Found a cool little trick to unlock map exploration. If you zone out of the hideout as the morning transition commences you won't actually get transitioned like normal and are free to explore the map. You can come and go as you please, but be sure to hurry back to turn off the generator before you go out exploring. Turning the generator back on will trigger the normal Holdout night phase.
I recommend doing this at later stages of progression for two reasons:
1.You will forfeit the current night rep bounty. 2. You probably want to have as many inventory upgrades as possible to stack as much loot from the map. (trader won't be there for that day, but you might find others while exploring)
*** confirmed, there are no other traders out in the wilderness. Wolf is not there and the bikeman doesn't actually trade.***
Unfortunately I stumbled upon this trick early on and lost out 500 rep for the night. On the other hand I came back with about 800 rep worth of loot. Now I know how it works I'll wait until the bounty diminishes greatly before I go exploring again.
I just realised it's possible to swap between hideouts this way. Whichever hideout you in when the morning transition triggers will spawn the trader and restore Holdout functionality. You can stay out exploring indefinitely but you have to contend with normal night cycle and dark gobbly juices chasing you- not a huge problem with 4 or 5 health upgrades.
Something interesting is that going to hideouts outside of the Hold cycle won't trigger normal base defence. No lights are required and contact is essentially non-existent. Just don't remain inside the hideout when dawn approaches, else it will trigger Holdout again. This is actually pretty cool if you want a break from relentless base defence and want to explore a bit. One potential issue is that you might end up at a new hideout without the materials to properly defend if you trigger Holdout again. Best to stay out of Hideouts come dawn.
Contrary to what I posted above, it is possible that Wolfman survives and will be at the camp if/when you escape the Holdout cycle.
Started a new run just yesterday, phased out of Holdout cycle to go exploring and to get more wardrobes around day 30, And to my surprise Wolfman was there this time! What's more I could trade with him.
I can only speculate that it's possible for enemies spawned by Holdout to bleed into other areas resulting in his death. Not sure as I couldn't find a corpse there on the other run. So yeah there is the potential for that to happen. Pretty neat!
If the player is outside the Time Freeze zone just after the night ends, exit to the main menu and reload the save file, time will be permanently frozen.
@dawntubers8- Which method and which version are you playing?
I can only attest to the method I posted. On Build 0.94. Either the game version has changed or this function was patched/broken in subsequent updates of the mod.
Is there any way to obtain tools to upgrade workbench? I bought tools from the trader but got nothing (even the next morning i got nothing). I tried finding discord server that everyone insist using but could not find server for Holdout mod
I think the script for the tools breaks sometimes. At least I've had that happen a few times. Though I've never had a run where I couldn't acquire all tools necessary. Perhaps give it a one night break with tool ordering then try again.
Anyone know if any of the stacksize mods work with Holdout? Really struggling with storage space come late game. I tried the wardrobe option from trader but it never showed. I will probably start pushing containers from nearby settlements.
Also, would it be possible to change the lamp functionality so that you can use lamps from other places? I've tried pushing lamps before but apparently they aren't linked/wired to the local generator.
For anyone else interested, you can open up the save file in notepad, search wardrobe and increase the slot counts. Haven't tested beyond 20 slots. I imagine there will be a UI limit somewhere like that of the stamina/health bars. 20 for large and 10 for small feels just right to me.
Not sure if this is intentional, but it turns to night as soon as I try to place a gas tank or explosive barrel. This makes it a bit difficult to prepare them ahead of time.
Heya, I don't seem to be able to find the night packs. I assume they are meant to spawn after every day, but I could only find the initial one at the start. I then purchased the tool night pack option after my first night, but haven't been able to find any packs apart from the initial one.
This is exactly what I was looking for, this exact kind of mod, I figured while playing the vanilla that a Night Raid sort of game mode would make a lot of fun!
And sad to say, it's not for me. I'm very bad at combat it seems and my strategies usually fail in the first week and I often panic and lose of cool.
But the actual execution is great, I love the extra barricade options you have and the extra weapons. I couldn't help but laugh a bit in confusion when the words "bacon" appeared on Day 5. Followed by that one meme in my head, "ITS BAACON!!!" And I may give it another try once more stuff gets added in like more Lamps, Furniture Types, Traps... hell, if your up to it, maybe even something like Turrets! Maybe using a combo of Huge Dog AI, targeting other creatures other than it, and the old defuncted "Animals are less Aggressive" perk in previous versions. Either way, I'm sure that's going to be an uphill battle, I'm just giving ideas. Ooo, possibly a shove mechanic might work too. You know when you sprint into a door you can slam it open? Maybe you can do something like that, deals 1 point of damage but it'll stun them long than being hit with a weapon, at the cost of a bit of stamina.
I'm aware that some of this stuff, particularly the Lamps, are already on the list of To-Do's, but I wanted to mention it anyway.
There are three bugs that I have noticed though. Pellet Guns have a tendency to not show up in the Worktable and won't appear even after upgrading. I'd say after about 5 or so different saves, I've only seen them appear once. Extra Enemies seem to bug out a bit, either adding them that Night or the next Night. I think the latter is supposed to happen from the wording but as is it can make preparing difficult if you aren't aware of it. Finally, "champion" enemies will sometimes walk through furniture, usually the stuff from the Silent Forest like the Tub, Sofa, and Table. They move as if they are pressing up against an object, so at least they will slow down, but it can be an issue if you aren't prepared for it. Though it was funny to see a Champion Dog just saltire in like that over my barricade and into my bear trap.
While I may be done with the mod, for now, I am eager to see what else you may have in store for us!
Also, unsure if this is a bug, but are you supposed to be given less and less Reputation as the days go by? They seem to drop by 20 Rep every 2-3 Days.
Can you record yourself play? Majority of the feedback i get is from players that have played the mod for a long time so it's skewed to expireanced players. I would really like to see an inexpireanced players POV so i can balance the mod better.
For the pellet gun bug, as the readme says: after starting a game you have to reload the save to get extra recepies in your workbench. Extra enemies are ignored on boss nights (5,10,15, etc etc) and carried over to the next day
The reputation reduction is intentional and is meant to make you rely more on looting and selling. Think of it as "training wheels" for first nights.
i can happily record some gameplay if youre still looking for new players. I just survived night 1 only to be teleported between The Three and the wall unable to move so ill be starting over regardless.
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I recommend doing this at later stages of progression for two reasons:
1.You will forfeit the current night rep bounty.
2. You probably want to have as many inventory upgrades as possible to stack as much loot from the map. (trader won't be there for that day, but you might find others while exploring)
*** confirmed, there are no other traders out in the wilderness. Wolf is not there and the bikeman doesn't actually trade.***
Unfortunately I stumbled upon this trick early on and lost out 500 rep for the night. On the other hand I came back with about 800 rep worth of loot. Now I know how it works I'll wait until the bounty diminishes greatly before I go exploring again.
I just realised it's possible to swap between hideouts this way. Whichever hideout you in when the morning transition triggers will spawn the trader and restore Holdout functionality. You can stay out exploring indefinitely but you have to contend with normal night cycle and dark gobbly juices chasing you- not a huge problem with 4 or 5 health upgrades.
Something interesting is that going to hideouts outside of the Hold cycle won't trigger normal base defence. No lights are required and contact is essentially non-existent. Just don't remain inside the hideout when dawn approaches, else it will trigger Holdout again. This is actually pretty cool if you want a break from relentless base defence and want to explore a bit. One potential issue is that you might end up at a new hideout without the materials to properly defend if you trigger Holdout again. Best to stay out of Hideouts come dawn.
Started a new run just yesterday, phased out of Holdout cycle to go exploring and to get more wardrobes around day 30, And to my surprise Wolfman was there this time! What's more I could trade with him.
I can only speculate that it's possible for enemies spawned by Holdout to bleed into other areas resulting in his death. Not sure as I couldn't find a corpse there on the other run. So yeah there is the potential for that to happen. Pretty neat!
I can only attest to the method I posted. On Build 0.94. Either the game version has changed or this function was patched/broken in subsequent updates of the mod.
i would like to have only that too
Also, would it be possible to change the lamp functionality so that you can use lamps from other places? I've tried pushing lamps before but apparently they aren't linked/wired to the local generator.
And sad to say, it's not for me. I'm very bad at combat it seems and my strategies usually fail in the first week and I often panic and lose of cool.
But the actual execution is great, I love the extra barricade options you have and the extra weapons. I couldn't help but laugh a bit in confusion when the words "bacon" appeared on Day 5. Followed by that one meme in my head, "ITS BAACON!!!" And I may give it another try once more stuff gets added in like more Lamps, Furniture Types, Traps... hell, if your up to it, maybe even something like Turrets! Maybe using a combo of Huge Dog AI, targeting other creatures other than it, and the old defuncted "Animals are less Aggressive" perk in previous versions. Either way, I'm sure that's going to be an uphill battle, I'm just giving ideas. Ooo, possibly a shove mechanic might work too. You know when you sprint into a door you can slam it open? Maybe you can do something like that, deals 1 point of damage but it'll stun them long than being hit with a weapon, at the cost of a bit of stamina.
I'm aware that some of this stuff, particularly the Lamps, are already on the list of To-Do's, but I wanted to mention it anyway.
There are three bugs that I have noticed though. Pellet Guns have a tendency to not show up in the Worktable and won't appear even after upgrading. I'd say after about 5 or so different saves, I've only seen them appear once. Extra Enemies seem to bug out a bit, either adding them that Night or the next Night. I think the latter is supposed to happen from the wording but as is it can make preparing difficult if you aren't aware of it. Finally, "champion" enemies will sometimes walk through furniture, usually the stuff from the Silent Forest like the Tub, Sofa, and Table. They move as if they are pressing up against an object, so at least they will slow down, but it can be an issue if you aren't prepared for it. Though it was funny to see a Champion Dog just saltire in like that over my barricade and into my bear trap.
While I may be done with the mod, for now, I am eager to see what else you may have in store for us!
Also, unsure if this is a bug, but are you supposed to be given less and less Reputation as the days go by? They seem to drop by 20 Rep every 2-3 Days.
For the pellet gun bug, as the readme says: after starting a game you have to reload the save to get extra recepies in your workbench.
Extra enemies are ignored on boss nights (5,10,15, etc etc) and carried over to the next day
The reputation reduction is intentional and is meant to make you rely more on looting and selling. Think of it as "training wheels" for first nights.