Jump to content

Search the Community

Showing results for tags 'XPath'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • 7 Days to Die - PC
    • News & Announcements
    • General Discussion
    • Pimp Dreams
    • Images and Videos
    • The Pimps Talk
    • Multiplayer
    • General Support
    • Game Modification
    • Channels
  • 7 Days to Die - Console
    • General Discussion
    • Multiplayer
    • News & Announcements

Product Groups

There are no results to display.

Blogs

  • How to Find the Perfect Beauty Pageant Dress for Your Child
  • How to Reset Password for Your Yahoo Email Account
  • Melbourne Driving School
  • rohit
  • ReadyNAS: Your Personal Online Cloud Storage Space
  • trandinh
  • Jaipur Escorting Service has changed the concept of escorting service

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Biography


Location


Interests

Found 55 results

  1. This educational XPath modlet will place into your game, 15 volumes/books of an Encyclopedia named Zombiepedia. The Zombiepedia was assembled from tips, tricks, and helpful pointers of other survivors. When you find one of the books and read it, a popup is shown on the screen with the tips that are related to the topic or category of the specific volume you found. For each book you read, you are provided 2 skill points for increasing your knowledge of the world and game, and that specific Encyclopedia volume is added to your Journal in case you want to read back through it later. The Encyclopedia contains over 80 entries and are compiled by actual players via a crowd-source Google shared document. The author of each entry is attributed in the content displayed to the player in-game. This XML-only XPath Modlet is compatible with both Singleplayer and Dedicated Server play and only needs to be installed onto the server. Volumes: Blood Moon Horde Night Building Materials Clothing and Armor Education and XP Gain Electronics Existing Structure Bases (Above-Ground) Farming and Foods Harvesting Resources Inventory Management Maximizing Loot Traps Underground Bases Vehicles Weapons Zombies This modlet was tested on: 19.3 (b3) Current Release Download Link: Zombiepedia Skillpoints Modlet - A19.3_1.0a This modlet can be added to a new or existing game. Installation Instructions: Extract the zip file Copy the folder "Zombiepedia_Skillpoints" into your Mods folder If you don't have a Mods folder & are playing on Steam under Windows: Right-click the game in Steam and select Properties Click the "Local Files" tab Click the "Browse Local Files" button In the popup that appears, create a folder called "Mods" By default this path would end up being: c:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods
  2. 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
  3. Rework Repair and Learn Weapons, Tools and Armors A19 [by SURVAGER] Hi everyone! I have to you BIG UPDATE for my first MODLET "Rework Repair Weapons". UPDATES Your's "Big Thanks" please send me here: Description 1. I am very confused that the details of weapons and tools are now used only to create these things. Now you will need these items to repair weapons and tools! 2. I was also confused by the fact that a character could magically learn how to create complex weapons and tools simply by purchasing a skill level. Now, in order to learn how to make weapons or tools, you will have to find these items and study them! In addition, in order to create weapons and tools of a higher level, you will also have to learn this by further studying these items. Now, by purchasing skills, you will not be able to learn how to make complex weapons or complex tools. The rest of the skills remain the same. 3. 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. 4. Leather Armor, Rag Armor and Military Armor can no longer be repaired using repair kits. This will require the appropriate materials. 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 or to learn this items. To compensate for the complexity of the repair, the degradation of the changed items is reduced by 2 times. It still requires balancing, so write your opinion in this thread, we will test together 😃 Since complex weapons and tools require parts from these items to learn, the number of parts in the loot has been slightly increased. LIST CHANGES To repair complex weapons, you need the parts of this weapon. Repairing complex tools requires the parts of these tools. Repairing rag armor requires duct tape. Repairing Leather Armor requires leather. Depending on the quality of the item, repairs will require a different amount of resources. The number of weapon parts and tools in the loot has been increased. Increased the number of weapon and tool parts in yellow bags dropped from zombies By purchasing skill levels, you cannot learn how to make complex weapons and tools, or improve the quality of the items being created. In order to learn how to make some kind of complex weapon or tool, or learn how to make this item of better quality, you will need to study this item at the workbench. To do this, you need the item itself, the details of the item, paper and adhesive tape. Auto Turrets and Shotgun Turrets can only be explored using a schematic. Old weapon and tool schematics have been removed from loot and sale. Added new books to study items and improve the quality of items crafted. Added broken weapon and tool variants to the game. Such items can be used until they break, but they cannot be repaired. Such items you can either be sold very cheaply or broken for parts. As a quest reward, the player can receive several broken weapons or tools instead of one. Only the first level schematics of complex weapons and tools can be bought from the merchant. To learn how to make weapons and tools of a higher level, you must study these subjects and create new schemes. I hope you enjoy this little hardcore 😃 DOWNLOAD LINK (A19): https://drive.google.com/drive/folders/1au0xYF0z1ag22Iewl-ZHPxRkgeJokui1 IMAGES
  4. Is there a tool or website that I can use to input the .xml file I am wanting to modify (say entitygroups.xml) and also input my mods I would like to do to that file, and have it generate an output .xml file of what those changes do? I have found where I can do single expressions, but not do a check on an entire mod. Or is there a way to have the game spit out the resultant .xml file? I just need to see what my mod is doing to the game settings after it is applied. Frustrated I can't find anything to do this.
  5. My aim was to make a server side mod that would alter the campfires to be as dangerous to walk on as they were when I started playing in a18. Then decided that made them more valuable, so to counterbalance the advantage they offer, I raised the heatmap strength of the campfire so it will call in screamers faster. You can find this mod here: https://gitlab.com/magejoshplays/7-days-to-die-a19-mods/-/tree/master/Death by Campfire And here's a video of me testing it out:
  6. Hi Everyone! Just wanted to give you an update that the tool I created is almost end to end modlet editing. It now handles the Modinfo.xml, localization.txt and xpath command generation. I have made quite a few modlets with it and for managing XML modlets it is a must have for me. Easily manage different mods, inspect them and even copy objects from them easily with the search tree or directly in an editing window. If you are creating modlets for 7d2d the application is worth learning. Link here: https://www.nexusmods.com/7daystodie/mods/754 I'd love your opinion, general feedback and thoughts on the app.
  7. Hello 7daystodie Community, I have a little .xml question. I have already invested many hours to find out for myself and have already achieved successes but not what I wanted. Therefore I ask you now and hope that you can help me further. Is there a passive effect, a property or something similar that simulates daylight? Or is there some other way to simulate it? I would be very happy about a positive answer from you. With friendly greetings Johannes
  8. Hello Okami on the air!😸 I am glad to present to your attention some of my mods, which are included in one big modification that I have been developing (and editing) since 17A - "The Fall of Babylon". I decided that it would be right to divide the mod into the categories it touches. "Traders", "Food", "Decorations", etc. As new mechanics and parts of the mod that do not require bundles with the "FOB core" are being finalized, I think I will post it here. TRADERS GROUP. - Guns and Tools sold with mods Nexus Mods GitHub -Armor and Cloth sells sold with mods Nexus Mods GitHub LOOT GROUP. - Old style loot (Simple mode || Hard mode) Nexus Mods GitHub - (SM) || GitHub - (HM) WORLD GROUP. - Broken Vending Machines are Lootable Nexus Mods GitHub - Water Filters Nexus Mods GitHub I look forward to your comments, suggestions and bug reports here or on the Nexus. Best regards, Okami!😼 Permissions and Сredits
  9. So I am trying to add this line <triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,-.2,0" parent_transform="LOD0" shape_mesh="true"/> Into the buff <buff name="buffIsOnFire" I want it within this effect_group <effect_group name="run particles, cleanup"> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar=".buffIsOnFireDisplay" operation="set" value="0"/> <triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,-.2,0" parent_transform="LOD0" shape_mesh="true"/> insert here <triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,-.2,0" parent_transform="LOD0" shape_mesh="true"/> <!-- <triggered_effect trigger="onSelfBuffRemove" action="AttachParticleEffectToEntity" particle="p_electric_shock" parent_transform="Spine1" local_offset="0,-.2,0"/> <triggered_effect trigger="onSelfDied" action="AttachParticleEffectToEntity" particle="p_electric_shock" parent_transform="Spine1" local_offset="0,-.2,0"/> --> <triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_onFire"/> <triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_onFire"/> <triggered_effect trigger="onSelfBuffStart" action="AddJournalEntry" journal="onFireTip"/> </effect_group> So that it looks like <effect_group name="run particles, cleanup"> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar=".buffIsOnFireDisplay" operation="set" value="0"/> <triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,-.2,0" parent_transform="LOD0" shape_mesh="true"/> <triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,-.2,0" parent_transform="LOD0" shape_mesh="true"/> <triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,-.2,0" parent_transform="LOD0" shape_mesh="true"/> <!-- <triggered_effect trigger="onSelfBuffRemove" action="AttachParticleEffectToEntity" particle="p_electric_shock" parent_transform="Spine1" local_offset="0,-.2,0"/> <triggered_effect trigger="onSelfDied" action="AttachParticleEffectToEntity" particle="p_electric_shock" parent_transform="Spine1" local_offset="0,-.2,0"/> --> <triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_onFire"/> <triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_onFire"/> <triggered_effect trigger="onSelfBuffStart" action="AddJournalEntry" journal="onFireTip"/> </effect_group> and I have tried various things including: <insertAfter xpath="/buffs/buff[@name='buffIsOnFire']/property[name='effect_group name-run particles, cleanup']> <triggered_effect trigger=onSelfBuffUpdate action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,-.2,0" parent_transform="LOD0" shape_mesh="true"/> </insertAfter> <insertAfter xpath="/buffs/buff[@name='buffIsOnFire']/property[name='effect_group']/@name='run particles, cleanup']> <triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,-.2,0" parent_transform="LOD0" shape_mesh="true"/> </insertAfter> <append xpath="/buffs/buff[@name='buffIsOnFire']/property[name='effect_group']"> <triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,-.2,0" parent_transform="LOD0" shape_mesh="true"/> </append> Those are just some of the mid-work progress where I was trying things. Right now it is much easier to copy/paste that line into the vanilla .xml but I am wondering how I would insert the line into that effect_group which has a name.
  10. V1. This is a mod I created to try out a few different things regarding code. I have tried to keep it as vanilla as possible, to maintain modlet compatibility, and just messed around with how zombie work. Features. - Zombies only take full damage from headshots. - Bloodmoons disabled. - Included Jax's Wilderness Spawn increase modlet (5x more zombies) - Added a difficulty tweaks mod to remove damage reduction from higher difficulties. - Removed zombie rage mode. - Added 10 slot toolbelt. - Added backpack stash buttons. - Added craftable log spikes. - Added ability to pick up plants with E. - Removed cop ability to puke. - Removed radiated vulture ability to puke. - Wandering hordes start from Day 2 at midnight. - Wandering horde configured to 30 zombies every 6 hours. - Wandering horde frequency and zombie amount can now be configured by XML (1-RomeroModCore\Config\blocks.xml at the top) - Added guppys PUSHABLE shopping cart (works like a bicycle for stam usage). - Added scrap iron arrows and arrow heads. - Added scrap club, scrap knuckles, scrap machete and scrap spear. - Added Pipe Pistol and Pipe Rifle. - Edited loot to remove stone arrows, leather knuckles, stone spear and wooden clubs from loot (replaced with scrap). - Edited loot to remove stone tools and replaced with scrap tools. - Moved iron tools, baseball bat, iron knuckles, iron spear and hunting knife from Level 1 of appropriate perk to Level 3 (localization updated to reflect this). - Scrap tools/weapons now locked behind schematics or level 1 of appropriate perk. (scrap arrows are NOT locked). As you can see, it's mostly adding some extra T0 guns (pipe weapons), a scrap tier and modifying the zombies. Please consider this a base for you to build your own apocalypse on, rather than a full-fat overhaul. Download Links. A19 Client (Does not work with EAC Enabled). A19 Server (Does not work with EAC enabled). Installation Instructions. (If you don't use the mod launcher) Make a copy of your 7 Days to Die folder first!!! Download the zip file at the link above. Unzip the 7DaysToDie_Data and Mods folder to your 7 Days to Die folder and overwrite when prompted. The mod uses Harmony so both folders (and their contents) are needed or you'll have problems. Same for the server files, except in this case it will be 7DaysToDieServer_Data and Mods. Video for folks who may need it (it's for darkness falls, but the basic idea is the same). Installation Instructions for macOS users. IMPORTANT NOTE: I do not have a mac. This is a guide I found for Starvation Mod and Ravenhearst, but it also works on War of the Walkers so it should be fine here. 1 - Uninstall 7dtd. Open Finder, from taskbar choose Go -> Home. Open Library -> Application Support -> Steam -> steamapps -> common. Delete 7 Days to Die folder. Reinstall 7 Days to Die. 2 - Unzip downloaded mod. Open unzipped folder. You should see 3 folders: 7DaysToDie_Data and Mods. I will be referring to this as a “home screen”. 3 - Open Steam. In your games Library, right-click 7 Days to Die and choose Properties from the drop-down menu. Choose the LOCAL FILES tab and choose BROWSE LOCAL FILES. 4 - Copy & paste (do not drag-and-drop) the Mods folder to this location. 5 - Open 7DaysToDie_Data -> Managed. 6 - Right-click 7DaysToDie.app and choose Show Package Contents. Here you should see 2 folders: Contents and Data. This will be the other “home screen”. 7 - Open Contents -> Resources -> Data -> Managed. 8 - Copy & paste (do not drag-and-drop) the .dll files into this location. Mac OSX will ask if you want to keep both or replace. Choose replace. 9 - Navigate back to each home screen. 10 - Drag-and-drop the 7DaysToDie_Data and Mods folders into this location. 11 - Open the Data folders in each location. You will see there are Config, Prefabs, and UMATextures folders in each. 12 - For each of these three folders, open up its corresponding folder so you can see the contents. Drag-and-drop the mod’s contents into its respective folder. For duplicate files, mac OSX will ask if you want to Skip, Stop, or Replace. Check the “Apply to All” checkbox, then choose Replace. 13 - Start 7 Days to Die and enjoy the mod!
  11. So, I am working on a personalized UI and have been trying to figure it all out for myself. I have run into an issue though with one of the settings I am trying to display on the HUD. I am trying to get the player mobility stat to display on there but I can't figure out what call to use to have it display, if it's even possible. I managed to get the player level displayed even though I never say a clear call for it. I just randomly tried {playerlevel} and it worked. I've tried all sorts of variations to try to get it to display the Mobility % and nothing is working. Any help with if it is even possible would be great, thanks! Here's the code I have for Player Level. This is basically what I have used to add various things to the HUD. I just change the positioning and 'text={playerlevel}' entry to the appropriate stat. I just can't figure it out for displaying the Mobility % stat. <append xpath="/windows/window[@name='HUDLeftStatBars']"> <rect name="hud" pos="9,156" rows="2" cols="1" width="168" side="right"> <rect width="91" height="17" pos="1202,-149" controller="PlayerStatsWindow" stat_type="{showcore}" visible="{statvisible}" rotation="90" > <sprite depth="6" name="Icon" color="[white]" sprite="ui_game_symbol_check" size="13,13" pos="104,35" foregroundlayer="true" rotation="-90" /> <label depth="6" name="TextContent" pos="108,-29" font_size="18" color="[white]" justify="center" pivot="topright" text="{playerlevel}" height="35" rotation="-90" /> </rect> </rect> </append> Even though the code may be a mess, it still works how I want it to and I plan to tidy things up later, if needed.
  12. Hi, tell me please, can I position the camera more accurately when using transport? I know it can be done with a parameter «cameraDistance» but this parameter only takes two values, distance at rest and distance while moving. Is it possible to specify more precise coordinates of the camera position as the first and second values?
  13. Hello XML 7 Days To Die connoisseurs. I need your help. Can I set a requirement for a recipe in XML to repair a specific item? For example, to repair an iron ax, I have to learn the recipe for an iron ax or buy a skill that unlocks this recipe. If you know how to do this, please add an example XML to your answer. Thanks.
  14. Hi, I'm trying to mod the probability for wild animals in entitygroups.xml, but getting errors for each line... "XML patch for "entitygroups.xml" from mod "..." did not apply: <set xpath="/entity_groups/entity_group[@name='WildGameForest"]/entity[@name='animalBoar']/@prob" etc. I tried switching "prob" to "value" but no difference. Maybe "prob" hasn't been implemented? <configs> <set xpath="/entity_groups/entity_group[@name='WildGameForest']/entity[@name='animalBoar']/@prob">10</set> <set xpath="/entity_groups/entity_group[@name='WildGameForest']/entity[@name='animalStag']/@prob">10</set> <set xpath="/entity_groups/entity_group[@name='WildGameForest']/entity[@name='animalDoe']/@prob">10</set> <set xpath="/entity_groups/entity_group[@name='WildGameForest']/entity[@name='animalWolf']/@prob">10</set> </configs>
  15. My goal here is to add damage to tier progression in melee weapons. e.g. A tier 1 stone spear would have 12 entity damage, and a tier 2 stone spear would have 13 entity damage. <effect_group name="meleeWpnSpearT0StoneSpear"> <passive_effect name="EntityDamage" operation="base_set" value="10.3" tags="perkJavelinMaster"/> <!-- meleeWpnSpearT0StoneSpear --> <passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/> </effect_group> As you can see, ModSlots works much the same way I want damage to work, but EntityDamage does not have the "tier" attribute. now I've been looking around at some posts for this for a while. Even studied basic XML (for not-video games). I can't find anything that will help me with what I currently know about modding 7 Days to Die. I know I use <set xpath>value</set> or <setattribute> etc etc .. for everything I've done so far. I don't edit the vanilla files because I want to share this mod with people. Please help, and thank you!
  16. So in the developer items mode there are 5 tier loadout kits and i wanted to make a tier 6 one that always comes with steel armor lvl 6 with specified modifiers, does anyone know how to do that in the xml files? here is what i've got so far. the <property name="Create_item_quality" does nothing right now i was hoping someone could help me with that one and also the <item name="Loadout Tier 6 Packs"> is unable to create "Loadout_Tier_6_Ranged_Weapons,Loadout_Tier_6_Melee_Weapons,Loadout_Tier_6_Armor" <item name="Loadout Tier 6 Packs"> <property name="Extends" value="noteTestersDelightAdmin"/> <property name="CreativeMode" value="Dev"/> <property name="CustomIcon" value="mineCandyTin"/><property name="CustomIconTint" value="FF0000"/> <property class="Action0"> <property name="Create_item" value="Loadout_Tier_6_Ranged_Weapons,Loadout_Tier_6_Melee_Weapons,Loadout_Tier_6_Armor"/> <property name="Create_item_count" value="1,1,1,1,1,1,1,1,1"/> </property> </item> <item name="Loadout_Tier_6_Ranged_Weapons"> <property name="Extends" value="noteTestersDelightAdmin"/> <property name="CreativeMode" value="Dev"/> <property name="CustomIcon" value="mineCandyTin"/><property name="CustomIconTint" value="FF0000"/> <property class="Action0"> <property name="Create_item" value="gunBowT3CompoundBow,gunHandgunT3DesertVulture,gunShotgunT3AutoShotgun,gunMGT3M60,gunRifleT3SniperRifle,gunBowT3CompoundCrossbow,gunHandgunT1Pistol,gunHandgunT3SMG5,gunRifleT2MarksmanRifle,gunMGT2TacticalAR"/> <property name="Create_item_count" value="1,1,1,1,1,1,1,1,1,1"/> <property name="Create_item_quality" value="6,6,6,6,6,6,6,6,6,6"/> </property> </item> <item name="Loadout_Tier_6_Melee_Weapons"> <property name="Extends" value="noteTestersDelightAdmin"/> <property name="CreativeMode" value="Dev"/> <property name="CustomIcon" value="mineCandyTin"/><property name="CustomIconTint" value="FF0000"/> <property class="Action0"> <property name="Create_item" value="meleeWpnSpearT3SteelSpear,meleeWpnBladeT3Machete,meleeWpnSledgeT3SteelSledgehammer,meleeWpnKnucklesT3SteelKnuckles,meleeWpnClubT3SteelClub,meleeWpnBatonT2StunBaton"/> <property name="Create_item_count" value="2,1,1,1,1,1"/> <property name="Create_item_quality" value="6,6,6,6,6,6"/> </property> </item> <item name="Loadout_Tier_6_Armor"> <property name="Extends" value="noteTestersDelightAdmin"/> <property name="CreativeMode" value="Dev"/> <property name="CustomIcon" value="mineCandyTin"/><property name="CustomIconTint" value="FF0000"/> <property class="Action0"> <property name="Create_item" value="armorSteelChest,armorSteelGloves,armorSteelLegs,armorSteelBoots,armorSteelHelmet"/> <property name="Create_item_count" value="1,1,1,1,1"/> <property name="Create_item_quality" value="6,6,6,6,6"/> </property> </item>
  17. Hello everyone, I would like to share with you the first (and not well balanced yet) version of my new quest mod called Hutch's Legacy. At the moment, it is a mod which adds a small, vanilla friendly quest, but it MAY grow into something bigger eventually, possibly requiring other mods as dependencies to make things more advanced and interesting - it will highly depend on players feedback as well as inspiration that may come to me and motivate me to improve it and make it bigger... What's the mod about and how to play it I don't want to make spoilers, so I will try to make this very vague and give just enough information that is needed for a good playing experience... In vanilla game, you start as a person who was just robbed and beaten up by Duke's bad guys. You're naked and you have barely enough supplies to survive. One of the items that you start with is the note from Duke of Navezgane that gives you a hint about why did you get beaten up in the first place. It informs you that you still owe Duke. At the moment this is where vanilla story ends, but it's also where the story of our quest begins... ATTENTION!!! Please note that this is a story mod. LITERALLY. For best roleplaying experience, you need to make sure to read every description of every item, every piece of text this quest mod shows you. This quest is meant to be played EARLY on the start of the new game, because its story is a follow-up of the incident with Duke's guys who left you the note. Therefore, to play this quest you still NEED to have the note from Duke! I know you can cheat and get a new one, but that would ruin the fun and defeat the whole purpose of this quest. We are roleplaying here, so you will need to use this note from Duke to craft a note from your old friend Hutch! This new quest note is called Hutch's Legacy and when you craft it and read its description, it should make more sense as to where in time this story takes place... Who is this mod for? Everyone who likes old western movies. Everyone who likes to roleplay. Everyone who wants more quests. Everyone who didn't like much the slower pace of the early game in new Alpha 19 due to the stone age - This quest will NOT magically remove the stone age of the early game, but if you're a 7 Days to Die veteran and know how to make good use of what is provided here, the stone age will not bother you that much for too long... BUT! Beware, as a 7 Days to Die veteran, you should know that good things don't come easily and you will need some skills to handle what's coming, so make sure to get at least some basic weapons and protective skills before you play this quest - primitive bow, some stone arrows, a blunderbuss with some ammo, a wooden club, a stone axe, some wood frames (just in case) would definitely come in handy here. Download (Hutch's Legacy v1.0): Hutch's Legacy Feedback is very much appreciated, thanks. PS: Thank you @Telric and @bdubyah for assistance with the loot issues that I had! Enjoy!
  18. Hi, On a mod I'm working on I've made new junk lockpicks that can open stuff like lockers, munition box, cash register, etc... ( I've made them to be randomly locked or unlocked ) But I would also like to keep the original lockpicks so both can open stuff. But I can't find a way to make them both work. Everything I have tried always result in one of the lockpicks becoming ignored. Thank you
  19. Hi, I'm currently doing a mod that randomly changes some doors to be either lock or unlock. The problem I'm having is that prefabs sometimes have doors already opened. So when the mod changes those opened doors to be locked, they remain open and are locked. Anyone knows a way I could make those doors be closed? Thank you
  20. Hello everyone. I am a beginner modder, I ask experienced people and modders for help. The situation is this: I want to make it so that more fibers are extracted from the "treeGrassMaster" from the xpath spath, how can I do this? Waiting for an answer.
  21. 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://yadi.sk/d/W2sY-fS_brg7Qg
  22. This mod will add loot to static zombie corpses and dead zombies. In the loot there will come across the same thing as in heaps of garbage, as well as clothes and sometimes pistols. Update v1.3 Added unique loot lists for each zombie! (nevertheless, you still cannot swim in loot) Removed yellow bags falling from zombies. Zombie corpse lifespan increased to 180 seconds. Zombie corpse durability reduced to 100. Update v1.2 Reduced the chance to find a pistol. Added the ability to search normal zombies after being killed. Zombie corpse lifespan increased to 240 seconds. Zombie corpse durability reduced to 300. Update v1.1 Added lootable all bodyBag. Если хочешь сказать СПАСИБО 😃 DOWNLOAD https://drive.google.com/drive/folders/12KKmnqzZeS2tJQmAF1E4-85TmA1Ox5dZ
  23. 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 😃 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
  24. This modification adds to the game some options of motorcycle with different armor, as well as change some features of other vehicles. Changes: - Now you can buy a motorcycle completely without armor and then add armor on the workbench. - Depending on the amount of armor, the motorcycle has a different strength. - Depending on the amount of armor, the motorcycle has a different speed. - Icons of different variations of motorcycles modified to be easier to navigate you in recipes list. Additionally: All transport is much less strength than the vanilla version: - Bike - 50 - Minibike - 100 - 4x4 jeep - 900 - Motorcycle without armor - 350 - Motorcycle with armor wheel - 400 - Motorcycle armor with wheels - 500 - Motorcycle with armor and spikes - 600 And: Also, two versions and recipes of these modifications have been added: - modification of the "Fuel Economy" - modification of the "brightness headlights" DOWNLOAD MOD CLICK (google disk) Modification created on the basis of modifications MotorcycleAlterations v1. 3 (Alpha 19) from @Ericbeaudoin Thanks @Ericbeaudoin!!!
×
×
  • Create New...