YOSE RagingLoonys Trading and Breakdown Overhaul Mod

⭐ ⭐ (146 endorsements) 📥 2,823 downloads 📌 v0.742 📅 5/8/2015
⚪ Last updated 2015

By RagingLoony · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 5/14/2015 📅 Created: 5/8/2015

🔍 Analysis

  • 👍 5.2% endorsement rate — high engagement, a strong quality signal
  • 🏆 #35 of 71 Gameplay mods in this game by downloads

📋 About This Mod

Adds trading to Breakdown, as well as overhauls breakdown!

!!WARNING: THIS MOD IS NOW OUTDATED AND IS NO LONGER BEING MAINTAINED!! I HIGHLY SUGGEST USING: QMJS Extended Functions Mod V2

If downloading with NMM read this paragraph fully!

You must have NMM version 51 or greater to install this mod using NMM. You must change NMM to read from YOSE if you have/or have had the Original SOD installed. You must do this BEFORE downloading the mod with NMM.

Step 3 may take some time to complete depending on your HDD space. - chikawowwow

A small note before we start; I want to give a very big Thank You to Chikawowwow, for without her none of this would have been possible (for me...)

!!!IF YOU HAVE AN IDEA PM ME OR MAKE A POST ON THE FORUMS TAB!!! !!! I WILL ALSO CONSIDER REQUESTS IF ANYONE HAS ANY, FOR EXAMPLE, THE TRADE MOD WITHOUT DESTRUCTIBLE PARKING SPACES) !!! Also, if you enjoy the mod, or like the idea, please feel free to endorse it, it helps a great deal!

Warning: A new save OR Breakdown Level is required for everything to work properly!

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Features: Trading! Upgrade Built-in Facilities! Better Bunkhouses/Bedrooms! Removable Parking Spaces! (build on parking spaces) Immersive Home Site Limits! Revamped ammo stacks (in backpack) No RV Timer! (Lily wont tell you where the RV is, you can find it yourself :) ) No shining lootable objects (removes white aura) (optional community locker) Separated Specializations (Melee and gun - Energy and tactical) Reduced Rucksack Rewards Tweaked Radio Options (Adds construction advice to Breakdown, and changes costs) [Preppers pack and Gurubani left untouched)

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Trading: Each trade option is 10 of (your Trading Post selection resource) for whichever resource you want to trade for. So you could choose the Materials Trading Post and buy Fuel, Ammo, etc. How much you get is based on the 'Exchange Rate' and 'Success Chance', see the following sections for details. Giving a flat rate would be easier but boring, there is no way I know of to make your survivors travel to enclaves but a dynamic return on your trade gives more room for RP.

Exchange rate: Exchange rate is based on the Max resource rucksacks you can find in a level- Food - 280 Fuel & Materials - 100 Ammo & Medicine - 60 For trading the mod will take the ratio of Food(280) against Ammo (60), as each trade is selling 10 the ratio would be Food 10 :: Ammo 2. If you were selling Ammo it would be Ammo 10 :: Food 46. 5 etc. The principle behind this is to make continually looting Food more worthwhile but not unbalancing.

Success Chance: Every time you trade there are 7 possible outcomes which will effect the return amount of resources. The percentage chance and descriptions of them are not finalized!! Currently you have a chance to return - - x2, x1. 5, x1, x0. 8, 0. 4, x0. 2 (in relation to the exchange rate), there is also a very rare chance to return nil- due to a zombie attack.

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Upgrade built in facilities: I added the ability to upgrade the built in facilities in certain locations. For example, you can now upgrade the watchtower at the Savini residence. (Thanks to luc1dox )

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No more worthless bedrooms: To me, at least, bunkhouses/bedrooms were pretty much worthless once you have more than eight people, I mean cmon, why would you want to waste another building spot on ANOTH

📊 Mod Details

Game
Stateofdecay Mods
Author
RagingLoony
Version
0.742
Downloads
2,823
Endorsements
146
Category
Gameplay
Created
5/8/2015
Updated
5/14/2015
Tags
Compilation, Gameplay

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