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Chambers

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    Sometimes a modder.
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    Oregon

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  1. Whoops, I felt I shouldn't have rushed it out the door before heading out on my trip. Thank you very much for alerting me. The fix (for the A21 version of Additional Arrows, for anyone else who reads this) is below in the spoiler. It will be on the website in the fullness of time... An excellent idea! Change made. Thank you!
  2. Fixed. At least I've flipped the toggle. Not currently somewhere I can download and be sure.
  3. The A21 version of Additional Arrows is done. It (and all future A21 mods) will be in the A21 thread. But since this one mods has also been discussed here, here is the early file link. The website will have it up in due time.
  4. The A21 version of my mods. INTRODUCTION (feel free to skip) The below is a series of mods excerpted from my Overhaul mod. And because these mods are excerpts, their structure can sometimes appear to be a little off when ported directly into the vanilla game. Primarily this has to do with the fact that the Overhaul has an additional Tech Level introduced in between T0 Stone and T1 Iron, which means -- when porting these mods over to vanilla -- there's a few extra items dumped onto T0 and T1 than would be there under proper rpg progression rules. But more to the point of the mods themselves, the overall concept of my Overhaul was to take all of the mods that everyone has done (so, same as usual for Overhauls to this point) and then integrate them onto the character sheet. That integration means, all of the new stuff is introduced with separate skills under the existing rules of rpg progression, instead of just being inserted into a few existing skills. And in order to make that happen, a number of new skills had to be added to the game. So many skills, in fact, that it entailed making an entire new attribute, which meant rebalancing all of the skills across six attributes. And as long as I was going that far, figured might as well reorganize the skills under a Post Apocalypse rpg setup (Hunter, Mad Scientist...) instead of a High Fantasy (Strength, Dexterity...) rpg setup. So I did, and there you have it. Howsoever, while most of the mods assembled into the Overhaul were all of yours, I did add a few mods of my own. Which is what I begin to excerpt below. Additional Arrows Adds scrap arrows made from glass and fiberglass arrows made from, well, fiberglass (or in this case military fiberglass). Now with a new model for the fiberglass arrow - many thanks to momoe.
  5. Thank you for the offer, but in this particular case it's more of a case of I needed a break.
  6. It's done. At least for A20. The post will go live on the mod website in due time. An early link is in the spoiler area below. The A21 version will be a bit longer before release. I have the mod up and running in A21, but I still need to set things to working with A21's new loot and trader systems. So, I'm more coder and animator than artist, so my knowledge in this area is very limited. Mostly all I use is the 7dtd exporter to take models straight out of Unity and into the game. From what I hear, though, the 7dtd engine is a heavily restricted version of Unity that doesn't allow for a lot of effects, such as metallic reflections. In my experience, it also tends to "muddy" up one's textures quite a bit, though bump maps seem to make it across the export pretty well.
  7. Cool! That's great. Mesh Format: Unity FBX or OBJ definitely work, and probably other Unity-friendly formats as well, but those are the ones I've definitely imported to 7dtd. Anything that works in Unity will probably work, but the 7dtd game engine has a few quirks, so you never know. Texture Format: I believe any common file types work. Most of the objects I have imported comes in png. From what I hear, the only problem files are restricted types, like 3dsMax, but my knowledge of the matter is very limited. Sizing and other kinks: 7dtd treats arrows as a simple box, so you shouldn't need to do anything else. But fyi should you ever do an object that 7dtd considers complex, like a car, very different story. Credit You: Gladly. Let me know what name you want to go by, plus any artist contact info you want to include.
  8. So, the funny thing -- not funny ha ha, funny sad -- is the arrowhead from the package I got is almost the exact same color as the 7dtd background. Painfully invisible when in inventory. After spending way too much time nosing around the store for alternatives, the other available arrowheads are all terribly similar to the vanilla arrows, and I gave up and got a 2d substitute image. In other words, I would be pleased to have any arrowhead that is not dark gray and that is visually distinct at a glance from the vanillas. Yours looks ideal. So, if you would like to move forwards, let me know your terms.
  9. After some playtesting, looks like the bow mod is ready to go. So I have pulled it out of the Overhaul and uploaded it. It should be up on the website soon-ish. In the meantime, if you want it now:
  10. Whoops. Missed transferring that one over. The website version will be fixed soon-ish. In the meantime, if you would like the fix now, here is the link:
  11. Unfortunately, I don't know. But I suspect what would happen is (assuming my mod was later in your mod install list) my Demolisher mod would replace the DF version of the Demolisher. So, since what my mod does is replace the existing Demolisher stat block with a new set of stats, my guess is the DF Demolisher would replace the vanilla Demolisher, and then my Demolisher would replace the DF Demolisher. That said, my mod is really simple, so you could easily make the same change to the DF Demolisher. So if you are willing to edit the DF entityclasses file in Notebook++, you just do the following.
  12. Do note for those making use of the sneak peek of the Additional Bows mod, the bows are currently pulled straight out of the Overhaul mod as is, with no attempt yet made to rebalance them for the vanilla game. The only major issue I see is the Reverse is T2 and the Lever is T3 in the overhaul, so those two aren't exactly paired as they should be. Not exactly game breaking, but there you are. Which brings up a larger point. If you have any interest in how the Overhaul effects use of archery, it's early days yet, but here are the first results. T0: Primitive tools are craft only. Archery is Composite Bow (AA) and Shortbow (AA). Available guns are a six-shooter, the double-barrel, and the hunting rifle. And that is all. -Archery sees much more use than guns. T1/2: Wood Bow (vanilla) and Wood Crossbow (vanilla). Available guns are lever action rifles (including *cough* a .45 70), a revolver, and the 686. -Archery use drops a little, but way less than before. T1: Takedown Bow (mod) and Compound Crossbow (vanilla). This is where automatics are first introduced. And T1 is where the first major change occurs, because the Compound Crossbow is seen by playtesters as way more competitive at this stage than it is at T2. T2: Compound Bow (vanilla) and Reverse Crossbow (AA). Archery use starts to drop here, as you might expect. But usually by this point it is nonexistent to anyone not specifically going archery. T3: Magbow (mod) and Lever Bow (AA). Archery perks right back up with the magbow. I purchased and did up my own version of the magbow, and it only does 6 shots, but that seems to be plenty to keep people interested, particularly since I made it quieter.
  13. This modlet hasn't been fully vetted yet, but for those who want an early sneak peek, as promised the forthcoming bows and a crossbow. Are the bows new models? Yes. Paid too. Are they animated? Yes. Fully animated? No. Why not? Because I'm too lazy for that. But they have their pull and loose animations. WEAPON MODS Additional Bows Adds two early bows, a composite and a shortbow to T0, and two late bows, a recurve crossbow and a lever bow to T3.
  14. For the immediate future, I'm working on game balance for the big overhaul, and working on improving performance when there's additional trees. But when those pieces are done, I already have a chosen crossbow and two bows in the editor -- which I haven't yet done anything with. Setting that practical to-do list aside, my dream document does include attempting to use of some of the Unity commands already in 7dtd to give archery a more natural feel. The biggest question on that is, will those commands still work the same in the 7dtd engine? Including not bogging the game engine down, which already runs pretty high on resources? But to do the practical first, and then I'll poke around and see if anything from my dream document can be made reality.
  15. I just uploaded 1.02, but the website hasn't updated yet. In the meantime, here is a direct link:
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