Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation on 02/03/2020 in all areas

  1. 1 point
    CreaturePacks Please Note: If your getting lots of spam warnings when some characters are set on fire, please load the 2-CharacterEffects pack which has the fix for that. It also contains random walktypes for all zombies, and enables humans to become infected. Also will be testing the method of turning some quest zombies back to humans. This goal of these new modlets is to provide core "Packs" that contains various vanilla compatible and fully featured characters such as bandits, survivors, animals, wandering traders, etc. without breaking EAC or requiring the DMT utility. Included in this test version are samples of each type of character with very basic xml to get them working in game. No balancing of spawn rates, weapon power, etc was attempted. There are 5 creature packs: 0-CreaturePackAnimals - Things like animals, birds, insects etc. 0-CreaturePackHumans - Various bandits, traders, and survivors and other humanoid rigged entities 0-CreaturePackMechs - Robots, drones and other mechanical things like SphereBot, the avatar of my modding partner SphereII 0-CreaturePackZombies - Zombies, you know, dead things that used to be human. Humanoid rigged. 0-CreaturePackFantasy - Everything else that doesn't fit in the 4 other categories. Swarms, Orcs, Pokemon etc. Other character modders have committed to contributing additional characters to this pack like they do to the POI (Buildings) collection called CompoPack. Want to join them? Start here: (A18 version - working on A19 version, but the how to is the same) The methods used to make this vanilla compatible were researched and developed over the past 2 years and finally it seems to be working well enough to test. However, this is something very new and challenging to develop so expect imperfections as we work out all the issues. Once initial testing is complete I plan to teach the development workflow to others. Features: Most characters support all vanilla character features. These include Humanoid rigging, root motion animation, collision with vehicles, rag-dolling, 100's of animated reactions (including hit locations, limping, etc.), limb decapitation and gore, and even the ability to spawn the characters with vanilla or custom weapons just by editing xml. These can also be retextured in xml to offer even more variety. There are some exceptions, especially on animals, as I just started to explore that controller. They also work very well as sleepers in POIs, but stumbling onto a bandit that has a MP7 at close range isn't something you will live to enjoy. Hopes and Dreams: Beyond hoping that this pack someday contains 100's of new characters, I hope some folks develop custom quests and story lines for some of the characters. Bandits are one thing, but earning a positive faction with the bandit leader by doing some hit jobs for him makes for a better end game. Known issues: There are currently no footstep sounds when these guys walk or run. Vanilla footsteps require a C# script to trigger sound events and we can not use scripts without breaking EAC. I expect to create a work around for that at some point but for now, look around more. Installation: Just drop the modlets into your MODS folder and have fun. They are not dependent on each other so load the ones you want. If your using a dedicated server, you also need to load this into your dedi server Mods folder. So a copy in both the clientside Mods folder and also on the servers Mods folder. Compatibility: The modlets are named with a prefix of 0- to insure they load before other modlets that will edit the basic xml provided in these core modlets. Nothing in these modlet's xml should change vanilla in a way that collides with other modlets but let me know if it does. Testing was done on A19 exp and 18.4 stable. Each submitted Unity.3d file (multiple entities in one file) should have a size less than 100 megs for Github compatibility. Terms of Use: The goal of everything SphereII and I do is to share information and examples of how to make this game better. So use this for yourselves or as part of a mod you develop for others to enjoy. Giving credit to the author is always a class act, but at least don't be that guy who spends an hour editing someones work and then claims to be the original author. You can use the .unity3d models only by referencing them inside the creaturepack but you may not copy those files as they usually contain one or more copyrighted, paid assets. Any derivative modlet must ensure compatibility with the base creaturepacks, and cannot directly break them. If you don't know how to make compatible mods, just ask for help. Download: https://github.com/7D2D/A19Mods Look for the 0-CreaturePacks, but there are other fun things there too, like No Potty Mouth. There is also a character effectspack modlet that adds infections (humans turning to zombies) and new walktypes to humans and zombies
  2. 1 point
    Hi guys, Iv'e been testing a Wolverine Brawler build. I recently did an end game test at level 100, but only maxing talents upto 28 (this makes the zombies level 100 and Im essentially only level 28). It works against even cop zombies and radiateds, provided you can land clean hits to the head. I was able to destroy 5 horde nights easily using only fists. Using basic boxing tactics, you take no damage at all but can completely obliterate the horde. This is my attempt at a tutorial explaining how the build works. Iv'e also done multiple play through's. My most recent up to level 32, Horde night every night, and without difficulty or deaths. I think its easier because you make a lot of money selling guns and ammo, so getting the necessary gear for this build is easy. I was roaming multiple Traders in the day and doing their quests at night, even at low level! I hope they don't nerf this build now, but it has a super high learning curve to master, so shouldn't need to IMO. The basic rotation priority is.. Bandage > Feint > Power punch if stamina is greater than 50% > Hook for AoE damage > Jab if less than 50% stamina or 1, 2 combo if greater than 50% > Backwards lunge > Drink Beer/Moonshine > run Ill go into more detail later, but if you can use this combo effectively then you are basically invincible. Talents: Fortitude 10/10 Brawler 5/5 Pain Tolerance 5/5 Healing Factor 5/5 ..and that's it.. all the way to endgame. The gear I use is.. Weapons: Steel Knuckle Busters -Weighted head -Fortifying grip -Structural brace AK47 (hunting weapon of choice, also the panic button of choice) -Scope -Silencer -One clip of ammo (sell the rest) Armor: Full Padded Armor High performance running shoes (+10% Run speed) College Jacket (+20% Run speed) -all modded with Banded plating mod Must Have Consumables: -Bandages x10 -Beer x10 -Pain Killers (while leveling) Optional Consumables: -Mega Crush -Grandpa's Moonshine -Fortbites -Vitamins (pop one before horde night starts) -Pure Mineral water/coffee Theres some nice books that work well with this build, but the RNG means its not really worth mentioning. Basically.. if you find a book that doesn't help with this build, then sell it for cash so you can upgrade the gear you need asap. OK, now for the more detailed explanation... Bandage: Priority is simple. If you're bleeding then you need to bandage asap. The extra health regen from Fortifying grip only works based of 50% of your total health. So if you've bled out, then your total health is lowered, which means your healing factor is reduced. Keep it maxed. This is easy if you just chop down some curtains or bust open some couches and you can get your mats for bandages and padded armor all on day one. I have this set to the letter V, so I can mash V and mouse click for an instant bandage as soon as I see Im bleeding. Feint: This is easier done when running towards a zombie. As soon as they start swinging, take a step backwards and start winding up that power punch. They will miss, allowing you to land a perfectly timed counter punch. The feint can also be triggered at night on a running zombie. Instead of running towards them, you will most likely be back pedaling. Just stop back pedaling briefly, to get the zombie winding up early, then continue back pedaling, and they will miss. Distance management is key here. If at any point they end up close enough to land on you, that's when you need to backwards lunge which Ill explain later. I first practiced the feint on a world save with zombies that run all the time. Once you get it down, you are untouchable, especially with all the crowd control proc chance that's built into the Brawler talents. (Stagger, Knock down, ragdoll, Head pop). Power punch: Everyone wants to be Mike Tyson and just one shot zombies all day. But just like in real boxing, you need to be mindful of your stamina. Also you need to be aware of missing and being countered. Only use the right hand if you know it will land on the head, and if you have more than 50% stamina. When you have less than, just stick to the jab (left hand). This still has a high chance to have some kind of stun effect so if your just starting out, maybe just practice with the jab only. TBH I hardly use the power punch at night. I mostly use it if I get stuck, or surrounded and need to clear an opening, because its too punishing to your survival if you miss. Hook: Yes you can hook in 7 days to die. I use it to hit 2 zombies at once. If you have 2 zombies side by side, you can aim to the left of the left zombie, throw a punch and swing the mouse to the right of the right zombie. If you time it right, you will smack them both in the head at once. On a horde night you could smack 10 zombies if you timed it right. But you generally don't want them coming at you more than 2 by 2. I try my best to keep them in a straight line and smack em down one by one, to be able to feint and lunge effectively, but the hook works well when you master it. Ive tried to master it with the right hand, but the delay makes it difficult to time it correctly. I usually end up in their swing space and get tagged, so I prefer to just use the left hook. The 1, 2: Left punch, right punch. The bread and butter of elite boxers, followed up with a hook of coarse. In 7 days, you mostly want to flick out the jab, but if you recognize them flinch early, then follow it up with the right. You get enough time to throw both punches and step out while they recover from the first jab. Even if you miss the right, you have enough time to lunge out of range.. which leads me to the next important manoeuvre.. Backwards Lunge: They took away strafe running! Its still possible, but it takes practice. You can strafe run on a 45 degree angle. I haven't tested, but if feels slower than just sprinting straight ahead. This is why its important to wear light padded armor. Even just one or two leather items with speed mods will still slow you down enough to make this lunge ineffective. The Running shoes and College Jacket aren't essential to this build, but they definitely make life easier. This is your go to move when the zombie is close enough to hit you, and there is nothing you can do about it. You could just turn up your mouse sensitivity to turn 180 and bolt, but then you have to try and 180 turn back and land a clean head punch. I like my sensitivity turned right down so I can land every hit to the head. Just ask any boxer. Accuracy with timing, beats speed and power. To lunge effectively, turn away from the zombie, either 45 or 90 degrees. Then sprint on a further 45 degree angle (hold shift, forwards and strafe all at once). Take two big steps, then look back at your opponent. By now they have missed you, and you are in perfect position for that counter power punch (when above 50% stamina of coarse). When you master this, you can even do it in a small lounge or kitchen at night, making night questing a lot of fun. Just make sure you are aware of your surroundings, as bumping into a couch can get you killed. Gearing up: Gearing up takes priority over anything else when it comes to spending your coin. I start out making my own leather knuckle busters at level 3, on day one. Get the leather from animals or couches/clothes and scrap your first can food. This makes the first few days super easy. Then I make my own level 1 padded armor after chopping curtains/couches for cloth and chopping up carcasses on the road or animals for bones>glue>duct tape. There's no real need to upgrade this padded armor set, other than the extra mod slots you get and lasting longer, but I still like to upgrade them when I see them at a trader. I've experimented with other light armor and trying to reduce the speed debuffs with talents and mods etc, but each split second counts. even just a 1% decrease in speed is not worth it IMO. The health regen and ability to dodge, completely negates the need for more armor. By now its day 2 and you have some decent coin, so now Steel Knuckles/weighted mod takes priority over everything else. This will maximize DPS, and also give you more stun chance from the mod in early game, which is where this build shines. You want every punch to do some kind of stun effect. If your trader doesn't have them, then find another one. Rince and repeat until you get them. Also keep an eye out for the running shoes and college jacket. Their speed buffs make all your evasive manoeuvres much easier. Consumables:
  3. 1 point
    I quit my first and only Skyrim playthrough because I was basically untouchable. No enemy could do anything to me. - - - Updated - - - I went for zombie count to 10 and respawn 0.1. Still not quite A16 but getting there.
  4. 1 point
    Oh I do use mods/modlets to do this. I'm just saying vanilla has become empty. Had my cousin ask when he first got the game where all the zombies were. I told them they are asleep in the buildings and you have to wake them. His response rhymed with "hay".
  5. 1 point
    Try adding this : you are missing this force . This allows 'C' to push the heli back down . <property class="force5"> <property name="trigger" value="inputDown"/> <property name="type" value="relative"/> <property name="force" value="0, -0.03,0 "/> </property> Edit: After having the gyro controls and getting used to them after so long a time i found it very hard to fly lol ... automatically reverting in my mind to the c and spacebar being tilt . Ragsy !!
  6. 1 point
    I have worked retail most my life i know how it goes.... but what if i tell you you can give negative feedback and it is actually good for the game where the developers make the game more levelled not hard not easy more challenging more needing to use ones brains and cause the fwedback from long time players whom been here from the start or near the start whom have seen the greatness of the game and then watch it being made to easy and no brain work required game. Whether good or bad criticism all criticism is positive for the game. When a developer gets butt hurt (not saying tfp are just generalising) then that shows they only want people's money not their input. Which is what alphas and eas are for... Again the last part wasnt aimed at tfp... one such was dead linger... but anyway negative feedback is as needed as positive feedback. For example... i a modder i not a great modder but i not a bad modder. Some people like my mods others hate em and others some give good feedback others tell me the mods crap per say so i look at it and see what needs fixing what can be done to better it. The negative feedback hekps the mod to become better.
  7. 1 point
    Edit. My solution does not work, I have tried in other ways and no, I think that is hard coded
  8. 1 point
    try to get it on my MP server.... all time nullreferenceexception object reference not set to an instance of an object. some one can help ?
  9. 1 point
    I am sure there is a modlet out for this already. If I remember what it is will post. Found it. https://7daystodie.com/forums/showthread.php?129728-Claymore-s-Modlets&p=1039397&viewfull=1#post1039397 It has them set to 100% stickiness but you can probably change the percentage in the modlet Sidenote: I found this few minutes ago and is sort of related. https://7daystodie.com/forums/showthread.php?151350-Glowing-Arrows-and-Bolts&p=1098244&viewfull=1#post1098244 It make arrows glow so you can find them easier. Haven't tried it myself yet but seems interesting.
  10. 1 point
    Rotating Bridge Mod This adds a rotating bridge that users can place. Dancapo suggested it so I whipped it up real quick like. [video=youtube;-p8iDGQSLH0]
×
×
  • Create New...