BasilMods. Suggestions/ideas. Mods for your server.

Place for sharing your game modifications for Life is Feudal: Your Own
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Custodian
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BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 30 Jul 2015, 11:22

Greetings, feudalists!

I was warmly welcomed with one of my mods, recieved some personal messages and this encouraged me to share details about whole pack I developed/working on so far.

Not all of this Mods/Addons are yet server admin friendly in installation and/or maintenance, so I will share them one by one after making some documentation.

Not all mods are sutable for pure pvp servers, as some of them are developed with RP-style gaming in mind.

Some of mods require coins to be used on your server. Some of mods "helps" you with coins implementations.

Some mods require other mods to be installed, or have extra functionality, if another mod is used. :shock:
I intend to use this topic for general discussions about pack inself, ideas, suggestions, complains and :beer: , while every Mod will have own topic for bugs, and related discussions.

I will update this post with the links to topics for each mod discussion as soon as I start those threads.

If you have ideas for new mods, or suggestions about already published mods feel free to post them!

Okay, here we go.
List of supported mods with simplified descriptions. :twisted:
  1. BasilMod::Pack
    Server-side + client-side modifications.
    It automates syncronization of BasilMod addons used on the server with the client. Proper versions of mods being loaded and used for specific server.
    You can load/unload/reload addons with one click. If you are GM, you can update/configure server side.
    Basically, players need to have only this one. If server is BasilMod::Pack enabled, all addons used(allowed) by server will be syncronized with the client( loaded from the server), and verified.

  2. BasilMod::TradeWindow
    This mod is obsolete. Since patch 0.8.0.6+ LiF have official Barter Mechanics.
    Spoiler


  3. BasilMod::MotD
    Server-side only modification for basic function.
    Server-side + client-side modifications for extra functions.
    Basic: "Message of the Day" for the players joining your server. First join, or every join. Time-based.
    Extra: Setup welcome text/server rules popup. Show window with "Yes, acknowledged" action or any text like that before player can actually start playing session.

  4. BasilMod::GMAnnounce
    Server-side only modification for basic function.
    Server-side + client-side modification for extra function.
    Basic: Remind players, that GM is hosting/going to host event, send messages to players, client popup with event details, optional insta-teleport action to event start area.

  5. BasilMod::Teleport
    Server-side only modification
    Client-side modification for GMs.
    Setup and use teleports for one point to another. GM can create/edit teleport points from ingame UI, enable/disable them on purpose, i.e. for hosted events.

  6. BasilMod::Taxi
    Server-side only modification for travelers.
    Client-side modification for ship captains.
    Travel network across your kingdoms.
    Setup travel points all across the map. Charge players for traveling, or allow it for free during certain hours.

  7. BasilMod::SteamGroup
    Server-side only mod. White-listing mod.
    Players can play on your server only if they have joined configured steam group.
    If player is not in the steam group, he will not be allowed on your server.
    Spoiler


  8. BasilMod::SteamFamilyAccess
    Server-side only mod.
    Prevent ban evasion on your server via Steam Shared Library access.
    Spoiler


  9. BasilMod::AuctionHouse
    Server-side + client-side modification. Requires coins on the server.
    Grab your carts, merchants! Your Trade Posts actually working (*not really, this mod does)!
    Place lots, bid and buyout. You can buy from any, but you have to visit concrete AH where item was sold. Or you can order Mail Delivery.
    GM can setup coins issue(one way buy back) for high quality goods(limited amount of money and goods per setup) to distribute initial coins.

  10. BasilMod::Battlegrounds
    Server-side + client-side modification.
    Tired of dull gaming? Want a mass fight with no alignment penalty? Welcome to the Battleground!
    Team up with friends and queue battlegrounds! You can queue from different servers, setup rules/weaponary, make tournaments.
    Spoiler

    • Capture the Flag
      Raid enemy based, capture their flag, and get it to your base while defending your flag to score a point! Think about WoW WarSong map.
    • Domination
      Capture and hold resource points to get victory in battle with enemies! Think about WoW Arathi Basin map.

  11. BasilMod::PingLimit
    Server-side only mod.
    Define maximum allowed ping(latency) for your players. If player exceeds defined value, it will be unable to join the server.

  12. BasilMod::SafeZone
    Server-side only mod.
    Define zones free of fights to keep your citizens safe for a while. Small hut, house, or whole city area. No attacks allowed.

  13. BasilMod::RestZone
    Server-side only mod.
    Define zones where players can restore health, and heal wounds.
    Nice addition to your Arena Area.

  14. BasilMod::NPC
    Server-side + client-side modification.
    Place and script NPCs for your server.
    Players without client-side part of the mod will not be able to interact properly with NPC, but will be able to see them.
    This mod is part of huge set PVE (RP) related mods.

  15. BasilMod::Cartographer (Prototype)
    Server-side + client-side modification.
    Maps. Create, exchange, fill maps while visiting different spots on the server. Create maps for special events.
    Real-time update mode, medieval map. Explorer mode.

  16. BasilMod::MailSystem
    Server-side + client-side modification.
    You've got a message!
    Send text messages, or goods from one place to another. TradePost(or any other special spot) is not only a auction house, but a guild mailbox now! Mail is not instant. It takes a few in-game hours/days to deliver letter/goods from one point to another, depending on distance. You can send message while reciever is offline.

  17. BasilMod::Ravens
    Server-side + client-side modification.
    Yay! You've got another message!
    From the Keep you can send message to another Keep. Mail is too slow, and ravens are instant. If you are under the siege, its fastest way to call out for help. Also, you can send some special secret messages or maps. Although, hunter with throwing/(x)bow skill can shutdown( intercept) your raven, and will be able to read your message, and target reciever will not.
    RP-style to make in-game communications.
    Spoiler


  18. BasilMod::Tides
    Server-side + client-side modification.
    Add some moon related activity to your server!
    High and low tides for your ocean!
    Spoiler


  19. BasilMod::NoFloating
    This mod is obsolete.
    Since patch 1.1.2.3+ LiF have no floating physics.
    Custom rotation and objects slope will be released as a separate mod.
    Spoiler

  20. BasilMod::MonumentProtection
    Server-side modification.
    Protects monuments on the server from destruction from siege damage.
    Guild leader and GM can remove monument as they used to.
    Mod does not prevent monument destruction due to support points depletion.

  21. BasilMod::RestartOnDemand
    Server-side modification.
    Allows player notification about incoming server restart/shutdowns.
    Useful for scripted/automated server management.

  22. BasilMod::Chats
    Server-side + client-side modification.
    PIM. Send messages to each other. Create/join group talks.
    Not a RP-style to make communications.

  23. BasilMod::BulletinBoard
    Server-side + client-side modification.
    Place bulletins/ads. Read em.

  24. BasilMod::BountyHunter (Prototype)
    Server-side + client-side modification.
    Place bounty for the head of criminal on your server!

  25. BasilMod::Heraldy (Prototype)
    Server-side + client-side modification.
    Customize your guild! Modify guild emblems on variety of ingame items: flags, banners, shields, decorations, name yours!

  26. BasilMod::Diplomacy (Prototype)
    Server-side + client-side modification.
    Influence areas. Unions & Wars. Spies & traitors.
    Raid your enemy, rob their warehouses and auction houses!

  27. BasilMod::Economy (Concept)
    Probably Server-side + client-side modification.
    Regulates issue and withdraw of coins from the server economy via taxes, payments, services costs, and so on.

  28. BasilMod::Coins (Prototype, wont be finished)
    Spoiler
Last edited by Custodian on 10 Nov 2023, 02:45, edited 49 times in total.


Hoshiqua
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Re: BasilMod::Pack

Post by Hoshiqua » 30 Jul 2015, 13:02

This is so impressive ! You have added MANY of the features the devs would never have to YO !


I will make sure to let every server admin I know know of that huge mod pack. The fact that most of them have basic, but very useful functions if you only install them server side is a HUGE thing. Keep focusing on that. :beer: :beer:


NavyS34l
 
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Re: BasilMod::Pack

Post by NavyS34l » 30 Jul 2015, 20:32

This looks awesome, are you going to pilot them all individually like the trade window or release all at once? If so what is your ETA for Beta?
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Custodian
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Re: BasilMod::Pack

Post by Custodian » 30 Jul 2015, 20:42

NavyS34l wrote:This looks awesome, are you going to pilot them all individually like the trade window or release all at once? If so what is your ETA for Beta?

One by one, with details, and then pack as monolith which can be updated with one action. You will be able to cherry pick single mods from it.


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Re: BasilMod::Pack

Post by NavyS34l » 30 Jul 2015, 20:47

Well I know the community will be pretty excited to see this once completed. Until then Ill be happy to beta when you release initially. You have pretty much done what I was slowly working towards myself.

Also to clarify, the server-side for the trade window has not been released? Or is it the same setup as the client using the files you posted?
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Re: BasilMod::Pack

Post by Custodian » 30 Jul 2015, 20:57

NavyS34l wrote:Also to clarify, the server-side for the trade window has not been released? Or is it the same setup as the client using the files you posted?

Server side scripts differs from client scripts, and havent been released yet.


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Re: BasilMod::Pack

Post by NavyS34l » 31 Jul 2015, 12:31

Ok, just wanted to make sure. Thanks for the clarification. Saw your other post on it as well.
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Custodian
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Re: BasilMod::Pack

Post by Custodian » 31 Jul 2015, 19:18

First post updated with Teleport mod link, and Taxi mod description added.
Last edited by Custodian on 31 Jul 2015, 22:40, edited 1 time in total.


NavyS34l
 
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Re: BasilMod::Pack

Post by NavyS34l » 31 Jul 2015, 21:55

Sweet! Downloading!
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DarkKnyte
 
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Re: BasilMod::Pack

Post by DarkKnyte » 01 Aug 2015, 17:04

This is amazing! Funny how many issues you've been able to address, even to any extent that the developers are ignoring in favor of MMO implementation.

Thank you for all your hardwork. I will be deploying this on my server ASAP.
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Custodian
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Re: BasilMod::Pack

Post by Custodian » 03 Aug 2015, 11:36

Tradewindow mod updated with server-side part and instructions.
First post updated with MotD link.
First post updated with Taxi link.

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HouseHarkonnen
 
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Re: BasilMod::Pack

Post by HouseHarkonnen » 04 Aug 2015, 03:50

I'm one of the admins of the server Basil plays on and I must say his mods make our little world a better place and we are very lucky to have him with us! I'm super excited that he is giving back to the community his hours of work and testing.



LiF Dev team, give this man a job!
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Custodian
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Re: BasilMod::Pack

Post by Custodian » 05 Aug 2015, 11:39

HorseTaxi server installation instructions added to the Taxi thread.

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GruFF
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Re: BasilMod::Pack

Post by GruFF » 08 Aug 2015, 04:28

Привет...
Если можешь, сделай аукцион (торговый пост) побыстрее, от разработчиков, видимо, не дождемся... :crazy:


Balax
 
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Re: BasilMod::Pack

Post by Balax » 08 Aug 2015, 06:57

Hi sir, I must admit I am agog reading about this modpack. It is absolutely brilliant.

Hope you find the time and inspiration to keep up this splendid work.

Thank you.

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Rjmspoel
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Re: BasilMod::Pack

Post by Rjmspoel » 08 Aug 2015, 21:25

Excellent, I am thinking of applying the complete pack once YO comes out officially and now have some 'stand alone' features!

Awesome work, keep at it and bring us more awesomeness!

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Azzerhoden
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Re: BasilMod::Pack

Post by Azzerhoden » 09 Aug 2015, 19:55

Perhaps I am missing something, but I am finding that adding
Code: Select all
exec("BasilMod/motd/motd.cs");

to the main.cs file is not working.

If I paste it into the console window, then it works just fine.
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Custodian
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Re: BasilMod::Pack

Post by Custodian » 09 Aug 2015, 20:14

Azzerhoden wrote:Perhaps I am missing something, but I am finding that adding
Code: Select all
exec("BasilMod/motd/motd.cs");

to the main.cs file is not working.

If I paste it into the console window, then it works just fine.

You should add it to server main.cs, not client (i.e. "LiF dedicated server/main.cs" or "LiF/server/main.cs". Add to the very end of the file, after all curved brackets.

If you are using gameserver hosting, hoster may not allow usage of altered main.cs file, since same directory structure can be used for all clients.

Also, make sure that there is no main.cs.dso file. If it is present, rename/remove it, since it has higher priority, and any changes to main.cs file would not affect server loading.

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Azzerhoden
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Re: BasilMod::Pack

Post by Azzerhoden » 10 Aug 2015, 16:01

Custodian wrote:
Azzerhoden wrote:Perhaps I am missing something, but I am finding that adding
Code: Select all
exec("BasilMod/motd/motd.cs");

to the main.cs file is not working.

If I paste it into the console window, then it works just fine.

You should add it to server main.cs, not client (i.e. "LiF dedicated server/main.cs" or "LiF/server/main.cs". Add to the very end of the file, after all curved brackets.

If you are using gameserver hosting, hoster may not allow usage of altered main.cs file, since same directory structure can be used for all clients.

Also, make sure that there is no main.cs.dso file. If it is present, rename/remove it, since it has higher priority, and any changes to main.cs file would not affect server loading.


Thanks, will check for the latter. This is in the server main.cs file, and I have full access to the server I am using (NFO Servers).
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Custodian
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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 15 Aug 2015, 21:31

Head post updated with BasilMod::Pack link.

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Custodian
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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 24 Aug 2015, 15:50

:crazy: Head post updated with Battlegrounds mod info. :Yahoo!:

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Custodian
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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 01 Sep 2015, 15:41

BasilMod::SafeZone mod released.


Gork
 
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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Gork » 28 Sep 2015, 12:42

1. Is it possible to add more slash commands? Like teleport player on GM, quick GM terraforming(/setheight ?), centerPrintAll.
2. Something like "battle zone". When players are allowed to attack each other without alignment(or possibly skill) penalisations. It would be very usefull for pvp events(arena etc.).
3. Better trading possibilities? Trading window is cool, but working trade posts would be the best.
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Custodian
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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 28 Sep 2015, 20:30

Gork wrote:1. Is it possible to add more slash commands? Like teleport player on GM, quick GM terraforming(/setheight ?), centerPrintAll.

Adding "slash" commands without client side mod is not possible.
Quick gm terraforming is not possible.
Teleport players, messaging is possible.

Gork wrote:2. Something like "battle zone". When players are allowed to attack each other without alignment(or possibly skill) penalisations. It would be very usefull for pvp events(arena etc.).

It will be possible, as soon as corresponding api will be added to server.

Gork wrote:3. Better trading possibilities? Trading window is cool, but working trade posts would be the best.

I'm preparing AuctionHouse mod for wide release.

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Rjmspoel
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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Rjmspoel » 29 Sep 2015, 08:23

Custodian wrote:I'm preparing AuctionHouse mod for wide release.



Have a question regarding this, when the LiF devs bring out a patch with a working Trading Post will it conflict with the AuctionHouse you made or will it be an extra means of trading alongside it?

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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by GruFF » 29 Sep 2015, 12:05

looking forward to the auction mod :pardon:

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Custodian
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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 29 Sep 2015, 15:17

Rjmspoel wrote:Have a question regarding this, when the LiF devs bring out a patch with a working Trading Post will it conflict with the AuctionHouse you made or will it be an extra means of trading alongside it?

It should not conflict, as BasilMod::AuctionHouse is an overlay and not binded to tradepost. You can setup AH at any place on the map.
If official Trading Posts will be released, you will recieve 2 independent trading systems.

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GruFF
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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by GruFF » 30 Sep 2015, 02:44

Custodian wrote:
Rjmspoel wrote:Have a question regarding this, when the LiF devs bring out a patch with a working Trading Post will it conflict with the AuctionHouse you made or will it be an extra means of trading alongside it?

It should not conflict, as BasilMod::AuctionHouse is an overlay and not binded to tradepost. You can setup AH at any place on the map.
If official Trading Posts will be released, you will recieve 2 independent trading systems.


when? when? when? when? very very much looking forward to... :Bravo:

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Custodian
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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Custodian » 06 Oct 2015, 22:39

GruFF wrote:when? when? when? when? very very much looking forward to... :Bravo:

Soon :D

TradeWindow mod is obsolete now. Starting from 0.8.0.6+ patch LiF have official Barter Mechanics.


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Re: BasilMods. Suggestions/ideas. Mods for your server.

Post by Metal » 20 Oct 2015, 21:38

I like your mod and i "wish" that you fix lif mmo world map, so we all can use it. In my opinion the tress are to huge (factor 600+), this makes such huge map, super small. If there is a way to make really small trees and character (Tall as this dudes hair -> :) ), so the world feels massive. That would be great.

Features, i would like to see:

- Add Accept and lock down the trade menu, like it is done in path of exile. This will enable much more safer trading. Such trading feature should be only done via server side.
- Add server side option to display or not to display character names.
- Add server side Forsaken World like world map teritory map: http://images-cdn.perfectworld.com/www/ ... 482128.jpg / options in menu to be seen by: all players, only clans, only clan leader, only GM.
- Add option to track humans and in difirent skill, player killers.
- Add server side option to hide quality and durability of everthing.
- Add server side option to hide hp and stamina bar.
- Add server side option, when item reaches 0 durability, it disipiers from inventory and message is displayed that it is gone.
- Add server side option to disable skills via menu.
- Remove exploit where horse can added into inventory and taken out. He gets full stamina.
- Add server side option to remove chat window.
- Add timer in battlefield for storing horse, like 30 min. ?
- Add Alt f4 timer set to 5 min. so the character stays inside game.
- Add option that horse can be mule. Same with cows and ram.

/ Arbalest, Heavy crossbow and Composite bow. Should have ability to pierce heavy armor (any armor).

I hope i didnt killed your mood for moding. I am myself a moder and mysql mediocre dude.

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