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Izayo
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Posts posted by Izayo
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4 hours ago, Euzio said:
Ah. Just curious but would the Tactical Pistols be included in that All in One Pack?
Was hoping I could live out my John Wick fantasies in the Zombie Apocalypse XD.sure . I'll even put some .45 pistol in it.
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14 hours ago, renejant said:
when will your all in one pack come out?
I'll only select the best from my previous pack and replace the s**tty one with the new gun I just finished. (the fictional guns will be gone mostly)
maybe 2 more weeks or 1 month from now because the 5.56 is still no touch. I want to at least finish 2-3 gun for the 5.56 group before the first release.
I do update my progression in my youtube channel and Mod community discord.
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On 5/4/2024 at 4:07 PM, Angela_u83 said:
I found some thing not change...
small mistake from TFP , this "p" supposed to be a capital letter "P" that's why its refused to use modded icon
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I'll no longer update this pack , instead ,this will merge into the my new "All in one pack" for -
- more frequently update
- easier installation
- writable item's description / progression
- accessible Hardcore Mode
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I'll no longer update this pack , instead ,this will merge into the my new "All in one pack" for -
- more frequently update
- easier installation
- writable item's description / progression
- accessible Hardcore Mode
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I'll no longer update this pack , instead ,this will merge into the my new "All in one pack" for -
- more frequently update
- easier installation
- writable item's description / progression
- accessible Hardcore Mode
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12 hours ago, d1sable said:
Hey!
Love your work, super hyped for upcoming updates.
I have a question about camera offset. So Im using another mod to extend my viewmodel FOV. The issue is that pretty much every gun from your mod seems to far away while in ads, including scopes.
In config file I noticed line "ScopeCameraOffset" and it seems like it is what I am looking for - I want to move scope offset by Y line a little bit but not quite sure how should I do it. Hope you can help me with it.Thanks in advance and keep up the great work!
For the "X" gun adjust in item.xml in the "action1" section zoom
For the "X" gun's scope adjust in item_modifiers.xml seek for the type of scopes (modGunReflexSight, modGunScopeSmall) then find the "x" gun's name
no need to exit the game everytime you adjusting it, just exit to the main menu >> adjust the value >> save >> load the game save again
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21 hours ago, BruhfessorX said:
These are great and are by far the best weapon mods 7 days to die has seen. I was wondering if it was okay to use these in an overhaul project?
most of the overhaul mods would need a patch it get it work.
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11 hours ago, sirandomguy said:
Hey, I installed the mod folders but the guns didn't seem to load in. The icons for the 7.62 ammo changed, so I'm a little confused. Is there any chance having Izayo's other mods conflicted with it? I have the shotguns mod and it works just fine!
try remove old 762 folder then install again
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On 4/4/2024 at 7:22 PM, 7d2dfan said:
Do these gun packs work with Linux? Installed them on my steam deck and they don't seem to work.
I don't know man. do you have any other Mods installed ?. if those are worked my my should work too.
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1 hour ago, Black_Wolf said:
Izayo, if you need help with the description of the items i can help you with it ^^
I don't want to bother people to help with the description ever again because they're gonna need to change it in every update. but If you want to make it as an additional mod. it would be better. like BFT does
but thanks anyway.
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6 hours ago, asfasdsadasd said:
Hello, please tell me why ammo 12g Explosive have no description in the game
https://imgur.com/ccAgzYUdon't worry I didn't have that too. I'm not good with English so I didn't write anything. just lets you know the damage is very high ,around 3 blocks radius , it will take 8 point of durability / shot (default round is 1) because I don't want people to spam Explosive round with the Auto shotgun.
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On 3/16/2024 at 11:35 AM, Funukemaguro said:
What a surprise! You've implemented the custom reload animation that I've been struggling to integrate into the player itself for nearly two years, and you did it in an unexpected way and at a very high quality.
I was so moved and surprised that I couldn't help but shout out early in the morning.
If it's okay with you, I'd like to use this method and script to create a new firearms MOD, or an expansion pack for your MOD, as long as our ideas don't overlap. How does that sound?
I really want to blast away in a post-apocalyptic world with the super cool reloading Colt SAA and my favorite L85 (SA80).
And while this is just an ideal, if I can keep my motivation up until completion, I'd love to create a Japanese Firearms MOD pack featuring guns from the Imperial Japanese Army to the Self-Defense Forces...I would say it's very hard to do, but I make a starter packs in community Discord , in my channel . all you need to do is just replace the gun and adjust some hand position to match the hands with the gun parts.
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On 3/6/2024 at 1:15 PM, thanhhai2247 said:
Is it possible for someone to learn all these things from scratch ? I have a lot of free time to spare. I'd also love to have guns like P90 or Mp7 added to the game, but i couldn't wait my self so i decided to just do it. Do you also need a beefy PC to start since mine is kinda old and frail and i can't really buy a new PC right now... Tks in advance !!
you must be the guy in discord I talking with lately. I gave you Zilox's tutorial video. you can start from there.
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Update v.2 (2/3)
- 8 new weapons with customized hands animation (some of them)
- small change for Ammo icons
sorry for very long delay , but I finally fixed the reload problem and we now have (not FG42) Paratrooper MG as tier 1 LMG
the sniper rework will be delay to next update I think. I have to re-arrange animation controller again.
let's be honest , I do not play 7D2D lately ,I feels like I'm lost passion in modding for this game (for now I think) but I'm not gonna abandon the plan I have made , only gonna take longer.
the next update will be rework of 762 sniper / marksman rifle group then 5.56 pack sniper / marksman rifle , Rework+Improve
quick links here : main mod topic still waiting for appoval.
V.2 Google drive : https://drive.google.com/file/d/18y2nejDWx5HYLBiuCVqFxuChEqqghhmR/view?usp=sharing
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On 2/22/2024 at 5:06 AM, Gereon said:
Just before your other reply I posted my workaround, maybe that will help
I hope that my request was not taken as a criticism of Izayo's work, of course it was not meant that way.
I appreciate the work that is put into the various mods
test in my game , it's still craftable. maybe try create a new world with cheat mode on then try if you can craft it
thanks BFT for the help I'm kinda busy lately ,its mean I'll not pop-up in this site often.
15 hours ago, MeowGuuy said:Hello. I would like to know how the character's hand animation is created? Does anyone have a tutorial prefab?
you just need to animated the gun , the hands will show up in game (depend on holdtype you're using)
for the advance version, you can remove the hands and then animated the whole things ,gun / hands as you want (FPV only)
you can start learning from Zilox's tutorial :
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19 hours ago, Gereon said:
Hi
For some reason the weapons are not unlocked, even when the corresponding skill is maxed out.
Redownloaded everything but to no avail, any ideas what could cause this?
sorry my mistake. the crafting skill points should be 60 instead of 80 to unlock
try having 80 points and then see if it work
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Alright I have fixed all the problems I mentioned above, it's cause from unmatch rate of fire for holdtype "77" (t3 sniper rifle) , basically it will be fine if I set the rate of fire above 450+ (old one is 390). however the RPK will not belong in T1 weapon since it have very high base rate of fire so I'll move it to T2 and I will make RPD be the alternative T2 LMG (next update)
so this update will be 3 LMGs 4 Assault rifles and 1 rework for bolt action rifle with custom hands animation , I think gonna do it with the T1 mosin nagant first.
T1 LMG will be empty for a while.
V2 2/3 will be released this weekend (you know me ...maybe + 1 week cause I'm alway late)2 -
Found some issues here :
1. When you keep firing the gun in fullauto for few sec. then suddenly press reload the gun will not plays reload animation. (found in Groza, AK15, RPK, RPD)
2. somehow I managed to fix the problem above but I got 2 new problems instead. (I have no idea how to fix these )
- reload animation will not play when you quickly aim fire at the same time
- even the gun is managed to successfully reload , at the end of reload animation the gun will pop up the muzzle flash in the idle state. suspected its cause from firing state >>> reload state
the number 2 problem are rarely happens , I have tested about an hour it's only happen when you spaming left / right click then suddenly press reload , so I rather have this than the first one
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15 minutes ago, jonic21 said:
hello, good morning!
great mod. i am currently using it with the exotic ammo mod and it seems to be working.
i just want to ask you this... Is there a pack/weapon of yours for A21 that is using .44 magnum ammo?maybe i missed it, but i haven't found anything. When I'll find the time, maybe i will try to change the weapons in your 5.56 gun pack to take .44 ammo, even if it's not logical. Right now, .44 ammo feels like a burden to our gamethrough. If you are interested, i will post or send you the xml files too (if i manage to succeed).
I have only made 5.56 , 7.62 , 9mm , shotgun
.44mag , .45ACP , .30-60 are canceled due to my laziness
but there is a person who made a patch for my old .45ACP / .30-06 for A21 here :
https://7daystodiemods.com/45-acp-and-30-06-weapon-patch-a21/
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(A21) 7.62 Gun Pack V.2 (2/3)
in Mods
Posted
Just came to let's people know that I'm still working (and alive)