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Claymore

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Claymore last won the day on November 18 2019

Claymore had the most liked content!

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About Claymore

  • Rank
    Survivor
  • Birthday 01/25/1982

Personal Information

  • Biography
    Some know me as Claymore, others as MickyFoley :)
  • Location
    Austria
  • Interests
    7 Days, ASM, generally nerdy things

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  1. Claymore

    Claymore's Modlets

    @Gouki Thanks for the tests I'm currently a bit busy to check my mods, if they're still working for A19 or not. I'm sure, at least some have to get a fix. No ETA from me, but it's planned to get them ported to A19.
  2. A19 (b154): https://www.mediafire.com/file/dzc3yrh99blm6uy/Assembly-CSharp.dll
  3. Well, guess Zeds don't have that much blood left. Would make sense to me. And I'm sure, mods will bring it back for people, wanting more blood :).
  4. Claymore

    Claymore's Modlets

    @open6l: Not locked. Just a leftover from the other mod. No requirements to unlock the recipe, since you can only find it via loottable This was intended, because I wanted it to make it hard to get. I'll publish a version without the leftover.
  5. A18.4 (b4): https://www.mediafire.com/file/14echrkzt6wxr7z/Assembly-CSharp.dll
  6. Sorry for the long time no updates: Private things A18.4 (b3): https://www.mediafire.com/file/xwmihzx26jw6udw/Assembly-CSharp.dll
  7. Claymore

    Claymore's Modlets

    All seems fine here. Hmmm.
  8. I don't mind altering my mod "BETTER PERKS: LUCKY LOOTER". But at least give credits. Even the // are still in the XML (without any use this time, because you just removed the "Lucky Looter Revamped"). You even just replaced <Claymore> with <Gopher> and rewrite the Localization.txt. Not a good start, buddy. It took my quite a long time to figure out the correct values for my mod. And this is the reason, why I'm a bit upset about a copycat move. Proof: "Your" XML: <Gopher> // <append xpath="/progression/perks/perk[@name='perkLuckyLooter']/effect_group"> <passive_effect name="LootDropProb" operation="perc_add" level="1,5" value="6.67,33.33"/> </append> </Gopher> My XML: <Claymore> // Lucky Looter Revamped <append xpath="/progression/perks/perk[@name='perkLuckyLooter']/effect_group"> <passive_effect name="LootDropProb" operation="perc_add" level="1,5" value="6.67,33.33"/> <passive_effect name="LootQuantity" operation="perc_add" level="2,5" value="1,4"/> </append> </Claymore>
  9. Get dnSpy. Open Assembly-CSharp.dll Go to public class Constants public const int cItemMaxQuality = 6; Alter it to the amount of levels you want. Example: public const int cItemMaxQuality = 7; Go to public class QualityInfo { case 0: text = Localization.Get("lblQualityDamaged", ""); break; case 1: text = Localization.Get("lblQualityPoor", ""); break; case 2: text = Localization.Get("lblQualityAverage", ""); break; case 3: text = Localization.Get("lblQualityGreat", ""); break; case 4: text = Localization.Get("lblQualityFlawless", ""); break; case 5: text = Localization.Get("lblQualityLegendary", ""); break; case 6: text = Localization.Get("lblQualityLegendary", ""); break; } Extend it by like "lblQualitySturdy". Example: { case 0: text = Localization.Get("lblQualityDamaged", ""); break; case 1: text = Localization.Get("lblQualityPoor", ""); break; case 2: text = Localization.Get("lblQualityAverage", ""); break; case 3: text = Localization.Get("lblQualityGreat", ""); break; case 4: text = Localization.Get("lblQualityFlawless", ""); break; case 5: text = Localization.Get("lblQualityLegendary", ""); break; case 6: text = Localization.Get("lblQualityLegendary", ""); break; case 7: text = Localization.Get("lblQualitySturdy", ""); break; } Now open Localization.txt and add "lblQualitySturdy" to it. Don't forget to also alter the item.xml and qualityinfo.xml for it. Now alter Localization.txt for it. A list of once included levels: public class InvGameItem { case InvGameItem.Quality.Broken: num = 0f; break; case InvGameItem.Quality.Cursed: num = -1f; break; case InvGameItem.Quality.Damaged: num = 0.25f; break; case InvGameItem.Quality.Worn: num = 0.9f; break; case InvGameItem.Quality.Sturdy: num = 1f; break; case InvGameItem.Quality.Polished: num = 1.1f; break; case InvGameItem.Quality.Improved: num = 1.25f; break; case InvGameItem.Quality.Crafted: num = 1.5f; break; case InvGameItem.Quality.Superior: num = 1.75f; break; case InvGameItem.Quality.Enchanted: num = 2f; break; case InvGameItem.Quality.Epic: num = 2.5f; break; case InvGameItem.Quality.Legendary: num = 3f; break; } Hope, it helps a bit.
  10. You're very welcome, buddy Glad you liked the option and yeah: It does make it feel more scary than having a sunny bright warming daytime most of the day. I have to admit: I never played with it that much. I created it just for shenanigans, to be honest
  11. Claymore

    Claymore's Modlets

    Added: CRAFTABLE DYES
  12. Claymore

    Claymore's Modlets

    Night turns into a green hell, if you're in a city or forest - for example That's for the tweaked spawning to brutal. Saw someone playing around, but no running and oneshot kills. But even there, the mod managed to kill this person twice in one night.
  13. Claymore

    Claymore's Modlets

    Added: SPILL FULL JARS Changed: SACK COAL Reason: Small typo prevented the single piece of coal to get the new value. Sacks themselves were now affected .
  14. Claymore

    Claymore's Modlets

    If you have an old version of the mod, simply download the updated one. Did that fix a while ago, because they weren't cleaning once a day 2 weeks, to be exact: https://7daystodie.com/forums/showthread.php?129728-Claymore-s-Modlets&p=1079405&viewfull=1#post1079405 Easy to miss
  15. Claymore

    Claymore's Modlets

    Ok, this time no fix needed, because those icons work
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