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  1. Are you a Resident Evil fan? Are you up for a challenge? Welcome to Resident Evil, where it all began! For nearly 3 and a half years, I've been working on this passion project of mine. I am very pleased with the final build and would love to share it with the 7 Days to Die community, so that you may all enjoy a very unique 7 Days experience. This is a replica of the Spencer Mansion as close to a 1:1 scale within the limitations of the game, using only vanilla assets. The goal of the challenge is to build a Gyrocopter and use it to fly to the trader, talk
  2. This is a simple mod. I have edited the spawning xml file. Where the spawning file is used we should see 10 times the number of zombies. It appears to affect ambient zombie amounts, roaming hordes and blood moon hordes. POIs seem unaffected. Animal spawns are unchanged. I have played/tested to day 18 without crash or issue so it should be all good, though this is my first attempt at modding. To install, download the file. Replace the file spawning.xml in the config folder ( for me that is C:\Program Files (x86)\Steam\SteamApps\common\7 Days To Die\Data\Config ). I suggest savi
  3. -=TacticalAction=- Hello everyone, I'm from china, and not good as English. About this mod plese see the video : https://www.bilibili.com/video/BV12X4y1M7r6 This mod add a lot of guns and gun mods to the game. Right now, you can use EOTechG33 + AimpointM3 + PVS22 three scopes on one weapon. Or, ACOG_ECOS + PVS22, Or just G33 + PVS22, without Reticle. All those scopes use "C" or "Ctrl"key to change state. There have many other things in this mod. And the best, a huge display of
  4. ok so I'm coming over form console alpha 16 love the graphics,kinda like how they sort the ress like stone and iron. found a base And a power generator I get to work I put steel doors at all the entrances I put spike traps all over and I bunker down from my 1st night and right off the batt they know exactly where I am I'm down in the basement crouched hiding being quiet and a cop zombie comes right through my wall Did they change it so that they know where you are every night even when it is not blood moon
  5. Apocalypse now (V1.3) The list of Changes • HP/Stamina Goes up to 300 •For every level you gain, your gamestage is increased with 2.4 instead of the 1.2 you gain in vanilla. • Added big list of zombies and Hostile Animals • Re-done horde-nights/sleepers/screamer hordes • Custom roaming hordes • Toilet pistols are back and double shotgun .better treasure loot . Night time is not a quiet place anymore Weak radiated zombies will show up , you have been warned . Made the candy craftable through a perk (to unlock it you n
  6. Welcome to the Winterween Project by sphereii and xyth, the unholy combination of Winter Project and the ancient spirit of Valoween! Not wanting to miss an alpha, we've combined two of the most dramatic mods into a single mod for Alpha 19 for a special Halloween treat. Steel your nerves. Steady your hands. Keep your wits about you, and you just may survive Winterween... We invite you to explore Winterween and challenge yourself to find all of its dark secrets. Keeping with the spirit of the discovery of the sphereii-mentals, please be mindful of
  7. This mod is only available on the mod launcher. You'll need to download a file (down below) for Nitrogen World Generator if you wish to experience the added end-game POI. I've also included a video guide on how to manually place the new POI in your existing game so you don't have to start a fresh playthrough. Please note: As I only speak English, I have only changed text for English. So you won't see any differences when playing in another language when it comes to changes with perks, the background story and the letter you start with. Do you find vanilla to be a cake walk
  8. How cool would it be if you lobbed the arms off a demo and replaced them with fully functioning maxed out Augers and Chainsaws? Wouldn't it rock?!!
  9. 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.
  10. I believe at least a few of us grew irritated with the crafting times especially during the end-game. When you have to craft thousands of bullets for merely one horde night, it becomes an agonising experience, you have to build around ten workbenches, and five forges simply too keep up with demand. We do have bullet boxes, however, that is simply not enough. So I have an idea, why not provide us with something alike to ammo presses and blast furnaces? Having more crafting stations that are efficient and speedy would be helpful. Perhaps they require extra space and
  11. sorry if it's wrong. delete lookup if it is incorrect I personally think harvesting on E was the best. 😀Definitely think they should go back to it again. 🧐I have a lot of problems when hitting, so I hit the seed instead of the plant opposite 😔 What do you think? 🤔
  12. 1. Variable range on wandering horde size, increase with game stage. 2. Variable wilderness spawn range, perhaps affected by player level. 3. STORMS - random, mini "horde nights" during the day: 20-90 min; brief environmental warning. This would start after the 5th (?) HN, then increase frequency. 4. Variable rare zombie buffs, increase with game stage. SUBTLE appearance change - make players really pay attention: armor / heal rate / dmg / lunge affects / knock down. 5. Vulnerable traders / no building, no loot. Invest to trade, protect to maintain. (p
  13. Vehicle Madness Version 3 Beta 1.1 Guppycur's awesome original concept for Vehicle Madness returns to 7 Days to Die in A19, Guppy handed over the reigns of the project to me to rework and develop further the visions we have for vehicles in the game. This is a ongoing project and I am glad to say that ActiniumTiger has actively joined the 'pit crew' and has already done some great work with the mod as well as bringing along some good ideas into the mix that we are looking to implement in the next version. Features 26 vehicles ( all with overhauled unity v
  14. This mod should improve some micro stuttering by using a R/W lock rather than the generic lock. I've modified the classes: ChunkManager, ChunkCluster, Chunk. I've also eliminated some redundant locking by moving the code around a bit, like in 'task_CalcChunkPositions' or in 'thread_Regenerating', it locks multiple times while it only needs to do it once. You may also notice a small improvement in FPS when you have a lot of zombies around as they also access the chunk data a lot, since the game has no builtin Benchmark its near impossible to get accurate numbers. I will maybe do mor
  15. Love the cooking and farming aspect, wish there was a bit more. Was looking at my stash this evening and canned pears don't have a recipe. Maybe turn it into peaches and it make peach cobbler with a bit of a sugar rush sprint but there be a slight crash effect where you slow down a bit more then normal. Another cooking idea "toasted acorn boiled acorns" can have them partnered with water in the cooking fire to remove the tannins like irl. Fish or fishing? Pole fishing could add a danger element or trap fishing Nn and gg
  16. Dear DEV's, please hear me out. Leveling/point system: Please bring back the leveling system that used to exist in 7D2D. The current point system is very boring and takes the fun out of the game. It would be great to level up Archery by........using a bow, or level up jumping height by......simply jumping more often. So basically if you want to master something, just do it more often (Just like real life!!!) Skyrim used this method and it was a very fun and successful game. This will eliminate the need for points. New Learning system: For learning, books
  17. I recently came across a comment on a video showing off your vulture missiles when you try to escape the horde, that sums up my feelings exactly about the direction you are taking the game. I am posting it here, so that maybe you will take a look at what you are doing before you ruin the game. Johan Magnusson 5 hours ago i see many different ideas of how to avoid the zombies. how to "exploit" it so the zombies cannot do something or such. here is my issue with it. sitting on a bike inside a cage, or a POI just to avoid grounded zombies, so it spawns vultures
  18. I'm relatively new to modding 7dtd as I've only edited the xml files to add new recipes and change some buffs among other things. With the drop of A19 swimming seems to take forever to do especially over any sort of large body of water. I know I can edit the Materials xml and change the swim speed of water as a whole but an interesting idea would be to add an item or an equipment mod that increase your swim speed (like flippers mod attached to some boots). This also goes into the realm of possibly making a foot equipment that can walk over spikes and barbed wire without (or less) decrease in s
  19. Okay many will not agree and that is fine some may like the challenge Keep the world has gone to .... dense populations just made for a nice source of food for the dead primitive areas of the world maybe be lacking in tech but can develop skills needed to hold off the horde nights. Primitive area no buildings, cars or anything Add on to survival skills with gathering and hunting. Have a decay rate of quality on food to spoiling but less demand on food consumption. Players can build structures same as before cap it at early age concrete
  20. I don't know if its just me, but the current inventory system is not very realistic. I wish the devs change the inventory system for a weight based one (like in skyrim), because for example if i pick up 2 plants 1 peaces of paper and a book/scematic than i in real life I ain't slowd down by those. But i want to hear others opinion in this topic.
  21. A question does anyone have any idea how I can change another horn sound vehicles? Eg with the 4x4 truck or so the horn is different than the normal one. A heartfelt thank you
  22. Im currently trying to do a small gameplay overhaul for 7 days to die simmilar to Romero-ish but a bit more leaning towards Resident Evil. in this overhaul i want zombies to be able to tank an infinite amount of gun and melee damage and the only way to kill them is to get a critical headshot. The Reason i want to do this specific overhaul is because i want zombies to not give a @%$*#! about any kind of damage unless it completely destroys their head or another body part because it seams odd to me that a zombie would die from getting shot in the leg. In other words: this overhaul is s
  23. Dear 7 Days to Die I have been a supporter since Alpha and have written down some of my suggestion to make the game even greater. One of your game uniqueness is that it’s a crafting survival game, own it! - Make it rewarding to craft like traps that gives you xp upon zombie kill. - Craft molds to gun parts and thereby make it possible to craft guns again (Repair lowers item-lvl). - Craft vehicles with placeable blocks to modify it (it becomes slower the heavier it is). Make it less like rust like giving it a storyline / a characteristi
  24. Hosting a 24/7 War3zuk AIO server with 16 slots. Set on Warrior difficulty, PVP/PVE. Everything else is set to default. Hit me up on discord if you’re interested. https://discord.gg/JYEeru
  25. Up to this point Zombie AI has always been run off of one central system. Whether you are in a house looting or at your base on blood-moon the zombie AI always acts the same. The problem with one central AI is that it can be easily exploited. When you know the rules it is easy to find a way to bend/break them. And one of the two major ends of the zombie encounters suffers. Either the zombies swarm you base in Alpha 16 like hungry but dumb locusts (very good) and Swiss cheese up every POI in game (bad), or in Alpha 18 they path perfectly through POI's that they are familia
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