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Found 13 results

  1. If you are looking for a realistic mod you may have come to the wrong place, but if you are looking for some variation in the game involving some nice action with new zombies and with increased difficulty you happen to be just in the right thread. This modlet adds 53 new zombies to the game! + 3 zombies from Snufkins mod: Archon, Geist and Scarecrow. There are a total of 36 zombies and 17 animals. The full version uses custom sounds. Then I also have a server side (pure xml version). Downloads is at the end of this thread. • Sightrange on default zombies is 100. • Handreach on default zombies is decreased from 1.65 to 1.60. • Every fat zombie have now a chance to break your arm. • Beaker is a bit easier to find. • PhysicalDamageResist on Biker, Demolition, Soldier and Worker nerfed just a bit. (Radiated ones was as strong than my custom zombies with PDR unchanged). • Screamers have a chance of only 27% to spawn another screamer. (made to prevent infinite screaming loops) • I lowered the volume on all explosions that had too high volume. Molotov explosions is changed to match Burning mans puke. • More experience from Bears. • My custom flies does not have a wingflap sound. • Spider zombies jumps higher. • Custom quests - 4 custom quest at the moment. Plan to add more. • Custom armors - Magic Plate Armor and Steel boots of haste. Small warning Spectre: Can be seen if you atleast have Reflection quality to Low. If this is off, it is much harder to see him and not how he is supposed to look. Shadow: Can only be seen if Shadow distance is atleast set to Low. If this is off he will be completely invisible. UPDATES - 2022-02-22 V2.95 (small update) • Atrocitys scream is now every 48 seconds if you are 20 blocks or closer from her. • BurningPhoenix HP increased +123, • DiamondPhoenix HP increased +200 and Exp +134 • Candy PDR increased +3 • ChickenDemons Exp increased +200 • FireChicken HP decreased -30 • FireSnake Exp increased +700 • GhastlyPhoenix HP increased +233 and Exp +556 • KaboomPhoenix HP increased +400. • Mini appearance changed. • Sanguis HP increased by +40 • TheFlyingPlague attacks changed. Should now attack properly and vomit properly. Old updates here: Overview: Part1: Action video on all zombies! This is what they do to you! Old Part 2: HERE ! Part 3 - Planned to do this month (January 2022) and Part 3 will likely contain all the zombies from Part 2 + the new zombies. (On hold for now) Copter Corpse - CLICK HERE Zombie names + info (alphabetical): Buffs: All my A20 modlets here! ->Download<- If you wish to donate me: PayPal __________________________________________________ _________________________________________ All my A19 modlets here All my 18.4 modlets All my A17.2 modlets Video on all zombies from A17: https://youtu.be/LYXP15okbJE
  2. INTRO & CREDIT: You've seen it before: copper and zinc together to make brass! What I've done here is extended support for ore-laden sub-biomes by adding copper and zinc metal boulders and vein generation to the random world generator. You can smelt these materials together to make brass directly in the forge. Additionally, I added automated mining excavators (inspiration and permission from stallionsden's modlet) that will automatically produce a variety of raw ores, stones, and even asphalt, gravel, bones, soil, and glass -- but the cost to make them is steep. After retrieving raw ores, you can use the new rock crusher machine to crush them up for you into usable resources. Finally, lots of effort has been made to add copper and zinc as salvageable metals throughout the game from appliances to metal piping as well as automotive pieces and chain-link fences. This mod gives you plenty of options for finding new ways to get brass for all your munitions needs, not to mention all the other ores at a reasonable pace. Credit to @Del_Stryker for putting together some copper and zinc boulder models. DOWNLOAD & INSTALL: Alpha 18.0: MeanCloud__Mining_v1.01.zip (version 1.01, 2019-10-28) Alpha 18.1-18.4: MeanCloud__Mining_v1.04.zip (version 1.04, 2020-03-21) Alpha 19: MeanCloud__Mining_v1.05.zip (version 1.05, 2021-07-20) Alpha 20: MeanCloud__Mining_v1.06.zip (version 1.06, 2022-01-02) Download and extract this modlet to your 7 Days to Die /Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). Once extracted, move the files in the mod's /Prefabs folder to your 7 Days to Die /Data/Prefabs folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Data\Prefabs ('Prefabs' will already exist; if you can't find it, you're in the wrong place). USING THIS MOD: To get started mining, I highly recommend you create a new random world. If you try to install this mod in an existing game, the new copper and zinc ores and veins will not be generated. You will still find copper and zinc while salvaging and scavenging, but you will not find it while mining unless you create a new random world (see notes further down in this post). Once you've found some copper or zinc to mine (or have otherwise looted some), take it to the forge and you'll find that it now accepts the additional metals which can be smelted down into scrap brass or forged directly into bullet casings. Note that you still need the relevant perk to craft bullet casings and the crucible to pour brass back out of the forge as normal. This modlet also adds excavators, which are automated mining machines that will drill into the ground and resurface with materials every so often. While they are expensive to make, they will surely make up for their cost in the materials they mine up. Most of the mined ore must be processed by a rock crusher, which this mod also adds. The rock crusher is a new workbench (it's built from an old industrial clothes washing machine) that uses ore blocks and sand to crush the usable materials out of the ore. Excavators will go through various stages as they mine through the ground: Have fun mining! WANT MORE? Try my Regenerating Boulders modlet that lets ore boulders regenerate. There's a subversion of that mod that works for these copper & zinc ore boulders:! NOTE FOR MULTIPLAYER: The current version of Alpha 20 does not push localization data to users. If you are playing multiplayer (either hosting or via dedicated server), each player will need to install the mining mod themselves to get the proper descriptions of items, blocks, UI labels, etc. that this mod changes. NOTE ABOUT WORLD GENERATION: This modlet adds ore generation in the form of sub-biomes for copper and zinc metal boulders and ore veins. If you do not generate a new world, these boulders and veins will be absent (but you can still definitely acquire copper and vein materials by salvaging and scavenging during normal gameplay). I would recommend that you start a new game if you intend to use this mod. NOTE ABOUT THE FORGE CHANGES: If you are adding this modlet to an existing game, please be aware that your existing forges will have all contents erased except for fuel and anything that was queued. This is because this modlet is adding extra input materials (copper and zinc) and the 7 Days to Die game engine does not gracefully handle this kind of change. Make sure you're okay with all players losing forge contents the first time this mod is installed into an existing game world. NOTE ABOUT MODLET COMPATIBILITY: This modlet is not compatible with the S420's SimpleUI-ForgeInput modlet that changes forges to have three inputs. This modlet already includes forges with three inputs anyway, but S420's overwrites what resources are accepted by the forge, causing errors to be logged to the console since this modlet requires copper and zinc to be accepted by the forge. Additionally, this modlet is not compatible with many modlets that reskin the forge at all. ERRORS ON STARTUP? If you fail to install the prefabs correctly, 7 Days to Die will log errors in the console window. You need to install the prefabs to the correct location, even if you aren't generating a new world or are playing on a dedicated server. TESTERS: This is one of my bigger mods -- looking for people to test and provide details of any bugs or issues, or simply want to give feedback on their experiences with the mod such as game balance. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more. All of my modlets for 7 Days to Die.
  3. INTRO & CREDIT: I spent some time developing a fishing mod of my own since I couldn't get any of the older ones pre-A18 to work. This modlet is inspired by Clockwork Orange's ACP Fishing modlet and I'd like to give him credit. This version adds additional features such as more cooking recipes, multiple manual and automatic fishing tools, schematics/recipe unlocks, perk progressions, etc. DOWNLOAD & INSTALL: Alpha 18: MeanCloud__FishingA18_v1.04.zip (version 1.04, 2019-10-28) Alpha 19: MeanCloud__Fishing_v1.05.zip (version 1.05, 2021-07-22) Alpha 20: MeanCloud__Fishing_v1.06.zip (version 1.06, 2022-01-02) Download and extract this modlet to your 7 Days to Die Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). USING THIS MOD: To get started fishing, look for a fishing spear you can craft. You can make this tool without any unlocks. Find some natural water (bucketed water intentionally won't work) and left-click to start fishing. When you think you've caught something, right-click your tool to gain a fishing cache that you can then place down and destroy to see what you found. For fishing rods, the cache will be attached to your pole automatically when you right-click and then you can right-click some ground to place it. Better tools are unlocked by looted schematics and the perk system (you can do either depending on your luck). Fishing rods and fishing traps will catch more fish and a variety of other debris that may be in your lakes and rivers. Fish can be eaten raw like raw meat and also cooked and prepared in a variety of ways. The game has a button that shows all recipes an item can be crafted into (including cooking), so have fun exploring. To place fishing traps, you must be standing in water and right-click the trap on dry land. The game considers the first block or two of shoreline to still be under water if your water quality video setting is set to High, so you may need to look around until you find a spot that lets you place the trap down. Traps can take take up to an hour (real time) to catch stuff. Once they have, they won't catch anything more until you loot them, so keep an eye on your traps. If you're looking for recipes and schematics, look anywhere tool schematics (for fishing rods and traps) or food schematics (for recipes) are generally found. For tools, that includes car parts shipping crates, hidden stash cardboard loot, hero loot crates, loot bags from enemies, junk/garbage piles (including trash cans and dumpsters), destroyed lab equipment, various safes (brewery, Shamway, etc.), traders and some quests. For food recipes, try looking for buried treasure map treasure, mailboxes, filing cabinets, kitchen sinks, cupboards, and other kitchen containers (and of course, traders). NOTE FOR MULTIPLAYER: The current version of Alpha 20 does not push localization data to users. If you are playing multiplayer (either hosting or via dedicated server), each player will need to install the fishing mod themselves to get the proper descriptions of items, buffs, perks, etc. that this mod changes. TESTERS: This is my first big mod -- looking for people to test and provide details of any bugs or issues, or simply want to give feedback on their experiences with the mod such as game balance. I wanted to provide an active task that players could perform that would guarantee them food since we have so many other active tasks like mining, woodcutting, and combat that gives us most of our other basic materials, but not food (farming is time-gated, scavenging and animal hunting is hugely inconsistent). Be kind and I'll do what I can to support and continue development on this mod. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more. All of my modlets for 7 Days to Die.
  4. 7 days to die server using LinuxGSM in Docker with backups, monitor, auto-installable mods and more Features Multi-version you can choose which version you want to play, more info Auto-installable mods, more info. Automatic Backups, more info also check parameters info. Monitor if server crash will be restarted, more info. Alerts if server require your attention, more info. User/Group Identifiers, more info. Information If you want to change any server settings, edit /path/to/ServerFiles/sdtdserver.xml Read EVERYTHING to avoid any errors, if you have any problems open a GitHub ticket. Usage Parameters Updating Info Support Info Thanks LinuxGSM - For the awesome script Linuxserver - For readme structure and all the info. Linuxserver Base Image - For the user script. Codestation Reddit User - Permission problems with volumes Donations If you want to buy me a beer here, you can
  5. 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 Locks : Adds Skyrim style lockpicking (DMT Mod) 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/A19Mods Zombie Pinup Posters: Download it here: https://github.com/7D2D/A19Mods 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/A19Mods 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/A19Mods 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. Locks
  6. If you have feedback or problems with any of my modlets, try to post them in their specific topic (most of these modlets link to their own topic). Major Mods Name Description Compatibility Version Link Cannabis Adds usable cannabis to the game. Who says you can't enjoy the end of the world? A18, A19, A20 1.01, 1.02, 1.03 topic Fishing Adds active and automatic fishing and new cooking recipes. A18, A19, A20 1.04, 1.05, 1.06 topic Mining Adds copper and zinc (including ore generation, salvaging, and looting) and mining machines. A18, A19, A20 1.04, 1.05, 1.06 topic Minor Mods Name Description Compatibility Version Link Acid Allows you to realistically craft acid from grain alcohol. See 'references.txt' for nerd notes. A19, A20 1.01 download Barbed Wire Returns the missing or removed barbed wire sheet from A17. A18-A20 0.04 download Don't Use Up Water Prevents empty jars from depleting water sources that the player placed with a bucket. A18-A20 1.02 download Enemy Health Bar Adds a visible health bar to enemies to the top of the screen under the compass. A19-A20 1.01 download Enemy Reach Shortener Reduces enemy's reach to a more reasonable distance. Credit to @JaxTeller718 for concept: this is a copy of his but with an even shorter reach, fixes to falloff damage, and is forward-compatible with new and custom enemies. A18, A19-A20 1.01, 1.02, 1.03 A18, A19, A20 Entity Titles Adds missing names for entities. (Helpful when using the Enemy Health Bar modlet) A19, A20 1.01 download Med Stack Sizes Updates all of the medical supplies (consumables and ingredients) to stack to +5 more than they used to (stacks of 5 are now stacks of 10; stacks of 10 are now stacks of 15. A18-A20 1.03 download Regenerating Boulders Boulders (even ore boulders) will regenerate after they have been mined. A18, A19-A20 1.03, 1.06 topic Solar Adds craftable and lootable tiered solar components to power your electronics. Credit to @Drconfused for various concepts and his 1x1 3D asset he generously permitted me to use. A19, A20 1.00, 1.01 download GENERAL INSTALL INSTRUCTIONS: Download and extract modlets to your 7 Days to Die /Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). Once extracted if the mod contains a /Prefabs folder, then move the files in the mod's /Prefabs folder to your 7 Days to Die /Data/Prefabs folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Data\Prefabs ('Prefabs' will already exist; if you can't find it, you're in the wrong place). Some mods require (or strongly recommend) you to start a new game. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more.
  7. INTRO & CREDIT: Everyone needs a little downtime, right? Find, grow, and smoke your own cannabis. Sure, it'll make you a little hungry, but you sure take some punishment when you're high. This modlet adds seeds, plants, schematics, progression, buffs, and usable items. DOWNLOAD & INSTALL: Alpha 18: MeanCloud__Cannabis_v1.01.zip (version 1.01, 2020-03-20) Alpha 19: MeanCloud__Cannabis_v1.02.zip (version 1.02, 2021-07-22) Alpha 20: MeanCloud__Cannabis_v1.03.zip (version 1.03, 2022-01-02) Download and extract this modlet to your 7 Days to Die Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). USING THIS MOD: To get started, start looting around until you find some cannabis seeds or (cannabis buds and the perk or recipe to craft seeds from it). Plant the seeds as you would any other and wait for your cannabis to grow. Cannabis can be rolled into joints or smoked in bongs that you can craft or find. Smoking cannabis joints will give you damage protection and a bit of fortitude for a few minutes. It'll also heal you (like weak painkillers), but you'll lose some perception and a bit of max stamina (got the munchies?) in exchange. The perception, fortitude, and damage protection effects are temporary. Smoking cannabis in a bong will give you a more potent effect. NOTE FOR MULTIPLAYER: The current version of Alpha 20 does not push localization data to users. If you are playing multiplayer (either hosting or via dedicated server), each player will need to install the cannabis mod themselves to get the proper descriptions of items, buffs, perks, etc. that this mod changes. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more. All of my modlets for 7 Days to Die.
  8. CreaturePacks Please Note: If your getting lots of spam warnings when some characters are set on fire, please load the 2-CharacterEffects pack which has the fix for that. It also contains random walktypes for all zombies, and enables humans to become infected. Also will be testing the method of turning some quest zombies back to humans. This goal of these new modlets is to provide core "Packs" that contains various vanilla compatible and fully featured characters such as bandits, survivors, animals, wandering traders, etc. without breaking EAC or requiring the DMT utility. Included in this test version are samples of each type of character with very basic xml to get them working in game. No balancing of spawn rates, weapon power, etc was attempted. There are 5 creature packs: 0-CreaturePackAnimals - Things like animals, birds, insects etc. 0-CreaturePackHumans - Various bandits, traders, and survivors and other humanoid rigged entities 0-CreaturePackMechs - Robots, drones and other mechanical things like SphereBot, the avatar of my modding partner SphereII 0-CreaturePackZombies - Zombies, you know, dead things that used to be human. Humanoid rigged. 0-CreaturePackFantasy - Everything else that doesn't fit in the 4 other categories. Swarms, Orcs, Pokemon etc. Other character modders have committed to contributing additional characters to this pack like they do to the POI (Buildings) collection called CompoPack. Want to join them? Start here: (A18 version - working on A19 version, but the how to is the same) The methods used to make this vanilla compatible were researched and developed over the past 2 years and finally it seems to be working well enough to test. However, this is something very new and challenging to develop so expect imperfections as we work out all the issues. Once initial testing is complete I plan to teach the development workflow to others. Features: Most characters support all vanilla character features. These include Humanoid rigging, root motion animation, collision with vehicles, rag-dolling, 100's of animated reactions (including hit locations, limping, etc.), limb decapitation and gore, and even the ability to spawn the characters with vanilla or custom weapons just by editing xml. These can also be retextured in xml to offer even more variety. There are some exceptions, especially on animals, as I just started to explore that controller. They also work very well as sleepers in POIs, but stumbling onto a bandit that has a MP7 at close range isn't something you will live to enjoy. Hopes and Dreams: Beyond hoping that this pack someday contains 100's of new characters, I hope some folks develop custom quests and story lines for some of the characters. Bandits are one thing, but earning a positive faction with the bandit leader by doing some hit jobs for him makes for a better end game. Known issues: There are currently no footstep sounds when these guys walk or run. Vanilla footsteps require a C# script to trigger sound events and we can not use scripts without breaking EAC. I expect to create a work around for that at some point but for now, look around more. Installation: Just drop the modlets into your MODS folder and have fun. They are not dependent on each other so load the ones you want. If your using a dedicated server, you also need to load this into your dedi server Mods folder. So a copy in both the clientside Mods folder and also on the servers Mods folder. Compatibility: The modlets are named with a prefix of 0- to insure they load before other modlets that will edit the basic xml provided in these core modlets. Nothing in these modlet's xml should change vanilla in a way that collides with other modlets but let me know if it does. Testing was done on A19 exp and 18.4 stable. Each submitted Unity.3d file (multiple entities in one file) should have a size less than 100 megs for Github compatibility. Terms of Use: The goal of everything SphereII and I do is to share information and examples of how to make this game better. So use this for yourselves or as part of a mod you develop for others to enjoy. Giving credit to the author is always a class act, but at least don't be that guy who spends an hour editing someones work and then claims to be the original author. You can use the .unity3d models only by referencing them inside the creaturepack but you may not copy those files as they usually contain one or more copyrighted, paid assets. Any derivative modlet must ensure compatibility with the base creaturepacks, and cannot directly break them. If you don't know how to make compatible mods, just ask for help. Download: https://github.com/7D2D/A19Mods Look for the 0-CreaturePacks, but there are other fun things there too, like No Potty Mouth. There is also a character effectspack modlet that adds infections (humans turning to zombies) and new walktypes to humans and zombies
  9. INTRO & CREDIT: I wanted surface boulders to be able to regenerate after a while so I can go harvest them again. This makes the game less challenging by not requiring deeper mining for resources, but that's kind of what I wanted (specifically when paired with other mods that drop materials from boulders). DOWNLOAD & INSTALL: Alpha 17: MeanCloud__RegeneratingBoulders_v1.zip (version 1, 2019-10-09) Alpha 18: MeanCloud__RegeneratingBoulders_v1.03.zip (version 1.03, 2019-10-25) Alpha 18: MeanCloud__RegeneratingBoulders_CaZ_v1.03.zip (version 1.03, 2019-10-25 for Copper & Zinc) Alpha 19: MeanCloud__RegeneratingBoulders_v1.05.zip (version 1.05, 2021-07-22) Alpha 19: MeanCloud__RegeneratingBoulders_CaZ_v1.05.zip (version 1.05, 2021-07-22 for Copper & Zinc) Alpha 20: MeanCloud__RegeneratingBoulders_v1.06.zip (version 1.06, 2022-01-02) Alpha 20: MeanCloud__RegeneratingBoulders_CaZ_v1.06.zip (version 1.06, 2022-01-02) for Copper & Zinc) Download and extract this modlet to your 7 Days to Die Mods folder. For Steam users, that's <steamdir>\steamapps\common\7 Days To Die\Mods (create 'Mods' if it doesn't exist). v2 CHANGES: Compatible with A18 Adds support for the ore boulders, including Iron, Lead, Coal, Potassium Nitrate, and Oil Shale v1.03 CHANGES: Subversion that supplements my Mining modlet, which adds regenerating boulder support for copper and zinc boulders. v1.05 CHANGES: Compatible with A19. Localization for German, Spanish, French, Italian, Japanese, Korean, Polish, Portuguese (BR), Russian, Turkish, and Chinese (both) Perk updates by @doughphunghus as suggested by @Eko v1.06 CHANGES: Compatible with A20. USING THIS MOD: With this mod, when boulders are destroyed past their final cracked form, they will turn into a small stone, except you can't pick it up. You can leave this stone alone and it will eventually turn back into a boulder (after a few real life hours) or you can keep smashing it and it will be permanently destroyed (in case you want to clear the area to build on). This small stone can't be picked up and does not give any yield for harvesting, it's just there to let you know the mod is working and will regenerate in that position. SUPPORT ME: PayPal Donation if you enjoyed my work and want to encourage me to do more.
  10. UPDATE: A20 version here UPDATE: A19 version here This is one of the first and only mods I've made. I've never liked the sleeper respawns. I know they're necessary for public multiplayer servers, but I only play single player and private multiplayer servers with one or two other people, and I'd always thought it would be really fun to try to clear out towns, building by building. Besides, it detracts from the realism a bit for me how buildings are always refilling. I really wanted there to be some XML setting for this, but it was never added, and me and my friends wanted to be able to clear towns so much that this was one of the main driving forces of me learning how to mod the game. I know this was done before, but the other version stopped working and seems to be no longer maintained. The other version relied on IL modifications, whereas my version is a much more simple change and should be more resilient to updates. I've used it in all versions of alpha 18 with no issues on single player and a dedicated linux server. Download this mod for A18This mod requires DMT in order to use it. If you don't know how to use DMT, watch this short video guide or visit the forum thread. If you encounter any issues or need any help, please let me know! If you like, support my modding efforts via PayPal or ko-fi Updates v1.1.0 - Adjusted the code such that if the mod is removed, sleepers will be able to respawn in POIs cleared while the mod was installed - Tested on A18.4
  11. xyth

    A19 NPCs DMT Mod

    NPCs DMT Mod Description This is 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, and guard (patrol eat, drink, and looting POIs for you are being reworked, or abandoned). 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. You set the patrol route by using invisible patrol blocks. Likely that will need a video to explain. 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/A19DMTMods A18 version is 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.ModsA19 <dependency>0-CreaturePackHumans</dependency> https://github.com/7D2D/A19Mods A18 version is here https://github.com/7D2D/A18Mods Known Issues This mod has not had much A19 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.... 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.
  12. 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.
  13. I've been getting into modding and everything has seemed relatively straightforward when it comes to adding icons or specifying vanilla textures for custom items, but I can't figure out nor find a guide on how to made or get unity3d files for things like vehicles or items. I'm very new to using Unity, and for one don't know how to export 3D models as unity3d files and I also can't seem to find any websites that offer free already made 3d vehicles or items already available as a unity3d file. On top of that, I don't really know how exactly to specify to use that unity3d file inside the xml. For the most part, I've been looking at how other mods specify it, but they basically all have the file name, such as "BRDM1.unity3d?BRDM2.prefab" with that question mark that I don't really understand. I feel like I'm asking for a lot in terms of help, but regardless any advice or tips would be greatly appreciated!
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