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  1. 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!
  2. They mostly come out at night... (V3.1) 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.
  3. A19 RELEASE DATE 30th October, 2020 ABOUT Undead Legacy is an overhaul mod for 7 Days to Die, that changes a lot of things in the game as well as adds new features never seen before, you can read more about upcoming features through this link on my official Undead Legacy website: https://ul.subquake.com/wiki/About LINKS Official website - Official Undead Legacy website/wiki Discord - Undead Legacy Discord Community Install Guide - A quick guide how to manually install the mod. A16.4v1.3.0.3 DOWNLOAD Bigger Backpack - Undead Legacy for A16.4 with 80 slot backpack (EasyAntiCheat must be turned off) Standard Backpack - Undead Legacy for A16.4 with 32 slot vanilla backpack (EasyAntiCheat Friendly) FEEDBACK & SUPPORT Please consider supporting Undead Legacy development through PayPal or Patreon: Thanks to all the wonderful people, that are current and former patrons as well as people, who contributed, I can't express enough how much I value your support, it means a lot to me!
  4. (at 00:19 onwards it's demonstrated how to use the command and what it does) Long time ago TFP locked the hands/weapon FOV and set it to extremely low (45, lower than console games) because the hands model looked bad. Now they fixed the hands model (Magnum holding anim still looks bad but w/e) but the FOV is still locked to 45. I couldn't find other mods doing this so I decided to create this mod to be able to set the hands/weapon FOV to something more reasonable like 60. This mod adds a console command: wfov wfov <number> wfov 58 that changes the hands/weapon FOV. When executed without arguments (like wfov) it gets the current WeaponFov (by default I made it 60). When given a number (like wfov 60) it sets it to that number. More technical info: This mod is actually separated to 2 mods. 1) First is 0-FieryRiderCore which has the code for managing and storing custom options (Maybe it'll be useful to someone else). It creates a customPrefs.xml file inside <GameDir>/Data/Config where it stores the custom options. 2) Second is FOV Changer which adds a custom option and using it to set the WeaponFov. GitHub(0-FieryRiderCore): Link to the mod GitHub(Fov Changer): Link to the mod Bonus mod: Pistols AAA Aim Fov - Not a DMT mod. Just vanilla. Moves the standard pistols (that are normally in the game) away from the camera while aiming like it is in many AAA games. I think it looks better. 0-FieryRiderCore.zip Fov Changer.zip Pistols AAA Aim Fov.zip
  5. Grey's Prophecy is a flavoring of the default game. The goal of the mod is to add fun stuff, and some humor, while keeping close to the vanilla formula. Some of the bigger changes that you will encounter are: 10 slot toolbelt - Courtesy of Khaine (DF creator) Mumpfy's zombie texture variations Perk System overhaul to a more class based system, including 2 that don’t require adding points to the parent attribute Class types Warrior Hunter Gunslinger Blacksmith - Mini Class (5 levels) Engineer Rogue General Talents Jack of All Trades Empath Separate repair kits/items Iron tools are repaired with Forged Vanilla repair kits are still used for repairing vehicles Bigger backpack 96 slots Bigger stack sizes for most items More new zombie types 4 from a18 and 2 new ones Reworked Rekt and Hugh zombies to now look like zombies, and added radiated versions Craftable weapon, tool, and gun parts, so you don’t have to rely on looting/buying them 2 new book sets The Wizard’s Toolkit Savage’s Books of Nonsense 4 new vehicles Semi Truck that seats 6 and has 108 slots! The General Lee! Coka's Skyline Horse with no name New weapons, tools, and items, some that give nods to our favorite streamers The Uncle Sam Hammer Shugg’s Spikey Club Gan’s Epic Rod Fong’s Staff of Pain Radiomantic Knuckles PB’s Spartan Pickaxe Framer’s Choice Broadsword Dragonblade Wooden Mace Iron Mace Katar Medieval Axe Medieval Battle Axe New item modifiers Ice Weapon Thorns Shock Armor There's still more to add and we hope you enjoy playing it as much as we have enjoyed working on it! You can get the mod using the mod launcher: http://7d2dmodlauncher.org/, or by downloading the files from the repository here: https://gitlab.com/ganthegrey/greys-prophecy-a19. Support us on Patreon! https://www.patreon.com/ganthegrey Find us on Twitch: GanTheGrey SavageHarbinger Join the Discord: The Wizard's Tower Terms of use: The majority of the modifications are using the game’s built in models, materials, icons, etc… Have been found as free assets in the Unity store, or have been created by me. As such these are available for use. The following is a list of the Unity assets used that are available to use: https://assetstore.unity.com/packages/3d/props/interior/crafting-table-160161 https://assetstore.unity.com/packages/2d/textures-materials/ice-materials-133660 https://assetstore.unity.com/packages/3d/props/weapons/fantasy-staff-lite-54999 https://assetstore.unity.com/packages/3d/props/weapons/staff-of-pain-48820 https://assetstore.unity.com/packages/3d/props/interior/plates-bowls-mugs-pack-146682 https://assetstore.unity.com/packages/3d/props/interior/ygs-mugs-96665 https://assetstore.unity.com/packages/3d/props/interior/free-alchemy-and-magic-pack-142991 https://assetstore.unity.com/packages/3d/props/tools/tools-pack-1-20510 https://assetstore.unity.com/packages/3d/vehicles/land/post-apocalyptic-truck-with-armor-45422 https://assetstore.unity.com/packages/vfx/particles/fire-explosions/flames-of-the-phoenix-46176 https://assetstore.unity.com/packages/3d/environments/fantasy/blacksmith-s-forge-17785 https://assetstore.unity.com/packages/3d/props/weapons/dragonblade-pbr-fantasy-sword-96982 https://assetstore.unity.com/packages/3d/props/weapons/free-pack-of-medieval-weapons-136607 https://assetstore.unity.com/packages/3d/props/weapons/ultimate-weapons-pack-lite-94668 https://assetstore.unity.com/packages/3d/props/weapons/horror-weapon-set-1-26142 https://assetstore.unity.com/packages/3d/props/weapons/medieval-weapons-vol1-free-demo-120361 The General Lee model was purchased and is not available for use or redistribution! If you like the model, and want it for your project, you can find it here: https://assetstore.unity.com/packages/3d/vehicles/land/hd-car-american-muscle-01-101297 Coka's Skyline model was purchased and is not available for use or redistribution! If you like the model, and want it for your project, you can find it here: https://www.cgtrader.com/3d-models/car/racing/nissan-skyline-gtr-fast-and-furious Special Thanks: The Guppy's Discord modding server for help with issues and ideas Xyth for the hard work getting the custom animation controller working! Khaine for the 10 slot toolbelt Mumpfy for the zombie texture variations UncleSamIAm, Shugg, NoxAegis, AlphaDragonGaming, LoriannTucker, PayneStoneback, biggytoe, and Bluejoy for QA And of course TFP for creating this game in the first place!
  6. Hey everyone! I'm back after a long hiatus with new mods for alpha 19 experimental branch. These are built with DMT(v2.1) using the latest version of Harmony(v2.0.2). Link: https://github.com/TormentedEmu/7DTD-A19-DMTMods Mods: NewBlockTextures The purpose of this mod is to allow adding new texture arrays to the game to avoid overwriting the original arrays or atlases as we used to in the previous builds. The mod contains a sample bundle with some textures included and you can pull the blocks out from the creative menu. NewTerrainTextures The purpose of this mod is to allow appending new terrain textures to the game terrain texture array. One thing to note, is to match the blockw and blockh for all your textures or you will see size issues with the vanilla textures. I recommend using either 1, 4, or 8 depending on how large you want the textures in game. The mod also comes with a sample terrain texture bundle and you can pull the blocks out from the creative menu. NOTE: Adding new terrain textures requires SphereII's disable splat map patch that's included in his Legacy Distant Terrain mod. ObjectManipulator This modlet introduces a new control panel that allows the user to manipulate and adjust the selected transform's scale, position, and rotation. First enter the creative menu and drag a TE_ObjectManipulatorHandgun into your toolbar. When you first hold the gun in your hand, the control panel will appear. You can toggle the control panel by shooting the gun. You can toggle the screen cursor by pressing the F2 button, which will allow you to click on the buttons and type in the search box, or copy position values. Please let me know if you like it, have any questions, or have any problems/bugs with it. I'm usually found on Guppy's Discord server. Cheers
  7. 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.Mods/tree/Alpha19experimental <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.
  8. 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
  9. 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 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 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
  10. 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
  11. 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
  12. 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
  13. DMT V2 IS REQUIRED FOR THIS MOD. Not sure how useful this will be for folks, but I thought i'd upload it. When the game spawns a supply crate, it's hardcoded to spawn sc_general from entityclasses. This mod changes that so it pulls a random supply crate from the SupplyCrates_General entitygroup instead. I added some new supply crates to that group (sc_Melee, sc_Ranged, sc_Food, sc_Construction, sc_Medical, sc_Ammo) and the game now randomly picks one of those when it spawns a crate. There is a slight bug with the "plane" audio that I need to look into, but it works. Loot in the crates is absolutely NOT balanced with the new progression that TFP have for A19. This was more of a "Proof of Concept" and learning exercise for myself. However, it might be useful for other mod makers who want some more randomness to their supply crates in their content. Download Link: https://gitlab.com/KhaineGB/khainedmt-a19/-/archive/master/khainedmt-a19-master.zip?path=ExtraSupplyCrates/Harmony If you use this, I STRONGLY recommend re-writing the entries in loot.xml so it's more balanced with TFP's loot system.
  14. Umbrella

    Zombiome A19

    Hello, I updated ZomBiome to A19, see https://community.7daystodie.com/topic/20269-zombiome/ The A19 version is located in the same git folder, in 7Dmods/ZombiomeA19/ Current limitations specific to A19: - The smoke color no longer depends on biome for freeze, blind, poison ... - Pesty warning with particle isOnFire (already happens without Zombiome in A19) - Tested less intensively Please refer to the initial Zombiome thread for more details.
  15. Roland

    0XP RolMod A18

    UPDATED May 14 2020 See #11 Below! 1) Zero Experience For Actions Actions in the game are now only valuable for helping you survive and accomplish your goals. There are no xp bonuses attached to individual actions that make killing zombies more valuable than farming or mining or scavenging or building. Zombies are now an obstacle to your objectives instead of a source of xp income tempting you hunt them down and kill them. Use stealth to avoid or weapons to destroy and as long as you survive the day you will get rewarded either way. 2) Daily Skillpoint For Surviving Gain skill points simply for surviving according to the following schedule: After your first and second days of survival, you will gain one skill point each day. On your third and fourth days of survival, you will earn two skill points each day. After your fifth day of survival and thereafter you will earn 3 skill points per day. If you die your penalty will be having to start over with earning 1 then 2 and then 3 skill points AND the timer begins fresh from when you respawn so it will take 5 full days of no deaths to regain the highest level of skill point generation. Costs of attribute and perk progression have been increased to compensate for the increase in skill point gains. Attribute costs for levels 2-10 are: 1, 1, 2, 2, 2, 3, 4, 5, 6 Perk costs for levels 1-5 are: 1, 1, 2, 3, 5 3) Training In Return For Jobs Beginning with Tier 3 and Tier 4 quests you will be rewarded 1 skill point in addition to the other quest rewards. Tier 5 quests will reward you with 2 skill points. This puts an incentive on doing quests in order to progress. Skillpoints are not earned for the tutorial quests nor for Tier 1 and 2 quests. 4) Gamestages Based on Time Instead of Actions Gamestages will now progress daily instead of as a result of player actions gaining XP. Each game day that the player does not suffer a death they will automatically level up which will, in turn, advance the gamestage. The gamestages multipliers have been modified to help compensate for this slower pace of gamestage advancement as follows: Scavenger: 1.5 Adventurer: 1.8 Nomad: 2.2 Warrior: 2.6 Survivalist: 3.0 Insane: 3.5 These are higher rates than vanilla but leveling up now happens once a day at a regular pace which is slower than most players of the vanilla game. Please note that the ONLY function leveling up has is to advance gamestages. Gaining skill points for player progression advancement is completely separate from player level now and there are no experience points in the game at all. 5) Improved Death Ambiguity Because there is no XP there is no XP popout which means no giveaway clue that a zombie died with that last hit. But I took it several steps further by removing death animations from all zombies, replacing the death sound from all zombies with their stun sound, and increasing the range of time they will utilize to recover from a stun. So now when they die it looks and sounds exactly like it does when they are stunned. The only remaining clue is that big yellow bag that sometimes appears.... 6) Increased Zombie Loot Drops Since there is no longer xp for killing zombies I increased the loot drop across the board to 8%. 7) Trader Finder Quests All of the treasure map quests will now chain into the White River Settlement Quest from the beginning of the game giving the player a chance to find a new trader. The quest finds the nearest trader to your location which might be a trader you already know but if you are lucky you may get a new trader's location after digging up that treasure chest. How exciting!!! 😎 Brutal Start The Newbie protection buff has been removed. There is zero protection from the elements from the get go. 9) Get off your Brass Added a random 0-3 scrap brass drop to destroyed stone. Need brass? Find the ruins of the old world and start digging through it all for that precious metal. This modlet is completely standalone so can be used alone or deleted without causing any issues. 10) Trolland's Moar Zombies Added more zombies to biome spawns as well as larger wandering hordes. Greatly increased nighttime spawns to simulate the lunar influence waking up and causing more zombies to be active. Values are very easy to change if you want to lower or increase the numbers. If you prefer vanilla numbers simply delete this modlet from your mods folder. 11) Laz Man's Horde Night Vanguard Quest NEW You now earn a bonus skillpoint for every 100 bloodmoon zombies you kill. You have to directly kill them and it is only bloodmoon zombies that count. In the beginning it might take 2-3 hordenights to fulfill the bounty but later you might earn 3 skillpoints from one hordenight! The quest is automatically started after the tutorial quest and renews itself every time it is fulfilled. Thanks and Credits Thanks to @Guppycur, @StompyNZ, @sphereii, @Laz Man, and all others who have helped me and continue to help me. Guppycur and Sphereii are responsible for the SDX script and dual timer that makes the daily skill point possible. Sphereii also came up with the script to make this mod truly zero xp. Laz Man came up with the genius workaround for creating a quest that only works during the bloodmoon. Several others gave me pointers and ran through xpath lines of code with me to help me see what I was missing. Obviously my improved Ambiguous Death mod was inspired by Guppy's own random zombie get back up mod. Special thanks goes to @Royal Deluxe who provided me with a simple morning quest in the early development of this idea so I could try it out and see if it was worth pursuing. And @rewtgr....thanks for keeping me sane when nothing I tried would remove the damn level gates on the last night when I was trying to get this pushed out. Thanks to @jrbarrio for allowing me to use his work for more outdoor zombies roaming the world. Thanks to @Red Eagle LXIX for allowing me to use his work to remove the XP bar from the HUD. If you feel I should have given you credit in any of this work please let me know. I don't mean to slight anyone and want to make sure to give full credit where it is due. Please feel free to use any part of this compilation for your own projects. I tried to keep things clear so parts could be easily separated out but feel free to ask me if you want to know where the stuff is that does the thing.
  16. 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).
  17. I know it's a little late into A18's life cycle, but I'm slow and bad at C#. 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. ResetPlayerSDX 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. 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/khainesdx/-/archive/master/khainesdx-master.zip?path=ResetPlayerSDX Hopefully it should be on the launcher since I put it in a git repo that was already hooked up.
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