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MikeyUK

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Posts posted by MikeyUK

  1. 19 minutes ago, noj said:

    thanks for the reply, great community here. Strangly as of today The Winchester mod has dissapeared. I have never done any editing of a XML or anything like this but i like the challenge. looking at the files from tactical weapons and stock i think it has something to do with the Tags or Meshfile. ill have to do some research. thanks

     

    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!

  2. 18 minutes ago, Babuchas said:

    Thank you for your answer. I did what you suggested, renamed the modlet so it is last in the mods folder, but still a lvl 5 "military stealth boots" only has 3 slots for mods. All the other military armor parts have the proper number of slots (5 for a lvl 5).

    The "military stealth boots" is not a mod, it is a vanilla game item, here is the entry in the wiki: Military Stealth Boots - Official 7 Days to Die Wiki (fandom.com)

     

    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! 🤣

  3. On 2/8/2022 at 10:03 AM, WhiteLion said:

    Wow, finally someone did a mod for electricity !
    If I could wish me stuff what I am waiting for is a mod that supports logic gates (xor, or / nand / and ...) and a kind of mod that can wire up blocks that can react (move) to electricity signals (like Minecraft pistons or so:

    ).

     

    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.

  4. 56 minutes ago, ktrain said:

    First, because it is unnecessary and wasteful of limited SSD capacity, it is only necesary to copy the mods folder not the entire 7DTD folder.

     

    Second, it is unnecessary because it CAN be done this way, as several other similar mods do not load unless the server is also running the same mod.

     

    Thnaks for your input though, all ideas are helpful in the long run...

     

    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. 

  5. 32 minutes ago, ktrain said:

    Is there any way to prevent this from loading when connecting to an MP dedicated server over the internet that does NOT run the mod?

     

    I have 2 servers, one has mods, one vanilla. If this mod is in my client mod folder, I get errors in the non modded server, so I have to move the mod out of the mods folder if I want to play in the non modded server...

     

    And then, I have to move it back to play in the modded server.

     

    Same goes for the Electricity Workarounds mod you authored, but the other electricity mods (windmill, wire colors, no wires) seem to work fine so far no matter which server I connect to.

     

    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.

     

    image.png.82385286c10a9e3715182968637d329e.png

     

    image.png.417cb74264c9843fbe90094c01cef815.png

  6. 49 minutes ago, Babuchas said:

    The extra mods slots does not seem to work with the "stealth military boots". Every other item that i craft or find has the proper number of slots (1 for lvl 1, 2 for lvl 2 and so on until 6 for lvl 6) except for the "stealth military boots". Do you think it would be possible to make it work for that item too? That would be awesome.

    Thank you :)

     

    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?

  7. 8 hours ago, noj said:

    thank u for all your great work. I joined up just to let u know and see give some feedback.

    ive been useing w00kenw00kie's The Winchester mod which features your great work. Truely feels like the way the game was meant to be. highly reccomend !!!!

     

    his mod lets u add a multiplier for in citys and roaming hordes, I play on insane with x3 for both. with the drops being guarded and the high price of the shop its a real zombie apocalypse. I play with the better spears mod and tactical weapons. most works great. perfect synergy.

     

    only problem is some weapons in tactical dont add skill points ( probably all havent tried). any info on how to fix this ( i didnt see anything to change in the files so im guessing its in the .dll) thank if u can help.

     

    amazing work btw

     

    P.S all these mods with some extra zombies and random boss's would make an amazing overhaul.

     

     

     

    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.

  8. 17 minutes ago, w00kien00kie said:

    Making the StashBackpack more generic and re-useable was on the list, ill move it to the top and see what i can do.

    W00kie

     

    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 :D (an icon on the loot header would not necessarily be needed!).

  9. 6 hours ago, ate0ate said:

    Very nice scrollable inventory there! I had a quick question regarding the splash behind the compass mentioned earlier, is it meant to be white?

     

    OP says this:

     

    14 hours ago, Sirillion said:

    There is already one in the files. It is just deactivated so if you edit windows.xml in SMXhud you will be able to turn it back on.

     

  10. 8 hours ago, Jaluvshuskies said:

    The mod "StashBackpack" - is this to just add the "sorting functions" (like stash matching items to inventory button)? Or does it also affect the # of inventory slots?

     

    It seems like it might be conflicting with this separate 72 inventory mod, and seems like it would conflict with other inventory expansion mods such as this 96 one

     

    We did remove the mod "IncreaseBagSize", but it seems like this is associated or tied to StashBackpack

     

    If StashBackpack is conflicting with 72Inv, do you know if there's a way around this? We really want an expanded inventory (around 70) and love the stash matching storage buttons you added

     

    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.

     

    InkedA20.2_2022-02-15_07-03-38_LI.thumb.jpg.bb1903098f22e718544374b9b334bc9d.jpg

     

    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 :D

     

    4 hours ago, Greymantle said:

    What does reduce meat do?

     

    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.

     

  11. 21 minutes ago, arramus said:

    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.

     

    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.  

     

     

  12. 6 minutes ago, Warpspawn said:

    thanks again for replying

    i use big picture mode for waypoints and boxes because the game told me if i want to label stuff use bpm, i have not played DF yet as i didn't want to change the files that allow me to play with my daughter, this is the reason for my questions in the forums. i will be playing it when i can play both versions without conflict, now i know how to do that.

    this wasn't a post specific to DF, i just used DF as an example as there are other overhauls out there, and how to use them was sort of important

     

    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.

  13. 25 minutes ago, Guppycur said:

    Dang Brits and their inability to understand the English language. 

     

    /Runs away 

     

    Hehe quite!  We stole most of our words anyway!

     

    That said, here is a US dictionary 😛 https://www.merriam-webster.com/dictionary/rachet

     

    10 minutes ago, ZoneBreaker said:

    Oh thanks that was it. I didnt copy the mod correctly to the mods folder. 

     

    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 :D

  14. 2 hours ago, w00kien00kie said:

    All I've ever done and will do is write mods for 7 days to die. This level of petty bitterness and jealousy is just sad. 

     

    I have done nothing wrong, it is my code written by myself, I haven't stolen anything from anyone. 

     

    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...

  15. 4 hours ago, Warpspawn said:

    thanks for trying to explain, sorry to be a pain but i'm 60 and not that good with computers, i think i get the copy bit, by handcrafted do you mean manual copying?, i only launch the game through steam as i like the big picture mode and the only launcher i know came with the game, is there a mod launcher that you'd recommend. i found 7daystodiemods.com which has khainegb's darkness falls for download but did'nt see any mod launchers

     

    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).

     

    image.png.82385286c10a9e3715182968637d329e.png

     

    Just to add, this is not he Darkness Falls thread, it's over here.

  16. 40 minutes ago, RobWed said:


    I'm getting a 404 on that link...

    I also tried getting a ratchet set from the cheat menu and couldn't find it.

     

    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>
  17. 7 minutes ago, w00kien00kie said:

    @ktrain Source code can be found here : https://gitlab.com/wookienookie/TheWinchesterCode

    Will also put the link in the first post


    Double click ... ?! lol ive never actually used the vanilla functionality!

     

    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 :o could be wrong!

  18. 32 minutes ago, w00kien00kie said:

    Ive updated the Stash buttons to look the same as vanilla but they are still using the custom code im afraid. 

    With regard to repair you will lose 100 Quality from items by default, so if the quality is below 100 it cannot be repaired. Increasing action skills counters this though, the higher you get your AS the less quality you lose per repair. Its a bit harsh to start with but imho makes the start of the game more challanging.

    You can see what quality an item will repair to on the description tab : 

    image.png.1e0fc4d7561771ae28bfe87a0f02fd08.png

     

    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 :D  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.

  19. 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 :)

    A20.2_2022-02-12_17-21-51.jpg

    A20.2_2022-02-12_17-22-03.jpg

  20. 7 minutes ago, bdubyah said:

    Wookie has been around long enough that you don't have to worry.

     

    A lot of mods would have all the code in fewer dlls because they are a singular mod. This is more of a large modpack with the way the mods are put together. This makes it easier to add/remove what you want or don't want. But means each mod's changes are in separate dll files.

     

    Thank you, I am a bit new so don't know who has been around and who has not :)  Just saw that news article today and was like, oh dear!

  21. 6 hours ago, w00kien00kie said:

     

    Ive uploaded an example config file to github and added notes to the original post. Let me know if the notes arent clear or the config file doesnt work.

     

    wmm_gameoptions.xml seems to make sense to me, thanks very much!

     

    I am a little afraid to say but I do have an issue with the abundance of DLLs and how to know if there is any danger of malicious intent.  There are 39 .dll files which of course is a little unusual for a 7 Days Mod.

     

    I am not implying that the mod author (really sorry if any offence caused) is doing anything untoward, just looking for my fellow forum goers to explain how I can check the DLLs or to inform me that there's nothing they can do to harm my systems.

     

    Can't be too careful nowadays, having just read this article which also uses Harmony! https://www.nme.com/news/gaming-news/valve-bans-cities-skylines-modder-after-discovery-of-major-malware-risk-3159709

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