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  1. 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.
  2. Z2 is a small side project of mine that I just sat down and started coding the other day. I started with creating a new compass bar and then just went from there, making things up as I progressed along the orange line. The result is what you see in the screenshots below. No external assets were used in the development of this HUD with the exception of the compass bar of course which sparked this whole thing. The compass bar is hosted online(imgur) and that makes this modlet server friendly in the terms that it requires no client downloads unless one opts to use the optional 10 slot tool belt and target health bar patches which will require the clients to download and install DMT modlets. I've not spent a whole lot of time on this modlet yet, and as such I am sure there are both bugs and hopefully minor issues I haven't caught before releasing it. Please make me aware of those with a post in this thread. I prefer not to be sent PM's in this regard. Worktime: 3-4h (initial sketchup) Worktime: 6-7h (fine tuning, touchups, changes) This modlet is coded to be a HUD killer. This means that it can be dropped into an overhaul mod and it will likely kill the overhauls HUD and replace it with Z2. Some adaptation might be needed depending on overhaul features and original HUD complexity. Z2 is currently not scale friendly, due to this it attempts to lock the scale at vanilla values. This might cause issues if added to other mods or modlets that rely on changing the scale to display correctly. This will be rectified in an upcoming version. It's color scheme is also highly customizable through the styles.xml file. So if orange is not your thing, change it there by setting a new R,G,B color code in the correct style entry. This will be further diversified in an upcoming version. Z2 - Showing the HUD and the radial menu. Z2 - Showing the vehicle health and fuel bars. Z2 comes with some optional features that can be used. The reason I made these optional is because they require a higher level of experience when it comes to modding, they require the use of third party tools, they render the client EAC unfriendly and they require clients to download and install the modlets locally. The first optional feature that is available at release is the target health bar which, when installed correctly, enables the target health bar in the games engine and adds some other tweaks by SphereII to further enhance and touch up the bars a little. (DMT patch provided by SphereII) Z2THB no longer requires a DMT patch to work. Simply install it as any other modlet. Z2THB - Showing the target health bar. (Requires client install and DMT patching.) The second optional feature that is available at release is a patch to tweak Z2 to fit if you have a 10 slot tool belt modlet or overhaul installed. Please do note that Z2 itself does not currently come with a 10 slot tool belt DMT patch. Z2TB10 - Showing a 10 slot tool belt. (Requires client install and DMT patching. Also requires a 10 slot tool belt DMT mod/modlet.) To download click on the images below. They pull directly from my github repo. Optionally you can download and install these modlets through SphereII's Mod Launcher (recommended). Install like any other modlet by dropping it into your 7 Days to Die installation folder and making sure that the hierarchy is as follows; "Mods\modname\ModInfo.xml". And as always, do the smart thing and backup saves first. Use at your own risk. This is an initial release and is to be considered a test version. Please post here with any issues that may present themselves. Updates and changes will happen when I get around to it. I will try and touch up this main post with some more fancy graphics and stuff soon Hope you like it!
  3. 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.
  4. Laz Man

    Laz Man's Modlets

    Hello Survivors, This thread will be used to organize all of my officially released modlets. Follow this thread for updates! LazMan's Storage Container Mod Summary: Adds lockable ammo/weapon/food/medical pile containers and new A19 loot containers for players to choose from the shape selector menu for the existing Storage Crate / Furniture block. Detailed Information: Here Download Link: Here Author/Credits: LazMan Current Version: 1.3 Last Modified: 09/14/2020 (A19.1 B4) LazMan's Admin Mod Summary: Adds admin tools to the game. Add's XP restoration items (10k/100k/500k/1m) into the creative menu (Dev Only) that can be distributed to other players. Works for New or Existing Saves Detailed Information: Here Download Link: Here Author/Credits: LazMan Current Version: 1.0 Last Modified: 07/17/2020 (A19 exp B169) LazMan's Expanded Quest Mod Summary: Adds additional quests to the game Contract: Eliminate Horde Quest: Blood Moon Vanguard Contract: Build Trader Outpost Detailed Information: Here Download Link: Here Author/Credits: LazMan, Roland, Haidr'gna Current Version: 1.2 Last Modified: 06/06/2020 (A18.4) LazMan's Tablesaw Mod Summary: Adds additional wooden crafts to the tablesaw. Detailed Information: Here Download Link: Here Author/Credits: LazMan Current Version: 1.1 Last Modified: 04/11/2020 (A18.4) LazMan's Expanded Trader Mod Summary: Adds 5 additional decoration blocks for sale at the Trader. Detailed Information: Here Download Link: Here Author/Credits: LazMan Current Version: 1.0 Last Modified: 03/08/2020 (A18.4) LazMan's Auto Trigger Mod Summary: Increase's Rounds Per Minute by 75% Detailed Information: Here Download Link: Here Author/Credits: LazMan Current Version: 1.0 Current Version: 01/23/2020 (A18.2)
  5. 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>
  6. 60Slot_Bag_30Reserve :: This Modlet sets the user up for a 60slot bag, with 30 slots reserved for growth through perks and items. The perk tree was adjusted to grant up to 20 more slots, leaving the last 10 for encumbrance or items. Faster_Bellows :: This Modlet modifies the Bellows item that is placed into the forge to increase smelting efficiency 5x. This means you can smelt five times faster. Headshot_25 :: TSBX removed the 25% Headshot that I was using from his modlet collection. So I copied and revised the code a bit. It provides 25% boost to headshots and also scales the damage to headshots based on the difficulty of the game. Difficulty 2=No change Difficulty 3=25% Increase Difficulty 4=75% Increase Difficulty 5=100% Increase Current Release https://github.com/XelaNull/7DTD-Bag_Bellows_Headshot/archive/A19_1.0.zip Old Release https://github.com/XelaNull/7DTD-Bag_Bellows_Headshot/archive/A18.3_1.3.zip
  7. This was a massive pain to get working. But here it is. 10 slot toolbelt tested and working for Alpha 19! I got some help from w00kie n00kie because TFP changed a few things in the DLL, which meant my old mod no longer worked and needed some Harmony 2.0 magic to get working. However, this mod is now ENTIRELY harmony based, which means you could add it to any other mod that has a DLL patched with harmony. Please be aware that you will need either DMT 1.6 with Harmony 2 manually patched in, or you will need to wait for DMT 2.0 to be released (which has Harmony 2.0 included by default) Download link: https://gitlab.com/KhaineGB/khainedmt-a19/-/archive/master/khainedmt-a19-master.zip?path=10SlotToolbelt
  8. 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.
  9. 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?
  10. ZLoot_Increase :: Sets the Zombie Lootbags so they stick around for 15 minutes. This ensures even on a bloodmoon, your Zombie Lootbags will still be around on the ground at the end of the night. This also increases the chances of a Zombie Lootbag dropping. Please see the chart below: all Normal Zombies (zombieTemplate): 20% Feral Zombies: 25% Radiated Zombies: 25% Wight Feral Zombies: 30% Wight Radiated Zombies: 30% Current Version https://github.com/XelaNull/7DTD-ZombieLootbag_Increase/archive/A19_1.0.zip Old Version https://github.com/XelaNull/7DTD-ZombieLootbag_Increase/archive/A18.3_1.3.zip
  11. Here is a Modlet pack I've been working on. This is a Work In Progress (WIP), so please be kind with any problem reports. It kept annoying me that I would pass a military base with a generator ("destroyed") and be unable to wrench on it and have at least a CHANCE at recovering a working unit. The same with solar panels. Just because the world went to crap and everyone turned to Zombies doesn't mean all the electronics of the world stop functioning. So I'm working through a Modlet pack that will allow the players to wrench at any electronics (solar, generator, battery, signs, lights, and misc parts), and at least have a chance at obtaining a usable item that they can place in their own base. TESTED as working: Battery Bank Generator Solar Bank Lights Parts UNTESTED: Signs I've split this into multiple Modlets to make it easy for you to enable/disable any specific category of items: Salvaged Electronics - Battery Bank (tested) Salvaged Electronics - Generator (tested) Salvaged Electronics - Lights (tested) Salvaged Electronics - Parts (tested) Salvaged Electronics - Signs (untested, use at own risk) Salvaged Electronics - Solar (tested) Current Download: A18.3_1.1 - https://github.com/XelaNull/7DTD-SalvagedElectronics/archive/A18.3_1.1.zip Previous Download: https://github.com/XelaNull/7DTD-Sal.../A18.3_1.0.zip
  12. 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!
  13. 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>
  14. 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!
  15. // Greetings, fellow survivors! Welcome to the new and improved SMXmenu modlet for 7 Days to Die - Alpha 18. This version has undergone a great deal of improvements in light of the many new features that Alpha 18 brought to the table. See the changelog below for detailed information. // Terms of Use You are allowed to use this modlet as is for your own personal use and/or distribute said modlet bundled with something of your own creation as long as all the files of this modlet remain unaltered and you do not claim credit for creating the modlet itself or any of the files provided with it. You are welcome, but not required, to inform the developer of this modlet should you wish to bundle and re-distribute said modlet as described above. You are not allowed to use any of the assets bundled with this modlet in other projects where said modlet is not included and credited. This restriction applies to all files that this modlet consist of. You are required to inform and ask permission from the developer of this modlet should you wish to make changes to any files provided with the intention to bundle and/or distribute. Should permission be granted you are required to make the changes as a new modlet that injects into the modlet in question and keeping load order in mind. The original modlet shall be distributed as is with no change to its files whatsoever. // SMXmenu // 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. // Main Menu // // Ingame Menu // // Video Options (example) // // Install and remove 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. Verify the install by checking that the ModInfo.xml file is located in this hierarchy: "\Mods\SMXmenu\ModInfo.xml" Remove by deleting the SMXmenu folder inside the Mods folder. // The Downloads SMXmenu can be downloaded from three sources. NexusMods, which is my main distribution platform. Everything I distribute launch here first. Github, which is my mirror of choice for those that cannot or will not use NexusMods. SphereII's Mod Launcher, an easy to use mod and modlet installer for 7 Days to Die. // NexusMods // Github // SphereII's Mod Launcher
  16. Something to help the visual learners out there get started in XPath modding.
  17. 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
  18. 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
  19. 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.
  20. New module that hides all the Onscreen Sprites : https://gitlab.com/wookienookie/a19_vanilla_modlets/-/raw/master/HideOnScreenSprites.zip?inline=false Ive done the XML Xpath commands individually for each Onscreen sprite and hence you can enable/disable each Sprite type as you like. By default all sprites are hidden.
  21. How would I add a xpath to add my own customs food into the loot groups "airdropfoods" "junk" "coldfoods" and "cannedfood" Whenever i tried with my attachted xpath, when loading into the game in the f1 menu, it says wrn xml patch for "loot.xml" from mod "noble's food overhaul" did not apply. <append xpath="lootgroup/lootgroup{@name='airdropfood' <append xpath="/lootgroup/lootgroup[@name='airdropfood']"> <item name="foodCupcake"/> <item name="foodCookie"/> <item name="foodNuggets"/> <item name="foodCroissant"/> <item name="foodHamburger"/> <item name="foodItalianricotta"/> <item name="foodFries"/> <item name="foodTunalarge"/> <item name="foodSandwich"/> <item name="foodPotatosalad"/> <item name="foodKFC"/> </append>
  22. // Greetings, fellow survivors! Welcome to the brand new SMXui modlet for 7 Days to Die - Alpha 18. This modlet will try to move the SMX art style from the menu and the hud over to the rest of the user interface. It has been a lot of work so far, and there is still a lot of work that needs to be done as it is far from finished. Still I consider it good enough for a first release version and I will continue to add new modded windows to it over the coming months. I do expect there to be some bugs, see the known issues section for information. And if you find some bugs yourself please let me know in a post below or on NexusMods. I would appreciate if no bug reports is sent via PM. See the changelog below for detailed information of what has been modified in this version. // Terms of Use You are allowed to use this modlet as is for your own personal use and/or distribute said modlet bundled with something of your own creation as long as all the files of this modlet remain unaltered and you do not claim credit for creating the modlet itself or any of the files provided with it. You are welcome, but not required, to inform the developer of this modlet should you wish to bundle and re-distribute said modlet as described above. You are not allowed to use any of the assets bundled with this modlet in other projects where said modlet is not included and credited. This restriction applies to all files that this modlet consist of. You are required to inform and ask permission from the developer of this modlet should you wish to make changes to any files provided with the intention to bundle and/or distribute. Should permission be granted you are required to make the changes as a new modlet that injects into the modlet in question and keeping load order in mind. The original modlet shall be distributed as is with no change to its files whatsoever. // SMXui // 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 comes with stash buttons in the inventory out of the box and I've also added an option 63 slot big bag conversion modlet for use with SMXui for those that want a bit bigger bags. // Known Issues Loot Window: The loot window does not look like the others, this is due to it being hard coded. // Install and remove 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. Verify the install by checking that the ModInfo.xml file is located in this hierarchy: "\Mods\SMXui\ModInfo.xml" Remove by deleting the SMXui folder inside the Mods folder. // The Downloads SMXui can be downloaded from three sources. NexusMods, which is my main distribution platform. Everything I distribute launch here first. Github, which is my mirror of choice for those that cannot or will not use NexusMods. SphereII's Mod Launcher, an easy to use mod and modlet installer for 7 Days to Die. // NexusMods // Github // SphereII's Mod Launcher // The Optionals SMXuiBBM can be downloaded from the links below, or by using the Mod Launcher. // NexusMods // Github // Compatibility Patches ZMXuiWar3zukCP is a compatibility patch that enables compatibility between SMXui and War3zuk Alpha18 AIO. It can be downloaded from the links below, or by using the Mod Launcher. // NexusMods // Github ZMXuiMeanCloudCP is a compatibility patch that enables compatibility between SMXui and MeanCloud's Mining Modlet. It can be downloaded from the links below, or by using the Mod Launcher. // NexusMods // Github // 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 to donate 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 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.
  23. 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!!!
  24. Roland

    0XP RolMod A18

    UPDATED May 14 2020 See #11 Below! 1) Zero Experience For Actions Actions in the game are now only valuable for helping you survive and accomplish your goals. There are no xp bonuses attached to individual actions that make killing zombies more valuable than farming or mining or scavenging or building. Zombies are now an obstacle to your objectives instead of a source of xp income tempting you hunt them down and kill them. Use stealth to avoid or weapons to destroy and as long as you survive the day you will get rewarded either way. 2) Daily Skillpoint For Surviving Gain skill points simply for surviving according to the following schedule: After your first and second days of survival, you will gain one skill point each day. On your third and fourth days of survival, you will earn two skill points each day. After your fifth day of survival and thereafter you will earn 3 skill points per day. If you die your penalty will be having to start over with earning 1 then 2 and then 3 skill points AND the timer begins fresh from when you respawn so it will take 5 full days of no deaths to regain the highest level of skill point generation. Costs of attribute and perk progression have been increased to compensate for the increase in skill point gains. Attribute costs for levels 2-10 are: 1, 1, 2, 2, 2, 3, 4, 5, 6 Perk costs for levels 1-5 are: 1, 1, 2, 3, 5 3) Training In Return For Jobs Beginning with Tier 3 and Tier 4 quests you will be rewarded 1 skill point in addition to the other quest rewards. Tier 5 quests will reward you with 2 skill points. This puts an incentive on doing quests in order to progress. Skillpoints are not earned for the tutorial quests nor for Tier 1 and 2 quests. 4) Gamestages Based on Time Instead of Actions Gamestages will now progress daily instead of as a result of player actions gaining XP. Each game day that the player does not suffer a death they will automatically level up which will, in turn, advance the gamestage. The gamestages multipliers have been modified to help compensate for this slower pace of gamestage advancement as follows: Scavenger: 1.5 Adventurer: 1.8 Nomad: 2.2 Warrior: 2.6 Survivalist: 3.0 Insane: 3.5 These are higher rates than vanilla but leveling up now happens once a day at a regular pace which is slower than most players of the vanilla game. Please note that the ONLY function leveling up has is to advance gamestages. Gaining skill points for player progression advancement is completely separate from player level now and there are no experience points in the game at all. 5) Improved Death Ambiguity Because there is no XP there is no XP popout which means no giveaway clue that a zombie died with that last hit. But I took it several steps further by removing death animations from all zombies, replacing the death sound from all zombies with their stun sound, and increasing the range of time they will utilize to recover from a stun. So now when they die it looks and sounds exactly like it does when they are stunned. The only remaining clue is that big yellow bag that sometimes appears.... 6) Increased Zombie Loot Drops Since there is no longer xp for killing zombies I increased the loot drop across the board to 8%. 7) Trader Finder Quests All of the treasure map quests will now chain into the White River Settlement Quest from the beginning of the game giving the player a chance to find a new trader. The quest finds the nearest trader to your location which might be a trader you already know but if you are lucky you may get a new trader's location after digging up that treasure chest. How exciting!!! 😎 Brutal Start The Newbie protection buff has been removed. There is zero protection from the elements from the get go. 9) Get off your Brass Added a random 0-3 scrap brass drop to destroyed stone. Need brass? Find the ruins of the old world and start digging through it all for that precious metal. This modlet is completely standalone so can be used alone or deleted without causing any issues. 10) Trolland's Moar Zombies Added more zombies to biome spawns as well as larger wandering hordes. Greatly increased nighttime spawns to simulate the lunar influence waking up and causing more zombies to be active. Values are very easy to change if you want to lower or increase the numbers. If you prefer vanilla numbers simply delete this modlet from your mods folder. 11) Laz Man's Horde Night Vanguard Quest NEW You now earn a bonus skillpoint for every 100 bloodmoon zombies you kill. You have to directly kill them and it is only bloodmoon zombies that count. In the beginning it might take 2-3 hordenights to fulfill the bounty but later you might earn 3 skillpoints from one hordenight! The quest is automatically started after the tutorial quest and renews itself every time it is fulfilled. Thanks and Credits Thanks to @Guppycur, @StompyNZ, @sphereii, @Laz Man, and all others who have helped me and continue to help me. Guppycur and Sphereii are responsible for the SDX script and dual timer that makes the daily skill point possible. Sphereii also came up with the script to make this mod truly zero xp. Laz Man came up with the genius workaround for creating a quest that only works during the bloodmoon. Several others gave me pointers and ran through xpath lines of code with me to help me see what I was missing. Obviously my improved Ambiguous Death mod was inspired by Guppy's own random zombie get back up mod. Special thanks goes to @Royal Deluxe who provided me with a simple morning quest in the early development of this idea so I could try it out and see if it was worth pursuing. And @rewtgr....thanks for keeping me sane when nothing I tried would remove the damn level gates on the last night when I was trying to get this pushed out. Thanks to @jrbarrio for allowing me to use his work for more outdoor zombies roaming the world. Thanks to @Red Eagle LXIX for allowing me to use his work to remove the XP bar from the HUD. If you feel I should have given you credit in any of this work please let me know. I don't mean to slight anyone and want to make sure to give full credit where it is due. Please feel free to use any part of this compilation for your own projects. I tried to keep things clear so parts could be easily separated out but feel free to ask me if you want to know where the stuff is that does the thing.
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