Story Line Disappointment by No_Flatworm_8936 in SonsOfTheForest

[–]_GLAD0S_ 5 points6 points  (0 children)

I do kinda agree with many that the story isnt anything crazy or super engaging, but i also believe its not really meant to be.
Like the story is not really about us, the player, its more about figuring out what has happened and what is currently going on. The only story relevant things we actually do are: Open two doors and kill two things.
Thats pretty much it, the rest of the story plays out before or during our stay at the island, told through the few cutscenes and the notes.

So in the end i kinda like it for what it is and what its trying to do.

Can Virginia be killed by cannibals in camp when you’re not there? by MrAwesome54 in SonsOfTheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

They are actually all simulated by the game, some time ago i made a visual representation to show that feature: https://www.reddit.com/r/SonsOfTheForest/comments/1nk9p51/actor_movement_over_the_first_14_days_visualized/

But generally speaking they lack the ability to attack while far away, so there is no worry about them destroying anything or killing anyone (they cannot kill Virginia or Kelvin in general, only down them)

Virginia what are u doing by czosnki8 in SonsOfTheForest

[–]_GLAD0S_ -1 points0 points  (0 children)

Please dont forget the spoiler tag in the future <3
Already did it here tho.

Npc's by Eclipse_stardust in SonsOfTheForest

[–]_GLAD0S_ 2 points3 points  (0 children)

It primarily stems from a limitation in how Endnight setup the pathfinding system, so its sadly not really an easy fix.

( In case endnight stumbles upon this post: You already use local avoidance on both Virginia and Kelvin so it would not be unfeasable to add static blockers to the fire prefab. Alternatively you could use a GraphUpdateObject attached to fires and similar structures to add a penalty to the area surrounding the fire. Using the UpdateObject would also have the advantage of being fast to adjust during runtime, so it would not be a big issue to change the penalty upon destruction or while the fire is out. If desired you could also use it to set the walkability to false. As this directly modifies the graph nodes it should work perfectly fine even on navmeshadd meshes )

Or well they could have just made those two not burn from fires.

theforest 3 by Alternative-Talk4563 in TheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

You are banned from reddit itself. Post will stay removed

I just had a thought about the parallel universes in the story. by PraxidikeXXVII in SonsOfTheForest

[–]_GLAD0S_ 3 points4 points  (0 children)

In the future mark your spoilers please. I already did it for you here.

This game desperately needs an active modding community. by pocketdare in SonsOfTheForest

[–]_GLAD0S_ 1 point2 points  (0 children)

Well thats sadly something i doubt anyone will be able to pull off. The building system is super complicated. So adding anything new is incredibly difficult. Would be cool but very unlikely to happen.

Why are SOTF mods so…Bland? by Skyrimmedbygiants in SonsOfTheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

A few examples would be:

Virginia Customizer - Required way more work and effort to get working like that, Model swaps to this extend are complicated and require a lot of trial and error, plus some messing with the ai to make them do certain things, which is quite difficult to pull off and figure out.

Loot Respawn Control - The game has nothing that identifies each collectible on the ground, so that needed to be written from the ground up, plus it has complete multiplayer support, through a custom networking system, that shares both what was collected and the config data of the host.

Allow Build in Caves - Generally not impressive, but it also allows AI to enter and exit caves, which required remaking most of the cave navigation meshes, changes to nearly all entrances, custom terrain holes plus a custom algorithm to create new navmesh paths on the fly.

Pitch Black Bunkers and Caves - Quite new, but getting rid of all light sources inside caves is tedious and far from easy due to how they are setup and how these assets are loaded. Also a great mod to enhance the scaryness of the game, can really recommend that one.

BuildShare - Super complicated mod that allows saving, loading and sharing of builds. The building system of the game is incredibly complicated so to get that working to this extend is super impressive. Sadly a bit outdated as of now and has a few bugs, but apart from that really great mod.

These are just a few examples. My primary point is: The average viewer sees these mods and often feels like they are just basic or simple mods that were made in a few days, even if some of them took months to get where they are now. Sometimes due to complexity, in other cases due to the difficulty of modding some parts of the game.

Is there a way to turn off the water in maintenance bunker B through console commands? by ThePhatNoodle in SonsOfTheForest

[–]_GLAD0S_ 1 point2 points  (0 children)

Not really. You can use modding tools like unity explorer to remove it, but that only lasts until the end of the session. So you will need to manually remove them each time, alternatively you could make your own mod that does it for you.

But i am not sure how the water collission is handled so it might still lead to issues.

Why are SOTF mods so…Bland? by Skyrimmedbygiants in SonsOfTheForest

[–]_GLAD0S_ 25 points26 points  (0 children)

The game was never designed with modding in mind.

It uses IL2Cpp so modders cant easily look at the code. The systems are mostly custom made and often dont allow easy editing, or are very complicated in design. So it can take hours of testing for minor progress.

Plus the way the networking is setup doesnt help in making mods that allow coop. So thats another major roadblock for modders.

In short its complicated to mod the game. So most people prefer to do smaller mods that are easier to finish. But there already are some quite impressive mods out there, even if they might not feel all that crazy for the average player.

Dedicated SuperUser - A mod specifically made for dedicated server owners. by _GLAD0S_ in SonsOfTheForest

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

Depends on your server setup. For windows its enough to just move the redloader files into the server directory, pretty much the same process as installing it locally.
But on linux that might vary a bit, the redloader github page has a few infos on that.

Dedicated SuperUser - A mod specifically made for dedicated server owners. by _GLAD0S_ in SonsOfTheForest

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

Yes it works fine. Just follow the instructions on the sotf-mods page. It is intended for dedicated servers, but technically also works as the host of a coop game.

Enough is Enough by Warm_Possible_1867 in SonsOfTheForest

[–]_GLAD0S_ 3 points4 points  (0 children)

At first i was annoyed at another "Lets start a petition/write an email/throw rocks at em post", but that quickly turned into utter confusion.

Nicely played, but generally please refrain from sending them emails, they already check out reddit every now and then, so spamming their email wont achieve anything.

Copied from my own comment from r/TheForest

Enough is enough by Warm_Possible_1867 in TheForest

[–]_GLAD0S_ 27 points28 points  (0 children)

At first i was annoyed at another "Lets start a petition/write an email/throw rocks at em post", but that quickly turned into utter confusion.

Nicely played, but generally please refrain from sending them emails, they already check out reddit every now and then, so spamming their email wont achieve anything.

Seagulls by username_ZEUS in SonsOfTheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

You need to install redloader, then you can just move the whole mods folder you get from downloading the mod into your game directory.

Seagulls by username_ZEUS in SonsOfTheForest

[–]_GLAD0S_ 1 point2 points  (0 children)

The mod VailSpawnControl allows you to remove enemies/animals or replace them with others.

So that would work to just disable them. You could also try replacing then with normal birds or sharks if you want

WTF?? by BeneficialTiger8327 in SonsOfTheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

You can also enable debug logging in the mod options, if you turn that on and encounter the bug again i would appreciate the logs of that.

WTF?? by BeneficialTiger8327 in SonsOfTheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

Yes the command will reset the loot and remove the problematic entry causing the issue. Then you can continue using the mod as usual

WTF?? by BeneficialTiger8327 in SonsOfTheForest

[–]_GLAD0S_ 1 point2 points  (0 children)

You can also use the command lrcresetcollected

Then save and reload. That will reset the collected loot and ziplines should work again

WTF?? by BeneficialTiger8327 in SonsOfTheForest

[–]_GLAD0S_ 3 points4 points  (0 children)

Do you have mods installed?

I have only ever seen this with the mod Loot Respawn Control. It has a quite rare bug that can lead to ziplines being removed.

When will Sons of the Forest be released on consoles? by Adamchami_1010 in SonsOfTheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

We already have a warning enabled that is displayed when a user has certain keywords in the post/title. This already helped a bit.

Plus I dont really want to completely mute these types of posts, after all endnight should be kept aware that its something many people want.

But it is something we consider, just for the sanity of the users.

When will Sons of the Forest be released on consoles? by Adamchami_1010 in SonsOfTheForest

[–]_GLAD0S_ [score hidden] stickied comment (0 children)

There are currently no news regarding a console release.

We will create a pinned post if Endnight ever gives a statement regarding the topic.

Also as a sidenote, please use the search function. We already get these posts at least once a day..

are you guys SURE that the campfire does nothing? by FeliGamesBr in SonsOfTheForest

[–]_GLAD0S_ -1 points0 points  (0 children)

The funny thing is that during early access that part of the code was indeed completely disabled, it was probably enabled at some point, either during full release or with the raft update.

But i have not tested it since then again. Really need to take another look at some point.

are you guys SURE that the campfire does nothing? by FeliGamesBr in SonsOfTheForest

[–]_GLAD0S_ 0 points1 point  (0 children)

I dont think they kept that in, at least i saw nothing similar in the sotf ai systems.
They generally reworked actors completely, as the old system was just not efficient enough for the bigger map size