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  1. Misery Business This modpack doesn't really add anything new, but instead adjusts existing features to make surviving harder and the player think more about their actions. The player character isn't as fitted for the survival whereas zombies are more fierce than before. Items aren't often as effective as they used to be and many buffs have been weakened. Traders require more quests to advance and the rewards are usually worse. Overall, things are looking quite a bit more miserable. Due to the nature of this modpack, it is completely server-side and consists only of XML files. It is also divided into three parts: items, player and zombies. These let you easily decide which part(s) of the changes you want into your game. The mod is still very much in progress when it comes to balancing, so voice your feedback below! Download the mod here! Some of the main modifications for items include: Reduced mod slots Reduced mod economic value increase and made it %-based instead Reduced healing values across the board Reduced duration and intensity of various medical items Lowered food, water and health gains on most, if not all, foods and drinks Added dysentery chance to canned food Some of the main modifications for the player include: Lower movement speed Lower stamina and health regeneration Higher food and water consumption Lower carrying capacity (before being encumbered) Increased the effect of wetness Revamped infection, giving debuffs at 10%, 20%, 35%, 50% and 75% Some of the main modifications for quests include: Raised the amount of quests needed for a tier completion Lowered the duke and exp rewards from quests Lowered the amount of choices in tier completion rewards Lowered the chance to get higher quality items as rewards Reduced the amount of ammo gained as rewards Some of the main modifications for zombies include: Removed knockdown completely Increased feral sense range Increased pain resist and movement speeds Increased max health and radiated health regen. Increased chance of inflicting a debuff Decreased exp.
  2. I'm Trying to add Item-modifier for vehicle like increasing storage So the problem is I have a little bit code to try <item name="ModCargoVehicleSchematic"> <property name="Extends" value="schematicNoQualityMaster"/> <property name="CreativeMode" value="Player"/> <property name="CustomIcon" value="modRoboticDroneCargoMod"/> <property name="Unlocks" value="ModCargoVehicle"/> <effect_group tiered="false"> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="ModCargoVehicle" operation="set" value="1"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="GiveExp" exp="50"/> </effect_group> </item> For item file <recipe name="ModCargoVehicle" count="1" craft_area="workbench" always_unlocked="true" tags="workbenchCrafting"> <ingredient name="resourceForgedSteel" count="5"/> <ingredient name="resourceScrapPolymers" count="10"/> <ingredient name="resourceElectricParts" count="4"/> <ingredient name="resourceMechanicalParts" count="4"/> </recipe> for test recipe and last <item_modifier name="ModCargoVehicle" installable_tags="vseat" modifier_tags="seat" blocked_tags="noMods" type="attachment"> <property name="Extends" value="modGeneralMaster"/> <property name="UnlockedBy" value="ModCargoVehicleSchematic"/> <property name="CustomIcon" value="modRoboticDroneCargoMod"/> <effect_group tiered="false"> <passive_effect name="VehicleStorage" operation="base_add" value="2"/> </effect_group> </item_modifier> for item modifier the problem is down there at the bottom there's explain about xml with VehicleStorageWidth VehicleStorageHeight That I have tried on both 2 and it doesn't work so I got no idea what to do next I would glad if someone could help me with this I don't want to add them by normally change loot.xml like loot size I wanna let player craft mod to increase their storage instead of give them for free
  3. ABOUT Overhauled User Interface Improved Journal User Interface with thematic topic header images Vehicles have custom UI, showing speedometer, encumbrance and more Map window now supports 40 custom POI icons to choose from Advanced Sorting and Searching feature in inventory and storage Optional Undead Legacy UI parameters in Options -> Video -> User Interface -> Undead Legacy Overhauled Encumbrance system where all items and blocks have certain weight, inventory limited by carry weight, slot limit 300 Overhauled attributes and perks Perks no longer unlock new schematics, nor they level up crafting tiers Introduction of Action Skills, that level based on what you do Introduction of Research System New lockpicking minigame Overhauled crafting system and crafting progression Overhauled material progression Hundreds of new items, blocks, recipes, vehicles etc Player crafted electrical lights support for full RGB customization More immersive world interaction, water sources require jars to interact, fuel barrels and pumps require fuel cans Pick up all wild plants and player crafted ones with action key A lot of slightly damaged vehicles found in the world can now be fully repaired More info about the mod can be found on my website (including screenshots): http://ul.subquake.com/ A20 Features (Experimental): Brand new User Interface with even more stunning graphics New Item Upgrade & Repair mechanic featuring a Mechanic Station with 3 tiers Lockpicking v2.0 Deeper crafting recipe rebalance TERMS OF USE https://community.7daystodie.com/topic/4085-subquakes-undead-legacy/?do=findComment&comment=54613 LINKS DOWNLOAD DISCORD DONATIONS AND SUPPORT
  4. Guppycur's awesome original concept for Vehicle Madness started way back in the early days of A17 and now continues for 7 Days to Die in A20, Guppy handed over the reigns of the project to me (Ragsy) in A18 to rework and develop further the visions we had for vehicle systems in the game. About Vehicle Madness in A20 Features 58 vehicles ( New Physics and particle effects). 80 Plus wreck variants (some may look familiar) All new custom vehicle sounds. Find working spawned vehicles in the world ( Custom code was written by HaidrGna and adapted for Vehicle Madness with his kind permission) Find Repairable vehicles versions in the world Harvest wrecked vehicles to salvage parts for crafting vehicles on the VM Workbench ( Balancing feedback required as always ) . You will come across a variety of different types of vehicles in the world that may be working or have repairable versions you can find to fix up !! There will still be spawns of the 'lower end' Vehicles in the world but the 'high end' stuff like military vehicles or other customs will be a case of either find the repairable version and repair it or craft it with harvested parts from vehicle wrecks on the VM Workbench. If your vehicle becomes damaged during gameplay you can repair it as normal with the vanilla repair kit A vehicle repair kit consists of the following parts that can be found in the world or crafted at appropriate levels on the Workbenches : <ingredient name="CarFootpump" count="1"/> <ingredient name="CarBatteryChargerUnit" count="1"/> <ingredient name="VMToolRachetSet" count="1"/> <ingredient name="HotwireKit" count="1"/> .....and a specific tiered tool . Wrench for lower tier repairs , Ratchet for mid tier vehicles and Impact Hammer for High tier vehicles. ****** Dont forget to take some fuel with you as you will need it for the repaired vehicle *****. If you dont come across a vehicle you like subject to rwg pot luck , you can still craft the vehicles by salvaging parts from vehicle wrecks 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 Damaged wheels 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. There are some full damaged wheels you can collect on the roads to make a full wheel using our 2x damaged = 1 good system. To make the VM 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 car lift (craftable) , a compressor and a 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 wheel set ** Vanilla vehicles can be crafted using the existing vanilla parts as before but on the VMWorkbench ( Except bicycle and Minibike), we have left in vanilla items to maintain vanilla compatibility for other vehicle mods that do use vanillla resources as part of thier builds, vanilla parts however will not fit the custom vehicles system build method ** Gas will be at a premium, this means you may have to raid gas stations or find a damaged gas tanker vehicles on the road or make your own. Gas is more expensive to make in this version ... ***** We recommend that you use a bigger backpack modlet such as this one here by KhaineGB as there are many parts to collect. Also Recommend Khaines vehicle fixes for sound and entity damage in this thread ***** The Vehicle Madness Current Team Ragsy ActiniumTiger Magejosh Éric Beaudoin A20 Testers A special mention to the testers and thanks for the feedback and bug reports Magejosh Mr Devolver Furious Ramsey R.U.I.N.S Acknowledgements : Many thanks to the various modders and contributors helping us make Vehicle Madness better since Alpha 17, without whom this would not have been possible.. Guppycur - Original creator of VM and all round support on the development path so far. Marcus - Sourcing a few hard to find vehicle models and tracked vehicle delvelopment. Telric - For some vehicle fixes in blender and his help on the buffs system .. HaidrGna - Spawning system code and general support on development. Mumpfy - 'The Texture Guru' for texture reworks for the MotoGuppy bike , NPC Mod van and the Ragsy n Tiger Van (plus his original texture work on A17 version). Random Person - Texture work on the original VM in A17 bdubyah - Donating the first wrecked vehicle pack for beta 1.1 thats still part of VM today and his support. DUST2DEATH - Support feedback and original Development of VM in A17 with Guppycur and the original team . Also thanks to valdifer for the Spanish Translations for Vehicle Madness Beta 1.1 and Beta2.0 , feel free to take the current localizations and add more languages. Thanks also go to MikeyUK for adding the missing world entity localisation for Beta2.0 and some work improving Icons. Others who have been involved of whom i may have forgotten , and rest of the 'Crew' on Guppy's Modding Discord for the support along the way. More to come..... A Dedicated POI for Automotive Repairs .. this will be a separate add-on made by Guppycur New tire fitting station and car lift system . Update and improve vehicle models or replace with better models over time . Add tracked vehicles into the mix ... ***** Note: You are not allowed to extract and alter any of the assets in this mod in any way without first gaining permission , these assets must not be used in any venture that attempts to make money out of modding **** Vehicle Madness Continues A20 Download link SMX Compatibility Patch for Vehicle Madness For those who want use the SMX suite of Hud enhancements with VM , just unzip file to your desktop and place the folder inside called ZMXuiCPVMPatch into your Mods folder. Not Needed if you dont use SMX at all. SMX - SMXhud, SMXmenu, SMXui by Sirrilion for Alpha20 ***** Please Note : This is an Overhaul mod in modlet form and is required on both Client and Server as with other mods that add new assets. ******* Overhaul Modders can use this modlet overhaul as a recommended add-on if you wish but leaving the core files of vehicle madness intact. A brand new game save is required as the mod overhaul adds a lot of new blocks in the game and changes existing ones too !! Failing to start a new save game will break your existing save so be warned up front !!! Changelog Beta 2.0 : 1. Added a lot more New Vehicles into the mix ..bringing the total to 58 for ultimate variety. 2. More wreck variations 80+. 3. Added 30 + Repairable Vehicles that you can repair on roadside with special kits, dont forget to take some fuel with you . 4. 20+ custom vehicles that may or may not spawn in the world with the luck of RWG. 5. Crafting these new vehicles is still an option at the VM Workbench for those harder to find vehicles. 6. New Vehicle Sounds applied for all vehicles. 7. Loot overhaul inline with A20 system ( as usual feedback much appreciated on this area). 8. Our own particle systems for exhausts and vehicle damage. 9. Reviewed and updated storage sizes and vehicle speeds 10. Apocaliptic Style textures for the rustic used look 11. Recipe changes for crafting to help with vanilla engine shortages in the original version . 12. Added more deco stuff to collect on roads .. 13. More wrecks in world specifically on the country roads and reduced loot to balance out the numbers . 14. Support for vehicle mods on all vehicles except the cosmetic option as these vehicles are all custom made textures. Some vehicles have seating mods but not all (example Military Truck has 8 fixed) 15. Numerous of the the original vehicles have had brake lights added and some addition headlights where needed. 16. Added a few decorative advertising boards to world ..these can be harvested . 17. Vanilla Vehicles now require the VM Vehicle WorkBench to build them except the minibike and bicycle. 18. Revisited the vehicle damage scales on blocks ... Targeted individual blocks now and adjusted some down and some more added ... (like for instance vehicles ran into and stopped dead on mailboxes and cactus and so on.. vehicles will not destroy any wood on bridges anymore This system is going to be replaced with vehicles that have individual profiles at some point). 19. Adjusted all vehicles to have lower degredation so when you hit 25% damage level particles are triggered ..so be careful and try not too crash too much 20. Reworked vehicle physics in-line with vanilla settings. 21. Making gas is more expensive and requires more oil shale to craft your own gas. 22. Some vehicles will attach parts/vehicles from player inventory when you get in them , Bicycle - Motorcycle - engines ect ect .... these are only on the 'Pickup style vehicles or open trucks but not all and is still WIP. 23. Added recipes to make the 'repair kit' parts on a workbench if you dont find enough of them in the loot. 24. Changed some stack sizes to help with looting vehicle parts if you do not wish to use the bigger back pack modlets. 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 🙃 The Vehicle Madness Team !!!
  5. The 'Not Medieval Mod' is a fantasy Modpack based around a 'medieval/historical' theme. It provides an immersive environment, from game characters to the overall theme. The goal was to move back in time and bring in a touch of magic. As such, modern day assets have been removed, renamed, or replaced where possible. It is brought to you by Darkstardragon, who has been very active supporting the community project NPCMod, with an abundance of custom Addon entity packs. With the NPCMod being released (which powers the NMM), followed by CP48 Medievil Village (which adds that full on immersion to locations), the 'Not Medieval Mod' was simply waiting there for the taking. The 'Not Medieval Mod' should really be considered as a team effort because it combines the creativity of Prefab/POI creators, modelers, coders, and everything and everyone else that is required to release a full on mod. Many regular game features will be recognisable and allow players to quickly adapt to the new theme. For example, a Worktable is now an NMM Dragon Worktable with some craftable items removed but some new ones gained. Regular modern zombies are also gone but you'll still see Burnt Zombies out there and a few crawlers in POIs. The Wasteland is now Orcland with a partial burnt crispiness and wasted feel. There are two kinds of download; Development Build and Stable Build. 1. DEVELOPMENT BUILD - Can change daily Github: https://github.com/drkstardragon/NMM (This version is the development version and updated regularly. The current version will show the date on the Readme.) 2. STABLE BUILD - Updated weekly/monthly Moddb: https://www.moddb.com/company/not-medieval-mod-developers/downloads/mods10 (This version is the current public version which is decent for communities who want a stable build for everyone to download and share the same assets. It will be given a rapid update for critical issues, but other than that updates will arrive when there is sufficient additional content or change.) LOCALIZATION The NMM mod has been built using an English interface and Localization mods are gladly accepted for other languages. Here are links to Localization mods submitted for players that prefer to play in that language interface. 3. Japanese Localization Mod created by Macksan (日本語化MOD) https://www.moddb.com/company/not-medieval-mod-developers/downloads/zzz-jpn-macksan-notmdvl No log in is required for either Github or Moddb. The Moddb version will be updated on a weekly-monthly basis when the current Github version has been fully tested as stable.) Installation Place these individual mods from the bundle in your Mods folder. The bundle to be placed in your Mods folder has changed a little since this image was posted but will look similar to the following: For Players and Server Admin/Hosts who have never installed a mod before, here are some simple step by step instructions: 1. If you've never installed a mod before, it is necessary to create a Mods folder in the main directory, typically inside :\SteamLibrary\steamapps\common\7 Days To Die. In the future, this location may change and we'll update instructions at that time. If you have a custom install or your server host has modified the installation location, then you may have to explore. 2. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature) in your '7 Days To Die' main directory folder. 3. You can now drag all of the mod folders directly out of the zipped file, and it can be placed directly into the Mods folder. It should look like the list of folders and file in the image above. 4. And when you launch the game, turn EAC (anti cheat software) off because EAC will not accept the custom content. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = YES (because it contains custom content that cannot be downloaded from the server). About the World - NMM01 Custom OPTIONS As of A20.6 Stable, a fire system was introduced as default. While it has received very positive feedback, this may not be for everyone. There is a new folder called 'NMM Gameplay OPTIONS'. This provides players/communities with custom options related to the food spoilage and fire dynamic. The associated Readme as follows: NMM Gameplay OPTIONS Readme This folder contains separate mod folders. The mods can allow you to customise your NMM experience depending on your game style. To use any of them, copy directly into the Mods folder. They will activate as you launch the game. Simply remove them from the Mods folder to deactivate them if they are no longer appropriate. A) 1-NMMCore Food Spoilage This mod activates food spoilage for NMM. This allows any food you have (except for fish and honeycomb) to degrade over time. B) 1-NMMCore No Fire This mod turns off all fire features for NMM. This means entities and selective ammo cannot burn wooden buildings, etc. C) 1-NMMCore No Fungus Fire This mod turns off the fire feature for the 3 Fungus entities. This means the acid vomit and globules cannot burn wooden buildings, etc. All other fire features will remain active, such as Fire Breathing Dragon attacks. Sample World Here is a 7K sample World. Be warned that there is a 'Spoiler' image of the World layout at this location. https://www.moddb.com/company/not-medieval-mod-developers/downloads/nmm7k01 NMM uses the game's in-house RWG with a little repainting of the Biomes for additional variety. In addition, all buildings are community made and incorporated into A20s superb Tiling system. This image shows how the biome and layout will look. The placement of Wilderness POIs and mixing of POIs in the tiling system may change as updates arrive but this image will be a very true likeness of what can be expected. NMM7K01 Layout - Added as a spoiler for communities/players who prefer the surprise. And the original 7D2D RWG Seed and Settings for reference. To make your own RWG, temporarily remove your Data > Prefabs > POIs. This stops default POIs from spawning in the Wilderness. The NMM is bundled with all the required POIs to generate a World. If you prefer not to temporarily remove your POIs folder, your World will only have NMM City/Town/Village Tiles, but the Wilderness will contain regular default buildings. More about the NMM NMM provides a multitude of custom assets from game characters to a fully immersive environment. Here are a few images to demonstrate. Environment This images shows CP48 Medievil Village minimally customised for the 'NMM'. Beyond changing things like electric lights and other modern assets, the POIs stay totally true to the original creators concept. The player is riding on the Pegasus which is currently available after completing a Tier 4 end tier Quest. Entities There are Orcs and Goblins which are 'Bandit' class entities. They will attack players without hesitation. In early Game Stages they will be melee type and as you progress you will experience some with ranged weapons (crossbows and bows). They will appear in the Biomes and selective POIs during Quests. There are the Undead. These are a collection of 'Zombie' class entities. They will attack Players, Orcs and Goblins. However, some types of Orc and Golbin are also built into the Undead faction to help make Horde Night a more eclectic experience. There are the Friendlies. These consist of 'Survivors' and 'Hireable' classes. The Survivors are just trying to survive like regular players, while the hireables can be hired by players to assist you. You can build your own merry band of followers. There are also Mythical Beasts such as Dragons out there... And some giant Rats and Spiders are known to lurk around as well. Vehicles Players can gain a horse (kindly created by @Zilox) after completing a Quest Tier if they so desire. The Shaman Goblin. And that stick is not just for show... ^^ Weapons Players also have access to a variety of custom weapons: - Smite Thee Down type. These consist of hand held cutting, stabbing, and head cracking weapons. - Flintlock and Blunderbuss weapons. - Semi-automatic crossbows that hold 4 bolts at a time. - Speary things. These progress using their associated skill from Quality 2 - 6. They are integrated into the regular system but you'll see a little difference in name changes. @oakraven has been prolific in sharing assets with the NMM and had these weapons all ready and prepared well in advance. Traders There are also custom Traders which are piggybacking the regular traders and their unique traits. Rekt has become Baker, who is built into the NPCMod Core files and being put to full effect. He also sells roast chicken and provides two custom quests. And @Laz Man's older version of the Blacksmith POI has also been converted into its own Trader POI with an appropriate character from the NMM. Quests There are an abundance of Quests beyond regular Fetch and Clear. - One is automatically provided upon entering the game and after completing the 'Tutorial' stage. It gives Skill Points for completing a certain number of eliminations during Horde Night. Players who prefer not to have this automatic quest can delete it from their quest tree list. - One can be found in the player tool belt and starts an entity quest to eliminate the Undead faction. This has 5 quest stages and awards experience and skill points upon full completion. Others in this series can be purchased from Traders. - Another is also shared in the tool belt and offers a mixed quest of collect / craft / defend. This can also be purchased again from Traders. - Some Traders have their own specific side quests which only they will offer. The Main Quest - The Main Quest is one which requires visiting certain POIs in a certain order based on the scroll instructions. This quest is primarily designed for SP or smaller groups who share as a party. It is not designed for large communities or public servers. A starter scroll is found at a certain central POI (which can be found in multiple towns) and leads players on a sequential quest mission. These POIs and scrolls will not reset and once taken or complete are gone forever. However, a server admin using server admin tools can reset the specific POIs or region that they sit in to provide a 'loot respawn' equivalent which will then bring them back into place. The names can be provided to server admin on request but will not be publicly shared to avoid any spoiler disappointment. What else will you find? The Oakraven Forest Collection has been 'plundered' and incorporates the fish farming, bee hives, chicken coops, wells and and and... ^^ Here is the Read Me added into the mod which shows a list of Credits, without whom the NMM would not be possible. ================================================= == Not Medieval Mod for 7D2D is powered by 0-XNPCCore and 0-Score == ================================================= ASSETS: =============== === 1-NMMCore === =============== 1-NMMCore contains all of the base resource files and connected xml files. 'Not Medieval Mod' (NMM) Creators and Developers in Alphabtical Order from Z - A: Zilox - Kindly provided the Medieval Horse. @xyth - Kindly developed the 0-XNPCCore, along with the team. The 0-XNPCCore is a complete bundle of models, code, and other game assets. Xyth/SphereII/Mumpfy - Kindly developed 'Locks' mod powered by Score. @sphereii - Kindly developed the 0-Score, along with the team. Also provided the 0-SphereII Legacy Distant Terrain. @oakraven - Kindly provided the NMMOakCore content, consisting of multiple released and NMM standalone modlets. (Full list below) @magejosh - Kindly supported background development, such as Biome modification. @MichaelL./mplogue - Kindly provided custom Prefabs that match the theme of the NMM. POI creator extraordinaire. @KhaineGB - Thank you for sharing Lockable Inventory Slots for mod use. @Guppycur - Kindly provided resources, and a venue for the NMM development. @Darkstardragon - NMM Creator and Overseer. Bought and brought all entities, and some models, into the NMM along with a host of other critical tasks. Compo Pack Team - Kindly allowed 'Medieval' type Prefab submissions to support the NMM. @stallionsden brought them all together into tiled Medieval townships. (Full list below) arramus - Kindly supported this, that and the other. (Some customisation from original assets was required for integration and balance) ================ == 2-NMMOakCore == ================ This 2-NMMOakCore Mod Pack compiles mods created by Oakraven, with support from arramus. It is a highly fundamental part of the NMM and Oakraven has really gone above and beyond. Thank you. The majority are individual modlets and part of the Oakraven Forest Collection that can be found here: Oakraven Forest Collection Mod List: - Bee Hives - Chicken Coops - Cooking Stations - Dragon Beds and Stuff (A custom collection made for the NMM) - Dragon Blunderbuss (A custom collection made for the NMM) - Dragon Cannon - Ranged (A custom ranged weapon made for the NMM) - Dragon Carts (A custom collection made for the NMM) - Dragon Crossbows (A custom collection made for the NMM) - Dragon Flintlocks (A custom collection made for the NMM) - Dragon Weapons (A custom collection made for the NMM) - Fireflies - Fish Farm - Oakdragon UI - Torches and Lights - Water Wells - Work Stations =================== == 1-NMMSmittysArmor == =================== This 1-NMMSmittysArmor Mod compiles assets provided by Smitty from the Smitty's Armor mod. Thank you for giving your kind permission. ============================== == 2-NMMCP48 Medievil Village Modded == ============================== The Compo Pack is a well know and very well establish 7D2D resource that allows custom POIs/Prefabs to be added to Worlds. Submissions are made to the CP team and kept as intact as possible beyond carefully modifying for quality and performance. The beauty of the CP is that it is very welcoming and open to all submissions and supports over 1000 Prefabs. A20 further diversified Worlds with a Tiling system and Stallionsden and team have carefully created themed tiles. Check them out here: The Medievil Village is one of the themed tile sets and consists of 31 community made Prefabs that have been updated or submitted for A20. All of the Prefabs keep their original names. However, the Sleeper Volumes, some internal assets, and tags have been changed to match the theme and avoid conflict where the originals are installed. Prefab creators from Z - A include: Zyncosa WormPie WildPig Vitamin E 'Unknown' Tom TehKarmah SirLoachalot Riahsaurus Rex PVWolfgang Pashmina Midnight Peach Libby Laz man Guppycur Ericbeaudoin Eko Eihwaz Ataxia78 arramus Additional POI submissions for CP49 are joining Medievil Village Modded. Prefab creators from Z - A include: Shema Redzero83 Magoli OPTIONAL SETTING By default NMM has no food spoilage system. However, it is hooked up to allow it and this can be easily turned on to increase the challenge. - Step 1. Go inside your '1-NMMCore / Config folder and open the blocks.xml file. - Step 2. On Line 4 you can see this code line. <set xpath="/blocks/block[@name='ConfigFeatureBlock']/property[@class='FoodSpoilage']/property[@name='FoodSpoilage']/@value">false</set> (may say true at the end depending on your version) Change the false to true to turn on food spoilage. Change the true to false to turn off food spoilage. KNOWN QUIRKS/ISSUES/EXPLOITS - The NPCs are not governed by low level protection rules and initial spawning may be met with a hostile or friendly interaction. Response: Run to a safer place, ideally close to a friendly who will attack the hostile by default. - The NPCs sometimes pause, disappear, do not follow requests promptly, attack too much, or show other odd actions. Response: They are what they are, and as good as it gets for now, which is actually very functional and adds immersion. For major issues, report in the NPCMod thread. - Quests are not registering kills. Response: Has been reported to the developers in the previous comment thread. - Fetch quests can be exploited. Response: Place the fetch items in your inventory before handing in to the trader. This exploit can be both beneficial and negative depending on the sequence. This uses a built in game quest feature and will hopefully get resolved in the future. - It is not possible to open some crates when a light/object is placed above or under it. Response: This requires some changes to the models and will be resolved in due course.
  6. Welcome to the Potato Lounge Community!. We are always looking for New Players, 18+, whether you are a Veteran or new to the game to Join our mature community. The servers are based out of NA East ( NY ). We also play other games if your looking for more than just 7 days with friends. Join our discord for more info. PVE. Server Name: TPL Undead Legacy (10k) IP: 23.183.245.203:26920 Server Name: Potato Lounge Darkness Falls (10k) IP: 51.79.19.31:52100 Server Name: TPL Ravenhearst (8k) IP: 14.1.31.130:26900 You will need the Mod Launcher Discord: https://discord.gg/6bsXnP8EfZ Do you got what it takes to survive in our server!?, see you there!
  7. Old West Migration can be downloaded here: https://github.com/arramus/OldWestMigration Terms of Use: Content within the Old West Migration Modlet (xml and Prefabs) can be freely integrated into Modpacks and Overhauls 'as is' or customised to match the context of their use. This Modlet expands on The Fun Pimps' default Old West area of 7D2D. Please do not use any content within this Modlet for creations which perform a similar function. The Old West Migration Modlet is open to collaboration ideas upon request. Old West Migration is a small modlet that provides the following: - Increases the size of the Old West tiling system. - Increases the amount of Old West settlements being created in a RWG. - Adds a gateway Trader to the Old West tiling system. - Adds custom Old West POIs that can be quested and are in context with the Old West theme. - Converts remnant and decorative default POIs to quest POIs. - Adds a custom tile to expand the current TFP selection. - Adds decoration POIs to the desert and forest biomes in context with the Old West theme. - Allows players to add the 'rural' POIs as an outskirt district which surrounds the Old West (Optional by uncommenting the xml) - Allows players to add the 'oldwestoutskirt' tiling system with rail track which surrounds the Old West and adds more Old West POIs (Optional by uncommenting the xml) - Allows players to add another Old West tiling system around a central Old West tiling system. Central as base and outskirt as expansion. Here are a few images to demonstrate. This image shows the Old West running straight up from the Trader and forking off to the left and right. The Trader sits on a Gateway tile and the default is tarmac road. It is possible to change this tarmac to gravel but it will be like that for every Trader in the World. This is a small trade off. This tiling system covers 5 tiles of Old West tiles. The length of each straight is quite long but game play is smooth since these POIs do not require heavy rendering. Bubbles is a T3 custom POI. It has been repurposed and rerouted from a default POI. Downstairs is an innocent 'soda fountain' establishment while upstairs offers something stronger. This is 3 POIs connected as a T3. We have 'Crapper', 'Trapper', and 'Dapper' for hygiene, hunting, and attire. ^^ Gold Rush offers a T2 quest. Gee Gee is a T1 stable. This image shows how the Old West generally expands with an intersection with two buildings at each end to cap them off. Another example of the Trader spawning at the Gateway tile. The modlet expands the default rwgmixer.xml to make a few changes as follows: - It sets the spawn_trader to true. This can be toggled between true and false or simply deleted if you prefer to play without a trader in the Old West. - It changes the minimum 'mintiles' and maximum 'maxtiles' amount of tiles that the Old West can use when a World is being generated for tiny (0,5000 size), small (5000,7000 size), medium (7000,10000 size), and large Worlds (10000, 16000 size). - It changes the amount of times the Old West will spawn individual tiling systems around the World based on the few, default, and many setting where set. These are easy enough to customise in the Config > rwgmixer.xml file. <configs> <set xpath="/rwgmixer/township[@name='oldwest']/property[@name='spawn_trader']/@value">true</set> <set xpath="/rwgmixer/world[@name='tiny']/property[@class='oldwest']/property[@name='mintiles']/@value">3</set> <set xpath="/rwgmixer/world[@name='tiny']/property[@class='oldwest']/property[@name='maxtiles']/@value">5</set> <set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='few']/@value">2</set> <set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='default']/@value">3</set> <set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='many']/@value">4</set> <set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='mintiles']/@value">3</set> <set xpath="/rwgmixer/world[@name='small']/property[@class='oldwest']/property[@name='maxtiles']/@value">6</set> <set xpath="/rwgmixer/world[@name='medium']/property[@class='oldwest']/property[@name='few']/@value">3</set> <set xpath="/rwgmixer/world[@name='medium']/property[@class='oldwest']/property[@name='default']/@value">4</set> <set xpath="/rwgmixer/world[@name='medium']/property[@class='oldwest']/property[@name='many']/@value">5</set> <set xpath="/rwgmixer/world[@name='medium']/property[@class='oldwest']/property[@name='mintiles']/@value">4</set> <set xpath="/rwgmixer/world[@name='medium']/property[@class='oldwest']/property[@name='maxtiles']/@value">6</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='oldwest']/property[@name='mintiles']/@value">4</set> <set xpath="/rwgmixer/world[@name='large']/property[@class='oldwest']/property[@name='maxtiles']/@value">6</set> <append xpath="/rwgmixer"> <streettile name="rwg_tile_oldwest_corner_02"> <property name="maxtiles" value="1"/> <property name="mintiles" value="1"/> <property name="maxdensity" value="120"/> </streettile> <streettile name="rwg_tile_oldwest_straight_02"> <property name="maxtiles" value="1"/> <property name="mintiles" value="1"/> <property name="maxdensity" value="120"/> </streettile> </append> </configs> In addition there is an Options Folder. This allows you to further customise the Old West in 3 ways using the 'outskirt' option which adds a 'suburb' around the central base tiles. 1. OldWestMigration-Outskirt (Adds another Old West around the Old West) 2. OldWestMigration-RailtrackOutskirt (Adds another Old West around the Old West but this one has a rail track) 3. OldWestMigration-RuralOutskirt (Adds the TFP rural tiling system around the Old West for a farming suburb) 1. The Old West surrounded by more Old West. ^^ 2. The Old West surrounded by more Old West but with its own Rail Track loop. 3. The Old West surrounded by rural POIs. In addition, there are a variety of Decoration POIs that will spawn randomly and at a regulated amount in the Biomes. Here are a few examples. The custom POIs have some of the 'key' triggers to unlock doors. These rarely work unless the Client also installs the POIs. While this is a Server Side Only mod, this issue with the 'key' triggers may be noticed if it's used on a dedicated server. This has been reported as a potential bug.
  8. (*More to be added as I learn xpath coding, like junk, medications, and recipes) ABOUT In-Universe Junk includes the food, and in time, junk and clutter that you can find on store shelves, in freezers and coolers and around the world, but wasn't actually "in" the game. You can now find the various food items on said shelves alongside vanilla food and ingredients now! A shelf with a six pack might actually have a six pack now, or some vanilla wafers, chips, or raw flour, if that's your thing. But don't expect them to always be fresh! After all, food does go stale after a while*. *Some of the food will take away health, because it's considered "stale" based on if it's reasonably perishable in real life, this doesn't add a special buff or anything, just to clarify. Maybe in time it will! This is a mod I've been wanting to make since The Fun Pimps added in the new block models, but I didn't know how to do xpath modding until recently. SCREENSHOTS Screenshots of a few of the items in this mod found out in random loot, alongside vanilla loot: Screenshots of a few of the changed recipes: CURRENT FEATURES 8 new sodas, based on the fountain sodas shown in the soda fountain model 1 new "Sport Drink", based on the tall beverage coolers added in Alpha 20 1 new alcoholic drink, "Red Impact" wine, based on the wine bottle decorations added in Alpha 20 10 new food and ingredient items based on the new Shamway Foods shelves and Freezer containers added in Alpha 20 1 new "bundle" item that works similar to quest reward bundles, that can be found in the world—a six-pack of soda, that can be opened for a 1/9 chance to receive 6 of one of the 8 sodas in this modlet, or a chance to receive up to six Mega Crushes (subject to change based on feedback!) [NSFSS!] New custom, client-side icons for every added item, some completely original and made as close to the original material as possible (others are screenshots, scaled, fixed, and color-corrected). Same loot probability as vanilla to find any of the items in this modlet in the appropriate food- and drink-based containers (appended lootgroups and lootcontainers to add in items without removing any vanilla items) 1 modified lootgroup (groupShamewayFreezer01) so that only the items visibly in the freezer model are able to be looted, while keeping groupFoodTrash so that rotten flesh, empty jars, empty cans, and bones can still be found, since it seems appropriate Three recipes based on the items this modlet adds / changes to vanilla recipes based on the newly-added items, with full support for finding in loot! A new tea recipe based on the "SleepyTime Tea" item added in this mod, Sleepy Time Tea. Tastes like chamomile! A new tea recipe using previous tea, this time with added honey for a curing effect! Perfect for those sore throats and looming zombie infection! A new, accompanying schematic for said tea! (Can also be unlocked with Master Chef rank 2) A new food recipe, "White Bread", which is exactly what it sounds like, using flour from this mod! Box of Nails, which acts like the Six Pack, and gives a random amount of nails when opened! Also gives back appropriate material when opened (paper)! Changes to existing cooking recipes to use flour instead of cornmeal as an ingredient—say goodbye to gritty, sand-like pie crusts, toast, gravy, and buns! Alternative version that adds in new recipes featuring flour instead of cornmeal—for those that prefer to use either/or! !NEW IN 1.2.a! Six new food and drink items based on the items on vanilla store shelves, in vanilla small shopping baskets, and in vanilla drink coolers, added in A20 Arizona Potato Granules, Butter Balance Butter Spread, Mashed Potatoes, Orange Juice, Red Tea Herbal Tonic, and Star Cola! !NEW IN 1.2.a! One new bundle, based on an item on the tool shelves added in A20 Tool Bundle, which features a random chance to receive one or more random quality tool or Steel Tool Parts! !NEW IN 1.2.a! Two new recipes for Orange Juice and Mashed Potatoes !NEW IN 1.2.a! Replacer recipes for items featuring Mashed Potatoes! Recipes include Sham Chowder and Shepard's Pie. !NEW IN 1.2.b! Alternative recipes for items featuring mashed potatoes! Version B adds in new recipes, as opposed to Version A, which replaces them. PLANNED/UPCOMING FEATURES New food based on some of the items in the new shopping basket model added in A20, as soon as I can figure out what the Arizona box is supposed to be (it's some kind of potatoes, I think?) Added in 1.2! New drinks based on the tall beverage coolers and Savage Country small coolers added in A20, as soon as I figure out what brands they're supposed to be Added in 1.2! New scrappable tool items, based on the new Working Stiffs tool shelves added in A20 Some added in 1.2! New scrappable electronics items, based on the new Mo' Power electronics shelves added in A20 New medical items, based on the new Pop n' Pills medicine shelves added in A20/A19 (depreciated, no need for new medical items because the vanilla items work just fine) More tool bundles, like perhaps the Impact Driver bundle, which may contain scrap iron, motor tool parts, or even the elusive Impact Driver! More recipes for more foods, like Roasted Vegetables, White Toast, and Pumpkin Toast Recipe Replacers and alternatives, that either replace or alternate Animal Fat into Butter, where applicable Future rework for A21 compatibility, when A21 releases to stable More language localization COMPATIBILITY Should work seamlessly with existing saves, although you may have to loot new containers, or wait until previously-looted containers reset. If you're worried, then use a new save, or at least back it up! (My personal modlet list changed between versions 1.0 and 1.2, please look under spoiler for new list! Please note this does not include CompoPack48, but CompoPack48 is also being used) MISC I really recommend that you do not eat the flour raw, otherwise it might kill you. Try turning it into White Bread! (I still having figured out how github works, sorry) ⇉ DOWNLOAD VERSION 1.2.a (RECIPE REPLACER) ⇇ ⇉ DOWNLOAD VERSION 1.2.b (RECIPE ADDER) ⇇ P.S. Major shout out and thanks to the Unofficial Modding Discord, @doughphunghus, @magejosh and @Shavickk, and the plethora of available tutorials on the forums and on YouTube for helping me figure out how to make this modlet!
  9. Do not get bored while waiting for A21! 🙂 The Duke's Last Stand 1.0 at 7 Days to Die Nexus - Mods and community (nexusmods.com) XXL prefab, aimed at (imho much needed) end-game gameplay in 7d2d. Ofc this prefab needs bandits. but that's what A21 is for 🙂 Features: Dungeon-style playthrough / Tier 5+ / 100% vanilla blocks / No quest (bc XXL), but with all traders Optional use of electricity (tool + battery) XXL: it dwarfs my Space Shuttle prefab. Forget about 'Can it run Crysis'. This is the new benchmark😉 NAVEZGANE & NAVEZGANE+ ONLY ATM Reasons: The fit into the NG (height)map. The fit is not 'perfect' anymore bc of the update of the NG map by TFP a few Alpha-versions ago. But it fits 90%. XXL: technically minimum of two prefabs needed, so automatically fitting them in a random map willl not work properly. The two prefabs are technically set to 'navezgane only' and should not appear in a random generated map.
  10. Welcome to my mod project! This mod was born with the purpose of fixing the iron sights of all weapons! How? My goal is to adjust the height of the front sights, align them correctly with the rear sight, and add the latter to all weapons that are missing one. Over time I have gradually improved other aspects and added new components where I could. Here I completely overhauled the concept of aiming with the scope, using the real scope on the weapon rather than a small reticle drawn on a black background. This game has caught my attention since the very earliest alphas (I'm one of the players who played Alpha 1 back in 2013) and I fell in love with this game from the early days. But there are some things, like weapon mechanics, that have always left me wanting. That's why, starting a few months ago, I finally learned how to edit and create a mod for this game. This is the first in a series of Mods that will cover the majority of current weapons. Weapons currently treated: Pistol Ak 47 Hunting Rifle SMG Lever Action Rifle Magnum Over time I will cover other weapons, such as the Tactical Action Rifle, Iron Crossbow and so on ➡️ Stay Tuned for more additions! ✔️ P.S. I recommend using this mod alongside Ragnar's Mod FovChanger and set it to 60. ➡️ Here is the link of the LATEST VERSION of the Mod. 😊 SO, HERE'S WHAT'S IN THIS MOD While developing this Mod is a really exciting hobby for me, this process also takes a lot of time and considerable effort. And often between work and study I confess that sometimes it is not easy to find free time to devote myself to this. Generally I never ask for donations and the like, but if by any chance you like what I'm trying to build, Please consider maybe buying me a nice coffee! (Yes, I'm a caffeine addict 👀) You shouldn't in any chance to feel obligated to do so, but if you do decide to do it I want you to know that is comes greatly appreciated. Donation or not, I would like to thank all the people from the heart ❤️ to all that download and use the DLX - Weapons Fix Mod! I am very grateful for you following me and the development of this mod! I hope you enjoy it! My intentions are to keep developing and supporting my mod indefinitely! Because I love this game and I want to try to improve it as much as possible! UPDATE: TIME FOR THE AK 47 TO SHINE WITH THE NEW VERSION 1.1.96 UPDATE: TIME FOR THE HUNTING RIFLE TO SHINE WITH THE NEW VERSION 1.2.94 UPDATE: TIME FOR THE SMG TO SHINE WITH THE NEW VERSION 1.3.36 UPDATE: TIME FOR THE LEVER ACTION RIFLE TO SHINE WITH THE NEW VERSION 1.5.57 [ Video Coming Soon. . . ] UPDATE: THE SCOPE UPDATE & TUTORIAL ON HOW TO CUSTOMIZE YOUR SCOPE [ Video Coming Soon. . . ] ➡️ SIGHT The rear sight is shortened to the right height. The Scope, Reflex, and the Iron sight are perfectly aligned. Replaced the Iron Sight with a New One when the original does not fit the aesthetics of the gun. Added a Front/Rear Sight when the gun misses this kind of element. Rounded and Improved the back side of the gun so that this part does not lose quality when aiming. CameraOffset Z, which is basically the zoom on the weapon when aiming, is correctly set. ➡️ SCOPE OVERHAUL Completely overhauled the Scope concept, removing the old zoom method accompanied by a reticle in a completely black background. You can now use the Scope directly from the Scope Model (In a COD-BF style). Added an external slide that reflects the external environment in a dynamic way. The inner slide contains a Customizable Reticle in terms of Shape and Color, all set in a dusty Customizable\Clear Tint. Improved Textures, so that you can zoom in on the Scope model without losing texture quality. Improved Mesh, so that you can zoom in on a well rounded Scope model. The Zoom is correct: by aiming the objects will be magnified exactly twice for the 2X, four times for the 4X and eight times for the 8X Scope. Added Scratches on the right side of the Scope to help distinguish the 2X and 4X scopes. Added a Blur Background for the 4X and 8X Scope. Added a new Zoom-when-crouch feature, so when you crouch the Scope zooms, reaching the full 2x, 4x or 8x. ➡️ SCOPE CUSTOMIZATION You can now Customize the TINT of the Scope, the RETICLE COLOR and also the RETICLE SHAPE, by editing the XML file "item_modifiers.xml". You can now Customize the 2x, the 4x and the 8x Scope Separately, regarding the Scope Tint and the Scope Reticle. There are now a total of 9 different RETICLE SHAPES. So there are 4 Properties of the Scope you can modify The SCOPE TINT It's based on two other Properties Scope BASE COLOR It's the base color of the Scope Glass. There is also a Clear-No Tint version. There are 10 Colors. Scope LIGHTING There is a light that illuminates the Scope Glass. There are 9 Colors. That means there is a total of 90 possible SCOPE TINTS The SCOPE RETICLE It's based on two other Properties Scope RETICLE COLOR There are 10 Colors. Scope RETICLE SHAPE I designed a total of 9 Reticle Shapes. That means there is a total of 90 possible SCOPE RETICLES In total there are 8100 Possible Combinations for the Scope! ➡️ SCOPE CUSTOMIZATION - TUTORIAL ON HOW TU CUSTOMIZE YOUR SCOPE Up above there is also a Video Tutorial about this. You can also open the Image in Full Resolution (4K) by clicking THIS LINK It shows all the RETICLE SHAPES you can use together with the COLORS you can use in the RETICLE COLOR and the SCOPE TINT. ▶️ Open the file "DLX-Weapons_Fix\Config\item_modifiers.xml" I wrote the instructions in this file, just search for the phrase "HOW TO CUSTOMIZE" You can follow the same instructions for the 8x Scope, the 4X Scope and the 2X Scope too. There are 3 Groups (for the 2x, 4x and 8x Scope) of 6 Lines of Code each. You can setup them differently, separately. ▶️ Here is how to change the TINT of the Scope. Search for the word "scopeLight_NOTINT" and "scopeDirt_NOTINT". "NOTINT" means a CLEAR scope, without any tint on it. You can replace the word "NOTINT" with any one from the List below (be sure to read the notes next to the colors!). You can also put different colors in "scopeLight_XXX" and "scopeDirt_YYY" if you want to achieve an interesting effect. For a slight tint I suggest to put "scopeLight_NOTINT" and "scopeDirt_[SCOPE COLOR]". For a more intense tint I suggest to put both "scopeLight_[SCOPE COLOR]" and "scopeDirt_[SCOPE COLOR]" ▶️ Here is how to change the the RETICLE SHAPE and the RETICLE COLOR. Search here for the word "Reticle_". The structure of this word is: "Reticle_[ID of the RETICLE SHAPE]_[RETICLE COLOR]" ▶️ For the RETICLE SHAPE The number on "Reticle_[NUMBER]_[RETICLE COLOR]" means the ID of the RETICLE SHAPE. You can replace the [NUMBER] with any one from the list below (look for the Picture here above too). ▶️ For the RETICLE COLOR The word on "Reticle_[NUMBER]_[RETICLE COLOR]" means the RETICLE COLOR. You can replace the [RETICLE COLOR] with any one from the list below (be sure to read the notes next to the colors!). ▶️ LIST for the SCOPE TINT and RETICLE COLOR NOTINT (ONLY for ScopeLight and ScopeDirt, NOT for Reticle) BLACK (ONLY for Reticle, NOT for ScopeLight and ScopeDirt) BLUE GREEN LIGHTBLUE ORANGE PINK PURPLE RED YELLOW WHITE (NOT for ScopeLight, use NOTINT instead for a clear tint scope) ▶️ LIST for the RETICLE SHAPE On the Picutre above you can see all the scope shapes and their IDs. 01 Triangle 02 Simple Cross 03 Cross and Circle 04 Open Cross 05 German Reticle 06 Open Circle 07 RangeFinding 08 Three Marks 09 Three Marks and Circle ➡️ BULLET SHELL AND MUZZLE SMOKE, MUZZLE FIRE AND MUZZLE LIGHT Added a Bullet Shell of the right caliber that exits the weapon chamber, visible both when shooting from the hip and when aiming. The Bullet Shell dynamically interacts with the external environment. Added Muzzle Smoke coming out of the chamber after firing. Added Muzzle Fire, consisting of 3 different particles, different in shape each time the weapon fires. Added a Muzzle Light that illuminates the surroundings of the weapon. ➡️ ANIMATIONS Improved Weapon Fire and Weapon Reload Animations to make them smoother. New weapon components have been animated, such as the Pistol Hammer or the Ak 47 Charging Handle. ➡️ NEW MOD MODELS Added new models for mods currently not visible on the weapon, such as the Magazine Extender, Muzzle Brake, Fore Grip etc... Here I show the Magazine Extender, Fore Grip, Bipod and Barrel Extender Mod. OTHER DETAILS SPECIFIC TO THE MAGNUM ➡️ MODEL AND TEXTURE MODIFICATION Improved Magnum Texture on the back of the gun. Improved Magnum Iron Sight Texture. ➡️ ANIMATIONS Animated the Extractor (the component that allows you to extract shells from the cylinder). ➡️ NEW MOD MODELS Added a model for the Barrel Extender. Added a model for the Muzzle Brake. OTHER DETAILS SPECIFIC TO THE LEVER ACTION RIFLE ➡️ MODEL AND TEXTURE MODIFICATION Improved the simmetry of the entire Weapon. Added a brand new Front Sight. Improved Lever Action Rifle Textures on the back of the gun. Added a Loading Port that interacts with the inserting bullet. Completely changed the Back side of the gun. Added a Firing Pin. Added an Ejection Port. Added a Bolt on the back side of the gun Changed the shape of the Hammer. ➡️ ANIMATIONS Animated the Bolt after each shot. Added an extra Animation when reloading for each shot. Animated the Loading Port when reloading. Animated the Hammer after each shot. Completely changed the Fire Animation after each shot. Changed the Reload Animation by rotating the Rifle so you can see the bullet inserting inside the gun. ➡️ REFLEX Improved the Texture of the Reflex Changed the Position of the Reflex ➡️ NEW MOD MODELS Added a model for the Retracting Stock. Added a model for the Fore Grip. Added a model for the Muzzle Brake. Added a model for the Barrel Extender. Added a model for the Bipod. OTHER DETAILS SPECIFIC TO THE SMG ➡️ MODEL AND TEXTURE MODIFICATION Improved SMG Texture on the back of the gun. Improved SMG Iron Sight Texture . Added Roughness and Metallic Texture on the Iron Sight and on the back of the gun. Rounded SMG Mesh on the back of the gun. Totally Replaced the Front and the Rear Sight with a New One. ➡️ ANIMATIONS Added and animated the Action, i.e. the part where the Bullet Shells exit. Improved Mesh and Texture of the spent Bullet Shell. ➡️ NEW MOD MODELS Added a model for the Retracting Stock (Before this you couldn't even use this mod on the SMG). Added a model for the Fore Grip. Added a model for the Magazine Extender. Added a model for the Drum Magazine. Added a model for the Muzzle Brake. Added a model for the Barrel Extender. OTHER DETAILS SPECIFIC TO THE HUNTING RIFLE ➡️ MODEL AND TEXTURE MODIFICATION Improved Hunting Rifle Texture around the Iron Sight. Totally Replaced the Iron Sight with a New One. Removed the Rail on the top of the gun. Now it appears only when a scope/reflex is attached. ➡️ ANIMATIONS Added Recoil in Fire Animation. Slightly changed the Reload Animation to be more powerful. ➡️ REFLEX AND LASER Updated the Reflex Mesh in order to be more open and clear. Moved the Laser near the lateral Rail. ➡️ NEW MOD MODELS Added a model for the Retracting Stock. Added a model for the Fore Grip. Added a model for the Bipod. Added a model for the Muzzle Brake. Added a model for the Barrel Extender. OTHER DETAILS SPECIFIC TO THE AK 47 ➡️ MODEL AND TEXTURE MODIFICATION Revised AK 47 Model. Revised Ak 47 Texture. Added a Roughness, Metallic and Ambient OcclusionTexture Removed the Rail on the top of the gun. Now it appears only when a scope/reflex is attached. The Dust Cover is further rounded. ➡️ CHARGING HANDLE Animated the Charging Handle each time the weapon fires. ➡️ NEW MOD MODELS Added a model for the Magazine Extender. Added a model for the Drum Magazine Added a model for the Retracting Stock. Added a model for the Fore Grip. Added a model for the Bipod. Added a model for the Muzzle Brake. Added a model for the Barrel Extender. OTHER DETAILS SPECIFIC TO THE PISTOL ➡️ SCOPE OVERHAUL The Scope has been moved to the right position. Now it follows the Slide when the weapon fires and reloads. ➡️ REFLEX The Reflex has been moved to the right position. It has been also resized. Now it follows the Slide when the weapon fires and reloads. The textures have been adjusted and aligned with the pistol's sight. The Reflex dot is now a bright spot. The Reflex glass is redesigned to be a dusty and reddish glass. ➡️ HAMMER AND FIRING PIN The hammer is lowered to the loading position. It is also animated during PistolFire and PistolReload animations Furthermore, the Mesh and the Texture of the Slide have been modified, adding the firing pin. ➡️ LASER AND SILENCER The Laser is now a real laser, aiming directly from the gun barrel and following the player's movements. Reduced the size of the Silencer so you can use it when aiming from the iron sight. ➡️ NEW MOD MODELS Added a model for the Muzzle Brake Mod. Added a model for the Extender Barrel Mod. hehe brrretta ( ͡° ͜ʖ ͡°) HOW TO INSTALL Download the Latest Version. Unzip "DLX-Weapons_Fix.rar". Drag-n-Drop the Folder "DLX-Weapons_Fix" to Your 7 Days To Die "Mods" Folder, (. . . \7 Days To Die\Mods\). For safety purpose, Disable EAC (this is not necessary, but you never know ✌️) Play da game. 🔥 ➡️ Stay Tuned for more additions! ✔️ TERMS OF USE The Mod Author and Developer of this Mod, DLX Weapons Fix, is DanyEr12LX. The Mod Author allows to use DLX Weapons Fix with or without any kind of modifications. Remember that all these are restricted to private use only unless otherwise indicated with the written consent of the Mod Author. The Mod Author is not responsible for any damage and/or corruption of game files (including save files), that may be inflicted during and after the installation of DLX Weapons Fix. The use, reuse, share, modification, copying, duplication and/or distribution of DLX Weapons Fix, all the files included DLX Weapons Fix and in the asset file, in any format and in any form, is prohibited outside of private use only unless otherwise indicated with the written consent of the Mod Author. After having a written consent in any form from the Mod Author to do one of the aforementioned actions outside of private use, you are obligated to give appropriate credit to the Mod Author and provide a link to the original source of DLX Weapons Fix.
  11. Hi folks! Today I rented a 7 Days to Die server on G-Portal to play with my friends. I set everything up, started the server and right after joined this is what i observed: I have no clue why this is happening. The buildings are keep popping up right in front of me like the world rendering distance have on minimum settings. I didn't show it in the video but im sure about my game have every graphics settings that affects rendering distances set to maximum already. I tried reinstalling the server, same results. I checked the config and the log file on the server, it contains the following line: GamePref.ServerMaxAllowedViewDistance = 12 Looks like to me max render distance is already set in the config, still this is what it looks like. This kinda sucks for me, so if i cant fix this, im gonna ask for a refund. 😕
  12. No Digging Zombies: A mod for Miners & Bunker Builders. This mod prevents zombie AI from deliberately digging through terrain. Note: This does not prevent zombies from digging through any other block! They will still try to rip down the building you're in. It covers both zombies trying to dig downwards to a heat source, as well as attacking a wall of terrain to dig through it. You can download the latest version here: https://github.com/tigercat2000/7dtd-NoZombieDigging/releases Installation instructions 1. Download `NoZombieDigging-{...}.zip` from https://github.com/tigercat2000/7dtd-NoZombieDigging/releases 2. Extract NoZombieDigging-{...}.zip 3. Take the inner `NoZombieDigging` folder and put it in your 7 Days To Die/Mods folder. 4. [Client Only] Disable EAC to allow the client to load the C# mod. This isn't necessary for dedicated servers. To confirm the mod loaded, hit F1 on the title screen and look for the following logs near the top: Enjoy!
  13. The Oakraven Forest Modpack provides players with an 'out of the city' gaming experience. Players have access to a variety of custom tools and resources that provide greater levels of self sufficiency and quality of life. It is heavily influenced by Oakraven's Forest Collection and acts as a Modpack show case. It also contains some of Oakraven's unreleased modlet content to provide a greater level of immersion. Modpack Download The (A20) Oakraven Forest Modpack can be downloaded here: https://github.com/OAKRAVEN1/Oakraven-Forest-Modlets (Some users have reported the zipped file suggests it is corrupted when attempting to download it. We have not been able to verify this as it has downloaded appropriately every time we tested so far. Users receiving this error warning can use the GitHub Desktop Application which resolves this issue. It also allows you to keep the files up to date without needing to download the whole Modpack repeatedly. https://desktop.github.com/ ) It is bundled up with a sample 6K World called OAK6K01 which considers specific POIs which need to be in a certain Biome for context (Snow Orc POIs are in the Snow and Old West is in the Desert). It is hidden by a Spoiler ^^ The Oakraven Forest Modpack has been primarily compiled for players who have played through the main game. It is an additive Modpack and nothing that impacts regular gameplay (progression, assets, etc) has been removed. In addition to the Oakraven Forest Collection mods, additional community creations have been bundled into this Modpack to bring cohesion and expansion. Install directly into the main directory Mods folder. A new Mod for textures requires it to be installed here. It will cause errors in the appdata area. The creator of the texture Mod has been contacted. It will look similar to this: ASSETS INCLUDE: (Click directly on the name of linked mods to be taken to an instructional video kindly created by @wickidaurazgaming) ==================== ===== 1-OakModpack ==== ==================== This 1-OakModpack provides an abundance of Oakraven's modlets alongside a variety of expansion and quality of life mods. The mix is quite eclectic and gives players further opportunities within the framework of 7D2D content. This Modpack contains the following modlets/modifications: - Oakraven On/Off Lights (Unpowered Steampunk Lights and Jukebox) - Oak Traps (Custom Traps) - Oak Modpack UI (Custom HUD features) - Replace Mod (Block type replacements and additions) - Dragon Cannon (Custom Weapon) - New Weapons (Custom Weapons) - Space Ship Supply Drop (Futuristic flyover in place of regular plane and supply crate) - Torches Lights (A collection of wood burning lights) - Water Wells and Sinks (A variety of custom water sources such as wells and stand pipes that can be placed within a player's boundaries) - Rock Drills (Provides a gentle resource trickle for underground materials while out questing) - Draw Bridges (A variety of walkways the act like horizontal plane draw bridges) - Cooking Stations (Blenders, Mincing Machine, and Stove/Oven type appliances) - Sign Cupboards (More storage choice variety) - Power Things (Renewable power solutions) - Hydroponic Farming (Farm underground with good returns, new crops, and a few new meals...and Fireflies) - Fish Farm (Craft fish farm plots, place a starter kit, let them grow, harvest and eat) - Chicken Coops (Find Baby Chicks in nests, place them in a Coop, reap the rewards) - Bee Hives (Find Queen Bees, Craft Bee Hives, Collect Honey Comb and make some nice treats) - Oakraven Workstations (7 Custom Workstations - Oakraven Forge, Tatatin Forge, and Copper Force, Chemistry Station, Powder Mixer, Cement Mixer, and Ammo Bench) - Oakraven Traders (5 selected custom traders to give Bob, Hugh, Jen, Joel, and Rekt a short vacation to Navezgane) - A20 Skyrim Style Lockpicking MiniGame (Makes lockpicking skill based) - JaxTeller718-BiggerWanderingHordes (Customised expansion to Wandering Hordes) - KhaineGB's Inventory Lockable Slots Mod (Allows players to stop essential items being removed form the backpack when bulk moving) - A19 Farming For A20 by Syco54645 (Rebalancing for Hydroponics) - Clear Bulletproof Glass (Allows players to craft clear bulletproof glass similar to the regular type) - Guppycurs' Guppy Vulture entity for the desert biome. - Quest - Blood Moon Vanguard (Gives players an incentive to stay for Horde Night and pick up a Skill for completing an objective) - Quest - Eliminate the Horde (Gives players a Craft/Build/Upgrade Quest opportunity to survive a wave of grunt/feral/radiated entities) - Quest - Pest Control (Gives players a starting quest to cull laboratory specimens from 1-ZombiezPack) - Quest - Snow Orcs (Cull Darkstardragon's Orcs in the snow) - Quest - Infestation (Cull Xyth's Spiders with arramus' expansion abominations) - Quest - Beast Bust (Eliminate Darkstardragon's Flying Beastz) - Quest - Beast Boom (Eliminate Darkstardragon's Land Beastz) - Quest - Summon Fox Friend (An item to spawn the 0-XNPCCore Fox to offset despawning) In addition, some Addons that are powered by 0-Score and 0-XNPCCore and bundled directly are as follows: - 1-SurvivorzPack (A collection of helpers who can assist you, for a price) - 1-OrczPackAlpha and 2-OrczPackBeta (The Orcz have taken over the Snow Biome) - 1-khzmusik_Zombies (A variety of well crafted entities to enhance regular 7D2D zombie interactions from khzmusik) - 1-ZombiezPack (A variety of hostile looking zombies from Darkstardragon) - 1-GansSpecialZombies (A variety of fancy dress type zombies from GanTheGrey) + 2- Feral and Radiated - 1-NPCXSpiderPack and 2-NPCXSpiderPack-ColonyExpansion (Spiders for the Wasteland and Desert Biome) - 1-FantasticBeastz (Mythical Beasts for the Wasteland and Desert Biome) - 1-YeOldeUndeadPack (A variety of Medieval undead + 2- Radiated) OakModPack Creators and Developers in Alphabtical Order from Z - A: @xyth and @sphereii with @Mumpfy for branding - Created the A20 Skyrim Style Lockpicking MiniGame. (The assets are embedded and remain as per original). Xyth - Created the 1-NPCXSpiderPack. Syco54645 - Created A19 Farming For A20 (Crops return to seedling once harvested and you no longer get seeds when you harvest). Oakraven - Created Oakraven Forest Collection assets. @MichaelL. - Supported OAK_NPC_Bandits_Settlement_01. (Look out for that awesome airship). @Laz Man - Created Quest - Blood Moon Vanguard and Eliminate the Horde. @khzmusik - Created 1-khzmusik_Zombies. @KhaineGB - Unlocked Inventory Lockable Slots Mod. @JaxTeller718 - Bigger Wandering Hordes Mod. @Guppycur - Guppy Vulture entity. @GanTheGrey - Created 1-GansSpecialZombies. @Darkstardragon - Created 1-ZombiezPack, 1-SurvivorzPack, 1-OrczPackAlpha and 2-OrczPackBeta, 1-FantasticBeastz, and 1-YeOldeUndeadPack. Also performed an abundance of play testing and coding support through the connected 'Not Medieval Mod'. arramus - Supported the Oakraven Forest Collection with NPCMod and Addon integration, 2-NPCXSpiderPack-ColonyExpansion, Fox things, xml, compilation, distribution, quality control balancing, and even added the odd icon or two. Currently released standalone Oakraven Forest Collection modlets can be found here. https://community.7daystodie.com/topic/27806-a20-oakraven-forest-collection/ ======================================= ============ Custom POIS and RWG =========== ======================================= The Oakraven Forest Modpack incorporates a variety of custom POIs that are built into 7D2D's Random World Generator Tiling System. In addition, Worlds are created with custom features in addition to regular default features. Features and customisation is as follows: - The Old West area of 7D2D has been expanded and has traders (An Old West Trading Town). - Downtown has been totally removed because it can be quite heavy to render the POIs along with entities and NPCs at the same time. - Custom POIs will appear within some of the default areas (residential, rural, commercial, etc) and allow in the Wilderness. There is some crossover in the towns, districts, and areas above. It is highly recommend that players/communities also bring in some Compo Pack 48 content to enhance the experience. The Compo Pack 48 is fully compatible with the Oakraven Forest Modlet and will not impact on game-play in any way. Fabbersville is particularly suited to the theme of the Oakraven Forest Modpack, and was bundled in with the first release. Unfortunately, feedback suggested it restricted adding in additional Compo Pack themes such as Medievil Village and Mega and was removed to give more flexibility. The Compo Pack is administered by @stallionsden and the Compo Pack team and provides high quality expansion and great rendering performance due to rigourous care and quality control. Check this thread for more details: ============================= === 0-Score, 0-XNPCCore and Addons === ============================= The NPCMod is a community made asset that gives life to custom made NPCs, among many other features. 0-Score and 0-XNPCCore power the Addons compiled into 1-OakModpack. Addons have been compiled directly into the 1-OakModpack to reduce latency. Care has been taken to ensure creators have been credited both in this Readme and within the xml files. ================================ ===== Random Main Menu Background ===== ================================ This modlet is cared for by @closer_ex and provides Modpacks and Overhauls with a custom Main Menu Background image that is shown randomly. This provides a very nice feature to personalise and highlight different aspects of what players can face. It can be downloaded here, among many other delights. closer_ex combines modding with some complex coding, and has been very willing to assist other modders. ============== == INSTALLATION == ============== For Players and Server Admin/Hosts who have never installed a mod before, here are some simple step by step instructions: 1. If you've never installed a mod before, it is necessary to create a Mods folder in the main directory, typically inside \SteamLibrary\steamapps\common\7 Days To Die. In the future, this location may change and we'll update instructions at that time. If you have a custom install or your server host has modified the installation location, then you may have to explore. 2. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature) in your '7 Days To Die' main directory folder. 3. You can now drag all of the mod folders directly out of the zipped file, and it can be placed directly into the Mods folder. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = YES (because it contains custom content that cannot be downloaded from the server). The contents of this Modpack contains these folders and files. The bottom two files can be removed. The Readme mirrors the contents of this thread. The zipped Pack01 contains a 6K World that can be unzipped and placed in the Worlds folder if needed. * Launching the Modpack will require EAC to be set as False/Off due to the custom content. Starting Out as a new Player Once you spawn in game, you will see your tool belt contains different items to usual. The first thing to do is open the can of Friendly Fox Food to receive 20 meat. This allows you to hire the friendly fox which also spawns in your close vicinity. If you are unable to see the fox, it may be chasing zombies. You will also see a Fish Stick pack. This contains two items, a Fish Stick melee weapon and a Perch Pie for sustenance. The First Stick will be either Quality 5 or 6. It does more damage than a wooden club but less than a baseball bat. It provides more experienced players a chance to start from where they left off while still offering a challenge. This Fish Stick was crafted by Forest Hermit @swmeek who will answer any questions on how best to use it. Additional items include Quest items. One is for Laz Man's 'Eliminate the Horde' quest and the other is for a 'Pest Control' quest that asks players to keep certain entities under control. In this case it is 3 experimental entities from Darkstardragon's 1-ZombiezPack. It is recommended to complete the initial Survival Quests because upon completion players are given a 'Blood Moon Vanguard' quest that asks players to eliminate entities from Darkstardragon's 1-YeOldeUndeadPack entities. This is a collection of Medieval looking entities that will only appear during Blood Moon in Grunt, Feral, and Radiated form (Chaos type). Just as usual, players are then directed to a Trader or Multi-Trader. The Trader POIs are just the same as usual but with a little customisation. As the rotating Billboard shows (switch between 3 different images each side), trading hours have been extended. Trader Bird Man replaces Trader Hugh as your friendly weapons expert. Get your first quest from the Trader, and pick up some side quests along the way. There are 7 elimination type quests in total. About the Environment The tiling system incorporates default POIs but also supports the Compo Pack just as well. This show the CP48 Fabbersville with Rural as its district. It renders very smoothly for lower end systems and provides lots of looting and questing. The Old West supports Traders and has also been expanded. Some things to consider about the Biomes for the World added into the Modpack: Snow - Contains Snow Orcs (powered by the NPCMod) Wasteland and Desert - Contains Mythical Beasts and Spiders (powered by the NPCMod) Forest - Provides players a retreat, beyond Horde Night 'Ye Olde Undead Pack' (powered by the NPCMod) Biomes also contain friendly hireable assistants although they are loathe to go into the Wasteland and Snow and will be a much rarer sight in those areas. World Assets Without giving too much away, there are a fair number of custom features covering tools, weapons, farming, and other quality of life additions. Some craftable items will force the player to go into the Wasteland to collect crystals, Forest to search for Bee Logs, and Desert to search for Peppers. The vast majority incorporates regular world items. There are some fun weapons to explore, some of which are the Punk series of hand held shooters. There are so many wonderful vehicle mods out there including @bdubyah's Vehicles as well as @Ragsy 2145's Vehicle Madness and some single modlets for individual creations. As such, this Modpack includes some token gestures grabbed from the Server Side Vehicle mod with some modifications to ensure they do not conflict. They are all added to Progression, Loot, and Traders to match the regular vehicle types. Spider Rider Between the Minibike and Motorcycle but with its own unique traits. ^^ There may be a few more surprises to explore. Yum.. ----
  14. I’m trying to create a simple UI mod where the amount of XP to level up is displayed within the xp bar on tool belt. How can I achieve this?
  15. INTRODUCTION (feel free to skip) The below is a series of mods excerpted from my Overhaul mod. And because these mods are excerpts, their structure can sometimes appear to be a little off when ported directly into the vanilla game. Primarily this has to do with the fact that the Overhaul has an additional Tech Level introduced in between T0 Stone and T1 Iron, which means -- when porting these mods over to vanilla -- there's a few extra items dumped onto T0 and T1 than would be there under proper rpg progression rules. But more to the point of the mods themselves, the overall concept of my Overhaul was to take all of the mods that everyone has done (so, same as usual for Overhauls to this point) and then integrate them onto the character sheet. That integration means, all of the new stuff is introduced with separate skills under the existing rules of rpg progression, instead of just being inserted into a few existing skills. And in order to make that happen, a number of new skills had to be added to the game. So many skills, in fact, that it entailed making an entire new attribute, which meant rebalancing all of the skills across six attributes. And as long as I was going that far, figured might as well reorganize the skills under a Post Apocalypse rpg setup (Hunter, Mad Scientist...) instead of a High Fantasy (Strength, Dexterity...) rpg setup. So I did, and there you have it. Howsoever, while most of the mods assembled into the Overhaul were all of yours, I did add a few mods of my own. Which is what I begin to excerpt below. WEAPON MODS Additional Bows Adds two early bows, a composite and a shortbow to T0, and two late bows, a recurve crossbow and a lever bow to T3. (Download link under the spoiler) Additional Arrows Adds scrap arrows made from glass and fiberglass arrows made from, well, fiberglass (or in this case military fiberglass). Long Spears https://7daystodiemods.com/long-spears/ Adds polearms and a number of extra throwing spears to the game under the Javelin skill. Polearms cannot be thrown, but have longer reach and a heavy attack. Throwing Knives and Shurikens https://7daystodiemods.com/throwing-knives-and-shurikens/ Adds throwing knives and shurikens to the game, falling under the javelin throwing skill. Shurikens have longer range than throwing knives, but do even less damage. ZOMBIE MODS No Demo Demolishers https://7daystodiemods.com/no-demo-demolishers/ Removes the explosive capability of the Demolisher zombie's suicide armor.
  16. For those pipz that prefer newly established server. Asia Apocalypse has just landed! Best apocalyptic experience in Asia!Come join us slay some zeds!You'll receive a starter pack upon joining. There's available lobby, medic, horde base establishments for community use.Modded zombies and items are implemented, there’s exp multipliers too! Modded items can be bought from the web shop.In-game commands available for players to use such as / lobby, /horde, /medic, /bank, /gimme etc. more commands to be implemented as the server progress. See you let’s get lock and loaded Disc: https://discord.gg/GF3EY9aJVz Server name: Asia Apocalypse Location: Singapore Map: Cruzside - RGW Slot: 60 IP: 15.235.164.82
  17. Zombiome Behold survivors ! Mother Earth has been soiled long enough by these nasty Zombies. It can stand no more and its revolt has started. Biomes won't make a distinction between the livings and the undeads. With a big thank to the forums' community - to all of you that help, answer questions and provide great tutorials, Umbrella proudly presents Biome Activity The world has around 40 apocalyptic natural disasters and biome activities, Structured by location and biomes, alternate light episodes and crisis. A few are more "supernatural". Biome Affinity Learn to control biomes by completing special challenges at epicenters. - BiomeDust unlocks 40 powers, including aoes, pets, block/biome alterations, construction... - 80+ craftable items to complement the BiomeDust Mod Usage ZomBiome is distributed under a BSD 2 License Download ZombiomeA20.7z from https://github.com/Umbrella7D/7Dmods Unzip and copy mod folder "Zombiome" to 7 Days To Die/Mods folder If you download repo 7Dmods, you have an extra level (zip within zip). Make sure you have a single "Zombiome" folder eg C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\Zombiome\Config\ and C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\Zombiome\Zombiome.dll Current status : Experimental - Single Player only The mod is globally stable and playable. A few errors may still occur but crashes are rare. Version : 1.0 (Dust,Craft,AdvancedActivities), Tested Vanilla: 20.6 (b9) Warnings - Could mess up your saves. Duplicate your savefile or start a new game ! - Balance or performance sometimes so-so. Not yet tested by many players. - In sismic areas, any container (and its content !) could be destroyed in a second. Landclaim/bedroll have small sismic-free zone. Think twice before chosing location of your base and chests. Customize See REAMDE.md - XML, change the global activity strength, and each activity weight separately. - Zombiome commands and items can help you alter landscapes for your own edited maps. - God-mod command for infinite affinity and color selection : "zb D" (easier Dust and item testing) Diagnose Any feedback appreciated ! Teaser / vids Gallery
  18. FEATURES Play 7 Days to Die as a balanced post apocalyptic zombie vanquishing Sorcerer. Through training and discovery, you'll learn how to deport the undead straight back to hell by casting elemental spells of Fire, Ice and Lightning. • Vanilla game 100% untouched, add-only policy! • Balanced around vanilla gameplay, you must train to gain and sustain your power! • Unique animations, art, effects and sounds for spells and items • New Spells: Craft, Master and Upgrade 5 Spells per element! • New Enemies: Touched, Fallen (Champion), Awakened (Boss), Ancient (Raid) • New Attributes: Sorcery, Fire, Ice, Lightning • New Resource: Spirit (mana required to perform all Sorcery) • New Dual Skill Tree and Perks: Arcane, Fire, Ice, Lightning • New Crafting: Armor, Weapons, Mods, Spells, Potions, Scrolls, Stations, Blocks, Resources • New Armor Sets: Arcane, Fire, Ice, Lightning • New Masteries: Alchemy, Runesmithing, Spirit, Essence, Arcane, Fire, Ice, Lightning • Play-style: Sorcerer (Spellcaster) • Play-style: Alchemist (Potions, Bombs) • Play-style: Archer Mage (Spell Arrows) • Play-style: Gun Mage (Spell Ammo) • Play-style: Melee Mage (Spell Weapons) • Weapon Abilities: Primary, Secondary, Passive and Charge abilities • Rune Mods: Harness the power of Runes to augment your weapons, armor and gear! • Alchemy: Craft Potions, Elixirs and Bombs • Sexy Loot: Item Sets, Armor, Weapons, Mods, Spells, Potions, Scrolls and more! SORCERY - MASSIVE UPDATE (v1.42) It's time to dive into v1.42 Massive Update with NEW POIs, Weapons, Entities, Spells, Balance changes and more: Added: Unique Fire POI (T3). Added: Unique Lightning POI (T3). Added: Arcane Trader Quests for all new POIs. Added: New Sorcery Weapons for each vanilla Attribute! Added: New Wand Weapon - Instant-Casts Spells and Nova! Added: New Claw, Dagger, Polearm, Scythe and Sword Weapons! Added: Fire, Ice, Lightning Elixirs now also craftable at Ritual Station. Added: New Spell -" Omni Spell" to all Spellcasts! Added: New item - "Grimoire" teaches Spell or Skill. Added: Grimoires: Omni Spell, Omni Arrow, Ritual Station, Arcane Familiar, Omni Pack. Added: Omni Elemental Immortal Summon. Added: Incantation - Omni Elemental Summon. Added: Omni Spell/Arrow auto-summons an immortal Elemental to assist for a time. Changes & Fixes: Lots of anticipated changes and tweaks! Discord #Changelog YOU AGREE TO THE FULL TERMS OF USE AND DISCLAIMER HEREIN BY DOWNLOADING AND USING THE SORCERY MOD: DOWNLOAD SORCERY Download: SorceryMod-Setup_Public.zip (latest version) Alternative Manual Download Link: EXTRACT: Right-Click "SorceryMod-Setup_Public.zip" (Extract All | Unzip) RUN SETUP: Open "SorceryMod-Setup.exe" (Allow Admin permissions) INSTALL: When finished, you can launch "Sorcery Mod" directly from your Desktop! NOTE: Due to game requirements, Sorcery (and ALL other mods) may only be installed directly in the "Users/<USER>/AppData/Roaming/7DaysToDie/Mods" directory. As such, changing of installation directory is disabled. If you are looking to install Sorcery on a Dedicated Server, or if you have other special needs, follow the Manual Install Instructions included in the download. NEED HELP? Full Instructions, Troubleshooting and Help can be found within the Sorcery Mod Discord: http://discord.sorcerymod.com 🗒️ FULL CHANGELOG: 🔑changelog-supporters CREDIT TFP for creating and improving this ridiculously awesome game, while also providing the ability to making this type of modding available. Patreon Supporters for making the ongoing development of Sorcery possible! Special thanks and shoutout to @sphereii for dll help, @xyth for providing initial guides and resources, @KhaineGB for awesome collaboration! 😜
  19. Context: Some of you may be aware of who I am but for those that don't, my name is IzPrebuilt, i'm a 7dtd youtuber and i'm generally most known for my in-depth, painfully detailed tutorials using info from the game files. Generally there is very little i haven't been able to essentially reverse engineer from the files for my videos but one thing that has always proved difficult for me to wrap my head around is the critical hit system and critical resistance. After like a year of trying to hunt down info around the mechanic i've not gotten particularly far. So I thought I'd come on here and see if I can't combine the knowledge of the community to get some kind of in-depth document on how criticals work. The Stuff I THINK I DO Know: (Crit Hits, Crit Injuries and Crit Resist) • Zombies & Animals can do critical hits to the player by hitting them. • If a critical hit is triggered, your critical resistance will give you a % chance for the effect to not stick. (not recieve an injury.) • If a crit is triggered, and the crit effect DOES stick, you'll get an injury. • The injury you get is based off of a weighted roll. • Your crit resist is determined by your the armor you are wearing and the Health Bar Candy food item. • Taking hits reduces your crit resist. (I can't tell if it's always by a static amount.) • The crit resist you lose will slowly regenerate over time. • The Pain Tolerance perk will make the player immune to stuns and also concussions. (Concussions occur 50% of the time when you recieve the stun effect, rather than it being it's own effect) • Beer, Pain Killers and Grandpa's Moonshine will make the player temporarily immune to stuns. (and concussions.) • Vitamins will make the player temporarily immune to Infection and Dysentary • A player with brawler rank 1 can headshot a zombie with a fist weapon to permanently remove that zombie's ability to infect. • The fall candy will stop you getting a sprained or broken leg from falling. The Stuff I MIGHT Be Right About But Can't Be Sure: • Zombies have a bonus chance to crit on their first hit (12% I think) • Zombie crits happen more frequently when you are low on health. The Stuff I Just Straight Up Don't Know: • HOW does the game decide if a crit is triggered? I know resist will block it but how does the game calculate a critical hit being triggered BEFORE resist is taken into account? • Do different zombies/animals have higher critical chance? (@ VULTURES) • WHY do the crit hits happen more frequently on low health? • HOW does the game decide how much crit resist is lost on each hit? • WHY does armor stats reflect the crit resist as a negative? • WHY does each piece of armor give a crit resist of (10 + (Crit Resist))? where crit resist is always a negative, so if your armor says -6% crit resist, it actually gives 4% crit resist. • I've heard that players can do crits? How? What does that look like? Does it mean decapitation? Any help here would be appreciated, I cannot figure out where my questions would even be answered within the game files, otherwise i'd just figure it out myself.
  20. I whipped up a sleigh and eight reindeer server side vehicle mod. This was influenced by Snufkin's Server Side Vehicles mod, with huge help from Arramus on many technical issues and making it actually fly Apologies to the many many reindeer that suffered until I figured out how to get it semi stable. Hopefully it will be up on the mod site soon. I am a noob and can't seem to get the image insertion to work.
  21. Playing in creative mode (debug mode also on). I didn't mean to, but I pressed the Z-key and a bright blue frame appeared. Thinking it may be a toggle, I pressed Z-key again, and the frame doubled in size. It wouldn't go away until after exiting the game. What is that used for?
  22. !!!ALL MODLETS THAT ADD NEW ASSETS MUST BE INSTALLED ON SERVER AND CLIENT!!! Important Note: If you want to include any of our modlets in your overhaul' please do us the courtesy of asking for permission first. When given you must give the due credit to the authors and any other modders that may be credited under the "Additional Credits" section if any. Also you are not allowed to extract any unity files without our permission either, if there has been an alpha change then wait and files will be updated. For the new alpha version as soon as we possibly can. Thank You!!! VEHICLES MI-17 Helicopter Chopper1 Helicopter Red Devil Motorcycle Dirt Duster Dirt Bike AC_ATV WEAPONS AC_BallisticKnife AC_BaseballBats Miscellaneous AC_Teleports I want to finally give special Thanks to everyone who helped me along the way. I educated myself through the videos and teachings of Xyth, Guppycur, Ragsy, Alter, Haidr'Gna, Telric, Sphereii, Mumpfy, Adreden, Bluename, Marcus, Bdubyah, Zilox, TSBX, Khaine and many more via Guppy's Unofficial Discord for 7 Days to Die's modding community. I truly appreciate all you guys 100% Join Guppy's Unofficial 7 Days to Die Modding Discord Server to join the community and get help playing with mods and creating them as well! Feel Free to Also Join My discord Server as well. https://discord.gg/eXkTkrjh
  23. https://imgur.com/AqEEDEM Hopefully that screenshot paste of my building issue works.. a picture speaks a thousand words. 6x garage doors, 5 unpowered, 1 powered straight into generator. If screenshot didnt work here's what im doing: Im building an underground base under a road and want to drive my car in with sensors but steel powered garage doors arent working for me. I dug a hole in the road with underground ramp that decends to my base. I covered the hole in the road with steel powered garage doors so they would cover the road nice and flat for zombies to just walk over (instead of a protruding vertical structure with doors). However, the garage doors snap the wrong way (vertical and i need horizontal so they cover the hole in the road, there is no 3D snapping i think). The problem is the doors in their relaxed position arent closed for my build. (compare my build with a helicopter pad using garage doors on top) If all i do is hook a generator straight into a door, it assumes the correct position. So i need to power them always in order for them to be closed. Motion sensor triggers send power, not cut off power. To my knowledge. I hope it makes sence and someone has a fix for my dilemma. Friend and I have wasted lots of time experimenting with sensors/switches/power.
  24. Hey there, only on dedicated MP server with and without EAC with and without mods summary of the problem: I am unable to interact with things on the dedicated server i am hosting to play together with friends. I also have the problem that i fall through the world sometimes when the "desync" happens. I am still on the server tho but as i said cant interact with things. Zombies just walk past me even when i punch them. i haven't found a way to reproduce this issue and pin it down certain things because it happens on a number of occaisons like: - harvesting a chicken - looting containers - just walking through the world Both friends i am playing with don't have this issue Did you start a new game and re-create the issue? = Yes Have you validated your files through Steam? = Yes After validation, did you re-try with a brand new game? = Yes I just set up a new server and a clean install of 7 days an d the problem is still there Server log: https://pastebin.com/Xni2mF7z Client log: https://pastebin.com/DMqmrsWq I hope someone can help me
  25. I would like to slow Gamestage a little bit but I don't how I can slow it without lowering XP on everything. Is there a way I remove level from being counted into Gamestage?
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