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RevenantWit

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Everything posted by RevenantWit

  1. Update News: My OCD got the best of me on all those panels above the bigger backpacks. I think I got most everything squared away. New update for the backpack mods should be out tomorrow. Thinking I might release the info panel adjustments as a separate add on to the backpacks though in case they cause an incompatibility with another modlet, that way the backpacks could still be used without them as needed.
  2. Ok majority consensus across several places came back in favor of the abbreviations plus numbers for button text. However there is Localization files included so changing this should be simple for others. Thank you to all those that provided feedback. Now on to update news. Simple UI v2.1.0 Update: -All tabs have abbreviated text and a number on them now. "LH 1" LH 2" "LH 3" -Added an extra tab under left HUD (LH 2) so users can use Simple UI without detailed buffs. -All toolbelt functions have been removed and placed into their own modlet. This was to fix any scaling issues for good and will make it easier to add features to either modlet in the future. This will also help with compatibility and make it easier for others to edit. -Added a couple comments to the windows xml file on a couple things that should not be removed or renamed as well as a few notes on how buffs are handled. Everything in windows xml also has a name now for easier readability and modding. Simple UI Toolbelt v2.0.0: -All toolbelt functions have been released into it's own modlet. -Toolbelt now has separate buttons and options. There is also now alternate download links in OP so mod can be downloaded from Nexusmods or Github as well.
  3. So in the next update anything affecting the toolbelt will be in it's own modlet and have it's own options to choose from, this will fix any scaling issues for good and make more options going forward easier to add, not to mention help with compatibility. This is all pretty much done however I could use some feedback on one minor detail concerning the text on the buttons. Example 1 Example 2 Just curious what everyone likes better just a number on the button like example 1 or abbreviations plus a number like example 2?
  4. Ok so damage modifier means this is a multiplier so setting to 100 might be rather excessive. The above snippet seems to be making it so you do almost no damage to anywhere but the head. The "!" in front of HitLocation means not so not HitLocation head. To get more damage to head shots simply copy that entire effect_group and past it below that one(but still above the </append>), then rename DamageModifier to HeadDamageModifier and set the -1 to 1 or 2 and remove the ! before HitLocation. This would give you 1 to 2 times more damage to only the head. This could even be taken further to only include the tags of the zombies you want to do more headshot damage to.
  5. Simple UI v2.0.3 Hotfix: -(FIX) Fix for scaling issues with the toolbelt numbers, xp bars, and vanilla food and water bars. Add-ONs Added: Simple UI Crafting Queue - Increases crafting queue to 5 slots. Simple UI Forge Input - Increases forge input slots to 3. Simple UI Big Bag 60 - Increases backpack size to 60 slots and adds lockable slots. Simple UI Big Bag 120 - Increases backpack size to 120 slots and adds lockable slots.
  6. v2.0.2 Hotfix -(FIX) Toolbelt numbers no longer show when using a vehicle. -(FIX) Controller support is now working. Just download from same link in OP and replace current version. I should have time hopefully this weekend to get comments added and mod uploaded to git. 🤞
  7. Wish all fixes were that easy Lol V2.0.1 is up in op, just a small hotfix to fix xp bar. Thanks again for the report.
  8. Thanks for the feedback I will try and get a fix in either tonight or tomorrow, I think I see what I missed. It's been a bit since I tinkered with this game and don't actually play it anymore. Lol
  9. Thanks for the feedback. I might check into this when I fix up controller support. Won't be top on the list for a little though. 👍
  10. All mods were made for and currently work with A21. All mods are EAC friendly and can be installed server side only. Everything in these mods is completely free use and anyone is welcome to do anything they wish with them. If any mods zip file or folder use an abbreviation that will appear next to the mods name below. All of my mods should be able to be found on the 7D2D Mod Launcher. (Thanks Sphereii) 7D2D Mod Launcher Link This thread is exclusively for my Simple UI mods. My other mods can be found at the following link. Rev's Simple Mods All UI mods below are fully compatible with the NPC Mod. Simple UI: Simple UI No Options (NO): Simple UI Toolbelt: Simple UI Toolbelt No Options (NO): Simple UI Crafting Queue (CQ5): Simple UI Forge Input (FI3): Simple UI Big Bag 60 (BB60): Simple UI Info Panels 60 (BB60-IP): Simple UI Big Bag 120 (BB120): Simple UI Info Panels 120 (BB120-IP): Simple UI Server Info Window: Simple UI Vehicle Storage: Simple UI Vehicle Storage XL: Simple UI VBP Lockable Slots: Simple UI VVS Lockable Slots: Simple UI No Party On-Screen Player Icon (NoPOSPI): Simple UI No Location Pop-Up (NoLPU): Simple UI No Main Menu News Panel (NoMMNP): (Clientside Only) Basic Install Instructions: Alternate Download Sites: Screen Shots:
  11. Nah that's ok I was actually meaning "entity" rather loosely. Wasn't really spawning an enemy. It was for a pvp event thing. Thank you though for taking the time to answer. Just noticing the quest system is super limited. It's ok though the buff and gameevent systems seem fairly robust now and it seems easy enough to call a gameevent from a buff so between the two it should all work.
  12. Ah I figured the answer would be no, I just wasn't sure how much had changed since I've been messin with stuff last. I should have just asked in the discord when chattin about SimpleUI Lol To be more clear on the second one though, I was meaning the health of the item I guess would be the way to say it. I wanted items that didn't need repaired without having to stick them in a bundle but the bundle thing works for now. And on the third thing I was wanting x,y,z for custom maps and not always necessarily a poi location. The idea would be more to have a list of xyz cords that I could then have one set as a cvar to then use as the goto location. But this was just hopeful. I can spawn an entity through a combo of buffs and gameevents and then have a buff to let the players know the location. It's for a pvp mod side project for a content creator friend of mine that I work on from time to time. But it had been a long time since I tinkered with 7 days so just wanted to check. I think this and Nexusmods is the last places I still even use this old username Lol
  13. It's been quite awhile since I last poked around in the xmls for this game and was wondering if anyone knew the following. 1.) Can you set a specific item to not drop on death no matter what server settings are using xml only edits? 2.) Can you set how full durability is on weapons and armor in the loot xml file using xml only edits? 3.) Is it possible to have GoTo in the quest xml point to a specific x,y,z location using xml only edits?
  14. The only reason I could see for doing this is if the game is coming to the xbox gamepass (and/or windows store). It would definitely be needed for mods and modding to work easier if that was the case. Otherwise I don't see the point, everything else from Epic to Steam Workshop would have worked fine the way it is.
  15. Yep b240 experimental is the exact same as b240 stable the experimental branch was just pushed to stable.
  16. Untested but you might try <set xpath="/lootcontainers/lootcontainer[@id='25']/item[@name='foodEgg']/@count">1,2</set> <set xpath="/lootcontainers/lootcontainer[@id='25']/item[@name='foodEgg']/@prob">0.30</set>
  17. Sounds like there is some windows missing cursor_area="true" Like in the below example <window name="windowCraftingQueue" width="397" height="78" panel="Left" cursor_area="true"> <!--#$-IGS END.-$#--> <rect depth="0" pos="96,0" width="303" controller="CraftingQueue"> <!-- <sprite name="background" color="[black]" type="sliced" pos="0,-10" /> --> <grid name="queue" rows="1" cols="4" pos="3,-13" cell_width="75" cell_height="75" repeat_content="true"> <recipe_stack name="0" /> </grid> </rect> </window> the important part in the above example is cursor_area="true" As long as that gets added to your windows in the windows.xml you should be able to scroll over it with a controller
  18. Nice work Jax this mod looks amazing!!! and I'm definitely digging the UI Lol
  19. Love the new features keep up the great work Any chance you could add multiple home functions? i.e. /sethome, /sethome2, /home, /home2, /delhome, /delhome2
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