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MikeyUK

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Everything posted by MikeyUK

  1. I cant see any difference for the chainsaw or auger in the FP XML, it should work. No other mods interfering with those 2 items? <item name="meleeToolPickT3Auger"> <effect_group name="meleeToolPickT3Auger"> <passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/> That is the original XML, Jax's code searches for name beginning with "melee" for item and effect group, seems fine code wise so I am baffled. <append xpath="/items/item[starts-with(@name, 'melee')]/effect_group[starts-with(@name, 'melee')]"> <passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/> </append>
  2. It doesn't matter now they all seem very good now as far as I can tell
  3. Yay for new icons, I was gonna do this but didn't get round to it (some were bugging me lol), glad someone else did it haha
  4. You may find this helpful: https://drive.google.com/file/d/1JarAKrnrXURF5UjXphvGw9AA-3veUXgW/view When @Tristam was doing Tactical Action (now Tactical Weapons by a diff modder) he created that patch for Jax's action skills, I am guessing you could base your changes on that, if the Tactical Weapons ppl have not altered the XML too much. Hope it helps anyway!
  5. Sorry I did not even know this was vanilla lol. It will need an XML change in Jax's mod by the looks, the vanilla item seems to have a naughty effect_group. This is the code which applies it to the armor: <append xpath="/items/item[starts-with(@name, 'armor')]/effect_group[contains(@name, 'armor')]"> <passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/> </append> The effect group for the other mil boots is <effect_group name="military armor"> but for the stealth ones its <effect_group name="military without penalties">. I am not really good with XML but I am guessing this will work (add the extra 3 lines to Jax's items.xml): <append xpath="/items/item[starts-with(@name, 'armor')]/effect_group[contains(@name, 'armor')]"> <passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/> </append> <append xpath="/items/item[starts-with(@name, 'armor')]/effect_group[contains(@name, 'military')]"> <passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/> </append> I am sure there is a better way for the above but should work! 🤣
  6. Off topic I know but man if you want a game with electrics, try Rust lol (edited video link, it was massive and spammy...) This Electricity Overhaul Mod does seem awesome but I have not tried it because I am a little scared of the BepInEx stuff outside of the mods directory. I am used to DLLs and whatnot inside the mods directory but not so much the BepInEx stuff which I have only come across in some Valheim stuff.
  7. Create a simple batch file to move all the necessary files to a diff location and then run 7 days? Prob pretty easy to do both ways.
  8. Why don't you have 2 copies of 7 Days, one moded and one not? Just copy and paste your 7 Days directory, create a shortcut to the new exe and bam.
  9. Rename JaxTeller718-IncreasedModSlots to z-JaxTeller718-IncreasedModSlots to force it to load last and see if that sorts it? I am assuming its another mod that adds the boots?
  10. Regarding Tactical Weapons and skill points, it would probably be best if you used Jax's skill point mod then you could edit the XML to ensure the Tactical Weapons are included in the skills. OR you could possibly speak to the Tactical Weapons PPL to see if they can adjust the naming conventions to see if they can be included that way. Either way using the DLL version will stop any customisation like this and IMO is not a great way to do things especially if it can be done without it being a DLL, more customisation is possible then. DLLs do have their place in terms of being able to do stuff not possible with XML alone though.
  11. If you ask @ViperInfinity nicely he may be able to help you out, his Unity game looks hella strong
  12. Any chance you could explain the difference between the vanilla stashing and your version, is it just yours works on a single click alone or something more nuanced than that? Vanilla obviously has the same icons on the loot container itself to do it the other way around too. If the locking slots could be further separated that would selfishly please me even more hehe (an icon on the loot header would not necessarily be needed!).
  13. OP explains earlier in the thread that IncreaseBagSize and StashBackpack are linked and have to be used together. Regarding stash matching, do you mean just stashing stacks to boxes? That's in vanilla (and your modded backpacks), screenshot below with icons circled from a brand new vanilla game I just booted up (I mentioned this earlier in the thread, single click and double click). Obviously icons are not there if you are not looking in a container. Personally I use either of these 72 and 84 slot backpacks, I find them the best and both support the "older" lock inventory slots mod by @KhaineGB. However, I would definitely use the OP's lock slots mod standalone as that would be just bloomin' amazing! If OP could do that to work with any backpack I would be eternally grateful. Pressing X to lock any slot in any backpack (like how Undead Legacy does it) would be really sweet OP explained earlier in the thread that this means the amount of meat harvested from animals. Regarding the server question, I am guessing (correct me if I am wrong), anything with a DLL file or assets in the "UIAtlases", "Resources", or "Prefabs" directories needs to be installed on both server AND client. The mods with just XML should work on ONLY the server.
  14. Sorry for any offense caused, not my intention. I too have had a ModDB account since Mar 17, 2009 albeit as a user (must have been a 2nd account, my Steam account is 18 years old), I have fond memories of it for countless years of modded content I have got from there, HL, HL2, C&C Generals and whatnot. Nowadays it's just not a super user friendly site but that is obviously personal preference and I apologise.
  15. Looks interesting thanks! Moddb has had no 7Days content since 2019 and very little even then (and the site is stuck in the dark ages), not sure it deserves your work! Nexus Mods or https://7daystodiemods.com/ would be a better fit I think.
  16. Ah using a controller then? Makes sense given what my google search told me about 7 Days and controller issues, writing on boxes being one of them! 7 Days really doesn't support controllers that well so good luck with getting the mods to work properly without the usual keyboard and mouse. Dunno if something like this may help and stop using BPM? https://www.rewasd.com/community/config/7-days-to-die-controller-support/37223a74c89fe137c43d6841d39e94ea Hopefully someone else on here plays with a controller and can give you some help.
  17. Hehe quite! We stole most of our words anyway! That said, here is a US dictionary 😛 https://www.merriam-webster.com/dictionary/rachet Also if you are running on a dedicated server you have to copy the mods onto a SP instance, generate the map on there and then transfer to the server to get the cars etc spawning right
  18. Eeek sorry for my part in this, wish I had not asked about DLLs now, it was an innocent question, no idea of any politics...
  19. Not many (if any...) people use big picture mode for steam. How do you currently play Darkness Falls? It seems from your post you know how difficult DF is so you must have played it? Can you not set up your daughter in the same way? By handcrafted he means not using the mod launcher. Mod launcher can be found here: http://7d2dmodlauncher.org/ Probably the simplest way to do it if you are not good with computers. Doing by hand is simple though, you copy and paste your 7Days directory into a new folder and then run the 7DaysToDie.exe from within there (or create a shortcut). Just to add, this is not he Darkness Falls thread, it's over here.
  20. I think the main version was updated since that patch so you should have it. This is the XML in the recipes.xml file. <recipe name="VMToolRachetSet" count="1" craft_time="15" craft_area="workbench" tags="workbenchCrafting"> <ingredient name="resourceForgedIron" count="2"/> <ingredient name="resourceMechanicalParts" count="2"/> <ingredient name="resourceScrapPolymers" count="10"/> <ingredient name="resourceOil" count="1"/> </recipe> Maybe you were spelling it in a different way, in this mod its "Rachet" not "Ratchet". I think "Ratchet" is the correct way but it seems the non "t" version is used too though less commonly. Loot table is as follows, I don't know enough to say how rare that makes it! <append xpath="//lootcontainer[@name='airDrop']"> <item name="VMToolRachetSet" count="1,2" prob="0.42" force_prob="true"/> <item name="VMToolCompressor" count="1" prob="0.23" force_prob="true"/> <item name="CarFootpump" count="1" prob="0.23" force_prob="true"/> </append> <append xpath="//lootgroup[@name='groupAutomotive']"> <item name="WireCutters" count="1,2" prob="0.04" force_prob="true"/> <item name="ElectricalWire" count="1,4" prob="0.05" force_prob="true"/> <item name="VMToolRachetSet" count="1,2" prob="0.42" force_prob="true"/> <item name="VMToolCompressor" count="1" prob="0.33" force_prob="true"/> <item name="CarFootpump" count="1" prob="0.26" force_prob="true"/> </append> <append xpath="//lootcontainer[@name='garage']"> <item name="VMToolRachetSet" count="1,2" prob="0.5" force_prob="true"/> <item name="VMToolCompressor" count="1" prob="0.3" force_prob="true"/> </append>
  21. Now you have me questioning myself haha, its single click to stash onto existing stacks, double click to stash when stacks are full isnt it? I thought it was vanilla anyway could be wrong!
  22. Ah thanks, that was not apparent but I probably did not read properly. Noted though, you can't repair stuff below 100 so make sure what you are crafting is not expensive or if it is expensive, that its well over level 100? Using your custom code is fine for the stash, one click is better than two after all A lot of people I have seen play on Youtube, even some veterans don't see to know about the double click thing anyway lol.
  23. Hey, just been testing this out a little. It's pretty jarring the stash to box button icons not being the same as vanilla, I've never had an issue with the way vanilla does it (when I found out about double clicking lol). Pressing X to lock is GREAT! I was just doing some testing on the skills and I don't seem to be able to repair my stone axe. I would have thought I should be able to. In the playthrough I have literally just chopped down a dozen trees and crafted a few axes, I still can't repair any of them, even the low tier one. Is this by design? Do I need to get to a much higher level to repair the axe? Images attached. Cheers
  24. @Yakov Oooh is it out for A20 yet? @w00kien00kie thanks for the comment I am always wary, nowadays dodgy things are getting more and more prevalent even in niche sectors like this!
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