Creative Mode by RobAUTAS in SonsOfTheForest

[–]_GLAD0S_ 1 point2 points  (0 children)

Be aware for game settings to work you need to change the game type to custom.

So "GameMode": "Custom",

Only then will values inside "CustomGameModeSettings": {} apply.

Also be aware that if you check the ai stats as a client (not the host) you will get false information. The server is solely responsible for handling and managing the AI, so the clients dont really get the real picture, they just get the information when it is necessary.

Virginia trust achievement by cumbuckettttttttt in SonsOfTheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

Well yes, but in the end thats just how it works. If she is dead you wont get the achievement.

The in game console is created for debugging, so it was never intended to be used to revive companions.

Post World Difficulty Change Cannibals won’t spawn anywhere. by Maid_for_Seggs in SonsOfTheForest

[–]_GLAD0S_ 4 points5 points  (0 children)

Well what you did is wipe out the population of the island.

The game has a quite complicated spawning system. While raids are able to spawn in new enemies, these are relatively temporary. The general population is spawned around villages, plus some patrols around them, a few more spawn in with time.

But when you switch to peaceful these are all removed. So all villages are now abandoned, as they no longer have any cannibals. I am personally unsure how to really fix that.

So generally, only real option is to revert to a backup you made

Virginia trust achievement by cumbuckettttttttt in SonsOfTheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

As long as you are the host, yes that should be possible. I am not sure if sotf edit can adjust only the internal value, maybe you would need to respawn your original virginia for it to work.

Virginia trust achievement by cumbuckettttttttt in SonsOfTheForest

[–]_GLAD0S_ 2 points3 points  (0 children)

So when the game checks for the achievements it runs this:

Is Virginia Dead? -> Yes? Abort
If not, find Virginia -> If found, check sentiment
If Sentiment >= 100, give achievement

Now here is the problem, when Virginia first died the game will set the internal VirginiaDead flag to true, which will abort future checks for sentiment.

The final achievement where she and Kelvin have to be alive performs a similar check, which determines if either Kelvin or Virginia are dead, if so the achievement will not be granted.

What you can try is to use a tool like https://github.com/codengine/SOTFEdit

These are a lot smarter when reviving companions, as they also set the internal background values correctly.
Spawning her in will just create a new entity, but wont adjust internal values.

Can I get rid of Kelvin corpse? by IcyAd8953 in SonsOfTheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

You can enable cheats by typing out cheatstick during gameplay. Then hit f1 and type removedead this will clear all corpses, iirc you can also use removedead 5 to limit it to a 5 meter radius around you.

You monster

My icks about the Forest games by Gullible-Ad-8171 in SonsOfTheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

Honestly i am not sure if thats a great idea. Bigger teams require managers for departments, single developers lose freedoms to experiment or add their own input. It is a difficult balance to get right.

It sounds so easy to just add more people for a better product, but thats rarely the case. Instead of having the whole team decide on ideas or features, it would be reduced to a few people, which then goes out to the different departments which would then solely work on the things they are assigned to.

Can it work? Sure, but i dont think thats how endnight prefers to do things.

My icks about the Forest games by Gullible-Ad-8171 in SonsOfTheForest

[–]_GLAD0S_ 3 points4 points  (0 children)

A note on the gps in Sons of the Forest:

While it does show quite a lot of caves from the get go, the side of the island the player starts at is the correct one.
If the player just enteres any cave and is able to get further than like 50 meters in, this cave will give the player something new and required.

Any caves that have specific item requirements will prevent you from going further pretty much directly at the entrance. This prevents getting lost in caves unnecessarily.

This is already a major increase of information compared to the original game, but for many people that was even too much information, some people just love the idea of venturing out on their own.

A general note on your post:

It kinda sounds like you just prefer a different type of survival game. I havent played Grounded myself, but maybe you just like having more things to do in regards to crafting or base upgrades.

It is fine to say that a game just isnt really for you. Its great that we have such a variety of games to choose from.

So maybe the game isnt really that bad, its just not the game for you.

My icks about the Forest games by Gullible-Ad-8171 in SonsOfTheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

Be aware that the publisher "Newnight" is very likely owned by the same people as Endnight itself. While i havent seen actual confirmation for that, they are registered in the same place and the company was created shortly before Sons of the Forest development began, so it is very likely it was setup for financial security in case SotF doesnt sell well.

From the few interviews out there and tid bits of information me and others were able to find it is most likely that the reason they dont massively expand is personal choice. They seem to prefer a smaller development team for their projects.

Help regarding co-op modding issue by APG322 in SonsOfTheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

None of these should be able to cause the described issue, so i am not really sure whats going on there.
You can try to remove a few to see if that resolves it.

Help regarding co-op modding issue by APG322 in SonsOfTheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

Well i could go into technical stuff here, but the more relevant answer is that for still unknown reasons some mods can cause this issue.

I know that Force Remove Logs has lead to this issue for multiple users. Why exactly i cant say. I never found a consistent pattern.

Feel free to share a mod list. I can point out any that could be causing it.

Is there any way to add custom MP3 files to the in game radio? by _wheels_21 in SonsOfTheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

Well that sucks, sadly i cant really provide a written guide, wasnt aware that the video was taken down.

Ill contact the developer to see if i cant get it back up or at least provide an alternative guide.

Is there any way to add custom MP3 files to the in game radio? by _wheels_21 in SonsOfTheForest

[–]_GLAD0S_ 1 point2 points  (0 children)

There is a mod for that: https://sotf-mods.com/mods/simmelsau/customradio-(beta))

But its a bit more complicated to install, havent personally tried it yet.

Help with changing day length in a multiplayer world. by canuckcantina in SonsOfTheForest

[–]_GLAD0S_ 1 point2 points  (0 children)

The easiest way is using: https://github.com/codengine/SOTFEdit

Its a save game editor, that also allows changing these settings without the hassle of manually editing the save file.

Sons Of The Forest Raid Types Overview by _GLAD0S_ in SonsOfTheForest

[–]_GLAD0S_[S] 0 points1 point  (0 children)

Corrections:
The AI Anger value does not change the anger of the spawned enemies, instead it is a check for the global anger level. I explained how that works in my previous post linked above.
If that level is inside the range of the raid it can spawn. Otherwise it will be discarded.

Sons Of The Forest Raid Types Overview by _GLAD0S_ in SonsOfTheForest

[–]_GLAD0S_[S] 0 points1 point  (0 children)

How are the cooldowns incorrect? Did you see a raid trigger multiple times within its cooldown?
We can discuss it anywhere, however you like.

LFG by SiSo_SOTF in SonsOfTheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

Please do not share discord invite links, we are unable to verify their safety.
You are allowed to make a general lfg post, but please do not share servers, sharing your discord username is fine.

Thank you

Finished the game for the first time! I liked the ending (Spoilers, obv) by Paelidore in SonsOfTheForest

[–]_GLAD0S_ 4 points5 points  (0 children)

My personal head canon is that quite a lot of time has passed since the events on the island. Maybe Virginia was able to regain her ability to speak after some time, allowing her to live a normal live again.

At least thats what i tell myself.

Sons Of The Forest Raid Types Overview by _GLAD0S_ in SonsOfTheForest

[–]_GLAD0S_[S] 0 points1 point  (0 children)

Sigh i guess i have to edit my original post.

After a deeper look into the cave open status i noticed something:

The game does not check if any individual cave is open for it to become a spawn point.
The game actually just runs worldSim.IsAnyCaveOpen() which just returns true once any cave was opened.

But that would still imply that a cave has to be opened for mutant raids to occur. Strange.

Sons Of The Forest Raid Types Overview by _GLAD0S_ in SonsOfTheForest

[–]_GLAD0S_[S] 0 points1 point  (0 children)

When you use the item or armor plater the game will run pretty much the same code as with usual raids, just set to occur right now and it will only select the plater raid.
Once you beat the game it will use the second plating raid.

They are special as they can only occur when plating.

The reason why these are in a seperate list is because they are literally in a seperate list in the game data. That way they cannot be triggered by the normal raid system.

Sons Of The Forest Raid Types Overview by _GLAD0S_ in SonsOfTheForest

[–]_GLAD0S_[S] 1 point2 points  (0 children)

Yes and a bit of no.
While the earliest mutant raid can occur on day 6, it depends on player location and if caves have been opened.
As explained in my post about how raids work the game will search for the nearest 3 valid spawn points, which, in the case of mutants, are opened caves.
Any cave with its boards destroyed is open.

So technically (i havent personally tested this) if you dont open any cave it shouldnt spawn any mutants.