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KhaineGB

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Everything posted by KhaineGB

  1. No. Testers have a test version though. General rule of thumb: If a new 7DTD version just came out, there's a VERY good chance DF won't work on it because I need to recompile all the DLL's. Good god. Where do I start with this... Weapons. No. Just no. Sod off. This is a hard mod. You don't like it, don't play it. There's plenty more you can play. The screamer thing with horde night is a BUG that i'm working to fix. I am pretty sure I explained this earlier. Loot doesn't need changing. Loot being capped to 50-ish is intended because only CLASS MASTERIES can make above that. It's been like that since A17, if not A16. Rad zone isn't getting removed. Stop complaining. A community member fixed the russian translation and I uploaded it earlier this week. Also I DO NOT SPEAK ANY LANGUAGE OTHER THAN ENGLISH. Don't you DARE come in and @%$# about translation when I actually spent several hours setting up spreadsheets to automatically translate english to every single language supported by the game because I wanted to try and do that for players who DON'T speak english. That is just rude and disrespectful. ^ This. I did link a video 1 or 2 pages back on how to do it as well.
  2. I actually fixed those before I went to bed. I think I fixed the food/water bars as well (the standalone mod) but will check later.
  3. Pretty sure you have to click Pre-sync and wait cos it's a big download.
  4. Looks like most of them work. Bigger bloodmoons doesn't due to new zombie models, so i'll fix that up when I can.
  5. I THINK it is. Will check later. You have to "reload" them with animal feed. I am pretty sure it's right-click.
  6. Yeah, you need to edit the EAI tasks to get sphereii-core to work in A19.1. I did it locally on my system and it works fine now
  7. The heatmap is actually kinda buggy, so i'm looking at adjusting that. Primarily looking at adjusting pistols/rifles so they're less likely to attract screamers.
  8. Probably not. I'm using TFP's code. Any adjustments to that would turn it into a DMT mod. Also I just woke up about 45-ish minutes ago. I'll look in testing the modlets on A19.1 asap.
  9. No. If someone wants to use the full mod to build a base, with those models, then i'm ok with that. Just taking the models out and re-using them is not ok. I would assume so but haven't checked. UI is the only thing that MIGHT be a little iffy due to the larger toolbelt. Weapons/Skills/Etc i've mostly tried to leave as close to vanilla as possible. ^ That Or go to your steam folder (steam/steamapps/common/7 days to die) and run the 7DaystoDie.exe file (there's one called 7DaystoDie_EAC.exe, don't run that one)
  10. There's a console command for that. I don't remember what it is off tne top of my head, so if anyone else spots this and DOES know, pleas let us know!
  11. Entirely probable that'll happen due to headshots only. But it's not that important since, y'know, no blood moon. It's just a wandering horde that doesn't have the GPS-tracking AI that the bloodmoon does so you COULD completely ignore it. Side-note. Headshot only is a Sphereii-Core option that the end user can TOTALLY turn off if they want. I just put together some patches to make a base mod. YOU guys can customize it to your individual playstyles. I may look at giving explosions a huge dismember chance to compensate.
  12. Turn off EAC. It uses Harmony patches.
  13. They're off intentionally for 2 reasons. 1) It causes bugs with custom entities. 2) They're easy enough to make.
  14. Lockable slots, 60 slot backpack and food/water on the left side are included. However, these are in modlet form and can be removed if the user wants to add a custom UI.
  15. TERMS OF USE. From what I remember, the models included in this overhaul have very generous licences for use. As such, anyone may use Romero Mod as a base to build on for their own work/overhaul. However, if you use my models and code included in this mod, then you MUST link back here and give credit as appropriate. You MAY NOT generate revenue of any kind with this mod without giving credit as appropriate. Otherwise, do with it as you see fit, especially for private use. I tried to keep it as light as possible for folks to modify with modlets and other such things.
  16. V3 This is a mod I created to try out a few different things regarding code. I have tried to keep it as vanilla as possible, to maintain modlet compatibility, and just messed around with how zombie work. Features. - Zombies only take full damage from headshots. - Bloodmoons disabled. - Included Jax's Wilderness Spawn increase modlet (5x more zombies) - Added a difficulty tweaks mod to remove damage reduction from higher difficulties. - Removed zombie rage mode. - Added 10 slot toolbelt. - Added backpack stash buttons. - Added craftable log spikes. - Added ability to pick up plants with E. - Removed cop ability to puke. - Removed radiated vulture ability to puke. - Wandering hordes start from Day 2 at midnight. - Wandering horde configured to 30 zombies every 6 hours. - Wandering horde frequency and zombie amount can now be configured by XML (1-RomeroModCore\Config\blocks.xml at the top) - Added guppys PUSHABLE shopping cart (works like a bicycle for stam usage). - Added scrap iron arrows and arrow heads. - Added scrap club, scrap knuckles, scrap machete and scrap spear. - Added Pipe Pistol and Pipe Rifle. - Edited loot to remove stone arrows, leather knuckles, stone spear and wooden clubs from loot (replaced with scrap). - Edited loot to remove stone tools and replaced with scrap tools. - Moved iron tools, baseball bat, iron knuckles, iron spear and hunting knife from Level 1 of appropriate perk to Level 3 (localization updated to reflect this). - Scrap tools/weapons now locked behind schematics or level 1 of appropriate perk. (scrap arrows are NOT locked). As you can see, it's mostly adding some extra T0 guns (pipe weapons), a scrap tier and modifying the zombies. Please consider this a base for you to build your own apocalypse on, rather than a full-fat overhaul. Download Links. A19 Client (Does not work with EAC Enabled). A19 Server (Does not work with EAC enabled). A20 Client and Server (Does not work with EAC enabled) A21 Client and Server (Does not work with EAC enabled) Installation Instructions. (If you don't use the mod launcher) Make a copy of your 7 Days to Die folder first!!! Download the zip file at the link above. Unzip the 7DaysToDie_Data and Mods folder to your 7 Days to Die folder and overwrite when prompted. The mod uses Harmony so both folders (and their contents) are needed or you'll have problems. Same for the server files, except in this case it will be 7DaysToDieServer_Data and Mods. Video for folks who may need it (it's for darkness falls, but the basic idea is the same). Installation Instructions for macOS users. IMPORTANT NOTE: I do not have a mac. This is a guide I found for Starvation Mod and Ravenhearst, but it also works on War of the Walkers so it should be fine here. 1 - Uninstall 7dtd. Open Finder, from taskbar choose Go -> Home. Open Library -> Application Support -> Steam -> steamapps -> common. Delete 7 Days to Die folder. Reinstall 7 Days to Die. 2 - Unzip downloaded mod. Open unzipped folder. You should see 3 folders: 7DaysToDie_Data and Mods. I will be referring to this as a “home screen”. 3 - Open Steam. In your games Library, right-click 7 Days to Die and choose Properties from the drop-down menu. Choose the LOCAL FILES tab and choose BROWSE LOCAL FILES. 4 - Copy & paste (do not drag-and-drop) the Mods folder to this location. 5 - Open 7DaysToDie_Data -> Managed. 6 - Right-click 7DaysToDie.app and choose Show Package Contents. Here you should see 2 folders: Contents and Data. This will be the other “home screen”. 7 - Open Contents -> Resources -> Data -> Managed. 8 - Copy & paste (do not drag-and-drop) the .dll files into this location. Mac OSX will ask if you want to keep both or replace. Choose replace. 9 - Navigate back to each home screen. 10 - Drag-and-drop the 7DaysToDie_Data and Mods folders into this location. 11 - Open the Data folders in each location. You will see there are Config, Prefabs, and UMATextures folders in each. 12 - For each of these three folders, open up its corresponding folder so you can see the contents. Drag-and-drop the mod’s contents into its respective folder. For duplicate files, mac OSX will ask if you want to Skip, Stop, or Replace. Check the “Apply to All” checkbox, then choose Replace. 13 - Start 7 Days to Die and enjoy the mod!
  17. That video basically makes a copy of your 7DTD folder and you patch it with DF. So yes, that means your steam version will still be vanilla. When DF updates, you'd have to manually apply the update the same way.
  18. What I did was change the blockplaceholder to ALWAYS spawn broken ones. So if a POI has intentionally hand-placed working vending machines, they will be unaffected, cos I am too lazy to go edit POI's.
  19. 1) Portal just spawns demons, but you can loot it for materials. 2) If you have the 2 tech perks, you CANNOT take the 2 bio perks.
  20. Boot vanilla, make sure you have A19b180 (listed in the top right corner), then try this. Awesome I'll have to find that later and have a look.
  21. <property class="Action1"> <property name="Class" value="Zoom"/> <property name="Zoom_max_out" value="40"/> <property name="Zoom_max_in" value="40"/> </property> You'd want something like that
  22. Wrong has is fine. It's because I edited the files. Basically it puts the server in the "modded" category on the server browser, rather than vanilla.
  23. Nope. Will look that later. There's a thing you have to react to in the wilderness channel (hint: color of the number 7 on the forum/in-game) 1) Was fixed in the last update. 2) I dont think so. AFAIK you have to remove most things to repair them. 3) Yes. I edited Nav to have those POI's included. Degrade system is probably gonna get tweaked, so instead of breaking your item if it would degrade lower than 1, it just goes to 1. Trader protection is absolutely being left off. It causes NRE's with bandits and survivors and I hate them being invulnerable.
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