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  1. Hey everyone - this is my first public mod, so I'm happy to get some feedback from the more experienced modders out there. It's a server-side, XML-only mod. It started as three lines of xpath to unlock the Christmas items, for people who didn't want to update to the Experimental build yet; but then after a quick chat in Discord I realised it would be fun to add a couple of damaging snowballs too. One is a contact grenade type, with a very low radius of effect - this means you have to score a direct hit to get a kill. The other is more like contact dynamite - it does block damage rather than entity damage. You can still singe your eyebrows if you're not careful, however. Let me know what you think! ETA: The Snowballnade is unlocked by the Contact Grenade schematic, and the Snowballmite by the Dynamite schematic. If you add this mod to an existing game and you've already read those, you will need to re-read them to unlock the new items. Download here - zip file, 4KB.
  2. Hi Guys Here I will provide my own Modlets which I found useful as improvements / rebalancing. Modlet - QuickerCrafting This modlet reduces the crafting time about 50%. It also takes care of the anvil (new 20%) and other pre defined crafting improvements like progression level and NerdGlasses. Modlet - More Windows and Doors Adds more windows and doors to the crafting menu πŸ™‚ Modlet - Better Stack Size Increases stack size for various items. Modlet - Lockpicking Changes the breakchance from -10%, -20%, -30% to -25%, -50%, -75%. Modlet - More WoodShapes Adds more shapes to the WoodFrame shape selector menu. Now we can renovate houses more reasonably! πŸ™‚ I will add more and more over time. fr3ak4l-quicker-crafting-a19.zip fr3ak4l-more-windows-and-doors-a19.zip fr3ak4l-better-stack-size-a19.zip fr3ak4l-lockpicking-a19.zip fr3ak4l-more-woodshapes-a19.zip
  3. This is a 'quality of life' mod that allows you to decrease, increase, or simply shift the period of time a trader remains open. Download: https://github.com/arramus/Change-Trader-Open-And-Close-Time-A19 A19 saw the traders receive their own specialisations and with this came unique IDs for each. You can set the trading time of each Trader on an individual basis as per your own specifications. This can make your server trading experience easier, more challenging, or more varied. The current settings allow traders to open at 04:05 and close at 21:55. For server hosts using the Compo Pack, please note that the 4 in 1 and 5 in 1 traders will restrict variation of individual traders and setting common trading hours is advisable. Credits: Based on 'BloodiestCODY's: Always Open Traders Mod' traders.xml <config> <!--Set your own opening time--> <set xpath="/traders/trader_info[@id='1']/@open_time">04:05</set> <!--Trader Joel--> <set xpath="/traders/trader_info[@id='2']/@open_time">04:05</set> <!--Trader Jen--> <set xpath="/traders/trader_info[@id='6']/@open_time">04:05</set> <!--Trader Bob--> <set xpath="/traders/trader_info[@id='7']/@open_time">04:05</set> <!--Trader Hugh--> <set xpath="/traders/trader_info[@id='8']/@open_time">04:05</set> <!--Trader Rekt--> <!--Set your own closing time--> <set xpath="/traders/trader_info[@id='1']/@close_time">21:55</set> <!--Trader Joel--> <set xpath="/traders/trader_info[@id='2']/@close_time">21:55</set> <!--Trader Jen--> <set xpath="/traders/trader_info[@id='6']/@close_time">21:55</set> <!--Trader Bob--> <set xpath="/traders/trader_info[@id='7']/@close_time">21:55</set> <!--Trader Hugh--> <set xpath="/traders/trader_info[@id='8']/@close_time">21:55</set> <!--Trader Rekt--> </config>
  4. Hi everyone, I'm new to multiplayer 7Days and am hoping to find out if the mods I have on my usual single player game will be available to friends I invite to join me? or will they need to download and install them too? The Mods I have installed are Prefabs, and items. no major overhauls. Cheers all!
  5. It is just a simple modlet that gives you a colored feedback about the cointainer and door states. It shoud be compatible with other mods and modlets, because it is only an simple change of the localization.txt. I tested it with Darkness Falls and it worked well. Supported languages: English and German in A18 and now new in A19 all languages supported Game Version: 18.4 // 19 Latest Version: 1.3 v1.3 - Added missing highlighting when pick-up items in the world v1.25 - Added some new highlighted colors for some pick up and use interactions Download: A18.4 Download on Github A19 Download on Github or https://www.nexusmods.com/7daystodie/mods/767
  6. I like variety, so I created this modlet (with help from the community, thanks everyone). It adds "baby" animals to the game. Inspired from Khelldon's Baby Bear mod. Basically, every animal in the game has a "baby" version (no chickens and no rabbits because they would be SO small). They are smaller, so harder to see and can hide under larger animals easier (wolfpacks can be interesting). They do less damage and drop less on harvest (pretty sure this is working correctly now). It adds some variety and fun to the game. Let me know if there are any issues anyone sees. Thoughts, issues, and criticism welcome. This is my first Modlet! Server side friendly so you can just drop it in and surprise your friends! Version 1.2 is for Alpha 18. Version 1.4 is for Alpha 19. Version 1.0 - Initial Release Version 1.1 - March 24, 2020 - Naming standards incorporated for uniqueness and less chance of interference with other mods - Fixed Baby Bears instant death when spawned Version 1.2 - April 23, 2020 - More specific characteristics for each animal including ranges, buffs, entity damage, block damage. Version 1.3 - August 29, 2020 - Updated for Alpha 19! - Added Baby Zombie Vultures. - Added Radiated Baby Zombie Vultures. Version 1.4 - November 12, 2020 - Removed Baby zombie vulture from the bears group (how did that get there???? LOL) - BIG change in the code to allow more dynamic assigning of all of the animals to all of their proper groups. Adding them to the groups is no longer tied to group name. - All animals will now appear when and where ever their parents can appear. This includes GAME STAGES and HORDES! Version 1.6 - November 27, 2020 - corrected some values on some of the animals that were to low. - updated some of the animal configs to match A19 animals. - bug fix on the baby zombie bear (i think it was that one). IceBurg_Baby_Animals_1_2.zip IceBurg_Baby_Animals_1_6.zip
  7. This is my first released modlet and I am looking to learn more about 7 days modding; suggestions and feedback are encouraged and welcome! This modlet adds a Super Auger, essentially a buffed version of a normal auger with higher block damage. It uses the auger model in-game and the auger icon with a green tint. The recipe is unlocked by Miner69r level 5, although I originally planned to make a schematic for it. The <append> tags were not working for some reason and I was getting the yellow error text. The Super Auger recipe consistently requires 10 raw diamond, and much more steel and motor tool parts than its vanilla counterpart. TLDR -Super Auger go munch munch on rocks and dirt -Unlocked by Miner69r lvl 5 -recipe needs more steel and motor tools parts + 10 diamond -Kind of needs more features to be relevant but its ok(I'll call it a WIP) You are free to do whatever you want with this within The Fun Pimps' rules. https://drive.google.com/drive/folders/1cq2ntKvSMOXF0A6x-kw7Ca5iVQHwMYWq?usp=sharing Click download all in the top right and unzip the file, then place it in a "Mods" folder in your 7 days game folder Feel free to make suggestions about literally any changes. I'm just in it for the experience and I might even change the color if you're cool enough...
  8. If you want to live in true style, you need to be able to make your house a home! Finishing touches like window and door trim are a nice touch. Curtains, shutters, crown moulding? You got those as well with this mod. Craft all of those things and survive in style. Server side friendly, so just drop and go. Please contact me if you have any issues. Change log: V1.0 - A19 - Initial Release IceBurg_Craft_Trim_Blinds_Crown_Moulding_1_0.zip
  9. I’m working on an Encyclopedia modlet that will place into the world a series of Zombiepedia books to be randomly found. The premise is that the books were written by other survivors, but is a categorized collection of actual tips & tricks for playing the game. Each book will represent a single category, and when read, will start a player quest and will pop up the quest offer dialog box in-game, which is where the tips & tricks will be presented. Each book/quest will be non-repeatable and will grant the player 2 skill points for increasing their knowledge of the world and game. True to the nature and intent of the source of the content, I'd like to crowd-source the tips/tricks that go into the books. If you have any helpful tips/tricks, please edit the document below and add your suggestion. I'll do the best I can to squeeze all entries into the modlet. Please be sure you provide your name after your suggestion and I'll include that in the entry. If you don't use Google Docs or don't want to do it that way, please feel free to reply here and I'll add your entry for you. https://docs.google.com/document/d/1Bivojw_QQUkme4Mu2F5p71wJdNcNARSLuLghUOn6_E0/edit?usp=sharing
  10. Hi everyone! I am update my first MODLET to A19 $) Your's "Big Thanks" please send me here: Description I am very confused that the details of weapons and tools are now used only to create these things. It also bothers me that a simple repair kit is used to repair complex things, such as machine guns, a drill and a chainsaw. The uselessness of parts of weapons and tools is especially visible at the end of the game, when we already have top-end items. I decided to change this a bit. Now, to repair weapons and complex tools, you need not a simple repair kit, but parts of these items. WARNING! This can greatly change your approach to survival. You will think about whether to sell this rifle or better to break it. Is it worth it to use a drill / chainsaw now, or is it better to use an ax / pickaxe, since there are no parts for repair. It may happen that your favorite weapon becomes unusable, and even the dealer simply does not have repair parts. In this case, you will have to buy expensive weapons or tools from the merchant in order to break them in order to receive parts for repair. To compensate for the complexity of the repair, the degradation of the changed items is reduced by 5 times. It still requires balancing, so write your opinion in this thread, we will test together πŸ˜ƒ Update to A19 Changed reqiured to repair new weapon and tools Language file changed (ENG/RU). Now the description contains information about what can be used to repair the item. DOWNLOAD LINK (A19): https://drive.google.com/drive/folders/11VCJbAlsBUTNcWN2sHmCukwwkXFycA4p UPDATE Rework_repair_weapons_A19_v1.2 OLD VERSION FOR A18
  11. This modlet will ensure that your horde nights will last until morning, even on 2 hour days, 12 hour nights. Video demonstration: https://youtu.be/2gJ4UR8nd48 Credit to Gouki for creating the xpath for me! Never Ending Horde Nights A19.rar
  12. This is a third effort and builds on the last modlet of adding the Demolisher to the Wasteland. As always, if there are any glaring issues, I would appreciate support from experienced community modders to help correct them. Building this modlet was an eye opener because it shows the resources and volume of coding required to bring in a feature that is not/no longer integrated into the game. Initially I attempted it from the vanilla xml files but it seems the Behemoth no longer exists beyond some leftover code. However, astute modders found a way which I could benefit from. First things first - Full 100% credit to @xyth and @sphereii and community contributors of 'A19/A18 CreaturePacks - A community entity project'. I simply made this standalone Behemoth zombie modlet for players who just want a limited expansion to the existing game. On top of that, it also acts as a tiny snippet of what the CreaturePacks bundle has to offer. This is just a single item from one of the five creature packs. You can find the CreaturePacks bundle thread here: This modlet allows players to experience the Behemoth zombie in the Wasteland in the daytime and nighttime. As always. the wasteland is relatively peaceful in the daytime but can become quite rough at night. The Behemoth takes a Wasteland visit up a notch or three. The Behemoth is added to the top of the lists for the requisite day and night spawn group for this biome at standard settings. As this modlet has external resources it needs to be added to BOTH the server and client Mods folder. Please don't run this standalone modlet and the CreaturePacks zombie pack at the same time as there will be duplication since they both contain the Behemoth. One or the other for server stability. The beauty of the CreaturePacks zombie pack, or any of the CreaturePacks is that the xml code can be edited to 'switch off' creatures being brought into the game World. You can download Wasteland Behemoth here: https://github.com/arramus/Wasteland-Behemoth @xGoober wanted to know if the Behemoth could also appear in other Biomes. A good question and this file shows an example of how that can work. You can replace the original entity group spawning file in the mod with this one and allow the Behemoth to venture into all biomes using generic groups with some more than others as he will have double chance. You can see that the top ones amend the vanilla game groups while the bottom ones for the Wasteland are unique to this mod. As you see in game, night time interactions are typically more frequent than daytime. To spice things up further, why not also add "zombieDemolition" to the groups. 😢 entitygroups.xml INSTALLATION - For players and server hosts who have never installed a mod before 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. Have fun with it....while you can.
  13. Welcome to The 7 Legions - BIOHAZARD & INFECTED SERVERS WWW.THE7LEGIONS.ORG ● Nice, Active and Creative Admin Team ● Friendly Community ● 2 servers with different levels. ● Player-supporting tasks already in the starting area in order to get an easier start into the action ● Custom Mods - 39 Legion Guns, 96 backpack, Custom food, Wicked Garden and so much more. ● Discord ● Live Map Direct Connect to Game: steam://connect/216.105.168.93:26940 Sever name: THE 7 LEGIONS – BIOHAZARD| PVE|A19.2|MODDED Connect: IP: 216.105.168.93 Port: 26940 If you are having trouble, please just ask an admin for help in our discord Direct Connect to Game: steam://connect/216.105.168.93:26910 Sever name: THE 7 LEGIONS – INFECTED| PVE|A19.2|MODDED Connect: IP: 216.105.168.93 Port: 26910 If you are having trouble, please just ask an admin for help in our discord
  14. This post is for three different modlets that I find useful and run on my own server. All three are stored in the same Github repository, but are not related and can be used individually or together. Magazine_Schematics_Skillpoint :: This Modlet modifies all Magazines & Schematics to give a quest called quest_Skill_Point_Reward, that auto-completes to give the player a skillpoint. The idea is that if you gain knowledge through reading, you should also gain a skill point. "Read" a magazine to gain a Skillpoint. "Use" a magazine to learn it. Pickup_Plants_A18 :: This Modlet modifies all plants so that you can simple hit the E key to pick them up. This makes it super-easy to walk around a field of flowers and quickly pick all of them without having to swing your weapon or punch them. Mushrooms work now! Trader_Refresh_1Day :: This Modlet modifies the trader so that their inventory refreshes and changes EACH DAY. Current Release: https://github.com/XelaNull/7DTD-Magazine_Plants_Trader/archive/A19_1.1.zip
  15. A second effort while working through the tutorials on xpath/xml coding. Feedback and advice from the modding community is greatly appreciated. This modlet allows Demolishers to spawn in the Wasteland during the daytime and at nighttime. The Demolisher has simply been added to the requisite zombie group for that location and will spawn within standard probability parameters. However, in real play testing, being placed at the top of the group list seems to give the Demolisher a higher probability of spawning first or very early into the spawn cycle. I am relatively new to 7D2D and missed out on Snufkin's Zombies as they appear to need a bit of tweaking for the latest build. However, I did play on a server where the Demolisher was roaming quite freely in the Wasteland and Forest (possibly just walked out of the Wasteland) and I wanted to play it again. That mod was probably made by @War3zuk as I did see it on a mod site but it had been pulled for incompatibility issues with an update. I couldn't find any others around the community similar to this and am attempting to emulate it because it was a lot of fun. As such, credit for the inspiration must certainly be directed at War3zuk unless I missed other builds; apologies if that's the case. I did however build this the hard way through trial and error and going through the xml files. I am glad I did as there was a reference to a wasteland group of zombies appearing with the Screamer and an earlier build I tested would have seen a Demolisher visiting someone's front door when it is least expected. Giving the Demolishers a unique group solved that issue. As with the standard settings, spawns of any zombie in the Wasteland during the daytime is infrequent while nighttime can become a real challenge if you stick around long enough. Allowing Demolishers to spawn at any time just adds to the challenge. The modlet can be downloaded here: https://github.com/arramus/Demolisher-Spawner INSTALLATION - For players and server hosts who have never installed a mod before 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. Daytime - Nice and sedate. Nighttime Nighttime Extreme <configs> <set xpath="/spawning"> <biome name="wasteland"> <spawn maxcount="1" respawndelay="0.3" time="Day" entitygroup="ZombiesWastelandDayDemolition" /> <spawn maxcount="3" respawndelay="0" time="Night" entitygroup="ZombiesWastelandNightDemolition" /> <spawn maxcount="1" respawndelay="0.3" time="Any" entitygroup="EnemyAnimalsWasteland" spawnDeadChance="0" /> </biome> </set> </configs> <configs> <append xpath="/entitygroups"> <!-- Based on "ZombiesAll" as per current wasteland day setting - Gives more variety with recent additions --> <entitygroup name="ZombiesWastelandDayDemolition"> <entity name="zombieDemolition"/> <entity name="zombieBoe"/> <entity name="zombieJoe"/> <entity name="zombieSteve"/> <entity name="zombieMoe"/> <entity name="zombieYo"/> <entity name="zombieBusinessMan"/> <entity name="zombieArlene"/> <entity name="zombieDarlene"/> <entity name="zombieMarlene"/> <entity name="zombieSkateboarder"/> <entity name="zombieCheerleader" prob="0.3"/> <entity name="zombieOldTimer" prob="0.3"/> <entity name="zombieBiker" prob="0.3"/> <entity name="zombieFarmer" prob="0.3"/> <entity name="zombieStripper" prob="0.3"/> <entity name="zombieUtilityWorker" prob="0.3"/> <entity name="zombieJanitor" prob="0.2"/> <entity name="zombieNurse" prob="0.3"/> <entity name="zombieSteveCrawler"/> <entity name="zombieFatHawaiian" prob="0.3"/> </entitygroup> <!-- Based on "ZombiesWastelandNight" as per current wasteland night setting --> <entitygroup name="ZombiesWastelandNightDemolition"> <entity name="zombieDemolition"/> <entity name="zombieSpiderFeral"/> <entity name="zombieBoeFeral"/> <entity name="zombieJoeFeral"/> <entity name="zombieSteveFeral"/> <entity name="zombieMoeFeral"/> <entity name="zombieYoFeral"/> <entity name="zombieBusinessManFeral"/> <entity name="zombieArleneFeral"/> <entity name="zombieDarleneFeral"/> <entity name="zombieMarleneFeral"/> <entity name="zombieNurseFeral"/> <entity name="animalZombieDog"/> <entity name="zombieSteveCrawlerFeral"/> <entity name="zombieFatCopFeral"/> <entity name="zombieBurnt"/> <entity name="animalZombieBear"/> <entity name="zombieWightFeral"/> <entity name="animalZombieVulture" prob="0.6"/> <entity name="animalZombieVultureRadiated" prob="0.4"/> <entity name="zombieMaleHazmat" prob="0.2"/> <entity name="zombieFatHawaiian"/> </entitygroup> </append> </configs>
  16. EpicSpires Crafted Curtains and Blinds Aesthetic/cosmetic Mod. Allows for the crafting of Cloth curtains (uses 5 cloth), and Mini Blinds (uses 5 scrap polymers). Each Item has a Shape Menu that offers you the choice of either the Top sheet or the Bottom sheet. Survival Worlds should not be tainted by the creative menu. if you would like to see any other decoration/cosmetic item in the game made into a usable/craftable block, let me know. i want the recipes to be balanced, with out neglecting creativity. ↓↓↓↓↓↓↓↓↓↓The Mod Itself↓↓↓↓↓↓↓↓↓↓↓ EpicSpires Crafted Curtains and Blinds.rar
  17. Hello. This modlet allows you to show in the list of effects which glasses worn by the character, and whether wearing super sneakers, accelerating a jacket or a cigar. This modlet I made only for myself, but decided to share with you, and therefore do not need to write to me that this mod is useless . Or you use this modlet or not in use. During the game, I often change my glasses and other items of clothing, which give certain bonuses: - if I scoured the boxes, I wear Aviator Goggles - if I create things, I wear Nerd Glasses - if I develop a character in the perception, I wear Shades when I fight with zombies, and so on. I often forget to change glasses, but in order to determine which glasses I'm wearing, I need to open a window each time a character - it's uncomfortable. Do not open the window every time a character to learn what subjects are wearing, I made this mod. DOWNLOAD LINK: https://drive.google.com/drive/folders/16ii0HP8jqwu1XySM_ILgkwbpI4DMmPEe For assistance with bugs thank you very much @n2n1
  18. It's time to go back to where it all began in 1996, to the Spencer Mansion. Enter the Survival Horror! Since Alpha 16, I have been building the iconic mansion from the very first Resident Evil (Remake version) I have made the recreation as accurate as possible with measurements and dΓ©cor placements within the limits of 7 Days to Die. I have added some minor interactions with the layout, you COULD break down that door, or you can wire up and power the door to open. For quick play, I have made some changes to the Navezgane map and the starting quest so that you spawn in front of the mansion (where the corn field usually is) and are given some equipment and levels to help recreate that Resident Evil experience in first person. You can always choose to cancel the quest if you want an extra challenge. To install, overwrite the files into your game directory. To uninstall, simply go to the game options in steam, select the Local Files tab and click Verify Integrity of Game Files... Edit: Second attachment is the prefab files on its own, added the rally point for questing. Spencer Mansion.rar Spencer Mansion (Resident Evil).rar
  19. More Crafting and Decorating Items. Your Base does not have to be bland! This mod allows you to craft Conduit and Pipes of different shapes and sizes so you can look as good as you survive! Server Side Friendly. Jus drop it in and go. If you find any issues, please let me know. Change Log: V1.0 - A19 - Initial Release IceBurg_Craft_Pipes_and_Conduit_V1_0.zip
  20. Iceburg71

    Craft Doors

    Have some nice doors instead of the normal crap! Requires a workbench to craft these, though. Survive in style. Simple mod that allows you to craft the other doors that are in the game. These can also be upgraded after crafting with the board slats, etc. But who would want to cover up such a nice door. Also allows you to craft a Door Knob, since you need one to craft these doors. Can't have a nice door without a door knob! Server Side Friendly. Just drop in and go. Please let me know if you have any issues. Change Log: V1.0 - A19 - Initial Release IceBurg_Craft_Doors_1_0.zip
  21. Just in time to decorate your base for Halloween. This gives you recipes for crafting Gore Blocks, Gravestones, Body Bags, and Coffins. Server side friendly, just drop it in and go. The coffins are modified copies of the ones in the Vanilla game, so you can't just craft your own coffins and break them down for Diamonds and stuff. Just wood. If you find any issues, please let me know and I will correct them. Change Log: V1.0 - A19 - Initial Release. IceBurg_Craft_Gore_Cemetary_Items_1_0.zip
  22. Hi everyone. Tell me, is it possible to somehow reduce the DegradationMax value of an item after repair in XML? I tried to do this, but nothing came out <append xpath="/items/item[@name='gunHandgunT1Pistol']/effect_group[@name='gunHandgunT1Pistol']"> <triggered_effect trigger="onSelfItemRepaired" action="ModifyCVar" cvar="DegradationMax" operation="add" value="-1"/> </append>
  23. 4k RWG Map made using Nitrogen, Unity, and a few other applications. This map was built with Compo Pack 46, and requires it to be installed on a clean copy of 7D2 A19.1. I've also included some of my favorite mods to accompany the map. Install instructions, along with Mods and Map detailed included in install. I know almost all of the modders who have given me permission to use their work in this modlet, but there are a few I could not reach, if you would like your mods pulled from any of these packs im putting together, please let me know and I will pull them. I make zero money on the packs and do not ever sell others work.I have not taken any pieces from existing overhauls, or modified the included modlets in any way. I HIGHLY recommend locking both your Server and Client to 19.1 if you intend to keep both the map and the mods going up until the next update. I have added these mods for install simplicity and version uniformity for both Single and Multi Player. Stand alone version of the map is also available, but still requires Compo Pack 46.Fairly simple map with 4 highways, some RWG and some hand placed area, with a hand painted biome file. This is not a high polished Official Map release and the Snow Biome is blah, but Ive updated quite a bit from the old A18 version, and it will provide a fun adventure with good performance on a small map. Stay tuned for new all custom maps very soon! Thanks all and enjoy https://drive.google.com/file/d/1JIXAu6GUCUNHdm_FV_BaE8HAZDeu_blZ/view?usp=sharing Check out my Workshop on Discord https://discord.gg/6HNqC89
  24. This mod allows you to craft MOST perk books and schematics excluding some of the tier 1 weapons you can easily just get a perk for and make a better one. Everything WILL cost Duke's Casino Coins along with some paper. This is an endgame mod, if you believe it is too overpowered or "game breaking" to have in your game, do NOT install it. Its purpose is to allow you to find those few books you may be missing or trying to gather that steel armor or steel tools schematic you haven't gotten lucky enough to find after a couple months of in game time. Could also be because you want progression to be sped up even further. I'm not going to license this mod, feel free to change the recipes if you believe the costs are too high. It is a game, have fun being able to craft all the elusive books! To install, simply put the folder it extracts to inside of the 7 days to die "mods" folder and relaunch the game. Perk-BooksAndSchematics-Craftable.zip
  25. Hi, i am new in modifying HUD's. So its my first try, and i am curious about your thoughts. I like to play with Deep Pockets, so the HUD is yery close to bottom. Download: Nexus GitHub v1.3: Alpha 19.1 or higher: - Added Zombiekills left and Deaths right from the Toolbelt, switched health and stamina bar. Scomar82_A19-HUD-v1.3.zip v1.2: Alpha 19.1 - 10 slot toolbelt support Scomar82_A19-HUD-v1.2.zip v1.1: Added a Center-Marker to the Compass and slight improvements to the visual display Scomar82_A19-HUD-v1.1.zip v1.05: Toolbeltnumbers are better shown now. Scomar82_A19-HUD-v1.05.zip
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