was updated on .
![]() ![]() Travel by sea or air from Chernarus. I do make save (extraction) sites. Like mini bases. That's my way back to the map. Then when I leave I do a "make believe" save in the air or at sea. Meaning I do travel in real. But my extraction save is my return save back to the map. I do count on food, drink, fuel, temp etc. making my travels. If you having company you have to consider that as well. And a funny thing, off the record but, I was a bit worried only having Namalsk with significant coldness. Separatist do have a decent temp variation, so this Northern territory do add up realistically on weather. ![]() Scarce, zeds, disarray, escape. Main goal getting as many survivors with you. ![]() Also building trade enclaves in this mod. Than I'm running this like (Separatist 3.0). As a MCC character. I do pull some small blocks in with "traders" that I have to visit as the Nova character (maybe by a MCC as a delivery sent) to operate with. Sent, meaning visiting the base (brief) like in Separatist. Also pulling some type of currency, like intel or trade (valuables) like Ingame and (MCC 3D) removable objects (ACE). Like a (Tent East) will give me something, not so much with a crappy AK, and so on. Maybe can do the same with small safe zones (cells). Like you trade for temporary protection. Well see. I will expand on some major (civilizing measures) in this mod. Nova also do offer a RPG turn to DayZ. That you can switch factions, and it seems that AIs in general are easier to engage with here. So I think this one really do fit a rebuild narrative, like a way back to a functional community again. A work in progress this one. ![]() Highly densed with people, no zeds (0,1%), medium/low on loot, rebuild and restain. ![]() ![]() Maybe I put some pics. on it later. I have done three points now. One little bigger trader, one small. And one medium community camp. The bigger trader have guards and kind of sophisticate surroundings. Much furnitures, and little bigger (clever) spot. The smaller one has one guard. Both traders are well protected by walls and obstacles. And the community beholds 5-6 people gathered and entrenched in a back yard (within a square building complex). I and my soldier (radio operator) teammate (one) rebuilt a ruin as a base. This time I did use (Cargo Containers) as roof instead of (Big Base under Military Objects in MCC). Bit of challenge do this. You have to make sure being safe (shelter) and having something to drink before doing this. I died five times before I did that right. ![]() Also added a satellite dish in my base. The community got a radio mast in their yard. And the traders got some communication equipment. All areas need communication no matter what. Even if you need to find the source (up link) it has to be in the game. That is one of the key illusions in my build. Have to have that. And all do "speak" over radio, even MCCs. In Russian tho. So that's just fine. ![]() ![]() As I said Perma Death on this map too. ![]() ![]() Will put some pics. on tweaks and solutions up later. Maybe can pull 'em up in (Screenshots and Videos) in Tutorials, addons and extras. Having this thread for describing on how I'm building my case and the playbook to it in text only. We'll see. ![]() ![]() Sure you can save your (user save) in document elsewhere like making a copy. Always good doing that anyways. Maybe I do that (done that to all maps that's finished) and test 'em in Editor. We'll see. Taviana coming next. The Invasion 1944 features like the crafting from that mod. Not sure on how to manage all it's features. The option to the right (see my Origins/I44) in (Extended DayZ SP Versions - Tutorials, addons and extras) do work on I44 addons, objects etc. with all type of players. But you need those statics and objects from I44. Positive you can't use that tool on normal intractable. Think the rest (except things like "Attach Bayonet") that being related to those specific weapons are exclusive for I44 units/players only. Tried the (Foxhole) with a I44 unit but no use. Have to figure that out if you want that feature in your build. Sure that (Health) in I44 also do add between I44 units only and not others. Maybe they do aid same (side) but don't think so. You have to add an I44 playable player through MCC. Spawn a unit (man) normal like you do add units in zones. Then switch to that (man) now showing up listed in your MCC Menu 4, West, the (man/player). See this in my post about (NovaMeh44) in (Extended DayZ Versions) as well if you need to. Every friendly (man/unit, not groups) you add shows up in your player options in MCCs Menu 4. The only thing I'm not sure do/how work being Foxhole and Health. The rest do work, sandbags and hedgehog do feature in DayZ as you know, so. And mine tested didn't work with Chemlight for some reason. He do starve, thirst, eat and drink etc. All the DayZ features do work with some exceptions like that Chemlight. You have to check that stuff out if you wanna play like an I44. Contacts, retreat resort, authorless and under the radar, intel, materials, heavy siege one sided. Added one trader camp in this. Civilians. A real plus you can use civilians in this mod. And so freely. Don't use Chernarus (CIV) (Zombies), use Russian and Special. You don't need to protect them from AIs. Did build 'em in anyway, so they don't fleeing if they getting scared. And the real treat in this Origins mod. Is that whatever you throws on this it always add some of it into Russia (CIV) and Special (CIV). Check that out, almost every unit you add into the game adds a civilian copy of that man. There you have your extended variations on civilian people. Got myself like 200 civs. or so. ![]() ![]() ![]() ![]() ![]() ![]() And the diversity in this are so much fun. Told yesterday on how good this mod is. But that Origins mixing it up with other mods so randomly and predictable make you scratch your head. Did see some fool, think it was a pilot (army) with a bazooka or rocket rifle of some sort on his back. In the middle of the night during shots fired here and there in the town we were in. A hovering helicopter searching and patrolling the town. He ran all over without anything in his hands with a bazooka on his back. Can tell you I did not add this character into the game. And he wasn't related to the helicopter what so ever. Just a Blufor Survivor like I am running wild. ![]() ![]() ![]() ![]() ![]() ![]() ![]() But now. ![]() Must have got this GRW in my subconscious doing this work. ![]() ![]() And btw. Only me that prefer 720p over 1080p on consoles? There's some thing wrong with the scale and texture in 1080p in my opinion. Five miles away as clear as the skin on top of you hand. Seeing details on bark two miles away, seeing the color on walls by the window? Pfffhh! Don't like it. Things fade away by distance. And you don't see individual gravels teen feet away down the road. Jeezzz? ![]() ![]() ![]() Namalsk Rare materials/minerals, harbourage, inhospitable, zombies. Podagorsk Dead Land (emptiness), trespassing, hostility against all routes and itinerants (western boarder). Clafghan Day to day life (prewar), decease (outbreak), traveling, easterner. Takistan Claiming the land, resources and land, No social or health downfall, power. ![]() Did also built access into my bases. For players and followers (switch to) to gain through. Don't miss that out. Two ladders on each side. When you switch back to player (MCC) your character will run as an AI again. If you wanna recruit it or make sure it stays put 'em in the base. They don't climb out or anything. And now you have 'em in place. Hostiles don't acting on your built objects either, like using your ladders or so. It's safe. On my test run in Napf, I did collected some food, materials etc. Went back, climbed in, dropped it in a weapons box. Switched to player, fixed some addons (MCC), switched back to (me AI), then saved. Works flawless. You doing this in your dreams after a few times. ![]() On Napf as well. Like I said it is my Capital map with the goal to rebuild and sustain it for a main future. My home base and community located there. Did remember that you can grow "agriculture" and plants (NovaMeh44 and Separatist 3.0). Just another reason picking this map as main. Giving you the opportunity rebuild a whole area, not just the architecture, also changing the natural surrounding environment. ![]() And you can delete in-game (map) structures like buildings etc. by pointing at it in (MCC 3D Mode) then puch (Del) key. So you can really rearrange an entire area if you want that. Totally. ![]() ![]() ![]() ![]() ![]() And a disclaimer playing a a MCC. Think some features like driving vehicles are restricted to (Player) only, not as MCC. Will see if this continues on other functions as well. Don't think it is like this in NovaMeh44. But we'll see. Check this first, spawn in a car or so, and see if you can use it. Maybe you should play as (Player) after all. Keeping you updated. And I have to say that I'm not that negative on (Mushroom Knife) now actually. If fits better than I first thought. Setting on very low loot getting scares on food. You almost have to hunt or pick (Mushrooms) to survive in this. Nice. ![]() ![]() ![]() ![]() ![]() ![]() And another funny thing happen in NovaMeh44 (Napf), as always. ![]() ![]() ![]() ![]() ![]() |
Free forum by Nabble | Edit this page |