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I am an aspiring game developer, hoping that when I get enough funding, I'd be able to form a team of talented individuals to create wonderful games for the whole world to enjoy. I also enjoy creating models in Zbrush and 3DS MAX as well as game design concepts for the projects I'll work on once I'm given the financial opportunity. Thanks to the Dead Island Riptide Scripting Competition, I now have a more modern computer that I can use to work more efficiently. Goodbye endless render times and less than 1 million poly restrictions lol! :D

Comment History  (0 - 30 of 168)
Adeno
Adeno - - 168 comments @ George Romero Mod T17 "More Friends"

Sorry for being unable to leave a message here, but I have some real life financial troubles right now. I won't be able to update the mod that often, so let's just hope that it would still work whenever Undead Labs decides to update the game via Steam next time.

Thanks to everyone who's enjoying this mod and to the helpful people who helped others here while I was away :)

Just check the official Undead Labs page if I ever get back to updating stuff. I hope someday that the economy would be more stable here in America.

Forums.undeadlabs.com

Merry Christmas all :)

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Mod T16 "Revival"

Coming up in T17:
- More Enclaves for Breakdown.
- Extra Ammo and Weapons in random enclave lockers for Breakdown (finally figured it out).
- Fix for "Hunting" missions in Breakdown so you won't get those missions (replaced them with other missions).
- People trade more often in Breakdown.

Have fun all :) (goes to sleep a bit)

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Mod T16 "Revival"

I just tested the radio for Main Story (Free Fast Service) and it works perfectly for me. I never included any key changes for any of the features. It must have something to do with your control set-up.

Radio becomes available after the survey mission from the church :)

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Mod T15 "Breakdown Update 1"

I haven't tried anything about zombies climbing walls yet.

Anyway, I think I finally managed to totally stop special zombies from spawning in the game, even in missions. Only screamers will appear at infested places (this is still something that seems really forced).

There are many variations of the No Special Zombies and the ones that only force certain special zombies to appear, as seen with the Bloater World picture. The reason for this is that the appearance of special zombies are linked to the normal density spawns, that's why I had to make multiple versions of one file to cover most bases. For example, you can have only Bloaters to appear if you want, but you can also choose how populated the world is by zombies (you can choose from the normal amount, lite, medium, and extreme versions :D

Anyway T16 will be ready by tomorrow so just keep checking the download section here :)

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Mod T15 "Breakdown Update 1"

Hmm, I made a strange successful discovery lol! Bloater World available in next update lol!

Img268.imageshack.us

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Mod T15 "Breakdown Update 1"

Hi again! After another day of tinkering with stuff, I think I finally found a better way to suppress special zombies from appearing in Breakdown. The screamers still appear in infestations though. I've been doing some tests for a few hours with only having the fat zombie as the special type to appear, and so far it's working properly as intended.

T15 Update 2 will show up maybe in a day or two. This will include the improvements I mentioned above. Hopefully, this discovery will lead to eliminating the bloaters, ferals, and fat guys in the "No Special Zombie" feature even during missions.

See you later :)

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Mod T15 "Breakdown Update 1"

04BD-DisableVehicleCollisionDamage.zip - this is the file for Breakdown to disable damage from zombies.

04-DisableVehicleCollisionDamage - this is the file for the Main Story to disable damage from zombies.

Running over zombies and getting your vehicle badly damage that it smokes and catches fire is a sign of the Weak Vehicles feature.

Good karma+2 votes
Adeno
Adeno - - 168 comments @ George Romero Mod T15 "Breakdown Update 1"

Works for me. The only time your vehicle will be damaged is when you smash it into a solid object like a wall, land in a hard way, or if you let zombies cling on to it. Zombies will still rip apart your vehicle if you let them hang around too long :)

Good karma+2 votes
Adeno
Adeno - - 168 comments @ George Romero Mod T15 "Breakdown Update 1"

If anyone's wondering how Extra Ammo for Breakdown works, it's like this (don't worry, this info is in the ReadMe file):

1. Start a NEW GAME in Breakdown, start at LEVEL 1, start with a Random Character, not a hero character. This is the only way it can work as of now.

2. As soon as you start, check your inventory. You should have a shotgun, a gun, and a rifle plus a lot of ammo for them.

3. Only some randomly created enclaves (not the first three community enclaves) are affected by Extra Ammo. Breakdown seems to override certain enclaves (despite me manually adding the extra ammo already) and force them to have smaller "rewards".

Good karma+2 votes
Adeno
Adeno - - 168 comments @ George Romero Mod T15 "Breakdown"

Welcome!

As for survivors who don't move after getting out of a car, this has happened to me as well in the default/vanilla game without mods. I think it's one of those actual game bugs that some people get randomly.

Don't worry about the influence showing a negative amount as a reward. It actually adds up, I guess the game just can't display the right amount you earned correctly.

Be sure to grab the latest version, T15 Update 1 for some fixes. The special zombies that show up happen when there's a mission involving them (that's why screamers can be seen regularly because they're forced to appear by infestations). I've already disabled them in every file that I could find referencing them, but the game just forces some of them to appear.

Have fun!

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Mod T15 "Breakdown"

T15 Breakdown Update 1 should be available in a little while, be sure to grab that :)

Fixes:
- Breakdown DLC Extra Ammo features fixed.
- Breakdown Black Fever and Sick World features fixed.
- Updated slow zombie animation for the main story part of the game.

New:
- Breakdown DLC is now supported with almost every feature of the George Romero mod.
- "Even More Zombies Extreme" feature for the Breakdown DLC.

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Mod T14 "Friends"

No, each version that gets released contains all the fixes and updates from the previous versions. Just grab whatever is the latest :)

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Adeno
Adeno - - 168 comments @ George Romero Mod T14 "Friends"

I think maybe in a day or two. I've already gotten most of the stuff to work (like slow zombies and other important things), but I'm re-working some stuff that are specifically for Breakdown, otherwise the game would crash.

So much stuff to manually edit, I fell asleep and just woke up again now lol!

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Mod T14 "Friends"

Coming Soon in T15: Breakdown DLC compatibility. I'm just updating the files :)

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Mod T13 "Hell Mode"

Deadlight sends an "echo" that zombies hear, so they only get attracted. What triggers the spawn is if you use guns to kill zombies. The zombies spawn a lot faster, creating an illusion that there's an endless amount.

The game has a few ways of spawning zombies. The first is the ambient type which the usual "More Zombies" and "Deadlight" uses. This has something more to do with the spawn rate I mentioned above with just a little bit of increase in zombies. The next way of spawning zombies is by mission settings, which is handled by the "Even More Zombies" feature, where the amount of zombies can be directly controlled :)

In the end, Deadlight attracts zombies, making loud noises and killing zombies with the gun spawns zombies, and mission settings from Even More Zombies create the dense "Dead Rising" style hordes :)

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Mod T09 "Fatal Attacks"

As for now all that's possible is to lower their chances of showing up like what the mod does. There seems to be some game implemented design that makes them show up that can't be modded as of now.

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Mod T09 "Fatal Attacks"

Yup it does :)

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Adeno
Adeno - - 168 comments @ George Romero Mod T03

Thanks :D

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Mod T04

I used a hex editor to edit bmd files. As for zombie population, I edited every zombie.xml file (and bmd if there is) because they all contain the same information. It's like a shotgun effect lol :D

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Mod T01

Lol hi again :D

At first, probably like everyone else, I tried unpacking the .pak files using 7zip (or whatever else was there) and failed. Fortunately, I found a little thread on the undeadlabs site where someone was trying to fix the keyboard and mouse controls. There's a little program called QuickBMS that's used to extract things from .pak files that undeadlabs use :D Here's the link -> Forums.undeadlabs.com

I think modding State of Decay is somewhat more complicated than DI1 and Riptide lol!

Good karma+3 votes
Adeno
Adeno - - 168 comments @ George Romero Survival Horror Edition V9 Add-On 3

Yes, you can use the mod even without the zombie behavior changes. Everything is optional. Just pick which features you want, put them in the folder, and that's it! :D

Please don't forget to grab Add-On 4, it's the latest version:
Indiedb.com

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Survival Horror Edition V9 Add-On 3

Hi again! Your request is now part of Add-On 4! It's called "Greedy Shops" lol! Hope you like it :)

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Survival Horror Edition V9 Add-On 3

The George Romero Survival Horror Edition V9 Standalone Add-On 4 is now available here -> Indiedb.com

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Adeno
Adeno - - 168 comments @ George Romero Survival Horror Edition V9 Add-On 2

The George Romero Survival Horror Edition V9 Standalone Add-On 4 is now available here -> Indiedb.com

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Adeno
Adeno - - 168 comments @ George Romero Survival Horror Edition V9 Add-On 1

The George Romero Survival Horror Edition V9 Standalone Add-On 4 is now available here -> Indiedb.com

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Adeno
Adeno - - 168 comments @ George Romero Survival Horror Edition V9 Fix 1

The George Romero Survival Horror Edition V9 Standalone Add-On 4 is now available here -> Indiedb.com

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Adeno
Adeno - - 168 comments @ No HUD Riptide Mod V3

The George Romero Survival Horror Edition V9 Standalone Add-On 4 is now available here -> Indiedb.com

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Riptide V9 Survival Horror Edition

That is a known issue for using the extra zombies feature. Please use the latest version of the mod to avoid this :)

Add-On 4:
Indiedb.com

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Riptide V9 Survival Horror Edition

The George Romero Survival Horror Edition V9 Standalone Add-On 4 is now available here -> Indiedb.com

Good karma+1 vote
Adeno
Adeno - - 168 comments @ George Romero Riptide V8 Survival Horror Edition

The George Romero Survival Horror Edition V9 Standalone Add-On 4 is now available here -> Indiedb.com

Good karma+1 vote