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khzmusik

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Posts posted by khzmusik

  1. Food spoilage is back! 

     

    For A20, I combined it with the A19 Preserved Foods modlet.

     

    Note that you absolutely must start a new game when installing that modlet! It depends upon SCore, and if food spoilage is enabled, it reads and writes new data to the game save file.

  2. On 1/30/2022 at 2:28 AM, Realism51 said:

    hye man, whats the deal with your flying UMA zombies? its not all that fun to be smacking them and have them launch unrealistically into outerspace

     

    The short answer: Don't know for sure, but it happens with all UMA zombies.
     

    The long answer: I think it has to do with how TFP originally created the Unity ragdoll for the UMA characters. When you do that, you're supposed to assign an overall weight to it. That weight is supposed to match what is in the XML files for the entity class. If it doesn't match, or if the ragdoll weight is really low (or non-existent), you get things like flying zombies.

     

    That's not the only issue with UMA either. They don't have a Unity "Collider" object, so they don't interact with vehicles or electric fences.

     

    TFP hasn't been using UMA for zombies for a very, very long time (before I started playing, in A16) so it's not surprising that there are issues. It's one of the main reasons I'm not going to do UMA zombies any more. Now that I know how to do some basic Unity stuff, I'll stick with that.

     

    I passed my A18/A19 UMA zombies off to ErrorNull, since he works more with UMA zombies anyway.

  3. On 1/25/2022 at 8:26 PM, ErrorNull said:

    giggly physics? asking for a friend...

     

    No, that requires Unity magic that I don't have. You have to set up the rig to do it (I use Mixamo for rigging, which doesn't rig the, um, correct areas). Also, I've been told that you have to pay for the physics code.

     

    For now, you'll have to be satisfied with Big Momma.

  4. Hello, all. This thread is for all of my modlets that are compatible with A20.

     

    The old (and now deprecated) A19 thread is here:

     

    The Git repo for my A20 modlets is here:

    https://gitlab.com/karlgiesing/7d2d-a20-modlets

     

    Each modlet has its own individual README file. These files can be read on the Web by going to the modlet's directory in the GitLab repo; I have provided a link for each modlet.

     

    The README files have many details about installation and usage, including whether it is recommended to create a new game world, as well as technical details about the creation of the modlet and how to modify its behavior.

     

    Feel free to download them, modify them, learn from them, use the code in your own mods/modlets, and in general do whatever you like with them. Credit is appreciated but not required.

     

    These modlets should be available in the Mod Launcher as well. I highly recommend using that to install and manage your mods and modlets:
    http://7d2dmodlauncher.org

     

    ZIP file downloads

     

    I am now including a link to a ZIP file for each modlet. These files are automatically generated by GitLab when you visit the URL, so you should get the latest version each time.

     

    Important: GitLab automatically wraps the modlet in a folder called "7d2d-a20-modlets-main-[modlet name]". The directory inside this directory should be put into your Mods folder.

     

    If you want to download the modlet in a different compression format:

     

    1. Go to the modlet's directory in the repo (follow the "Repo" link).
    2. Click on the button with the "download" icon (next to the "Clone" button) in the upper-right hand corner of the page.
    3. Under "Download this directory," click on the format you want. In addition to .zip format, GitLab supports .tar, .tar.gz, and .tar.bz2.

     

    XPath modlets
    These modlets use XPath, so they are EAC friendly. Most require installation only on the server. Those that contain custom assets (usually additional icons) will need to be installed on both the server and clients. See the individual README.md files for details.

     

    Bad Medicine

     

    You have to feel it to heal it.

     

    Spoiler

     

    Features:

     

    • You can only craft dirty bandages using cloth alone. Dirty bandages can be sterilized (to "vanilla" bandages) by boiling with clean water in a cooking pot.
    • Dirty bandages have a chance to cause infection. Treating lacerations (as opposed to just bleeding) will always cause infection.
    • To make up for the increased chance of infection, first aid items now have a very small antiseptic effect (less than honey).
    • You can also drink gasoline. Don't drink gasoline.
    • If you are on fire, don't douse yourself with flammable liquids.
    • You're not Rambo. Stitch up a wound using a sewing kit, and you'll make pain sounds for everyone to hear. Unless you're drunk.
    • The negative effects from a concussion occur much more frequently (though still randomly).

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/khzmusik_Bad_Medicine

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=khzmusik_Bad_Medicine

     

     

    Gas Shortage

     

    Makes gasoline scarce, and more difficult to craft.

     

    Spoiler

    Features:

     

    • Gasoline cannot be harvested from vehicles. (It can still be looted from vehicles.)
    • Each oil shale yields one can of gas (not 10).
    • Stacks of gasoline hold 1000 cans (not 10,000).

     

    There is also XML code to have players spawn with the 4x4 when they enter the game, but that is commented out by default. See the README if you want to enable that.

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/khzmusik_Gas_Shortage

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=khzmusik_Gas_Shortage

     

     

     No Crafting

     

    Removes all crafting from the game. This includes cooking, so farming is also removed.

     

    This mod was inspired by the Lucky Looter series from Glock9.

     

    Spoiler

    Features:

     

    • The only items the player can craft are the bedroll and land claim.
    • Removed all Basics of Survival quests except for crafting a bedroll. (After completion, players still get the skill points and Whiteriver Citizen quest.)
    • Most player-crafted workstations are removed from the game (destroyed versions are still in game). The exception is campfires, which cannot be crafted, but can be used for warmth if found in the wild.
    • Reworked perks:
      • Crafting recipes and bonuses are removed from all perks.
      • Master Chef, Living Off The Land, and Grease Monkey are removed completely.
    • Schematics, workstations, recipes, and parts for assembled weapons, tools, and vehicles are removed from loot containers, trader stashes, quest rewards, and Twitch actions.
    • Removed perk books that only give crafting recipes (e.g. Needle and Thread books). Completion bonuses that only unlock recipes (e.g. stacks of ammo) now give experience buffs instead.
    • Items or mods which could only be crafted (e.g. Fireman's Helmet) are added to loot containers and trader stashes.
    • Crafting-related loading screen tips are removed.
    • Localizations are updated to remove any mention of crafting, cooking, or forging (where possible, I'm sure I missed a lot).

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/khzmusik_No_Crafting 

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=khzmusik_No_Crafting

     

     

    Quality of Life

     

    Includes a variety of "quality of life" improvements for the game.
     

    Spoiler

    These are modifications that do not significantly change the game mechanics, are uncontroversial, and should be compatible with most other mods or modlets.

     

    Included changes:

    • The "already read book" icon is now a semi-translucent green color.
    • The time it takes to scrap brass is significantly reduced.
    • If you have the required knowledge to craft ammo bundles, you can craft them from loose ammo (not just from raw materials).
    • Vehicles are sellable to traders (at the usual steep discount).
    • With permission, this modlet includes a version of Khaine's Lockable Inventory Slots modlet. A big thank you to Khaine for making that modlet! This version is modified to additionally enable locking on the junk drone, and all lootable containers.

     

    Note: version 1.0.1 removed stackable dyes, because stacking item modifiers causes a lot of bugs. If you upgrade from 1.0.0, you will not need to start a new game, but the size of all dye stacks will be reduced to 1. Plan accordingly by separating all dye stacks into stacks of 1 each. If you do this, the dyes shouldn't be lost.

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/khzmusik_Quality_Of_Life

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=khzmusik_Quality_Of_Life

     

     

    Slow Build

     

    Slows down building, and to a lesser extent crafting.

     

    Spoiler

    This encourages renovating prefabs rather than building structures from scratch, for both horde bases and personal dwellings. It also makes inventory management more challenging. The fact that wood items take nails to craft will also discourage nerd poling.

     

    • Wood frames, shapes, and ladders now require nails to craft. To adjust for this, players are now given a small stack of nails when starting. Also, full boxes of nails (100 count) can sometimes be found in loot.
    • Upgrading wood frames requires 10 wood (from 4).
    • Crafting cobblestone now requires a cement mixer.
    • The stack sizes for all frames have been reduced to 50 (from 500).
    • The stack sizes for natural resources (such as iron or clay) have been reduced from 6000 to 500. Stack sizes for cobblestone, cement, and concrete have been reduced from 1000 to 100. Bundles of resources have been updated to reflect the new stack sizes.
    • Trees now take twice as long to grow, and yield at most one seed.

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/khzmusik_Slow_Build

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=khzmusik_Slow_Build

     

     

    Trader Lore

     

    Adds unofficial lore and history to the trader dialogs.


     

    Spoiler

    Note: if you use this modlet with another modlet that changes the dialog window UI - such as NPC Core - you will see yellow warnings in the console: "XML patch for "XUi/windows.xml" from mod "khzmusik_Trader_Lore" did not apply". This is the desired behavior, and those warnings can be ignored.

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/khzmusik_Trader_Lore

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=khzmusik_Trader_Lore 

     

     

    C# modlets
    These modlets use custom C# code, so they are not EAC friendly. 

     

    They will need to be installed on both the server and clients. See the individual README.md files for details.

     

    Fortunately, in A20, installing modlets with custom C# code is as easy as installing an XML/XPath modlet. Just drop it into your Mods directory and go.

     

    When installing or removing C# modlets, starting a new game is highly recommended.

     

    Food Spoilage and Preserved Foods

     

    A modlet that introduces food spoilage, and adds recipes for canned and preserved foods that don't spoil. It combines the "Food Spoilage" and "Preserved Foods" modlets from Alpha 19.


     

    Spoiler

    Features:

    • Most foods that are not canned or otherwise preserved can now spoil.
    • Prepared drinks (such as teas) can now spoil.
    • Battery-powered refrigerators and beverage coolers can be crafted. Recipes can be learned through schematics, or by purchasing the Advanced Engineering perk.
    • New canned/preserved foods:
      • IPA (India Pale Ale). Beer that takes more hops to craft and doesn't spoil. Recipe unlocked with the vanilla beer recipe.
      • Canned corn, mushrooms, potato, and pumpkin. Recipes unlocked by Master Chef tier 3 or by schematics.
      • Preserved blueberries. Recipe unlocked by Master Chef tier 2 or by the schematic.
      • "Shamway Fruit Pie" (in box, similar to Hostess or Drake's). Loot only, cannot be crafted. New for Alpha 20.
      • Smoked/cured meat. Recipe unlocked by Master Chef tier 2 or by the schematic. New for Alpha 20.
    • Advanced recipes (stews, pies, etc.) have additional recipes that use the new canned vegetables and preserved blueberries.
    • Spoilable foods are removed from (non-Twitch) loot groups, and replaced with canned/preserved equivalents.

     

    See the README.md for details.

     

    You must start a new game after installing this modlet! If you try to load an existing game, it will corrupt your game save.

     

    It requires version 20.0.38.1922 of the 0-SCore modlet. Earlier versions will not work!

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/khzmusik_Food_Spoilage

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=khzmusik_Food_Spoilage

     

    Localize Prefabs

     

    A modlet that localizes the names of prefabs when they appear in quest dialogs (including English localizations). It will use Localization.txt to translate the filenames of POIs into human-readable text. It will do this for third-party POIs as well, so custom POI designers can provide a Localization.txt file and their names will be displayed in the UI.

     

    Spoiler
    • Uses the Localization.txt file to display the localized names of prefabs, instead of filenames.
    • Includes a Localization.txt file that provides names for all vanilla prefabs that can be quest destinations.
    • Will automatically pick up any other localization files, so prefab authors can include their own Localization.txt file, and their prefabs should be translated by this mod.

     

    Note - I tried my best to make the non-English localizations as accurate as possible. There were many cases where I could not do this, particularly if the prefabs had proper names (e.g. "Fates Motel"). But even in other cases, I'm sure the translations are wrong, since I used automatic translation services. If there are any people out there who can translate the names better, please let me know.

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/khzmusik_Localize_Prefabs

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=khzmusik_Localize_Prefabs

     

    Mostly Dead

     

    A modlet that implements the "mostly dead" character death style for 7D2D.
     

    Spoiler

    The idea is that when a player character dies, players respawn as an entirely new character, but they respawn into a (mostly) unchanged world. It can be modified for traditional "Dead is dead" or "Permadeath" gameplay.

     

    For an explanation of the "mostly dead" play style, see my "manifesto" on these forums:

     

    Features:

     

    • The player's inventory is deleted (the "Drop On Death" setting is forced to "Delete All").
    • Skill points are reset (not removed), and books that were read are forgotten.
    • Bedrolls and beds are no longer spawn points, so players do not spawn on them.
    • The player map is reset, including any saved waypoints.
    • Player quests are removed, and a quest is given that automatically rewards the player with the items they start with when starting a new game.
    • Player vehicles are destroyed.
    • The player's active land claim block is rendered inoperable.
    • The player's ACL (Access Control List - i.e. friends list) is cleared.
    • If the player hired any NPCs, those NPCs are dismissed. (Assumes SCore NPCs.) New for Alpha 20.

     

    Major update: 3.0.0

     

    While making changes to truly support "Permadeath" play styles, I found many, many things in the modlet that were either wrong, unbalanced, or just needed improvement. The result is a new major version of the modlet.

     

    New features:

     

    • Can be modded through XML to support "Permadeath." I also created a separate modlet that makes these changes for you - see below.
    • Players restart as new characters at all levels, including level 1.
    • If the player did not complete the "Basic Survival" quests, they start over from scratch. (This is so players can still earn the skill points from completing those quests.)
    • If the player restarts before level 4, they will be given the "Whiteriver Citizen" quest so they can find a nearby trader.
    • If restarting at level 3 or lower, the player will be given the player's starting items, even if another mod or modlet has added starting items.
    • Restarting at medium and higher levels has been rebalanced.
    • Players are given bundles of items so they have matching armor sets, and their given ammo matches their given weapons. This includes new bow and crossbow bundles (which have custom icons and translations).

     

    You must start a new game after updating this modlet to version 3.0.0! If you try to load an existing game, you will lose all progression and skill points.

     

    These features can be customized via XML edits or XPath. See the README.md for details.

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/khzmusik_Mostly_Dead

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=khzmusik_Mostly_Dead

     

     

    Mostly Dead: Permadeath

     

    This modlet makes the XML changes necessary to turn the Mostly Dead modlet into a "Permadeath" modlet. It is for people who do not want to make the XML edits themselves.

    Spoiler

     

    Features:

     

    • Skill points are reset and removed.
    • The player level is reset to level 1.
    • The player spawns with the starting items again, except the note from the Duke.
    • The player is given the "Basic Survival" quests again.
    • The player is given the "Newbie Coat" buff again.

     

    All the other features from the Mostly Dead modlet remain unchanged.

     

    You still need to install the Mostly Dead modlet. This modlet will not work by itself.

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/khzmusik_Mostly_Dead_Permadeath

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=khzmusik_Mostly_Dead_Permadeath

     

     

    NPC Core modlets

     

    POWERED_LOGO_HORIZONTAL_low.png.9ef56dd2

     

    These are modlets that are designed to be used with the NPC Mod system. The NPCcore and Score modlets have custom assets and C# code, so they must be installed on both clients and servers, and EAC must be turned off.

     

    A big thank you to Xyth, SphereII, and the entire community who helped make this happen!

     

    NPC Packs

     

    Zombie Pack for NPC Core

     

    Adds new zombies.

     

    Spoiler

    image.thumb.jpeg.4c2ce7044fa782a59d5959e552d162a0.jpeg

     

    A19.6_2021-09-18_01-24-01.thumb.jpg.afaae016490e4dab5a53f17ccf36e526.jpg

     

    Adds these new zombies, which have their own models and assets (i.e. are not UMA):

     

    • a new burnt zombie

    • an older businessman zombie

    • an older businesswoman zombie

    • a skinny cowgirl zombie

    • a generic, skinny, female zombie

    • a female lumberjack zombie

    • a female office worker zombie

    • a female stripper zombie, similar to the original TFP designs (Warning! Nudity)

    • a male firefighter zombie

    • a generic, but skinny, male zombie

    • a short but stocky police woman zombie

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/1-khzmusik_Zombies

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=1-khzmusik_Zombies

     

     

    Civilians Pack for NPC Core

     

    Adds "Civilian" human NPCs to the game.

     

    Spoiler

    All of them are in the Whiteriver faction, and can be hired.

     

    Every character can wield all supported NPC weapons.

     

    All characters were created by khzmusik, using assets that are either free for re-use or CC-BY.

     

    See the README.md file for details:
    https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/blob/main/1-khzmusik_NPC_Civilians/README.md

     

    The README.md file also shows the portraits of all the NPCs included with this pack.

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/1-khzmusik_NPC_Civilians

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=1-khzmusik_NPC_Civilians

     

     

    Whisperers Pack for NPC Core

     

    Adds "Whisperer" human NPCs to the game.

     

    Spoiler

    spacer.png

     

    The Whisperers are inspired by the group of the same name from The Walking Dead.
    (This modlet is not in any way associated with The Walking Dead.)

     

    Whisperers are not attacked by zombies, and do not attack zombies themselves. In order to make this happen, zombies now use faction-based targeting and damage rules. This may have unexpected results if used with other mods/modlets that alter factions.

     

    Every character can wield all supported NPC weapons.

     

    All characters were created by khzmusik, using assets that are free for re-use. It also uses the "dead face mask" asset provided by @Mumpfy - thank you!

     

    The characters come in two flavors: "basic" and "advanced." The "basic" versions can be spawned into horde spawners, but cannot be interacted with or hired. The "advanced" versions cannot be spawned into hordes (the game will throw errors), but they can be interacted with and hired, provided your standing with the Whisperers faction is good enough. By default it is not; the "advanced" versions are meant to be used with mods/modlets that can dynamically change the player's relationship with factions.


    I am assuming most players want the "basic" versions, so that is what spawns now. But this can be changed through XML, and there is commented-out code that will do so.

     

    See the README.md file for details:

    https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/blob/main/1-khzmusik_NPC_Whisperers/README.md

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/1-khzmusik_NPC_Whisperers

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=1-khzmusik_NPC_Whisperers

     

     

    Rogues and Psychos Pack for NPC Core

     

    Adds "Rogue" and "Psycho" human NPCs to the game.

     

    Spoiler

    Rogues:

    Rogues.thumb.jpg.863577b461f25acee60c5cd341a0b4e8.jpg

     

    Psychos:

    Psychos.thumb.jpg.beacf91585c193d8503df3b32e5b5307.jpg

     

    Most characters can wield all supported NPC weapons. The exception is the Psycho Brute - his his size and posture make him incompatible with the animations for certain weapons.

     

    All characters were created by khzmusik, using assets that are either free for re-use or CC-BY.

     

    The characters come in two flavors: "basic" and "advanced." The "basic" versions can be spawned into horde spawners, but cannot be interacted with or hired. The "advanced" versions cannot be spawned into hordes (the game will throw errors), but they can be interacted with and hired, provided your standing with the Bandits faction is good enough. By default it is not; the "advanced" versions are meant to be used with mods/modlets that can dynamically change the player's relationship with factions.

     

    The "advanced" version also contains extra dialog options (if your faction standing is good enough to talk with them). These dialog options add personal lore for that character - they do not affect gameplay at all. What they reveal to you will change, depending upon your faction standing, and whether they are hired or not.


    I am assuming most players want the "basic" versions, so that is what spawns by default. But this can be changed through XML, and there is commented-out code that will do so.

     

    As of version 1.2.0, the pack also creates custom Rogue and Psycho sleeper volume groups, which can be used to create POIs that are specific to only Rogues or only Psychos. If you create POIs with these groups, then either distribute this pack with those POIs, or make it clear to users that they will need to install this pack themselves.

     

    Rogues also spawn into the bandit sleeper volume groups provided by NPC Core. (Psychos do not.)

     

    See the README.md file for details:

    https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/blob/main/1-khzmusik_NPC_Rogues_and_Psychos/README.md

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/1-khzmusik_NPC_Rogues_and_Psychos

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=1-khzmusik_NPC_Rogues_and_Psychos

     

     

    NPC Behavior Modifications

     

    Add Progression for NPCs in Spawn Groups

     

    This series of modlets re-balances how entities are spawned into biomes and POIs.

     

     

    Spoiler

    In the original NPC pack, all NPCs spawn into sleeper volumes at equal probabilities. A player has an equal probability of encountering the same NPC at gamestage 400 as they do at gamestage 1. At all gamestages, they have an equal probability of encountering a "tough" NPC (say, one with an M60) as they do of encountering an "easy" NPC (say, one with a club).

     

    The same is true for entities spawned into biomes. However, biome spawns are not themselves affected by gamestage. Instead, we must determine difficulty in other ways:

    • The difficulty of the biome itself (similar to loot stage).
    • Whether the entities are spawning in downtown areas.
    • Whether the entities are spawning during the day or at night.

     

    Because there are numerous NPC packs, and there is no way for me to know which packs are installed, I created one modlet per NPC pack. My modlets are named after the NPC pack that they modify, except they start with a higher number (so they load later), and have a "khzmusik_Progression" suffix. The list also says explicitly which NPC Pack modlet they are designed to be used with.

     

    The NPC packs must be downloaded and installed separately. If you don't, the game will not load the entity groups and will throw exceptions when trying to spawn enemies.

     

    Install whichever of my modlets corresponds to the NPC packs that you have installed.

     

    For details, see the README.md file from the modlet that handles the NPC Core characters:

    https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/blob/main/2-XNPCCore_khzmusik_Progression/README.md

     

    Modlets for NPC Packs:

     


    My other NPC Pack modlets are consistent with these modlets.

     

     

    Human Faction Reputation and Quests

     

    Players have a reputation (relationship value) with each NPC faction, which is affected by killing NPCs, or by doing faction-related quests.

     

    Please note, this modlet requires the latest version of SCore (20.6.471.1518 as of this writing).

     

    Spoiler

    Murder Affects Reputation

     

    Players can damage and kill NPCs of any faction.

     

    If you kill a human NPC, your relationship with that NPC's faction decreases. But, your relationships with other factions increases or decreases, depending upon the relationships between those factions and the faction of the NPC you killed.

     

    Your change in reputation depends upon the specific NPC faction. For example, non-bandit factions don't care much if you kill bandits, and even other bandits don't care that much. On the other hand, killing a Whiteriver NPC will have much larger consequences.

     

    NPCs will not initially attack if they are in a faction that does not "hate" the player. But if the player damages them, the NPCs will fight back, regardless of the player's reputation with their faction. They will only stop attacking the player if they are damaged by something else, if they lose sight of the player (for 15 real seconds - I think), or if the player kills them.

     

    So be careful with your glancing blows, and don't be ashamed to run away!

     

    Quests affecting reputation

     

    Traders now give special quests that will improve the player's reputation with a faction. Quests can either go to human POIs, or not.

     

    Quests that don't require human POIs

     

    • Prove yourself: prove yourself worthy by killing waves of zombies at a random location. This quest is given by a faction that initially dislikes or hates the player.
    • Snipe hunt: looks like a buried treasure quest, but is really a practical joke. Has terrible reward loot, but double the XP, and gives you a mocking note from the faction. It exists mainly to increase your standing with the faction that tricked you.

     

    Quests that require human POIs

     

    • Defend: defend a human POI against waves of zombies. This quest is given by a faction that initially likes or is neutral to the player.
    • Steal: equivalent of a fetch or hidden cache quest. The faction giving the quest has been robbed by some other faction (or so they say), and you need to steal the stash back.
    • Murder: equivalent of a clear quest. The faction giving the quest has determined that the humans in another faction's POI do not deserve to live.

     

    These quests are not enabled by default. There are not enough POIs at present to support these quests, but that will hopefully change in the future.

     

    See the Technical Details section of the README for instructions about enabling this feature, and the POI requirements that you need to meet in order to support these quests.

     

    Reset reputation on death

     

    This is an optional buff that will reset the player's relationships with all factions upon death. It is meant to be used in "dead is dead" (or "mostly dead") play styles.

     

    This feature is not enabled by default. See the Technical Details section of the README for instructions about enabling this feature.

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/1-khzmusik_Human_Factions_Reputation_Quests

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=1-khzmusik_Human_Factions_Reputation_Quests

     

    NPC Core: Enemies Fight Horde NPCs

     

    This modlet allows vanilla enemy entities to fight those NPC Core characters that can be spawned into hordes.

     

    AFIAK, only my Whisperers and Rogues and Psychos packs contain these characters, but there may be others that I don't know about.

     

    This modlet is now part of NPC Core. If you download NPC Core version 20.6.02.0 or later, you should not install this modlet. If you update NPC Core to that version, and have this modlet installed, you should uninstall it.

     

    Thank you to Xyth for including these changes in NPC Core!

     

    Spoiler

    NPC Core has a variety of entity class templates that NPC Pack authors can use for their characters. Some of those templates allow the NPCs to be spawned into hordes (wandering hordes or blood moon hordes). Those characters use a specific C# class that is different from the other NPC templates.

     

    Unfortunately, by default, vanilla enemies (zombies, animals, etc.) will not fight those characters. They won't even defend themselves if those characters attack first.

     

    This modlet fixes some of those issues.

     

    If one of those NPC Core characters attacks a vanilla enemy, the vanilla enemy will fight back, damaging (and possibly killing) the character that attacked it.

    Vanilla enemies will still not initially target those NPC Core characters. This is a limitation of the vanilla game.

     

    See the README if you want a technical explanation.

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/0-XNPCCore_Enemies_Fight_Horde_NPCs

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=0-XNPCCore_Enemies_Fight_Horde_NPCs 

     

    NPC Loot Bags

     

    Sick of NPCs with weapons not dropping items that relate to those weapons? Do you want to take out an NPC with an M60 and have a chance to get their M60?

     

    If so, then this modlet is for you.

     

    Spoiler

    Features:

     

    • Introduces weapon-specific loot bags for every supported weapon that an NPC can wield
    • Loot bags can drop the related weapon, ammo, or parts
    • Human loot bags also may drop food, drink, and/or medicine
    • Mech loot bags drop non-organic items (oil, pipes, etc.) with a high chance of robotic parts and a low chance of rare items like forged steel or engines
    • Ranged mech loot bags additionally drop ammo, and possibly handgun parts

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/3-XNPCCore_khzmusik_Loot_Bags

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=3-XNPCCore_khzmusik_Loot_Bags

     

     

    Variable NPC Sleepers

     

    This modlet changes the behavior of NPCs spawned into sleeper volumes in POIs (or other prefabs), so that they awake in a way that is more consistent with zombies.

     

    Spoiler

    By default, NPC Core NPCs are instantly awakened, and start wandering around, when they are spawned into sleeper volumes. They are spawned in when the player is a not-so-short distance away from the sleeper volume bounds (I believe it's 9 blocks/meters away). If you're a POI designer, and designing a "dungeon crawl" style POI with NPCs, this can make things difficult.


    With these changes, NPCs behave differently according to the type of sleeper volume:

     

    • Passive (very uncommon - used mostly when the entities are "decoration"): Like zombies, NPCs do not wake up unless attacked.
    • Active (most common): NPCs fully wake up as soon as the player touches the sleeper volume, but are only aware of the player if the player is in their line of sight. They may wake up if the player attacks another entity in that sleeper volume, even if they do it from outside the bounds of the sleeper volume.
    • Attack (less common, used mainly near end loot or in "jump scare" situations): NPCs fully wake up as soon as they are spawned in, regardless of whether the player touched the sleeper volume at all. They become aware of the player as soon as the player is in their line of sight. (This is the default behavior of all NPCs without this modlet.)

     

    Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/2-khzmusik_variable_NPC_sleepers

    Download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=2-khzmusik_variable_NPC_sleepers

     

    You must have SCore version 20.5.177.1415 or higher. Get the latest version here:
    https://gitlab.com/sphereii/SphereII-Mods/-/archive/master/SphereII-Mods-master.zip?path=0-SCore

     

    This modlet is also meant to be a tutorial for using the related feature flags from SCore. If you are a mod author or POI designer who wants information on those flags,
    then skip to the "Technical Details" section of the README:

    https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/2-khzmusik_variable_NPC_sleepers#feature-flags-used

     

     

    More modlets are coming. Stay tuned...

    I am still in the process of porting over the A19 version of my modlets. It might not be possible to do this, and some modlets will be combined. I will update this thread when new A20 modlets are available. Please be patient!

  5. On 1/19/2022 at 5:17 AM, ate0ate said:

    I'm pretty sure @khzmusik is working on an inventory locking mod that works with the drone. He may have made the mod already but I'm not sure.

     

    It's done, I just haven't made a thread for my modlets yet. I'm basically using Khaine's code though, and adding those buttons to the vanilla containers too (which also adds them to things like cabinets or cardboard boxes). So it might not be for everyone.

  6. 11 hours ago, nickuk01 said:

    Understood. I hope when you have bit more time you will be able to update them to A20. I personally would like them to add to the spawning rates so they are additional to the vanilla zombies as I like more rather than less but I leave you to decide how best to implement them. Thanks again for your continued support to the community. I really appreciated your adjustments mod to the creature pack. I totally agreed with your adjustments and it made for a better experience IMO

     

    Well, good news and bad news. The good news: I was working on updating them for A20 tonight.

     

    The bad news: I was wrong when I said the A19 version would work. The Fun Pimps renamed a couple of the zombies in A20, and my own zombies were extending them, so the A19 version will get red errors in the console and won't spawn at all. (I think it prevents the continued parsing of the XML so might mess up vanilla entities too.)

     

    I still have some issues to work out to update the models for A20, but even in the worst case scenario, I can use the A19 models (they just won't have the Twitch icon over their heads). The XML seems to be working fine, so I should be able to release an A20 version within the next day or two.

     

    When I do, I'm going to start a new thread for the A20 modlets. I will post a link to the new thread here, and let this thread go gentle into that good night.

  7. 1 hour ago, nickuk01 said:

    Hey K hope you are keeping well. Could I ask if the creature pack zombies with your adjustments mod and your own modelled zombies work with A20. Used them on A19 but I was not sure if still good for A20? 

     

    Also, if they do still work do they add to the vanilla zombies (ie. increased spawns) or do they replace so the spawning numbers are the same.

     

    Thank you

     

    They should still function in A20 - with some minor bugs.

     

    There isn't any place to put the Twitch-related icon, so you probably won't see one. There might also be some animations that were added in A20 that weren't in A19, but I don't know of any offhand.

     

    The only thing that will be truly "broken" is that you won't see the zombie cowgirl, and you'll see yellow warnings in the console about that. I was spawning her with the "zombie old timer" (cowboy), and that zombie was removed from the game.

     

    On that subject - in general, that's how I set my zombies to spawn: find a vanilla zombie of the same "theme" and put them in the same entity group, with a lower chance of spawning. This doesn't affect the spawn rates, or the number of zombies spawned at one time, it just adds my zombies to the "pool" that will be considered.

     

    I was planning to update them to A20 anyway. I now have the tools to merge meshes, which means a) I can support vanilla flame particles now, and b) they will have to draw fewer things on the screen, so will have better performance. I can fix their spawning when I do that. I've just been extremely busy helping with NPC Core, so I haven't had time.

  8. On 1/6/2022 at 12:56 PM, Ashram said:

    Hello

     

    Does the Book Icons modlet compatible with A20 ?

     

    Yes, thankfully. I've confirmed it myself.

     

    I'm in the process of creating a simple A20 "Quality of Life" modlet that includes it, and some other small features which I think are not controversial. (Dyes stack, vehicles are sellable, brass takes less time to scrap, ammo bundles are craftable from loose ammo.)

     

    But I've been pretty busy doing other stuff. If you didn't notice yet, the A20 NPC Core modlet dropped today, and I've been helping everyone with that pretty much 24/7 for the past month.

     

    So, please be patient. I'll get to stuff, I promise!

  9. 5 hours ago, doughphunghus said:

    There is a DMT "seasonal weather" mod for a19 that can control the global weather from @khzmusik here, but i think its still only for a19.

     

    Just FYI, that mod will definitely not work for A20. It uses a vanilla C# method that existed in A19 but was removed altogether in A20.

     

    I looked into updating that mod - briefly (I'm working on other things first) - and it's going to be difficult to do. Significantly, the A20 weather system does not seem to pay attention to the global temperature much, if at all. There is probably another way to do it, but I haven't found it yet.

  10. 6 hours ago, Callum123456789 said:

    I know that but these didn't open anything I had to manually break down the door that it was supposed to open the restore power quest is fine with it but by itself nothing happened in this same place it has happened quite a few times when I'm not on the quest

     

     

    Is it supposed to work outside of a restore power quest?

  11. 8 minutes ago, dcsobral said:

    They are still there. They disappear once the airdrop hits the ground but re-appear once you get close enough. It does disappear again shortly afterwards, but will re-appear if you move away and then move closer again. I do wish they wouldn't disappear, but I guess it is too much of a performance hit when people don't pick up the airdrops.

     

     

    I haven't seen that. Maybe it's because I have "mark airdrops" turned on? What I see is just the box itself. I've watched other folks' streams with airdrops turned off (mainly Jawoodle's), and it seems like the "re-appearing" is actually a bug where the smoke plume is active when the chunk loads but is immediately turned off when the code "catches up."

     

    Given how few of the airdrops are in the world, I'd be surprised if they caused a performance issue, but I always try to hunt down airdrops, so maybe it's just something I haven't encountered.

  12. A request: Can you bring back the A18 smoke plumes for the supply crates? Not only did it make them easier to find (if airdrops aren't marked on the map), but they also looked friggin' cool.

     

    I'm also a bit sad that snowberries aren't in the game any more, but I guess the writing was on the wall for them anyway.

     

    EDIT: I don't want to sound ungrateful, so I also want to point out some stuff that really adds to the game that I don't think gets enough love.

     

    Obviously RWG. It's so much better, and everyone has said as much, that I don't feel I need to add anything.

     

    One of the small things I really like is how the new weather system interacts with the environment. When it rains/storms, the grass and other vegetation sways in the wind. That's very cool, adds a lot to immersion.

     

    I also like how you can get the previous tier's quests from a trader, so you don't have to do things like decline the "opening trade routes" quest if you don't want to move to the next quest level.

     

    I'm sure I'll come up with more things to like, but those are off the top of my head.

  13. 5 hours ago, faatal said:

    Which is probably a server data issue. Deleting data locally won't fix it if the server turns around and sends you junk data again. All A19 worlds should to be deleted off the server because it is possible an A20 game could be started using an A19 world.

     

    Not for nothing, but this happened to me when A20e went to a new build - meaning, I was on a world generated in A20b214 and it happened when I updated to A20b238.

     

    At least I think it's the same issue. Existing blocks suddenly appear as cubes with weird textures (in my case it's the "black marble" texture). Changing the block in any way - say, by damaging it slightly - fixes the issue.

     

    It doesn't happen often and usually goes away once I exit the game and restart.

  14. On 12/21/2021 at 5:47 PM, Gazz said:

     

    Only if you don't put down a forge in the area you're looting.

     

    The argument of having to have the right material smelted falls apart as soon as you build more forges. Whether you have materials idling in the forge or idling in the chest next to it makes no practical difference.

     

    I honestly don't understand your reply. Of course there is a difference between having materials in the forge or in a chest: you can't craft items (like shells) if the materials are in your chest.

     

    If you put down a forge at the place you're looting, that forge will only have the materials that are smelted into it. So if you smelt down all the brass, you still have to get all of that brass out of the forge in order to take it to your "main" forge that has the other stuff you need (like clay). Sure you could do that, but it's a PITA, which is why I've never done it, or seen anyone else do it, ever.

     

    If anything that is an argument for smelting. Without smelting, you can a forge down, and immediately turn brass items into raw brass. There's no gameplay there. You might as well get rid of forges and just craft everything in your backpack.

     

    ...BTW, I'm beating this dead horse only because you can influence the game development, and I really really hope smelting isn't removed from the game. If that's not on the roadmap then I'll drop it.

  15. 3 hours ago, Gazz said:

    The extra step of smelting adds nothing but more clicking.

     

    I disagree. Since scrapping items (made out of brass or lead) always leads to fewer materials, it adds a trade-off between inventory space and the need for more resources.

     

    Not much of an issue with lead (since it's 100x easier to mine than to loot) but is kind of a big deal with brass.

     

    The scrap time for brass, on the other hand...

  16. 9 hours ago, bdubyah said:

    There has been more than enough simplification over the years. They are new players, things are supposed to be confusing. Hell, we already have glowing symbols floating over rocks and nests. Why not just have the game autocraft what it thinks you need at that time as soon as you have the resources in your inventory. Why even have different resources? Just have everything scrap to "scrap material" and you can craft everything from frames to vehicles with this same resource. The game already progresses too fast as it is. If you don't even have to wait for things to smelt anymore, it just gets that much faster. I do not think that is a good thing.

     

    I agree that TFP should leave in the mechanic where you have to smelt items into the forge to get materials.

     

    I disagree that it's supposed to be confusing.

     

    Complex game mechanics can, and should, be presented so that novice players can understand them.  For example, hover tooltips - when you hover over an area in the forge window, something pops up that says "add fuel here" or "add items to smelt here," and the output window could say "here are the raw materials smelted into the forge, use these to craft items" or similar. The game mechanics would be exactly the same, but new players would be less likely to look at the forge window and not know what the hell they're supposed to do.

     

    That's what 7D2D should be doing IMHO - not making things simpler, but making things easier to understand.

  17. 8 hours ago, the_event_horizonx1 said:

    Have any of the NPC/Faction modlets proven more difficult than anticipated when porting over to A20? Absolutely love your work, as far as I'm concerned its a must have until TFP implements equivalent NPCs officially.

     

    Yes, it's difficult. :)

     

    The A20 NPCs are totally different beasts. We're using an entirely separate AI system (Utility AI) that we're almost, but not quite, having to build from scratch. I'm lucky enough to be involved in the "ground floor" of this, though I'm not a major player, just helping out.

     

    And that is just the NPCs themselves, it's not even counting the changes that will be required due to RWG. It is a ton of work. It won't be done until A20 is stable, at the earliest.

     

    But once it's done it will be much more fantastic. There will be major improvements to pretty much everything. You just have to be patient. Very patient. Until then, just try to enjoy vanilla A20. That should tide you over. :)

     

     

  18. Just FYI, I have pushed some changes to the A19 modlets. These are almost certainly the last changes I will push for A19. My focus from here on out will be A20 modlets.

     

    Changed:

    • Preserved foods: Decreased the perk levels to create canned or preserved foods by one. This made them consistent with the other things you get from the perks, and IMHO is better balanced.
    • Auto Mechanic Traders got several improvements. Fixed: POI bugs that included a one-block-hole that players could get trapped in; fences are now higher so zombies will not get stuck in between fences and walls, and be unkillable; trader now has a secret stash; balanced/nerfed the amount of goods sold at the trader in all cases.

    The new versions are in master and should show up in the Mod Launcher soon. The fixes to the Auto Mechanic Trader POI won't show up in saved games, though the fixes to its goods and secret stash probably will show up the next time the trader restocks.

     

    If you're happy with the current state of things, then current game saves are OK, but if you really want the latest hotness, you should start a new world. If that's not something you want to do with A20E dropping tomorrow, I won't blame you. These fixes were mainly done so that I have a good starting point when the modlets are ported to A20 (if possible).

  19. 15 minutes ago, TPrice321 said:

    So 10 farm plots with LotL1 gives you 40 produce - 25 to make replacement seeds = net 15 produce

     

    Not quite, because there's a 50% chance to get seeds back. If you don't then you will need to use 5 "produce" (or "fruits") to create another seed.

     

    In the worst case scenario, where RNG gives you no seeds:

     

    10 farm plots with LotL1 gives you 40 produce - 50 produce to make replacement seeds = net loss of 10 produce. Meaning, you will use all 40 produce to make 8 seeds, have no produce, and 2 of your plots will be empty.

     

    But that's the extreme situation. Assuming exactly 50% of the harvest gives you seeds, it's as you said:

     

    10 farm plots with LotL1 gives you 40 produce + 5 seeds - 25 produce to make replacement seeds = net gain of 15 produce

     

    Not terrible, but an average chance of 1.5 produce per plot is still far less than the guaranteed 2 you would get in A19.

     

    ...Still not criticizing the change, just explaining peoples' concerns.

  20. 14 minutes ago, Beelzebubs Ghost said:

     

    I appreciate that, and I'm with you on the survival front.

     

    I think farming has taken a hit because of a larger as of yet unaddressed issue with food. It has resulted in bizarre outcomes like more food drainage when driving as oppsed to sprinting across the map (if I recall correctly.)

     

    Until a reasonable proposition is in, for example food spoilage, as was suggested previously, other systems are going to take blows in it's place.

     

    I don't think the issue was that food drainage was worse when driving, it was that driving drained food at all. At least, that's what I remember.

     

    Also, it was possible to mod in food spoilage in A19 (I have a mod that does it), and hopefully it will be possible in A20 as well. But it should be possible to balance food without resorting to modding in food spoilage. IMHO the farming changes are a step in that direction.

     

    Regardless, even without food spoilage, I'm pretty sure modders can change the farming just through XML. I'm sure we'll have a dozen mods that do it by the time A20 is stable. :) (And that is a complement to 7D2D, I don't think most people comprehend how much work it takes for a game to be this easy to mod.)

  21. 15 minutes ago, Beelzebubs Ghost said:

     

    Again, not anywhere near a desciption of myself as a player or my playstyle.

     

    I love the mining and building aspects of the game, trying to create a little eden and struggling to do so.

     

    As much as it's frustrating, I had gamed where myself and friends all looting and scavenging took weeks in game to come across a single mushroom spore.

     

    It was like Christmas came early, especially considering some recipies require it.

     

    I do enjoy fending off the undead/semidead, but I much prefer brawling melee, and not guns. FPS playstyle is not something I would include in my own personal gaming experience, and any gun play or varied weapon use is as a means of brute survival more than anything else.

     

    If later perking does indeed negate this seed disappearing garbage, then I will spec into it and not have any problem.

     

    However, even if I can avoid this and enjoy, I sam still considerate enough for lesser fortunate individuals who have a tendency to imvest in other builds and rarely put anything bar minimum into the farming perk.

     

    Just because they don't play farmer builds, they shouldn't be shafted either. Less crops per harvest is bad enough.

     

    I should have been clearer. When I said "FPS" I probably should have said "combat" - I include melee.

     

    And, I too enjoy finding things like mushroom seeds, but in previous alphas that thrill was pretty much over once you found your first seed. From then on out, you were all set for that crop.

     

    I'd much rather have that thrill be there even in late game, and right now it's not. That was what I was getting at.

     

    EDIT: I'm also not trying to rag on people who like combat. I like it too. I just want the survival aspects to get harder in the same way that killing zombies gets harder.

  22. 5 minutes ago, Khalagar said:

     

    I literally can't think of a survival game where food is an issue past early game, or where farming / food production isn't AFK / essentially AFK by late game.

     

     

    You're not wrong, but that doesn't mean survival games are better because of it. For me that's a flaw in the game design (though not a flaw that is unique, it happens in nearly all survival games).

     

    I'm guessing it's a big reason that people tend to abandon survival games when they reach mid-game or end-game. That certainly seems to happen a lot with 7D2D, and I've done it myself with other games like Subnautica. Once you have set up an endless supply of food and water, it's a short step from "away from keyboard" to "away from game."

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