Jump to content

Search the Community

Showing results for tags 'Alpha 19'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

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

Product Groups

There are no results to display.

Blogs

  • How to Find the Perfect Beauty Pageant Dress for Your Child
  • How to Reset Password for Your Yahoo Email Account
  • Melbourne Driving School
  • rohit
  • ReadyNAS: Your Personal Online Cloud Storage Space

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Biography


Location


Interests

Found 365 results

  1. Welcome to the Alpha 19 Dev Diary. As of this time we don't even know what to call Alpha 19. It might be small named updates like "The New Combat Book Update" which could start at "19.0", with the "Vehicle Update" landing on 19.2, etc. What we do know is we're working on some new books, a vehicle update, etc but how and when we roll out what is to be determined. Hopefully it can be several point release patches to get you guys more frequent updates over 6-12 months instead of one big drop in a year. Weapons Update All weapon types will have 3 tiers. (eg: Wood Club --> Baseball Bat --> Steel Mace) Each weapon still has 6 quality levels. New top tier Auto Shotgun New mid tier Machine Gun New low tier Junk Sledge New top tier Junk Drone Most pre-alpha 18 weapons have new models and textures New Steel Fireaxe, new Steel Club. New Books Tech Junkie Learn from MacDyver himself to build useful gadgets from common household junk! Grease Monkey Learn to modify and craft vehicles of all currently existing shapes and sizes Bar Brawling Learn from Irish legend "Lucky @%$*#!" himself and never get bested in a good ol' fashioned bar room brawl. Spear Hunter Get connected with your inner caveman and master the forgotten art of spear hunting. Perk tree reduction Many non combat perks didn't feel like they were worth investing into or the cost was too great for what they offered, so many perks are being reduced to 3 ranks instead of 5. Lucky Looter: removed all digging bonuses. New perception perk: Treasure Hunter: Become one of the greatest treasure hunters of all time learning tricks that would even make Blackbeard envious. Rank 1: Plunderer Narrow down treasure locations to 7 meters and find 10% more items in buried treasure. Rank 2: Maurader: 5 meters and 20% more items. Treasure Hunter: 3 meters and 30% more items. The Infiltrator, Animal Tracker, The Penetrator, Lockpicking, Sexual Rex, Well Insulated, Living off the Land, Rule #1 Cardio, Run and Gun, Flurry of Blows, Parkour, Hidden Strike, From the Shadows, Daring Adventurer, Charismatic Nature, Physician will all have reductions or changes made to them. Yeah science will be removed and its perks distributed to others. Candy Candy will be added to vending machines, making canned foods more scarce in the process. Candy has zero calories but will boost attributes or provide special abilities for a short duration, like recog and fortbites. Here are a few examples of over 10 new candy items coming to A19. Skull Crushers Rock hard candy: Gives you a rock hard punch. Increases melee damage 50% for 2 minutes. Atom Junkies: Atom sized candy and atomic sized power! Increase explosive damage 50% for 2 minutes. Sugar Butts: If ifs and butts were candy and nuts every day would be Christmas! Well now it can be with one tasty Sugar Butts Candy. Increases Better Barter one rank for 2 minutes. New super filling foods All new super foods have 0% food poisoning. Gumbo Stew Shepard's Pie Spaghetti Tuna Fish Gravy on Toast Improved Animations Player arms in third person will no longer be stiff when moving with one handed tools, fists or weapons, instead their arms will move more naturally when they walk and run. Zombies heads will turn to track the player. Loading Screen Tips Loading screens will come with interactive survival tips the user can advance or go back to read the next or previous tip. Random World Gen Improvements Random biomes! Points of interest 7 new or refurbished ranger stations Hardware stores reimagined Much much more. Traders All traders still sell everything, but now each one specializes in something. Joel sells armor, Jen sells meds, Bob sells vehicles and tools, Hugh sells weapons and ammo, and Rekt will sell food and seeds. After graduating to the next quest tier traders offer a special quest that will take you to the next trader. Traders have head tracking so they look at the player. Integrated Survival System Hunger and thirst bars returned to main play screen New Zombie vs player critical hits system give specific injury debuffs such as lacerations, arm sprains and breaks, etc Injuries cause a lowering of max health and/or stamina until they are remedied. Multiple injury effects stack. Vomitting removed. Bad food hurts health and has a chance for dysentery. Basic food heals a little and adds fullness. Advanced recipes give max stamina bonuses and greatly increases health and fullness. Vehicle Update - pushed to A20 Vehicle Mods Vehicle break down and collision system
  2. Tested with A19.1 (b8) White River - Tools of Citizenship - A19.2 The White River settlements are looking for new citizens to contribute and are willing to give extra tools and equipment that they've collected. They are offering to provide to a select few survivors access to higher quality tools, weapons, armor, and equipment in exchange for volunteering to complete various tasks for the settlement. There is a limited supply and these items are only available to those who gain citizenry with White River settlements. In addition to the reward, the player is sometimes also offered a small stack of wet concrete blocks, from the last of the Trader's community inventory to assist in re-establishing a homestead. ---- This modlet collection extends the new player White River citizenship quest line to provide a handful of quests to obtain improved tools, weapons, and armor. Each item has a small back-story and explanation in an attempt to blend with the vanilla game and Trader. This gives new players a chance to obtain better equipment through a method other than randomness or traditional progression. The rewards this Modlet pack provides were carefully considered against Vanilla gameplay. In most cases, the named items only provide a small improvement over the items they were created from. Due to the multi-tier design of this modlet collection, it provides equipment for beginners all the way up through the elite. **This modlet pack is XML XPath ONLY and only needs to be installed on the server! Players do not need to install this modlet pack locally. ** The modlet collection provides multi-tier quest lines, first requiring the player to craft a +Declaration of Citizenship. This allows them to begin a quest to volunteer to help lay to rest 10 old residents now turned zombie. This earns the player a +White River Citizenship Card which they can then use to select which quest they would like to pursue. The player's citizenship card is returned to them after they complete the settlement's quest. If it is lost for any reason, the player can craft a new +Declaration of Citizenship to start the process over of becoming a White River citizen. The +White River Citizenship Card can also be used to pursue two higher-level citizenship cards through killing of 100 Zombies or 1000 Zombies, respectively. These higher tiers of citizenship allows for the pursuit of Veteran and Elite level equipment. -- Citizenship is offered in three-tiers: - Tier 1 : Kill 10 Zombies. This is the Basic level of citizenship. Reward: +White River Citizenship Card - Tier 2 : Kill 100 Zombies. This is the Veteran level of citizenship. Reward: +White River Veteran Citizenship Card - Tier 3 : Kill 1000 Zombies. This is the Elite level of citizenship. Reward: +White River Elite Citizenship Card Once the player obtains their citizenship card, they can use this to craft quest-starter items for the equipment quests below. Some of the quests below offer a veteran version which rewards a sealed crate containing better quality, more items, and greater quantity of each multi-quantity item. Some offer an even higher level set of rewards for elite citizens. However, after a "Veteran" or "Elite" quest is complete, only a basic citizenship card is returned. The player must successfully complete the Tier 2 or 3 citizenship quest again in order to pursue another Veteran/Elite equipment quest. EQUIPMENT QUESTS: VEHICLES: - Spirit of Vengeance - Take on a demon Juggernaut and obtain a super-fast vehicle. A player using this vehicle is a sure-sign of their elite status. Big thanks to Snufkin's Server-Side Zombies & Snufkins's Server-Side Vehicles for a big part of the base code for the vehicle and zombie. Tested for compatibility with Snufkin's mods, so you can run both at the same time if you want! TOOLS: - Black Bart's Flaming Dig Tools - Uncover the long-buried stash from the most famous stagecoach robber in the western U.S., providing a steel Pickaxe & Shovel with flaming mods and better stats than Vanilla. Stamina trait sure to keep you digging and digging and digging. - Bunyan's FireAxe - Help the Trader stock up on potable water in exchange for a Paul Bunyan-branded FireAxe. - Dundee's Hunting Knife - Help the Trader collect bone shivs in exchange for Dundee's famous Hunting Knife with slightly better stats than Vanilla. - Jason's Machete - Obtain a replica of Jason's famous machete in exchange for helping the settlement. Big thanks to Wyldwitchykat for this addition! - Rick Danger's Auger - Obtain two higher tier Augers, the latter of which will turn even the largest mountain to butter, but will expend a LOT of gasoline and degrade your Auger quick. - Taza's Axe - The famed Taza's Axe, already awesome. WEAPONS: - Bambi's Killer Compound Bow - Earn the famed deer killer, "Bambi's Killer Compound Bow" or "Forest Prince Compound Bow" with slightly better stats than Vanilla. - Callinicus's Greek Fire - Find the book randomly in the world and learn to craft greek fire arrows. Shoot one zombie with a greek fire arrow, and the fire spreads to other entities that it touches. - Daryl's Crossbow - Obtain a replica copy of the same crossbow Daryl from the Walking Dead used: The Zombiekiller Crossbow. - Deschain's Revolver - Collect the eight Dark Tower series books and craft nineteen doors to have one of Roland Deschain's legendary revolvers bestowed upon you. Has custom bullets that are expensive to craft, but super powerful. - Leon's Modded SMG - Help Leon finish his DIY gun project, resulting in a 9mm SMG weapon with slightly better stats than Vanilla. - Pavlichenko's Rifle - Locate and assemble a branded Marksman rifle from the famed marksman, Pavlichenko. ARMOR: - Kuva's Red Armor - Discover the secret ingredient in Kuva's Legendary Red Armor. This armor is rumored to be lightweight and stealthy, with resistances to heat & cold, and an extra mod slot per piece. The basic quest is EASY, but the Veteran quest is HARD. RESOURCES: - Brass For Lead - Help the community restock its Lead supply and in exchange receive some brass. - Everdeen's Arrows & Bolts - The settlement is trying to put together a feast. Help feed everyone in exchange for named arrows or bolts guaranteed to fly true. - Gupta's Bandages - Can't craft first aid bandages? Trade Aloe Leaves & Cotton for a few highly-sought-after Gupta's First Aid Bandages & a First Aid Kit. - QwikCrete - Learn the secret to making quick-drying concrete blocks! - Elite Random - Obtain a sealed crate from four veteran cards that gives you a single random elite quest starter. Obtain a veteran card back at the start of your elite quest. If you complete the Elite quest, you obtain an Elite citizen's card! - Remington's Steel Ammo - A spin off of Khaine's Steel Ammo mod that turns his mod into a questable achievement. Strong bullets that degrade your weapons faster. COMING SOON: Amelia's Gyrocopter - I'm still formulating the questline behind this one.. but the general gist will be to quest and ultimately take on a custom zombie in order to learn how to create a super-charged gyrocopter with custom components. Travels faster than the vanilla gyrocopter, with improved flying characteristics that allow it to fly more like a helicopter than a plane. Supports VTOL (Vertical Take-Off and Landing)! Dwarven Bellows - Faster Smelting Steel Spikes - Double the durability of Iron Spikes Bear Claws -"Why fight bare fisted when you can fight bear fisted" (Thanks, SteamM0nkey) Basilone's M60 Brienne's Heavy Armor Nearly all quests are designed to be repeatable in case of loss of equipment or to try your luck at a higher quality reward. Black Bart's dig tools are unique and the quest is designed NOT to be repeatable! Acknowledgements - Wyldwitchyka :: For the addition of the Jason's machete quest modlet - morggin :: For the name and lore behind Black Bart, for the Bambi Terminator Crossbow, and for the idea of an Elite level set of quests - RichardPaul :: For the poem used in the Black Bart quest line. - Aeyvi-Daro :: For quest text and testing assistance on all quests. - mr.devolver :: Big thanks for the help fixing the GoTo Trader, improving the quest integration with the trader, and helping seek out a path to add the quests to the Trader dialog! Current Download A19.2_1.0 - White River - Tools of Citizenship A19.2_1.0 * !IMPORTANT! This release must only be installed onto a game that has not had this mod pack installed before. If you've never installed this mod collection before, you shouldn't have any issues. Otherwise, this release requires a fresh/new game! This is due to the massive switch to using Localization support, which now opens the door to allow the mods to be translated to other languages. If you are interested in translating to another language, please send me a private message or post a reply to the thread. Old Downloads A19.1_1.1a - White River - Tools of Citizenship A19.1_1.1a A19_1.0 - White River - Tools of Citizenship A19_1.0 A18.3_1.7d - White River - Tools of Citizenship A18.3_1.7d A18.3_1.6c - White River - Tools of Citizenship A18.3_1.6c A17.1 & A17.2 - White River - Tools of Citizenship 1.5a
  3. Gonna just make this thread for all my modlets to keep it organized. The Wasteland: Bdub's Vehicles: Buggy: Hot Rods: Humvee: GNX: Box Truck: Willy Jeep: Golf Cart: MRAP: Marauder: Nuka Factory Vanilla Prefab: UAZ 452: Pickup: Work Truck: Nova: BRDM-2: MD-500: Grass Blocks: Duster: Stallion: Charger: Dirt Bike: Cruiser, Junker, and Rat bikes: SHERP: UH-60:
  4. Do you find vanilla to be a cake walk with resources being abundant? But you love vanilla and don't want to heavily mod your game that removes that vanilla experience? Then this hardcore vanilla experience mod is for you. Food is a real threat and hard to come by, progression is slowed down a notch, there's a real death penalty, grinding is actually a grind and there's an economy rebalance. Designed for worlds lasting 100+ days and for you to have a challenging time of survival during early and mid-game. Background story: It's the year 2041, 7 years since the zombie outbreak began. You used to belong to a thriving community of survivors. You fell in love with the person of your dreams and they also fell in love with you. But unfortunately, someone got jealous of your new found relationship. And so they set you up and you were found guilty to a serious crime, one which you never committed. And you've been sentenced to 365 days of exile and left for dead in a far-out land, mostly deserted. Luckily for you though, your love interest managed to sneak in some supplies in your backpack before you were knocked out and dumped. The love you have helps you to keep fighting to live another day, someday you hope to see them again and start a new life together once you've served your punishment. You secretly seek revenge on the person who framed you. I play tested on Survivalist difficulty with zombies running during the day, sprint at night, no airdrops, 24 zombies alive during horde night. Unsure how a multiplayer world will play out. List of changes: - Require 25% more XP to level. - Living Off The Land only unlocks seed crafting and makes farm plots cheaper to craft. - You can craft Snowberry seeds (without perk), can be planted on most ground types. Yields 2 berries per harvest. - Lowered ranks of Salvage Operations, Miner 69'er, Motherlode, and Pack Mule to 4 ranks. Huntsman to 2 ranks. - Removed XP penalty when increasing ranks in salvage operations, motherlode and buffs that increase yield. - Adjusted Salvage Operations, increased attack speed and lowered stamina drain. - Removed Hackers Candy. (Harvesting an engine and getting 2 engines made no sense). - Increased wild zombie spawns. Twice the spawns, Triple the respawn rate. - Zombies give 25% less XP. - Animals give ~60%-75% less resources. - You now start with Mineral Water, Steak & Potato, First Aid Bandage, Painkiller, Herbal Antibiotics and a Flashlight. - Dying gives a 40% XP debt and you retain your food level. Gamestage lowers by 5 instead of 2. - You retain all debuffs when dying, including infection. Dying from infection will cure you of infection. - Very hungry and starving has a penalty to stamina regen and movement speed, starving also reduces attributes by one. - Stages of hunger and thirst now increase at 60%, 30% and 10%. - Traders sell price 500%, buy price 10%. Vending machines 150%. - Traders no longer sell Tier 3 weapons, tools and armour. - Barter items: Cigar, Sugar Butts and Awesome Sauce give half their bonus. - Traders restock every 7 days instead of 3. Vending machines restock every 7 days. - Vending machines hold more items to compensate restock frequency. - Harvesting and salvaging gives 60%-75% less resources. - Mining ores resources reduced by 68%, trees by 60%. - Hitting a loose stone gives you 2 stones instead of 1. - Trees take 50% longer and crops take twice as long to grow. - Upgrading blocks cost 20% more. - Increased prices for electrical traps. - Reduced chance to harvest engines and batteries. - Spike traps are cheaper to craft, repair and upgrade. - Rebalanced resources from salvaging safes. - 67% less ammo in loot. - 60%-75% less quantity in loot. - Quest reward ammo and explosives reduced by 40%. - Removed boiled water from loot, 5% chance of dysentery from boiled water. - Food piles less likely to give drinks. - Less medical items in loot, rare even rarer. - Common recipes cost more (Usually 1-3 ingredients affected). - Rebalanced Gunpowder crafting. 750 Coal+Nitrate now crafts 500/750/1000 Gunpowder by Hand/Chemistry/Stack. - Rebalanced Gas and Oil crafting to be less abundant. - Repair Kits also require Oil and Mechanical Part to craft. - Contact grenades has the same recipe as regular grenades. - Added gunpowder to junk turret ammo (batch of 5). - Padded and Scrap armour uses Duct Tape for repairs. - Yucca smoothie keeps you cool in the heat. Sounds logical! - Chainsaw base entity damage doubled from 6 to 12. Did someone say Doomguy? - Balanced canned food prices and food value. - Balanced medical items prices. - Engine and Nailgun scrap for 15 mechanical parts. - Clothing scraps for less cloth and leather. - Reading books and schematics now give XP relative to their economic value. - Lowered Gamestage multiplier from 1.2 to 1.0. How to install: Extract files from the zip and overwrite the files located in C:\SteamLibrary\steamapps\common\7 Days To Die\Data\Config To uninstall: 1) In steam, right-click 7 Days to Die and go to properties. 2) Click the 'Local Files' tab then click 'Verify Integrity of Game Files...' 7 Years to DIE survivor v1.0.rar
  5. I have been wondering over this question for a little while. If stealth is an intended gameplay mechanic with its own build/perks why are the developers of this game deliberately screwing over the stealth builds in their POI design? I mean in particular those auto-agro rooms where everything is waking up and beelining straight to you by a script and not by any action you are doing yourself? This is, ofcourse, not the only indication of particular dislike towards stealth gameplay by whoever is designing the POI's there are also these breaking floors you have to run over or fall into a trap and there is a pile of rubbish practically in every doorway just because. The way I see it it is basically equivalent to giving zombies in a POI a 25% armor penetration when the game detects a strength based player enteering a POI, because reasons. I mean 90% damage reduction and making heads and limbs explode with shotgun/club and no pretense of any kind of stealth, running everywhere cant be the only RIGHT WAY of playing this game, I suppose? The reason can not be, as far as I can see, that otherwise it would be too trivial to beeline straight for the loot, as devs are doing nothing to prevent it otherwise by putting in almost all POI's the loot on the roof and allowing nerd-poling and/or landing on the roof with a gyro, so you do not need to sneak if all you want to do is to pick up the main loot from a POI skipping all other stuff. Nerd-poling, for example, is trivial to prevent and has been done even in fair few mods like, for example, Ravenhearst. All you need is a small delay for block deployment. Stealth gameplay is already penalized enough, as these are wasted perks during the blood moon (stealth does not work) and when clearing POI's the stealth is much slower at it than just running through the POI with sledge/club/shotgun (plus miner 69 to break any door in half the time) and making everything ded. If stealth is deemed such a problem by the developers why not just remove it? Instead of targeting that skilltree specifically in a roundabout way through their POI design?
  6. Hi guys! If you like the food truck, then you can build it. Materials used: Car Wheel Flat - 4pcs Concrete 1/2 Block Trim Split - 6pcs Widow Store One Sided Empty - 4pcs Widow Store Four Sided Empty - 1pcs Commercial Door 2 - 1pcs Metal Stairs - 1pcs Wooden Sign 1m - 1pcs Duct Soft Corner 2 - 1pcs Sidewalk Curb - 1pcs Sign: Shamway Sale - 1pcs Concrete Half Plate - 1pcs Soda Fountain - 1pcs Corr.Metal Ramp Incline Half 1 - 2pcs Industrial Light - 2pcs Cash Register - 1pcs Water Cooler Bootle - 1pcs "Wet Concrete Block" Wet Concrete Corner Round Top -4pcs Wet Concrete Corner Round - 16pcs Wet Concrete Plate (wall 4pcs + ceiling 4pcs) Wet Concrete Block - 4pcs Wet Concrete 1/2 Block - 3pcs "Paint number" 82, 112, 60, 141, 7, 152, 118, 143, 163, 153, 31, 111, 72, 109, 116, 134, 78. (of course paint as you like) Thank you for attention Видео_02-10-2020_131451.mp4
  7. (at 00:19 onwards it's demonstrated how to use the command and what it does) Long time ago TFP locked the hands/weapon FOV and set it to extremely low (45, lower than console games) because the hands model looked bad. Now they fixed the hands model (Magnum holding anim still looks bad but w/e) but the FOV is still locked to 45. I couldn't find other mods doing this so I decided to create this mod to be able to set the hands/weapon FOV to something more reasonable like 60. This mod adds a console command: wfov wfov <number> wfov 58 that changes the hands/weapon FOV. When executed without arguments (like wfov) it gets the current WeaponFov (by default I made it 60). When given a number (like wfov 60) it sets it to that number. More technical info: This mod is actually separated to 2 mods. 1) First is 0-FieryRiderCore which has the code for managing and storing custom options (Maybe it'll be useful to someone else). It creates a customPrefs.xml file inside <GameDir>/Data/Config where it stores the custom options. 2) Second is FOV Changer which adds a custom option and using it to set the WeaponFov. GitHub(0-FieryRiderCore): Link to the mod GitHub(Fov Changer): Link to the mod Bonus mod: Pistols AAA Aim Fov - Not a DMT mod. Just vanilla. Moves the standard pistols (that are normally in the game) away from the camera while aiming like it is in many AAA games. I think it looks better. 0-FieryRiderCore.zip Fov Changer.zip Pistols AAA Aim Fov.zip
  8. Hello Okami on the air!😸 I am glad to present to your attention some of my mods, which are included in one big modification that I have been developing (and editing) since 17A - "The Fall of Babylon". I decided that it would be right to divide the mod into the categories it touches. "Traders", "Food", "Decorations", etc. As new mechanics and parts of the mod that do not require bundles with the "FOB core" are being finalized, I think I will post it here. TRADERS GROUP. - Guns and Tools sold with mods Nexus Mods GitHub -Armor and Cloth sells sold with mods Nexus Mods GitHub LOOT GROUP. - Old style loot (Simple mode || Hard mode) Nexus Mods GitHub - (SM) || GitHub - (HM) WORLD GROUP. - Broken Vending Machines are Lootable Nexus Mods GitHub I look forward to your comments, suggestions and bug reports here or on the Nexus. Best regards, Okami!😼 Permissions and Сredits
  9. OK, Beds. Extremely useless in my opinion. Takes a lot of resources, albeit cheap resources, but resources that could be used for literally ANYTHING else. Especially considering how when you place them, then place a bed roll, they are nothing more than something taking up space, because the spawn point is overall removed. I think these could work as a permanent respawn point that you place in your home so you're not spawning half way cross the map when you don't have a bedroll. With that being said, I was thinking, once you craft it and place it down, it becomes a respawn point that is removed when you place down a bedroll, like, let's say you're off somewhere raiding someplace and need a temporary respawn, but upon removing said bedroll, the bed at home regains it's spawn point. OK, off topic, I hope this is where we give suggestions, but I'm new to this website and if I am in the wrong place, I would like to know where I'm supposed to put this.
  10. 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
  11. Hi, I LOVE this game and have allocated a nice refurbished Windows workstation to run a dedicated server for my gaming group with nothing else running on it. This may seem like a very odd request but I'd actually like to try consuming MORE RAM if it would help with loading new areas of the map. The workstation has SSD only storage and also has 16 GB of RAM on it but never goes above 6 GB of RAM usage in this role. This setup runs really smooth for us except when we are travelling in our vehicles and we hit a new area of the map where there is dramatic stutter and vehicle spasms (even with the SSD). I would gladly trade more RAM usage on the server for less of these incidents. This is just a nice to have type of discussion. The Fun Pimps ROCK and have made the best game ever in my opinion. Thanks so much for any thoughts on this topic.
  12. Ok I was trying to modify zombie spawns in open world as I feel your a little too safe at night. I wanted to keep daytime relatively safe my problem is I originally set things to test behavior: <spawn maxcount="6" respawndelay=".2" time="Day" entitygroup="ZombiesAll" /> <spawn maxcount="10" respawndelay=".1" time="Night" entitygroup="ZombiesNight" /> And it gave me a bonkers amount of zombies all the time which was expected behavior as I increased counts and decreased respawn time, (Really Fun but brutal hard) So to make daytime survivable but still have some zombies I changed only the respawn time for days but kept vanilla max count like this but kept the bonkers setting for night: <spawn maxcount="1" respawndelay=".2" time="Day" entitygroup="ZombiesAll" /> <spawn maxcount="10" respawndelay=".1" time="Night" entitygroup="ZombiesNight" /> This made daytime live able but it completely neutered night time spawns also. Does anyone have any insight to what I am doing wrong?
  13. Scomar

    Scomar82_A19-HUD

    Hi, i am new in modifying HUD's. So its my first try, and i am curious about your thoughts. I like to play with Deep Pockets, so the HUD is yery close to bottom. Download: Nexus GitHub v1.3: Alpha 19.1 or higher: - Added Zombiekills left and Deaths right from the Toolbelt, switched health and stamina bar. Scomar82_A19-HUD-v1.3.zip v1.2: Alpha 19.1 - 10 slot toolbelt support Scomar82_A19-HUD-v1.2.zip v1.1: Added a Center-Marker to the Compass and slight improvements to the visual display Scomar82_A19-HUD-v1.1.zip v1.05: Toolbeltnumbers are better shown now. Scomar82_A19-HUD-v1.05.zip
  14. My YouTube Channel Use the link below to checkout my channel. Enjoy the content and feel free to Like and Subscribe. I will not stop you and it gives me the opportunity to checkout your content and return the favor! https://www.youtube.com/channel/UCgc_WEy9AGDYp_QVCLTT4mQ I just started a Dishong Tower Challenge series. This series has been upgraded with musical beats and sped up 150% starting with Day 3. They are ALL commentary-free and unedited episodes. Check out the playlist below. Most Recent Uploads Blizzard Series - Current Series Dishong Tower Challenge - Current Series - No Commentary, No Edits Brain Damaged Series - Alpha 19 Gameplay Series
  15. Hello everyone. I dont know how to describe better my question so i will try my best.... What is the best server spec (RAM,CPU) for 7D server by slots ? We have a 40 slot server and he keep kicking players by server after there is more like 16GB of RAM usage (35 players online). So my question is, what RAM i have to install to my server ? 32GB ? 64GB ? 128GB and keep server running fine. I know there is recommended max 8 slot per server but you know, our server is most played in Slovakia and Czech Republic over 2 years, nonstop full so we are trying to solve this problem. Thank you for answer, have a nice day everyone :)
  16. Hi everyone, I designed a simple HUD mod based on my experience playing 7DTD on pvp servers. The vanilla HUD lacked things that I felt would be useful for people playing in groups or fighting other players. This is not by any means a professional mod, its my first mod ever, but I do plan on keeping it up-to-date. This is completely open-sourced. Features Compact party system that shows the stamina of all members. Navigation system that shows degrees in increments of 15 degrees for better callouts. Larger tool belt blocks for increased ease of use. Simple design to provide you with information without clutter. (day, time, elevation, temperature and core temperature) Simple KDZ info at a glance (player kills, deaths, zombies killed) Clean XP bar with level and amount of XP left for next level. Food and Water bar under Health and Stamina bar. Simplified Chat Box with darker background. Server-side friendly - does not require players to download & install this mod on their end. How to Install Download the repository (master Branch) and move into your Mods folder. That's it. Repository: https://github.com/lloan/7DTD-fpsHUD Direct download: https://github.com/lloan/7DTD-fpsHUD/archive/master.zip Credit Utilized Sirillion's HUD modlet as a base to learn from as it modifies a lot of the HUD, thanks to them. Also received help from the modding community via Discord. Thanks to GanTheGrey for pointing me in the right direction with controllers - helped keep xp bar up-to-date. Thanks to Chaos.Blend for directing me to uTinyRipper so that I could modify the texture for the navigation into more of a fortnite navigation. If I'm missing anyone, just send me a direct message on Discord. Here is a quick snapshot of what the HUD mod looks like. Here is a breakdown of features: Changelog 1.2.0v - 9.23.20 - Fix issue with lag caused after opening containers - Updated position of xp bar as it overlapped when opening map. 1.1.0v - 8.25.20 - Center text for popup information with toolbelt - Toolbelt icons made slightly smaller, they were too large. - Center environmental information under compass - Make sure party component works with 8 party members. - Modify colors for stats HUD Bar - Make stealth bar larger - easier to see. - Add dark background for player information bars (health,stamina,food,water) - Modify size of toolbelt durability bar - Modify positioning and size of toolbelt numbers - Minimized code where possible - Party component moved up to top left corner. - Chat component made slightly more compact. - screenshot image updated
  17. So when jumping and using the sledge turret at the same time (this one being a T4 w/out any mods) you suddenly spin around uncontrollably... Not even in the normal way you can use your mouse, but more as if your were in a snowglobe, being shaken from side to side. The only way to get out of this glitch is by reconnecting to the world. I have not tried this in a server with other players, so I'm unsure if the avatar moves along as well, but it's still quite annoying... Also, sometimes your mouse is locked in position and you can't look around anymore. I'm not sure however about the specific requirements for this to happen. When stuck in this so called "spinning mode" you don't need to hold the sledge turret, or even use it to trigger another spin, you just need to jump. I've been testing this glitch to tell as much as I can, but tbh it's making me kind of dizzy and giving me a headache, so I'm not gonna keep testing. 2020-10-18_21-02-58.mp4
  18. Hello, player of about 4 months here. I play exclusively on a multiplayer server that's extremely popular and frequently at it's increased server cap of 30 players. This hasn't been an issue for months, in fact it used to run at 50 players frequently, but recently (within the last week or so) I've begun having desync issues. What happens is that after I open a loot container and close it, I become unable to interact with any other containers. I can still open and close doors, but I'm not able to open up any other containers- whether loot containers or ones I place. Blocks I place seem to be hit and miss on whether they actually make it to the server or not; a test I performed by making a square of concrete and relogging (which temporarily fixes the issue) had some of the blocks being down and fully upgraded, some still being rebar frames, and some just never being placed at all. A concurrent issue to this and why I think it's a desync problem is when I kill zombies when I'm not able to loot anything, occasionally some of the zombies will remain alive and aggressive even after they've 'died' and I've gotten the EXP drop on my screen. They'll continue to chase me and attack me, and are able to cause damage. Similarly, I'll sometimes be attacked by completely invisible zombies that seem able to keep up with me even when I'm moving at high speed. These problems seem to arise if I open a container during a momentary lag spike. My ping is typically a solid 32-33 without any issues, and I've performed a connection stress test while playing to ensure it's not the problem. I've done every troubleshooting step on the client end I can think of, including: Verifying local game files Making sure my firewall was allowing the game to pass through Disabling my firewall Disabling all AV software Disabling all other bandwidth-consuming programs and processes Clearing standby memory (which builds due to the memory-leak bug) Restarting the game client Restarting my PC Server host rebooting the server Loading a rolled back version of my character profile Rebooting my router Lowering all game settings to improve FPS I am at a complete loss at the moment. I've played without issue on this server and even on this map seed with the current arrangement of server mods before. Neither I nor the server admins can figure out what is going on. If anyone, dev or otherwise, has information that might help, PLEASE let me know. It's nearly impossible to play for any longer than 15-20 minutes at a time right now.
  19. 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 vehicle physics and updated to linear lighting). Revamped the vehicle harvesting system ( Balancing feedback required ) . Updated the custom vehicles build system. A brand new custom vehicle spawner , so no more double or triple spawned vehicles and vehicle piles. ( Custom code was written by HaidrGna and we adapted it for Vehicle Madness with his kind permission) Added more vehicles to the craftable options for now. About Vehicle Madness For those that have not played the mod before ..... This mod will NOT let you build the 'custom vehicles' in the vanilla style...however you can still build vanilla vehicles in the usual way as all vanilla parts are still available in world. You will come across a variety of vehicles in the world, from firetrucks to humvee's to police cars to sedans and a few old rusted vehicles. You can only HOPE they are running. if not, you'll be forced to loot them to find salvageable parts, such as: Transmission (and damaged version) Engine (and damaged version) Seats (and damaged versions) Carburetor (and damaged version) Battery (and damaged version) Alternator (and damaged version) Chassis (and damaged version) Body parts (doors, hood, trunk and Fender and bumper) Full Vehicle Madness Style Wheels Wheel Rims We have adopted a system where 2x Damaged Parts go towards making 1 good working part along with other smaller items in the recipes. Tires that you find on the ground? They can be picked up! But, they are NOT WHEELS. You must find a wheel rim , these can be obtained by salvaging the vehicles in the world (you may be lucky and get full wheels and a wheel rim during salvage), or you can make a fully functional wheel by adding tire and wheel rim and using the air compressor tool in the Auto-Workbench. To make the Auto-workbench you need to first be able to craft 'normal workbenches' as you will need one to build the full Auto-workbench along with a compressor an ratchet set (lootable in world) ......you can then, after learning how, assemble the various vehicle parts into the various assemblies to build your custom vehicle. Car body assembly (requires a fully body kit) Electrical subsystem assembly Car engine assembly Car Body Kit Vehicle Madness wheels Then Build your chosen custom vehicle from the selection available. ** Vanilla vehicles can be crafted using the existing parts as before on a normal workbench so we have left in vanilla items for now but they will not fit the custom vehicles system ** You can only use the cool stuff like firetrucks, police car , military car and 5 ton military truck by finding driveable versions! Gas will be at a premium and minimal drops from vehicles means you may have to raid gas stations or make your own. More to come..... New things are planned along the way , such as a new tire fitting station and car lift system and possibly adding more parts to to the salvage options but not too much to make it a chore to do it. We will be adding more vehicles options for your post apocaliptic driving pleasures. A Dedicated POI for Automotive Repairs Looking at a new system to spawn in broken vehicle with no gas that needs fueling to get back to workshop for full repair (early stage development). Changing the engine sounds along the way. Looking to adapt and add my fuel siphon modlet that i developed in A17 for use in Vehicle Madness in A19. Work on localisation updates. A few vehicles (Motorcycles and the working Chevy) are missing from the original release and may return or may be replaced with new options. Guppy's fun shopping cart is now a separate thing and can be found here Guppycur's Modlets Credits: Guppycur, ActiniumTiger, HaidrGna, Mumpfy, Random Person, bdubyah, Dust2Death The 'Crew' on Guppy's Modding Discord' for their previous work and input on first version of which I was originally involved in a smaller role and their continuing support on the new version and helping shape the future direction of this mod. Note: You are not allowed to extract and alter the assets in this mod in any way, the assets can be used in other mods that are purely 'non profit'. These assets must not be used in any venture that attempts to make money out of modding VEHICLE MADNESS 3 BETA1.1 DOWNLOAD LINK ***** Please Note : This is an Overhaul in modlet form and is required on both Client and Server as with other mods that add new assets. ******* A new game save is required as the mod adds a lot of new blocks in the game and changes existing ones too !! Changelog Beta 1.1 : 1. Added various new wrecks created by bdubyah for the ultimate salvage variation ( There is only 1 vanilla sedan in chain as required by some POI's and all others are now custom). 2. Tweaked some vehicle speeds and camera positions and some storage on the big vehicles 3. Increased amount of wrecks on roads and in biomes to provide more resources. 4. Experimental block damage changes 5. Added Quad to world spawns and reduced spawns very slightly (feedback on this will be required as catering for server vs single player). 6. Added compressor to EMS and Military loot options , increased probabilities in automotive and rare automotive loot as were too rare before. 7. Removed damaged motorcyle part2 from spawn ( will add more motorcycle variant wrecks at some point) Have Fun Ragsy and Tiger !!!
  20. I built the house myself ...
  21. 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: 10 slot toolbelt - Courtesy of Khaine (DF creator) Mumpfy's zombie texture variations 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 - Mini Class (5 levels) Engineer Rogue General Talents Jack of All Trades Empath Separate repair kits/items Iron tools are repaired with Forged Vanilla repair kits are still used for repairing vehicles Bigger backpack 96 slots Bigger stack sizes for most items More new zombie types 4 from a18 and 2 new ones Reworked Rekt and Hugh zombies to now look like zombies, and added radiated versions 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 4 new vehicles Semi Truck that seats 6 and has 108 slots! The General Lee! Coka's Skyline Horse with no name 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 Choice Broadsword Dragonblade Wooden Mace Iron Mace Katar Medieval Axe Medieval Battle Axe New item modifiers Ice Weapon Thorns Shock Armor There's still more to add and 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-a19. Support us on Patreon! https://www.patreon.com/ganthegrey Find us on Twitch: GanTheGrey SavageHarbinger Join the Discord: The Wizard's Tower 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 https://assetstore.unity.com/packages/3d/props/weapons/dragonblade-pbr-fantasy-sword-96982 https://assetstore.unity.com/packages/3d/props/weapons/free-pack-of-medieval-weapons-136607 https://assetstore.unity.com/packages/3d/props/weapons/ultimate-weapons-pack-lite-94668 https://assetstore.unity.com/packages/3d/props/weapons/horror-weapon-set-1-26142 https://assetstore.unity.com/packages/3d/props/weapons/medieval-weapons-vol1-free-demo-120361 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 Coka's Skyline 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://www.cgtrader.com/3d-models/car/racing/nissan-skyline-gtr-fast-and-furious Special Thanks: The Guppy's Discord modding server for help with issues and ideas Xyth for the hard work getting the custom animation controller working! Khaine for the 10 slot toolbelt Mumpfy for the zombie texture variations UncleSamIAm, Shugg, NoxAegis, AlphaDragonGaming, LoriannTucker, PayneStoneback, biggytoe, and Bluejoy for QA And of course TFP for creating this game in the first place!
  22. Hey everyone! I'm back after a long hiatus with new mods for alpha 19 experimental branch. These are built with DMT(v2.1) using the latest version of Harmony(v2.0.2). Link: https://github.com/TormentedEmu/7DTD-A19-DMTMods Mods: NewBlockTextures The purpose of this mod is to allow adding new texture arrays to the game to avoid overwriting the original arrays or atlases as we used to in the previous builds. The mod contains a sample bundle with some textures included and you can pull the blocks out from the creative menu. NewTerrainTextures The purpose of this mod is to allow appending new terrain textures to the game terrain texture array. One thing to note, is to match the blockw and blockh for all your textures or you will see size issues with the vanilla textures. I recommend using either 1, 4, or 8 depending on how large you want the textures in game. The mod also comes with a sample terrain texture bundle and you can pull the blocks out from the creative menu. NOTE: Adding new terrain textures requires SphereII's disable splat map patch that's included in his Legacy Distant Terrain mod. ObjectManipulator This modlet introduces a new control panel that allows the user to manipulate and adjust the selected transform's scale, position, and rotation. First enter the creative menu and drag a TE_ObjectManipulatorHandgun into your toolbar. When you first hold the gun in your hand, the control panel will appear. You can toggle the control panel by shooting the gun. You can toggle the screen cursor by pressing the F2 button, which will allow you to click on the buttons and type in the search box, or copy position values. Please let me know if you like it, have any questions, or have any problems/bugs with it. I'm usually found on Guppy's Discord server. Cheers
  23. Hi guys! How can I send this to the game's official Twitter? How can I show this to Joel? 😄
  24. Working Water Vehicles for 7 Days to Die Note: The Assets in these Modlets are purchased (unless otherwise stated) and therefore you are not allowed to extract and alter them in any way. The assets can be used in other mods that are purely 'non profit'. These assets must not be used in any venture that attempts to make money out of modding. If you use the xml code i came up with do the right thing and credit me for the float code. After discovering and making a vehicle float on water uncontrollably sometime ago I kept on going back to it inbetween other work I was doing and eventually made controllable versions of various in game vehicles both the pimps ones and some custom models by Guppycur and DUST2DEATH purely as proof of concept. Guppy then kindly bought and rigged some custom boat models especially for this endeavour and we chose the flat bottomed boat version as the most suitable for the start of the water vehicles project. A big thanks to Guppy for his time and his efforts on the models we now have an 'xml modlet' version of boating , its still a work in progress but usable (no SDX or DMT) so far. The Modlet does not change water blocks at all, so its going to be just add the xml modlet and off you go /float. And as per usual with mods that add new models both client and server would need the modlet. Boating Modlet Download Note : The Modlet works for A18.4 and A19 >>--7 Days Mod Launcher by Sphereii --<< Additional Credits : 7 Days to Die Forum community for wanting water based vehicles. TFP for the great game we love The 'Crew' on Guppy's Discord for their support HaidrGna for the support when things sank along the way. Happy Boating Ragsy and Guppycur !!
  25. This is on the backside of the hospital, and I realize that this is probably part of that POI, but still . . . is this warning the forest critters to maintain a safe speed?
×
×
  • Create New...