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Englisch The Archipelago Mod is back! (25-05-2017)

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alt The Archipelago Mod is back! (25-05-2017)

Warbringer
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∗ DOWNLOAD MOD HERE ∗

After a long pause, here comes next update.

Archipelago mod uses:
• Kidnap mod by @user HudaJan:
• superckool mod by @user superckool:
• HD textures and models taken from Ext mod
• some of my poor stuff

The mod is about an archipelago, where natives live in spread communities and have less or more important businesses or quests for player. I've got this:

> wild areas where player can hunt
> arenas where player can earn money
> traders with weapons, food, potions and other stuff
> weapons to unlock after gaining certain hunting level (hunting skill replaces experience)
> side-quests
> Guild of Mercenaries with greater quests taking places in other maps.
> a few maps made in this style
> more weapons
> more native models/skins
> free roaming across the maps
> more ships
∗ New enemies series called The Cultists
∗ Proper archers script (thanks to @user HudaJan:)

UPDATE:
√ Outlaw path extended
√ Increased player's backpack size to 30 kg.
∗ Pirate ships which shoot player





Let me know do you like it and submit your suggestions.
10× editiert, zuletzt 26.05.17 20:17:15

alt Re: The Archipelago Mod is back! (25-05-2017)

GeoB99
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What about if you post some screenshots of your recent work? Just saying. Although I haven't played S2 for a long time and I kinda stopped with this game, but I wish good luck with your mod project.

alt Dang!

Warbringer
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Well, the mod is too big to upload it here (>15mb)
Will it be OK, if I upload it on external server and put link here?

alt Re: The Archipelago Mod is back! (25-05-2017)

Greengo
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I dl'd this and it is not bad. the island test is impossible, though. over 20 lions, dinos, raptors and eagles? Several that can attack you at once? Not to mention the sharks and piranha in the ocean. you must be outta your mind!
anyway, I encountered another problem. I don't have a clue how to defuse a barrel of explosive. HELP?

OH, I edited most all the text files too. the english was, er, somewhat lacking.

alt Re: The Archipelago Mod is back! (25-05-2017)

Warbringer
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@user Greengo:
1. That's right, I made the survival test difficult, maybe too difficult?
2. To defuse the bomb in mission Goldmine, just press E over it
3. You mean the english dialogues were not very correct? I'm not perfect at English

Thank you for playing anyway, cheers

alt Re: The Archipelago Mod is back! (25-05-2017)

Greengo
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yeah, the test was impossible. being attacked by two or three things at once, some you are not even sure where they are, like the eagle. didn't even know there WERE eagles. not ot mention, you can't even get materials in the safe zones to make stuff to prepare for the bad things. Yeah, I know some like an over the top challenge, but damn.... lol

oh I do like the story and multiple islands. (so far anyway)

I guessed english was not your forte'. I have been editing the text files to make them read better, but i had to guess at the correct intent sometimes.

I did hit "use" over the barrels. It was the most obvious first thing to try. it did nothing. Why not a specific "Defusing" action that leaves you with fuses and powder? just a thought. I'll try using it again.

again, a very good effort. I have enjoyed it. THANK YOU!

alt Goldmine glitch workaround

au
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user Warbringer hat geschrieben
@user Greengo:
1. That's right, I made the survival test difficult, maybe too difficult?
2. To defuse the bomb in mission Goldmine, just press E over it
3. You mean the english dialogues were not very correct? I'm not perfect at English

Thank you for playing anyway, cheers


I made an account just to say I found a workaround to the Goldmine glitch. (I know, necrobump, but it's important to this mod.)

EDIT: I broke my save doing this lol. I think triggering the necessary event broke some other events from triggering and I couldn't make it past planting barrels under the towers. Maybe someone else can use the info in this post to make it through.

Have the defuse mission given to you by the scout.
Press ` (on the tilde key) to bring up the console.
Type in
cheat
, press enter.
Select "Execute Script" at the bottom.
Copy and paste this:
event "disarmed","unit",278;

onto line 1.
Press Okay in the bottom right.
Go to the scout, you should have the mission completed.

Note to the mod author -
I don't think your
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//~xbarrel_def
on:use {
 if ($scoutvar>=5){
 process "dismantling",4000;
 free "self";
 }
}
works (line 1377, \maps\goldmine.s2s).
I'm not sure if it's because the $scoutvar never updates to =5 or if you didn't correctly define the explosive barrel. Either way, I just cheated by triggering the mission event to complete.
2× editiert, zuletzt 17.10.22 01:26:24
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