QMJS Extended Functions Mod-V2.01 YOSE Download File

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QMJS Extended Functions Mod-V2.01 YOSE Download File Rating: 3,7/5 936 reviews
  1. Mod name: QMJS's Extended Functions 11/21/15 Version 1.9
  2. © 2013 Undead Labs LLC. All Rights Reserved.™
  3. This mod greatly expands the variety of characters, facilities, and actions available to the player. It is equally applicable to the player who chooses to keep a small group and rush through levels quickly, as to the player who lingers
  4. on a level as long as possible, building up the largest group of survivors they can. It touches upon many aspects of the game. Some parts are now easier; some parts are now much harder. There is no central theme- it was not designed to
  5. be a 'difficulty' mod, or a 'base' mod, or a 'character' mod. It touches upon many aspects of the game, including characters, facilities, skills, and items. The changes are ones that I personally found to be useful or interesting.
  6. Compatibility:
  7. This version requires the YOSE edition of State of Decay. It is not compatible with other mods that change the same files. (See the change-log below for details.)
  8. If this is the first time using the mod, you must start a new game.
  9. If you are upgrading from a previous version, I recommend installing either just after starting a new level, or after moving to a new home base and before building any facilities.
  10. Installation:
  11. Place the zip file in the State of Decay YOSEGame directory (By Default, C:Program Files (x86)SteamsteamappscommonState of Decay YOSEGame). Right click and select Unzip here.
  12. If you unpack the directory elsewhere, the directories get placed into the State of Decay YOSEGame directory to use.
  13. If you have a folder in the directory with the zip file name (ie. C:Program Files (x86)SteamsteamappscommonState of Decay YOSEGameQMJSExtendedFunctionsMod-YOSE-V1.8-Game, that is incorrect. Move everything from inside that
  14. directory and put it into the Game directory, and then remove the empty QMJSExtendedFunctionsMod-YOSE-V1.8-Game folder.)
  15. YOU MAY NOT UPLOAD ANY PART OF THIS FILE TO ANY SITE, MODIFY THESE FILES AND UPLOAD TO ANY SITE, OR USE ANY ASSETS OR CODE FROM THIS WORK IN ANY PROJECT.
  16. REMOVE OTHER MODS FIRST and then VERIFY THE GAME CACHE. The mod is not compatible with other mods that use the same files, and it is possible that while removing other mods you can accidentally delete a file that is required by the
  17. The icons for crossbows are not correct. They will be replaced with the correct versions after SilentResident updates her mod, which is included within this one.
  18. Due to load order of the modified files, starting a new game in Breakdown without loading into an existing game first may cause the game to exit to the desktop. If this occurs, restart the game, select an existing profile, enter that
  19. game, exit, switch profiles and then start a new game. If that does not work or if you do not already have a valid saved game, rename Game/libs/class3.1/rts/enclaves.win.bmd temporarily, start your game, then restore the name.
  20. Vitality is based on pain levels. The first few attacks will do less damage, increasing as you are take more and more damage, with a small resistance spike as the survivor fights for their life when seriously injured.
  21. Falling range has been increased somewhat, and damage reduced.
  22. vitality gain per level of melee combat skill is now 10.
  23. Stamina costs for sprinting have been slightly reduced, and stamina recovery slightly increased.
  24. Assault weapons skill now also improves machine guns and submachineguns.
  25. Melee combat will generate a small amount of Cardio experience.
  26. Many additional Hobbies and Jobs have been added. Some of the redundant or less useful traits were removed.
  27. Most heroes have had their weapon specialization removed, allowing the player to decide what weapon to use.
  28. Added many new survivors with a variety of traits and skills. Their appearance is only slightly different from the others for most of them. In some cases, due to limited portrait availability, the portraits do not exactly match the
  29. actual character... consider them like a driver's license picture.
  30. Talents are no longer exclusive, and many survivors have more than one.
  31. Base stack size for consumables and the standard weight limit have been increased. This allows a character to carry a great deal more equipment than in the standard game. Powerhouse/Strong and Nimble characters now get additional weight
  32. Gun skills have been adjusted, making firearms more viable at lower skill levels.
  33. Survivors learn skills faster, and they can now select one melee and one ranged specialization. At maximum Cardio, they automatically can select the running improvement skill, and the other skill options have been adjusted to allow more
  34. capable survivors while still encouraging unique skill selections.
  35. Survivors will gain small amounts of Wits experience from stealth kills.
  36. There are five additional unlockable heroes. These become available at higher Breakdown levels, and include some extremely powerful characters.
  37. Characters with base skills (medical, gardening, cooking, etc.) will not leave the base unless you take them out specifically.
  38. Characters not at home will not be assigned to jobs (including the active character.)
  39. Many tasks at the home base now make characters tired.
  40. The negative effects of player-controlled character death have been greatly increased.
  41. The morale system was reworked. It is more important to pay attention to your survivors' needs and mood.
  42. Base skills (cooking, medicine, etc.) now gain experience and can gain levels. Bonuses for higher level skills apply at level 4 and improve at level 7.
  43. Facilities and Bases:
  44. Population requirements have been increased for most bases.
  45. The Machine Shop and Munitions Shops can be upgraded to a Complete Workshop that combines the effects of each.
  46. New Generator facility added, which provides power to other facilities. Some facilities require the generator facility before they can be built, and some actions require the generator to be running and providing power. It uses a small
  47. amount of fuel, and heavier drains due to use by facilities are reflected in fuel costs for those tasks. Built-in facilities are exempt from the generator requirement, but their activities will still require power.
  48. New Lounge facility allows survivors to spend their recreation time together, improving morale and reducing some serious mood effects. (Fear)
  49. The Dining Room facility allows survivors to share a meal (cooked at the Kitchen), and provides a place where counselors may talk with survivors, improving morale and reducing some serious mood effects. (Discord)
  50. New Sanitation facility helps keep the survivors and the base clean, improving morale and reducing some serious mood effects.(Despair)
  51. The Lounge, Dining Room, and Sanitation facilities grant additional bonuses when you have two of the three, and a greater bonus when you have all three built. (In Breakdown only, and maximum with all three is +14 daily morale.)
  52. Sniping zombies at the watchtower now reduces serious mod effects. (Fear)
  53. Parking spaces have been adjusted to allow additional facilities to be built. These are outside the walls, so the survivors may be more vulnerable using them. This adds 1-5 facility spaces to various home bases. Once destroyed, they are
  54. only restored upon moving to another base, and if all parking spots are used, car repairs will stop. These new facilities occasionally cause pathing issues, where a survivor will try to move through them to the entrance points. These
  55. self-correct after a few seconds, but cause some odd animations and teleporting issues.
  56. New Small Watchtower facility adds a second defensive structure, and will be manned separately from the main watchtower. It cannot initiate sniping, but the staff will fire at zombies in range. The staff member may stand under the tower
  57. and shoot in some cases, depending upon the threat level when they take over the job. However, eventually they will climb up top.
  58. Outposts produce small additional amounts of resources, even if out of materials. Their traps take ten minutes to recharge.
  59. Storage facilities allow greater total storage space, and improve the food supply. Refrigerated storage also improves the medicine supply slightly.
  60. Bedroom facilities provide 12 sleeping spaces (generally three shifts), while a fully upgraded Bunkroom provides 18 sleeping spaces.
  61. Labor costs have been added to most tasks. A low population base will have to decide what to prioritize, because they may not have enough people to use each facility at once. If you have many people assigned to labor tasks when you
  62. change housing sites or while logging out (so that actions complete while offline), the total labor available numbers may elevate after the move or when logging back in, showing more labor available than you have people. This will reset
  63. The Want system was modified. There are new objects that may be needed, as well as some that represent items that have been lost, worn out, or used up. Facilities that always needed additional items now have a chance of building without
  64. the extra needs, but facilities that never needed additional items may need them now. This has the effect of making construction generally faster, but with moderate delays. As the wants will time out eventually, they can be ignored if
  65. desired and the average construction times will still be slightly less than the original game.
  66. The want system has also been applied to facility actions, but at a relatively low chance per action. This means that actions will sometimes be delayed, but will time out and complete eventually even if you do not find the requested
  67. A wide variety of additional actions has been made available at the facilities.
  68. Weapons may be made at the workshops. This is expensive, and higher levels of the workshops are more capable.
  69. The workshops may also prepare bullets for the locker, or unpack ammunition resources to supply the locker.
  70. Melee weapons and guns may be produced at the workshops. Better workshops can produce better weapons.
  71. The infirmary will allow unpacking of medicine resources to provide weaker painkillers to the supply cabinet.
  72. The infirmary may use medical supplies to prepare first aid kits for distribution to the base and survivors, providing a small vitality increase.
  73. The kitchen may also produce a light meal. The bonus does not last as long, but some leftovers are added to the supply locker.
  74. The kitchen may also directly produce food to place in the supply locker.
  75. The Storage facility may convert resources of one type to another (expensive).
  76. The Training/Trade options at the library and Dojo allow you to choose Food, Ammo, or Medicine as payment. The option at the Watchtower allows you to choose Ammo or Materials as payment.
  77. There are additional options now available at the kitchen and the infirmary to assist other survivor groups. You may get some notifications that you can not yet complete due to missing facilities. They are requests from other
  78. Most built-in facilities are now upgradable, or start as fully upgraded. The Kirkman workshop is the only exception, being a work area but with the ability to repair cars.
  79. Research options which require a specific version of the workshop can now be completed with the complete workshop, but the built-in workshops are not eligible.
  80. Several research options are available which improve specific facilities. This research does not carry over from level to level in Breakdown. (These are more like specific minor upgrades to those facilities.)
  81. Base defense radius depends upon the weapon in use by the person in the watchtower, and is increased by the snipe zombies action, increased by the presence of small watchtowers, and decreased by running the generator.
  82. In Breakdown only, Chemistry skill now required for making homemade painkillers, potent stims, and chemical incendiaries.
  83. Items and Weapons:
  84. Guns do more damage based on the ammunition caliber, with larger calibers doing considerably more damage. They have improved performance at longer distances.
  85. Assault rifles have their fire rate set to single shot by default. Several models have had burst fire added. SMGS and Machine guns are still automatic as the default fire rate.
  86. Medicines and stimulants have a greater random range of effect, up to 50% greater than previously.
  87. Cars take much less damage from collisions, but still take normal damage from zombie melee attacks.
  88. Melee weapons have been adjusted into four categories, Improvised weapons (same damage and durability), Tools (slightly improved damage and durability), Tools with a significant weapon potential (significantly improved damage and
  89. durability), and actual weapons (much greater damage and durability). Their influence costs have been adjusted to reflect the new statistics.
  90. Clock/Timer/Talking Doll/Whistling Box Mines duration increased.
  91. Hammer added as usable weapon. Several guns were added that had not been available to find in the game.
  92. When finding ammo, shotgun shells stacks are set to 10 and .50 caliber rounds at 5. Ammunition in inventory stacks to 150 in most cases.
  93. SilentResident's crossbows added by permissions.
  94. Adjusted items available from daily reset based on facilities built.
  95. General gameplay:
  96. Enclaves will not start with trust as high and will not gain trust as quickly, and so will take more missions before they are willing to join you.
  97. Re-enabled daily events allow survivors to go scavenging on their own and they may bring home small amounts of resources.
  98. The daily items produced by your facilities will be added to the locker and should now stack with what was already present.
  99. Reduced the number of headshot streaks and vehicle door kills to unlock those two heroes.
  100. Corrected the requirement to be home for the effects of a Big Meal to be effective.
  101. The new facilities do count toward the number of facilities built, but don't count (and are not needed) for the achievement to build one of each type.
  102. Survivor priorities have been adjusted to make them give a higher priority to defending the base when zombies are nearby.
  103. The Sniper radio option costs less influence, has an improved range, and lasts for several additional shots.
  104. The Backup SWAT radio option costs slightly more influence.
  105. The Artillery strike radio option costs less influence.
  106. The Construction Advice radio option has been added into Breakdown, but is very expensive.
  107. Radio options have been adjusted to allow some options to be used by more hero characters.
  108. The amount of resources taken along at each breakdown level has been slightly increased.
  109. Changed the units for resources to boxes of ammunition, units of medicine and materials, and gallons of fuel. (How is a character to carry multiple pallets or barrels at once?)
  110. Enemy blips remain on the radar map until level 21.
  111. Increased sandbox levels defined to 51. Some levels regress to easier settings, allowing more heroes, cars, and survivors, although zombie density always increases.
  112. Allies are more likely to use ranged weapons when possible.
  113. Enclaves may occasionally have more items in their storage lockers.
  114. Mission timers have been adjusted to slow down the frequency missions are assigned. Total possible missions per day remains the same.
  115. Search process was modified, with a general increase in items found per map.
  116. Enclaves have several additional trade options for resource trading.
  117. Increased time before RV location mission is given and RV appears as waypoint on the map. This gives a long period of time when you can search for it yourself.
  118. Additional fatecard events have been added which provide a larger variety of random events.
  119. Using emotes (press 1,2,3, or 4 key) will disable the UI for a second, allowing uncluttered screenshots.
  120. The zombie density on a level will slowly decrease as you kill zombies, until the number of zombies reaches 50% of what the level starts with.
  121. Killing zombies now generates small amounts of influence.
  122. SWAT zombies have been added back into the Breakdown enemies.
  123. At night, many more zombies and hordes appear than in the daytime.
  124. Some Breakdown levels have added increases in specific types of freak zombies.
  125. Zombies have a slightly increased field of view and aggro range.
  126. SWAT, Army, Feral, and Juggernaut zombies have slightly more health.
  127. Zombie field of view and base aggro range improved slightly.
  128. Hordes respawn rate modified. Killing hordes reduces respawn rate, but overall rate is higher.
  129. Adjusted ferals and juggernaut spawns to allow the possibility of more than one at a time. Adjusted their percentage settings so that this will be rare before level 20. (Breakdown only)
  130. Zombies may be killed by non-head hits, but take little damage from those attacks. (Can be killed; not efficient) EXCEPT Juggernauts, which still require a total amount of damage followed by a head hit.