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Author Topic: Best Mods for Adventure Mode  (Read 1945 times)

Super_Walrus

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Best Mods for Adventure Mode
« on: December 14, 2012, 12:09:15 am »

Hello everyone.

I have recently started playing Adventure Mode more and more. After a while it kind of gets boring, so I was wondering if there are a ny good mods that make Adventure Mode specifically more interesting.

Thanks
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pisskop

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Re: Best Mods for Adventure Mode
« Reply #1 on: December 14, 2012, 05:19:24 pm »

Wanderer's friend helps with any lacking items and some immersion, if you need it. . .

But I play vanilla, mostly.

A quick search and I got this spin-off.
http://dffd.wimbli.com/file.php?id=7219
« Last Edit: December 14, 2012, 05:20:58 pm by pisskop »
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Putnam

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Re: Best Mods for Adventure Mode
« Reply #2 on: December 14, 2012, 06:37:39 pm »

Wanderer's friend helps with any lacking items and some immersion, if you need it. . .

But I play vanilla, mostly.

A quick search and I got this spin-off.
http://dffd.wimbli.com/file.php?id=7219

That spinoff will only work with Lycaeons' Fallout: Equestria mod.
Re: Best Mods for Adventure Mode
« Reply #3 on: December 14, 2012, 07:19:00 pm »

Wanderer's Friend is really good, but there are tons of useless crafts, and many useful ones that he forgot to include (or couldn't because of bugs).

I am working on my own mod like Wanderer's Friend but am adding more stuff, new stuff, and nixing the useless things like sewing designs into shirts and stuff. Still won't have gloves though... Crap's bugged so you can't make working gloves with reactions.
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McFeel

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Re: Best Mods for Adventure Mode
« Reply #4 on: December 15, 2012, 03:49:23 am »

I have done my first mod, similar to Wanderer's friend. With my mod you can craft your own metal weapons and armor, and a lot more things. The link is in my signature.
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Findulidas

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Re: Best Mods for Adventure Mode
« Reply #5 on: December 15, 2012, 06:49:32 am »

Masterwork has added monsters, races, items and reactions such as sewing, repairing(?) and crafting gear from bones etc.

Also there are "spells" you can craft, basically you make some kind of stone or arrow that has a syndrome on it which you then throw away. The fire arrows are especially potent. This uses and trains your concentration skill I think.

In addition to this the warlock race has a special interaction you can do depending on which type of warlock you decide to start out with. Its basically a vapor or gas cloud attack you can do pretty often with a syndrome or temperature that afflicts on contact.

Be aware that they have currently unactivated much of the armors and stuff to drastically reduce lag in fort mode, but if you go into the entity_"race name" then you can change them back into active, as well as add some of the weapons/armor that usually only appears in fort mode on rare monsters. Perhaps theres even a check for it on the launcher, Im not sure. Its pretty apparent which lines you should change anyway.

Ive personally modded my own game so that there are two more races. One with 4 arms and 4 legs, they live for a loong time but they have a ratio of 10:1 women and the children take 85 years to grow up. Second one with only one weak hand, but four strong legs a horn and a stinger which all can inject a weak syndrome upon attack. They grow up quickly but a large portion of the race become bandits. Both of these build cities just like humans which you can visit. Its really not that hard to mod in new civs when you got a blueprint and then just go wild with it and change basically everything.
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Mohreb el Yasim

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Re: Best Mods for Adventure Mode
« Reply #6 on: February 08, 2013, 09:26:10 pm »

Crap's bugged so you can't make working gloves with reactions.
you can if you get
and 
tags away from the body-part hand.
and as for the OP, i personaly play with many almost-self made modifs
(a mix between Wanderers mod, Battle Vraft mod => i elliminated all not usefull entrys); some of my + enemy mods, no LEFT/RIGTH hand distinctions, cities for everyone, more secret types (from varius people on the forum),  costum adventurer-civ  (a non spawning civ wich lets you get outsiders from races you made/ or animal mans)
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Torrasque666

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Re: Best Mods for Adventure Mode
« Reply #7 on: February 08, 2013, 10:00:15 pm »

Crap's bugged so you can't make working gloves with reactions.
you can if you get {[LEFT} and  {[RIGHT} tags away from the body-part hand.
and as for the OP, i personaly play with many almost-self made modifs
(a mix between Wanderers mod, Battle Vraft mod => i elliminated all not usefull entrys); some of my + enemy mods, no LEFT/RIGTH hand distinctions, cities for everyone, more secret types (from varius people on the forum),  costum adventurer-civ  (a non spawning civ wich lets you get outsiders from races you made/ or animal mans)

ftfy
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Putnam

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Re: Best Mods for Adventure Mode
« Reply #8 on: February 09, 2013, 01:42:25 am »

Crap's bugged so you can't make working gloves with reactions.
Code: [Select]
you can if you get [LEFT] and  [RIGHT] tags away from the body-part hand.

No you can't.

Deon

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Re: Best Mods for Adventure Mode
« Reply #9 on: February 10, 2013, 05:46:16 am »

Yes you can, there was a research on that. If you remove LEFT and RIGHT from hands, the gloves made by reactions will work. However those made by vanilla workshops won't.

P.S. Also let me advertise my Genesis Reborn mod here too, there's a lot of tuning for adventure mode, including crafting, spells, classes and more.

P.P.S. If you are into total conversions, my Fallout mod has a lot of adventure mode groundwork too.
« Last Edit: February 10, 2013, 05:47:56 am by Deon »
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Putnam

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Re: Best Mods for Adventure Mode
« Reply #10 on: February 10, 2013, 04:16:19 pm »

Ah, read that wrong.