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Mayic

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Mayic last won the day on February 17 2019

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About Mayic

  • Rank
    Scavenger

Personal Information

  • Biography
    7 Days to Die Reddit Mod: Jayick
    Github: https://github.com/Jayick
    Nexus: https://www.nexusmods.com/users/35348105
    Youtube: https://www.youtube.com/channel/UCsmHsTmsfrhFUnhSknv7Trw
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    Potato
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    My life is potato
  1. Mayic

    Firearms 2! Fully redone

    I should also add, I'm chit chatting with Nexus. They may launch a "Mod Author Page" which allows us to host, well, tons of little modlets and such for you guys to pick and choose from. I'll be splitting up all the guns, 1 by 1, into this own downloadable files. So you can pick which weapons you want to have in your game. This will be barebones, just in traders/loot and probably a recipe book to unlock crafting at TFP's basic workbench. These 1x1 firearms will not be tied to progression, no fancy UI work, no vast changes with them. Just guns to stick in vanilla, and they're going to be easy to fit into other authors Overhaul projects. It's mostly my spastic horrid frankenstein changes that cause compatibility issues anyways.
  2. Mayic

    Firearms 2! Fully redone

    So I think you might be really happy with what I've done with this project. It's up on Nexus now under a new title, Weaponry. The main files are still 17.4, but there is a "beta" test version of Weaponry up there for everyone to test out. https://www.nexusmods.com/7daystodie/mods/304 This is a mix of both major complaints I've gotten about this project. One, is exactly what you're saying. You enjoy just looting guns and running around with an array of cool weapons to cause carnage. The other, is exactly what you're complaining about. People wanted more customization to the guns. A way to expand beyond a few basic changes to fire rate and recoil, and almost mimic other popular games like Fallout in the way of "gun crafting". A DIY experience. I tried to mix both ideas into one, and I'm actually excited to get an opinion like yours on it. Basically it works like this: Loot, traders, etc, everything that is quick access in the game, has a 22LR/9x19mm variant to the weapons. So looting, is still the same. Quick, easy, in your face, guns guns guns. Everything a player has easy access to, will still work and function the same as before. The massive array of gun crafting parts, and the mix-match DIY version, is tied into progression heavily. Those blueprint parts I created in 17.4, and that complex "reverse engineering" crafting system I tossed in, were to test the waters a bit. Those will now unlock both "versions" for the player to craft. The 22LR/9x19mm version, and the new DIY version. You will need to actually FIND a 22lr/9x19 version before you can fully unlock crafting. The whole concept is based kinda on my own thinking. There are a ♥♥♥♥ ton of 22lr versions of high end guns in America. Like A LOT. If it's a popular firearm, it's in 22lr and like 300$. So my thinking was "There's probably a 22 behind every house in America. Find the gun, rip it apart, stick in better gun parts to make it more powerful" So, 22=Blueprints=Craftable versions=Mix match parts=Desert Eagle 30rd 1200RPM fully automatic? I've been sick and busy as ever lately, so I haven't really done a readme yet or anything. I hate doing all that, which is mostly why I use various youtubers to showcase my work. Also, Nexus is the only host that can take my single batched file. Major issues with live servers with Firearms. If a player with a low-end rig found a gun for the first time, and booted up that 80mb file, it'd cause massive server lag. So to kill that, it's all one file (besides a few test things I have in there for now). Github told me no But Nexus will gladly take it. 500mb about.
  3. Mayic

    Firearms 2! Fully redone

    It's been a while! But I'm back. I'll try and be more active here for A18, much more then I was for A17. Thankfully my workload is not as insane for this version IRL, so I'll be able to frequent here a lot more often. Big plans for A18 with Firearms. Love what TFP has done, and the new M240 is amazing! The iron sites are very well done! Love it! Can't wait to show you all what I have in store for this. Something big, vast, and truly unique that I hope can please all crowds. Main Concept: Weaponry Modlet In this version, I took ALL of Firearms, and a bit of Melee, dumped the unrealistic elemental weapon attachments, and created what is the beginning of "Weaponry". A full, extensive array of Do-It-Yourself weapon crafting. There were 2 core groups in A17 with complaints. One group, was annoyed heavily by the MASSIVE amount of ammunition variants for the weapons. The other group, felt the guns should have more customization, more ways to adjust variables on the gun stats. With that, I created this concept. All guns found in the open world, are now 22LR and 9x19mm variants. That's it. Just two ammo types (minus shotguns). Two simple rounds to manage. All these guns, act the same way vanilla guns do, the same way original Firearms acted. They can take all the mods, break down into materials, etc. Now this is where that new confusing crafting system I created comes into play. You may of noticed a Research Bench in the last version, with the ability to create a schematic using the original gun. The new 22LR/9x19mm versions, can now be reverse engineered, and used to create fully customized versions of the Firearms. These guns are 100% empty shells, and require 6 parts to fully function. But these 6 parts, are entirely yours to pick and choose, from an array of over 120 gun parts created so far! Want a Desert Eagle fully automatic 30 round mag? You got it! Want a Mp5 single shot long barrel SMG? You got it! Want a chaingun speed SCAR? GG ammo. This version, I hope pleases all crowds. Those of you that never want to deal with a bunch of confusing weapon mods and parts, will never have to deal with it unless they choose to explore that side of the modlet. And those that wish to basically run a full blown gun manufacturing factory, now can I hope this side of the project really stimulates local trade ingame as well for server owners. With parts being vital for gun customization, there are now a lot more hot-ticket items ingame with some serious value. 010c
  4. Mayic

    Firearms 2! Fully redone

    Yeah the current Melee project is more of an RPG type thing. It was a goofball project more then a "serious" mod like Firearms is. Lots of elemental mod attachments. Basically went for the MMORPG style of weaponry. Lots of glowie stuff! Looking at that code, makes me weep. But just yesterday I started redoing it a bit, getting localization all set up. Now to plan out something neat for it. Any ideas or suggestions? How do you envision melee weapons to be? I was debating of doing a "Make it yourself" melee weapon. So imagine you start out with a basic hilt. Metal, Wood, Scrap? Basically different tiers (hilt is the handles btw). Now make the mods, attach various things to the hilts. Spikes, Nails, etc. Also various grips, we can even do long poles, short poles, split poles (to make something like a trident. Imagine a Trident, but with Shurkens at the end? That'd be awesome!). I'd like to do something along those lines. I feel like just importing a bunch of basic weapons is meh. It can be so much better. So much more unique Anyone can import a katana or thors hammer from sketchfab. But I'd like to create something, where you build thors hammer part by part. Make it truly unique to the player.
  5. Mayic

    Firearms 2! Fully redone

    Thankyou! I had a blast putting this project together. The UI was really really fun to work on. I love how the icons for it turned out for it. Took me forever to make them all hand crafted. Learned a ton about Gimp (photoshop basically), and Substance Painter with this version. Melee helped me learn how to pull off the Flamethrower and Laser gun. But with Substance, I can now make weapon skins for everyone Super pumped about that one. I tested the waters with it a bit in melee, made some really nice skins just editing the UV layers in Gimp. But now I can really go above and beyond that with Substance, and do guns proper. Melee items were easy to retexture in a photoshop program. Guns were a massive pain to try and do that with. Eventually I'd like to blend Melee into Firearms, and create "Weaponry" mod. I think that will be my main focus/passion project for 7 Days to Die. I love that Sphereii picked up Farming and made it into SDX. People are loving that project! I've directed everyone in my discord and Nexus to use that over Farming. I'd like to revamp it into an Alchemy mod, use those extreme buffs that are on the food, into high-end potions and such. Niche little project idea on how to salvage the work into something usable
  6. Mayic

    Firearms 2! Fully redone

    Sorry if that came off defensive Been sick as a dog lately. I just wanted to highlight the programs I use to make all of this stuff Substance is amazing. Can have a bit of learning curve to it when doing your own customized textures. But I highly suggest starting out by using Smart Materials, as they are the easiest to use (basically the material is designed to blend better with the curves and different parts of the UV layer, rather then just slapping down a textured picture over the entire map, which is what normal materials do). It'll help you a lot with understanding how all the curves work, and how things should look properly blended. All the new camo skins in Firearms are Smart Materials ACW and ARX160 are both done without smart mats, and you can really see how much of a pain they can be (look at the handle of the ACW I think it is. The UV map had some annoying overlay zones, and it put triangles all over the grip, really weird). 3ds almost goes hand and hand with Substance, and Animations, atleast for me it does. Allows me to apply a new material layer to a part of the gun I separate into a new child, allowing me to paint JUST that part if need be.
  7. Mayic

    Firearms 2! Fully redone

    Yep! Legality of it is a bit of a pain for commercial use. But at this point in this mods lifespan, pretty much the only thing thats original from the asset I downloaded, is the mesh And even that is heavily edited on over half the guns for animations. All the animations are 100% custom made, and timed. Some of the textures are made by me, not just edited like I did for Melee And even the meshes are heavily edited, so that I can control certain things for animations. All the workbenches too are custom textured, with the Mod and Research table being made by me (just chopped up a bunch of guns and stuck em on a table, nothing amazing, but looks awesome) I use Substance Painter for textures, 3ds for chopping up models and exporting them. Blender sometimes as well, but I find 3ds easier to jump right into if you're a novice like me. Gimp to do my icons and my image editing stuffs. Audacity for my sound. Some, not all, of the audio is personally recorded by me I love doing this sort of thing. Learning a ton, having a lot of fun with it. Really neat to see what you can put into a game, and just how much better you can make things by learning more and more. Just look at Firearms 1, to now It's insane to think that was only 6 months ago. The current state of Farming and Melee make me want to cry. Thank god A18 is almost here so I can graveyard those monsters and rewrite them proper.
  8. Mayic

    Firearms 2! Fully redone

    MASSIVE changes everyone! Sorry I haven't been around. Summer months have started, work is picking up, and Mayic is still sick as a dog Putting the end of this update together was very slow because of that, took me a while to write the directions up. I went ahead and made a wiki through Github, since the mod now has quite a bit to it, and requires a lot more detail then just a few pages of jumbled information. Forgive my horrid formatting here. Still new to these forums, so trying to figure out everything still.
  9. Mayic

    Firearms 2! Fully redone

    It should be good to go! I think my other project might conflict with Darkness Falls, but I personally reached out to Khaine to make my mod somewhat compatible. I have not personally tested this myself yet, but so far I haven't heard of any errors. After the next update when I get rid my of my progression tree, there shouldn't even be another issue
  10. Mayic

    Firearms 2! Fully redone

    Update: 1.06 4/9/19 Updates: Added Scrap Schematics. Break down unused/unwanted Schematics into Scrap Schematics for independent Crafting Research (Guns will now cost Scrap Schematics to research them for further crafting) Changed: Removed Schematics from being SELLABLE to traders. You can still buy them, but price is now increased to appropriate costs. Fixed: Balanced a few guns. AR15 is now single shot fire by default (full auto with mod) Balanced shotgun ammo recipe costs. Now take Buckshot instead of bullet tips.
  11. Mayic

    Firearms 2! Fully redone

    Update: 4/7/19 1.05 Updates: Big change to how guns are learned for further crafting Firearms can now be found in Schematic Books, which can be used to learn how to craft each individual weapon. This bypasses Progression Level requirements for individual weapons. Ammo can now be found in Schematic Books as well. Ammo and Firearms are NOT unlocked together, like they are in progression. Progression is still existing. This method is used to unlock full groups of weapons, and their respective ammo type. Schematics can also be crafted at the new Research Table Image Guns will require: One Firearm, 10-200 Scrap Firearms, and 10 Paper. Ammo will require: One Round of specific ammo, 10-200 Scrap Ammo, 10 Paper. After learning the blueprint, you may craft the item at the correct Workbench. Workbenches still require point investment to unlock. New Research table is level 3. Scope Mods still require investment.
  12. Mayic

    Firearms 2! Fully redone

    Hotfix 1.04 4/6/2019: Fixed: Fixed Localization Quest.txt and Localization.bat. Quests should now display proper text Fixed new Challenge Books to traders and loot groups Update 1.03 4/4/19: Added: Added RGB Holo variance Added Quest Challenges! Now complete various kill tasks to receive more skill points. They require the correct class of weapon (Handguns, SMG, Shotguns, Rifles, Snipers, and Chainguns) Added original ammo and weapon types to Ammo/Firearms scrapping Changed: Changed various audios, most notibly RCP90 Adjusted Progression. Holos now unlocked at level 4. All skills now only cost 1 point, still gated by levels (sorry, no chainguns for level 10's) Incendiary Rounds now ignite other enemies close by on impact Incendiary Rounds now do more damage over time on burns Fixed: Adjusted audio volumes. DE, 1911 now louder, others softer. Adjustments will be made in the future to more. Fixed Explosive Rounds. Still no effect. Now does higher AOE damage. Careful, this will hurt you as well. Not suggest for point blank fire. Blueprint Icons for scopes (thanks Drconfused) Fixed weapons "starter" ammo types. Firearms will now start off with correct ammo caliber type
  13. Mayic

    Firearms 2! Fully redone

    Oh just wait till I get explosive rounds working proper. That one is going to be FUNNNN. Sadly, the particle triggers like every .1 seconds, and I can't quite seem to figure out how to remove it... I tried EVERYTHING I could personally think of. In Melee, I just animated all the particles to near perfection on my buff timers to display what I wanted it to. That project was really fun. But with explosive ammo, I don't exactly want it to be a "one shot kill" ammo. I'd like to honestly replicate how Rust does its explosive ammo, and push for a small burst of AOE damage on impact (1 radius), and repeat on every hit.
  14. I should totally hire you to do PR on the forums for me If I actually made money in the first place haha. Side note: This version was taken off Modlauncher by mistake by me. I renamed the repo OLD-Firearms. This caused the repo ML was reading to not find it. I was going to take it down anyways after 17.3 drops. But might as well just leave it out. Talked with the great Sphereii tonight, he will hopefully find time tomorrow to toss up Firearms 2 And I also just created the posting for it now.
  15. Mayic

    Firearms 2! Fully redone

    Changes: Fully animated most of the weapons, every gun atleast has shell expenditure. Most have reload/recoil animations. Redid all item and ammo icons, making them far easier to read Added all items to Gun Workshop, and Ammo Workshop for easier crafting and sorting Added Scrap Guns, to compliment Scram Ammo Concept (details below) Added new sound Applied ALL gun modifications to (nearly) all the guns. Items such as the Luger, and M82 50 Cal, remain the same. Everything else has been vastly expanded, and custom tuned to fit all gun mods. Opened up all guns to multiple ammo types. Up to 9 ammo selections per weapons Added Elemental Ammo (details below) Rebalanced trader, customized trade UI window to work with mod Added new ammo types Known bugs: Animations run off a bool call (not using scripting). They are all on timers. Sometimes, skills such as faster reloads, might make the animation go fast or slow in accordance with hand movement. I attuned the speeds based on the guns "unlock" level. Finding a M98 early game, might show a slower animation. This will fix itself as you get near the appropriate level Audio might be too high, or too low. Currently in the process of adjusting levels. Feedback would be amazing. I am hard of hearing myself, too many guns IRL Nothing legally disabling me. Just god awful range in volume/pitch. AR15 has crappy scopes. Need to break the model apart in 3ds. Will be patched eventually Explosive Ammo has no physical graphical effect ---------------------------------------------------------------------------------------------------------------------------------------- How to install Navagate to your 7 Days to Die Directory (default: C:/ProgramFiles86/Steam/Steamapps/Common/7DaystoDie) Right click anywhere in your MAIN directory (not Data/Configs, not 7DaysToDie_Data), and create New Folder Name New Folder: Mods Our directory should look similar to something like this Download entire mod pack via GitHub or other Trusted source (I only share via Discord, and GitHub. For my personal mods, do not trust any other source unless verified by me) Drag and Drop Firearms modlet into 7 Days To Die/Mods folder. Our modlet named "Firearms" should show up under the mods directory like so To confirm proper boot, upon loading into a map/server, press F1, and you should see our mod load with the following line: `2018-12-28T22:36:15 2.709 INF [MODS] Trying to load from Firearms` `2018-12-28T22:36:15 2.709 INF [MODS] Loaded Mod: Firearms (1.0)` ---------------------------------------------------------------------------------------------------------------------------------------- For more information, or general help: Youtube Steam Discord ---------------------------------------------------------------------------------------------------------------------------------------- - - - Updated - - - A special thankyou! A special thankyou to the following people, without their help, advice, and guidance this work would not be possible. These people are the backbone to our community, lending their skills to us all so we can complete amazing pieces of art for everyone to enjoy! Very much respect and admiration for these creators! Ynd21 Sphereii Vedui Youtube Twitch Twitter Xyth Youtube Github JaxTeller Github Ravenhearst Youtube Nexus Khaine Darkness Falls Overhaul Twitter Youtube My amazing Testers. A few in particular. CJ and Galaktus for providing me with such amazing feedback, and often. These two have tested extensively for me, and gave me some of the best bug reports I've ever had. Thankyou both very much for all your help! All assets are paid/licensed for free use/royalty free.
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