You may NOT upload the file to other sites, modify the files and upload them to any site, or use assets/code from my work in any other project.
File credits
There are some similar ideas used in this mod to other existing mods. Complete details are noted in the readme file, but the only files used that were developed by others are, used by permission:
Mt. Tanner Bridge REPAIRED by WillieSea (Granted in Mod "You may use this mod any way you see fit. You may use this mod in your own mods. Credit would be nice but not necessary, I will not police mods using these changes.") SilentResident's Real Crossbows Mod (http://www.nexusmods.com/stateofdecay/mods/73/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fstateofdecay%2Fajax%2Fmodfiles%2F%3Fid%3D73&pUp=1 and https://forums.undeadlabs.com/threads/mod-real- crossbows-mod-with-download-links-and-pictures-for-story-mode-breakdown-lifeline.41151/) used with permission Some character appearances used by permission from HaydnScarlett's Community mod (https://forums.undeadlabs.com/threads/mod-community-mod-for-breakdown-beta.45980/ and http://www.nexusmods.com/stateofdecay/mods/186/?) (Many renamed for this mod) Several character appearances from yk999's Character Alternatives v0.7 (https://forums.undeadlabs.com/threads/mod-character-alternatives-v0-7.39235/) used with permission (Granted in Mod "You are allowed to include this mod or parts of it in your own mods.") (renamed for this mod) Some vehicle skins by ShutUpLily used by permission. (https://forums.undeadlabs.com/threads/sul-backfromthedead-ultimate-car-pack-2015-with-new-army-truck.47763/) HarmonicaTreks' (miranshortcake) Female Cop Skin used by permission. (http://www.nexusmods.com/stateofdecay/mods/170/?) The new journal interface and many new icons were created by Jobson (Jobson88), and without this assistance the new base facilities would be quite limited.
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Changelogs
Version 2.01
Changes in 2.01:
Corrected an issue in story mode where the mood system was not taking the trait.mood.story type into account, causing Ed's mood to change and act as if not wounded.
Updated the journal interface to respond properly for controllers.
Corrected a spelling mistake.
When the reading lights are active it now displays the bonus information.
Corrected an issue with the homesite limits in story mode.
Changes in 2.0:
In Breakdown only, parking spaces can be rebuilt in outdoor slots. Use caution not to build inside fenced areas. These do not grant any construction experience or facility build fame.
In Breakdown only, added a chance that missing survivors may survive on their own by finding shelter at an outpost. The more outposts there are, the better the chance they will survive. Note that it is still best to find them while playing, as the chance of their survival alone is low.
In Breakdown, added additional changes to the expelled member enclaves.
Adjusted rarity of some weapons (The XBox challenge weapons are not as rare.)
Changed one button at the lounge so the two actions are not using identical icons.
Added an action at the command center in Breakdown to send out additional scavengers to try to find supplies. (As long as you have the labor available.)
In Breakdown, added a small chance for the extra daily scavengers as well as the regular daily scavengers to be injured.
Added the possibility of having a random trait to most generic characters in Breakdown.
Enabled build animations for construction at facilities. (Not automatic... depends on other available tasks)
In Breakdown, adjusted multiple mood chances, adding in some that could only be found on characters when first found, and increasing effect of shame when a character has fled.
Increased the potential number of regular scavengers per day by two at increased populations, and slightly reduced the chance of foraging being completely unsuccessful.
Adjusted the cost of regular pipe bombs slightly.
Adjusted the relative frequency of the various random traits.
Adjusted the surgery option to be available for more injuries.
Enabled two additional sickness traits.
Corrected an icon issue with the surgery option.
Corrected an issue in the story mode where Ed could become healed outside of the story restrictions.
Changed the wording of counseling action.
Increased the improved recycling materials bonus slightly.
Adjusted one mission type to make the target character more appropriate for the situation.
Removed 'junk' inventory item.
Added an icon for the crossbows. (Both share the same icon in inventory.)
Added an icon for crossbow bolts. The crossbows now use unique ammunition.
Added crossbow ammunition to the search lists.
Crossbow ammunition can be made using the "Unpack Ammunition" and "Make Firecrackers, Flares, and Bolts" actions.
Altered two mission types to allow NPC missions for supplies in already searched buildings. (Breakdown only. This will allow those missions to continue after most of the map is searched. It is another possible method to extend total time on one map.)
Updated task interactions to increase the likelihood that vigilant survivors will use the watchtower.
Altered the frequency of alternate types for rescue, recover, and away missions. (Doesn't affect favor and one-time missions.)
Adjusted inventory for enclaves, with greater variety, and a small chance of including some weapons. (Expelled member enclaves will no longer have standard enclave inventories.)
Adjusted the starting trust of enclaves when created. (Too many were starting at a nearly ready to join state.)
Added non-destructible variants of parking spot and small watchtower for Breakdown. (Related to facility expansions below)
Adjusted join process for enclaves in Breakdown. High reputation will now decrease how long it takes before they want to join, but won't automatically have them ask immediately.
Removed the Church unique bedroom variant, to simplify a condition which could interfere with repairing built-in facilities.
Adjusted the Sickness recover for Lily... instead of reducing the severity when reaching a grave state, it causes her to recover completely. This addresses an issue where she is ineligible for the normal recovery process.
Significant changes were made to the homesites in order to increase the potential longevity on each Breakdown level, as well as balance out the number of facilities at similar sites.
Changed the Snyder's Warehouse homesite to large (Requires 20 people and 75 materials to move in.) It has two additional small towers, two additional bunkhouses, one additional parking spot, a greenhouse, 2 extra storage, and a solar power array as built-in facilities.
Added additional parking space and bunkhouse to the Rodeo homesite.
Added additional parking space to the Alamo homesite.
Added additional parking space, garden, and small watchtower to the Church homesite.
Changed the Farmhouse homesite to medium (8 outposts, 16 people and 50 materials to move in.) Added an additional parking space, two small watchtowers, and two greenhouses.
Added additional parking space and small watchtower to the Savini homesite.
Added additional parking space, garden, and small watchtower to the Kirkman homesite.
The journal was adjusted to work properly with the new base map facility slots.
The new parking lot and small watchtower slots are still destructible in the basic story mode. It is suggested that you not destroy and use them as additional building space. The watchtowers will only allow watchtowers to be built in those locations, so you will just be wasting resources.
2.01: 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 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 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.
Compatibility: This version requires the YOSE edition of State of Decay. It is not compatible with other mods that change the same files. If this is the first time using the mod, you must start a new game. 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.
Installation: Place the zip file in the State of Decay YOSE\Game directory (By Default, C:\Program Files (x86)\Steam\steamapps\common\State of Decay YOSE\ ) Right click and select Unzip here. If you unpack the directory elsewhere, the directories get placed into the State of Decay YOSE\ directory to use. If you have a folder in the directory with the zip file name (ie. C:\Program Files (x86)\Steam\steamapps\common\State of Decay YOSE\QMJSExtendedFunctionsMod-YOSE-V2.01-Game, that is incorrect. Move everything from inside that directory and put it into the Game directory, and then remove the empty QMJSExtendedFunctionsMod-YOSE-V2.01-Game folder.)
Here are a few highlights (For full details see the attached readme): Larger bases with more building slots. Working journal expansion to allow interaction with the new facility slots. New survivors appear with new personalities and skills. (352 currently defined.) Five new unlockable heroes. New Jobs and Hobbies, with some redundant or less useful skills removed. Characters are more capable, able to carry more, and have a greater variety of skill choices. Characters will not be assigned jobs when away from home, and characters with base skills will not leave the base unless you specifically take them out. Complete workshop upgrade from munition shop and machine shop. Four new facilities- Generator, Lounge, Sanitation, and Small Watchtower. Many additional actions are available at base facilities. You can make more items, improve morale, and activate additional bonuses. Killing zombies reduces the overall spawn density. You can 'thin the herd'. Morale is more important. The Training/Trade options at the library, dojo and watchtower allow you to choose several options as payment. Options are now available at the kitchen and the infirmary to assist other survivor groups. Most built-in facilities are now upgradable, or start as fully upgraded. Additional research options are available. Many added fatecard events. Some survivors go scavenging on thier own and they may bring home small amounts of resources. Increased sandbox levels defined to 99. Allies are more likely to use ranged weapons. Mission timers have been adjusted to slow down the frequency missions are assigned. Zombies are much more plentiful on higher Breakdown levels.. Ferals and juggernaut spawns adjusted to allow the possibility of more than one at a time at higher Breakdown levels. Zombies may be killed by non-head hits, but take little damage from those attacks. After completing the CLEO missions, there is a moderate chance in Breakdown of them starting up again after moving to a new level. Experience system now give experience to base skills, with bonuses at levels 4 and 7. Added a random trait assignment system, so some generic characters won't have exactly the same abilities each time they spawn.
Please see the readme above or read the MODSummary.txt file included for full details. See the sticky post under Posts for any current known issues.
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.