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About Me




  1. // Greetings, fellow survivors! Welcome to the new and improved SMX modlets for 7 Days to Die - Alpha 19. With this modlet series my goal is to give the entire 7DTD user interface an extreme makeover and refashion it into how I believe the user interface for the game should be experienced. The mod consists of several modlets which can be broken down into three separate mods. These are all stand alone and can be used alone or, as is the intention, together with the other two. These three mods combined is what makes the SMX experience complete! Please be advised that SMXlib is a library modlet that all the other modlets fetch assets from. Because of this it is a mandatory modlet that is included with all the different downloads. There are also optional downloads, like the bigger backpack modlets, the target health bar modlet and the third forge slot expansion. I hope you will enjoy to play 7DTD using the SMX modlets. And if you do, please consider endorsing it, have fun! // Terms of Use. You are allowed to use this modlet as is for your own personal use and/or on a server you run and/or administrate. You are under no circumstance allowed to distribute any SMX and/or ZMX branded modlets without written consent from the developer. If you wish to distribute SMX and/or ZMX branded modlets as part of your own project and consent have been given you are required to do so in such a way so that all the files of the SMX and/or ZMX modlet or modlets in question remain unaltered and you cannot under any circumstance claim credit for creating the modlet or modlets or any of the files provided with it/them. If consent is given you are required to make the changes as a new modlet that injects into the modlet in question and keeping load order in mind it is to be named so that it loads AFTER the original modlet. The original modlet shall be distributed as is with no change to its files what so ever. If consent is given it is only given on a case to case basis and those that receive consent cannot pass that consent on to another party or project. Nor will the consent pass on to other creators that opt to include consented work into their project. You are not allowed to use any of the assets bundled with SMX and/or ZMX branded modlets in other projects. This restriction applies to all files that the SMX and/or ZMX modlets consist of. You are required to seek special consent from the developer should you wish to make changes to any asset files provided with the SMX and/or ZMX branded modlets. You are required to inform the developer when your project that contains any SMX and/or ZMX modlet or modlets have been made available to the public. // SMXhud // The HUD replacement modlet... SMXhud is SMX as you know it from Alpha 16 first remade into a modlet and tweaked for Alpha 17 & 18 and now further enhanced for Alpha 19. The purpose of SMXhud is to take the in-game HUD into a more horror like and gritty art style all while trying to stay as informative as possible while not being intrusive on your gameplay. SMXhud - The Base HUD conversion. ZMXhudCPTHB - Enables the Target Health Bar for SMXhud. (Install optional modlet ZMXhudCPTHB to get the target health bar) // SMXmenu // The MENU replacement modlet... SMXmenu is a menu conversion modlet. It was made to extend the art style of SMX into the menu UI’s of the game and even though it was made to supplement SMXhud it will also work stand alone for those that just want to modify their menu UI's. SMXmenu - The Main Menu conversion. SMXmenu - The In-Game Menu conversion. SMXmenu - Video Settings Window. // SMXui // The UI replacement modlet... SMXui is an extension of SMXhud and SMXmenu and will bring the art style over to the rest of the user interface. I've tried to maintain as close a relation to the vanilla interface as possible but I have also granted myself some artistic freedom when it comes to some areas. It deviates from vanilla with the fifth crafting queue slot which I added to make it fit the overall design better. The other changes I made are all optional like the third forge slot and the 63, 99 and 110 slot big bag conversion modlets for those that want a bit bigger bags. SMXui - The forge with the third forge slot enabled. (Install optional modlet ZMXuiCPTFS to get the third forge slot and ZMXuiCPBBM to get the bigger backpack) SMXui - Totally reworked skills windows. The goal was to make it look like a talent screen. SMXui - Trader Window. // Download Locations... SMX modlets can be downloaded from NexusMods, Github or via the Mod Launcher. Click the appropriate icon below to start a download from your favorite source or use the 7 Days to Die Mod Launcher by SphereII to install the SMX modlets on your system. // THE MAIN MODLETS // // THE OPTIONAL MODLETS // // Installation and removal procedures... Download the modlet from one of the locations below. Decompress the modlet using WinRAR or a compatible archiver. Copy or move the Mods folder into your 7 Days to Die installation folder. Overwrite if prompted. Verify the install by checking that the ModInfo.xml file is located in this hierarchy: "\Mods\modletname\ModInfo.xml" Remove by deleting the modlet folder in question inside the Mods folder. // Support SMX Development... All SMX branded mods and/or modlets will forever be free of charge and available for everyone to download and enjoy. I do however from time to time get questions from users on how they can donate to me and support the SMX development. The purpose of this link is nothing more than a way for me to cater to those that want to make a donation. You should under no circumstance feel obligated to do so, but if you do decide to do it I want you to know that is comes greatly appreciated. Donation or not I would like to extend a thank you to all that download and use the different SMX mods, I hope you enjoy them as much as I do making them. If you feel like making a donation to support the development of the SMX branded modifications, click the image below.
  2. Background and Introduction In April 2020 Snufkin presented us with 'Snufkin's Server Side WeaponS' which is brought to stability in this A19 Stable expansion version and acts as a base. The original concept was simple, incorporate customised weapons into 7D2D by utilising existing in game assets to create some unique and delightful additions to the current set of weapons. These weapons are admittedly temperamental and buggy at times, more so than their partner vehicle mod, which Snufkin warned us about. For example, it is sometimes necessary to put the weapon back in the backpack and re-add it onto the toolbelt if it looks out of place. More importantly though, they are dedicated server stable and server hosts have shared very positive feedback on that. Snufkin encouraged other modders to take a look at the xmls and see how underused functions could be applied to create these customised features. This Snufkin Weapons Xpansion has taken heed of that encouragement. Snufkin is currently taking a modding sabbatical but has been very open to allow the community to support and expand on the Snufkin line of server side mods and this adds to the Snufkin's Community Pack Server Side Vehicles which aims to be a community project and Snufkin's Server Side Custom Zombies which has been a community restoration and already has multiple variants which expand on the original. Snufkin Weapons Xpansion Pack - A19 Download - https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-2021July13 The Snufkin Weapons Xpansion has moved from testing to stable based on positive feedback after intensive testing in multiple community servers. Particular thanks to @Evilspartan at Tipsy Squatch Gaming,@Catman at Zombie Shack for running all Snufkin Mods in a server side only modded environment during the early development stage, and @Ti2xGr from Geek Gaming for running multiple Snufkin mods in a highly customised format to suit the server's needs. Geek Gaming has posted their server details in the forum here should you be looking to test out multiple server side and client install mods that bring in additional elements such as @bdubyah's bdud's vehicles. In addition, @BubbaJoe and @Dre have provided much feedback and indepth support with coding that directly impacted the final build. There are many other servers out there running Snufkin Mods as standalone or mixed, as well as hybrids such as @Robeloto hybrid mods which incorporate a few Snufkin features within Robeloto's own creations which we highly encourage you to visit here. Restoration and expansion has been a momentous task and there are issues for the player to contend with as mentioned above. Slawa and oakraven have been there from the beginning with the base mod restoration, but in this expansion Mod, oakraven has branched out with A19 base mod restoration to add additional weapons. There were untold changes that needed to be implemented for the A19 Stable build and they will not be listed here. However, you can always compare the A18 build files with the A19 build if you wish to make a comparison. Things for the future include: 1. Considering progression for each Xpansion weapon as they can only be crafted to level 1. However, they can be looted from level 1 to 6. 2. Adding new weapons. 3. Updating as any issues arise. For now, here is what Snufkin Weapons Xpansion offers. 1. klak Attack Axe (oakraven) 2. Glass Baseball Bat (oakraven) 3. Star Baseball Bat (oakraven) 3. Knife Baseball Bat (oakraven) 5. Metal Bollard Club (oakraven) 6. DCLXVI Zeus (oakraven) 7. arramus Fire (oakraven) 8. Dre X3 (weapons - oakraven / Dre X3 Clucker Round ammo by Dre) 9. oakraven X11 (oakraven) 10. Black Widow (oakraven) 11. Turret lights for the Turret Auger and Default player turrets. (oakraven, Slawa, and arramus) 12. Mod Hats/Clothing/Friends - A variety of hats/clothing/friends that can be placed in the paint slot in appropriate armor head gear for additional buffs. Mods have received localization to explain their function and use. (oakraven) 13. Brainsaw (arramus with complete buff coding from oakraven) 14. All of Snufkin's Server Side WeaponS restored to A19 Stable (Snufkin with restoration by oakraven and of course Slawa who gave Snufkin so much support from the outset): Gamma Gun Newcomen Stricky Grenade Hyper Blaster Vampire Gauntlets Stun Grenade Turret Auger Balrog IX Kronos XII Vulcan Crimson Hunter Savery PP-19 Bizon Polearm Quad Shotgun Rail Gun Thor Hammer Crossbow Mag The Snufkin Weapons Xpansion required limited changes for restorating the Lootbox Addon and they can be listed here as follows : ----------------- 1. Railgun Ticket ----------------- - items.xml item name="Railgun Ticket" Commented out the following property to a new value as the previous value has become obsolete and will not present an icon. From <!--property name="CustomIcon" value="gunMR10"/--> To <property name="CustomIcon" value="gunRifleT2MarksmanRifle"/> The Railgun shares a model with the Marksman Rifle and offers a similar function. ---------------------- 2. Hyperblaster Ticket ---------------------- - items.xml item name="Hyperblaster Ticket" Commented out the following property to a new value as the previous value has been updated. From <!--property name="CustomIcon" value="gunBlunderbuss"/--> To <property name="CustomIcon" value="gunShotgunT0Blunderbuss"/> The Loot Box Add On is not essential for the Snufkin Weapons Xpansion Mod to run but adds an interesting complementary element that can enhance the experience. In addition, the Loot Box Add On will also increase your chances for acquiring these weapons through a ticket trading system. Installation If you've never installed a mod before it is necessary to create a mod folder in the main directory or in an area suggested by your server host if they have modified the installation. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature). If you drag the mod folder directly out of the zipped file it can be placed directly into the Mods folder and the game will look in there as you launch your World. If you allow your unzip function to extract the folder, it may make another unnecessary folder and place the mod inside it. This will not be recognised by the game/server if you place it in the Mods folder like this. Please take it out of the extra folder level. The top layer will be a single folder and in the second layer you will see a ModInfo.xml file with or without additional folders depending on the mod. This will become elementary once you've launched a few mods. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = NO The magic of this mod is that is only needs to be installed in the server/person who has launched the main environment that others join. It is a technical work of art. Enjoy. 👍 The oakraven X11 with powerful .44 Magnum rounds and an X11 propelled grenade reward on each 10th kill. The DCLXVI Zeus - Fires plasma blasts with a mortar like release and low velocity causing electrical 'discomfort' upon impact. However, the fully charged blast emits a high velocity laser like beam with extreme accuracy but at the cost of setting up the shot. A weapon of precision and timing.
  3. *** WARNING *** *** THIS WILL CHANGE THE WAY YOU PLAY THE GAME!!!! *** Repair kits have always been odd. Always using the same 2 items to repair anything just seemed wrong. So here is a fix for that. Each kit will handle a certain type or group of Items. Each type of repair kit is color coded and has an item icon in the corner as well so you can find the type you are looking for easier. This modlet is server side friendly, so you can just drop it in and go. Repair Kit Types: Iron Repair Kit - this is just the current repair kit in the game. Any non-vanilla items will still be repaired with this. Steel Repair Kit - Repairs Steel Tools. Motor Repair Kit - Repairs all tools that have a motor on them and the Generic Motor. Pistol Repair Kit - Repairs the Pistol, Magnum 44, SMG, and Desert Vulture. Shotgun Repair Kit - Repairs the Double Barrel, Pump, and Auto shotguns. Rifle Repair Kit - Repairs the Hunting, Marksman, and Sniper rifles. Machine Gun Repair Kit - Repairs the AK-47, Tactical AR, and M60. Bow Repair Kit - Repairs the Wooden Bow, Compound Bow, Iron Crossbow, and Compound Crossbow. Non-Metal Armor Repair Kit - Repairs cloth and leather armor. Metal Armor Repair Kit - Repairs Iron and Steel Armor. Military Armor Repair Kit - Repairs Military Armor. A few items require JUST the parts of the item to be repaired. Those are the Steel Sledge, Stun Baton, Steel Club, and Machete. Those items just require the parts of that item to repair them. I am looking for feedback on this from the community. I am up for any suggestions if they make sense in the grand scheme of things. For example, originally I had Corn Meal being used in the gun repair kit. I know of a few people that use this in real life. But if it gets any moisture in it, it turns to a gooey paste pretty quick. And in the apocalypse, keeping that stuff dry in a repair kit would be impossible, so it is not in there (yet, and may not be in the future) Recipe suggestions are welcome as well. There will be some updates for sure, but this is a pretty good start on it. Change Log: May 1, 2020 - Ver. 1.0.0 - Initial release May 6, 2020 - Ver. 1.1.0 - Bug Fix for not being able to use the repair kits to repair the item it was meant to repair - Added configuration for loot.xml so that you can find these in the same locations in the world where you would find normal repair kits May 13, 2020 - Ver. 1.2.0 - Bug Fix for proper repair kit for the Steel Fireaxe, Steel Spear, and Steel Knuckles. June 15, 2021 - Ver. 1.3.0 - Big Changes to the recipes and what repairs what. - Repair kits now require the Parts for the item to be repaired, Pistol repair kit requires Pistol Parts, etc... - Recipes for these have changed. I think it is balanced pretty good, but let me know what you think. - Updated Loot.xml so you can find these is certain spots. Still checking on these so it may change in the future as I discover new places to put these. June 20, 2021 - Ver. 1.4.0 - Added the repair kits to the trader. August 12, 2021 - Ver. 1.5 - Fixed a bug that caused the game to crash. - Added a LOT of stuff to the Localization.txt file changing the descriptions of items - Changed the repair times on some things. Future Versions will add these to the trader to be able to be bought and sold as well. Download: https://github.com/Iceburg71/Iceburg-Proper-Repair-Kits
  4. It is possible to configure trader separately so that they differ in requirements Settings that can be changed: Buy markup Sell markdown Product update in game days Full reset Minimum number of items Maximum number of items Min items swapped Max items swapped Trader opening time Trader closing time Download Version Mod: Version Game: Alpha +19
  5. Info Panel Server Version: 0.0.4 Version Games: a19 Information: Press ESC to open the panel Just change the text in the file windows.xml Many thanks to user Snufkin. The basis Download: https://github.com/sLimLong/Info-Panel-Server
  6. I have a mod installed called brass from iron and it isnt working BUT it does work for my son and im the host of our world how can that even make sense ive removed and reinstalled twice and nothing happens when mining iron i get no brass but my son does any help would be great thanks
  7. INTRO & CREDIT: I wanted surface boulders to be able to regenerate after a while so I can go harvest them again. This makes the game less challenging by not requiring deeper mining for resources, but that's kind of what I wanted (specifically when paired with other mods that drop materials from boulders). DOWNLOAD & INSTALL: Alpha 17: MeanCloud__RegeneratingBoulders_v1.zip (version 1, 2019-10-09) Alpha 18: MeanCloud__RegeneratingBoulders_v1.03.zip (version 1.03, 2019-10-25) Alpha 18: MeanCloud__RegeneratingBoulders_CaZ_v1.03.zip (version 1.03, 2019-10-25 for Copper & Zinc) Alpha 19: MeanCloud__RegeneratingBoulders_v1.05.zip (version 1.05, 2021-07-22) Alpha 19: MeanCloud__RegeneratingBoulders_CaZ_v1.05.zip (version 1.05, 2021-07-22 for Copper & Zinc) Download and extract this modlet to your 7 Days to Die Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). v2 CHANGES: Compatible with A18 Adds support for the ore boulders, including Iron, Lead, Coal, Potassium Nitrate, and Oil Shale v1.03 CHANGES: Subversion that supplements my Mining modlet, which adds regenerating boulder support for copper and zinc boulders. v1.05 CHANGES: Compatible with A19. Localization for German, Spanish, French, Italian, Japanese, Korean, Polish, Portuguese (BR), Russian, Turkish, and Chinese (both) Perk updates by @doughphunghus as suggested by @Eko USING THIS MOD: With this mod, when boulders are destroyed past their final cracked form, they will turn into a small stone, except you can't pick it up. You can leave this stone alone and it will eventually turn back into a boulder (after a few real life hours) or you can keep smashing it and it will be permanently destroyed (in case you want to clear the area to build on). This small stone can't be picked up and does not give any yield for harvesting, it's just there to let you know the mod is working and will regenerate in that position. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more.
  8. If anyone is able to help me i have compiled a bunch of mods to play with and i used kinggen to create a world for me and once i loaded in and started exploring i noticed ahead of me the world wasnt loading properly and as i got closer i fell through the map and landed back on the surface unable to move until i reloaded the world. Once i reloaded, that section that was previously not fully loaded was fine but then the same would happen a little further down the road i cant keeping quitting and reloading every five minutes so any help would be greatly appreciated And ive added what comes up on the console when entering a new area,also i have a few id errors 214,220,219,229,218,66 and 517 i have also restarted multiple worlds to see if it would fix itself but it just keep happening
  9. Jegethy

    Jegethy's Modlets

    A collection of modlets that I've created for myself and friends [A19.5/6] Better Book Icons [A19.5/6] Trader Protection Aura
  10. This is a modlet I made for 19.5. I like the random stats on the stuff you find but it does feel bad finding a higher quality weapon with markedly worse stats than a lower quality weapon. This aims to fix that in a balanced manner. Download Link (GitHub) Features New Workstation - Machinist's Bench This new bench takes over the old table saw that got dropped a few versions ago. Mods have been moved to be crafted here along with the suite of retooling recipes. Worlds that start fresh with this modlet should have these appear in the wild. They'll convert over in old worlds but the crafting menus won't work for those due to a quirk in the engine I've yet to find a way to rectify. Crafting or finding one is possible! Tool and Weapon Retooling - Reroll the stats for equipment that is made from the various 'parts' resources you find. These recipes are unlocked at the same time as you unlock the base recipes and allow you to use the item in question as an ingredient, plus a handful of it's original materials, to re-craft and thus re-roll the random stats you got to try and get something better. It could end up worse, but the process is fairly cheap. You can also upgrade low quality items to the highest quality available for you to craft (if you find a q1 rifle and your skill allows for q4, you can upgrade it to q4). Items modified in this manner cannot be sold to the trader. They don't know what you did to the thing. Mod Crafting - Now happens from the Machinist's Bench New Skill - Machinist (Intellect: Craftsmanship) Unlocks a handful of useful mod recipes for you to craft as you level it up. Each level increases the effective damage increase your mods confer. Vanilla rate is 10%. At level 5 the effectiveness increases by 25% for a total of 12.5% per mod attached to the weapon. On a Quality 6 this is like having a 5th mod's worth of damage! Update Item - Machinist's Compendium If you're loading this into an already existing game world this item made at the workbench will update the new recipe unlocks to match your current set. It's made with some paper, glue, and coal.
  11. Download Entire Package Here https://gitlab.com/guppycur/guppymods My modlet collection. If you don't know how to use git or download, sorry but that's on you. Click on the mod then click the download button, geesh. I offer zero warranties or guarantee's. Tons of people have helped me with my mods, and I'd list them but then I'd forget someone and feel bad. So basically everyone on my modding discord. 😃 Thanks homies! Guppycur's AdditionalCharacters - Adds a few more characters - Incompatible with Creature Pack Guppycur's BloodMoon Trickle - Removes the TFP trickle on blood moons Guppycur's Can Grenade - Cheap, easy, goes boom Guppycur's Commercial Blocks - Adds commercial blocks Guppycur's Commercial Kitchen Blocks - Adds more commercial kitchen blocks Guppycur's Cop Acid - Harvest cops for their acid Guppycur's Desert Ambiance - Adds dust devils and dust storm to desert biome Guppycur's Door Blocks - Adds a variety of doors; doubles, gates, drawbridges, portcullis', etc Guppycur's Dust Devil - Dust devil entity by itself Guppycur's Elevator - Adds a fixed sized elevator Guppycur's Fantasy Mod Extras - Adds a few items for a fantasy mod Guppycur's Fireworks - Adds a zombie distraction fireworks box Guppycur's Flame Thrower - Adds a hand held flamethrower weapon Guppycur's Get Nailed Quest Chain Edit - Fixes quest chain for Kheldon's Get Nailed mod Guppycur's Grenades - Adds a smoke and flash-bang grenade, great for PvP! Guppycur's Heads on Spears - Adds heads on spear blocks Guppycur's Hospital Blocks - Adds more hospital blocks Guppycur's Insects - Adds a flying hornet type insect and prefab/nest - Compatible with Creature Pack Guppycur's JapaneseCharacters - Adds Japanese characters - incompatible with Creature Pack Guppycur's Misc Blocks - Adds a lot more blocks for decoration and building Guppycur's Misc Blocks 2 - Adds even more blocks for decoration and building Guppycur's Mobiles Modlet-NonSDX - Broken @%$*#! vehicle modlet; okay, it works but needs finishing. Use ragsy's instead Guppycur's New Torch System - Replaces torches with a new system Guppycur's OrcPack - Adds orcs - Incompatible with Creature Pack Guppycur's Other Creatures - Adds other weird creatures - Incompatible with Creature Pack Guppycur's Placeable Light System - Replaces lights with a new system Guppycur's RadiationMod - Bit buggy for a18 (hopefully fixed in a19), but enables rad1 and rad2 zones along with armor modifiers allowing entry to those zones Guppycur's Rad Dampener - Adds an item to hold that will remove the radiation healing effect of nearby entities Guppycur's Rad Eyes - Replaces rad zombie glows with green eyes Guppycur's Rad Warning Signs - Adds "Danger: Radiation Zone" signs to wasteland Guppycur's Rage Zombies - Better than TFP's, these ragers won't quit! Better kill them quickly. Guppycur's Random ZombieGetterUpper - Randomizes the "get up" time for zombies, so that you're less sure if they're dead or not Guppycur's Riot Shield - Adds a riot shield item to hold Guppycur's Robot Dog - Adds a companion bot to follow you around and help you carry stuff Guppycur's Rotating Bridge - Adds a rotating bridge Guppycur's Shopping Cart - Adds a push-able shopping cart and a drive-able shopping go-kart Guppycur's Soldiers - Adds soldiers - Incompatible with Creature Pack Guppycur's StairwayToHell - Randomly replaces wooden stairs with versions that will break when walked on Guppycur's Trees - Adds more speedtree blocks to the game Guppycur's Vehicle Madness - DMT mod for a vehicle mod overhaul. Adds MANY vehicles and a new system for acquiring them Guppycur's Victorian Blocks - Adds Victorian era looking blocks Guppycur's Wanted Posters - Adds some wanted posters for yours truly Guppycur's ZombiePack - Adds more zombies - Incompatible with Creature Pack Guppycur's Zombie Doctors - Adds more zombies - Incompatible with Creature Pack Guppycur's Zombie Soldiers - Adds more zombies - Incompatible with Creature Pack
  12. CreaturePacks Please Note: If your getting lots of spam warnings when some characters are set on fire, please load the 2-CharacterEffects pack which has the fix for that. It also contains random walktypes for all zombies, and enables humans to become infected. Also will be testing the method of turning some quest zombies back to humans. This goal of these new modlets is to provide core "Packs" that contains various vanilla compatible and fully featured characters such as bandits, survivors, animals, wandering traders, etc. without breaking EAC or requiring the DMT utility. Included in this test version are samples of each type of character with very basic xml to get them working in game. No balancing of spawn rates, weapon power, etc was attempted. There are 5 creature packs: 0-CreaturePackAnimals - Things like animals, birds, insects etc. 0-CreaturePackHumans - Various bandits, traders, and survivors and other humanoid rigged entities 0-CreaturePackMechs - Robots, drones and other mechanical things like SphereBot, the avatar of my modding partner SphereII 0-CreaturePackZombies - Zombies, you know, dead things that used to be human. Humanoid rigged. 0-CreaturePackFantasy - Everything else that doesn't fit in the 4 other categories. Swarms, Orcs, Pokemon etc. Other character modders have committed to contributing additional characters to this pack like they do to the POI (Buildings) collection called CompoPack. Want to join them? Start here: (A18 version - working on A19 version, but the how to is the same) The methods used to make this vanilla compatible were researched and developed over the past 2 years and finally it seems to be working well enough to test. However, this is something very new and challenging to develop so expect imperfections as we work out all the issues. Once initial testing is complete I plan to teach the development workflow to others. Features: Most characters support all vanilla character features. These include Humanoid rigging, root motion animation, collision with vehicles, rag-dolling, 100's of animated reactions (including hit locations, limping, etc.), limb decapitation and gore, and even the ability to spawn the characters with vanilla or custom weapons just by editing xml. These can also be retextured in xml to offer even more variety. There are some exceptions, especially on animals, as I just started to explore that controller. They also work very well as sleepers in POIs, but stumbling onto a bandit that has a MP7 at close range isn't something you will live to enjoy. Hopes and Dreams: Beyond hoping that this pack someday contains 100's of new characters, I hope some folks develop custom quests and story lines for some of the characters. Bandits are one thing, but earning a positive faction with the bandit leader by doing some hit jobs for him makes for a better end game. Known issues: There are currently no footstep sounds when these guys walk or run. Vanilla footsteps require a C# script to trigger sound events and we can not use scripts without breaking EAC. I expect to create a work around for that at some point but for now, look around more. Installation: Just drop the modlets into your MODS folder and have fun. They are not dependent on each other so load the ones you want. If your using a dedicated server, you also need to load this into your dedi server Mods folder. So a copy in both the clientside Mods folder and also on the servers Mods folder. Compatibility: The modlets are named with a prefix of 0- to insure they load before other modlets that will edit the basic xml provided in these core modlets. Nothing in these modlet's xml should change vanilla in a way that collides with other modlets but let me know if it does. Testing was done on A19 exp and 18.4 stable. Each submitted Unity.3d file (multiple entities in one file) should have a size less than 100 megs for Github compatibility. Terms of Use: The goal of everything SphereII and I do is to share information and examples of how to make this game better. So use this for yourselves or as part of a mod you develop for others to enjoy. Giving credit to the author is always a class act, but at least don't be that guy who spends an hour editing someones work and then claims to be the original author. You can use the .unity3d models only by referencing them inside the creaturepack but you may not copy those files as they usually contain one or more copyrighted, paid assets. Any derivative modlet must ensure compatibility with the base creaturepacks, and cannot directly break them. If you don't know how to make compatible mods, just ask for help. Download: https://github.com/7D2D/A19Mods Look for the 0-CreaturePacks, but there are other fun things there too, like No Potty Mouth. There is also a character effectspack modlet that adds infections (humans turning to zombies) and new walktypes to humans and zombies
  13. All of my Modlets available here >>--Ragsy's Modlets on GitLab--<< *** For individual modlet downloads click the 'Download link' in the modlet description post *** Also available on the >>--7 Days Mod Launcher by Sphereii --<< Some of the Vehicle related mods are also now available on Nexus ... My Mods on Nexus Jetski Modlet Information Here A fast mode of transport seats 2 players Additional Credits :ActiniumTiger for Textures Windsurfer Modlet Information Here A vehicle thats gone with the wind Additional Credits :ActiniumTiger for Textures Chaos Motorcycle Modlet Information here Adds a custom Motorcycle to the game that may look familiar Compatibilty : A19 Additional Credits : Chaos aka Random Person Hind Helicopter Modlet Information here Ragsy and Tiger add a big "flying tank" to the game Compatibilty : A19 Additional Credits : ActiniumTiger Hang Glider Modlet Information here Adds a handy 'Hang Glider ' for getting down from those tall buildings Compatibilty : A18 and A19 Additional Credits : Guppycur Bathtub Boat Modlet Version 2 Information here Adds a craftable apocaliptic style bathtub boat for a bit of fun. Compatibilty : A19 The TFP Raft Modlet Information here Adds a craftable working Raft for all your sailing needs Compatibilty : A18 A19 Additional Credits : DUST2DEATH Working Boats Modlet Version 5 New thread here Adds a Flat bottomed boat and a small Dingy to the game Compatibilty : A17 A18 A19 Additional Credits : Guppycur Vanilla Motorcycle Tune Up Version 1 Infomation here Compatibilty : A18 A19 Inspired by DUST2DEATH's Roadhog from A16 , a few changes to the Motorcycle that adds more lean on corners and a bit of back wheel slide like a Dirtbike feel and a top speed of 27 Vanilla Motorcycle Tune Up Version 2 Information here Compatibilty : A18 A19 A few more changes to the Motorcycle , this gives a Racing Bike feel and leans lower into corners without sliding and of a top speed of 27 Classic Style Zombies V3 Information Here Compatibilty : A18 A19 ( Headshots not working in A19 find alternative modlet if you want this feature) A modlet that will send you back the classic style zombies. Note: In A18 the modlet stops 'Rage Zombies' .... AI is dumbed down and will walk into spikes more , making too much noise means hordes will form on your location. Additional Credits : REV6-7-8, Spider,Tete1805, Khaine, Xyth,HaidrGna, HAL9000 Find Bicycles in Dumpsters Information Here Compatibilty : A17.4, A18.4, A19 9 million bicycles in Beijing and not one findable in game really ? Find Bicycles Parts Dumpsters Info Here Compatibilty : A19 Requested as alternative to the finding whole bicycles modlet , now you can find the various bicycle parts in the dumpsters and the possibility you can find a schematics for the bicycle Vehicle First Person View V3 Information Here Compatibilty : A17.4, A18.4, A19 A first person experience for vanilla vehicles (Except Gyrocopter) Compatibilty : A17.4, A18.4, A19 Take Out The Trash Version 3 Information Here Compatibilty : A18.4, A19 (This version is backward compatible to A18.4 ) Keep your local zombie infested neighbourhood clean without destroying it completely , only destroy the trash bags and not the bins and trash cans or tilt trucks Additional Credits : KhaineGB Find Vehicle Parts In Airdrops Information Here Compatibilty : A17.4, A18.4, A19 Adds probabilities of finding vehicle parts in Airdops Brighter Vehicle Headlights V2 Information Here Compatibilty : A17.4, A18.4, A19 Version 2 adds manux custom vehicles modlet and Guppycurs Vehicle Madness support, Along with normal vanilla vehicles . Additional Credits : bdubyah Remove RH Stats Bar Information Here Compatibilty : A17.4, A18.4 A modlet to fully hide the stats bar on the bottom right hand side of your screen hud display Additional Credits : Numberz Pickup_HDHQPlants Information Here Compatibilty : A17.4, A18.4, A19 Two modlet 'patch versions' for the old A16 Style press <E> to pick up HDHQ Plants used in DUST2DEATH's HDHQ Plants Modlets Better Gyro Handling Information Here Compatibilty : A17.4, A18.4, A19 Numerous tweaks to the Gyro vehicle settings to improve take offs and landing and general maneuverability . Ladder control modlets Information Here Compatibilty : A17.4, A18.4, A19 Ever thought hey how can zombies climb ladders ? Two versions Re Plant wild crops and plants Info Here Allows replanting of all wild plants and even POI plants Compatibilty : A17.4, A18.4 A big big thanks to REV6:7-8 for encouraging me to post these in my own thread to get my modding journey underway and for his continuing support ... Rev's mods can be found here REV6-7-8-s-REALITY-CHECK Also thank you to those that have helped or are helping support my modding endeavours via the Modding Discord HaidrGna, Guppycur, DUST2DEATH, Xyth, sphereii, bdubyah, Tin, Telric and Khaine Thanks to the great community here on the forums here for the feedback and support. Enjoy Ragsy !!
  14. Just started a fresh 8k modded map, on day 22 or 23. Modded POI's, weapons, vehicles, overhauled farming, and some other things, but not overboard. Just game enhancements I wanted some more vehicle options, firearms and POI's so that's most of what's on the server as far as mods go. Currently just myself and a couple buddies, thought I'd try to get more people involved. Feel free to reply here or join our new discord if interested. 21+ please. https://discord.gg/WhtvVypuUM
  15. Like the title says, SphereII and I missed the Skyrim style lockpicking mini game so we introduced it into the WinterWeen mod. It was well received, so I'm releasing a modlet of the locks that work with the lockpicking code added to the 19.3 version of SphereII's Core. This mod requires DMT, so use the mod launcher and add the core and this locks mod. The launcher with do the rest. The difficulty of the locks is configurable in the core, but it set to offer a challenge but not be impossible for folks that didn't master lockpicking in Skyrim. To pick a lock, press "E" on any locked door or chest. A lock will appear, and you must guess the position of the top lockpick by moving it with the arrow keys or mouse. Once you think you have the position, press the spacebar to turn the lock. The locks are tied into the perk system and the inventory system, so you will need lockpicks in your inventory. Each perk level into lockpicking make it less likely you will break a pick, and reduced the time between attempts. However, we randomized lock difficulty so any one can be really hard or almost too easy. This mode contain some purchased assets and code, so while you may use or include this mod in you game or overhaul, you cannot make edits to the models or code without purchasing your own copy of the assets from the Unity store. It's cheap though 🙂 If this mod is popular we may add additional features for A20. Please let me know if its too hard or too easy for you. Find the Locks modlet here: https://github.com/7D2D/A19DMTMods Sphereii's core is here: https://github.com/SphereII/SphereII.ModsA19 Thanks to Mumpfy for adding the branding to the lock textures! Enjoy!
  16. There are 3 styles of windows and 2 styles of the glass doors. Each has a centered and non centered version as well as downgrade blocks. Download Link: https://www.mediafire.com/file/x0nst49ubg06jty/Opening_Windows.rar/file Demo:
  17. Made to blend in with the blocks in the game The 4x6 one also has a powered version. You can use my power door relays with it if you want but the relays require DMT. Download Link: https://www.mediafire.com/file/x91a7vztzr51rp0/HiddenHatches_v1.0.rar/file Demo:
  18. Ztensity's Functional Elevator Redesigning Guppycur's Elevator for A19.3 (Permission Granted by Guppycur) Assets Purchased For Release INTRODUCTION Originally designed for Alpha 18 with compatibility for Alpha 17 by Guppycur, his Working Elevator modlet now gets its next iteration for the latest build of 7 Days to Die, A19. Similarly to the original mod, this elevator only moves from one floor to the next across roughly 2 flights, while also taking up 3 blocks wide, 7 blocks high and 3 blocks deep (x,y,z). This version of the elevator contains the following tweaks & new features: Tweaked animations that not only allow for more time to enter/exit the elevator, but will also be closed and on the bottom floor when placed. There are also new sound effects and visual effects embedded into the animations for added immersion. The elevator has added colliders for simplicity and better immersion, while also being slightly thinned for better spacing around blocks and plates. There is now an official recipe with resource requirements for crafting the elevator at the workbench alongside the ability to get a portion of resources back when using a wrench to destroy the elevator. Added an official title and description for the elevator, while removing select, unneeded files for a smaller download. By adding colliders and thinning out the elevator, this not only makes it so the player does not have to worry about building right next to the elevator, but it also prevents the player from accidentally falling out of the elevator while in use or while in the elevator. Download Functional Elevator Here Nexus Mods: https://www.nexusmods.com/7daystodie/mods/1332/ YouTube Showcase: https://www.youtube.com/ztensity/functional-elevator-showcase Functional Elevator Available on Mod Launcher! Download Here REQUIREMENTS As detailed by Guppycur, the shaft requirements are actually 10 blocks high (including floor and ceiling), 5 blocks wide (1 and 5 are the left right walls) and 5 blocks deep (1 and 5 are the front/rear walls). Think about it like x,y,z. This will be made even easier if the elevator is just placed first and then you build around it. For building purposes, use the horizontal plates (concrete or otherwise) and select advanced rotations. Then rotate the plate so it's against a block. Use these plates with standard sized 1x1x1 blocks to build the shaft for the elevator. Finally, just as the original version, if a player is still using Alpha 17, Alpha 18 or earlier versions of Alpha 19, this should still be compatible with those versions. However, this modlet has been designed for compatibility with 7 Days to Die's latest stable, which is currently Alpha 19.3b6. FUTURE UPDATES In the coming weeks to months, I may expand on this modlet as a series of "rising devices" as suggested by Guppycur himself. The next update I'd likely implement however, would be adding in a similar elevator that will take you up three flights or higher. My ideas for the future would be focused on hotel POIs, so players could even make a massive hotel a home using devices like elevators, escalators and so on. CREDITS All assets used come from a purchased package from Nifty Studios via Unity. On the other hand, a portion of the animations designed and layout of the elevators was put together by Guppycur when he originally bought the assets for A18. Not only did I get permission to rework and re-release Guppycur's work on animations and the elevator layout from Guppycur himself, but I made sure to purchase those same assets again myself for rights to share this modlet on Nexus Mods, the 7 Days to Die Forums and the 7 Days to Die Mod Launcher here. OPTIONAL TARGET HEALTH BAR ADD-ON'S If you are someone who uses a health bar modlet like Sirillion's Target Health Bar or Sirillion's SMX UI Overhaul, you can find all of my publicly released renaming modlets by downloading the official 7D2D Mod Launcher and sifting through additional Nexus below! Vanilla Creature Renaming: https://www.nexusmods.com/7daystodie/mods/1210 Creature Pack Animal Renaming: https://www.nexusmods.com/7daystodie/mods/1259/ Creature Pack Zombie Renaming: https://www.nexusmods.com/7daystodie/mods/1260 Creature Pack Human Renaming: https://www.nexusmods.com/7daystodie/mods/1261 Shotgun Messiah Mechs: https://www.nexusmods.com/7daystodie/mods/1263 Mumpfy's Zombie Pack Renaming: https://community.7daystodie.com/topic/creature-renaming-modlet-series/ Wasteland Creature Renaming: https://www.nexusmods.com/7daystodie/mods/1272 SMX UI Tweaks: https://www.nexusmods.com/7daystodie/mods/1267 UNNECESSARILY BEAUTIFUL BUT IMMERSIVE With original mod author, Hernan's permission, I present Unnecessarily Beautiful But Immersive, the Unnecessary But Beautiful 19.3 Rebuild. You can now craft recipes with ease, use a wire tool to turn on lights, TVs, PCs, a fireplace and a sound bar, attain the right perks to craft the lights, unlock lights early with a schematic, use beds as bedrolls, disassemble select crafted items with the wrench line of tools and more! Check it Out Here: https://www.nexusmods.com/7daystodie/mods/1242 Check it Out Here: https://community.7daystodie.com/topic/23102-ztensitys-unnecessarily-beautiful-but-immersive-ubbi/ Ztensity
  19. Working Water Vehicles for 7 Days to Die Note: The Assets in these Modlets are purchased (unless otherwise stated) and therefore you are not allowed to extract and alter them in any way. The assets can be used in other mod overhauls that are purely 'non profit'. These assets must not be used in any venture that attempts to make money out of modding. If you use the xml code i came up with do the right thing and credit me for the float code. After discovering and making a vehicle float on water uncontrollably sometime ago I kept on going back to it inbetween other work I was doing and eventually made controllable versions of various in game vehicles both the pimps ones and some custom models by Guppycur and DUST2DEATH purely as proof of concept. Guppy then kindly bought and rigged some custom boat models especially for this endeavour and we chose the flat bottomed boat version as the most suitable for the start of the water vehicles project way back in A17. A big thanks to Guppy for his time and his efforts with me in the early days getting the models rigged so i could apply my float xml code on the models. Still an ongoing work in progress but usable as an XML Only modlet (no SDX or DMT) so far. The Modlet does not change water blocks at all, so its going to be just add the xml modlet and off you go /float. And as per usual with mods that add new models both client and server would need the modlet. Boating Modlet Version5 Download Note : The Modlet works for A19 and may still work on A18 >>--7 Days Mod Launcher by Sphereii --<< Additional Credits : 7 Days to Die Forum community for wanting water based vehicles. TFP for the great game we love The 'Crew' on Guppy's Discord for their support HaidrGna for the support when things sank along the way. Spanish Translation by orlydb Happy Boating Ragsy and Guppycur !!
  20. Our new competitive PvE season: 7th May 2021 to 2nd June 2021. Play, fight and die to see who is the top zombie slayer at the end of the month to earn rewards, including SSDs and WNG merch. For detailed information on our servers and settings please check out our website here: WickedNinjaGames Website Server Features (Not an exclusive list) Official and unofficial events Supporter ranks and rewards Chat in-game with friends on our Discord In game Currency, Rewards and Shop Competitive PvE with rewards View a real-time map on our website Monthly Wipes Server Settings Custom 8k World Warrior Game Difficulty 60 Minute Days 72 Hour Airdrops Walk Day zombie speed Sprint Night zombie speed 3 Land Claims Increased land claim size 100% Claim player damage protection All mods are server side and do not need to be downloaded PvE Map - Steam - Reset 07/05/2021 Alice County - steam://connect/7d1.wngplay.com:26900 PvE Mods 3 Slot forge 12 Slot crafting queue 96 Slot backpack Server Side Vehicles Lockable inventory slots Improved HUD Better supply drops Craft Acid Log Spikes Improved loot tables Car respawns Additional vehicle seats Any questions? Come and chat: WickedNinjaGames Discord WickedNinjaGames Website Or direct message me with any questions.
  21. Mod that makes ghillie suits not require a book and cost 50 fiber per piece https://github.com/CappuccinoBeanGaming/Cap
  22. The famous Russian localization is now in the form of a modlet! Translated: • Main menu • Settings menu • All items * Actions on items • The names of the effects and their descriptions • The names of the recipes and their descriptions • All quests/challenges and their descriptions If you find any mistakes or inaccuracies in the translation, please report them immediately! (preferably with a screenshot attached) Files to download under the spoiler below It is installed as a regular modlet! Have a nice game! Main guide on Steam! Screenshots under the spoiler below!
  23. Greetings fellow survivors. I've created 3 different mods for the Auger/Chainsaw sounds that were modified in Alpha 19. These are only intended as a temporary fix until The Fun Pimps split the audio properly. What I mean by this is, the Auger and Chainsaw are tied to the "Bullet Impact" sounds in game. Which means the Auger/Chainsaw "impact" sounds also affect any Bullet Impact sounds. 1) No Hit Sound (Remove the Bullet Impact Sounds from Auger/Chainsaw/Guns) 2) No Hit Sounds While Crouched (0 Impact Sound generated when you are crouched) 3) Reduced Hit Sounds While Crouched (10% Impact Sound generated while you are crouched) These are Modlets, so they just need to be unziped in your Mod Folder to work. If/When The Fun Pimps correct this issue while the mod is installed, the Auger/Chainsaws will start making the proper noises again, but the guns bullet impact will still be affect. I also created a YouTube video showing the crouching mods in action if you are curious: https://youtu.be/BqT__I_0lzc I'll gladly answer any questions you may have. - Mala Zedik No Hit Sounds.zip No Hit Sounds While Crouched.zip Reduced Hit Sounds While Crouched.zip
  24. Background and Introduction In March 2020 Snufkin presented us with 'Snufkin's Server Side vehicleS' which is now A19 Stable. The concept was simple, incorporate customised vehicles into 7D2D by utilising existing in game assets to create some unique and delightful additions to the current set of vehicles. These vehicles are admittedly temperamental and buggy at times, which Snufkin warned us about. For example, it is sometimes necessary to put the vehicle back on the toolbelt and set it down again if the customised effect has been removed for the vehicle owner or third parties. More importantly though, they are dedicated server stable and server hosts have shared very positive feedback on that. Snufkin encouraged other modders to take a look at the xmls and see how underused functions could be applied to create these customised features. This initial community pack has taken heed of that encouragement. Snufkin is currently taking a modding sabbatical but has been very open to allow the community to support and expand on the Snufkin line of server side mods and this adds to the Snufkin's Server Side Weapons which Slawa and oakraven have been restoring and Snufkin's Server Side Custom Zombies which has been a community restoration and already has multiple variants which expand on the original. Snufkin's Community Pack Server Side Vehicles Download - https://github.com/arramus/Snufkin-CommunityPack-ServerSideVehicles-A19-2021June12 (Airborne vehicles using Blimp settings need to be filled with gas to get the sounds working) The Snufkin's Community Pack Server Side Vehicles is a growing collection of customised vehicles which consists of Snufkin's originals, with some A19 updates, alongside additional vehicles supported by the community. It would be nice to see this grow and live up to its name. We hope other community modders will consider adding to the collection. For now, here is what Snufkin's Community Pack Server Side Vehicles offers. 1. Armored Car - 4 seater road vehicle (Snufkin) 2. Army Truck - 6 seater road vehicle (Snufkin with stability and context edits by oakraven) 3. Raft - 4 seater water vehicle (Snufkin) 4. Sled - 1 seater road vehicle (Snufkin with additional comfort by oakraven) 5. Jet Pack - 1 seater flying vehicle (Snufkin) 6. Hell Beast - 2 seater road motorcycle (Snufkin) 7. Parachute - 1 seater gliding descent vehicle (Snufkin) 8. ATV - 2 seater road motorcycle (Snufkin with functionality fix by oakraven) 9. Hell Hound 4x4 - 6 seater road vehicle (oakraven) 10. Hell Fire - 2 seater road motorcycle (oakraven) 11. Hell Spikey 4x4 - 6 seater road vehicle (oakraven) 12. Hell Dog - 2 seater road motorcycle (oakraven) 13. Shark Blimp - 2 seater flying shark (oakraven) 14. Whirligig - 3 seater flying VTOL 'chopper' (arramus with kind permission from @bdubyah to use the settings for the MD-500 helicopter from Bdub's Vehicles) 15. Magic Bus - 6 seater road vehicle (oakraven) 16. Battle Bus - 6 seater road vehicle (oakraven) 17. Hell Car - 4 seater road vehicle (oakraven) 18. Bath Blimp - 1 seater flying bath (arramus) 19. Battle Bus Drone - 6 seater flying vehicle (oakraven with assistance from arramus) 20. PeNa 1979 Express - 4 seater flying vehicle (oakraven) - Thanks to PeNa1979 for play testing the Snufkin range of mods. 21. Psyren Ride - 4 seater road vehicle (oakraven) 22. Green Max - 4 seater road vehicle (oakraven) 23. Red Max - 4 seater road vehicle (oakraven) 24. Hell Piggy - 2 seater road vehicle (oakraven) 25. Catfish Blimp - 1 seater flying cart (oakraven and arramus) Dre kindly puts the vehicles to test with his regular gaming party and focusses on ensuring the seating is oriented towards a full party for questing and looting adventures alongside general stability and function checks. Be warned, as with the original warning by Snufkin, these vehicles have their 'moments' and will not always perform as hoped. However, this pack does offer choice, and you can select a vehicle for your own style of gameplay if you want to venture away from the standard offerings. Here are just a few sample images to give a visual overview. The whole collection: Anticlockwise from the ATV (which can perform turns while in the air but needs care while breaking unless you really want to do a quick 180 flip), Hell Fire, Hell Dog, and Hell Beast (which get some decent speed and can hop over a vehicle before performing a drifting stop, and Whirligig (offering the VTOL and speed burst of a chopper). From back to front, the raft is in the river (and gently follows the panning direction of the water if it isn't brought onto shore), with the parachute (requiring a high building and a gentle breeze), Hell Spikey 4x4 (which can carry a full party complement on a quest) and the Armored Car (offering added protection). Finally is the Shark Blimp (that can turbo ascend and descend like a rocket). With recent community support from server hosts such as @Dre and @BubbaJoe it has been possible to put all of the Snufkin mods through their paces to ensure they are server stable for A19 regardless of their eclectic idiosyncrasies. Recent observations from @h0tr0d and @Sunbursts have allowed us to explore patches and alternatives to bring better quality releases. If you would like to get involved in this particular expansion to Snufkin's mod then read on. Future Additions Please consider a few pointers if you have your own offerings to add to the community pack to ensure a smooth transition and ease of compilation before posting to this thread: 1. Has the vehicle been successfully tested in the background within the existing pack? 2. Does the vehicle have all the relevant assets such as a recipe, compatible formatting, and functionality? 3. Are you sure your vehicle is release ready to your full satisfaction and not an impulsive decision? 4. Can you accept that other modders may implement this pack into other mods or overhauls, albeit with permission requests and appropriate credits? As with the spirit of Snufkin's original concept and suggestions to the community, there is no stopping other modders from expanding on the originals in their own direction just as we are doing here. Let's see where this goes. Installation If you've never installed a mod before it is necessary to create a mod folder in the main directory or in an area suggested by your server host if they have modified the installation. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature). If you drag the mod folder directly out of the zipped file it can be placed directly into the Mods folder and the game will look in there as you launch your World. If you allow your unzip function to extract the folder, it may make another unnecessary folder and place the mod inside it. This will not be recognised by the game/server if you place it in the Mods folder like this. Please take it out of the extra folder level. The top layer will be a single folder and in the second layer you will see a ModInfo.xml file with or without additional folders depending on the mod. This will become elementary once you've launched a few mods. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = NO The magic of this mod is that is only needs to be installed in the server/person who has launched the main environment that others join. It is a technical work of art. Enjoy. 👍
  25. JStanleyF

    TechnoBike Mod

    I created a TechnoBike mod for my private server and though I should share it with the community. Here is a screen shot and a link to a github. It's also on the nexus Mods site. A motorcycle vehicle mod. Craftable using the same materials as a vanilla motorcycle. It has roughly similar settings currently than the vanilla motorcycle and comes with the same amount of mod slots (4). The players on my private server asked to have a bike mod, I thought I'd share the mod with the community. I've tested this as of the latest version (Alpha 19.5) and also Darkness Falls (19.4B7) and appears to be working fine. Speed: 15 - 25 (can be edited) Gas Tank Size: 250 (can be edited) Hit Points: 6000 (can be edited) Seats: 1 player Comes in the following colors Red (default) Black Blue Gold Green Orange Pink Purple Teal White To Edit, change the following numbers in the following file locations inside the mod folder and save it. (note *** your install location may be different) (note *** you'll need to do this for each color if you want to change them as well) Speed - C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\TechnoBike\Config\vehicles.xml ---- Edit <property name="velocityMax" value="15, 25"/> , change the 1st and 2nd value to min and max speed. Gas Tank Size - C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\TechnoBike\Config\vehicles.xml ----- Edit <property name="capacity" value="300"/>, change the 300 higher to increase capacity or lower to decrease it Hit Points - C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\TechnoBike\Config\items.xml ---- Edit <passive_effect name="DegradationMax" operation="base_set" value="6000"/>, change value to set HP of vehicle ------------------------------ Installation instructions 1.) Unzip this folder 2.) Place this folder inside your mods folder 3.) Structure should look similar to the following \mods\TechnoBike\ ... multiple folders 4.) It should NOT look like the following \mods\mods\TechnoBike\ .. files
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