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Everything posted by xyth

  1. Added the locks mod. https://community.7daystodie.com/topic/23100-skyrim-style-lockpicking/
  2. Like the title says, SphereII and I missed the Skyrim style lockpicking mini game so we introduced it into the WinterWeen mod. It was well received, so I'm releasing a modlet of the locks that work with the lockpicking code added to the 19.3 version of SphereII's Core. This mod requires DMT, so use the mod launcher and add the core and this locks mod. The launcher with do the rest. The difficulty of the locks is configurable in the core, but it set to offer a challenge but not be impossible for folks that didn't master lockpicking in Skyrim. To pick a lock, press "E" on any locked door or chest. A lock will appear, and you must guess the position of the top lockpick by moving it with the arrow keys or mouse. Once you think you have the position, press the spacebar to turn the lock. The locks are tied into the perk system and the inventory system, so you will need lockpicks in your inventory. Each perk level into lockpicking make it less likely you will break a pick, and reduced the time between attempts. However, we randomized lock difficulty so any one can be really hard or almost too easy. This mode contain some purchased assets and code, so while you may use or include this mod in you game or overhaul, you cannot make edits to the models or code without purchasing your own copy of the assets from the Unity store. It's cheap though 🙂 If this mod is popular we may add additional features for A20. Please let me know if its too hard or too easy for you. Find the Locks modlet here: https://github.com/7D2D/A19DMTMods Sphereii's core is here: https://github.com/SphereII/SphereII.ModsA19 Thanks to Mumpfy for adding the branding to the lock textures! Enjoy!
  3. There is a multi platform export script that exports the linux/mac shaders out of Unity for custom models. The older script that many modders still use is windows only.
  4. Did you pick one of Snufkins characters as your avatar on character creation? If so, dont.
  5. xyth

    sphereii's DMT Mods

    The caves layers have the same structural integrity as the rest of the ground system so if you take out enough support columns in the caves they should collapse.
  6. xyth


    Around the base of pois, under the snow, etc
  7. Thanks for the feedback. I watched were you said you were in the center of storm but that was fog I think and not a storm. The storm or tornado must have been below you. the storm is a vulture and the tornado is a rabbit type creature. The birds we reworked several times, but my hearing is poor in high frequency range so i'm a really bad judge of volume on tweeting things. As far as the advertising, your right, that was an old screenshot of the early days of the pack. Since there likely wont be a creaturepack in A20, but rather a few smaller packs by different authors, I will just leave it alone for now.
  8. Locked by request of rhe thread owner StompyNZ
  9. If there is a character in the bloodmoon spawner with a class other than this: <property name="Class" value="EntityZombie"/> then it likely will blow up on bloodmoons like your seeing. The class must extend from the EntityEnemy class, so zombies, zombieanimals etc are fine. Bandits, survivors, etc are not. The Core has code edits to allow additional classes to spawn, but im not sure those changes were pushed to the public version of the core. Some mods like War3z all in one add the zombie all group to the bloodmoon spawner. That will definitely blow up the bloodmoon.
  10. I would need to see the error but my guess is a non zombieclass character is in a bloodmoon spawn group.
  11. Cant say I have noticed that chime, but i will listen next time I play. Might be a hardcoded thing.
  12. Each block can only have 1 class, which is its code base. If you use the jumpad class, it launches the zombie but wont damage. If instead you use the class TrunkTip, which will damage and decay like you want but wont launch the zombie. To do both, you would merge those functions into a single C# class but then it would be a DMT mod. You can do some trickery, like making 2 blocks, one that does each function, and configure them maybe like stairs so the first block would damage and decay and once it fully decayed it would destroy and drop the second one destroying it or dropping to an inert, upgradable version
  13. The game usually uses arrays of a predefined size to store things like number of tool slots. Unless you use code to edit those values to increase the array size the game wont manage the changes to those slots between instances and sessions.
  14. The NightHome property is next to the DayHome property in the DMSContent.xml
  15. My advice to someone who wants to begin modding is to learn the fundamentals of 7D2D modding first. I found the best way to do this is to reverse engineer mods that do something like you want to do and that will answer all your "what files" and "what folder" question. You will need to understand Xpath, and there tutorials in the tutorial section of this forum that will guide you. Ripping and using Unity to repackage and position the guns, then animate them is a whole separate process that comes after xml modding. There are videos on that too.
  16. Likely not possible without new code. Most blocks are not tile entities so are very limited in how they interact with the game.
  17. The previous issues are likely related to changes to the Param values on the traps. Lokk at vanilla xml and remove the ones not used in vanilla and retest. On the sound, it may because the macidtrap material doesnt have a ssurface property like <property name="surface_category" value="metal"/>
  18. I wrote something like that back in A16, played with it from there but never released a mod. I wrote a small script to add a horizontal component (DMT mod) and came up with this:
  19. I'm pretty sure the jumppad class is still in A19. Just use a flat block and change its class. This old A18 xml uses a custom block but you can use a vanilla block model instead: <block name="JumpPad"> <property name="Shape" value="ModelEntity" /> <property name="Model" value="#@modfolder:Resources/JumpPlate.unity3d?JumpPlate"/> <property name="Collide" value="sight,movement,melee,bullet,arrow,rocket"/> <property name="Class" value="JumpPad" /> <property name="StabilitySupport" value="true"/> <drop event="Destroy" count="0" /> <property name="Material" value="Mwood"/> <property name="ImposterExclude" value="true"/> <property name="ImposterDontBlock" value="true"/> <property name="CreativeMode" value="Player"/> <property name="CanPlayersSpawnOn" value="true"/> <property name="CanPickup" value="true"/> </block>
  20. It cannot find the zombie unity3d files at the location specified. Likely they are not loaded properly.
  21. You would need to post your log file in order to know what is going wrong.
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