Mod Mystyk's Mods

Mystyk

Skilled Survivor
Staff member
Joined
Jan 9, 2018
Likes
963
Location
Australia
#1
I'll link all my mods for original and YOSE all in here. All are hosted in the one place.

Skilled Survivors Stay Home
No More Tutorial Tips
Nag No More
Nag No More (YOSE)
Corpse-Be-Gone
Stool-Be-Gone
No Beans
No More Ally In Trouble
Never Sick Again (New)

They're only the released ones. I've lots of others that I probably won't release until I'm done with the game. When that time comes I plan on adding the extra stuff all together, in one archive, much like how Adeno did with his tinkerings when he quit. Not sure if I'll include any of my custom characters yet (eg, Mystyk, myself, and 3 other characters). But that'll be a year or so later on. Depending when I get SOD2 (which will mean saving up some money for another harddisk and Win10).

Any future releases will not be hosted at the same place as the others are. You'll only be able to get them here.
There's not likely to be much else interesting, anyway. Probably just the All In One big download of all my mods, then later all my random edited stuff...which I'll do soon for the original game, as I don't play that anymore and will uninstall it once I get everything together. YOSE is better :)

Edit: It was asked on the other version of this forum whether I'd do any of the same mods for SoD2. If any of the annoyances are still there then yes, I will.

Note 1:
If it was needed all mods have an original and/or old SoD and YOSE version on the download page. If no new version needed to be made it should say at the top of the pages (eg. No update required for YOSE).

- The mesh replacers (stool, beans, corpses) are universal. Instead of installing into the State of Decay/Game directory it's the State of Decay YOSE/Game directory. Small little difference. It's not like they renamed the files or moved stuff around, it's all still in the same place.
- Mods that have XML's and/or edit the HUD, journal, UI, needed new YOSE versions as things changed (for the better, IMO).

Note 2:
Thanks to @Secretz for the info that I won't need to re-create Skilled Survivors as SoD2 doesn't have that problem.
 
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Mystyk

Skilled Survivor
Staff member
Joined
Jan 9, 2018
Likes
963
Location
Australia
#2
I'm currently testing out a little edit I did earlier. It's not one of my usual types of mods, it might end up being as unpopular as my Stool-Be-Gone mod, lol, but I don't care :p
I'm currently doing a solo playthrough to test it properly. If it all works as intended I might release it. It won't conflict with any of my mods, but will likely conflict with others as it edits rtsevents. I don't do compatibility patches for other people's mods. Users need to make their own patches.
 

Mystyk

Skilled Survivor
Staff member
Joined
Jan 9, 2018
Likes
963
Location
Australia
#3
Just posted a new one. Last link in first post.
Easy to do as I also did one a while back to stop the trading missions. I hate trading missions - more like our precious ammo for worthless food. I could've just edited the timeout for it but removing it altogether was better, for me.

It's not the one I was testing, in the previous post. If my restartitis wasn't so bad this month I'd have tested it properly and it'd be maybe released by now. I have to test it for several levels to make sure it's working as intended.
 

Biker Steve

Rescued Ally
Joined
Jan 10, 2018
Likes
250
#6
Edit: It was asked on the other version of this forum whether I'd do any of the same mods for SoD2. If any of the annoyances are still there then yes, I will, when I get the game.
There's also the problem with the SoD community being fractured, and the total lack of cohesion on Discord.

If someone happens to recreate one of your mods on SoD2, can you honestly prove that they didn't just have a similar idea if it's not blatant? And aside from annoyance, what's the true harm? (I'm asking, as someone that has actually lost income to true piracy, VS some internet fame via a non profit community.)
 
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SwissArmyKnife

Alamo Radioman
Staff member
Joined
Jan 8, 2018
Likes
2,640
#7
There's also the problem with the SoD community being fractured, and the total lack of cohesion on Discord.

If someone happens to recreate one of your mods on SoD2, can you honestly prove that they didn't just have a similar idea if it's not blatant? And aside from annoyance, what's the true harm? (I'm asking, as someone that has actually lost income to true piracy, VS some internet fame via a non profit community.)
Given that there are modders who went on to work at the game companies they were modding for, I could see loss of income as being a factor IF it was a big enough change.

Mostly, it's just common etiquette though that if you see something cool and you recreate it, that you give someone a mention. In SoD, there's only so many ways to recreate something, like for example the Expertise mods that allow multiple skill unlocks like Ninja and Focus Aim being available to the same character. SilentResident did it her way, I had it in Brimstone as a port off the original Brimstone and reused it elsewhere and I think even QMJS has a version of it in his mod. It's all more or less done the same way because you have to edit the Expertise.xml file, lock or unlock the relevant sections and write it back to a BMD.

For customizations though, like Tutorial Tips, Nag No More and some other stuff. There's different methods of doing the same thing because different modders have different ideas about what annoyed them about those aspects. For me, I might say I want all the tutorial tips gone except X, Y and Z so I'd make mine do everything except X,Y,Z whereas Mystyk wants it all gone. If another modder comes in and likes Mystyk's and then redoes it so it does it exactly like hers (code-wise), then I can see the pain of having work stolen there. In my instance, I'd reach out to Mystyk first because I don't want to reinvent the wheel and it would be easier to modify an existing mod to suit me.
 

Mystyk

Skilled Survivor
Staff member
Joined
Jan 9, 2018
Likes
963
Location
Australia
#8
So far I've had 2 make duplicates of 1 mod (got them removed) and 1 decided I was too slow in updating the banners for YOSE so did it himself. I also got that one pulled.

Skilled Survivors could've been done by anyone, it's 1 trait that only 1 person has, by default. While others complained about no one being home, everyone off spawning missions, no one ever on the tower, I looked at Lily and knew there had to be a way. She never went anywhere, ever. Why?
Looking at her character block, what did she have that no one else did? A few things but let's try this one out. Well, there you go, that one does it.
After doing the trial and error and the research into making it, then to have some random person take it and slap their name on it makes me angry. I did all the work.
Same with the banners. My photoshop skills aren't the best but I managed it after I finally found the correct file to edit.

SoD2 is under a different engine, likely not xml files and not easy to read code for a non-programming pleb like myself. There's no Lily so that means no mod is needed to shut her up.
Banners that take up half the screen? Who knows.
Tutorial tips that pop up each time you even think of moving? Maybe, who knows?
Perhaps UL this time will implement certain people with certain valuable skills can never leave the base to go gallavanting around the neighbourhood. I hope so, as that's then 1 less mod to make :)
 

Mystyk

Skilled Survivor
Staff member
Joined
Jan 9, 2018
Likes
963
Location
Australia
#13
I'm currently testing out a little edit I did earlier.
Right. After 17 levels it looks like it's working just fine :)
I'll separate my edits from my own custom file, full of all sorts of stuff, and post it up for others to try out.
It edits rtsevents. No, I won't be doing any patches for other people's mods. That's up to the mod users. I only make patches for my own mods, if needed.
 

Wisdawn

Missing Survivor
Joined
Mar 22, 2018
Likes
22
#14
Hey Mystyk. Thank you very much for this mod. Any chance you can at least point me in the right direction to prevent the "Trait.Meta.Missing" flag from hitting survivors? Or at least how to make the mission to search immediately available? The Ally In Trouble mission doesn't bother me as much as the Missing mission does. At least I can just drive to the Ally In Trouble and get it over with right there and then; the Missing survivor mission, though, takes ages to actually activate the searching part for you, and the Undead Labs made it so that this mission always activates if you switch survivors right before you get on the RV. It is really, really annoying, especially when it happens at that moment. It's also annoying when you urgently need this "Missing" community member and you can't even go get them because the searching phase hasn't even started.

I hope that makes sense. Any help in at least pointing me in the right direction as to how I can stop this flag from hitting survivors altogether would be appreciated.

And thank you for the Nag No More mod. I can't even begin to describe the peace of mind you've given me and the stress you've taken away. =)
 

Mystyk

Skilled Survivor
Staff member
Joined
Jan 9, 2018
Likes
963
Location
Australia
#15
Hey Mystyk. Thank you very much for this mod. Any chance you can at least point me in the right direction to prevent the "Trait.Meta.Missing" flag from hitting survivors?
In my game the only people that go missing are people I don't care about anyway, the unskilled.
I've tied it into Skilled Survivors Stay Home using the fatecards file.
I can't think of how to do it standalone. Perhaps ask in the General Modding Discussion thread in this section.
 

Wisdawn

Missing Survivor
Joined
Mar 22, 2018
Likes
22
#17
Mystyk, I just tested the optional part in a new game at Breakdown 99 with lots of infestations around, and a Hero, Ray Santos specifically, still went Missing, even though he was given the Trait.Behavior.NeverAway trait. I don't know how the fatecards file work. Does the optional part in your mod affect anyone with the Trait.Behavior.NeverAway or is it somehow directly linked to your own provided characters.win.bmd file?

I'd rather use a different characters.win.bmd, still with some characters given the Trait.Behavior.NeverAway trait. That's why I ask.

I'll test again just in case I imagined that it's a new game.
 

Mystyk

Skilled Survivor
Staff member
Joined
Jan 9, 2018
Likes
963
Location
Australia
#19
If you (no one I should name, just in general) want to include any of my mods in a modpack you must ask me first, otherwise "your" mod on Nexus will be reported.
Post #8: After doing the trial and error and the research into making it/them, then to have some random person take it and slap their name on it makes me angry. I did all the work.
The least people can do is acknowledge that, rather than just straight up copying it all and slapping their name on it as if it was their idea.

Looks like I'll be re-editing all my mod permissions. I really shouldn't have to. It's common sense stuff, but I have to make sure even those who have no common sense, the really stupid ones, understand. If that's even possible.
New sticky post added to the Skilled Survivors mod page.

Are you thinking of ripping off any of my content? Read that and think again.
I have two mods to report. I am so annoyed :mad:
 
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