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  1. Background I have been playing with 3 friends on dedicated server. At Day 133. Went to dig up a treasure map in the snow. Riding motorcycle up snow covered hill and near the peak the bike started disappearing into the snow. Tried several times to go around, same result. Tried to get off bike and fell through the map, then popped up right in place next to bike. At this point the game froze and I could not move. I could enter inventory. I quit game and restarted. This is when the game began to hang up at "Creating Player" Other players can join the server no problem. Details of Game Game Time Day:133 13:30 Mode: Survival Vanilla Settings: Off Vanilla files: On Requires Mod: Off Game 7d2d Alpha 18.4 (b4) Multiplayer Vanilla files On Password protected game We had one mod that showed water and food on hud, but removed to no effect. EAC on **We updated to Alpha 19 Experimental a few days ago. But, we rolled back to 18.4 right away and everything has been working smoothly since. We have had no issue until today. I Tried The Following Creating a profile on my machine. No effect Joining another local game. Worked Creating a new game local. Worked Updated Graphics card. No effect Restarted Steam and PC. No effect Verified Local Files Through Steam. No Effect Had server admin turn off persistent profile. No effect Have admin login and try to teleport me while I am stuck in "Creating Player" screen. Did not work Questions Can I get this working without losing my progress? Can I join the server as a new player and is there a cmd or other way for admin to give me my level (and skill points)? Gamestage? Our server admin has a save point (about a week ago). Would restoring to that save point fix my issue? Client 7D2D log https://pastebin.com/czv6GYRY Server 7D2D log https://pastebin.com/r9FJPBKX Please Help. I love this game, but cannot deal with starting over or making all my buddies start over with me.
  2. Last Modlet Updates: Jul-4-2020: Working on converting modlets to a19 Mar-12-2020: Updated Add More Pipe Bombs Modlet: Remove The Map Direct download: a18 => (Tested on) a18.3 a19 => WIP. The a18 modlet does not work in a19! More Information: Github 7daystodie.com 7daystodiemods.com Description: Map is greyed out, forcing you to use only the compass and your memory Last Update: 1-19-2020 Modlet: Punishing Weather - Core Direct download (Tested On): a18.3 More Information: Github, 7daystodie.com,7daystodiemods.com Description: Adds pretty dense dirt, winds, and temp changes to all biomes Last Update: 1-12-2020 Modlet: Punishing Weather Effects - Medium Direct download (Tested On): a18.3 More Information: Github,7daystodie.com,7daystodiemods.com Description: An Override to Punishing Weather - Core modlet. Lessens visual effects of the Core Last Update: 1-12-2020 Modlet: Punishing Weather Effects - Light Direct download (Tested On): a18.3 More Information: Github,7daystodie.com,7daystodiemods.com Description: An Override to Punishing Weather - Core modlet. Lessens visual effects of the Core Last Update: 1-12-2020 Modlet: Punishing Weather - Survival Direct download (Tested On): a18.3 More Information: Github,7daystodie.com,7daystodiemods.com Description: Gets colder as your altitude increases Last Update: 1-12-2020 Modlet: Rabbit Of Caerbannog Direct download (Tested On): a18.2 , a18.3, a18.4 More Information: Github,7daystodie.com,7daystodiemods.com Description: Adds a very vicious zombie rabbit that very rarely spawns, and a grenade to kill it. Last Update: 1-25-2020 Modlet: Rabbit Of Caerbannog - Spawns A Lot Direct download (Tested On): a18.3 a18.4 More Information: Github,7daystodie.com Description: An Override to Rabbit Of Caerbannog modlet to make rabbit spawn more often Last Update: 1-31-2020 Modlet: Add 5 more slots for recipe ingredient list Direct download (Tested On): a17.2 , a18 More Information: Github,7daystodie.com,7daystodiemods.com Description: If you use mods and run into a recipe you cannot craft this may help Last Update: 10-24-2019 Modlet: A fork of KHelldons a17 modlets Direct download (Tested On): a18.2 More Information: Github (My fork),7daystodie.com: Khelldons modlet page Description: An attempt to get them to work in a18 Last Update: 2-7-2020 Modlet: Add more common sounds Direct download (Tested On): a18.3 More Information: Github,7daystodiemods.com Description: Add more sound variations. Demo/Work in Progress. Let me know if you want more of a particular sound! Last Update: 1-23-2020 Modlet: One Hour of Daylight Direct download (Tested On): a18.2 More Information: Github,7daystodie.com: This Forum Post,7daystodiemods.com Description: Can have perpetual nighttime or daylight. Very dark inside and underground. See also: Claymores Modlets "MORE OPTIONS" Last Update: 1-26-2020 Modlet: Add More Pipe Bombs Direct download (Tested On): a18 a18.2-> a18.x a19 More Information: Github 7daystodie.com 7daystodiemods.com Description: Add a few more types for early and end game use Last Update: 07-04-2020 Modlet: You've got Mail Direct download (Tested On): a18.2 More Information: Github,7daystodie.com: This Forum Thread,7daystodiemods.com Description: Add fun stuff in places you find mail Last Update: 2-22-2020 Modlet: Nerf the Junk Turret Direct download (Tested On): a18.2 More Information: Github,7daystodie.com: This Forum Post Description: Makes Junk Turret more of a warning system than a Zombie destroyer, especially in early game. Adds more items to craft junk turret ammo with Last Update: 2-26-2020
  3. Hi on a Mac with A18. Games been fine but wrists are starting to hurt so I'm turning to a controller, specifically an original Xbox Controller (I like giving old tech a new purpose). I found a driver from GitHub and use a usb dongle to connect the controller. The controller registers and seems fine and is set to pretend to be a 360 controller. It works in Steam big view, Dying Light, Borderlands 2, and Tabletop simulator flawlessly, but it does absolutely nothing in 7DTD. I have checked the option to enable controllers in game. I used a steel series playstation style controller before in 7DTD but the analogs don't feel great at all (aiming was difficult). Is there anything I'm missing that would prevent it from working? Thanks in advance.
  4. Empty my motorbike and pick up but keeps reapiering like a duplication glitch I thing it happened I was a quest by the factory I died at the quest and went back there but I have now 8 motorbike is that supposed to happen?
  5. // Greetings, fellow survivors! Welcome to the new and improved SMXhud 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. // SMXhud // SMXhud is SMX as you know it from Alpha 16 first remade into a modlet and tweaked for Alpha 17 and now further enhanced for Alpha 18. The purpose of SMXhud is to take the in-game HUD into a more horror like and gritty art style all while trying to stay as informative as possible while not being intrusive on your gameplay. // 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\SMXhud\ModInfo.xml" Remove by deleting the SMXhud folder inside the Mods folder. // The Downloads SMXhud 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 SMXhudTHB is easiest to install from SphereII's Mod Launcher. This due to its dependency on a patchscript to remove the God Mode lock that the bar is hidden behind. It can of course be installed manually. To do so, download it from the github link below, but you will then have to download and install the 0-SphereIICore modlet, the DMT tool and patch the game engine manually...trust me, use the Mod Launcher! !!WARNING!! - Installing this makes the game non EAC friendly, and will render you unable to play on EAC enabled servers. You will also need to enter the launcher and turn off EAC or you will just be met by a black screen when starting the game. // 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.
  6. Yeah so is there any way to completely disable the Creative Menu? I have been tempted to turn it on and mess around with my mates on my good world. Any help would be brilliant!
  7. I have a server that is somewhat modded for new zombies and stuff. Moderate difficulty and non eac (with a pw) cuz one of my friends has a linux os. Looking for more people who like to play regularly, are honest and experienced players. preferably you have more than 1k hrs in this game (I'm at over 3.7k hrs). hmu Edit: Add me to steam to chat and join me (I play with 2 other ppl whenever they come on. we use teamspeak)
  8. CCTVs: Adds 8 panning security cameras and 2 CCTV wall monitors. Each comes in a large and small size. Monitors do not require power but must be wired, but can then be unwired. Cameras require the same wiring/unwiring if you want them to pan. The cameras will either pan or aim forward based on pressing E. I cannot make them pause in mid-pan, as I'm not using code for any of this. Monitors will rotate to the next camera image every 5 seconds unless you press E to pause it. The 5th screen shows all 4 cameras at once and you can also pause there. Monitor 1 shows cams 0-3, monitor 2 shows cams 4-7. You may use multiple copies and/or sizes of the monitors, but you can only have 1 of each camera number active. For example, if you place two camera zero's, only the last one placed will show on the monitor. Don't do this as each camera uses FPS. See it in action: Download it here: https://github.com/7D2D/ Dedi Installation: Modlet needs to be loaded on both the dedicated server and each client. Comments: I added a bigger screen and smaller cameras. Let me know what else would be useful. Should look bright in daylight or in a darkened room now. Warning: Each camera used lowers FPS slightly so don't use more than your rig can handle 🙂 ... Be sure to have VSync "Off" as that seems to hurt FPS badly. Also, I noticed at long distances, in my case cameras on a tall pole above ground and a monitor at bedrock, the cameras occasionally lose sync and transmission is intermittent. Moving the monitor closer to the cameras resolves this. You MUST turn off Occlusion in the Video Quality settings or the camera will cull (make invisible) somethings when indoors * Credit to Eihwaz for cleaning up and improving the xml in this mod, and for providing localization for our German speaking friends.
  9. All Mods can be found on my A19, A18 and A17 Repos here: https://github.com/7D2D A19 Mods are under the A19Mods folder, A18 Mods are under the A18Mods folder, etc. Salvaged Bats : Adds baseball bats and item modifiers Better Books : Animated Comic Books Zombie Pinup Posters : Pinup posters for the apocalypse LightSabres : Adds 3 new lightsabres to the game Fun with Flags : Some new craftable flags, make your own fun flag today! VideoPlayers : Adds Televisions, Theater Screens and Billboards to the game. CCTVs : Adds 8 CCTV cameras and 2 monitors to the game. NOT SDX, its vanilla. Radios : Adds 3 Radios SteelBars : Adds 2 levels of steel, wrought iron and wood bars you can loot though HelmetCam: Adds a helmetcam item modifier, adjustable in xml No Potty Mouth : Addon modlet to remove the non-PG voiceclips from bandits Salvaged Bats Modlet: A modlet that demonstrates how to implement melee weapon modifiers, and adds new bats and modifiers in a compatible way with TFPs vanilla bat. New hi-def textures and mesh fixes provided by Dust2Death. Those textures for the modifiers were reduced to 1K for compatibility with most PCs. Schematic Icons by DukeW74. Hopefully some modders will want to make some more attachments for this mod and collaborate to make it a more finished modlet. See it in action: Download the modlet: https://github.com/7D2D/ Want to make you own modifiable hand items or weapons? Learn how here: Download the Base Bat Template used to align new attachments: (A17 version) https://github.com/7D2D/Templates-and-Utilities/blob/master/BatTemplate.unitypackage Better Books: Another proof of concept. Adds 2 in game magazines to read on those long nights in base. Goal is to provide a method to allow for in game documentation that includes images. Starvation really needed something like this to explain how to make uranium and other complex processes. See it in action: Download it here: https://github.com/7D2D/ Zombie Pinup Posters: Download it here: https://github.com/7D2D/ LightSabres: Adds 3 in light sabres (red,blue,green) because, well, folks asked for them. Adapted the particle from the lightsabre made by Starvation's own Pacco, may he rest in peace. Otherwise it all new. Recharge them when "broken" using a gem made from a rough diamond and a battery. They are OP so they wear out sooner than you would hope, especially L1 devices. See them in action: Download it here: https://github.com/7D2D/ SteelBars: Adds steel, wrought iron and wood bars models that you can loot though. I love using ironbars in my base for Bloodmoons, but you can't loot through those so all the wasted loot bags! Upgrade/downgrade xml by our own DrConfused! Download it here: https://github.com/7D2D/ HelmetCam: Adds a camera item modifier for helmets. Its pointed backwards now because my daughter hates vultures sneaking up on her, but you can rotate and aim the camera in xml as you would like. This needs more testing, and ideas how to improve it is welcomed. See it in action: Download it here: https://github.com/7D2D/ CCTVs Adds closed circuit TVs for your security needs. This modlet has its own thread.
  10. xyth

    NPCs DMT Mod

    NPCs DMT Mod Description Version (2.0) of a mod that introduces dynamic NPC characters into the game by expanding on the CreaturePack Humans. These NPCs require some of Sphereii's DMT scripts, and these dependencies will be enforced upon loading this mod with the mod launcher. Many issues probably exist and we need help testing to make these NPCs work better. This mod adds many new NPCs to the game. Unlike previous NPCs, these can be hired then issued orders to stay, follow, guard, patrol eat, drink, and can even loot POIs for you. All this is configured in XML. Once hired, you cannot kill them, nor can another hireling or allies in your party hurt them. This blocks friendly fire issues. Non hired NPCs are fair game. They are currently set to spawn in the friendly animal spawn group, but you can change that in xml. They will require food and drink added to a storage container, or in their backpack, otherwise they will look for food and water in the game. You set the patrol route by giving the learn patrol route command then you walk that chosen route. At the end of the route order the NPC to patrol. Other commands, like stay, guard, follow should be self explanatory. In xml you can set what the NPCs eat and drink, what they use for a toilet and what they defecate (if you turn that on), whats their home block, what they use for a bed, food containers, etc. Take a look at the xml and read the comments. The NPCs are an adaptation of the animals used for another mod, so if you want NPCs to breed and lay eggs, well, that could happen with the right xml. Just don't ask me to help you with that :-) Installing The NPC mod is found in the DMT section of the mod launcher or in my repo here: https://github.com/7D2D/A18DMTMods This is an DMT mod so it must be compiled with DMT, or loaded by the mod launcher. This mod has several dependencies that must be compiled with this mod for it to work properly. These are: <dependency>0-SphereIICore</dependency> <dependency>SphereII NPC Dialog Windows</dependency> Find those dependency mods here: https://github.com/SphereII/SphereII.Mods <dependency>0-CreaturePackHumans</dependency> https://github.com/7D2D/A18Mods Change Log Version 2.0 : Converted to use Gen3 characters in CreaturePack Version 1.8 : Folder rename for compatibility, patched insta-kill from zombie inflicted bleeding Version 1.71 : Increased sphere of weapon so they hit crawlers better, added remaining NPCs to spawning, reduced spawning rate 50% Version 1.7 : Converted to faction based targeting, improved ranged targeting Version 1.6 : Added ModInfo.xml to work around DMT bug Version 1.55 : Dedi animation fix Version 1.52 : Bleeding fix Version 1.51: Xml edits to fix ranged entities Version 1.5 : A18 update and added DarkStarDragon entities Version 1.3 : Fixed ammo dupe with Traders mod. Version 1.21 : Fixed Harley sound error.. Version 1.20 : Removed entanglement and dependencies from Blooms Animal modlet Version 1.12 : Removed zombie buffs from weapons Version 1.11 : Added dependency on Patch_Entity to fix bleedondeath error Version 1.1 : Initial release Known Issues This mod has not had much A18 testing and has so much code we expect you to find issues. No training guide. Sphereii posted details on each new script that contains lots of info on your xml options. But if your confused, feel free to ask questions here. Well, except questions about egg laying.... DarkStarDragons entities (Pest, Hunter etc.) still use gen2 tech but will be converted in time. Credits First, thanks to SphereII for creating all the new AI tasks and scripts that make these NPCs possible. Thanks to DarkStarDragon for joining in this project and adding his own NPCs to this mod. And a shout out to Mumpfy who edited the base meshes and retextured several of these new entities.
  11. Click here to download Latest release: 5/9/2020 Last tested with Alpha 18.4 b4 (Stable) Latest News: ComSenMod 5.0 is now available, with Alpha 18 compatibility and over 60 new changes! What Is ComSenMod? Common Sense for Loot and More ComSenMod makes hundreds of small changes, many of them to loot, to use what’s already in the game in a more common sense way. Everything is carefully apportioned so that intuition and logic apply, without needing prior knowledge of the game... People rarely keep their clothes in a desk, their canned food in a purse, or their trophies in a filing cabinet. You can fit more in a big storage box than in a small storage chest. The bigger the tree, the more wood it yields, and many trees contain bird nests. Machetes are appropriate for chopping wood. You can’t start a fire without a source of ignition. And so on. At the same time, quantities are still fine tuned for gameplay, iteratively based on many hours of gameplay. Many factors, including risk versus reward, rarity, tangible value, the progression curve over time, and utilization are taken into consideration. Zombies with Tailored Loot Zombie corpses can once again be looted directly for whatever low-level loot was on their person. They might have some lockpicks, vitamins, or a brass wristwatch for example. More lucratively, zombies drop more loot backpacks than in vanilla, and each type of zombie drops their own unique type of backpack. If you want an axe or a chainsaw, you can selectively target a lumberjack zombie and hope he drops a backpack with one. Satisfying Portions Finding a couple of nails is nearly useless; it clutters your inventory more than anything. So although ComSenMod doesn’t aim to increase loot overall, if you do find something, it will generally be enough to potentially change the narrative of your game. Similarly, players get a bonus for destroying a tree or boulder completely, instead of leaving it partially damaged. Improved Day 1 Experience The starter quest is re-ordered based on increasing complexity and a player’s real priorities. It’s enhanced via (English) localization text changes and more to be easier to follow, while teaching more about game functions and the interface. It also adds safeguards against some ‘cheap’ Day 1 dangers, while adding authenticity to early game survival. ComSenMod isn’t aimed at making the game easier or harder. It’s not meant to take the game in a wildly new direction with changes that are experimental or frivolous. My hope is that ComSenMod can appeal broadly, to improve the game for all kinds of players and play styles. What’s New In ComSenMod 5.0? First and foremost, ComSenMod 5.0 brings compatibility with Alpha 18. It ports over the changes that still make sense from ComSenMod 4.0, and it adds over 60 new changes in keeping with the mod’s continuing spirit. I’ve gone over the full change list with a fine tooth comb to double check that everything listed is actually implemented and working. New in ComSenMod 5, things like weapons and mods are distributed comprehensively among zombie backpacks, so that no character builds are favored over others. For instance, zombie cops can carry all types of pistol weapons in their backpacks, following the same tiered progression used elsewhere in the game. Experience points for killing all animal types are re-balanced so that the total reward (including harvestable materials) more closely matches the risk/effort required to kill them. Item icons are re-made to Alpha 18’s new, higher resolution standard. There are a few brand new or newly enhanced icons, including an easter egg based on current events which I’ll let you find and hopefully enjoy. Installation Automatic Installation (recommended for Windows users) A. Download sphereii’s Mod Launcher app (http://7d2dmodlauncher.org/). B. Find ComSenMod in the list of mods and download & install ComSenMod directly from within the app. Manual Installation (recommended for other users) A. Move the Mods->ComSenMod folder from this download into your 7DtD installation’s Mods folder. B. Replace your 7DtD installation’s Data->Config->Localization.txt file with the Data->Config->Localization.txt file from this download. That’s it! ComSenMod & Other Mods Because it uses standard xpath syntax, ComSenMod should generally be compatible with other mods. If anything, there may be conflicts in loot.xml or Localization.txt. Multiplayer For multiplayer games, every player should install ComSenMod on their own machine, in addition to the server operator. Like with other mods, some data (like item icons) aren’t pushed from the server to the clients, so clients without the mod installed will get confusing results. Known Issues Road debris sometimes floats above the ground, though it shouldn’t be any worse than the cinder blocks in vanilla Some modified items (cigar, hazmat clothes, pumpkin soup) may not show their new stats Hazmat zombies are supposed to resist catching fire, but this isn’t working Credits ComSenMod is solely developed by me, Crater Creator. My thanks go to the good and knowledgable people of Guppycur’s Discord, and to sphereii for his Mod Launcher. Source images for the item icons come from these sources. 7DtD’s own icons included in the game https://shop.lodgemfg.com/images/L8GP3_L.jpg https://pxhere.com/en/photo/1194136 https://www.pikrepo.com/faiiv/photo-of-gold-and-silver-colored-pad-lock-and-two-keys https://pixabay.com/images/id-1338433/ https://pxhere.com/en/photo/1533247 Feedback I love feedback! Please tell me what you think right here in this thread.
  12. Hi, FUN GAME YA'LL HAVE MADE! I'm sorry to have to ask if I may keep my modded copy of 18.4 from getting updated. There seems to be no option to turn off updates. I rewrote a hardy portion of XML and finished testing it just now and don't want to lose it. Thing's turned out very well and i'm afraid it'll update before i get a chance to enjoy my math wizard'ness. Please don't update me.... yet.
  13. Hi all, I'm absolutely addicted to this game and find myself coming back time and time again and building new worlds. I originally played on PS4 in alpha 15 or 16 i believe and now playing on pc in A18 the game is so much better and rjns a lot smoother. My question however (which i dread to think i already know the answer) is if ive spent endless hours working on a game as my role is always the builder, when A19 comes out do i have to give up that game in order to play the new version? Or can it update to the new one? Thanks :) Steve
  14. So 7days is pretty front loaded with that most of the challenge in the early game and very little to work on late game. I've noticed on servers that many players will disappear once they get to about level 100 but have also noticed that most people mention restarting about day 50-100 in single player. So I'm curious, when do you feel like you've "completed" a run? At what point do you consider yourself "finished" with a save game/server/build/character? For myself I play far longer than most, with my time dwindling down based on server activity. Once all the players I know disappear I tend to hang around for a period longer before giving up. No relation between time and level as I have multiple level 200+ characters and one of the servers is around 2500 (but I'm not actively playing there anymore).
  15. Hey everyone, Just wondering if anyone has had similar issues with running unusually high temperatures for CPU and GPU while playing. My temps immediately jump to mid 70's and sometimes 80C and usually within a certain period of time, sometimes an hour, sometimes less, my computer will freeze and I have to restart. I've never had an issue with any other game, temps usually stay below 70 or low 70's with other demanding games such as Bannerlord for example. I would say I have pretty good airflow in my PC, just bought a nice 140mm fan recently which I put directly under my GPU and this didn't seem to help at all. It is of course summer time right now and my room is pretty stuffy with bad air circulation. In the winter time I still had the same issue, but less frequent (I could play a couple of hours or so before this issue would happen). Right now I can play for maybe an hour. Cheers
  16. Haidrgna

    Gnamod

    GNAMOD DOWNLOAD HERE 1. Basics 1.1 Introduction Gnamod has been developed since A14 by Haidr’Gna, hereafter referred to as mod-author. It all began as a set of tweaks for personal use and grew bigger during A15 into a full overhaul. The name is derived from the mod-author’s nickname and has no special meaning and is not an acronym for anything either. Gnamod grew from just one overhaul into a group of mods that all share the same base of alterations to the game. This mod is now referred to as Gnamod Core and is the foundation for nearly all Gnamod versions since A17. The only exception is UI, which is known as Gnamod CoreUI and forms the foundation for all UI modifications for Gnamod but is also available as a stand-alone release. Gnamod is aimed at any player that finds the vanilla game lacking and is seeking more of a challenge in all aspects of the game. It brings back the survival aspect and offers a slower pacing than the vanilla game. The aim is a challenging but also fair gameplay experience where you will have to fight and be smart to earn your place in the world. The zombies are far more relentless, looting a lot more challenging and the world is more interesting. Gnamod is a complete overhaul of the game, which means every aspect of it is altered in some way or will be in future versions of the mod. Gnamod is also continually being worked on and new content is being added. Since A17 introduced xpath there no longer is a need to redo work when a new alpha is released. This means Gnamod will continue to grow along with the game. DOWNLOAD HERE 1.2. Manual Installation A. Navigate to the game's base folder: (~\Steam\steamapps\common\7 Days to Die). B. Extract the contents of the zip file(s) directly into the game’s base folder. C. Make sure the entire contents of each zip you install goes into the base folder. D. Start the game, if you done it correctly a you will see the Gnamod logo in the main menu. 1.3. ModLauncher Installation. A. Download the ModLauncher from sphereii at: https://7daystodie.com/forums/showth...-7-Days-to-Die B. Install the ModLauncher following the instructions. C. Find the tab for Gnamod, open it, select a version and use Install Game Copy. D. Use Pre-Sync to download the mod and then Play Mod to start. 2. License and Use 2.1 Terms of Use This section applies to all mods released by the mod-author under the name of Gnamod. Any such mod will always start its name with Gnamod, such as Gnamod Core, Gnamod Horde Mode etc. Assets found in the Gnamod.unity3d contain the work of The Fun Pimps, myself, work from other authors listed under Included Work and used Unity packages, therefore it is NOT allowed to re-use this in any way without permission from the mod-author and/or the original author(s) of the content. Gnamod is free to play by whoever owns 7 Days to Die. This includes running it on a private or rented server and hosting a game for friends. Users of Gnamod are also free to tailor their experience to their needs by altering the XML files. When hosting a server or game with such altered contents, it is required to notify users that an altered version of Gnamod is being used. Users are free to borrow ideas that are unique to Gnamod in their own locally used mods or hosted games for friends. When using ideas unique to Gnamod in a mod that will be released to the public you are required to ask for permission from the mod-author. It is good practice to credit the mod-author and reference Gnamod in the mod’s documentation and advertisement in this case. Users are NOT allowed to take the code from this mod to add to another mod in any way without asking the mod-author explicit permission for it. This applies for taking (parts of) the code, XML or assets as well as altered versions of these. Gnamod is intended to use as is and not to be broken down or redistributed in altered form. This includes adding any part of Gnamod into any kind of overhaul mod or mod collection pack. Due to the nature of Gnamod, the Core mod will likely not be compatible with any kind of modlet and the CoreUI mod will likely not be compatible with any modlet that alters the UI in any way. It is up to modlet authors to facilitate compatibility with Gnamod if they so incline. Bugs and issues that occur because of the use of other mods will not be resolved by the mod-author. It is of course allowed to design modlets that enhance Gnamod. Such modlets should be named in such a way they always load after the Gnamod Core mod. The Fun Pimps are ultimately the true owners of this mod as it only works with their game and is only possible because they support the modding community of their game. 3. Mod Overview 3.1. Mod Structure Gnamod is build around two Core mods, Gnamod Core and Gnamod CoreUI. Core is the main mod that houses nearly all changes required to overhaul the vanilla game. CoreUI is the same for all the UI changes required for Gnamod. By this design the other versions are just modlets designed to specifically alter or activate certain stuff within Gnamod and thus are dependent on the Core mod to function. Want more Gnamod, find other players or know what is cooking: Join the Discord Channel! DOWNLOAD OLDER VERSIONS
  17. V7.0.7 r4.4.2020 Alpha 18.4 Stable Branch New Save Game Required When installing mod for first time! Do not use a save game from a V6.X, Vanilla game or another mod. A18 Stable Download: Download Here V7.1.0 r5.16.2020 Alpha 18.4 Experimental Branch New Save Game Required When installing mod for first time! Do not use a save game from a V6.X, Vanilla game or another mod. A18 Experimental Download: Download Here If you are interested in renting a server with my mod, I would suggest using BlueFang Solutions. They offer good rates with excellent customer service. The servers they use have DDOS Protection and are reliable. You have full control over your server uptime, restarts, settings, etc. They do even support mods. Which can be done through FTP access or through their customer support system. They have direct contact with me in case of any issues so that we can work together to provide you with reliable server! So if you are interested in starting a server, please use this link below: Using this link will help support me with a portion of all sales will be credited to me. The money will help me in real life pay bills and rent. As requested before from some, here is a PayPal Donation Button, any donations is greatly Appreciated but is not required to play my mod. Survival: Farming - Grow Wheat, Apple, Strawberry, Cocoa, Carrot, Cucumber, Leek, Lettuce, Melon, Onion, Pepper, Tomato and Blackberry Crops Schematics - New schematics to find to learn how to craft new recipes Buffs - New and modified buffs Fishing - Craft your own Fishing Rod and catch some fish in any water body (Kinda Buggy in current Version) Ores - Tungsten, Copper, and Zinc Ores HUD - Featuring SMX UI Mod Biomes - Updated biomes and new resource pile prefabs as well as Random Crate POI to find in the wild Health Items - New items such as the Trauma First Aid Kits, Bandages, Vitamins, Leg Booster Shots and more Food Items - New food items such as Meat Pies, Bread, Pies, plus more. Animals either have Raw White Meat or Raw Red Meat Drink Items - New drink items such as Mossy Brew, Green Tea, Apple Juice, plus more Prefabs - Several new prefabs that you can explore. Also a class trader location that has unique vending machines to buy from Enemies: UMA Mini-Bosses - Mechanic Joe, Doctor Anne, Builder Bob, Housewife Marianne, Investigator Henry, Thug Billy, Librarian Sarah, and Accountant Zoe. All with special loot UMA Bosses - Brawler Boss, Stansa Boss, Spider Liz Boss, Fat Denise Boss, Tall Ben Boss, Tall Nuff Boss, Venus Boss, Blobber Boss and Arkham Boss. All with special loot Crawler Zombies - More Standard Crawling Zombies UMA Snow Zombies - 2 Snow Zombies based on A11 Zombies Zombie Hordes - All Screamer, Sleeper and Blood Moon Zombie Hordes now feature new zombies UMA Spider Zombies - Spawns as a horde every so often as well as in some spawn groups Bandits - NPC's that will attack you on site. Will also attack zombies, survivors and wildlife Survivors - NPC's that won't attack you. Will attack zombies, bandits and wildlife Loot and Perks: Loot - Many new items found in loot, zombies, loot containers as well as traders Skills and Perks - Several new dkills to learn Classes - Several classes that you can learn in game through quests. Each has exclusive recipes and items. All classes can be obtained 8 New Treasure Quests - 15 Total In Game 3 New Chain Quests - 4 Total In Game (Not in V6.0) 101 New Challenge Quests - 115+ Total In Game Traders - New specialized traders in all trader locations Items and Blocks: Armor - Full sets of Kevlar, Silver and Tungsten Armor Clothing - Several New Cold and Warm Weather clothing Blocks - Tungsten Blocks, More shape variations for concrete/rebar blocks Doors - Steel, Tungsten and House Doors (Not in V6.0) Flares - Spawns Specialized Crates Tools - Tungsten Pickaxe, Fireaxe, and Shovel, Diamond Tipped Pickaxe, Fireaxe and Shovel Guns - FAMAS, Desert Eagle, Baretta Shotgun, M25 Sniper Rifle, and Remington 8 Melee Weapons - Tungsten Club, Steel and Tungsten Machetes, Gold Tipped Knives and Machetes + Swords and Maces Ammo Types - Hollow Point and NATO Bullets Workstations: Armor Smithing Station - Craft advanced armor Torch (Station) - (Not in V6.0) Blueprint Station - Craft schematic loot crates that you place and will spawn random schematics Gun Smithing Station - Craft guns Mortar and Pestle - Craft seed recipes and more Oil Production Block - place-able Block that produces Oil over time Tungsten Forge - Has regular forge recipes as well as the capability of smelting tungsten. Works better than regular forge Tool Workbench - For crafting advanced tools Builders Workbench - For crafting rebar, iron frames and tungsten frames Screamer Block - Light this up to attract screamers really fast Coffee Maker - For crafting hot beverages Microwave - For crafting soups Player Oven - For crafting campfire recipes plus several other exclusive recipes Food Processing Table - For crafting/prepping food recipes Brewery Station - For crafting alcoholic beverages Fabrication Station - For crafting decorative type blocks Ammo Workbench - For crafting ammo Mechanic Bench - For crafting advanced vehicles Included Mods: Creature Pack - Animals Creature Pack - Fantasy Creature Pack - Humans Creature Pack - Mechs Creature Pack - Zombies CCTV NerdScurvy Toybox SMX Hud SMX Menu SMX UI SMX UI BBM War3zuk HD Guns & Ammo
  18. 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
  19. Grey's Prophecy is a flavoring of the default game. The goal of the mod is to add fun stuff, and some humor, while keeping close to the vanilla formula. Some of the bigger changes that you will encounter are: Gore Mod included 10 slot toolbelt - Courtesy of Khaine (DF creator) A custom storage box that you can set the label of, and pick up like a workstation Food poisoning has been reworked. Cooked food will no longer cause food poisoning, canned goods can, Microwaved foods have a reduced chance. Perk System overhaul to a more class based system, including 2 that don’t require adding points to the parent attribute Class types Warrior Hunter Gunslinger Blacksmith Engineer Rogue General Talents Jack of All Trades Empath Separate repair kits/items are back Iron tools are repaired with Forged Iron again Vanilla repair kits are still used for repairing vehicles Each kit has 2 recipes; One with the vanilla repair kit, and one with raw materials Bigger backpack 96 slots Bigger stack sizes for most items New zombie types As of writing this post there are 4 new zombie types, 2 of which you will find look fairly familiar Craftable weapon, tool, and gun parts, so you don’t have to rely on looting/buying them 2 new book sets The Wizard’s Toolkit Savage’s Books of Nonsense 6 new vehicles (2 by GanTheGrey, and 4 by Intruder) Intruder’s A-Team Van! Intruder’s Kolun Intruder’s George Jones Express Intruder’s Axel Semi Truck that seats 6 and has 108 slots! The General Lee! New weapons, tools, and items, some that give nods to our favorite streamers The Uncle Sam Hammer Shugg’s Spikey Club Gan’s Epic Rod Fong’s Staff of Pain Radiomantic Knuckles PB’s Spartan Pickaxe Framer’s Coffee Broadsword New item modifiers Ice Weapon Shock Arrows Thorns Shock Armor There's more that we are planning on adding, and are just starting out on our modding journey! We hope you enjoy playing it as much as we have enjoyed working on it! You can get the mod using the mod launcher: http://7d2dmodlauncher.org/, or by downloading the files from the repository here: https://gitlab.com/ganthegrey/greys_prophecy Terms of use: The majority of the modifications are using the game’s built in models, materials, icons, etc… Have been found as free assets in the Unity store, or have been created by me. As such these are available for use. The following is a list of the Unity assets used that are available to use: https://assetstore.unity.com/packages/3d/props/interior/crafting-table-160161 https://assetstore.unity.com/packages/2d/textures-materials/ice-materials-133660 https://assetstore.unity.com/packages/3d/props/weapons/fantasy-staff-lite-54999 https://assetstore.unity.com/packages/3d/props/weapons/staff-of-pain-48820 https://assetstore.unity.com/packages/3d/props/interior/plates-bowls-mugs-pack-146682 https://assetstore.unity.com/packages/3d/props/interior/ygs-mugs-96665 https://assetstore.unity.com/packages/3d/props/interior/free-alchemy-and-magic-pack-142991 https://assetstore.unity.com/packages/3d/props/tools/tools-pack-1-20510 https://assetstore.unity.com/packages/3d/vehicles/land/post-apocalyptic-truck-with-armor-45422 https://assetstore.unity.com/packages/vfx/particles/fire-explosions/flames-of-the-phoenix-46176 https://assetstore.unity.com/packages/3d/environments/fantasy/blacksmith-s-forge-17785 The General Lee model was purchased and is not available for use or redistribution! If you like the model, and want it for your project, you can find it here: https://assetstore.unity.com/packages/3d/vehicles/land/hd-car-american-muscle-01-101297 Special Thanks: The Discord modding community for help with issues and ideas UncleSamIAm, Shugg, NoxAegis, DragonHeadGaming, LoriannTucker, PayneStoneback, biggytoe, and Bluejoy for QA Intruder for their vehicles Sphereii for the random zombie walk patch code Khaine for the 10 slot toolbelt Moong and oignonchaud for the GoreMod War3zuk for custom map using the compo pack vanilla pois, and the 8 spot crafting queue And of course TFP for creating this game in the first place!
  20. I can get it to show the 6 slot but only 3 of the slot are counting down. one is counting up and 2 arent smelting and they are for the placeholder value of brass and lead. Here is what i have code wise <configs> <append xpath="/windows"> <!-- Extra Forge Input --> <window name="AstryaelwindowForgeInput" width="300" height="279" panel="Right" controller="WorkstationMaterialInputWindow" materials_accepted="iron,brass,lead,glass,stone,clay" valid_materials_color="[green]" invalid_materials_color="[red]" cursor_area="true" > <panel style="header.panel"> <sprite style="header.icon" sprite="ui_game_symbol_forge"/> <label style="header.name" text="INPUT" text_key="xuiSmelting" /> </panel> <sprite depth="2" name="backgroundMain" sprite="menu_empty3px" pos="0,-46" height="228" color="[black]" type="sliced" fillcenter="false" on_press="true" /> <rect name="content" depth="2" pos="0,-46" height="223"> <grid depth="7" rows="3" cols="2" pos="3,-3" cell_width="75" cell_height="75" controller="WorkstationMaterialInputGrid" repeat_content="true"> <item_stack name="0"/> </grid> </rect> <rect name="content2" depth="0" pos="151, -49" width="147" height="223"> <sprite depth="1" color="[mediumGrey]" type="sliced" on_press="true"/> <grid rows="9" cols="1" pos="9,-12" cell_width="147" cell_height="34" repeat_content="true"> <forge_material name="0"/> </grid> </rect> </window> </append> </configs>
  21. Hey everyone, I've recently started my own YouTube series of 7dtd videos. I was heavily inspired by the likes of Capp00 and Glock9 but with my own style (as I am not nearly as good at the game as either of those guys). As a result, my videos tend to have a more accidental comedic aspect as I get myself into situations that seemed like a good idea...but ultimately weren't. My first series is called "The Long Road" and it involves me trying to survive long enough to build the ultimate Horde Night base. Come marvel at my ineptitude as I throw spears into the wild blue and miss coyotes over and over with a bow. Oh, and I also thought it might be a good idea to get drunk before recording what was supposed to be the first episode in the series. Not a good move. I'll be updating regularly (2-3 times a week on average) so you can always expect new misadventures. Thanks for taking the time to read this and I look forward to seeing you there. My channel: https://www.youtube.com/channel/UCIQej9ZRNXswAVNLOSpei5A/
  22. Hi! The game is essentially unplayable for me on Windows 10 64-bit because it randomly crashes. I think my specs are up to it considering I have a core i9 9900k with 32GB ram and a RTX 2080 Ti I have attached some crash files. My settings are on Ultra but I have tried with High too and it behaves the same. Motion blur is disabled. Everything else is vanilla. error.log output_log__2020-06-21__13-07-30.txt crash.dmp Attaching another crash I got. Not sure if they're the same (Wasn't sure from looking at the logs) but it happened in the same manner so. error.log output_log__2020-06-19__22-43-43.txt crash.dmp I just realized I put this in the wrong forum. I intended to put it in Bug Reports. Damn.
  23. 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 supposed to be a complete gorefest with exploding heads and limbs all over the place. To make this overhaul fun to play i need a reliable way to call upon critical hits without making it a 100% chance on every headshot because i do want every weapon to require its own amount of headshots to finish off a zombie. I could propably archieve this by adding a buff to the zombie once he gets hit by you. So if you use a pistol and you do a headshot it would apply the "HeadDamage5" buff if the zombie gets the same buff again it will result in the "HeadDamage4" Buff ones it reaches "HeadDamage1" the buff will apply a 100% critical hit chance for headshots if you use an AK it could apply the "HeadDamage3" Buff on the first hit so it would require less headshots. but that doesnt work for shotguns because all the pellets will hit at the same time so i need some command to tell the game that only if say 6 pellets of buckshot hit the head you will get a guaranteed critical. i would eventually have to just work with headshot multipliers like Romero-ish does but i really want to use the critical hits because it would just be awesome if every single point blank shot with a shotgun would explode the zombies head but if i leave it at the current random chance it means that even 1 pellet at 20 meters distance hitting the head could result in a critical wich would look odd and be slightly unbalanced in this new overhaul. The 44 Magnum, Sniper and Hunting Rifle will most likely get 100% chances on headshots out of the box but their range and arm/leg damage will vary. if it really turns out to work how I imagine it I could also implement stun and stumble effects into this system so for example if a zombie reaches "LeftLegDamage3" it could result in him falling over. Explosives and Fire would be Excluded from this system but i would propably rebalance them to be more powerfull and Rare/Expansive. And pls dont just say keep the random criticals and stuns because RNG just isnt fun. Also all the values above are just examples i dont know yet if the pistol should require 6 headshots while the Ak needs 3 im figuring that out later. If anyone has a solution for the shotgun problem i described pls post it below.
  24. Hi, Me and my friends have been playing on my hosted dedicated server. we got the blood moon on day 7 which featured Thunder followed by a wave of zombies and a very visible red moon. However today we played day 14 and nothing happened. and i mean nothing, there was no thunder, no red moon and no zombies spawned :( We tried logging out at around midnight on day 14 too, no luck I have attached the logs for both client and server for Day 14 -> 15 Please can you tell us why this happened, i am worried that the game is broken and there will be no more horde nights. Server Info: Hosting Provider : Nitrado Game Version : A18.4(b4) Player slots: 4 Thanks server_output_log__2020-06-11__20-34-46.txt server_output_log__2020-06-11__21-56-24.txt client_ output_log__2020-06-11__20-37-06.txt client_output_log__2020-06-11__21-56-49.txt
  25. 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 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 Storage Container Mod Summary: Adds lockable ammo/weapon/food/medical pile 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:1.2 Last Modified: 06/02/2020 (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)
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