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Necrodemus

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Everything posted by Necrodemus

  1. Looking good Subquake. Very professional work as always. An old wolf.
  2. Looks great. Very detailed. Can't wait Subquake.
  3. Hi, I don't use the mod launcher. I run it through SDX 0.7.3 without any problems. It works. Flawlessly. Go to this link. https://7daystodie.com/forums/showthread.php?97663-SDX-0-7-3-Alpha-17 There is an installation tutorial on that page also. It's not too dificult to install. If you can find your 7 days folder you are halfway there. While I would definitely watch the excellent tutorial if I were you, it shows sniper 308 verifying the steam installation. This is good practice and will serve the needs of most people to assure everthing runs clean. If however, you have custom assets installed, or you have other tweaks of your own, OUTSIDE of the mod folder, it will replace them with the original files of whatever version of the game, you are verifying your files against. That's your only warning. I have custom edits and modlets with custom assets so I never verify unless I want to build a fresh install. I am in no way associated with the maker of SDX. I came in here to help. Probably against my better judgement. If you can't get it working after watching Sniper 308's tutorial, or reading the thread, or from my example below, just walk away. Download SDX 0.7.3 from the link. Unzip the file. I believe you should now have a folder called SDX 0.7.3 If you look inside you should see a bunch of files. Place that folder in the root of a drive. I have steam installed on my D:\ drive, so I put SDX 0.7.3 in the root of that drive. Go into the SDX 0.7.3 folder. You will see a little SDX7DTD.exe launcher. Create a shortcut for it unto your desktop. Here you will be able to access it conveniently, if you want to add new SDX mods. Run the shortcut you have just created. When the program opens, click on settings at the top. At the top of the next page, you will see the text "Game Directory" beside a long blank panel. Go to the top right box beside this and click it. Navigate to your 7 Days to Die folder. After that, it will take you back to the page that asked you for your "Game Directory". Click "Save" on the bottom. This will set the path and save it. Click on build. When finished, you should get confirmation of completion in green text. Now the mods. Run the shortcut we created earlier to the desktop, if the program is not already open. When the program opens, click on the Mods Folder button at the top. Lets put a mod in there. Put the enemy health bar mod in there and close the folder. Click refresh in the top right. It is good practice to click Refresh after you install or uninstall mods. Open the "Mods" panal next to the "Output" panel. You will see the mod in there. There should be a checkmark next to it. Click on the "Build" button at the bottom. The program will now decompile parts of the game code and inject the mod files in, and rebuild. It's beautiful. It will tell you in green text at the bottom when it has completed. You can now run the game from the steam launcher, but I like to run it from the program after I first inject a new SDX mod. Incidently, if you look in your 7 Days Mod folder, you will see the mod you just installed with SDX 0.7.3 The beauty of this program, is that, with just a little effort on your part, you can better customize your game experience. While I have not looked too deeply at the mod, I would reason that the grey bar that most of you were seeing, was probably the ui placement for information that was not injected properly. I don't use the mod launcher, nor have I anything to do with the mod. And while I wanted to help, I also did not want to see sphereii look for issues that do not seem to exist with the mod. I also run ui mods, and a load of modlets. No problems. Runs beautifully. Other SDX mods I have are: Wandering Traders, Bandits, Guppy Mobiles. I hope someone finds this information useful. Peace out.
  4. Have you considered adding Earth based spells or even borrow from the radiated environment with something like Radium? What about adding elemental beings for each mastery? Beings the player must initially destroy in order to harvest important, and perhaps essential, Core Essences. Off the top of my head and borrowing heavily from old tropes... ICE: Frost Giant or Ice Golem. Fire: Magma Fiend or Fire Wraith. Lightning: Storm Sentient or Charged Specter. Earth beings could comprise of something like a Trent or Nature Spirit. And Radium might have something like, Unstable Construct, Decaying Nightmare or Shambling Horror. You could also give the player infinities with certain dominated elementals in the form of boosters to magic, pertaining to said elemental, while in the presence of that elemental. You could also summon these things, ( perhaps stronger versions of the ones you have previously dominated ) but with a high resource cost and perhaps also, a hit to players health and overall resistance to the attacks of other beings outside of the field of magic, ( and of opposing magics, more below ) of the summoned being, to simulate the summons is draining you. Think Raistlin from the Dragonlance series; capable of terrifying power, but weak as a kitten afterwords. Each elemental discipline of magic could also have strengths and weaknesses depending on the biome and summoned being and cause extra hatred by an opposing elemental to the currently used spell discipline. So for example, you summon an Ice Golem in the snow biome and it and you are more powerful, than lets say, you summoned the same being and used the same magic in the Forrest region. Conversely, Forrest Elementals spawn more frequently and attack with more ferocity because they consider frost a treat to their existence in their biome. So you could do, Fire and Ice oppose, Earth and Radium oppose, Earth and Fire oppose ect. Just throwing some ideas out off the top of my head. I see great potential here. Have you thought about the use of staves? Staves could be a later game weapon which is hard to build, unstable to all but the most powerful... Best of luck to you on this.
  5. This is incredible to see in 7 days. When I first started playing many years ago, what really drew me into the game, was the subtle supernatural feel I got from It. It felt unique; with it's creepy ambient music, slow shambling zombies, their night filled rage, and the terrifying emergence of bloodmoon asaults. I was inspired to begin writing a back story for it. However, while it has improved dramatically from those first fledgling versions, I feel it has lost it's way, in becoming all things that encompass it in the periphery, instead of staying true to itself; building, upon what made it such a best seller. This mod has giving me hope of a ressurection of that initial ambience. And while I won't be playing with it just yet, I will definatly set up a second install to experience it the way you present it. It looks awesome thus far. What is the performance impact of those particles? It will be interesting to see how you impliment these spells, and perhaps you may inspire others. Best of luck to you and thank you for presenting it to the community. You modders rock!
  6. Ragsy, I noticed that your mod also allows the pickup of the other crops. Will this interfere with the "living off the land" perk, which increases the yield based on that perk level?
  7. Thanks Ragsy 2145. I have a pain in my face punching plants.
  8. Thank you for the update manux.
  9. Hey Mumpfy, I've tried the recent dark pack and the differance is remarkable compared to it's initial release. Very fluid. No hitching or stutter, freezing or lag. I play single player. Thanks again for taking the time to make these textures super efficient.
  10. Thank you for uploading the darker set Mumpfy.
  11. Honestly, no rush. Thank you again for all the work you have put into this.
  12. Hi Mumpfy, Great mod. Wonderful textures. Very detailed. If you find time in the future, could you also do a darker version please. I'm using the old dark version which causes slight stalling, hardly much to talk about. However I'd rather prefer the stalling, than install the new more efficient bright ones. Just a personal preference. Thanks to you and all those who helped bring this to release.
  13. Very nice update. Started a new game on experimental and looking forward to all the changes. I've only been in the forest thus far, and the textures of the new plants are just incredible. Love the color. All the best to you Dust2Death.
  14. Really enjoying this thank you.
  15. Absolutely they did. My comments above in my initial post were not very well thought out; I was just really salty about the reflection problems around POI's and I should have worded it a lot better... better than the rabid utterances of a deranged lunatic... at least. I'm Irish, we dance with lunacy till dawn and beyond. I think that most of the new textures in A17 are really nice; even with reflections off (thankfully). The wood, concrete, flaking paint, metals and rust, the detail in fabric military tents, that gorgeous blood red that decorates the spikes. And the flagstone is just stunning. Torches and interior lighting? ♥♥♥♥ing sumptuous. Running down streets, flanked on either side by all the new derilict POI's, (some ingeniously built by fiendish bastards) with your texture mod installed, with it's new trees and vegetation, encrouching upon concrete and brick, rusting cars and discarded shopping carts... is so very atmospheric. Really top tier. The "big man" and his team, are very talented artists. Looking good DUST2DEATH, I can't wait to see what you produce next.
  16. Those screens look great. Is that a river... in random gen? Can't be, must be the small Nav map. Awesome work. Now if only the Pimps gave out access to the blocks...
  17. @FastBurst You have done a mighty job there with that map. Awesome screens! @DUST2DEATH I can never go back to vanilla... sincerely, thanks again. Something tells me I'll be saying that a lot...
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