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About Su1C1daL

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  1. Su1C1daL

    Su1C1dal Modlets

    -Added versions to the mod list as A19 is around the corner. Will add the "A19" for the mods that are updated.
  2. Changing of the skill tree should be fairly simple to add just something that would need to be coded and tested for the proper numbers that make the most sense. Not sure on how adding new skills works but I do know that it is possible. Same with the stages as well. Not sure if there is a way to add buffs to items that are held though. Something to look into and see if possible. I know you can with blocks and obviously food/drinks. Ill add it to the list and see what I can do with it.
  3. Sorry everyone, I have been side tracked from this posting so to say. I have looked into some of this in the meantime but no meaning full progress yet but am looking into more today to see what I can do to help with the requests. I'll probably make a list in the original post to keep it more organized. I will also be responding to the posts that have been made. I see that there is also the streamer weekend going on this weekend for A19 which means its not to far out now. So unlikely that I will make anything new unless its an easy fix. I will look into the ideas so as to have a plan on what can be done. Nerd polling has been worked on by a couple other people already, Ill post the links for you. Not sure if this is a proper solution for you or not. Nerd polling is a tough one to handle without affecting the ability to build. I will look into the reloading modding for you but that will likely be a .dll edit of sorts. I don't believe that something like that can be done in a modlet or in a easy fashion. Will look into it to confirm my suspicion. Do a search within the links posted with "nerd" and should find what you are looking for.
  4. Su1C1daL

    Su1C1dal Modlets

    -Updated Grass Slowdown to v1.1 -Adds a couple missed bushes/grasses
  5. Su1C1daL

    Su1C1dal Modlets

    If you are using the Grass Slowdown mod and find some that aren't working let me know. Ill need to know the name of the bush or plant. You can do this if you are an admin/single player by opening console (F1) then typing "dm" then pressing "F3" and looking at the plant/bush and pressing "shift". On the left of the screen will be new boxes that show up. One will say "focused block" in yellow at the top then go down to name and type that as shown in the box. That will give me exactly what I need to edit the mod.
  6. Su1C1daL

    Su1C1dal Modlets

    -Added Sticky Traps 2 versions -Added Sticky Trap Release
  7. 1- This "may" get added to the list. More than likely will wait for A19 as everything in the files will change and like any other alpha or game for that matter they almost always break the mods. It "may" get some small touching on before but nothing major as it will only create more work in the end to port it forward. Not sure how many are staying on A18 after the update so that will help determine what happens as far as porting back to it. 2- Are you wanting an item that is used by admins to remove blocks to clear stuff out from old builds/players or are you wanting a tool that any player can use to make destruction easier? If you are wanting admin tools they are already available in the game. Have to do CM in the console and the open the cheat menu with "U" and type dev then click the dev icon to the left of search. There is a slew of tools TFP have provided for admin 3- This is something that is out of my scope at this time however, I have seen some modders working in this area and trying to make this better for the players who are looking for more. 4- This is also out of my scope at this time but again there are already modders working on this but there is a problem in the game that doesn't render stuff correctly. So this is being worked on but not much a modder can do with the texture issue.
  8. I think the Khaine is the only one that will conflict as it directly changes the doors themselves. His as I read it is a guaranteed unlock per pick. With mine it is chance based and varies by door. Which should also improve with the lockpicking skill. Jaxteller should be fine if it changes the held item for the vanilla lockpick. Which is what I use, no new lockpicks are added. Stallionsden I don't think mess with the doors at all just other containers like the ammunition boxes. War3zuk adds his own pick specific to the stuff he wants them to be used on so should be no conflict there at all. I decided to merge and have all my mods in one place. So this is now on the "Su1C1dal Modlets" post
  9. 1-I am pondering the turret idea, not sure how feasible but not completely out of the question at this time. 2-Mining machines already exist for what you are looking to do. I just came across one recently actually. 3-Will have to think about this some, not good with custom assets so making a windmill look like a windmill ingame migh be out of my scope. However I may be able to use existing assets to cobble something somewhat respectable. Based on some of the mechanics of the game a watermill will likely work the same out of water as in so may lose some aesthetics/realism with that. So not completely out. 4-This is out for sure as this is a locomotion thing that would have to tie into the flying and being able to follow a customizable path set by the player. Im sure there are modders out there that could be able to do this with the advanced stuff but unfortunately "I r newb" lol. Ill keep thinking about this and see what I can come up with. I appreciate the ideas! Keep an eye on my "Su1C1dal Modlets" post for any new content. If I make any of these Ill try to remember and post it here as well so you know I completed them. There are already NPC's that are modded along with new zombies so I am sure there are ways to create exactly what you are looking for without the custom actions of course. I am not aware of anyone that has had a NPC that mimics or is controllable enough to do what you are wanting. The character itself for sure could be done. Not by me as that is out of my scope of modding at this time. I am not sure what you mean by "sexual or bathroom options". I'm feel like you are wanting those actions in the game the ability to do those. I don't think TFP would be too excited about a love making mod and the bathroom option would add some realism to the game but I believe that it would be extensive to implement as you would need a bladder and colon bar to fill up and give you the need to use it. Im not sure what kind of actions you can create as I believe those to be in the dll or hardcoded into the game. Likely possible but out of my scope. Maybe this will inspire other modders to add something atleast for the bathroom needs portion. I have been considering and done a little testing to see how the sound attraction works in game. So that is something I am pondering to see if I can get that to work properly or not.
  10. Also with the github you can download the desktop version and it uses a file you make on your computer. You add/change whatever and go to the github desktop app and it knows you made changes and what changes were made and shows you in a preview. Then you can add a description and upload right from there. I like that for testing as I use the github folder to do all the modding and I can choose what to upload and upload what I want when I want to while having ease of access with github. Basically use it as my master and take those mods into game for testing. I also only change the mods in the github and copy those over to the game with new changes. Just a tip with a bunch of rambling sorry lol.
  11. Most modders use github or gitlab to upload their mods to. Then put the link here in a post with a description.
  12. Su1C1daL

    Su1C1dal Modlets

    I thought I would share the modlets I create and use. Instead of doing a individual posting for each modlet and trying to track them individually I'd do what all the cool modders do! I am also listed on the 7DTD MOD LAUNCHER for those that use it instead. GRASS WALKING SLOWDOWN v1.1 -----A18.4 -Affects all entities- zombies, players, animals. This is too keep an even playing field. Can be used to your advantage if played right. -Default is 20% slower than vanilla. -Decrease in movement speed when walking through the various grasses. Gives reason to clearing an area you walk often. -Can be adjusted in the xml file easily to suit your needs. -Configured to work with the Walk Slower mod. Without the walk slower mod the change in speed is more dramatic. Increase 10% if not using it. WALK FASTER -----A18.4 -Affects all entities- zombies, players, animals. This is too keep an even playing field. Can be used to your advantage if played right. -Default concrete/asphalt 25%, gravel 15% faster than vanilla. -Increases walking speeds on concrete, gravel and asphalt. -Gives reason to make use of the paths available. Keeps you away from those pesky bushes that slow you down as well as giving you a boost! -Can be adjusted in the xml file easily to suit your needs. WALK SLOWER -----A18.4 -Affects all entities- zombies, players, animals. This is too keep an even playing field. Can be used to your advantage if played right. -Default is 10% slower on all 3 than vanilla. -Decreases walking speed on snow, desert and sand. -Adds realism to the substrate you are walking on without using any additional stamina. -Can be adjusted in the xml file easily to suit your needs. SWIM FASTER -----A18.4 -Default is 20% faster than vanilla. -Increases swim speed to make swimming a little less arduous. -Makes swimming not feel like you fell into a tar pit. -Can be adjusted in the xml file easily to suit your needs LOCK PICKABLE DOORS -----A18.4 -Removes the vanilla doors and replaces them with a door you can use the standard lockpick on. -No special picks to craft. -Function works the same as picking a safe. -Some doors remain unlocked as intended. -Player owned doors ARE NOT pickable only poi/prefab. -Will work on any poi/prefab door that uses STANDARD/VANILLA doors. (I believe at this time they all do) -Doors CAN be reinforced just NOT upgraded from a wood to metal. ( may make a fork of this if people want to be able to upgrade them all the way to vault doors) -Doors CANNOT be re-locked. They are open and public until you completely destroy the door and replace with your own crafted door. -All crafted doors remain COMPLETELY vanilla. STICKY TRAPS -----A18.4 -- Thanks to rewtgr for the extensive code testing and the modding community helping to find a way around the limits. -----Mulitplayer requires the client that is connecting has the mod installed or you wont see the images for the icons I added to the items in inventory----- -There are 2 individual modlets that can work together or separately. (May include 2 versions that aren't completely invisible if requested enough) -One version "Sticky Trap" is be strictly a trap that slows players/zombies/animals when walked on. -The other "Sticky Spike Trap" is the same trap but will cause damage to the players/zombies/animals when walked on. -The trap is "invisible" meaning it will replicate the same ground look you place it on. If not placed on the ground will default to the ground material of the biome. -It would be best to dig out where you want the trap if possible as the trap places the same as dirt does. It can be place on top of flat ground but will be a lump. -Zombies do not, atleast in my testing, attempt to go around or avoid these traps either. -Stickiness and/or damage of the traps can be customized in the modlet to your liking. STICKY TRAP RELEASE -----A18.4 -- Thanks to rewtgr for the extensive code testing and the modding community helping to find a way around the limits. -----Mulitplayer requires the client that is connecting has the mod installed or you wont see the images for the icons I added to the items in inventory----- -A lubricant that will release you from the Sticky Trap. -Will not prevent damage caused by the Sticky Spike Trap. -3 types of releases. Early game is oil (is this safe to drink?) that is found in normal loot/crafted, a mediocre version (made in campfire with beaker) that has better releasing abilities plus other perks, a best version (mad in the chem bench) that gives the most releasing abilities to free you. -Pointless without atleast one sticky trap mod. Designed to work with all or only one. -Can be adjusted to your liking if you feel it isn't effective enough. *All mods to this point are created by me but with the nature of how simplistic a few are I'm sure others have tweaked these at some point. If that is the case this is not an attempt to rip off anyone else code. Anyone that assists directly in collaboration, editing, etc. I will make a point to give due recognition in the mod and here to at the least show my appreciation and respect for your time and ideas. If I have missed you in being recognized I apologize in advance and encourage you to pm me to rectify it!
  13. Looking for suggestions on mods that people think might be interesting or improve their experience. I know not everyone knows how to or wants to mod for 7 days. I myself am not a great modder but can generally get the job done. I know we have a great community of mod creators in this forum and beyond and hopefully they may drop some expertise to help us out. I unfortunately have some extra time on my hands and have been back to dabbling in mods again. Maybe I can help get you that one thing you have been wanting or waiting for to happen. With that being said, I would like to stick to smaller modlets if possible. Suggest anything (be reasonable), the worse you get is a no from me, but who knows maybe there is a creator that is better than I that will do it. Kinda hoping this may also be some inspiration for the mod creators out there as well. Don't expect because you suggested that I will do it. The extra time I do have is due to some health issues. Those come first so if things are delayed I apologize in advance. ----------LIST--------------- -A mod that added laser turrets would be neat. Being able to make a bunch of solar panels using another mod to set up defenses that used electricity instead of ammo would be fantastic. -Many more "mods" for weapons, tools, armor, clothes, vehicles and so on. I see many stats in the files that mods don't touch yet, would be great to see this part of the game expanded on more. This will give player even more options and I like options Some examples: Tool mods: range"reach", speed, reduce sound Weapon mods: rate of fire, reload speed Armor mods: Buff resistance, degradation, stamina cost -Hi, just wondering is there any chance for you to make a mod to make the hunger and thirst to persist even after you re-spawn? ex. a. if you were killed due to thirst or hunger and you re-spawn, the hunger/thirst will be at 40% instead of 100% again. b. if killed by a zombie, hunger is at 50% instead of 100% when respawning. -Rearrange skill tree and adjust numbers to see fit. Buff certain weapons based on weight for movement speeds.
  14. I looked when I made this a few months ago and didn't find anything other than the lock smashing one. Didn't know there were other mods doing the same thing. Im going to get it up today since there are a few views on it so seems at least some interest in it.
  15. Forgot to add that if people would want to use/try it let me know, that way I can see what I need to do to get it hosted so it can be shared. Modlet is built and I currently use it. Just not sure if anyone would want it!
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