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FramFramson

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Everything posted by FramFramson

  1. Sir, I do not like the cobra chicken!
  2. Honestly, any more animal variety would be welcome.
  3. I can see the difference between the Mad Max crafted stuff and the ordinary in-world stuff as jarring, but luckily we have mods, so if you want your cars and guns more realistic that's no problem. One thing though was that the pipe weapons annoyed me at first, until I realized that despite their goofy appearance really, in practice, they're more like WWII "resistance" or "home guard" weapons, guns made not in a factory but in a workshop or basement but still made to fire existing available ammunition.
  4. I feel like the vehicles were downgraded in speed almost in anticipation of the turbo. Like, it's not so much a "turbo" as it is "the missing parts of the engine you just barely made work in order to have a running vehicle at all".
  5. With the massive upgrade in quality to SO MANY aspects of the world, the fact that literally EVERY POI uses the same chunky block font is so glaring. Please, could we just get like, even just two more sets of letter sheets? Just some basics, like a traditional "publisher's" serif font (i.e. Times New Roman, etc.) and I dunno, something else - Western-style font, a brushstroke-type font, even Comic Sans - who cares, just any variation at all! I get that the hard part of this isn't adding the new blocks, it's retrofitting old POIs, but damn if it wouldn't be an amazing addition!
  6. Mind. Blown. Oh, and uh, two ties I guess. Favourite: new car wrecks and vast expansion in posters and framed art. Least favourite: The new machete model (WTF is that @%$#) and the fact that the game still only has one set of letter blocks for EVERYTHING. Dear god, like... even just two more fonts. Please! Maybe a basic Times New Roman-sort of serif font and, @%$# I dunno... the third could even be comic sans for all I care. SOMETHING!
  7. See, the thing about this is that we're all too impatient. If you wait long enough, the game turns into a Castlevania title, which conveniently turns the wall zombies into wall meat.
  8. An interior preview or tour would be amazing, but even so this is very impressive. I remember your earlier posts about it, so I have an idea how much time and work this must have been - crazy!
  9. Every time I see this, it cracks me up a little because I know exactly which game those relic images are taken from.
  10. Sorry, I'm not much help here, but I'd just love to see a guide for updating A19/A20 vehicles to A21 in general.
  11. There's a quite a few oven mods, BUT I'm not sure which ones make it so the oven requires power to function.
  12. Is there any chance for a simplified version that just adds this as a 4th tier of bladed weapons, the tier level up from the Machete?
  13. Ah. So, if I get this correctly, if I tried that but I'm the host, it still wouldn't work because my game would be trying to impose the .xml changes on the other players joining, which would cause an error because it would be looking for an asset they don't have?
  14. So, just to clarify, would a client-side only mod that replaced only the texture or mesh not function at all (for reasons X, Y, or Z), or would they simply be not visible to other players (their clients would display unedited vanilla objects). If a simple transparency edit to the texture files could produce the desired look, that might do as a temporary measure. Again, the idea is that this is only client side for me. Kind of like if you use a UI mod yourself without necessarily imposing that on other players.
  15. If we're going to be expected to harvest and carry a much larger amount of cloth than before, could we have the stack size adjusted to reflect this? 500 or 1000 would be fair, I feel, especially considering duct tape stacks to 500, which is now equal to 5000 cloth!
  16. There's an old A19/20 mod, "Claim Auto-Repair Block" that has very similar functionality: https://7daystodiemods.com/claim-auto-repair-block/ Not sure if it still works in A21 (would depend on if the existing code can recognize the new blocks or not, I guess), but even if it's broken there may be some ideas in there so that you don't have to reinvent the wheel. EDIT: According to the relevant forum topic on here, the dev has quietly updated the mod for A21.
  17. Main reason I ask is because in running a multiplayer server for a gang of relatively new folks, I have avoided any non-serverside mods. Since new vehicle mods always involve adding extra assets, that's something I have no way of reconciling. As you say, Arramus' mod is currently broken. I get what you mean about using entirely new meshes, and I'm already aware that you would have to use something with very similar collision boundaries, but with all the models out there across a large number of vehicle mods, there are a few which are close. But without even touching entirely new models, the simplest example I can think of right now, was the once-popular A19 mod Motorcycle Alterations: Since this used the base model at the time, it was about as close as you could get. Of course that mod no longer works and the modder in question appears to have moved on, but it was close to what I had in mind. Not that I needed all the different recipes and variations, just wanted to use one of the two stripped-down models as a straight replacer. I had something similar in mind for the 4x4 if that was feasible (removing the "cowcatcher" which seemingly has no collision anyway, either by mesh or even just texture alteration). EDIT: To clarify, I'm okay with model replacers that only I can see. As I said, the players I'm playing with are mostly new and don't care about this stuff (yet).
  18. I've asked in quite a few places about vehicle replacer mods, tried to search for info or mods, and it's been pretty much crickets. The question was (I thought) fairly simple: How to REPLACE vanilla vehicles (purely graphically, no functional changes)? This seems even odder given that in most other games I've modded, you generally see mods which replace vanilla assets before mods where entirely new assets are added. So is there some aspect of 7D2D that is especially hostile or complicating for "simple" graphical replacement mods of the vanilla vehicles (maybe the ability to dye cars requires vanilla replacements to include this option)? Is this why the most popular packs are entirely additive rather than including any replacement options? Just hoping for an answer so I can stop groping in the dark to try and figure out why such seemingly "simple" "basic" mods don't exist where seemingly more complicated ones do.
  19. Tiny thing: I think you mean Living off the Land level 2 & 3, not 3 & 4 as you have it in several sections of your description?
  20. With the new zombie carcass-eating mechanics, perhaps it's time for the Lure Grenade's comeback? 😛
  21. I actually kind of thought it would be neat if the dirtbike's defining characteristic was crazy offroad capability rather than sheer speed (though dirtbikes can be fast, obv) or it's marginal cargo capacity. Too bad there isn't a way to key damage to types, so as to specifically reduce the damage done by the wasteland's cinderblocks/scrap beams. That or give it a hopping feature.
  22. I avoided choosing but in general it's going to revolve around gamestage - earlier on if I can craft any sort of upgrade I probably will, but later in the game, I'll wait for quality 5, as I just can't be fussed for a modest upgrade to a lightly higher level of mediocrity and might find something better in the meantime. Certainly crafting less in general in A21, but at the same time I like it that Q6 is lootable only, as Q6 items are great rewards for getting through strong POIs, and I feel like T6 POIs are now the real endgame rather than horde night.
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