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Posts posted by AnsontheToad

  1. 10 minutes ago, nickuk01 said:

    So after some initial testing it plays ok if no DMT. When launching as standalone modlet through 7d2d launcher it does work but oddly the launcher says modlet not installed (which it is) in the manage modlets section and also refers to it as toad-incendiary instead of toad_incendiary. Dont know if that issue? However it does show ingame when use launcher. However after install any DMT mod it does not want to load your modlet and it does not appear in game. Shame as looks a cool mod but cant use it at mo.

    Thanks for letting me know. I will download and test with DMT and see if I can fix issue. 

  2. 47 minutes ago, -Holo- said:

    Trying to change when we get the warnings/debuffs on food, but can't get it to work,

    <set xpath="/buffs/buff[@name='buffStatusCheck01']/triggered_effect'[@buff='buffStatusHungry01']/requirement[@name='StatComparePercCurrentToMax']/@value">.3</set>

    gives an error about invalid token

    Having too much of an headache today to figure out whats wrong >.<

    You have a extra apostrophe after triggered_effect. 

  3. 3 hours ago, nickuk01 said:

    Hi Toad, did as you suggested.. ram CM mode... nada. Nothing showing for your mod I'm afraid

    Ok. Something must have gone wrong with install. Make sure you unzip the file and place the Toad_IncendiaryRounds folder into your Mods folder in your Steam\steamapps\common\7 Days To Die folder. 

  4. The modlet does not modify any vehicles itself. It simply adds the in game mods for vehicles that were disabled back into the game. The Vehicle Speed Mod, Fuel Saver Mod, Vehicle Mega Mod, and the Vehicle Light Mod. They are all fully functional maybe just not balanced. 

  5. If you hit F1 and type in cm it will enable the Creative menu then U will bring it up. You should see the mod and the schematic in there. If not the mod didn't get installed correctly. Also when you hit F1 if you scroll up you should see a line that says Loaded Mod: Toad - Incendiary Rounds (1.0)

  6. Sadly no... You just have to make changes and start the game and test. You don't have to shut the game down completely just to the start screen and reload your save after changes. You can check the xml's in the ConfigsDump folder of your save and see the actual changes your xpath has made. The game will put a copy of the xml in there and have a comment marked where the change is made. 


    • Like 1
  7. 60 slot backpack is a must for me makes inventory management much less of an issue. Along with Lockable Inventory Slots, 3 slot forge and 12 slot crafting queue. Major convenience mods. But I guess it all depends on how you like to play. Any mod that only edits the xml's should be server side. Mods that have a resources folder or UIAtlases folder will be client side. 

  8. It adds the vehicle mods Vehicle speed mod, Fuel saver, light mod, and vehicle mega mod into loot and be sold at traders. They are vanilla mods but were disabled by the fun pimps. 

  9. Is there a way to guarantee a prefab is included? I know you can set up settlements but i have a number of prefabs that i have tagged as unique since I only want one per map but they don't always get picked by the generator. So i have to generate multiple maps and check the prefabs.xml to see if they spawned. Getting multiple unique buildings to spawn on a decent random map is proving to be difficult. For now I have been using the world editor to get results but is very time consuming. 

  10. Need to define a icon. The default items are given icons based on their names. Modded items need to have the icon defined. 

    <property name="CustomIcon" value="gunHandgunT1Pistol"/>

    That should work. You can make your icon look different by adding an icon tint using hex color values.

    <property name="CustomIconTint" value="ff9f9f"/>

    Or you can make a custom icon of your own, but that's a lot more work. 

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