Guide Fun changes to the game files

WillieSea

Alamo Rookie
Joined
Jan 11, 2018
Location
O'Fallon Missouri
So, you want to make some fun changes to the games files?

This is an advanced topic thread, and I will not cover how to mod or implement the changes into your game.
This topic will tell you which file to modify and how to modify it to your liking.

1. Change the consumable's stack size? The same with the powerhouse stack size?

2. Level up your characters faster?

3. Modify the characters?

4. Use less stamina when running or performing actions?

5. Give different start weapon and items to the story mode character?

6. Increase the outpost radius!

7. Increase your home base maximum storage limits?

8. Increase your bed facility maximum limit?

9. Increase the quantity of materials added to your base storage from rucksacks?

10. Change the bonus items you get when you bring a rucksack home?

11. Increase the 'New day reset loot found' amounts?

12. Remove the ability of zombies to latch onto the front of your vehicle?

13. Remove zombie collision damage to vehicles?

Well, that is a long list. So, expect updates as I complete each section.
And please note, these examples are using YOSE code. If your changing SoD, the XML may look different, so you will have to interpret the changes you need to make.
 
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WillieSea

Alamo Rookie
Joined
Jan 11, 2018
Location
O'Fallon Missouri
The first 4 are covered in this post:

1. Change the consumable's stack size? The same with the powerhouse stack size?
game\libs\class3\rts\Expertise.xml
Each game mode will have the \rts\Expertise.xml you can edit.

Remove the </BasicEffects> and replace with the text below the 'williesea' comment. This code is at the very top of the XML file.

Add to cardio section

Code:
<?xml version="1.0" encoding="utf-8"?>
<ExpertiseData>
  <Expertises>
    <Expertise BonusXP="Character.XPBonus.CardioBasic" ExpertiseId="Cardio" Icon="" IconId="">
      <BasicAbilities>
        <Ability Icon="Practice" IconId="52">
          <DescriptionText Flags="" Notes="" Text="Build up your Cardio the old fashioned way: run. A lot." />
          <Restrictions />
          <NameText Flags="" Notes="" Text="Training" />
        </Ability>
        <Ability Icon="Practice" IconId="52">
          <DescriptionText Flags="" Notes="" Text="Hold [sprint] to sprint. Press [jump] to climb or vault objects. Sprint into doors to smash them open." />
          <Restrictions />
          <NameText Flags="" Notes="" Text="The Basics" />
        </Ability>
      </BasicAbilities>
<!-- WillieSea  -->
      <BasicEffects>
        <EffectConsumableStackSize StackSize="20" />
      </BasicEffects>

Adjust the powerhouse stack size (search for powerhouse and change below)

Code:
<BasicEffects>
        <EffectConsumableStackSize StackSize="30" />

And as a bonus, go ahead and change the stack size for ammo. I prefer 60 or 90 for this value.
game\libs\class3\items\items.*

Each Ammo object has a stack size setting:
Code:
MaximumStackSize="30"

2. Level up your characters faster?
game\libs\class3\rts\Expertise.xml

Search for each 'XPBonus' section and change the 6 'Tier' lines to lower numbers. Each tier controls the speed that it levels up. For example, the 'Cardio' section has 6 tiers corresponding to the level in Cardio that section of code controls. For now, just half the number that is the default just to learn how it works.

Once you find the XPBonus, search for this variable below and change the value of it. The lower the number, the faster you will level up.
<Tier PointsToComplete="200"


3. Modify the characters?
This is big, so I will make a separate post for it below.


4. Use less stamina when running or performing actions? Increase your stamina regeneration rates?
game\libs\class3\ActorConstants.xml

Look for:
>DamageConstants >DamageValues

Look for the "Stamina" lines and change accordingly.

Increase the lines: (Increase stamina regeneration rates)
StaminaRegen_* -> Double the values

Decrease the lines: (Use less stamina)
Stamina_* <- Half the values
StaminaDot_*
StaminaDegen_*
 
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WillieSea

Alamo Rookie
Joined
Jan 11, 2018
Location
O'Fallon Missouri
The following will be covered in this post:

5. Give different start weapon and items to the story mode character?
game\libs\class3\rts\RTSEvents.xml

>Event >Actions >InitTutorial >Outputs >Com_Give

Change the text 'Branch' to your weapon of choice.
Such as these options:
Pipe_Threader
MachineBlade
Axe
Melee_Cleo_Axe
AssaultRifle_AK47_Custom


6. Increase the outpost radius!
game\libs\class3\rts\RTSEvents.xml

At the bottom, look for 'UpdateOutpostRadius'

>Default
>Alts >IncreaseRange from 100.0 to 140.0
>Outputs >Home.Defense.BaseFacilityRange from 40 to 100.0

>IncreaseRange
>Outputs >Home.Defense.BaseFacilityRange from 80 to 140.0


game\libs\class3\rts\Facilities.xml

>Status.Want.FacilityWatchtower
>Variant.Basic >Action Bonus_RangeBoost >Outputs >Home.Defense.Range from 20 to 80
>Variant.Double >Action Bonus_RangeBoost >Outputs >Home.Defense.Range from 20 to 80
>Variant.BuiltIn >Action Bonus_RangeBoost >Outputs >Home.Defense.Range from 20 to 80
>Variant.Alamo >Action Bonus_RangeBoost >Outputs >Home.Defense.Range from 20 to 80
>Variant.Rodeo >Action Bonus_RangeBoost >Outputs >Home.Defense.Range from 20 to 80


game\libs\class3\rts\HomeEnclaves.xml

<Value Default="60" Name="BaseRange" /> * to 160
<Value Default="40" Name="BaseFacilityRange" /> * to 100
<Value Default="1" Name="FacilityInfestationPenalty" />
<Value Default="40" Name="BaseDefenseRange" /> * to 200
</Subgroup>
</Group>
<Group Name="Enclave">
<Value Default="40" Name="BaseDefenseRange" /> * to 100

7. Increase your home base maximum storage limits?
game\libs\class3\rts\HomeSiteLimits.xml

Church - Small
Snyders - Medium
Not used - Large

The code and the changes I made to the sizes.

Code:
    <HomeSiteLimit Size="RV">
        <RequiredPopulation>0</RequiredPopulation>
        <RequiredMaterials>0</RequiredMaterials>
        <MaxAmmo>225</MaxAmmo>
        <MaxFood>225</MaxFood>
        <MaxFuel>225</MaxFuel>
        <MaxGuns>25</MaxGuns>
        <MaxMaterials>225</MaxMaterials>
        <MaxMedicine>225</MaxMedicine>
    </HomeSiteLimit>
    <HomeSiteLimit Size="Tiny">
        <RequiredPopulation>5</RequiredPopulation>
        <RequiredMaterials>20</RequiredMaterials>
        <MaxAmmo>325</MaxAmmo>
        <MaxGuns>125</MaxGuns>
        <MaxFood>325</MaxFood>
        <MaxFuel>325</MaxFuel>
        <MaxMaterials>350</MaxMaterials>
        <MaxMedicine>325</MaxMedicine>
        <MaxOutposts>4</MaxOutposts>
    </HomeSiteLimit>
    <HomeSiteLimit Size="Small">
        <RequiredPopulation>8</RequiredPopulation>
        <RequiredMaterials>30</RequiredMaterials>
        <MaxAmmo>450</MaxAmmo>
        <MaxGuns>215</MaxGuns>
        <MaxFood>450</MaxFood>
        <MaxFuel>450</MaxFuel>
        <MaxMaterials>500</MaxMaterials>
        <MaxMedicine>450</MaxMedicine>
        <MaxOutposts>6</MaxOutposts>
    </HomeSiteLimit>
    <HomeSiteLimit Size="Medium">
        <RequiredPopulation>12</RequiredPopulation>
        <RequiredMaterials>50</RequiredMaterials>
        <MaxAmmo>580</MaxAmmo>
        <MaxGuns>330</MaxGuns>
        <MaxFood>580</MaxFood>
        <MaxFuel>580</MaxFuel>
        <MaxMaterials>660</MaxMaterials>
        <MaxMedicine>580</MaxMedicine>
        <MaxOutposts>8</MaxOutposts>
    </HomeSiteLimit>
    <HomeSiteLimit Size="Large">
        <RequiredPopulation>20</RequiredPopulation>
        <RequiredMaterials>40</RequiredMaterials>
        <MaxAmmo>700</MaxAmmo>
        <MaxGuns>340</MaxGuns>
        <MaxFood>700</MaxFood>
        <MaxFuel>700</MaxFuel>
        <MaxMaterials>800</MaxMaterials>
        <MaxMedicine>700</MaxMedicine>
        <MaxOutposts>10</MaxOutposts>

You can also increase the facilities bonus amount of storage gained.

game\libs\class3\rts\Facilities.xml

>Status.Want.FacilityStorage

* increase bonus maximums in Actions >outputs


8. Increase your bed facility maximum limit?
game\libs\class3\rts\Facilities.xml

Change all '+ 8' to '+ 16'. That is 'plus space eight' and 'plus space one six'.

Then search for Capacity.Housing and change 8 to 16 on all the lines you find.
 
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WillieSea

Alamo Rookie
Joined
Jan 11, 2018
Location
O'Fallon Missouri
The following will be covered in this post:

9. Increase the quantity of materials added to your base storage from rucksacks?
game\libs\class3\contentmanager\missions.xml

Change the 'Default=' value like I have below.

Code:
      <Subgroup Name="Reward">
        <Value Default="5" Name="AmmoMultiplier">
          <NameText Flags="" Notes="" Text="" />
        </Value>
        <Value Default="8" Name="FoodMultiplier">
          <NameText Flags="" Notes="" Text="" />
        </Value>
        <Value Default="5" Name="FuelMultiplier">
          <NameText Flags="" Notes="" Text="" />
        </Value>
        <Value Default="15" Name="MaterialsMultiplier">
          <NameText Flags="" Notes="" Text="" />
        </Value>
        <Value Default="8" Name="MedicineMultiplier">
          <NameText Flags="" Notes="" Text="" />
        </Value>
      </Subgroup>

10. Change the bonus items you get when you bring a rucksack home?
game\libs\class3\rts\search.xml

Simply change the Id="value" with what you want.
Here is what I use, which removes 2x4's and other junk items.

Code:
    <SearchItemList Cap="280" Fallback="" Id="Resource.Food.Common" Min="280">
      <ItemDefinitionReference Id="Food" Weight="10" />
    </SearchItemList>
    <SearchItemList Cap="280" Fallback="" Id="Resource.Food.Drink" Min="280">
      <ItemDefinitionReference Id="Food" Weight="30" />
      <ItemDefinitionReference Id="Stimulant_Guarana" Weight="2" />
      <ItemDefinitionReference Id="Stimulant_Coffee" Weight="2" />
    </SearchItemList>
    <SearchItemList Cap="100" Fallback="" Id="Resource.Fuel.Common" Min="100">
      <ItemDefinitionReference Id="Molotov_Fuel" Weight="1" />
    </SearchItemList>
    <SearchItemList Cap="60" Fallback="" Id="Resource.Meds.Common" Min="60">
      <ItemDefinitionReference Id="Painkiller_Aspirin" Weight="10" />
      <ItemDefinitionReference Id="Painkiller_Acetominophen" Weight="10" />
      <ItemDefinitionReference Id="Painkiller_Ibuprofen" Weight="10" />
      <ItemDefinitionReference Id="Painkiller_Tussin" Weight="10" />
      <ItemDefinitionReference Id="Stimulant_Fenethylline" Weight="3" />
      <ItemDefinitionReference Id="Painkiller_Codeine" Weight="1" />
      <ItemDefinitionReference Id="Painkiller_Morphine" Weight="1" />
      <ItemDefinitionReference Id="Painkiller_Methadone" Weight="1" />
    </SearchItemList>
    <SearchItemList Cap="60" Fallback="" Id="Resource.Meds.Prescription" Min="60">
      <ItemDefinitionReference Id="Painkiller_Codeine" Weight="10" />
      <ItemDefinitionReference Id="Painkiller_Morphine" Weight="5" />
      <ItemDefinitionReference Id="Painkiller_Methadone" Weight="5" />
      <ItemDefinitionReference Id="Stimulant_Modafinil" Weight="3" />
    </SearchItemList>
    <SearchItemList Cap="100" Fallback="" Id="Resource.Materials.Common" Min="100">
      <ItemDefinitionReference Id="2x4" Weight="4" />
      <ItemDefinitionReference Id="2x4_Bracket" Weight="4" />
      <ItemDefinitionReference Id="2x4_Nails" Weight="4" />
      <ItemDefinitionReference Id="Pipe02" Weight="6" />
      <ItemDefinitionReference Id="Pipe03" Weight="6" />
      <ItemDefinitionReference Id="Prybar" Weight="4" />
      <ItemDefinitionReference Id="Nail_Puller" Weight="4" />
      <ItemDefinitionReference Id="Crowbar" Weight="4" />
      <ItemDefinitionReference Id="Wrench02" Weight="6" />
      <ItemDefinitionReference Id="Wrench" Weight="6" />
      <ItemDefinitionReference Id="TireIron" Weight="6" />
      <ItemDefinitionReference Id="Hatchet" Weight="6" />
      <ItemDefinitionReference Id="Axe" Weight="6" />
      <ItemDefinitionReference Id="Kukri" Weight="2" />
      <ItemDefinitionReference Id="Kukri02" Weight="2" />
    </SearchItemList>
    <SearchItemList Cap="100" Fallback="" Id="Resource.Materials.Crap" Min="100">
      <ItemDefinitionReference Id="2x4" Weight="4" />
      <ItemDefinitionReference Id="2x4_Bracket" Weight="4" />
      <ItemDefinitionReference Id="2x4_Nails" Weight="4" />
      <ItemDefinitionReference Id="Pipe02" Weight="6" />
      <ItemDefinitionReference Id="Pipe03" Weight="6" />
      <ItemDefinitionReference Id="Kukri02" Weight="2" />
    </SearchItemList>
    <SearchItemList Cap="100" Fallback="" Id="Resource.Materials.Industrial" Min="100">
      <ItemDefinitionReference Id="Sledgehammer" Weight="12" />
      <ItemDefinitionReference Id="Pipe" Weight="12" />
      <ItemDefinitionReference Id="Pipe_Threader" Weight="12" />
      <ItemDefinitionReference Id="MachineBlade" Weight="16" />
      <ItemDefinitionReference Id="PipeBender" Weight="16" />
      <ItemDefinitionReference Id="Rebar" Weight="16" />
      <ItemDefinitionReference Id="BigAssWrench" Weight="16" />
    </SearchItemList>

11. Increase the 'New day reset loot found' amounts?
\libs\class3\rts\fatecards.xml

Look for this line, its the start of the section.

Code:
  <FateDeck DeckEnabled="false" DeckName="Daily_Offline" DrawDelay="1d" HandSize="20" PlayCooldown="1d">
Then Search for:
Stockpile.Ammo
Stockpile.Food
Stockpile.Medicine
Stockpile.Fuel
Stockpile.Materials

And Change the OutputAmount value fore each of the above Stockpiles:
OutputAmount="1" <- I usually double it. 1; 3; 5; 10


12. Remove the ability of zombies to latch onto the front of your vehicle?
\scripts\entities\vehicles\implementations\xml\*.xml

*.xml because each vehicle has its own xml file. I usually just change it for the vehicles I drive a lot, like the trucks.

Search for 'Attachments'

Code:
<!-- ATTACHMENTS -->
 <Attachments>
   <Attachment name="DoorDriver" helper="zombieDriverDoor"/>
   <Attachment name="DoorDriverRear" helper="zombieDriverDoorRear"/>
   <Attachment name="DoorPassenger" helper="zombiePassengerDoor"/>
   <Attachment name="DoorPassengerRear" helper="zombiePassengerDoorRear"/>
   <Attachment name="HoodCenter" helper="zombieHoodFront"/>
   <Attachment name="HoodLeft" helper="zombieHoodFrontLeft"/>
   <Attachment name="HoodRight" helper="zombieHoodFrontRight"/>
   <Attachment name="TruckBedLeftFront" helper="zombieTruckBedLeftFront"/>
   <Attachment name="TruckBedRightFront" helper="zombieTruckBedRightFront"/>
   <Attachment name="TailgateLeft" helper="zombieTailgateLeft"/>
   <Attachment name="TailgateCenter" helper="zombieTailgateCenter"/>
   <Attachment name="TailgateRight" helper="zombieTailgateRight"/>
 </Attachments>
REMOVE (delete) the 'Hood*' lines of code so zombies cannot latch onto the front of your vehicle.
HoodCenter
HoodLeft
HoodRight

I guess if you wanted, you could remove all 'attach points' from your vehicles, but I am not sure what that would do in the game.


13. Remove zombie collision damage to vehicles?
Game\scripts\entities\ai\zedname.lua

You would need to change each zombie type.

foreignCollisionDamageMult = 2.0, -- multiplies damage done TO vehicles when collisions occur

Change to 0.0
 
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WillieSea

Alamo Rookie
Joined
Jan 11, 2018
Location
O'Fallon Missouri
I don't understand #11. I mean, what does it change?
Is it the amount of resources your survivors bring in during the simulation?
No.

When you bring a rucksack back to base, an assortment of items is also added to your locker. Ever wonder where that pile of 2x4's came from? It would be one of the default items added when you bring home a materials rucksack.
 

WillieSea

Alamo Rookie
Joined
Jan 11, 2018
Location
O'Fallon Missouri
Isn't that what #10 does?
Sorry I'm new to the world of modding.
Oops, sorry, yeah that is what #10 does.

#11 allows you to change the quantities of 'supplies' you get when the game goes through a 'new day' event. If you look in your log, you should see new day events and see the quantities of 'rucksack supplies' your community found. So instead of finding 1 ammo, you could change it to finding 2 ammo, if you double the numbers.
 

WillieSea

Alamo Rookie
Joined
Jan 11, 2018
Location
O'Fallon Missouri
#13 I don't have the zedname.lua in that directory, is there a .PAK file I will need to extract?
As I noted in the first post, this is an advanced topic thread. You will have to unpack the correct *.PAK file. (gamedata.pak)
And you pull these files out of there and place it in the same directory structure in your game folder.
Game\scripts\entities\ai\zedname.lua
 

Cyber_Saint

Missing Survivor
Joined
Dec 31, 2018
Add new facility function? Such making grenade on workshop

Btw thx for the guides really helped me
Edit: nvm i aleready figure it out
 
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