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DoctorGreen

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Everything posted by DoctorGreen

  1. First, thanks and commendations all around to everyone working to get mods up to a21 standards. I'm considering the upgrade but it will break deeply involved current game. I have a lot of questions, considering starting entirely new thread to ask them but since khz is basically the most helpful and knowledgeable person in the world I thought Id ask here first. (first question, I find with current install of npccore and khzmusic mods, I can lower but not increase my standing with whiteriver. This means that cumulatively my whiteriver standing has dropped below 200 so all of the 'good guys' shoot at me which I dont like and I cant hire them so i'm running from them rather than lowering further and committing karmic atrocities. Allies tend to switch to hand to hand any chance they get and I try to help them, but then they jump due to low frame rate and I end up friendly firing them to death, which brings me great sorrow. Or on horde night they are out there in the fog etc. Doing missions for traders does not help this as I would expect it would. This is prob known issue. I might be able to magically raise it by changing some number in some entitysomething.xml, which number would I change in a20 version of faction standings?) The big issue, I'd like to upgrade to a21 but I just dont want to play this game without certain mods anymore. -compopack(how did i ever play without this added traumaizing content?) -npccore -betterspears(dononvan, lootbags more and longer) -fpsboost -wmmcruisecontrol -betterspikes -improvedhordes -khabehemoth -bettercement of course -khzmusic modlets civilians, psychos, zombies -raiderpack, robotspzck, mechs, spiders, survivors, vaultdwellers, -sphere skip tutorials -gans zombies, guppies zombies I see threads here for improved hordes and npccore, but how can I know what will work with what? Most easily, or idk. I'm confused and am trying to research before getting into blind monkey testing phase of things. Also side question, in general, what is word on performance on medium tier systems of a21? Recent horde night with these mods all on day 50, was wild times. Perhaps most entertaining horde night ive yet had and that is saying something. They are somehow emergent, they try different strategies to break through in phases and surprise me, find weak spots I did not know were there. And did the wwz thing of piling up to flood over walls and almost did. Having to reload, always the ultimate weakness of human forces against the undead. also fwiw pass this one to whoever, the "Pille' building wins most psychologically terrorizing POI ive yet played in 7d. and no reward. nope, no loot at end of that journey.
  2. Want to say first I love this game, and a21 looks to be huuuuuuge and youre hitting all the right spots to improve game with rare exception. As per a recent post in mod forum I made(i wasnt aware til just now that a21 was so close to release and perhaps stupidly started a new fully modded npc score game), if there is any chance to give option for nighttime stinger music removal, wow, imagine. Evidence of others asking for this going back to 2017, many many forum posts about this topic. Just wanted to remind you that it is well within your almighty dev 'hundreds of lines of code a day' powers to put this checkmark button into vanilla options and take care of this once and for all, in case for whatever reason this was outside the scope of your current priority set. It breaks immersion, it breaks the beauty of your 180degree surround sound footstep generation, it gets survivors killed when they are heedless to the dangers in the near vicinity. It's, well, in even the most positive light, over-campy even for 7d2d. The game is spooky enough without stinger music, believe me/us. Thanks again for making a great $20 game that one can play for hundreds of hours and mod to infinity. I hope you are, somehow, getting rich. ps (please also make it easy for master modder khane and score/npc crowd to update their stuff, once youve played game with hirable npcs and harley quin jump scaring you with an m60, there really isnt going back.) pps enjoy attached women defense perimeter on epic day 89 horde night and behemoth assault. plus flying mutant zombie glitch bears, that miraculously the game recovered from without becoming unplayable instance, one of many unintended yet wondrous emergent behaviors of this marvelous softwares.
  3. Also, update, im on b6 and it says it will work on 20.6 but 2 other bug reports say it will not and I confirm this. Some kindof check makes sure you are using the exact correct assets file by size or something to even load main menu. I looked at some assetripper on github, these are windows only and experimental. These ambient sounds that annoy me are tied to the heart of the game like a parasite. You have been helpful, thank you. idk if anyone else can chime in with more possibilities, mr seven is very knowledgeable. Even if tfp came out with new version that fixed this it would break my current game and all of the other mods i have working so well. other option, i suppose, would be to allow sleep in the game so you dont have to sit there for 15-20 minutes in the early game staring at a wall so you dont get eaten by a bear.
  4. Do you know if the unity asset modify tool is only for windows and requires unity account to get it, and any more hurdles for someone who just wants to game and not be endlessly datamined?
  5. I did a little ggl, if there is a way to do it without replacing the entire asset block or manually editing with unity tools, I'm all ears for the clue that would take reading more than the first 3 pages of results. It's just so odd, you make a game with perfect 180degree surround sound, where you can hear footsteps at 100 meters, but you ruin your own work like that. Like do they play their own game for more than 10 minutes? When there are 100 post threads saying 'i agree i hate this' and you dont fix it? When you can mod every other thing in the game but this, just strange. Your idea of separation is pretty much the obvious solution, I'm not sure though that tension music has any place in the game, its kindof insulting, the game itself has plenty of tension.
  6. there is no limit to the hatred i have for sites like that, however, i hate the nightime stinger repeatetive sounds equally as much. After 20 years of resisting making a nexusmods account, i just did it for this and only this reason. Oh this site is such cancer. Thank you for the links, very helpful. I suppose i understand why no one is hosting a 400mb file without begging for donations, but for same reason i do not understand why after hundreds of public complaints going back to 2017 a very simple fix by TFP is not implemented. Like, only way is to -completely replace- every sound asset as a single file? No wonder they call it unity... TFP feel free to respond. So bizarre this inconsistency.
  7. With my current mod setup, listening at night is really important, and on long days, every night is like 15+ minutes. The tension music breaks immersion and is repetitive and bad, you should be able to disable this in game. It's an understandable noob feature that grows very old very fast. I figure there must be a mod for it or replacement file for the assets with these sounds zeroed out. The reddoot topic on this has link to ggl docs, i dont have acct so cant download. nexusmods has a possibility but same problem. What does everyone else do about this?
  8. Hi Again, tl;dr positive review incoming After a break I cranked up a new world with all of the goodies(including khanes ofc), and have to say after a few days in(and some nerfs to give me any chance at all of survival) this is a really fun and interesting, and emergent, game. Which is to say, unexpected things happen in ways that would be impossible to predict. With NPC factions, robots, and improved hordes, and compopack(!) this game is completely unpredictable. Bandits wake up zombies in sleeper volumes, survivors get involved, a robot or giant robot spider shows up, dogs break through fences and join in, etc etc. and youre like wow, what have we created. Compopack is like the whole next level of 7days to die, as is score/npc+khane's stuff.(progression still doesnt work maybe ill ts that in a bit, not surprised though there are about 20 mods interacting, this is not criticism) One of the comppack large sites, you step foot on the corner and 3 wights are after you(or hey look a box of free stuff in this small cornfield aaaaaaaaah ruuuun), and idk about you but I cant kill a wight early game at all, they just eat all my bullets and then me. Another site, this bunny is hopping around and triggers the trap floors falls to his doom. The city is wonderfully bizarre looking with more giant buildings, and it seems a lot of the creators of these have green beret training in trap setting and are really, really, trying to get you killed and make it difficult and full of surprises. So want to say thanks to khane and score/npc community modders in general, Ive played a lot of games but none of them tickle my brain quite like this does. I get full body jump scares from surprise zombie dobermans and red tracksuit ak wielding bandits and that flower shaped purple glowing mecha-whatever and something with a lightsaber was walking around my safehouse last night saying 'emergency red alert' and i dont have enough ammunition to confidently kill it so the nights are long, so long. Plus the joy of sorting a lot of things into the proper boxes ofc. Keep it up dr g ps one question i really want to turn off the nighttime stinger/tension music so i can hear footsteps better so i dont die, i cant figure out how to turn this off and dont have ggl or nexus acct, what mods replace these assets or disable these? ill open another topic, searching this site does not get any results. found steam and other forums about this, ton of people hate it, with no clear solution found tia.
  9. Can confirm, wowzers, many new buildings. Very exciting whole new world to explore. Cheers to team of builders, working to join your ranks one way or the other soon.
  10. Great thanks. I was just not waiting long enough for the larger files to unzip, takes a minute but worked. Excellent SCORE and NPC Core are working with this, what about other ones? -improvedhordes? QOL stuff like -cruise control? -bessere spikes, bessere cement -donavans longer lootbags -other zombie packs -khzmusic npc packs -behemoth -spherell skip tutorial quests any reason any of these wouldnt work? seems like there shouldnt be any conflict just with vanilla poi non-overhaul install? I'm going to try anyway ill report back after mix/match testing.
  11. I don't use discord, is there any other place I can download the most recent compopack?
  12. Hi, I'm really confused, I dont run windows so all of the .exe world generation stuff isn't something I'm interested in I just want to add more buildings to vanilla and add all your POI's to vanilla worldgen. So where are just the POIs and how do I add them? https://www.moddb.com/games/7-days-to-die/downloads/cp48-4-complete This link does not work, no file available. . Previous compopack I downloaded is zipped and does not decompress. Is it possible to do what I'm trying to do, just add a bunch of POI's on a linux install? Does it conflict with NPC core or other mods I might install? List of most mods I'm running here, https://pastebin.com/7RTrpi8c Also, just a comment, your documentation and instructions at the beginning of this thread is very difficult to follow in present state. Consider a logical pattern to fonts and coloring, and at the very beginning the simple instructions for adding POI's to vanilla so those who just want that dont have to sort through all the teragon and infinity stuff looking. I hope to be adding some of my own POIs to your project soon, thanks for your work either way. Modding on this game is wild.
  13. Yes, very helpful as usual. And yes I was doing it wrong. I thought I could just spin up the small premade world with different mods. Sorry for wasting time. So I made a few new small worlds with the same basic combinations, which basically worked but with more than few WRN about which mods weren't going to work. I did four separate runs. (and i like 0bin for reasons) so here, https://pastebin.com/TYErMkt6 (site threw a fit about length of 0bin links, so they are clickable in there) last one being basically what i'd like to get to work and play, searching for 'failed' and 'WRN' messages, -FPSboost no modinfo so nogo, but this is my fault this is a cfg file mod not a Mod folder mod, ignore -Guppyzombies same, but this is my fault for having nested folder, ignore -TraderLore, sadface -no progressions load, sad face But game still loads and plays. (I did notice however that it's pretty difficult to walk to the trader naked without getting ganked hard by bandits as mentioned in recent post, they are hardcore griefers getting revenge for other games where it did not go well for them) So I hope this is more helpful(for your helping me...) actual full logs tada. I did choose to only use some of the progressions, not all, do you need to use all of them or none? I like how some of the civilians are just hireable and some of the bandits are just enemies, but I think for instance soldier and vaultdwellers would be good factions. Maybe some other lost zombiehunters will run across this and it will save them some trouble, dont be like me....and hopefully some entertaining tales. Last night for some odd reason there was a bug, for first time anything like this, kinda odd, so when I got in the ultralight geared up for t5 poi clearing, even though I had not talked to any of the lady fighters gallantly sighing and defending the base, one of them decided to ride along. When I got to the diphong tower there poor Leah was there with her spear, and I was like, this is -not- the operation to tag along on with only that spear(npcs blindly charge all zombies unless told to stay in one place...). So I told her to wait in this closed door office room at the ground floor and make zero noise.(I mean I imagine this, idk if that is mentally healthy but whatever) Completed the tower, came back down, and there was a major improvedhordes attack, like hundreds charging up the stairs. It was like horde night I was having trouble reloading, all 5(too many to in any way be realistic) guns I had were empty and I was being chased around, was close call but I prevailed. Then I thought uh oh what about Leah, went to her room. There was no door. There was no Leah, or even any remains. I like to think she made it out, but chances are...
  14. Hi again KHZ, Thanks up front for a lot of fun I've had with your creations over the past few months, and your previous helpful and erudite replies. Much to report. I see there are some new updates? As usual I am getting some errors and wondering what mods work with what. I have been ruined in a way and vanilla game is no longer satisfying after hunting bandits and rebuilding npc civilization with rescued mercenary heavily armed mute auto-sighing babes, whose most realistic if somewhat random trait is their inevitable disappearance from your life without or minimal explanation. Fortunately , few of the encountered names intersect with set of people who have tried to ruin my life, who are left to their own devices fighting giant bears in the middle of the forest with only wooden clubs. Comedy and existential issues aside, here is my current list of synergistic mods on remarkably stable system 1, which throws a new error on system 2(which may be fixed when I install your new updates). I am wondering also what else might work with this combination npc/creature/QOL-wise. My review and bug reports are I hope some contribution to your and others efforts, as previously stated I am gearing up to be able to contribute more and learn how to do so. 000-ModManager - a++, must have add to main version should have already happened 0-SCore - a++ 0-XNPCCore - a++ 'SphereII Skip Tutorial Quests '- a++, must have add to main version should have already happened, as option WMMVehicleCruiseControl - a++, must have add to main version should have already happened FpsBoost - a++, must have add to main version should have already happened 1-khzmusik_NPC_Civilians - a++, however in new install(a20 b6 different comp) got 'failed to decompress' error after 'misc' loading stage in console, maybe already fixed 1-khzmusik_Zombies - a++, however in new install(a20 b6 different comp) got 'failed to decompress' error after 'misc' loading stage in console, maybe already fixed 7d2d-a20-modlets-main-1-khzmusik_NPC_Civilians - a++, works perfect on old install, crashes new install idk why same version better pc 7d2d-a20-modlets-main-1-khzmusik_NPC_Rogues_and_Psychos -crashes with blocks error about 'use faction targeting' not surprising 7d2d-a20-modlets-main-1-khzmusik_Zombies - a++, works perfect on old install, crashes new install idk why same version better pc (q. which mod has the raider with yellow vest and the hoodie guy and non-harley raider woman wearing halter top?, those are really fun) 1-RaiderzPack - a++, random bandits at any moment has been huge adrenaline boost esp harley's shrill and loud random utterances, however in new install(a20 b6 different comp) threw infinite redline errors in console til removed 1-RobotzPack - in new install(a20 b6 different comp) threw infinite redline errors in console til removed, other install no errors but no robots either (same with spiders, mechas, and other such packs, either errors or no appearance) BessereSpikes - Improvement over vanilla, but balance issues persist. How fast would iron spikes be degraded by 20 humanoid zombies jumping on them? This turns out to be most critical element of base defense, and would be IMO the same IRL. With this installed, you can almost feel the frustration of the horde zombies encountering 3 layers of them. But if are easy to rip through as in vanilla, it simply breaks immersion as this nurse zombie in a skirt rips them apart with bare hands. donovan-betterspears - a++, even on day 1 a spear should be able to spike a zombie with less than 5 headshots donovan-longerlootbags - a++, must have add to main version should have already happened, as option. the game already at times feel like a second job, having to rush to collect them esp after horde night just isnt fun, plus their disappearance is immersion-breaking donovan-morelootbags - its strange for some reason .1 drop is too low but .2 drop is too high. the soldier looks like he has all this stuff on him and zombies IRL(heaven forbid this happens) would certainly have stuff in their pockets and packs, some of the time. The % chance is open of course to wide speculation, tomes could be written as with most zombie-lore speculation(how fast would they be? headshot only?) gupA20-Zombies - lol this guy in the poorly fitting @%$# and the one that teleports through walls, why cant this be fixed easily? they stand out as lower quality but vanilla simply does not have enough variants, even adding something like randomizing clothing color would improve immersion. ImprovedHordes - a++, must have add to main version should have already happened, fantastic addition adds ton to game and reduces level grind feel. 20 zombie dobermans, lol just run. KHA20-TFPBehemoth a++, love it. need more such, like giant spiders and other tall spooky otherworldly cryptids you might see esp. in the night fog. 'LordNCR - Better Cement' - lol OP but still an improvement. There's some kind of multiplier on mixing that is a bit ridiculous, but vanilla cement is too grindy.same kindof applies as to spikes. on one hand, if you can make actual rebar cement and spikes, easily, zombie defense is pretty easy too and winning feels cheap. but if you break physics, its laughably ridiculous and dying feels cheap. IRL we can be quite certain making cement post-zombie outbreak would be pretty pretty difficult. But also you couldnt carry 6000 "units" of sand in your backpack...any base without idk a steam shovel and backhoe and bulldozer would probably fall easy. I have played a full world in Dwall's war of the walkers, and I did have fun, but the game starts to become half-sorting of obscure weapon and vehicle attachment types. the hind helicopter(lol) was hilarious in all ways, and broken. And his poi's are just kindof gifting you tremendous amounts of loot all the time, and generally cities dont have concrete pyramids filled with random weaponry next to shamway supermarket. But yeah the game within the game of 7d2d is the sorting game. You have to really like having 20 cabinets and placing things in the right place, coming up with an order of sorting after you get back with a backpack full of stuff. Which I like. But Ive decided vanilla already has more than enough ammo types. But it isnt COD finding every possible firearm known to man, although in some ways realistic in some parts of the country....also breaks immersion and isnt fun. In a way, the game would either be impossible without firearms, or would maybe start to be realistic and more fun, esp. with friends, in a 'no firearms, headshot only' world. You really wouldnt survive without teamwork and stealth and any encounter could be the last. But I play alone, sigh, and in such cases you basically have to be a warhammer space marine. Vanilla game in present state is a huge improvement for extending playability timeline, getting lvl 6 tier weapons and objects is almost impossible, I just got ultralight at lvl 70 and still dont have any top tier weaponry. Back to main question, with above list of mods, what NPC/creature packs can I and should I add? I'm willing to try out the faction targeting but not married to idea, just having hireable and obvious enemy is pretty good for now. Also, would the compo pack or any other added poi packs work with score and npccore plus what ive got? It is all, not surprisingly, very confusing. Secondary question, how could I get a training session on how to create new npc's, new npc dialogue, and ultimately quests? Also would like to make some poi's but all tutorials i find are for pre-a20 and prev. you said there were 'gotchas.' I'd contribute my experiments, which are now firmly in the 'mad scientist creator and destroyer of worlds' tier, (but also rescuer of virtual maidens, i hope this helps me somewhere down the line...but idk i still just feel like it's the right thing to do), to any knowledge base of what works and what dont, but where? Apologies if this is a lot at once, but I think it's a contribution to the project and on re-read informative and somewhat entertaining. But price for this game, $20? still seems a little high lol
  15. Thanks this is helpful. More questions, do you have to work for TFP to get working files to edit or is it open sourced somewhere? Are there any tutorials for making a zombie? Are there any good tutorials for models and prefabs for a20, I wasnt able to find any that are recent. Where would I find confirmation on the exact version requirements? I assume a lot of this is dicussed on discord etc
  16. To modify and work on 7d2d, including models, prefabs, gameplay, npc ,ai, etc, what all would need to be installed on a system? Unreal engine? C++ tools? Blender? Image editors? How do you make prefabs in a20? Is this going to change with a21 such that there's no point until then? I looked for threads on this and did not find anything recent.
  17. Also no behemoth sightings, really hoping to get surprised sometime soon. Other mods installed, score, npc-core, fpsboost, spherell tutorial skip, better spikes, better spears, better cement, guppie zombies, all which i can recommend. In general I think the biggest simple improvements game could make are more zombies and models, more npc activities and more large POIs, which is fun stuff.
  18. Hi again, I'm still testing out various combinations of your mods, with some success. Some new developments -survivorz and zombiez standalone packs do not work, early error preventing blocks.xml from loading Most of the other packs Ive tried at least load including robots, but I don't think mechas loads either. No robots have shown up at now around day 20, not sure where they might be hiding. The improved hordes mod seems to work quite well with the bandits and survivors, now there are random events of extreme violence with multiple factions, like 15 zombies/bandits/survivors just going at each other, which is I think quite desirable. I just installed the 3 modlets including the psychopaths one and no news on these. I am not going to try the quest levels per faction ones without starting a new world, but this is intriguing also npc POI of which so far there are none in this game. I'm considering helping out and volunteering these are so clearly the way the game should go and there's so much to be done, one thing i have yet to determine is what a dev rig for 7d2d might look like with full stack of software installed? Any links that might be helpful?
  19. So looking in entitygroups.xml, there are probably a thousand lines of code with harley in there, I wonder why? And of all of the models she has the most number of types, weapons, spawn events etc. Do I really have to go through every line and delete/comment them out? Oddly in current game on day 1 she spawned 3 times, and havent seen her since on day 10. All zombie packs are working making about 30 I think different varieties which is nice and there are ongoing street battles all night with various armed npcs, which is nice. I notice also in entitiesgroups there are arachnid groups but they are filled with human npc lists? Also I have the robots pack installed, but have seen any spiders or robots yet, or raiders. I assume these default to later game stages? Or biomes or pois? I wonder also, when youve hired an npc, they basically 'sigh' over and over once a minute or something, how hard would it be to turn this off? Or to alternately change it to something random and fun?
  20. Where is the best link to the modlauncher? I can't seem to find it anywhere. Also, with score installed, which mods will work to provide greater number of zombie models? You kindof get tired of the same old same old 10 or so. Will that be a major performance hit? Just increasing number of zombie types? Also once game has started, does it mess up the game to add more npc packs or zombie model packs?
  21. More questions: Disable a single npc? Like if I want harley quinn to keep from spawning?
  22. Couldve sworn the crash offline only started when i installed npc core, but yeah this link from khz did the trick. Also was able to get behemoth mod to run by deleting physicsbodies.xml also, so these are good developments. One last question, this may not be the right thread for it but I'm having an issue with random world generator custom dialogue, whenever I generate a custom random world, it completes creating it and shows the preview but then does not either start the game or give a start button, there is only the option to go back or create another one. Then the world that took 15 minutes to create still doesnt exist in saved games, or anywhere else it just disappears. How do i use a custom world once its built then? Thanks again for all of the other answers these are major steps forward. And if i dont use the 7daystodiemods.com site for latest version, does that mean i have to find them all at github individually? Where is then the best source of all of the updated ones at same location?
  23. So trying the new version now, it is promising so far. However I run an offline box, I don't online game for reasons. I recall now my main annoyance with npc mod and score last time I had it running, it requires you phone home to epic games to even run the game and provide some 'auth id' or it hangs. I find this ridiculous and arguably evil, I don't see why any game or mod should require reporting in to some company if I'm not using any online features. So I do some grep and I find that the word epic only appears in some .unity3d files, and I can't open those without guessing its encoding(utf-whatever) Any ideas how I can hack out what is essentially 'can i please run this mod epic games' and any other connections it makes? Or provide some reasoning whatsoever why i need to provide them with some kind of metadata of my game? Otherwise the only mod I tried that did not work was behemoth, sad face. FPS boost, improved hordes, better cement, better spears etc all seem to cause no issue. The game seems to call for more wtf moments, like some tentacle spider horde on a foggy night event like The Mist, an uncanny valley giant(was idea with behemoth), some kind of hive with a queen youd find at the bottom of the military bunker, etc. I have considered contributing to this mod because it is so awesome and there is so much to be done, but like I said above, I do not like data farming and unity and unreal engine do exactly that. And so does discord and so does every site that has the 'f' button, including this. Frankly I find zombies far less creepy than the entities that seem obsessed with logging every single computerized activity.
  24. Thanks this is helpful, and its working ftw. Or I'll get eaten. As it stands as usually on day 2 i am infected and cant find any antibiotics. Good times. Also was killed by giant dire wolf who suddenly appeared on my right as per their custom. They can smell lvl 1s somehow.
  25. Thanks for the quick response. Fun facts: Currently installed and tested on my system version: 20.6.229.1021 So no surprise that there are errors then, what is surprising is that this is the version you download at the only place I know to download it: https://7daystodiemods.com/npcmod-a-community-project/ Odd also searching this site for 0-SCore there are no hits, also at nexus mods. Where are you downloading this newest version from? May want to poke someone at the 7daystodiemods.com site to get the latest version there. Also at https://github.com/7D2D/A20Mods/ I would expect to see some branches or updates there but that is still just the same old version. I will see about logs once I find this sweet newer version.
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