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ShoudenKalferas last won the day on October 4

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  1. I'm not sure how I missed this! Thanks for noticing this and posting. I did test and didn't see any obvious warnings/errors. Kind of puzzled on that one. But looking at it closely I do see what you mean about the first lootgroup referring to a second lootgroup that hasn't been declared yet. I'll work through publishing a release on this now. ----- bugfix release published
  2. Senzo -- It seems that English is not your first language and I'm having trouble understanding you. Counter Strike is probably a bad example to point at, to compare to 7dtd. It was originally released in 1999 so has had more than 20 years to develop on their game and make multiple releases of it. I don't disagree with your point that it would be nice if 7dtd supported more than XML in its official support to automatically download from the server. As a mod creator with dozens of modlets created, I've encountered this countless times where "it would be nice" to have this capability. But it is wrong to suggest that 7dtd doesn't have automatic download of mods, because it does support this. However, it is just limited to XML only.
  3. I'm not aware of any way to make this happen. Would love to have a mod that did this
  4. Garage doors work this way... but are 4 blocks wide.
  5. To be fair, the OFFICIAL method of modding.. XPath Modlet style, DOES download all the Modlets to the client players machine... all automatically. I've been running a server for years with over 90 mods, at times more than 150 mods.. all are XML-only and all automatically download to the client player with nothing more than them connecting to the server. When you as a server admin choose to install a mod that steps OUTSIDE the official modding path, aka.. installing a custom DLL, you cannot expect TFP to provide you an automated method for that to work within the confines of the official modding platform.
  6. Likely that Dead Rising game just has a much larger pool of already created variations that are hard coded into the game.
  7. Thanks all for your input on this. I've created an official thread for it at:
  8. This educational XPath modlet will place into your game, 15 volumes/books of an Encyclopedia named Zombiepedia. The Zombiepedia was assembled from tips, tricks, and helpful pointers of other survivors. When you find one of the books and read it, a popup is shown on the screen with the tips that are related to the topic or category of the specific volume you found. For each book you read, you are provided 2 skill points for increasing your knowledge of the world and game, and that specific Encyclopedia volume is added to your Journal in case you want to read back through it later. The Encyclopedia contains over 80 entries and are compiled by actual players via a crowd-source Google shared document. The author of each entry is attributed in the content displayed to the player in-game. This XML-only XPath Modlet is compatible with both Singleplayer and Dedicated Server play and only needs to be installed onto the server. Volumes: Blood Moon Horde Night Building Materials Clothing and Armor Education and XP Gain Electronics Existing Structure Bases (Above-Ground) Farming and Foods Harvesting Resources Inventory Management Maximizing Loot Traps Underground Bases Vehicles Weapons Zombies This modlet was tested on: 19.3 (b3) Current Release Download Link: Zombiepedia Skillpoints Modlet - A19.3_1.0a This modlet can be added to a new or existing game. Installation Instructions: Extract the zip file Copy the folder "Zombiepedia_Skillpoints" into your Mods folder If you don't have a Mods folder & are playing on Steam under Windows: Right-click the game in Steam and select Properties Click the "Local Files" tab Click the "Browse Local Files" button In the popup that appears, create a folder called "Mods" By default this path would end up being: c:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods
  9. I’m working on an Encyclopedia modlet that will place into the world a series of Zombiepedia books to be randomly found. The premise is that the books were written by other survivors, but is a categorized collection of actual tips & tricks for playing the game. Each book will represent a single category, and when read, will start a player quest and will pop up the quest offer dialog box in-game, which is where the tips & tricks will be presented. Each book/quest will be non-repeatable and will grant the player 2 skill points for increasing their knowledge of the world and game. True to the nature and intent of the source of the content, I'd like to crowd-source the tips/tricks that go into the books. If you have any helpful tips/tricks, please edit the document below and add your suggestion. I'll do the best I can to squeeze all entries into the modlet. Please be sure you provide your name after your suggestion and I'll include that in the entry. If you don't use Google Docs or don't want to do it that way, please feel free to reply here and I'll add your entry for you. https://docs.google.com/document/d/1Bivojw_QQUkme4Mu2F5p71wJdNcNARSLuLghUOn6_E0/edit?usp=sharing
  10. @XRedx-xDragonX This error would pop up if the REQUIRED mod isn't installed or is otherwise not working. Look in your console output for the list of mods that it is loading. The very first WhiteRiverToC one in your list should look similar to: 2020-11-09T13:18:25 1.251 INF [MODS] Trying to load from folder: WhiteRiverToC__REQUIRED 2020-11-09T13:18:25 1.257 INF [MODS] Loaded Mod: White River Tools of Citizenship (A19.2_1.0a) If this one doesn't or isn't loading into your game first, then that item "questitem_toc_citizencard_name" won't exist. This specific item is the citizen card. I did try to use Vortex with the game but ran into odd issues and decided in the end it wasn't worth it. Installing mods is fairly easy and just drag and drop so Vortex doesn't really give any great advantage. ----- Sorry for the delay on this release. Not to trouble ya'll with real-world problems, but my house's AC went out and my test rig is a small nuclear reactor.. so my work is on-hold until the AC is fixed later this week.
  11. @magejosh Geesh These lootcontainers are a plague I'll adjust this quest's lootcontainer ids again. Thanks for reporting this. I'll make sure this is fixed in the next release. @XRedx-xDragonX That image is very hard to see and a bit blurry. Please make sure to scroll up and look for any other errors that might be in front of this. Also, if you could provide a zoomed in image of the error that might help me see exactly what is causing this for you. It looks like a problem with loot.xml, which could be the same problem @magejosh mentioned above. I can also be found on the Official 7DTD Discord server if it helps to chat in a more live fashion.
  12. In case anyone is interested, I've got this working under A19.2 without any errors: https://github.com/XelaNull/Snufkins_CustomWeapons/archive/Snufkins_CustomWeapons_A19.2_1.0.zip
  13. @DCPoker The 19.2 release of this mod pack is NOT compatible with the previous release. Installing the 19.2 version of this mod pack onto a game that had 19.1 would result in a lot of NullReference errors for your players due to items that no longer would exist. Every item name in the mod pack was renamed and switched to Localization support. Sorry, its such a large mod pack trying to back-port all the changes back to 19.1 is just too much work.
  14. Nice one! Looking forwarding to adding this to my mod pile and trying it out. A nice compliment to the greek fire arrows in my quest mod pack.
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