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stedman420

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Everything posted by stedman420

  1. DISCONTINUED: Sorry to all but after much consideration I will no longer be updating or supporting any of my 7 Days mods.
  2. Simply put no. @all please people don't ask a question then bump the thread cause you didn't get an answer soon enough. I will answer a question in my own time if I feel an answer is really needed. I do not check this post very often anymore so it may take a bit sometimes. I do not even play this game anymore nor currently have any interest in it any longer. The only reason the mods were even updated is because there were so many that use it and I thought it would be nice. If I start feeling pressured about these mods though I will be more likely to just discontinue them as I have no interest in this game what so ever anymore. Just please remember I do these for free in my own time and now for no other reason than I know people like them. Cheers, stedman420
  3. You were just missing what it said in the op is all Lol [Copied From OP] These modlets all contain additional debugging in the form of a purposefully generated WRN event that will show Yellow in the console similar to the below entry. This allows me to know the file was successfully read and process by 7D2D, what mod the file was from, and which particular file in that mod: WRN XML patch for "XUi_Menu/windows.xml" from mod "RELXIX_UIMENU_DropOnDeathNothing" did not apply: <remove xpath="/Successfully_Loaded[@modname=RELXIX_UIMENU_DropOnDeathNothing][@version=1.0.3][@filename=\Config\XUi_Menu\windows.xml]"
  4. Open your inventory or press esc for the main menu then just navigate to the button next to the water bar and click it.
  5. I hear that and am sure this was why but still makes no sense you would think actually balancing food or making foods have spoilage would have been a much better solution than "better gameplay than sense" but I don't think we're ever going to win the battle on that one. It's also not the late game this even matters on it's early game that I've seen people having problems with when they don't have hardly any canned food and only have things they've cooked. I don't know it just makes no sense to me and I don't think it ever will.
  6. This food poisoning thing makes no sense to me and seems very backwards. As far as I know old cans of food would have a much higher chance of making you sick then something you hunted and cooked. I personally throw away old cans of food for that reason but am very happy to eat something I've killed and have never got sick from it. I mean really would you get sick that often when eating bacon and eggs I sure don't.
  7. Toolbelt modlet was updated with a small fix just use same download link in OP for new version. FIXED: xp fill gauge not displaying properly when having negative xp. CHANGED: xp fill gauge is now default colors. Blue when positive xp and red when negative.
  8. You download the modlet manually from the OP and place it in your Mods folder. And yes you can just delete it and it will not effect anything aside from the save that was made using that modlet.
  9. Toolbelt modlet has been updated. There is now a download link for an A18 version in the OP. The github link will not be updated until A18 goes to the stable branch. FIXED: Item icons being stretched in toolbelt. FIXED: Shape selector icon not appearing on items that have it when placed in toolbelt.
  10. Ok I've updated OP with links for the A18 version of the bigger backpacks. All other the other modlets are currently working fine on A18 except for the 4 digit crafting modlet which is no longer needed in A18. The github links however will not be updated until A18 goes to the stable branch. @MODS Any chance a mod or someone could remove A17 from the title of this post?
  11. Well so far it seems everything aside from the 4 digit craft and the bigger backpacks already work fine with A18. The 4 digit craft is no longer needed in A18 as it already has that feature and the bigger backpacks should take me all about 5 or 10 minutes to fix today. So they should hopefully be ready tomorrow when A18 drops if all goes well.
  12. Sweeeeeet thank you so much for this I was really worried about how the rage mechanic would work for those of us that play on nightmare speed and now it's fixed so I can look forward to this like everyone else.
  13. When is the last time you downloaded the mod there was an update for that at one point. You might try redownloading the mod and reinstalling it.
  14. Quick question about the rage mechanic If playing on nightmare run will the zombies go any faster than nightmare speed when hit or is their speed capped at nightmare run?
  15. If difficulty did something besides simply adjust damage values this might be a good point. But as it is nothing aside from damage values are changed so at least for me and some others this doesn't really increase difficulty it just makes things take longer. Now if difficulty changed spawn amounts or food\thirst\stamina drain or anything else that might actually make the game a little harder to survive I could see this point but as it is spawn amounts and food\thirst\stamina drain are just as trivial on insane as they are on the easiest setting making the game far too easy still IMO
  16. Hahaha too true guess I'd have to rely on fisticuffs then or maybe just the bone shiv if I could make that
  17. Good then I would have learned and adapted as someone should just as I did when I started playing insane, nightmare run, 25% loot, no airdrops , 60 minute days, and no guns. So yes to more honestly answer your question earlier I would have totally killed the zombies with my club and primitive bow, and maybe a little ingenuity just like I always do and have since I first started playing this game. I don't know maybe it's just me but it feels like this game is headed more in the fps looter direction and way less toward a survival crafting game which is what I enjoyed originally. Que Sera Sera I suppose
  18. I think you underestimate the ingenuity of the players of this game.
  19. I'm confused now, there is more zombies in A18 than A17? I thought the spawns were reduced. The better tracking in my opinion would make them easier to kill for any one that thinks smarter and is not boldly power rushing. Oh look zombie I left you a trail right to me so I can easily kill you on my terms where I want to kill you at. I don't know just sayin And as far as power leveling goes it actually made the game more difficult cause it skyrocketed gamestage and I've always avoided it. So to me slower progression should actually make the game easier not more difficult. Slower progression was also badly needed though. I don't know again maybe it's just me but I think there SHOULD be constant biome spawns especially when trying to loot poi's it makes for those great "oh shyte" moments where you actually have to play well and think for a change. Oh well I guess I'll have to wait and see but so far am not feeling very hopeful for the direction this game seems to be taking at the moment.
  20. @MadMole Just curious what exactly is more difficult in A18 aside from rage zombies and one new zombie? From everything I've read so far I didn't see where anything was made more difficult in any way I'm sure I could have missed some stuff though. Everything I've seen so far though seems to be drastically simplifying things and making them easier but again I could have missed a lot. I'm sorry but I still think that this game needed more zombies not less and now there is less in poi's and in the wild that kind of saddens me quite a bit. I also still think this game would really benefit from tying food, thirst and stamina drain to difficulty and would help solve a lot of complaints in that department. Anywho just my two cents not that it's worth anything I was more just curious what was actually made more difficult.
  21. Sorry but I personally really don't like the smaller boxes at all so won't be adding it to these modlets myself. I'm just really not a fan of how they look that's one of the reasons I've avoided it.
  22. These modlets are not compatible with Ravenhearst mod or pretty much any other major overhaul mod as they tend to change some of the same files these modlets do. The Ravenhearst post even states right at the top in bold that most all modlets will not work with it. I'd say it's definitely not easy If I remember right last time I tried this it did not go well Lol
  23. I've seen you've extended the game some but will there be any changes to help make the game more of a challenge aside from one more zombie or will it be more focused on making things a little easier... er I mean QOL changes like Less worries about stamina, Less zombies in poi's, Less single zombie block damage, Easier ways to kill large groups of zombies, Ability to carry more ammo and make it for less, etc..
  24. I used to have that prob all the time. I'm also using a gtx980. The only way I resolved it was to setup a dedicated server here on an old pc I had then start playing on it. Haven't had the problem since. Not a solution that works for everyone though I know Lol Try upping the perk that increases sneak damage and the boom headshot perk. Once those are up a little I have no probs one shotting ferals even while sneaking
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