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arramus

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Everything posted by arramus

  1. Thank you for the overview of Moddb and 7daystodiemods.com. For your information, 7daystodiemods.com is a redirect hub which publicises mods stored elsewhere. It hosts no content of its own. Everything here will be shared on 7daystodiemods.com by default because the owner is very diligent and dedicated to creating a page for an abundance of 7 Days to Die mods. Therefore, modders have very little choice in that matter and pretty much like it or not, it will be on 7daystodiemods.com. Moddb is most certainly one of, if not, the oldest modding community. Regardless of its 'Dark Age' image, it unites developers for 'pure' gaming like no other community I have used before. It allows individual files of 8GB to be uploaded from the Desktop and 16GB files to be uploaded by URL. It does not require end users to log in to download files. Administration of a project can be shared across multiple authors. These 'Dark Age' features suit the purpose of this collection quite well, thank you. Moddb now has some new 7 Days to Die content. I joined Moddb on May 6, 2006, and have some fond experiences working on Star Wars Republic Commando mods, Killing Floor mods, F.E.A.R. mods, and whatever else was kicking around during this time period. I am not always sure I deserve to be on Moddb.
  2. A21 versions that are carried over can be found here. Introduction The Oakraven Forest Collection offers an experimental ‘pick and mix’ bundle of Quality of Life modlets to enhance your 7D2D experience. It is brought to you by oakraven and arramus. These modlets will be regularly updated based on feedback, and the number of modlets will continue to increase as they move from development stage to experimental release, and then to stable. They can be added as standalone individual modlets, or combined to cover many aspects of game-play. Since these modlets contain custom content, they must be installed in your ‘Mods’ folder on both the server and within player game files. Detailed Installation Instructions For Server Admin/Hosts and Players who have never installed a 7D2D mod before, here are some simple step by step instructions. 1. If you've never installed a mod before, it is necessary to create a 'Mods' folder in the main directory (typically: \SteamLibrary\steamapps\common\7 Days To Die). If you have a custom install or your server host has modified the installation location, then you may have to explore. 2. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature) in your '7 Days To Die' main directory folder. 3. You can now drag the mod or collection of mod folder(s) directly out of the zipped file and it can be placed into the Mods folder. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = YES If players do not install the same mods as the Server/Host, they will not be able to join. The Oakraven Forest Collection is stored on Moddb and can be viewed and downloaded here as individual modlets. No need to Log-in to download. https://www.moddb.com/mods/oakraven-forest-collection Alternatively, you can download each modlet individually on their own page. Again, downloads do not require Log-in. @wickidaurazgaming has kindly created some instructional videos to demonstrate how to use the mods. The videos are directly linked back to wickidaurazgaming's You Tube channel and can be reached by clicking on the link embedded in the mod name. Current Available Mods and Mods in Progress 1. Chicken Coops and chicken related features: Download from Moddb here. 2. Bee Hives and bee related features: Download from Moddb here. 3. Custom Work Stations with related custom features: Download from Moddb here. 4. Hydroponic Underground Farming and related features: Download from Moddb here. 5. Custom Cooking Stations with related custom features: Download from Moddb here. 6. Power Things. Download from Moddb here. 7. Oak Dragon User Interface with custom theme and icons. Download from Moddb here. 8. Torches and Lights. Download from Moddb here. 9. Drawbridges (Walkways). Download from Moddb here. 10. Water Wells and Sinks. Download from Moddb here. 11. Sign Cupboards for writeable storage. Download from Moddb here. 12. Rock Drill for mining resources. Download from Moddb here. 13. Fish Farm for farming fish. Download from Moddb here. 14. Music Decor for interactive decorations. Download from Moddb here. 15. Steampunk Lights (and Jukebox). Download from Moddb here. 16. Fish Traps. Download from Moddb here. 17. Monobikes. Download from Moddb here. In addition to the individual introduction videos linked to mods, here are a couple of general all-in-one type overview videos.
  3. arramus

    NPCMod and Addons

    Here are a few other things to consider: - animal class and non animal class characters may well be on a different spawning system based on class and not the entitygroups.xml areas they are listed in. Since NPCs are incorporated into animal spawn groups, additional calibrating will help to find the sweet spot. Having an animal with a probability of 9 is unheard for the zombie lists where they are typically 0.1 to around the 1.0 mark which infers a different way of spawning. - Maxed spawned zombies by default are 64 whereas animals are 50. However, zombies/NPC classes do not have that 'none' of 85 which is potentially an 8500% probability to spawn. It is possible they are overriding that 'none' based on their class. - The size of the World and the amount of Open Regions will also have an impact. This is the reason the Snufkin Zombies have a default entitygroups.xml and a 'lite' version. On a new world with minimal regions unlocked, those 'Maxed spawned zombies' values will be much more noticeable until unlocking Regions thins things out a little. In addition, it appears a 6K World and 10K World distribute differently with 6K showing a much higher density of entities in one Region regardless of how many are opened. The NPCMod Core is very much a base for creators to work from, and your feedback will certainly be noticed for future releases, where the template spawns are concerned. The same applies for individual NPCMod Pack Addon creators who will read the feedback to see how things are playing out. While Darkstardragon has also incorporated his 'Raiderz' into the wild animals spawn lists, their 0.1 probability has felt very balanced, and dropping to 0.05 or lower as bdubyah suggested will provide even greater balance where it may feel they are still a bit on the high side. This is a very subjective topic based on each host, and typically the reason for the option to change MaxSpawnedZombies and MaxSpawnedAnimals. GansSpecialZombies Addon Pack is actually very sophisticated in its approach, by injecting the zombies directly into the default spawning, by using Boe as their feeder. While the NPCMod has been released for public use, there are things that couldn't be comprehensively checked for all areas, simply because each server has their own dynamics and requirements, and there is far too much to check. It will be very helpful if you can also post your findings once you test 0.1, 0.05, and other settings you may try as this will serve as a useful guide for others who may share your specific requirements.
  4. arramus

    NPCMod and Addons

    A small update for the NPCMod Prefabs. https://github.com/arramus/A20-NPCMod-Prefabs 2 Prefabs are available for the Arachnid groups. At present, this only consists of the spiders but they are ready and waiting for other beasties of that nature. They are compatible with: 2-NPCXSpiderPack-ColonyExpansion: https://github.com/arramus/A20-NPCMod/raw/main/2-NPCXSpiderPack-ColonyExpansion.zip The SpiderPack-ColonyExpansion can also serve as a Template for NPCMod Addon Pack creators and Prefab creators for the following: - Has Sleeper Volume groups that are directly associated with the 0-XNPCCore (npcArachnidsAllGroup/npcArachnidsBossGroup) - Has Game Stage specific groups from GS1, GS50, and GS100 which allow entities to increase in strength to reflect player advancement. - Contains custom Prefabs and Sleeper Volume groups specifically made for only the spiders. A few pikkies to show what to expect. The well known Army Camp 02. The Arachnid Cave. This was made in A19 for The Behemoth, houses some Wasteland Super Mutants, and will be in CP48 for default zombies. A stone built POI with a darker theme. Looking forward to some Scorpions or other Arachnid type entities for the future.
  5. arramus

    NPCMod and Addons

    Here is a link for a couple of large Prefabs (Tier 4 and Tier 5) that have built in @khzmusik's groups for NPCMod specific Sleeper Volumes which will allow NPCMod characters to spawn in the same way Zombies do.. https://github.com/arramus/A20-NPCMod-Prefabs These Prefabs are connected to the Bandit types for which @Darkstardragon has been very active. The following 3 Addon Packs have all been updated and will allow these Bandit Raiderz and Fighterz to spawn in these Prefabs. 1-RaiderGurlzPack: https://github.com/7D2D/A20Mods/blob/main/1-RaiderGurlzPack.7z Adds 50’s style Gansta gals 1-RaiderzPack: https://github.com/7D2D/A20Mods/blob/main/1-RaiderzPack.7z Adds several nasty bandit type foes 1-PitFighterzPack: https://github.com/7D2D/A20Mods/blob/main/1-PitFighterzPack.7z MMA at its finest The combination of dedicated NPCMod custom made Prefabs and NPCMod characters can offer a very interesting dynamic with a mixture of melee and ranged opponents being able to roam or be in locked 'turret' guard positions. Testing these was a lot of fun and it helps to bring a hired NPC or two along for the Quest. As NPCMod Addons integrate the custom Sleeper Volumes to allow them to spawn in NPCMod specific POI locations, more chances to pair off Prefabs and Addon Pack characters will be available.
  6. That could well have done it. There was a small update with a new character added at the beginning of February, and that will be linked to in the first post, but here it is for convenience. It adds 'Hammer Spammer' and it is a Thor type character who carries an electrified Sledgehammer. https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022Feb02
  7. In the default entitygroups.xml there are 330 instances of the SharkWFLB. Only 8 of them are in the entity groups for Biomes and areas: ZombiesNight ZombiesAll ZombiesBurntForest SnowZombies ZombiesWastelandNightHard ZombiesForestDowntown ZombiesForestDowntownNight ZombiesDesertNight If you've deleted all instances of SharkWFLB then that will purge them all. The remaining 322 instances are in the area below that, but they are for Horde Night on the Blood Moon. I wonder if you have also installed the enZombies Snufkin Add On and the shark has been duplicated in there.
  8. arramus

    NPCMod and Addons

    This question is going to repeat itself time and again for sure. Here are some simple step by step instructions and suggestions for Server Admin and Player Hosts: Changing the settings in 0-XNPCCore\Config\entitygroups.xml and the same entitygroups.xml for each of the Addon Packs, e.g. 1-RaiderzPack\Config\entitygroups.xml will allow you to increase or decrease the amount of NPCs that spawn. For example, in the 0-XNPCCore\Config\entitygroups.xml, you will see, as an example: <entity name="npcHarleyClub" prob="1" /> connected to EnemyAnimals group. This means that Harley carrying the Club is allowed to spawn at a potential probability rate of '100%' in comparison and relation to other characters and entities in groups that start with 'EnemyAnimals' in their group name (I believe) of the same and different probabilities. npcHarleyClub's probability of 1 for this group is actually incredibly low considering the EnemyAnimalsForest's, animalWolf is 9, animalBear is 3, animalDireWolf is 3 and 'none' is 85. 'none' may or may not relate to a non spawning entity that keeps numbers in check or to 'thin' the herd and cause players to gradually move further out. If you are seeing too many NPCs, consider reducing the probabilities to somewhere from 0.1 - 0.25. The setting 0.1 is being used in the individual RaiderzPack and they appear at a comfortable rate. I have Zoomed through the Wasteland and have seen NPCs appear very frequently even though they are only set from 0.25 - 1 for Harley. This is actually incredibly low and was a clearly considered entry when we see the default values for others in the same spawn group are animalSnake at 20, animalZombieVulture at 30, animalZombieDog at 30 and animalZombieBear at 20. However, something is not working out, and with experience for the Snufkins, I have seen that Mods can disproportionately take precedence over default probability values in some groups. Again, consider reducing these NPC probability values to 0.1 - 0.25. It will be helpful if you can report back your findings if you give these a try. It is best to edit entries individually with entitygroups.xml. If you want to change the spawning as a whole, that is governed in the spawning.xml. However, this will simply reduce/increase the overall respawn amounts and frequency proportionally and you will have exactly the same issue but at a reduced rate, if the issue is one entity is spawning too often.
  9. Summary: This may be intended, or I may be misunderstanding if things are being called in another way, but I shall report it anyway based on inference. A groupQuestFarmPlotsT2 gives a questRewardFarmT3Bundle. Game Version: A20.2 (b2) Platform: PC OS/Version: Windows CPU Model: (Intel i7 10700K System Memory: 32 GB GPU Model and VRAM: AMD 5600 GT Screen Resolution: 1920 x 1080 Video Settings: Default Load Out Game mode: SP Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC on Status: NEW Bug Description: I was testing the potential to receive questRewardFarmT2Bundle but it has been elusive. I checked the loot.xml and see T2 group is rewarding T3 Bundle. <lootgroup name="groupQuestFarmPlotsT2" count="all"> <item name="questRewardFarmT3Bundle"/> </lootgroup> And the T3 group is also rewarding a T3 Bundle. <lootgroup name="groupQuestFarmPlotsT3" count="all"> <item name="questRewardFarmT3Bundle"/> </lootgroup> While the T1 group is rewarding a T1 Bundle. Detailed steps to reproduce the bug: Any instance where groupQuestFarmPlotsT2 is called. Actual result: (description of what is occurring) questRewardFarmT3Bundle is received. Expected result: (what you expect to occur) I was expecting some potato.
  10. arramus

    NPCMod and Addons

    Yes, this observation really stands out. Regardless of the player's World, they are just doing their thing and paths will periodically cross for better or worse.
  11. arramus

    NPCMod and Addons

    Yes, the Baker is a very resourceful character.
  12. arramus

    NPCMod and Addons

    Just testing a mixed group of Bandits with some only melee, some only range, and others mixed. Getting the balance is fun and a run through with a 1:4 ratio for ranged felt comfortable. That may well change though as the NPC Mod continues to add more sophistication. Without sharing too much, so it doesn't ruin player's own run throughs, the muzzle flashes are awesome and still runs silky smooth. And the Bandits do not hesitate to keep you out of their territory. And with the random spawning, you just never know who is coming to greet you first. Plenty of fun with the NPC Mod Add On characters. And this will just add another layer to Vanilla default game play. We'll have our regular Zombies going up in Game Stage for Fetch, Clear, and Power Up, as well as the chance to do all of that with the NPC Mod Add On characters. And with NPC interaction comes the chance to expand with NPC Mod specific Quests. What Vanilla has provided so very well with A20, can be integrated and expanded.
  13. I can confirm that after updating a dedicated server that I play on, to the most recent experimental build, I was able to manufacture an Ammo and Mining Bot on the Workbench, place them, add tools, and start to manufacture and mine without any NRE warnings. Create Place Produce Mine All I can suggest, as with any change to Mods since load order changes may also change internal ID numbers of blocks/items, it to test it on a totally new World and see if the same error persists. As with my attempt in the earlier post, I was able to successfully install and run the Auto Workstations with all of the main SMX Add Ons, on a new World.
  14. arramus

    NPCMod and Addons

    There are a nice variety of Bandit type entities in the Add On packs, and it seemed fitting to create a Bandit Settlement out in the Wilderness which can be RWG'd to any Biome. This settlement is just getting some detail and will then be populated for play testing. The dynamics are very different when setting up a POI for ranged hostiles. ^^ Out in the snow Biome. And the darker Wasteland/Burnt Forest. And thanks to @MichaelL. for allowing O.D Hugh Manatie Dirigible POI to become a main feature of the compound.
  15. I believe this was reported a few posts back, and has possibly been addressed.
  16. Here is a small update download: https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022Feb02 This update adds 'Hammer Spammer'. A Thor type entity who carries an electrified Hammer which can shock players. This entity was inspired by ShoudenKalferas' plan to incorporate Dwarf characters into the White River - Tools of Citizenship Quests. Hammer Spammer is a tall, and pretty fast entity, with brute power. Best to steer clear until you are ready. Receiving a shock.
  17. If you visit the entitygroups.xml you will see a variety of groups. Any group which does not say night, is predominately or totally daytime spawning. Delete all of those and keep the ones that specifically have night in the title. If you deleted every line from Line 60 to 175 and 220 to 273 that will remove a whole heap of day time spawners.
  18. Since it was not possible to update the Loot Box Machine using the A19 features, here is a simpler version for A20 without any background images or sophisticated coding. https://github.com/arramus/Snufkin-Weapons-Xpansion-LootboxAddon-A20-2022February01 Introduction: The Loot Box Add On requires the Snufkin Weapons Xpansion Mod to funtion. It is an Add On mod that brings an additional expanded feature as follows: - Add Green, Yellow, Red, and Purple tickets to various kinds of loot. - Adds a Loot Box Machine (a regular Vending Machine that can be constructed on the Workbench). - 10 tickets of the same colour can be traded for Loot Box of the same colour. - Tickets are found based on their rarity with Level 1 - 4, namely Green, Yellow, Red, and Purple. - Corresponding Loot Boxes contain weapons of varying strength, also from Level 1 - 4 to match the ticket rarity. - Tickets can be upgraded to the next level on person or on the Workbench, e.g. 10 Green Tickets can be crafted to make a Yellow Ticket. Here are a few images to show how it works. Find a ticket in a variety of locations (safes, treasure, and zombie loot bags). Higher level tickets are found in higher level locations such as Gun Safes and Boss Loot Bags. Bring the ticket back to a Loot Box Machine. Craft/Exchange your ticket for a Loot Box of the same corresponding colour. A clear description of what can be received is displayed in the description area. Open the Loot Box and receive your new weapon from one of the suggested weapons in the description. There is equal probability to receive any of the weapons listed. On this occasion, it is the Turret Auger. Here we upgrade 10 Yellow Tickets to 1 make Red Ticket. And it Crafts/Exchanges to a Red Loot Box which in turn becomes a Tier 6 Black Widow.
  19. @Infringed Download: https://github.com/arramus/A20SnufkinPartyPackStarterKit A small collection of items to start players on their journey in Snufkin Land. Weapon and Tool levels used to be randomly assigned. This is no longer possible in A20 and everything will start out at Level 1. These items will allow players to survive the first few days by quickly completing the Tutorial, easily making their way to the first trader, and completing those initial quests until better loot can be found. The items can be manually edited in the items.xml for type and quantity.
  20. And the direct link to the location where the current version is held is here: https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2021Dec07 The starter party pack. Let me make a new one to match A20.
  21. Yes, there is. An updated link is provided in the very post first of this thread.
  22. You are very busy. I won't do anything because maybe there will be questions about it later and it will make you busier. Players will find your link if they use a word search.
  23. arramus

    NPCMod and Addons

    A small update to the 2-NPCXSpiderPack-ColonyExpansion to bring them into pretty much all areas. They have been added to a few selective 'abandoned' vanilla POIs (renamed to keep vanilla ones safe) which can't be quested, a couple of questable versions, and one sample version which serves as a spider monument. This ensures they can be encountered all over the world at various degrees.
  24. Here are 5 types to chose from. I don't know how many you are looking for but feel free to use them all or as you need. I shall send them your way. And scaling.
  25. Let me check what we have here. Players will need to go to Creative Menu to obtain these items as they are not found in any loot locations. And I understand your comment about Level 6 weapons being rare items. Credit to Snufkin for the Loot Box Add On, and thank you for bringing us this option. It seems that Server Admin could add them to a Player Vending Machine and sell them, or give them away as 'Prizes'. That can be an interesting feature for many servers. Maybe you can rename your file to 'A20-LootBox-CreativeMenu-egik152' and we can link to it in the first post?
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