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caatalyst

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Everything posted by caatalyst

  1. Please consider adding SMX UI support or introducing a more polished UI. The darkness falls HUD / UI is ... a bit unattractive to put it nicely 🤣
  2. Just wanted to share my experience having spent a bit of time with A21. I've got a lot of hours in the game since A15 and I've struggled playing vanilla since A17 due to the progression changes and increased focus on trader quest grinds. I feel like I've found a really good sweet spot using mostly quality of life mods and tweaking the game settings. You can actually get a good classic A15/A16 progression feel in A21 with a few world setting changes, rules and modlets in case anyone is hungry for the same time of experience. WORLD SETTINGS Difficulty: Nomad (Although you can tweak this to your liking) Zombies walk only except on horde night they jog and ferals always run Loot abundance (25%) with all loot set to max respawn times or off XP Multiplier set to 150% 64 zombies blood moon AI Block damage set to 25% for all scenarios Drop all on death MODS Ragnars_FovChanger - As minor as this mod may sound it is an absolute game changer when it comes to immersion. It makes the game feel more modern and less like weapons are coming out of your face. (See image below). You may need to tweak this to your preference. I have it set to 60 in the config. Link: SMX Hud / UI - Another QOL mod I cannot play without when playing lightly modded. Looks absolutely fantastic. https://www.nexusmods.com/7daystodie/mods/22 No Trader Quests - There is where one of hte major balancing issues lies with modern 7D2D. It makes the game way to easy and forces you into a repetitive grind loop where in old alphas you would explore. https://7daystodiemods.com/no-trader-quests/ Research Station - Allows you to recycle already read magazines https://7daystodiemods.com/research-skill-magazine-crafting-a21/ Dark Nights - Plays into the horror aspect of the game a lot more for those that want to feel they are in a nightmare https://7daystodiemods.com/dark-nights/ Whole lot of fog - Same reason as darker nights https://7daystodiemods.com/whole-lotta-fog/ Item Quality Degradation - Adds a bit more to the progression loop where you need to keep your gear maintained and replace when depleted https://7daystodiemods.com/item-quality-degradation/ Re-balanced weapons - I've actually modded this a lot myself slowing the default reload speeds down of all ranged weapons 30% but increased the fire rate of some that feel slow. This to me adds a more realistic feel to the game rather than the vanilla arcadey reloads. https://www.nexusmods.com/7daystodie/mods/3153 Drink Jars Return - Playing without the ability to fill up water from water sources just felt weird... https://7daystodiemods.com/drink-jar-return/ Imagine better food - This not only rebalances food and drink to make it way more realistic but it also adds in some lovely new thumbnails. The rebalance works well with the 25% loot abundance. Find less food but food is more effective. https://7daystodiemods.com/imagine-better-food/ Insurgency Weapon Audio - It's not perfect but miles better than currently vanilla weapon audio - https://www.nexusmods.com/7daystodie/mods/3261 Torch - Helps with performance https://www.nexusmods.com/7daystodie/mods/3287 That's about it. In terms of gameplay, lowering the loot to minimum abundance, item degradation and combining that with removing trader quests is one of the biggest game changes IMO. This removes the repetitiveness of gameplay and makes each restart feel more unique. It also adds a level of difficulty and slows progression in a positive way. You'll have to go out and explore, loot every POI to acquire loot. These changes combined with the new book system actually feel really good. I set AI damage to 25% as a more of a immersion / QOL feature. It feels odd how easily zombies can destroy stuff at default settings and its more creepy hearing them hammering away at stuff for longer periods of time outside. Only things I wish we did have in vanilla or available as mods: A balanced action skill system that replaces a lot of the performance perks Item quality 0-600 like before which worked nicer with degradation Ability to upgrade / reinforce doors and hatches like before Wet concrete / polished steel - The classic block progression No crosshair option Flashlights require batteries and / or degrade. Flashlights have tighter cones but are much brighter which would add to the horror aspect of the game More types of flashlights with different brightness cones Options to make different types of weather types more common. I prefer to play with fog and rain all the time to make the world feel more creepy. Hope that helps anyone looking for a more immersive, classic 7D2D play through.
  3. Loving the darker nights mod although it might be a bit too on the intense side for me... What's the best way to roll it back just a little? 🙂 At the moment the game is pitch black and I'd love to make the moon light a little more intense and impactful on the environment for mood. Not sure which settings in the config to tweak though?
  4. It's great to see a lot of conversation on this topic and clearly there is a lot of interest in the legacy gameplay and progression systems. What surprised me is despite all the demand, talented modders and ambitious overhaul mods there isn't one that simply intends to replace and reintroduce the core systems that made A16 such a fun experience which so want to see. Learn by doing Action skills Original skill tree system Original books and skill point book system Item quality level 0-100 Item degradation on repair No trader quests Big focus on exploration and RNG loot Corpses don't decay and can be looted / turn into corpse piles after Circular spike traps brought back Expanded construction block upgrades brought back (wet concrete etc...) POIs that aren't all dungeons I suspect these are some of the most iconic legacy features folks miss. I'd love to see these get made into a mod for A21 as I'd love to play the A16 experience with the A21 graphics and new toys.
  5. Is it possible to still download SMX UI for alpha 16.4 I'm going back to the good old days for a bit.
  6. Hey folks, Any mods that bring back the original learn by doing and action skills system from Alpha 16 and before which also remove the new book system? Ultimately I'm looking to play through with some of the classic A16 mechanics: Learn by doing Action skills No trader quests, ideally traders functioning as they did before quests were introduced Removal of the new book system and reintroduce book system / schematics from alpha 16 Return of more RNG loot system Old construction blocks would also be a bonus with wet concrete etc... Does a mod or any modlets together the classic A16 experience?
  7. I much preferred the Alpha 15/16 skill system. Learn by doing feels a lot more organic and rewarding. As you go out and do things in the world you get better at them. It's a shame how gameplay has been dumbed down so much since then. The game looks so much better now, combat feels great but the overall gameplay just feels meh. Fortunately we do have Undead Legacy mod which has the best progression system that 7D2D has seen so far IMO. A mixture of learn by doing and schematics unlocking. I'm holding off on playing A21 until the mod is updated.
  8. Hey Guys, What do folks do during the early days when night falls? I get kinda stuck and end up just sat not really doing anything in a POI because there doesn't seem to be anything to do. I can't go outside because it's too dangerous having poor weapons and armour, I cannot craft anything because I do not have the schematics unlocked. During earlier alphas (15/16) I used to craft better tools over night and prepare for the next day but in more recent alphas I feel like there is nothing to do during the early night's except sit and wait for night to end. Any tips or suggestions would be appreciated.
  9. Thank you for the response. It's been a while since I've played with vanilla menus 🤮
  10. Is there an A21 experimental version of this mod?
  11. Is it possible to create a sample with the same name and replace the existing audio clip? Forgive me I'm no modder by any means. My initial idea was to create and replace quite a few of the weapon firing SFX as some of them ain't too satisfying to shoot. I'm just wondering how to access the audio files which I want to replace.
  12. Hello there, If I wanted to replace the vanilla weapon audio such as the firing samples what would be the best way to go about this? Thanks!
  13. Is this mod compatible with other mods? I wanted to use it while playing Undead Legacy. I love that this is possible as I hate the current FOV for weapons and tools. It feels like the gun is pointing out of your face.
  14. Do we just copy the folders to the 7 days / mods folder? I've tried doing that but the console commands are not recognised
  15. How resource heavy is this map? I was wondering if my laptop could handle it when I jump on that to play. I thought with it containing so much water it might get away with it.
  16. One other question Spider. When you say dead is dead, do you mean that once your wellness hits zero like it did before? I loved that set-up so much. It really made you careful and think twice about everything.
  17. Awesome looking UI. I'd love to see a minimal / immersive version: No orange lines around the edge Fade in and out food / hunger meters when not in use or critical Fade in and out HP / stamina bars when not in use or critical
  18. No problem! Tag me on here or let me know on steam- Happy to help out with the development of a great mod and happy to see it returning for A19.
  19. This sounds AMAZING! Can't wait to get stuck in. Pain for pleasure is my game. Also @Spider when you start to test and balance for A19 I'd be happy to help and report feedback if you need any assistance.
  20. Update: The weapons in this mod look awesome! Only thing is I'm having some issues: Applying scopes or sights to weapons doesn't visually add them to the game. The USP pistol shows up a weird white colour Some full auto weapons bounce around in your hands as you shoot them
  21. Hello, Does this mod work in A19 experimental? And where to download? Also is there a guide for the installation to to get the PIP working? Thanks
  22. Very nice! Spider are you bringing learn by doing back like you did in previous versions of the mod?
  23. Sorry I'm a bit late responding to this. I took a break for A17/A18. My counter argument for this would be that when a base gets raided, the hard work of the base owner does not get eliminated. Players only destroy blocks necessary to get to the loot and repairs can be made fairly quickly. Getting raided and raiding is part of PVP, suck it up and get back in the fight. Raids should not take a day or even half a day. Staring at blocks with an auger for hours isn't fun game play. I've yet to test out PVP since A16 so all the new explosives might have made it better.
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