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Welcome to No Cure

A Single player Arma 3, Open world action RPG..

 

In 2017 the asteroid named Mortifera 71 began its collision course with earth.

As Mortifera 71 drew closer to earth Governments around the world decided to nuke it in an attempt to destroy it or reduce its size.

This resulted in a cataclysmic disaster breaking Mortifera 71 into thousands of smaller meteorites that showered the earth causing utter destruction to most major cities and our planet’s surface.

In the wake of the disaster the climate effects where detrimental Earth was shrouded in a dust layer plunging the planet into complete darkness.

Communications across the planet failed and governments lost control as humanity fell into panic mass killings /starvation /and a breakdown of medical systems left behind a broken world.


Several years on as the dust began to lift a dark and daunting horror began to manifest. The asteroid contained water within its core, the water was host to a bacteria unlike anything we have ever seen.

When Mortifera 71 was split by the nukes the bacteria thriving water was spread into the earth’s ozone and all across the planet’s surface. 

The effects are devastating, mutating most living things only the stronger immune systems manage to scrape through.

 

2047

The shattered world now consists of factions and colts banded together from survivors of all kinds desperately trying to cling on to existence at whatever cost…. 

And on top of everything…. Something dark and sinister is rising from the old world…Pure evil is coming.

 

Let chaos take its place.

  

Features

Large progressive quest system

Full survival system

Loot system 

Building system camps and barricading, full blown settlement building. 

Ui overhaul / interaction dialog / new inventory 

Crafting and farming system

Hunting system

Ulak a fictional 40K terrain set just north of Alaska

Melee combat system

New weapons / clothing and vehicles 

multiple new factions 

An abundance of new inventory items / Terrain assets

Lighting overhaul and ambient weather effects

 

Explore the ruined past of the former world.  

No Cure has its own web site

Interaction System:

Spoiler

Re-inventing the Scroll wheel. ;) 

 


Inventory system overhaul 

 

 

 

 

 

TERRAIN DEVELOPMENT:

 

 

 

Decided that No Cure is to have a new terrain purposely built for the mod.
Not much to say on it right now
will be mostly cold environments/ heavily overgrown and abandoned.
32k
I will keep you updated as we go.  :)


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You can follow the development of No Cure here and

No Cure website

Facebook

Twitter

Discord

ModDB

Armaholic 

 

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Sounds like an ambitious project, best of luck to you mate!

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Sounds like an ambitious project, best of luck to you mate!

Hey, Yes it is how ever nearly all of the above is completed and finished apart from the terrain as that's just started and some objects and animals and the quests/story .But they are all being worked on currently. Everything else is done ive been working on this a year and a half in the dark. Thought it was time to bring it to light. :)

Thank you 

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Hunting system

always dreamed that BIS someday release  hunting DLC with dozens of animals but they preferred dlc karts ,helicopter, sci fi VTOL heli-planes...

 hunting DLC could greatly boost sales of Arma3 and  make it double unique. but this is just my words.

 

 

Good luck in your project

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Update : 

added a new camp Fire that requires you to place wood or burnable items into the fire in order to keep it burning, 

 

to craft the requires 

5 stones 

some fire wood 

matches or a flint stone 

bandage or paper, 

 

Still a bit buggy and you can currently only use 1 crafted fire at a time due to some global varibale issues. 

Need to fix this, 

Basic idea of it is as close as I can get it to the dayz standalone campfires. 

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here a look at some forests from the new terrain 

 

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Here some units - 

Infected dog and some survivors. 

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Started work on the snowy northern region of the terrain 

 

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42 minutes ago, Valken said:

Really beautiful mapmaking.

Why thank you.

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yea some creative placement there, awesome!

 

one little nitpick. that crooked house. i dunno. it doesn't make sense to me. i feel like it would long have collapsed. just some random little thing that caught my eye that might kill my or others' immersion.

 

i love the idwae of having different regional climates on one map. would be cool if the gameplay mechanics would account for that in a way where each area has its pros and cons. like up north it's cold and you need the right clothes and equipment to survive but you also have less zombies there or something.

 

i was really sad when the rain mechanic got removed from original dayZ mod. it was definately balanced in a too hardcore way but the mechanic itself was awesome. forcing people to camp in a barn with a fire for a while. made for some nice encounters.

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48 minutes ago, bad benson said:

yea some creative placement there, awesome!

 

one little nitpick. that crooked house. i dunno. it doesn't make sense to me. i feel like it would long have collapsed. just some random little thing that caught my eye that might kill my or others' immersion.

 

i love the idwae of having different regional climates on one map. would be cool if the gameplay mechanics would account for that in a way where each area has its pros and cons. like up north it's cold and you need the right clothes and equipment to survive but you also have less zombies there or something.

 

i was really sad when the rain mechanic got removed from original dayZ mod. it was definately balanced in a too hardcore way but the mechanic itself was awesome. forcing people to camp in a barn with a fire for a while. made for some nice encounters.

I will take some more screens and you'll see it is supported by a lot of rubble and a crashed chopper wreck. I will take on bored what you have said how ever and see if it needs adjusting. 

 

The game play mechanics and most of the mod is focused around hard survival the colder regions will drastically reduce your temperature if you do not have the right clothes and cannot light a fire or take shelter. and its is a much less populated region and harder to survive but the story and quests will force you to need to go there to some extent but will provide greater rewards. And in general surviving in the colder regions will mean less threat from bandits and mutants /creatures and zombies. It is a lot harder to harvest crops and grow food in the colder regions too.

 

The rain feature is also present weather in general is going to be something you really need to pay attention to and react to because it will kill you if you are not on the ball. 

Rain makes you cold and wet which makes you colder and then ill. 

if you get caught in the rain in the snow/winter region you get very cold very fast. 

Heavy storms come out of no where and catch you un aware. 

Snow blizzards will ruin your life and will limit how ling you can be out in the open for while a blizzard is in progress. making camping and scavenging and collecting the right things even more important. . 

Wind will make you cold or cool you down if your hot. 

clothing plays an essential part in staying alive along with the abilities to craft and create protective clothing from animals etc . 

there is a very complex system in place for weather and its effects on the player to compliment the terrain. 

 

I will be putting together a video soon presenting most of the core features of this mod in play as there just so much its almost an entire new game. 

 

 

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Added some underground/cave Sulfur lakes 

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Campfires and cooking.
To craft a campfire you'll need 
6x stones
1x wood log

Campfires are crafted from the inventory screen as below. 
To lite the fire you need flint or matches. 
once lit the fire will burn the wood and die out if you do not refuel it using anything that can burn ,. 
clothing / wood / sticks/ bark / bandages etc. 
the fire will keep burning as long as it has something to burn inside of its inventory . To add fuel just open the inventory of the campfire.
It will burn and deplete 1 item per minute,

COOKING on the camp fire 
This is done by placing raw un-cooked meat into the fires inventory Once in their it will take approximately 2 minutes to cook the meat. 
the fire will cook 1 piece of each type of meat simultaneously if you place more than 1 type.

Future plans. 
Ability to cook soups and stews from meet/water and veg. 
approximately 30 different soups and stews as well as boiled meat and veg have been planed and created ready to be implemented into the system.

Water 
Dirty or salty water can be boiled into clean water on the fire. 
to do this place the water in a empty tin container and place that in the fire.

Heat 
The campfire will warm you up.

Credit to 
vbawol/Aaron Clark for enhanced Inventory system. I have built on it to fit the needs for No Cure inventory interaction. 
https://forums.bistudio.com/…/199230-enhanced-arma-3-inven…/

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Nice job on that contextual inventory sub-menu! ;)

*wants the same feature for his mod*

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30 minutes ago, haleks said:

Nice job on that contextual inventory sub-menu! ;)

*wants the same feature for his mod*

The sub menu buttons are not mine you can find that addon HERE .

There is documentation on how to use it and adapt it too.

I have just adapted it to host buttons allowing you to interact with food and drink and crafting options from the inventory. 

:) 

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Looking for a 3D modeller to join the team and help develop some new items/objects Message me if your interested. 

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Re-Inventing the scroll wheel ;) 

 

 

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Now working on the melee system . 

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Here is a first look at the melee system

credit to Ranwer135 for providing swing animation and the axe from DSS

 

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