
Mods / No more build restrictions!
Author: turfish
Side: Both
Created: Apr 25th at 8:09 AM
Last modified: May 21st at 5:38 PM
Downloads: 598
Follow Unfollow 46
Latest release (for Vintage Story 1.20.8 and 1.20.10, potentially outdated):
nomorebuildrestrictions.zip
1-click install
In short, this lets you build, destroy, do whatever you want to the story locations. Obviously, if you use this it does mean you can theoretically skip the entire Resonance Archive, and Devastation, but you choose to do that.
As of v1.0.2 it also removes claims from trader caravans.
I made this cause I wanted to live in the library inside of the Archives.Only tested at the Archives aswell, no clue if it works elsewhere lol
Enjoy!
Mod Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
1.0.3 | 218 | May 21st at 5:38 PM | nomorebuildrestrictions.zip | 1-click install | ||
Updates modinfo.json to properly represent the name of the mod on the ModDB | ||||||
1.0.2 | 245 | Apr 27th at 6:54 PM | nomorehigherpower.zip | 1-click install | ||
Removed claims from trader caravans. | ||||||
1.0.1 | 117 | Apr 25th at 1:12 PM | nomorehigherpower.zip | 1-click install | ||
Forgot to add the modicon.png | ||||||
1.0.0 | 18 | Apr 25th at 8:29 AM | nomorehigherpower.zip | 1-click install | ||
Initial and likely only release |
turfish i understand that modding is difficult and time consuming, but echoing what DivideWalker said, basically my whole (desired) playthrough involves Nadiya, so if you don't have the time to update the mod to include Nadiya, could you maybe explain how you circumvented this system so people could attempt to recreate it?
i hope this doesn't come off as very disrespectful or impatient - this is just something i've been hoping for for a long time, and it was my sincere hope that your mod would finally allow me to play the game as desired. if not, i'd be extremely grateful for any pointers as to how to recreate your success. the inability to interact with story locations has been a huge thorn in my side basically as long as they've been implemented; i genuinely don't understand how you can introduce such gorgeous builds into a sandbox game and not expect people to at least theoretically want to sandbox with them. cheers
turfish seconding what blueblynd said, Nadiya Village is still off limits to an extent. I can build and destroy, but I can't interact with containers and campfires and the like...which really puts a damper on trying to move in with the villagers.
turfish Doesn't seem to work at Nadiya Village. I suspect that each story location might have a seperate "higher power". Do you know a way to get around this?
Why you bully Dave? He just wants hugs...
LunaGore Done
Mind updating the modinfo.json to reflect the actual name or updating the name to match?
Ah, fair enough. Thanks for the detailed response!
NastyFlytrap
Heyo, just letting you know I did have a look into it, but with the way this mod works it isnt actually possible to toggle the claim on or off.
The way the mod works is by simply just making the structure never actually spawn with building protection, and the thing is with that, if the claim wasnt there when the structure spawned, theres no claim to actually toggle on/off, i even tried just patching the main json file of the mod that handles the removal of the protection, changing the "false" back to "true" on an existing world, didnt even work then.
From the looks of it, i cant seem to do this with ConfigLib, but I did get some help from Maltiez in the ConfigLib thread on the VS discord and they've said that it may be possible with a worldconfig command (atleast thats what I understood), so not all hope is lost, i'll have to look into it, no guarantees.
Spent a good while trying to figure it out, simply not something I can do with just JSON modding, would require code and I am not able to do that, sorry.
Could you add config lib support to this mod, and then create two toggles for this mod?
One would toggle the story locations' protections on and off, and the second would toggle the protections of the traders
Eagle_
Just put up a new release that should remove the claims from traders, may not affect already spawned ones, not sure. Let me know if theres any issues.
Eagle_ could definitely look into it!
Aloy Hadn't thought of that, sounds like a cool idea!
@turfish im gonna make a museum!
Could you also remove the claims from the trader carts? I want to steal their things lol
Time to go steal the big echo chamber thingy from the resonance archive! ᕕ(ᐛ) ᕗ
Agaryulnaer
No clue, was just a stupid image i made for the mod lol
Aloy
Im glad you're happy with it, hope you enjoy building whatever you end up building
@turfish I could legit cry youre so fucking awesome dude
Is Dave the higher power????!
Aloy
Assuming the structure is unchanged between 1.20.7 - 1.20.9, then yes.
does it work on 1.20.7?
Excuse accepted :)
DAVE
Michaloid
no please i didnt mean it my cat ran across my keyboard
Badmouthing DAVE???? It's times like these that we put people like you to bed! :- [
RuinousLibrarian
Thanks, have fun
YOU! YOU'RE BASED! I SAW THAT LIBRARY AND WHEN I WAS UNABLE TO LIVE IN IT I WAS SAD NOW I CAN MAKE MY DREAM COME TRUE!!!!