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ivailogeimara last won the day on April 25 2016

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  1. This mod requires DMT to compile it and insert it into the game code (Assembly-CSharp.dll) and insert it into Mods.dll. DMT can't do that if the Assembly-CSharp.dll is already modified (which is the case with overhauls). I plan to make my mods use BepInEx instead of DMT which theoretically will make them compatible with some "already compiled" mods. But I'm busy right now making my own overhaul.
  2. No. You can't change weapon hands' FOV without modifying the game code. I would've done it otherwise. That's why I'm trying to create my overhaul mod with ideas I like from others because I can't stand the normal FOV but I also want to play heavily modded 7dtd (also because I don't closed source stuff that's free). If you want to play overhauls with my mod try asking the people that make the overhaul to include my mod. There is nothing I can do about it
  3. I just tested it on 19.5 and it's still working. What do you mean only the FOV part? Changing the hands FOV is the main thing. The Pistols AAA Aim Fov (Bonus mod) is just another mod that changes the pistol FOV while ADS (pulls it further from the screen) and does not require the main mod. To change the hands FOV (while not aimed) with the console command you need the main mod (0-FieryRiderCore and Fov Changer) and DMT mod loader to load it with.
  4. It should be working now. There was a bug in DMT. Make sure to download the latest version of DMT (DMTv2.3.7703.26414) and the latest version of my mod.
  5. UPDATE: For some reason the way that was used for adding console commands is not working anymore. I'm looking for another way. BTW if you've used this mod you'll most likely have a file called customPrefs.xml in <GameDir>/Data/Config with the following content: <preferences> <preference name="WeaponFov">60</preference> </preferences> You should be able to change the FOV from there (it requires reloading the game). If you don't have the file you can create it.
  6. This mod is used with the DMT modding tool. You put it into the DMT mods folder and compile it with DMT modding tool. It will place the necessary stuff in your game folder automatically. Notice how the thread has DMT label. It also doesn't work with EasyAnticheat as any other DMT mod.
  7. (at 00:19 onwards it's demonstrated how to use the command and what it does) Long time ago TFP locked the hands/weapon FOV and set it to extremely low (45, lower than console games) because the hands model looked bad. Now they fixed the hands model (Magnum holding anim still looks bad but w/e) but the FOV is still locked to 45. I couldn't find other mods doing this so I decided to create this mod to be able to set the hands/weapon FOV to something more reasonable like 60. This mod adds a console command: wfov wfov <number> wfov 58 that changes the hands/weapon FOV. When executed without arguments (like wfov) it gets the current WeaponFov (by default I made it 60). When given a number (like wfov 60) it sets it to that number. More technical info: This mod is actually separated to 2 mods. 1) First is 0-FieryRiderCore which has the code for managing and storing custom options (Maybe it'll be useful to someone else). It creates a customPrefs.xml file inside <GameDir>/Data/Config where it stores the custom options. 2) Second is FOV Changer which adds a custom option and using it to set the WeaponFov. GitHub(0-FieryRiderCore): Link to the mod GitHub(Fov Changer): Link to the mod Bonus mod: Pistols AAA Aim Fov - Not a DMT mod. Just vanilla. Moves the standard pistols (that are normally in the game) away from the camera while aiming like it is in many AAA games. I think it looks better. Downloads: 0-FieryRiderCore Fov Changer Pistols AAA Aim Fov (Bonus mod)
  8. I just binge-watched the first 4 dev streams. I've been waiting for these kind of update for years (especially the redoing of the lighting/color space). It's just wonderful. I just hope the performance is not worse like in every update before. But there is 2 things I wanted to see improved that didn't happen sadly: 1) In the third stream where they show the new textures all looks great but the ground textures (at 00:37:00) look even worse (low quality) than before next to the new beautiful hight quality textures. They look kinda blurry and it seams as if there are no bump/normal maps on them. It's especially bad when there are rocks drawn on the texture but are flat and look like drawn rocks not real one. 2) I really like pistols. I am crazy on that topic. They're my favorite weapons in every game. I've always hated the pistol (normal pistol, not 44magnum) animations (idle, walk, run, fire, reload (the reload is kinda OK in A19)) in 7DaysToDie. Especially when some of the other weapon have so good animations. I've always thought that the animators just hadn't had time to redo them. But now as I'm seeing the new animations I think that they either don't know how to create satisfying looking pistol animations or that their style is very different from all the other games and is not to my liking at all. I like the pistol animations in pretty much every other game (AAA: Doom, Apex Legends, Wolfenstein: The New Order / The Old Blood, Far Cry, Any Battlefield, Any Call Of Duty, Crysis, Borderlands (2,3), Counter Strike (Source and later but even 1.5-1.6) and even Dying Light which is primarily a melee game; Indie: Rust, PUBG, etc.) but in 7DaysToDie it feels really bad and stiff. Well I guess I'll have to figure out if I can insert new hand animations at runtime with DMT. 3) And why the guns are still so close to the screen? Wasn't this change made to cover the ugly hands model? Now that the hands have been redone I see no reason for why the gun has to be so close to the screen. This kinda makes the pistol animation look even worse.
  9. Is it something wrong with my game or <property name="Sound_reload"> does not work? I tried to change the reload sound of my imported gun and nothing happened (it plays default pistol reload sound). Then I tested with simple mod: items.xml <config> <set xpath="/items/item[@name='gunPistol']/property[@class='Action0']/property[@name='Sound_reload']/@value">44magnum_reload</set> </config> and again the pistol_reload (not 44magnum_reload) sound plays.
  10. What do you mean by ids are not used anymore? Loot containers have ids. Not everything is using ids. id is just a property as name is just a property. Some things in the XMLs have ids and some have names. Here is example loot container from loot.xml: <lootcontainer id="9" count="0,2" size="6,2" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1.5" loot_quality_template="qualBaseTemplate"> <item group="backpacks"/> </lootcontainer> (this is from A18 BTW.)
  11. Passing a variable to Animator error Edit: I just checked the game code and saw that "AnimatotSet" functions don't accept CVars. Hi I am trying to pass an Int variable to the AnimationController but for some reason I get an error. If I do: <triggered_effect trigger="onSelfPrimaryActionStart" action="ModifyCVar" target="self" cvar="TestCVar" operation="set" value="1"/> <triggered_effect trigger="onSelfPrimaryActionStart" action="AnimatorSetInt" target="self" property="TempProp" value="@TestCVar"/> I get: ERR XML loader: Loading and parsing 'items.xml' failed FormatException: Input string was not in the correct format. and if I do: <triggered_effect trigger="onSelfPrimaryActionStart" action="ModifyCVar" target="self" cvar="TestCVar" operation="set" value="1"/> <triggered_effect trigger="onSelfPrimaryActionStart" action="AnimatorSetFloat" target="self" property="TempProp" value="@TestCVar"/> I get: ERR XML loader: Loading and parsing 'items.xml' failed FormatException: Unknown char: @ (input: '@TempCVar') Basically these are the 2 lines that are causing it (actually the last line is causing it). For sake of testing I just created a new CVar and tried to pass it to the AnimationController. If I pass a value like "3" it works fine. In this post from last year is noted that you can use a CVar for value with '@' in front of the name of the CVar and you can use it with Animator actions. What am I doing wrong?
  12. Can I append an attribute to element. For example: from this <attribute name="attPerception" name_key="attPerceptionName" desc_key="attPerceptionDesc" icon="ui_game_symbol_stealth"> to this <attribute name="attPerception" [b]max_level="1000"[/b] name_key="attPerceptionName" desc_key="attPerceptionDesc" icon="ui_game_symbol_stealth"> I want to do this with every <attribute> Or I have to replace the whole line. (Can I? I have to replace the whole element with it's sub-elements, don't I?)
  13. Nvm. Figured it out. I was confused because when I clicked save, it made 1.6G file but mainData is 3M. Then however I found that it opened all the assets in the directory where mainData is for some reason.
  14. Is it possible to edit text asset in mainData with this tool. I opened mainData file (it opens in Info mode) and I am able to explore it and export assets from it but I can't figure out how to change asset in mainData or import asset to mainData. I tried UAE but it doesn't find all the assets in mainData. If its not possible to edit/import to mainData with this tool, is there another tool that can do it?
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