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FatsackTony

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  1. It's really easy, you just start up vortex, switch to 7 days to die as the game its managing, and than drag the zip file into the mods window, then click a button to activate it. Then you can just click a button to deactivate it to play vanilla without having to manually go into the game folder and delete all the files. And you only need 1 install of 7dtd and you can have multiple mod load orders setup and switch between them with a click of a button, whereas the other mod loader creates an entire new installation of 7days to die and all the game files which eats up more hard drive space.
  2. You can also use Nexus mods mod launcher, download the mod manually and then drag and drop the zip into Vortex. That's what I use.
  3. Found another issue. Locked Gun safe is destroyed with a single timed explosive. Also, I don't know if this is recently added, but I can't even attempt to unlock it unless my lockpicking skill is at 150. Won't even let me try, it's at 125 right now, not sure how to get it to 150. I have all the lockpicking perks and with lockpicks its only at 125. That means to even get a chance at opening it I have to have level 40 action skill in lockpicking. The rate at which you earn experience in the lockpicking action skill is WAY TOO LOW in my opinion. With the occasional death and all the things i've lockpicked my aciton skill is currently ZERO, because the action skill gain is way too low compared to the loss from the occasional death.
  4. Anyone know of a mod that makes spider zombies scale vertical walls to try and reach the player before resorting to hitting blocks? I tried messing with the AITask priority, but it just locked me up with console messages.
  5. Some of the generators in POI's are quest objects used to "restore power" for the night only missions.
  6. Sorry if this has been asked or answered before, but is there any way to see the xml file during runtime after all the xpath changes have been applied. Or is there a tool that will let you compare all the different changes and overwrites between different modlets or xpath commands. I imagine it'd look something like FO4edit with how each record is edited and the last mod to change it wins. Is there anything out there that exists like that so you can see the final state of something like entitygroups.xml after all the xpath modifiers have been applied?
  7. Neat. Is there a way to get the height map in .png so that you can overlay it and put snow on the mountains and desert in the lowlands, etc?
  8. Is it possible to code a repair to take 2 items? Such as an AK requiring a repair kit AND assault rifle parts?
  9. Timed explosive destroyed a wall safe, is this intended? Also some (or all) urinals do not have the water source mechanic applied to them. I was thinking the bulletin boards and medical posters or other posters in some poi's could be turned into sources of research. With the ability to pickup most decoration blocks in your mod, I think it would be cool to have quests to refurbish some of those items for traders. For instance, what if there was a quest from Trader Jen to find a hospital bed or gurney, use acid and cloth or something to clean it up and refurbish it, and turn it in to Jen. Or have to go find a flesh sample from a body bag that Jen suspects to be patient zero. What about hazardous obstacles? Why don't body bags have an AOE hazard that can cause you infection. Or Radiation barrels that deal radiation poisoning. Or burning charcoal that increases temperature or has a chance to ignite you/zombies. Do you plan on adding any of that sort of thing?
  10. Hey, found a mod with a cool feature I think would be really great in your overhaul, but with your custom UI i cannot simply use the mod, maybe you could add something similar? It allows you to place stacks into multiple containers at once with a single click of a button. https://www.nexusmods.com/7daystodie/mods/1357?tab=files VERY convenient, especially with the amount of additional crafting items in your mod. Also, is your UI for perks dynamic? Or is it static to the vanilla perks/attributes/tabs etc. What would I need to modify to get something like this mod to have a UI tab in the perk menu. https://www.nexusmods.com/7daystodie/mods/783 It looks like this mod has a compatibility file for SMXui, whose perk menu looks similar to yours
  11. Some Ideas for the mod: Make the vehicles require components that you can equip to them, in order to run. Have the components (engine, spark plugs, etc) take durability damage as they are used, so that the car will eventually break down. You can then spawn in vehicles with some or none of the components, and then each vehicle becomes a 'mini-quest' to find the right components to get it running. You can balance vehicle availability by the presence, quality, and damage of components. maybe early game you get level 1 components that only last for 10 minutes or so. Maybe the higher quality vehicles such as military vehicles deal more durability damage to components, so you have to also have high level components to have them run for a reasonable amount of time, etc. You could put the loot inside the vehicle storage as they spawn, rather than having the lootable car blocks like vanilla has, or both.
  12. Fair enough. Would it be possible to add a debuff to the player that appears in the hud when an armor piece is getting low? For tools/weapons they can see it in the toolbar as they're using it. Also, speaking of diablo, is it possible with how equipment is done currently to add diablo-esque RNG stats to gear? I honestly think the game should have more diablo-esque loot drops by default for gear, as you end up just getting your one piece or weapon that is the best and you never lose it, and thus all other equipment loot you get for that slot is just vendor trash or scrap fodder. Seems like a waste. I wish they had designed it with an infinite difficulty scale and infinite equipment improvement the longer into the game you get.
  13. Should be able to pick up the sorcerors desk by holding E on it. Also can this be added mid play through? what about on a server?
  14. Have you considered making armor/weapons/tools etc completely disappear if the player lets the durability get to zero? Also, is there a way to transfer liquids between glass jars and plastic bottles yet? And would it be possible to add a slider or number field to select the quantity of item to split from a stack? I am thinking something like how the game Rust does stack splitting.
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