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khzmusik

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Everything posted by khzmusik

  1. Hey @faatal, since it looks like you're around, I was wondering if it's possible to elaborate on the ability to place "mini POI" prefabs inside of larger POIs. (Sorry I don't know the terminology.) Are these prefabs treated as separate "POIs?" As an example, imagine a very large shopping mall POI. The individual shops inside them could be randomized, and designers could specify that one of them be a trader. The trader could offer quests to individual shops inside the shopping mall. My guess is that they can't, and that they'll work more like the existing block placeholders - you can define a list of prefabs to choose from, but that's it. (I'm guessing that because block placeholders are already implemented, and that the new system is expanding upon that.) Still, that's just a guess, so I'd like to make sure. I recognize that this is all a WIP, and nobody has even guaranteed that this will be ready for A20. So I will assume any information is preliminary. But I'm still curious. EDIT: I'm also not demanding anything one way or the other. Either way it's a great idea and will add a lot to the game.
  2. That's good news. To be honest, I was going to use this for downgrading rather than upgrading, but I figured they would work the same way. (For example, wood blocks would downgrade to one of the "burnt" wood blocks, rather than just a regular wood frame, chosen at random.) Time to do some experiments. Thank you!
  3. Here's a tip for advanced users: The prefab files aren't forced to go into the game's "Prefabs" folder. You can make a modlet that has its own "Prefabs" folder and put them in there. You can then make a "Config/rgwmixer.xml" file that appends the prefab names. This is what the "modlet" version of CompoPack does. I installed that modlet, and it works exactly as desired. I haven't tried this myself, but I'm pretty sure you can place these prefabs using the World Editor, just like vanilla prefabs.
  4. If this is the piano sound you're talking about, it's part of the dynamic music system (DMS): You should be able to disable dynamic music in the "Audio" settings. If you like it occasionally, you can also adjust the time per day that is allotted to playing dynamic music. You might also want to turn down the ambient sound volume to see if that helps.
  5. Hey, all. I searched for an answer on the forums but couldn't find one. Are any of the random block helpers usable in the upgrade or downgrade paths of blocks? For example, let's say you have a custom block, and it doesn't have any variants (no ramp variations, etc). You specify this property: <property class="UpgradeBlock"> <property name="ToBlock" value="metalSheetRandomHelper"/> </property> If you upgrade this block, what do you get?
  6. So, I said "screw it" and just made the modlet myself. Use it if you like, it's really simple and completely server-friendly.
  7. New modlet: Book Icons Modifies the "book read" icon to be a green check mark. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Book_Icons Inspired by this thread:
  8. Last page has a link to the A19 version, hopefully the link is still active.
  9. I completely disagree, and even if TFP decide not to use it, I hope they keep the ability to downgrade blocks in the game. In my case, it's because I would like block degradation to be more "realistic." Instead of disappearing, blocks that are destroyed would downgrade to damaged versions. For instance, a destroyed wood block wouldn't downgrade to a wood frame, it would downgrade to one of the "destroyed" wood blocks. I mean, those destroyed versions had to come from somewhere. Obviously this is better as a mod, but if TFP remove even that ability, then it would be impractical to even mod that in.
  10. "My God, It's full of stars..." Star shapes confirmed for A20 ...Also, I think this debate about the upgrade path is much ado about nothing. So long as TFP keep the ability to upgrade and downgrade blocks in the game, it will be very easy to mod in whatever upgrade path you like. And, that's probably how it should be, because one person's "complexity" is another person's pain in the ass. For example, I personally would like it if the game favored upgrading existing locations rather than building your own structures. This would make horde nights more of an exercise in creatively working with whatever you have, and not about finding different ways to cheese the AI. That can be done by making the upgrade path easier than building from scratch. But this would totally mess with the "tower defense" aspect of the game, so probably 90% of players would hate it. I would put it in a mod, where it belongs.
  11. Hm. Thanks for that, but it's not exactly what I had in mind. This is all kind of building up to a faction-based quest system, where quests will only be offered by people (traders) who have an "alignment" with a certain faction. For example, a trader that is sympathetic to the Duke would offer a "clear" quest, but the POI that you go to is full of whiteriver NPCs and you have to kill them all. (That one is a bit over the top but you get what I mean.) That wouldn't really work if you could just find a "kill the whiteriver folks" quest as a note in a random loot chest. But, it's certainly better than nothing.
  12. Hey, all. I was wondering if it was possible to create quests that could only be given by a certain trader. For example, Trader Jen would have a specific quest to gather medical supplies. I've looked through the XML, and if there is a way to do this, I haven't found it. Does anyone have any ideas?
  13. I couldn't edit my original post for the modlets I did (back in A18), so I started a new thread for my A19 modlets: People were going to the A18 repo, since that was the one in the original post, and it was causing confusion. Hope starting a new A19 thread is OK.
  14. If anyone is coming here from the original A18 thread, then the only new modlet here is the Trader Lore modlet. But I'm pretty proud of how it turned out, so I really hope people check it out.
  15. It is not surprising that people have been downloading the old A18 versions of the modlets, since I can't update the original post. I created a new topic for the A19 modlets, so we should probably move any new discussions to that thread.
  16. Hello, all. I'm starting a separate A19 thread for my modlets. I am unable to update the original post in the A18 thread, and this has unsurprisingly caused confusion. I will probably start a separate thread for my A20 modlets when I start porting them over. The old (and now deprecated) A18 thread is here: These modlets were all developed on A19.3, but they should work for any A19 version. If there are bugs or issues, feel free to let me know. The Git repo for my A19 modlets is here: https://gitlab.com/karlgiesing/7d2d-a19-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. All 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 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. I am also including modlets that are dependent upon other modlets that use XPath (and/or custom assets), and do not have custom C# code or require DMT. Adjustments to 0-CreaturePackZombies Makes a number of adjustments to the 0-CreaturePackZombies modlet, provided by Xyth and company. Many thanks to Xyth and all the people who provided custom NPCs. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/0-CreaturePackZombies_khzmusik_Adjustments Auto Mechanics Adds auto mechanic traders and workstations. The workstation cannot be crafted, and can only be found at the custom trader. This means you will need to include the trader in RWG or add it by hand to Navezgane. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Auto_Mechanics Bad Medicine You can only craft dirty bandages using cloth alone. Dirty bandages can be sterilized (to "vanilla" bandages) using alcohol in your backpack, or 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 now drink grain alcohol. It has the same effects as beer, but lasts slightly longer, and has a good chance of making you sick. 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. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Bad_Medicine Book Icons Modifies the "book read" icon to be a green check mark. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Book_Icons No Bedrolls Bedrolls and beds can still be crafted but are purely decorative. They don't act as respawn points or prevent zombie spawning. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_No_Bedrolls Preserved Foods Adds craftable canned goods and preserved foods. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Preserved_Foods Reset Skills On Death On death, this modlet will reset (not remove) skill points, and remove all books read. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Reset_Skills_On_Death Slow Build Slows down building, and to a lesser extent upgrading. The idea is to discourage base building, and to encourage renovating existing POIs for both horde bases and dwellings. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Slow_Build Snowberry Love In the vanilla game, snowberries are nearly useless. This seems like a waste to me, so I added a bunch of uses for snowberries. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Snowberry_Love UMA Zombies Adds zombie versions of the vanilla UMA archetypes. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_UMA_Zombies Modeled Zombies 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 This modlet is dependent upon 0-CreaturePackZombies. It has custom assets, so it is not server-side safe. However, it does not have custom C# code, so you can just copy it into the Mods folder, and you do not need to disable EAC. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/1-CreaturePackZombies_khzmusik DMT modlets These modlets contain custom C# code, and need to be built using the DMT tool. The Mod Launcher includes the DMT tool, and will build them for you automatically; this is how I recommend installing the modlets. I am also including modlets that are dependent upon other modlets which require DMT, even if my own modlets do not. Crop Growth By Weather A modlet that allows crop growth to be negatively affected by adverse weather conditions. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Crop_Growth_By_Weather_DMT Food Spoilage Introduces food spoilage to the game. This is dependent upon the 0-SphereIICore modlet (requires DMT), which provides the food spoilage code. Thank you to SphereII for doing the hard work! https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/1-SphereIICore_khzmusik_Food_Spoilage Mostly Dead A modlet that implements the "mostly dead" character death style for 7D2D. 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" gameplay. If you get this modlet, you don't need the "No Bedrolls" or "Reset Skills On Death" XPath modlets - those features are included. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Mostly_Dead_DMT Seasonal Weather Adds seasonal weather to the game. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Seasonal_Weather_DMT NPC modlets - NEW I'm adding all my NPC-related modlets here, since most people will want to get some or all of them at once. Those that require DMT, or that are dependent upon modlets that themselves require DMT, will be marked as such. Adjustments to 1-NPCPackHumans (DMT) Makes a number of adjustments to the 1-NPCPackHumans modlet, provided by Xyth and company. That modlet is itself dependent upon other modlets - see the README.md. Many thanks to Xyth, SphereII, and all the people who provided custom NPCs. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/2-NPCPackHumans_khzmusik_Adjustments_DMT Human Factions and Prefabs New version available! Fixes a bug where the Tier 4 Whiteriver POI would not accept quests. New factions, and tools for adding NPCs to prefabs per faction. Also includes "sample" POIs, Tier 2 to Tier 5 for each faction. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Human_Factions_Prefabs CreaturePack Humans for Human Factions and Prefabs Adds the CreaturePack Humans to prefabs (POIs) with human faction sleeper volumes. It is mainly for users who do not want to use DMT modlets. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Human_Factions_Prefabs_CreaturePackHumans NPCPack Humans for Human Factions and Prefabs (DMT) Adds the NPCPack Humans to prefabs (POIs) with human faction sleeper volumes. This is the recommended package to use, provided you don't mind DMT. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Human_Factions_Prefabs_NPCPackHumans Quests for Human Factions and Prefabs (DMT) New quests that target prefabs (POIs) containing NPCs of a certain faction. Includes a Reputation mechanic, which is affected by killing NPCs, and quest rewards that affect the player's reputation. Requires the very latest version of SphereII Core! There are added features in the new version, and this modlet will not work without them. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Human_Factions_Prefabs_Quests Trader Lore Adds unofficial lore and history to the trader dialogs. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Trader_Lore Human prefabs, quests, and trader lore integration (DMT) This modlet ties the trader lore, human factions, prefabs, NPCPack humans, and faction quests modlets, together into a cohesive experience. I highly recommend getting this modlet, and all its dependent modlets, if you want a fully-featured NPC experience. https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Trader_Lore_Human_Factions_Prefabs_Quests
  17. I believe it is not currently possible, at least not with the vanilla code. I'm pretty sure this is how it works. When you scrap an item, the game uses the value of the "Material" property to determine what item it scraps to. It uses the "Weight" property to determine how many of those items are produced. This means you can only scrap to one item, and that you can't tie the count to the tier level. It might be possible with custom C# coding. If you want to go that route, you'd need to do a Harmony patch on the ItemActionEntryScrap.OnActivated method. But that's already a pretty complicated method, so it would be difficult. (It would probably involve either transpiling or replacing the method entirely.)
  18. I don't know how much this helps, but I'm pretty sure those icons can be modded. You can't supply your own icon, but you can swap it out with one of the other icons in the game. You can kind of see how to do this by looking in controls.xml. Here is the relevant entry in the item_stack node: <sprite depth="8" name="itemtypeicon" width="24" height="24" sprite="ui_game_symbol_{itemtypeicon}" pos="2,-2" foregroundlayer="true" visible="{hasitemtypeicon}" color="{itemtypeicontint}" /> Now match it up with these properties in the "schematicMaster" item in items.xml: <property name="ItemTypeIcon" value="book"/> <property name="AltItemTypeIcon" value="book_read"/> Putting it all together, you'd need to find one of the "ui_game_symbol_{x}" TGA files that is appropriate, strip out the "ui_game_symbol_" prefix, and use it as the value of whichever property you'd like to change. There's a list of those TGA files in the XML.txt file. You can also look at the values used by other items, those will probably work too. I haven't tried it myself, so this is all theoretical, but maybe it will help one of you figure it out. EDIT: The XML.txt file lists something called ui_game_symbol_add.tga. So, maybe if you use "add" for the "ItemTypeIcon" value, that would make it obvious that you haven't read it? Just a thought. EDIT 2: One other thing I just discovered by looking in the code. There is apparently a property with the name "AltItemTypeIconColor" that can accept an RGB color, and this color will be used for the icon tint. It's not currently used in any items, but you could also try adding that property and see what happens.
  19. As someone who uses stealth quite a lot - especially in early game - I can tell you that wandering "sleeper" zombies will definitely make things more difficult. EDIT: Also, FWIW, sleeper volumes have always had an option for the zombies to spawn in awake. AFAICT it's just been ignored up until now. (And, I discovered this while trying to add custom NPCs that spawn in awake, so these changes will be very welcome to at least one modder. )
  20. Does anyone know what happens if you override a vanilla entry in localization.txt but only provide an English translation? For example, the vanilla 7D2D localization.txt file has this entry: quest_BasicSurvival1,Quest,Quest Info,,,Basic Survival 1/8,,Das 1x1 des Überlebens 1/8,Supervivencia básica 1/8,Les bases de la survie 1/8,Basi della sopravvivenza 1/8,生き残るための基礎知識 1/8,기본 생존 1/8,Podstawy przetrwania 1/8,Sobrevivência Básica 1/8,Основы выживания 1/8,Temel Hayatta Kalma 1/8,基础生存 1/8,基本生存 1/8,Supervivencia básica 1/8 Let's say you wanted to insert a basic survival quest before that one, so that it is now 2 of 9. What happens if you supply this? quest_BasicSurvival1,Quest,Quest Info,,,Basic Survival 2/9,,,,,,,,,,,,,, Do non-English speakers still see the "1/8" text? Or does the game assume there is no localized text for that language, and display the English text?
  21. Oh, that sucks. Is it still on the roadmap for A21? Or is it one of those things that is just too impractical to do properly? (Sorry if I missed that conversation, it's a big thread.)
  22. I'm going to assume that you don't know what DMT does. The DMT mods that you download (like, say, SphereIICore) contain C# code that is structured in a way that the DMT tool can recognize. DMT then compiles that C# code, creates binary .dll files, and modifies the game's own .dll files to load them. I am leaving out a lot of details, but that's the general idea. If you want to learn more, here's a good overview of DMT (including SDX and Harmony patching), written by SphereII: https://7d2dmods.github.io/HarmonyDocs/ And here is the thread that you want if you are having trouble installing mods with DMT: https://community.7daystodie.com/topic/13037-dmt-modding-tool/ Also: the lockpicking mod does not depend upon DMT. It depends upon SphereIICore. It is SphereIICore that must be compiled with DMT. And, yes, you should compile all of the C# code inside the SphereIICore mod, even the code that is not directly relevant to lockpicking. That's how it is designed. It might be possible to isolate just the C# code that deals with lockpicking, but it wouldn't be easy. I am a C# programmer by trade, and I wouldn't want to do it.
  23. I don't know where you got that archive, but it is not a "SphereIICore archive." It looks like an archive of the entire SphereII repository - including all his mods and modlets. The files inside the "0-SphereIICore" folder - and only those files - are part of the SphereIICore mod. If building C# code using DMT is too complicated for you (as it is for many people), then I recommend using the Mod Launcher instead: http://7d2dmodlauncher.org/ You should be able to get both SphereII's Core mod and Xyth's lockpicking modlet directly through the Mod Launcher, and it will build any DMT or SDX mods/modlets automatically: http://7d2dmodlauncher.org/HowToInstallMods.html http://7d2dmodlauncher.org/ManagingModlets.html
  24. From the output, it looks like you're not including PatchScripts\FoodSpoilagePatch.cs in the build. But, I don't know what you mean by this: "it appears that all 0-sphereiicore mods are needed for the build." 0-SphereIICore is one mod. You need to install and build all of it. If you're trying to just pick and choose which files or folders you include, then of course you're going to get errors.
  25. Just an FYI for those people who actually want to do localization for their modlets, and not just add English entries... I found this online tool helpful. It will translate English text into multiple languages at once: https://smodin.me/translate-one-text-into-multiple-languages I can't vouch for the quality of the translations. But, IMHO, something is usually better than nothing. If anyone else knows of better translation services, then feel free to post them here.
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