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Everything posted by Sykriss

  1. Sorry everyone, I kind of burned myself out with 7D2D and have been on a Pokemon binge (working on completing the national dex). Those two packages are intended to be used with my PIP optics mod and RMR replacer mods. They enable the use of the PIP optics with all of the new firearms, and enable the use of the RMR optic with the new firearms. Without those two, the PIP optics mod and/or the RMR replacer mod won't work correctly with the new firearms. It should be compatible with all 18.x versions. Thanks for the feedback, I'll get that patched along with the other fixes in the next hotfix release.
  2. I'm not sure myself, actually, to tell ya the truth. I know xml files are downloaded to client, and I'm pretty sure the asset bundles are too, not sure about the icons and localizations though.
  3. Thanks for the feedback! I ran into this a few times myself, wasn't 100% sure what was causing it, although in retrospect I now have a theory. For now you can fix it by putting the gun that's having issues into a container, or dropping it on the ground, then picking it back up again. Be careful when dropping them on the ground, though, as the physics colliders are a bit funky and I'm not sure how to correct that. The scar H reload sound not working seems to be a bug with that particular animation set, I don't think the devs added the trigger inside the animation to call the reload sound, as no matter what I do, I can't get the reload sound to play or any effects to be triggered with "OnReloadStart" and "OnReloadEnd". I'm giving it some time for a possible fix to come forward before I convert it back to the regular AR15 animations as I really like that anim set, it fits the SCAR platform very nicely.
  4. Thanks for the feedback I haven't tested time of day specifically, but I didn't notice any huge differences in my personal testing between day and night. All three scopes are only using a 512x512 render texture that's only active when the player ADS, so the FPS impact is minimal (I did the majority of my testing on a Y500 with a i7 3630QM, 16GB ram and 2x 650Ms). I've considered offering versions with different render texture resolutions to tailor the FPS impact to the users needs, but nobody has said anything about a large FPS hit, so I haven't I also did a little shader wizardry to both anti-alias the rendertexture and give the scopes a little parallax effect. I experimented a little bit with the culling layers, but I didn't run into any big issues that required me to go back to them, so I left them at default.
  5. The devs priority with this schema shift was to get away from the old, end of life forum platform; it's not meant to look pretty right now, I imagine that it's meant to serve as a modern foundation to build upon in the future.
  6. For sure! Just PM me a link when it's finished and I'll put it in the OP.
  7. Thanks! I agree, the vanilla scopes are legitimately pre-2000 era. Lol. After making and using this mod I can't imagine myself going back. Making other mod scopes PIP would be a collaborative effort between the other mod author and I, as I start by modifying the scope model itself in Blender, then I export it to Unity and build the functional parts of the scope there. So I would need access to the scopes model source file, or have a modified version provided to me. But it's definitely possible! I do plan on making a separate mod from this one in the future that adds some new optics to the game, such as a 6x, a holographic, and some others, but I wanted to get the vanilla replacer mod out first as a foundation to build upon (didn't want to add *new* nice PIP scopes that would clash with the vanilla ones). Can't say exactly when though
  8. Thanks for the kind words! I personally don't use any of the large overhaul mods, and I haven't had anyone try using VFX with one. In theory there's no reason why it shouldn't work, the only thing I imagine might be problematic is if the mods replace the vanilla ammo, add weapon mods, and/or heavily modify the loot tables (to the point where the vanilla ones are no longer used). I'd just give it a shot and see what happens, it doesn't overwrite any vanilla files, only appends them. If there are compatibility issues that arise, if anyone feels up to the task of making a compatibility patch I'd be more than happy to list it in the OP.
  9. Nice! Variety is the spice of life, after all
  10. Sykriss

    DMT Modding Tool

    After reading all of the responses after my post, the mention of file permissions kind of rang a bell in my brain for some reason. What I did was made a copy of my 7DaysToDie_Data folder, trimmed it to only contain the Managed folder inside it, and placed it, along with DMT and my DMT mods folder, in the root of my C drive. Then I booted up DMTViewer, pointed it to C:/DMT Mods as my mods folder and the root of my C:/ drive as the install location. Built a patch with no mods enabled, then copied 0Harmony.dll, Assembly-CSharp.dll, DMT.dll, and Mods.dll along with the DMT-built Mods folder from the spoofed C:/ root install to my actual game install within steamapps/common. This worked, so I built a modded patch with the NPC mod and its dependencies and that also worked. I definitely think it has something to do with file permissions. It's somewhat interesting, too, now the console just says "Skipping missing assembly: Mono.Cecil" instead of saying it needs it (when it doesn't).
  11. That's actually awesome, I was a bit worried about possibly having to split it into a client side and host side modlet. Really glad to hear it! Thanks for the bug report and feedback btw, it is appreciated
  12. It is in modlet form and is self contained, although (correct me if I'm wrong) clients will need the localization.txt for the names and descriptions to show correctly. Everything else should should just download to client when they connect.
  13. Interesting. I hadn't done any testing in MP so this is new to me. It probably has something to do with two of the scope 'cameras' existing in the world at the same time and the object references getting confused. Honestly not 100% sure how I'll fix it, might fiddle with the gameObject hierarchies a bit and see what happens. Edit: I have a theory that might work, though I don't have the means to test it myself; give me a few minutes to package and upload it. Edit 2: Patch is uploaded, download it HERE. Hopefully this fixes it, if not I think I'll have to get a bit more creative.
  14. There's something up with your PC or configuration. On my 3770k/8GB ram desktop server, an 8k RWG map takes 10-12 minutes from server boot to a joinable game. On my 3630QM/16GB ram laptop it takes about 15 minutes.
  15. Thanks for the feedback! I'll bump up the recoil for 5.56 weapons in a hotfix. They are a bit laser-beamy, you're right, haha. Regarding the SCAR-H, there seems to be a bug with that particular holdType and/or reload animation. I've set it to have a reload sound in the xml, but no matter what I do, it won't play a reload sound upon reloading. I even tried calling one from a separate xml line with an onReload trigger and it didn't work. I think the reload sounds for that particular holdType are just bugged. I'll probably convert it back to using the same holdType as the AR15/SCAR-L. Sorry about the delay on the full length showcase video, lol, just been actually playing the game for a bit lately instead of modding it ^^
  16. Sykriss

    DMT Modding Tool

    I seem to be having some problems getting DMT to work. I followed the video overview tutorial to the T, made a separate DMT mods folder inside of my 7D2D directory and put just SphereII-Core inside of it. I copied the DMT files into a subdirectory inside my 7D2D root called DMT, started the program and successfully compiled a build with just SphereII-Core selected. However, whenever I start the game with this build, I get a red error in console about a missing Mono.Cecil.dll. I saw the earlier post in this thread about that issue and tried copying the 4 mono.cecil dlls into the 7D2D Managed folder, as well as newtonsoft.dll as it would throw that as a missing dll error as well. With those dlls inside of Managed, the game loads without a red error, however upon starting a new game, I get spammed with "There are no graphs on the scene" in console, all creatures do not move, I have a weird health bar that shows up when I look at enemies. I don't understand what the problem is here. In the video tutorial he does not copy any dll files to managed and it works just fine. Edit: I am using the most recent version of DMT, 1.5.7239.23150, and I tried both the SphereII-Core in the root github as well as the "patch version" for 18.3 under the 18.3 subdirectory. Edit 2: After emptying my mods folder and re-patching so that JUST SphereII-Core is inside of my mods folder (making it the only mod that is loading), this issue continues happening. It definitely seems to be some issue with DMT. I am just baffled as to what it is as I did everything exactly like the video in OP. Edit 3 with more details: The game also doesn't save output logs when I have the patch applied, so I can't copy-paste the output log. But I noticed two lines above the line complaining about mono.cecil, saying "Skipping missing assembly: mscorlib" and "Skipping missing assembly: System.Core". Not sure if that's related but it's the only other thing in the console that seems abnormal to me. Edit 4: Now wondering if it has something to do with the .NET framework version installed on the machine. However, I initially ran into the problem while playing on my personal server, which is also having the same exact issue. Edit 5: I can confirm that this behavior is happening on two separate machines. Some help would be greatly appreciated... Edit 6: In edit 3 I mentioned that the console was complaining about missing assemblies, system.core and mscorlib. They are both present inside of the 7D2D managed folder, on both machines. This is very weird behaviour and very frustrating as well, I've literally spent hours trying to get this to work so I could use the NPC mod. I give up. Hopefully my save is okay. Also, I'm not sure if the root of this issue is DMT or SphereII-Core, hopefully this was the right place to post this.
  17. This modlet adds over twenty firearms to the game, complete with custom animations, icons, sounds, attachments, etc. I did my best to make them up to vanilla standards as I don't want things disrupting the players immersion. It also adds two (2) new ammo types, .45acp and 5.56x45mm, to serve as intermediate rounds. They are all balanced and integrated into the vanilla loot, trader, and recipe/schematic tables so you shouldn't be drowning in guns everywhere (I had some testers confirm this before public release). Full list of included firearms: Pistols: M1911 Mark 23 Glock 17 Makarov TEC-9 P250 Walther P99 USP .45 revolver 9mm revolver Desert Eagle in 44 mag Shotguns: Full length side-by-side RSX-1, semi auto shotgun Full length over-under Single barrel shotgun Rifles: M1 carbine in 9mm SKS Ak-101 AR15 HK416 G36C SVD SCAR-H SCAR-L SG-553 Sporting Rifle (5.56x45mm bolt action) Varmint Rifle (9mm bolt action) SMGs: AKS-74u Vz 62 Skorpion Micro UZI Mac-11 UMP-45 PP-19 Skorpion Video: Edit: RIP, uploaded the wrong video Edit 2: did not actually upload the wrong video. HDD filled up and it got cut off. I'd like to actually play 7dtd for a bit now though, I'll re-record the video tomorrow. *sigh* DOWNLOAD PIP Optics Compatibility Patch available here Pistol RMR Compatibility Patch available here A lot of time and effort went into this, so feedback would is greatly appreciated, thanks!
  18. Sykriss

    dcsobral's mods

    I really like the idea of your headshot zombies mod, but I think it's also affecting corpses. For example, harvesting a deer corpse now takes significantly longer than it used to, and right clicking with the hunting knife, for some reason, causes subsequent left-clicks to do zero damage to the corpse (while still harvesting resources, which is obviously a problem). However, if I hit the corpses head, it does way more damage. Edit: Nevermind, I disabled your mod and the behavior has continued. Not quite sure exactly what mod is to blame now, a bit confusing since I don't think I have installed anything else that affects damage modifiers.
  19. Sykriss

    Farm Life v2

    Looking forward to it, thanks for your effort!
  20. Agreed. This reminds me of an idea I had last night, that these bandits may make possible. What if there was another type of blood moon, but instead of zombies, it was mainly raiders; basically a raider siege. I think something like that would be awesome, if possible.
  21. Just wanted to chime in that I enjoy quite a few of your modlets, you have some great ideas. Thank you!
  22. Forgot to remove the / at the end of the first line, I think. Try this: <configs> <append xpath="/items"> <item name="meleeHandAnimalBabyBoar" extends="meleeHandAnimalWolf"> <property class="Action0"> <property name="DamageEntity" value="10"/> <property name="DamageBlock" value="12"/> </property> </item> </append> </configs>
  23. Roger that and thanks, I'll have a fix pushed shortly Edit: Fix is up!
  24. I'm pretty sure you need to have the DamageEntity and DamageBlock under a action0 property. I think there was a minor syntax mistake with the extend function as well. This should work (theoretically): <configs> <append xpath="/items"> <!-- Baby Boar Damage --> <item name="meleeHandAnimalBabyBoar"> <property name="Extends" value="meleeHandAnimalWolf"/> <property class="Action0"> <property name="DamageEntity" value="10"/> <property name="DamageBlock" value="12"/> </property> </item> </append> </configs>
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