![]() ![]() There are also Mythical Beasts such as Dragons out there… And some giant Rats and Spiders are known to lurk around as well. You can build your own merry band of followers. The Survivors are just trying to survive like regular players, while the hireables can be hired by players to assist you. These consist of ‘Survivors’ and ‘Hireable’ classes. However, some types of Orc and Goblin are also built into the Undead faction to help make Horde Night a more eclectic experience. They will attack Players, Orcs and Goblins. These are a collection of ‘Zombie’ class entities. They will appear in the Biomes and selective POIs during Quests. In early Game Stages they will be melee type and as you progress you will experience some with ranged weapons (crossbows and bows). They will attack players without hesitation. There are Orcs and Goblins which are ‘Bandit’ class entities. The player is riding on the Pegasus which is currently available after completing a Tier 4 end tier Quest. Beyond changing things like electric lights and other modern assets, the POIs stay totally true to the original creators concept. This images shows CP48 Medievil Village minimally customised for the ‘NMM’. NMM provides a multitude of custom assets from game characters to a fully immersive environment. If you prefer not to temporarily remove your POIs folder, your World will only have NMM City/Town/Village Tiles, but the Wilderness will contain regular default buildings. ![]() The NMM is bundled with all the required POIs to generate a World. This stops default POIs from spawning in the Wilderness. ![]() To make your own RWG, temporarily remove your Data > Prefabs > POIs. The placement of Wilderness POIs and mixing of POIs in the tiling system may change as updates arrive but this image will be a very true likeness of what can be expected.Īnd the original 7D2D RWG Seed and Settings for reference. ![]() This image shows how the biome and layout will look. In addition, all buildings are community made and incorporated into A20s superb Tiling system. NMM uses the game’s in-house RWG with a little repainting of the Biomes for additional variety. Be warned that there is a ‘Spoiler’ image of the World layout at this location. All other fire features will remain active, such as Fire Breathing Dragon attacks. This means the acid vomit and globules cannot burn wooden buildings, etc. This mod turns off the fire feature for the 3 Fungus entities. This means entities and selective ammo cannot burn wooden buildings, etc. This mod turns off all fire features for NMM. This allows any food you have (except for fish and honeycomb) to degrade over time. This mod activates food spoilage for NMM. Simply remove them from the Mods folder to deactivate them if they are no longer appropriate. They will activate as you launch the game. To use any of them, copy directly into the Mods folder. The mods can allow you to customise your NMM experience depending on your game style. This folder contains separate mod folders. The associated Readme as follows: NMM Gameplay OPTIONS Readme This provides players/communities with custom options related to the food spoilage and fire dynamic. There is a new folder called ‘NMM Gameplay OPTIONS’. While it has received very positive feedback, this may not be for everyone. About the World – NMM01 Custom OPTIONSĪs of A20.6 Stable, a fire system was introduced as default. The Wasteland is now Orcland with a partial burnt crispiness and wasted feel. Regular modern zombies are also gone but you’ll still see Burnt Zombies out there and a few crawlers in POIs. For example, a Worktable is now an NMM Dragon Worktable with some craftable items removed but some new ones gained. Many regular game features will be recognisable and allow players to quickly adapt to the new theme. The ‘Not Medieval Mod’ should really be considered as a team effort because it combines the creativity of Prefab/POI creators, modelers, coders, and everything and everyone else that is required to release a full on mod. With the NPCMod being released (which powers the NMM), followed by CP48 Medievil Village (which adds that full on immersion to locations), the ‘Not Medieval Mod’ was simply waiting there for the taking. It is brought to you by Darkstardragon, who has been very active supporting the community project NPCMod, with an abundance of custom Addon entity packs. As such, modern day assets have been removed, renamed, or replaced where possible. The goal was to move back in time and bring in a touch of magic. It provides an immersive environment, from game characters to the overall theme. The ‘Not Medieval Mod’ is a fantasy Modpack based around a ‘medieval/historical’ theme. ![]()
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