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ztensity

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About ztensity

  • Rank
    Refugee
  • Birthday August 12

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  • Location
    Indiana
  • Interests
    Playing Video Games, Writing Articles

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  1. Hey guys, I've released version 1.3.0 of UBBI now! UPDATE 1.3.0! I have increased immersion even further (if that's considered possible) with this next quality of life update! First, a feature has been added which allows players to use the wrench line of tools to disassemble a variety of items they have already crafted to receive resources in return. Next, players now have to use more appropriate resources to repair items as well from wood, iron, cloth fragments and concrete mix to leather and glass blocks. I have adjusted the HP value of all items that are cra
  2. 7D2D Mod Launcher Guide: Overhaul Instructions & UBBI Install Launcher Designed By Sphereii, Tutorial Created By Ztensity After discovering 7 Days to Die last November, I quickly began diving into playing the game with mods. I first began discovering mods on Nexus, but over time I eventually learned about Guppy's Discord channel and Sphereii's 7D2D mod launcher. After learning how to play with these mods through Nexus, the launcher and the 7 Days to Die forums, I surprisingly began to create my own mods like the Creature Renaming series, my first major
  3. Hey guys, I've released the Gnamod Overhaul Compatibility version of UBBI 1.2.7! GNAMOD COMPATIBILITY? During testing, I found that Gnamod wasn't compatible with UBBI out the gate, however I have designed an alternate version that is titled ZT-UBBI GMC 1.2.7. This version has been designed for compatibility with Gnamod and should only be downloaded for use with the Gnamod overhaul. This alternate modlet was necessary because certain vanilla recipes were removed and select recipes were added. Therefore, a tweaked recipes XML was created to work with Gnamod. N
  4. Hey Guys, UPDATES, UPDATES, UPDATES! Vanilla Creature Renaming modlet has been updated to version 1.2.1 with an updates log, tweaks to the Read Me and an update to the Localization that removes an animal renaming line that belongs only in Xyth's pack, not in Vanilla. Xyth's Creature Pack Human Renaming has been updated to version 1.2.1. Not only did it receive an updates log and tweaks to it's Read Me in the last update, but it has now received Localization tweaks for all survivor humans. They have been updated to reflect more unique names as they do not attack
  5. Hey guys, I've released the next version of the mod! UPDATE 1.2.7! I've added the bedroll feature to three different beds (per the suggestion of RazorEye) and I've added the light feature to three existing items. I've also updated textures for one lamp, updated the light feature to work correctly for another lamp and I've updated several other things including Localizations, recipe ordering and new bundle loading that should help better optimize certain game files for increased performance! I've also patched the mod with an urgent fix to perk requirements fo
  6. Hey man! First off, thank you for your kind words. Somehow I missed your message. I appreciate it! Secondly, I removed the video file because in UBB I didn't think it was working properly. However, I could look into adding a third version of one of the TVs in the future that can play a video and get quiet as you get farther from it. It should be possible to do, as I've worked in Unity with sound files and pictures so far. However, it may just require a little additional learning and help from people like Xyth and Snufkin. I'll get back to you on that and it'll likely go
  7. You’re welcome man! 😄 I’m already working on an update for a model’s texture, feature for some of the items to act like bedrolls and something that should help with smoother gameplay!
  8. I appreciate it man! Truly the hardest project I've accomplished!
  9. Ztensity's Unnecessarily Beautiful But Immersive The Unnecessary But Beautiful 19.3b6 Rebuild (Permission Granted By Hernan) UPDATE 1.3.0! I have increased immersion even further (if that's considered possible) with this next quality of life update! First, a feature has been added which allows players to use the wrench line of tools to disassemble a variety of items they have already crafted to receive resources in return. Next, players now have to use more appropriate resources to repair items as well from wood, iron, cloth fragment
  10. I gotcha! Yeah, I haven't figured out anything beyond just making the localizations. So, I wouldn't know what to do with your mod. If I remember right though, @xyth and @sphereii use something in their NPC modpacks that do something to set random "names" to pop up, so maybe that's the alternative way to make what you're doing work in a way that looks more immersive? I think at that point, it's not about a localization, but more about the coding.
  11. Ztensity's Modlet Creation Tutorial For Unity, XMLs & Localization Downloadable Walkthrough For Setting Up Animator For Switch Class With Lights After spending the past few weeks learning about Localization.txt files, how to use Unity, creating a light to work with the "switch" class and putting that into the game, I've decided to capture a large part of the process via a guide I've put together. This guide includes steps on how to add colliders, tags and an animator to an object into Unity and then getting that file into your modlet. Then, I went
  12. Yes, I definitely went for more "lore friendly" / "sane" / vanilla" / "normal" / "standard" names for the zombies. I'm certainly open to suggestions to updating certain names to make it more immersive, as that's the intent of my mods. As for other mods, it's 100% possible for me to create localizations upon request. As far as your randomizer, @doughphunghus, does it have a preset amount of "coded names like ""DoughsR101_animalBoar" that then get randomized to "Wild Boar" or "Boar"? I don't think I 100% understand how the mod works.
  13. I'm extremely intrigued by the vending machine update! I think I will likely put that in my current save!
  14. I love it man! Thanks for the shout out!
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