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  1. They mostly come out at night... (V3.5) This is a mod I originally created to fix a few "issues" myself, my wife and some friends felt the game had. Turns out I really enjoy modding so I've expanded on it quite a bit. The intent is to drag out the early game, so it will take you longer than usual to get to Iron and Steel. I've also tried to inject a little realism by locking away quite a few recipes behind perks, since most normal folks wouldn't know how to do/make those things. Also, I started playing in Alpha 8, so I wanted to try and bring back a few things from that era. Hub city, sharp rocks and sticks are pretty good examples, and I want to try and incorporate more features from that era of gameplay. I will also be trying to add in new zombies/enemies to make the "end game" more difficult. Features. 8 Classes to choose from, with 6 quests each! 96 slot backpack! 12 slot crafting queue! Custom UI! Food/Water bars next to the hotbar. Increased zombie spawn/respawn rate! Night time is now dangerous. The ferals come out to play... Zombie Behemoth (male and female) added! Scrap Iron Tools added. Iron requires level 15. Titanium added! Can be found as trophies, underground and above ground. Used to make tools, weapons and blocks. Forge Ahead & Leather Tanning books are back! (can also be purchased as perks) Wrench is now a perk and a schematic, but crafted and repaired with Iron. All common books added as perks, so you have the choice of finding the book or spending points. Action skills are back! Skill books added for all 100 level skills. Generic skill point book added so you have ways to get skill points. Skill notes! Find a recipe you already have? Scrap it into a skill note and craft that into something more useful. Extra crops! Grow apple, orange banana and coconut trees, plus wheat, carrots and tomatos! More food! Way too much to list, but bread is now an option. So are sunday roast dinners. YUM! Animal Coops and Snares from Valmod added. Clay bowls are back, and used for more than just pretty plants! Craftable Small Engines and Lead Batteries! Several new guns! Like the P225 Pistol, AR-15 Automatic Rifle, Winchester Rifle and Combat Shotgun. Gun crafting! Gun parts are back and require the rare, find-only Lathe to be crafted. Arrows can now use cloth fragments instead of feathers. Sticks and Sharp Stones have also made a return! Tree sap is now a thing! Try left-clicking on non-dead trees with jars or bowls... Sterile Bandage! New healing item to fill the void between normal Bandages and First Aid Bandages. Working sinks and ovens! Both types craftable, so pick whichever matches your kitchen. 5 new workstations. The Advanced Forge (required to smelt steel, but no fuel needed!), the Mortar and Pestle and two workbenches! There is also the rare, loot-only, Lathe! Stone hammer added. Counts as a construction tool. Used only for repairing and upgrading. Lockpicks added! Now you can lockpick all safes and most doors. Steel crossbow added that takes steel, exploding and titanium bolts. Both crossbows can be scoped. Combat axe added. There's also a titanium version. Trader's are no longer protected! Take care of your local business! Guards added to the trader, with a Guard Captain NPC! Talk to them to buy quest starters, which can earn you skill notes! (Single player only due to server bugs) Larger player-crafted storage (kitchen cabinets, lockable!). Time REMOVED from under the compass and on the map. Added to the trader window (under restock time). Junction box added for invisible wires. Unlocked via electricity perk. Bomber zombies added! These @%$*#!s are designed to tear your base to bits. You have been warned! 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner). Writing Desk, Ink and Quill available! Used together, these halve the cost of creating skill books and class papers. Grass spawns reduced for better performance/easier to see things. Traders now have more basic materials for building. Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed. Compo pack added! Hornet from A15 and earlier is back, with it's original sounds and model! Keep an eye out for them in forest biomes. Trader Caitlin has arrived! She has her own POI, her own voice, lives in the wasteland and carries the most powerful items.
  2. xyth

    A19 NPCs DMT Mod

    NPCs DMT Mod Description This is a mod that introduces dynamic NPC characters into the game by expanding on the CreaturePack Humans. These NPCs require some of Sphereii's DMT scripts, and these dependencies will be enforced upon loading this mod with the mod launcher. Many issues probably exist and we need help testing to make these NPCs work better. This mod adds many new NPCs to the game. Unlike previous NPCs, these can be hired then issued orders to stay, follow, and guard (patrol eat, drink, and looting POIs for you are being reworked, or abandoned). All this is configured in XML. Once hired, you cannot kill them, nor can another hireling or allies in your party hurt them. This blocks friendly fire issues. Non hired NPCs are fair game. They are currently set to spawn in the friendly animal spawn group, but you can change that in xml. You set the patrol route by using invisible patrol blocks. Likely that will need a video to explain. In xml you can set what the NPCs eat and drink, what they use for a toilet and what they defecate (if you turn that on), whats their home block, what they use for a bed, food containers, etc. Take a look at the xml and read the comments. The NPCs are an adaptation of the animals used for another mod, so if you want NPCs to breed and lay eggs, well, that could happen with the right xml. Just don't ask me to help you with that 🙂 Installing The NPC mod is found in the DMT section of the mod launcher or in my repo here: https://github.com/7D2D/A19DMTMods A18 version is here: https://github.com/7D2D/A18DMTMods This is an DMT mod so it must be compiled with DMT, or loaded by the mod launcher. This mod has several dependencies that must be compiled with this mod for it to work properly. These are: <dependency>0-SphereIICore</dependency> <dependency>SphereII NPC Dialog Windows</dependency> Find those dependency mods here: https://github.com/SphereII/SphereII.ModsA19 <dependency>0-CreaturePackHumans</dependency> https://github.com/7D2D/A19Mods A18 version is here https://github.com/7D2D/A18Mods Known Issues This mod has not had much A19 testing and has so much code we expect you to find issues. No training guide. Sphereii posted details on each new script that contains lots of info on your xml options. But if your confused, feel free to ask questions here. Well, except questions about egg laying.... Credits First, thanks to SphereII for creating all the new AI tasks and scripts that make these NPCs possible. Thanks to DarkStarDragon for joining in this project and adding his own NPCs to this mod. And a shout out to Mumpfy who edited the base meshes and retextured several of these new entities.
  3. three08

    Neon Signs

    Updated for A19.5 Can now be toggled on/off light a normal light and can be picked up if inside your land claim Edit: I forgot to add the recipe so there will be an update sometime tomorrow. It will be just one recipe and you select the sign you want in the shapes menu. Included Signs Open x 3 Gun Pizza Bowling Chinese Food Download Demo: Just reusing the old demo for now, I'll do a new video with all the signs in it when I get the chance.
  4. 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 Fully scrapping vehicles or various boulder resources will make them respawn based on new block respawn timer setting 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 And more features for You to discover Adventurer! TERMS OF USE https://community.7daystodie.com/topic/4085-subquakes-undead-legacy/?do=findComment&comment=54613 LINKS DOWNLOAD or from ModLauncher (Requires A19.5 (b60) and EasyAntiCheat must be turned off) Official Website - Official Undead Legacy website Discord - Undead Legacy Discord Community SUPPORT If you like the mod, you can support me and it's development through PayPal or Patreon:
  5. V1. This is a mod I created to try out a few different things regarding code. I have tried to keep it as vanilla as possible, to maintain modlet compatibility, and just messed around with how zombie work. Features. - Zombies only take full damage from headshots. - Bloodmoons disabled. - Included Jax's Wilderness Spawn increase modlet (5x more zombies) - Added a difficulty tweaks mod to remove damage reduction from higher difficulties. - Removed zombie rage mode. - Added 10 slot toolbelt. - Added backpack stash buttons. - Added craftable log spikes. - Added ability to pick up plants with E. - Removed cop ability to puke. - Removed radiated vulture ability to puke. - Wandering hordes start from Day 2 at midnight. - Wandering horde configured to 30 zombies every 6 hours. - Wandering horde frequency and zombie amount can now be configured by XML (1-RomeroModCore\Config\blocks.xml at the top) - Added guppys PUSHABLE shopping cart (works like a bicycle for stam usage). - Added scrap iron arrows and arrow heads. - Added scrap club, scrap knuckles, scrap machete and scrap spear. - Added Pipe Pistol and Pipe Rifle. - Edited loot to remove stone arrows, leather knuckles, stone spear and wooden clubs from loot (replaced with scrap). - Edited loot to remove stone tools and replaced with scrap tools. - Moved iron tools, baseball bat, iron knuckles, iron spear and hunting knife from Level 1 of appropriate perk to Level 3 (localization updated to reflect this). - Scrap tools/weapons now locked behind schematics or level 1 of appropriate perk. (scrap arrows are NOT locked). As you can see, it's mostly adding some extra T0 guns (pipe weapons), a scrap tier and modifying the zombies. Please consider this a base for you to build your own apocalypse on, rather than a full-fat overhaul. Download Links. A19 Client (Does not work with EAC Enabled). A19 Server (Does not work with EAC enabled). Installation Instructions. (If you don't use the mod launcher) Make a copy of your 7 Days to Die folder first!!! Download the zip file at the link above. Unzip the 7DaysToDie_Data and Mods folder to your 7 Days to Die folder and overwrite when prompted. The mod uses Harmony so both folders (and their contents) are needed or you'll have problems. Same for the server files, except in this case it will be 7DaysToDieServer_Data and Mods. Video for folks who may need it (it's for darkness falls, but the basic idea is the same). Installation Instructions for macOS users. IMPORTANT NOTE: I do not have a mac. This is a guide I found for Starvation Mod and Ravenhearst, but it also works on War of the Walkers so it should be fine here. 1 - Uninstall 7dtd. Open Finder, from taskbar choose Go -> Home. Open Library -> Application Support -> Steam -> steamapps -> common. Delete 7 Days to Die folder. Reinstall 7 Days to Die. 2 - Unzip downloaded mod. Open unzipped folder. You should see 3 folders: 7DaysToDie_Data and Mods. I will be referring to this as a “home screen”. 3 - Open Steam. In your games Library, right-click 7 Days to Die and choose Properties from the drop-down menu. Choose the LOCAL FILES tab and choose BROWSE LOCAL FILES. 4 - Copy & paste (do not drag-and-drop) the Mods folder to this location. 5 - Open 7DaysToDie_Data -> Managed. 6 - Right-click 7DaysToDie.app and choose Show Package Contents. Here you should see 2 folders: Contents and Data. This will be the other “home screen”. 7 - Open Contents -> Resources -> Data -> Managed. 8 - Copy & paste (do not drag-and-drop) the .dll files into this location. Mac OSX will ask if you want to keep both or replace. Choose replace. 9 - Navigate back to each home screen. 10 - Drag-and-drop the 7DaysToDie_Data and Mods folders into this location. 11 - Open the Data folders in each location. You will see there are Config, Prefabs, and UMATextures folders in each. 12 - For each of these three folders, open up its corresponding folder so you can see the contents. Drag-and-drop the mod’s contents into its respective folder. For duplicate files, mac OSX will ask if you want to Skip, Stop, or Replace. Check the “Apply to All” checkbox, then choose Replace. 13 - Start 7 Days to Die and enjoy the mod!
  6. Like the title says, SphereII and I missed the Skyrim style lockpicking mini game so we introduced it into the WinterWeen mod. It was well received, so I'm releasing a modlet of the locks that work with the lockpicking code added to the 19.3 version of SphereII's Core. This mod requires DMT, so use the mod launcher and add the core and this locks mod. The launcher with do the rest. The difficulty of the locks is configurable in the core, but it set to offer a challenge but not be impossible for folks that didn't master lockpicking in Skyrim. To pick a lock, press "E" on any locked door or chest. A lock will appear, and you must guess the position of the top lockpick by moving it with the arrow keys or mouse. Once you think you have the position, press the spacebar to turn the lock. The locks are tied into the perk system and the inventory system, so you will need lockpicks in your inventory. Each perk level into lockpicking make it less likely you will break a pick, and reduced the time between attempts. However, we randomized lock difficulty so any one can be really hard or almost too easy. This mode contain some purchased assets and code, so while you may use or include this mod in you game or overhaul, you cannot make edits to the models or code without purchasing your own copy of the assets from the Unity store. It's cheap though 🙂 If this mod is popular we may add additional features for A20. Please let me know if its too hard or too easy for you. Find the Locks modlet here: https://github.com/7D2D/A19DMTMods Sphereii's core is here: https://github.com/SphereII/SphereII.ModsA19 Thanks to Mumpfy for adding the branding to the lock textures! Enjoy!
  7. Updates the battery bank to automatically shut down the generator when all batteries are fully charged and start it up when they are all flat. Also adds 'Generator Fuel' a barrel that when placed beside the generator you can put gas in it that will be automatically added to your generator when its about to run out of fuel. The generator fuel block must be placed so the pipe sits over the generators gas cap. You can have relays between the generator and battery bank but nothing else or it wont turn it on and off. The changes are made to the original generator and battery banks. If you want to use just the battery bank part or just the refueling part of this mod you can make changes in the config/blocks.xml Let me know if you come across any bugs or other issues. You should only connect 1 battery bank per generator or it wont function correctly. I'll look into fixing this once I have all my other mods updated. Download Link: https://www.mediafire.com/file/q9nu5jzbr4et3ep/Advanced_Generator_v1.0.rar/file Demo:
  8. three08

    Trash Can

    A trash can that can be used to dispose of your unwanted items. Just place your items in the loot container like normal. When you're ready to empty it just hold shift while activating it and all the contents will be removed. Download Link: https://www.mediafire.com/file/fxas6jtke178kij/Trash_Can_v1.0.rar/file Demo:
  9. Welcome to the Winterween Project by sphereii and xyth, the unholy combination of Winter Project and the ancient spirit of Valoween! Not wanting to miss an alpha, we've combined two of the most dramatic mods into a single mod for Alpha 19 for a special Halloween treat. Steel your nerves. Steady your hands. Keep your wits about you, and you just may survive Winterween... We invite you to explore Winterween and challenge yourself to find all of its dark secrets. Keeping with the spirit of the discovery of the sphereii-mentals, please be mindful of posting potential spoilers. Thank you to the following Modlet creators who helped shape out the world with their modlets: JaxTeller718 for his increased biome zombies, and wandering hordes. Riles for Riles' HUD Plus UI Ragsy for the custom vehicle. Recommended: 12G of RAM or higher. Required: Alpha 19.2 Special thanks goes to Mumpfy for his texturing work. Installation Instructions: For the 7D2D Mod Launcher (Recommended): Click on sphereii-mental, then Winterween. For manual installation and Dedicated Servers: Download https://github.com/SphereII/Winter-Project-A19/archive/master.zip and extract in-place, over writing what is there. Clients can ignore the 7DaysToDieServer_Data folder. Likewise, Servers can ignore the 7DaysToDie_Data folder. For players with less than 12G of RAM, a work around is possible by removing the following folders (or deleting their ModInfo.xml: Mods\winter zeds blue Mods\winter zeds white Mods\WinterSkins Those will reduce memory consumption, but you will not get the special re-texturing. NOTE: We are currently investigating and issue with RWG not generating worlds correctly. Prefabs are either sunk too deep and not filled to terrain, or giant mountains of snow instead of prefabs. Navezgane, Pregen Worlds, and Nitrogen worlds seem to work.
  10. The Defence Platform will hide your turrets underground when not powered. For now I've made it so only turrets can be place on top as some other blocks were causing errors. Download Link: https://www.mediafire.com/file/qukvgwso8f8dqh7/DefencePlatform_v1.0.rar/file Demo:
  11. Power Door Relay Adds a block that can placed under a door to connect a second power input. Instructions Vault Door and Garage Doors - place the relay directly under the block that your crosshairs are over when you place the door Hatch - Place the relay in any of the 4 blocks positions that form the opening for the hatch, use only 1 relay per hatch Bridges - Place the relay in the center block position directly bellow the hinge Updated to fix a bug that kept the door open if the relay was destroyed while powered and to add support for my hidden hatches mod Download Link: https://www.mediafire.com/file/zbjpo0to8x3mmig/Power_Door_Relay_v1.0.1.rar/file Demo:
  12. Grey's Prophecy is a flavoring of the default game. The goal of the mod is to add fun stuff, and some humor, while keeping close to the vanilla formula. Some of the bigger changes that you will encounter are: 10 slot toolbelt - Courtesy of Khaine (DF creator) Mumpfy's zombie texture variations Perk System overhaul to a more class based system, including 2 that don’t require adding points to the parent attribute Class types Warrior Hunter Gunslinger Blacksmith - Mini Class (5 levels) Engineer Rogue General Talents Jack of All Trades Empath Separate repair kits/items Iron tools are repaired with Forged Vanilla repair kits are still used for repairing vehicles Bigger backpack 96 slots Bigger stack sizes for most items More new zombie types 4 from a18 and 2 new ones Reworked Rekt and Hugh zombies to now look like zombies, and added radiated versions Craftable weapon, tool, and gun parts, so you don’t have to rely on looting/buying them 2 new book sets The Wizard’s Toolkit Savage’s Books of Nonsense 4 new vehicles Semi Truck that seats 6 and has 108 slots! The General Lee! Coka's Skyline Horse with no name New weapons, tools, and items, some that give nods to our favorite streamers The Uncle Sam Hammer Shugg’s Spikey Club Gan’s Epic Rod Fong’s Staff of Pain Radiomantic Knuckles PB’s Spartan Pickaxe Framer’s Choice Broadsword Dragonblade Wooden Mace Iron Mace Katar Medieval Axe Medieval Battle Axe New item modifiers Ice Weapon Thorns Shock Armor There's still more to add and we hope you enjoy playing it as much as we have enjoyed working on it! You can get the mod using the mod launcher: http://7d2dmodlauncher.org/, or by downloading the files from the repository here: https://dev.azure.com/pouellette25/Greys-Prophecy-a19/_git/Greys-Prophecy-a19. Support us on Patreon! https://www.patreon.com/ganthegrey Find us on Twitch: GanTheGrey SavageHarbinger Join the Discord: The Wizard's Tower Terms of use: The majority of the modifications are using the game’s built in models, materials, icons, etc… Have been found as free assets in the Unity store, or have been created by me. As such these are available for use. The following is a list of the Unity assets used that are available to use: https://assetstore.unity.com/packages/3d/props/interior/crafting-table-160161 https://assetstore.unity.com/packages/2d/textures-materials/ice-materials-133660 https://assetstore.unity.com/packages/3d/props/weapons/fantasy-staff-lite-54999 https://assetstore.unity.com/packages/3d/props/weapons/staff-of-pain-48820 https://assetstore.unity.com/packages/3d/props/interior/plates-bowls-mugs-pack-146682 https://assetstore.unity.com/packages/3d/props/interior/ygs-mugs-96665 https://assetstore.unity.com/packages/3d/props/interior/free-alchemy-and-magic-pack-142991 https://assetstore.unity.com/packages/3d/props/tools/tools-pack-1-20510 https://assetstore.unity.com/packages/3d/vehicles/land/post-apocalyptic-truck-with-armor-45422 https://assetstore.unity.com/packages/vfx/particles/fire-explosions/flames-of-the-phoenix-46176 https://assetstore.unity.com/packages/3d/environments/fantasy/blacksmith-s-forge-17785 https://assetstore.unity.com/packages/3d/props/weapons/dragonblade-pbr-fantasy-sword-96982 https://assetstore.unity.com/packages/3d/props/weapons/free-pack-of-medieval-weapons-136607 https://assetstore.unity.com/packages/3d/props/weapons/ultimate-weapons-pack-lite-94668 https://assetstore.unity.com/packages/3d/props/weapons/horror-weapon-set-1-26142 https://assetstore.unity.com/packages/3d/props/weapons/medieval-weapons-vol1-free-demo-120361 The General Lee model was purchased and is not available for use or redistribution! If you like the model, and want it for your project, you can find it here: https://assetstore.unity.com/packages/3d/vehicles/land/hd-car-american-muscle-01-101297 Coka's Skyline model was purchased and is not available for use or redistribution! If you like the model, and want it for your project, you can find it here: https://www.cgtrader.com/3d-models/car/racing/nissan-skyline-gtr-fast-and-furious Special Thanks: Guppy's Discord modding server for help with issues and ideas Xyth for the hard work getting the custom animation controller working! Khaine for the 10 slot toolbelt Mumpfy for the zombie texture variations UncleSamIAm, Shugg, NoxAegis, AlphaDragonGaming, LoriannTucker, PayneStoneback, biggytoe, and Bluejoy for QA CokaGaming, TexCubSF, NoxAegis, and PandaPants75 for their continued support! And of course TFP for creating this game in the first place!
  13. (at 00:19 onwards it's demonstrated how to use the command and what it does) Long time ago TFP locked the hands/weapon FOV and set it to extremely low (45, lower than console games) because the hands model looked bad. Now they fixed the hands model (Magnum holding anim still looks bad but w/e) but the FOV is still locked to 45. I couldn't find other mods doing this so I decided to create this mod to be able to set the hands/weapon FOV to something more reasonable like 60. This mod adds a console command: wfov wfov <number> wfov 58 that changes the hands/weapon FOV. When executed without arguments (like wfov) it gets the current WeaponFov (by default I made it 60). When given a number (like wfov 60) it sets it to that number. More technical info: This mod is actually separated to 2 mods. 1) First is 0-FieryRiderCore which has the code for managing and storing custom options (Maybe it'll be useful to someone else). It creates a customPrefs.xml file inside <GameDir>/Data/Config where it stores the custom options. 2) Second is FOV Changer which adds a custom option and using it to set the WeaponFov. GitHub(0-FieryRiderCore): Link to the mod GitHub(Fov Changer): Link to the mod Bonus mod: Pistols AAA Aim Fov - Not a DMT mod. Just vanilla. Moves the standard pistols (that are normally in the game) away from the camera while aiming like it is in many AAA games. I think it looks better. Downloads: 0-FieryRiderCore Fov Changer Pistols AAA Aim Fov (Bonus mod)
  14. What is this? This plugin replaces the zombie spawning model with an offline simulation. Players on the server will be assigned a visibility zone that decides which zombies will be active and which ones will be offline. If the zombie was killed it will respawn at the map border as an offline version and roams the map, if the zombie is still alive but leaves the player visibility it will become offline but keeping attributes such as health and class. For more information please visit https://github.com/ZehMatt/7dtd-WalkerSim You can find the latest release here: https://github.com/ZehMatt/7dtd-WalkerSim/releases Update 1/24/2021, Version: 0.3.0 - A19.3 support. - Fixed potentially locking up the server. - Fixed initial population not using 'POITravellerChance'. - Added option to make sound distance configurable. - Added sound event vizualization support to the viewer. - Added option 'PauseDuringBloodmoon'. - Added option 'ReservedSpawnSlots'. - Added option 'WalkSpeedScale'. - Improved offline walking behavior. - Improved zombie spawning to avoid lag. - Improved despawn when backtracking, they have a minimum lifetime of 1 in-game minute. - Reduced network bandwidth for viewer. - Reduced default server update rate from 60 to 40 Hz. - Reduced 'PopulationDensity' from 120 to 60. - Increased 'POITravellerChance' from 0.25 to 0.65. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.3.0 Update 8/27/2020, Version: 0.2.1 - DMT support, you can now play this mod without a dedicated server. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2.1 Update 8/25/2020, Version: 0.2 - A19 support. - Fixed visibility zone not being calculated correctly. - Fixed exceptions being thrown when new players join. - Removed the need to disable enemy spawning via serverconfiguration.xml. - Removed sleepers from the simulation, uses the builtin system instead now. - Added audio events, offline zombies will be attracted towards gunshot sounds. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2
  15. This DMT 2.0 mod re-enables the prefab menu (K) when debug mode (dm) is enabled, like it was in previous versions. Edit: Just in case people haven't noticed, there is a "Block Replace Tool" available in the creative menu when developer blocks are active. It contains some of the original prefab menu functionality, which may be enough for your purposes (and doesn't require a DMT mod / disabling EAC). If it doesn't contain everything you need, or you just prefer the old method of doing things, then go ahead and grab this mod BAR19-PrefabMenu.zip
  16. Hey everyone! I'm back after a long hiatus with new mods for alpha 19 experimental branch. These are built with DMT v2.2.7 using the latest version of Harmony(v2.0.2). Link: https://github.com/TormentedEmu/7DTD-A19-DMTMods Mods: NewBlockTextures The purpose of this mod is to allow adding new texture arrays to the game to avoid overwriting the original arrays or atlases as we used to in the previous builds. The mod contains a sample bundle with some textures included and you can pull the blocks out from the creative menu. The blocks can be built with basic recipes that can be changed to your preference. Also included is a modded paint brush to allow painting the new textures only on the new provided blocks. The modded paint brush will not paint vanilla blocks and the vanilla paint brush will not paint on any of the modded blocks. NewTerrainTextures The purpose of this mod is to allow appending new terrain textures to the game terrain texture array. One thing to note, is to match the blockw and blockh for all your textures or you will see size issues with the vanilla textures. I recommend using either 1, 4, or 8 depending on how large you want the textures in game. The mod also comes with a sample terrain texture bundle and you can pull the blocks out from the creative menu. NOTE: Adding new terrain textures requires SphereII Legacy Distant Terrain ObjectManipulator This modlet introduces a new control panel that allows the user to manipulate and adjust the selected transform's scale, position, and rotation. First enter the creative menu and drag a TE_ObjectManipulatorHandgun into your toolbar. When you first hold the gun in your hand, the control panel will appear. You can toggle the control panel by shooting the gun. You can toggle the screen cursor by pressing the F2 button, which will allow you to click on the buttons and type in the search box, or copy position values. TE_MenuMusic Allows you to change the menu background music at the start of the game without needing to patch the resources.assets file. A sample music file in the ogg format has been provided for you to play around with. *** This mod no longer requires a forked version of DMT as Hal has added it to the base DMT tool here: https://github.com/HAL-NINE-THOUSAND/DMT *** Please let me know if you like it, have any questions, or have any problems/bugs with it. I'm usually found on Guppycur's Discord server here: https://discord.gg/mh3J3dS My nickname on the discord is V. Cheers
  17. Remember that hardcore mod I did for A18? Updated it for A19. So this mod was more of a project to learn things, and also started because of a discussion over in the modding discussion section about ways to clear things on a players death. Also I personally felt the "Dead is Dead" playstyle is... odd. Okay, you died and need to delete your save. Now you just get to start a new save in the same map, so you've got a good idea where stuff is and all the POI's have respawned... and you're back on Day 1. This changes that. ResetPlayerDMT will do the following on player death. 1 - Reset all skills to 0, and remove all learned books. 2 - Remove all skill points gained from resetting your progression, and any you hadn't spent. 3 - Reset player level to 1. 4 - Set the XP to Next Level amount to 11,000 (this is as close to respawning with 0XP as I could get due to vanilla doing odd calcs) 5 - Clear the players quest journal completely (active quests, completed quests, current quests, shared quests) 6 - Clears the current trader faction level, meaning you start from T1 quests again. 7 - Clear the players map completely (thank you khzmusik for this code!) 8 - Set the players land claim block to inactive (thank you HAL9000 for the help with this!) 9 - KILL the players vehicle so it despawns (thank you Mythix for the help with this!) 10 - Delete the spawn point set by the bedroll to force random world spawn. 11 - Give the player the "Go to the trader" quest on respawn. This quest will give you XP and skill points as if you had completed the tutorial once you get to the trader. It will also give you the normal "starting items" as if you just spawned into the world on completion. 12 - Clears trader faction so you start at Tier 1 quests again. What doesn't it do. 1 - It does NOT re-apply the "newbie buff" but that's easy enough for users to add in if they so wish. 2 - It does NOT generate a "safe zone" like the game would when you first spawn into the world. 3 - It does NOT remove access to player storage. Now, the player storage. It doesn't remove access to it because cycling through all the owned blocks, and setting them to locked and unowned was really CPU intensive. Also, I realised that players who take over POI's can just use the storage in the POI and thus negate the point of removing ownership from the storage blocks (like chests). It just wasn't worth the CPU overhead. So if you find your old base, yes you can totally get your stuff back. This is intended to be played with "Delete all on death" rather than dropping your backpack, and I hope it might provide a slightly different play experience for folks. Files are here for anyone who wants to manually patch with DMT: https://gitlab.com/KhaineGB/khainedmt-a19/-/archive/master/khainedmt-a19-master.zip?path=HardcoreModeDMT Please be aware, this does not use harmony and WILL NOT work on overhaul mods (when they become available for A19).
  18. Why is this mod needed? What this mod does? Important!: Making your gun mod compatible with this mod (i.e. adding reload sounds to your .unity3d file and adding the custom properties (ReloadAnimationClip, SoundReloadClip#)) does not make your mod incompatible with vanilla. Vanilla 7DaysToDie will just ignore the custom properties and the reload sounds and will use the default ones. It wont even give you warnings. How to use it? To add a custom reload sound to your gun you need 4 things: 1) Your gun has to have unique reload animation name. (Because I can't tell which animations belong to which item in runtime because they get grouped together in the RuntimeAnimationController). Also make sure the animation is long enough so you can add your sounds to it. If your reload animation is 0.5s you won't be able to add sound at 0.9s. It wont fail or warn you in any way. The sound will just not play. 2) You need to add the following property to the main section of your item entry: <property name="ReloadAnimationClip" value="animation_name"/> Where the animation_name is the name of your gun's reload animation (it has to be unique, so in my case M1911Reload) 3) A few properties with consecutive names of "SoundReloadClip0", "SoundReloadClip1"... with value containing the name of the sound you want to play (the name is the SoundDataNode name from sounds.xml) and a param1 attribute containing the time of the reload animation at which the sound should of played. Example: items.xml <config> <append xpath="/items"> <item name="gunHandgunT1M1911"> <!-- T2 pistols --> <property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,shortRange,pistol,barrelAttachments,sideAttachments,smallTopAttachments,magazine,firingMode,selfLoading,attAgility,perkGunslinger,9mmGun,canHaveCosmetic"/> <property name="CustomIcon" value="M1911"/> <property name="DisplayType" value="rangedGun"/> ... <property name="ReloadAnimationClip" value="M1911Reload"/> <property name="SoundReloadClip0" param1="0.1" value="m1911_clipin"/> <property name="SoundReloadClip1" param1="0.8" value="m1911_cock_back"/> <property name="SoundReloadClip2" param1="1.09" value="m1911_cock_forward"/> <property class="Action0"> <property name="Class" value="Ranged"/> ... </append> </config> sounds.xml <config> <append xpath="/Sounds"> ... <SoundDataNode name="m1911_clipin"> <AudioSource name="Sounds/AudioSource_Reloads"/> <Noise ID="6" noise="7" time="2" muffled_when_crouched="0.5"/> <AudioClip ClipName="#@modfolder:Resources/m1911.unity3d?1911_clipin"/> <LocalCrouchVolumeScale value="0.5"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> <SoundDataNode name="m1911_clipout"> <AudioSource name="Sounds/AudioSource_Reloads"/> <Noise ID="6" noise="7" time="2" muffled_when_crouched="0.5"/> <AudioClip ClipName="#@modfolder:Resources/m1911.unity3d?1911_clipout"/> <LocalCrouchVolumeScale value="0.5"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> <SoundDataNode name="m1911_cock_back"> <AudioSource name="Sounds/AudioSource_Reloads"/> <Noise ID="6" noise="7" time="2" muffled_when_crouched="0.5"/> <AudioClip ClipName="#@modfolder:Resources/m1911.unity3d?1911_cock_back"/> <LocalCrouchVolumeScale value="0.5"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> <SoundDataNode name="m1911_cock_forward"> <AudioSource name="Sounds/AudioSource_Reloads"/> <Noise ID="6" noise="7" time="2" muffled_when_crouched="0.5"/> <AudioClip ClipName="#@modfolder:Resources/m1911.unity3d?1911_cock_forward"/> <LocalCrouchVolumeScale value="0.5"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> <SoundDataNode name="m1911_draw"> <AudioSource name="Sounds/AudioSource_Reloads"/> <Noise ID="6" noise="7" time="2" muffled_when_crouched="0.5"/> <AudioClip ClipName="#@modfolder:Resources/m1911.unity3d?1911_draw"/> <LocalCrouchVolumeScale value="0.5"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="0.001"/> </SoundDataNode> ... </append> </config> They are more examples in the items.xml in the mod's Config folder because I needed to re-add all sounds of the guns that come with the game to work with the new system because I remove every sounds from the animation of the player's hands for every gun holding type. Github: Link to the mod Archive with the mod: Modifiable Reload Sound.7z
  19. Umbrella

    ZomBiome

    Umbrella proudly presents, With a big thank to the forums' community - to all of you that help, answer questions and provide great tutorials ! ZomBiome It is not dead ! Behold survivors ! Mother Hearth has been soiled long enough by these nasty Zombies ... it can stand no more. Its revolt has started, and biomes won't make a distinction between the livings and the undeads. Apocalypse is upon us ... let's hope it is fun Mod Features The world has permanent random activity, structured by biomes and geographic areas. Most are apocalyptic natural disasters. A few of them are more "supernatural". Biome Activity includes Gameplay hints: Current status : experimental - I need feedback SP : Playable MP : probably too buggy Important Warnings to players - It can mess up your saves. Duplicate your savefile or start a new one ! - It could break at any release (tested through A18.2/4). The A19 version is also available (less tested). - It is not yet balanced, and performances are not optimized. - Errors are still too frequent in multiplayer. I wasn't able to test MP much. - Expect that any container could be destroyed in a second (content vanishes) . Emergency manual - You can check if Zombiome is running by looking at the logged messages in the console (F1) : "ZombiomeManager update 1+...". If it failed to start for any reason, run command "zb start". - In case of error / crash, feel free to share the log file .../Mods/zb_err.txt. I created a special thread for that : Please add these info: worldseed, worldsize, MP/SP, short description Installation ZomBiome is distributed under a BSD 2 License 1) Install DMT Tools I just noted an issue with DMT 2.x. Please use DMT 1.x while I investigate it. 2) Download or clone Zombiome: https://github.com/Umbrella7D/7Dmods Pick either folder Zombiome (for A18) or ZombiomeA19 3) Use DMT to build Zombiome Implementation details That could be of interest to other modders. Should be extracted in a "utils" mod: - Insert block (move existing block up or down). Eject entities that otherwise would be stuck. - Move entities (player or zombie) "manually". Does not (yet) check for collisions, so used sparingly. - Use a ghost (a mere Zombie made passive unkillable and invisible) as a controler for thrown items (actually mere dropped itemstack) to have biome-controled projectiles (controler=player would give xp). - Use ghost to attach particle and buff triggers. - Explore surface hexes around player to detect decorations. - Transform decorations to projectile and vice versa. - New blocks: waters (boiling/evaporating/freezing), slime, freezing stalagmites. - New buffs (20+) for Zombiome effects
  20. This was a massive pain to get working. But here it is. 10 slot toolbelt tested and working for Alpha 19! I got some help from w00kie n00kie because TFP changed a few things in the DLL, which meant my old mod no longer worked and needed some Harmony 2.0 magic to get working. However, this mod is now ENTIRELY harmony based, which means you could add it to any other mod that has a DLL patched with harmony. Please be aware that you will need either DMT 1.6 with Harmony 2 manually patched in, or you will need to wait for DMT 2.0 to be released (which has Harmony 2.0 included by default) Download link: https://gitlab.com/KhaineGB/khainedmt-a19/-/archive/master/khainedmt-a19-master.zip?path=10SlotToolbelt
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