thekillergreece

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Posts posted by thekillergreece

  1. 16 hours ago, NachoNinjaGnome said:

    Now, it would be nice to see some documentation on how to MAKE mods.  I've seen plenty on how to install mods, and many videos showcasing mods, but I've seen, next to nothing, on how to make mods.  I've dabbled with making mods for many games, but doing so for TLD has just been slow going.  Haven't even started, yet, due to a nearly complete lack of information on the subject.

    You need to join the TLD modding discord server. 

  2. 2 hours ago, The Riddler said:

    You left reddit in 2017. I said that a lot of fan groups and wiki sites were closed. But as usual, you emphasized only the negative. Please comment on this. Tell us your opinion, why did everyone leave and shut down the sites?

    Hi, I'm the bureaucrat of TLD's only known wiki (https://thelongdark.fandom.com/wiki/The_Long_Dark_Wiki). This wiki site has never been closed at any point of it's lifetime other than bureaucrat changes (I took over on 2017).

    Just pointing it out, thanks.

    • Upvote 7
    • Like 2
  3. Not surprised at all because it was very ambitious. I don't blame the devs, I think they were happy to pump out content within less than 3 months which, unfortunately, provided way too ambitious. It's okay though, I think it's better to get full fleshed contents per part with little to no bugs. Part 2 had nasty bugs so there's that.

    • Upvote 3
  4. On 4/24/2023 at 3:23 AM, Rigel said:

    I just downloaded this from the tld mod list site.  It only downloads the modcomponent file.  I can't find the .dll file anywhere.

    That's fine. All you need is the .modcomponent, don't worry about it.

    • Upvote 1
  5. On 4/21/2023 at 1:49 AM, Serenity said:

    It's not going to be. That mod has been rolled into Better Bases. And that won't be fully updated until Hinterland rolls out its base customization features

    It's still being worked on AFAIK.

    I doubt HL will release a much advanced base customization feature. It is possible their official feature may be proved inferior to Better Bases.

  6. I hope it's ok to ask here because I do not feel like HL sets its eyes on the modding channel from time to time.

    According to Dev Diary 2021, it was announced that HL would set up a small internal team for modding support and that we could e-mail for information (haven't tried that) and that they would announce the Creator Hub for Spring (2022). According to some modders, HL never contacted the existing modding site despite claiming they would.

    I can't comment on the first two but Creator Hub never happened.

    I would like to know if this is still planned or something, thanks!

    • Upvote 1
  7. 2 minutes ago, Ghurcb said:

    Okay, so Hinterland are adding cougars, does, and a new bird type. No boars, though. I guess, I stand corrected. 

    Can't wait! 

    What you see in the expansion website roadmap is like the content we get just for this month. I wonder what else we get within next 2.5 months. Maybe there will be more animals or something. Crazy stuff. :)

  8. If I had a ready save file (basically not wiped), I would always arm myself (usually revolver), a few flares, medical items, food, water, moose satchel and crampons before heading to any kind of new regions.

    Now, things will obviously change since we all start from scratch. I think it would be more viable starting slowly in Mystery Lake or any more "safe" regions, find a suitable building to set down as "Headquarters", collect supplies, weapons, etc, scavenge nearby regions, stockpile everything before heading out to the newest regions, well-supplied, armed and, possibly, armoured.

    • Like 2
  9. On 4/21/2022 at 12:05 AM, Admin said:

    Thank you for the feedback. We strive to make the game as accessible as possible for all Players, and we appreciate the opportunity to investigate opportunities for improvement. 

    If anyone has additional suggestions to share, please know that we will be monitoring this thread. Thank you for your patience and support!  

    Edit: We can confirm that we are working to integrate these types of changes, though we do not have an ETA at this time. Thank you again! 

    Remember my suggestion? I do... Not sure why 2 years passed and nothing was done about it so far yet hopefully.

  10. 37 minutes ago, Digitalzombie said:

    "Animal companion". Not working on it yet, though.

    With the fox, the basic framework is pretty much prepared for that. I can add additional animals to choose from or (depending on my motivation) even integrate actual taming. Making animals in general, that are running around the world without the player, is not that interesting to me.

    Yeah, that's understandable. I just would love to see a dog as companion with orders to attack (against deer, wolves, moose, bears if possible - causing damage instead of kill I imagine) and all that. :D
    Can't imagine how hard it would be tbh.

    EDIT: Re-watched your Fox mod vids. Impressive, there's absolutely no doubt with that. Haven't tried it yet but I would prioritize it if it was a wolf model if not German Shepherd xd. Rip my food if it needs food to eat a lot. My character travels a lot and eats meat only.
    It does seem like it behaves fairly similar to Wolves (AI speaking) except it's ally instead of enemy so it seems to do everything except attacking you and other wildlife (minus rabbits). Very cool and impressive model and animation - I wonder if you are a developer yourself.

  11. 3 hours ago, Digitalzombie said:

    Waiting on Hinterlands plans on that one (technical perpective). I pretty much want to make it a general companion mod (no humans). Already got a few different models of other animals with animations that could fit nicely.

    Until then, there will be additional customization options added (such as leg length, tail, muzzle) in one of the next updates. Which will bring you pretty damn close to a lot of dog races out there. It just isn't "called" dog :D

    I'm confuuuuuused.

    Are you working on dog companion orrr animals in general? 

  12. This is the second topic from the first topic but the admin has not read my message to unlock it (I'm unable to edit the main post) sadly so I am making a new similar thread. I hope this is ok!

    Background: Since TLD's release to EARLY ACCESS, the development team also released an ASPIRATIONAL roadmap (it's like a roadmap with zero promises to deliver anything from it). Around (May) 2017, the community started to accuse the team of not delivering their "promises" (they were not promises at all) from the roadmap, prompting the team to remove the roadmap entirely as it gave false impressions.

    Regardless, I managed to scavenge the roadmap or whatever left of it. It is evident that the team managed to implement most of it since its removal which is impressive!

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

    Moose - IMPLEMENTED as of Dec 2017.

    Cougar - MOST LIKELY IN THE WORKS. Has been talked several times and hinted by Raphael on twitter right before and after Moose release. 

    Improved Cooking; more of the cooking action happens in-game (vs. in menus); cooking happens in game-time (i.e. not accelerated time), so you can multi-task. - IMPLEMENTED as of June 2018.

    Frostbite affliction - IMPLEMENTED as of Dec 2016.

    Axe (tool) - UKNOWN. No information since ever, likely DENIED.

    Wellbeing system (i.e. mental/emotional cost of survival; “willpower locket” fits in here) - DENIED.

    Aurora gameplay effects & hazards - IMPLEMENTED as of Aug 2017.

    Widespread narrative collectibles - IMPLEMENTED as of Aug 2017.

    Backer naming and writing rewards integrated into game world - IMPLEMENTED as of Aug 2017.

    Primitive firemaking skill (ex. bow-drill) - UNKNOWN BUT A SKILL OF BOW HAS BEEN IMPLEMENTED.

    Improved first-person presence (low-hanging fruit) - IMPLEMENTED on an unknown date.

    Improved Sprains - IMPLEMENTED as of May 2019.

    Improved Infections - IMPLEMENTED on an unknown date.

    New Clothing system & all new Clothing assets - IMPLEMENTED as of Dec 2016.

    NPCs in the Sandbox - MOST LIKELY IN THE WORKS. Has been talked several times on Raphael's twitter and there was a hint to raidings by raids. Most likely a gameplay option prior starting a new save file.

    Parley system - UNKNOWN.

    Improved firemaking (blowing mechanic; first-person presence) - UNKNOWN.

    Revolver - IMPLEMENTED as of May 2019.

    Non-map based Navigation system - IMPLEMENTED as of June 2017.

    Knowledge system - IMPLEMENTED as of Aug 2017 ONLY for STORY MODE. UNKNOWN if it will go to SURVIVAL MODE.

    Improved first-person presence (more complex interactions) - UNKNOWN.

    Snowshoes or Nordic skis? - UNKNOWN, presumably DENIED. Do CRAMPONS (Dec 2020) count?

    Steam Trading Cards - IMPLEMENTED as of Aug 2017.
    Mod support - IN THE WORKS, MIGHT TAKE A GOOD WHILE.
    Spring Sandbox - DENIED. This is due to the fact it will need a complete game overhaul which is more like creating a SEQUEL (TLD 2) rather than an update.
    Moving water - IMPLEMENTED as of June 2018. HUSHED RIVER VALLEY.
    Full-season survival Sandbox (transitioning from season to season) - DENIED. SAME FOR SPRING SANDBOX.
    New travel options (Canoe, Horse) - UNKNOWN. I think it has been discussed on Raphael's Twitter but nothing came out of it.
    Seamless world streaming - UNKNOWN
    Long-distance travel - UNKNOWN

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

    Most of these stuff have been implemented post-EA launch. Some are denied and many are, currently, unknown whether they will be implemented or not.

    • Like 1