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  1. 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 !!!
  2. MAGOLIS COMPO PACK So welcome to the CompoPack. Compo Pack has its own Discord server Found - HERE Discord Requirements: PHONE VERIFIED with Discord and in your privacy and Safety - ALLOW DIRECT MESSAGES FROM SERVER MEMBERS NEEDS TO BE ON Once you join, agree to the rules then a verification PM will be sent for you to follow, simply follow the steps and you will be in 🙂 . - Feel free to join. On the Compo Pack Discord channel you can - Submit new prefabs to be added to the compo Pack, - Report any errors or problems you may find - Discuss any thoughts and ideas - As well as general talk WHAT IS THE COMPOPACK: The Compopack is an expanded collection of custom-made prefabs for the zombie sandbox game 7 Days to Die. The poi pack/poi archive/overhaul was first compiled by Magoli in the early Alphas of the game and has continued to grow over the years. Prefabs are balanced to the pack and to work together in a vanilla setting. The compopack is also a museum and archive to keep every poi ever made alive and not forgotten. ***IMPORTANT INFO*** This will require a new world to be generated, not just a new save game because several prefabs have changed size which can cause severe errors in existing world when they are reset by questing. For multiplayer the mod will need to be installed on all player clients. This is a definate as keyracks will not work as with the many other issues caused by not having them in your prefab folder. COMPOPACK 48 CHANGELOG =========================================================================================================== CP48.6 TERAGON: https://www.moddb.com/games/7-days-to-die/downloads/cp486-teragon-release#downloadsform How to add the cp presets - COMPOPACK INSTALLATION FOR TERAGON INSTRUCTIONS: [When this in brackets dissappears, the CP48.6 Teragon is out] 1. Download Teragon 2. Download CP48.6 3. Add the CP48.6 (Modlet) to users/username/appdata/roaming/7daystodie/Mods 4. Open Teragon Folder and find Presets folder. Then drag the files inside the CP Presets Folder into Teragon/presets. 5. Run Teragon 6. File --> Load then select your chosen preset. 7. Set your game path to where the games exe is. 8. Set seed name world name and size and how many cities etc you wish and hit run 9. Start game and find your world you created. Definitions: CP Only - A preset of a world with only CP Prefabs CP Metropolis - A preset of a single Mega City containing every cp settlement, city, countrytown as well as Oldwest and vanilla cities and towns in one huge city CP Vanilla Plus Vanilla Only - A preset of only vanilla Pois and as well CP Pois that spawn within vanilla cities and towns. CP48.6 All inc Vanilla - A preset of all cp and Vanilla (Not including Metropolis) CP All Plus Metropolis Plus Vanilla List - A preset of all cp and Vanilla (including Metropolis) ================================================================================================== All Downloads: https://www.moddb.com/company/magolis-compopack/downloads Infinity: DOWNLOAD V1.5 This tool will install the CompoPack in the correct folder and let you customize the POIs that spawn on your map. Perfect for map creators and sharing with players. Infinity Guide: https://youtu.be/GWjyWdCMvoM CompoPack #48: https://www.moddb.com/games/7-days-to-die/downloads/cp48-4-complete If you want to skip installing Infinity, and just use the modlet, download this file. Works for those creating map. May cause some lag issues if all files are kept in the Mods folder. For better FPS, please use the Part 1 and Part 2 downloads below. How to install the modlet: https://youtu.be/a2A4i4G5ix8 How to use the pack: https://youtu.be/9j23yIShA8g How to change to 20.6: For server owners: CP#48 Part 1: https://www.moddb.com/games/7-days-to-die/downloads/cp-484-part-1 Use Part 1 if you generate maps directly on the server or clientside. CP#48 Part 2: https://www.moddb.com/games/7-days-to-die/downloads/cp484-part-2 >These files go into the Prefabs folder. Players can download Part 2 and add directly to their local Prefabs folder. This will help with FPS. Still stuck? Visit: For help: Magolis Compopack Discord COMPOPACK MODS Zombies On The Streets Unveiling (video unveiling Infinity a 7 days to die prefab installer) How To Use Infinity: SERVER INSTRUCTIONS: AS prefabs are required on both server and client side of every user that joins your server. After you have selected the prefabs you only wish on your server and they appear in your prefab folder bundle them up and send to your players and drag them into your server prefab folder to. For sending to other users you can simply save a preset in infinity and send them the saved txt file they can then load up in infinity and it dl for them as well. INFINITY STEP BY STEP INSTRUCTIONS: HOW TO SET UP AND USE INFINITY: 1. Find pathsettings.txt and open using any text reader like notepad or notepad++ 2. Get your game address where the 7daystodie.exe is and past into first line of pathsettings.txt (Instructions on how to do this in the README_FIRST.txt) 3. Get your appdata address C:\Users\Username\AppData\Roaming\7DaysToDie and past in 2nd line. (see video on how to unhide the appdata folder) 4. Save and close. 5. Run the infinity v1.exe (a screen will appear and run thru a few processess) STEP 1: 6. Read then hit any key. The following settlements need just a "Y" or a "N" 6a. Fabbersville - "Y" you see fabbersville poi_tile set option. Fabbersville - "N" Fabbersville Poi Tile set skipped. 6b. Megacity - "Y" you see Mega City Poi Tile Set option. Mega City "N" Mega City Poi Tile Set skipped. 6c. Fabbersville - "Y" Fabbersville Poi Tile Set "N" Mega City - "Y" Mega City Poi Tile Set "N" (As lpng as Mega City and/or fabbersville is selected you will get corralating Poi Tile Set option that is attached to that settlement. 7. Continue to choose Y/N for the remaining settlements. STEP 2: POI Tile Sets that spawn in Vanilla Cities a "Y" or a "N" response fpr the following 20 poi/tile sets. [I reccomend either have the poi tile sets in gabbersville and mega city only and not in vanilla cities (so "Y" to fabbers and mega poi tile sets and "N" to the Step 2 poi tile sets. or vice versa - "N" to gabbersville and Mega City Poi Tile Sets and "Y" to all Step 2 Poi Tile Sets.] STEP 3: CP Pois that spawn in vanilla cities: Top Line Left side: * Select all (removes all in that district. click twice to undo back to all selected.) * Load Preset (adds a preset previously done prior) * Save Preset (saves the current list for future use to save redoing step 3 all again) [Saves the list in the infinity folder] * Back To Step 1 (returns to the first step in case you change your mind) * Back to step 2 (Returns you to step 2 in case you change your mind) - Pois list left side. - Category Selection middle top [Districts containing in each what cp pois spawn in each district] - Tag Selection middle bottom [highlight all attached to the tag - LMB (left Mouse Button) Remove all attached to that tag - RMB (Right Mouse Button)] - Poi Info right top [Name of poi, allowed biomes, editor group, size, sleeper volumes and min and max, Difficulty tier, Questable, yoffset] - Poi Picture right bottom ***Please note*** Biome Decoration Tag does NOT work Once you finish going thru these hit Install Files next page gives you a chance to return to change or add or remove any you mistake or what not by pressing any key [OTHER then 1] Press 1 to complete and start the adding process. Once complete press any key and close program. Run game and enjoy. SERVER INSTRUCTIONS: once the server host completes the above they have a few options to get the list of prefabs to the players to join their servers with: 1. Simply save a preset and send this preset to the player for them to load infinity and use to get the pois placed in the right folders/ [Pathsettings.txt will need to be correct for them on their end. 2. Simply zip up the prefabs placed in the prefab folder and send to the player/s to be placed in the prefab folder. Play and enjoy Recommended choices: The poi tile sets are monotinous meaning if you have them in fabbersville, megacity and the vanilla cities you will see alot of them. I recommend the poi tile sets be in fabbersville and megacity only no vanilla cities OR none in fabbersville and megacity and them in vanilla cities only. Prefabs will also need to be on client side as well as server side. CP 48 Proudly brought to you by: MAGOLI - A legend whom kept everyone entertained with his updating of the Compo Pack for all of us to enjoy STALLIONSDEN. TESTERS: WOLFBAIN5. GOBARG. MANA. BATTLEPAPI. OCTOBERFIRE. ZZTONG. NAZ. ZEEBARK Plus all the many Great and amazing prefabbers out there whom have contributed to the CP over the years and all those whom will be adding more in the future.. DISCORD CHANNELS PREFAB SUBMISSIONS HERE Please refer to original thread for any info in the O.P for now. comments welcome here to, Original thread can be found here for cp45 dl and info:
  3. *** WARNING *** *** THIS WILL CHANGE THE WAY YOU PLAY THE GAME!!!! *** Repair kits have always been odd. Always using the same 2 items to repair anything just seemed wrong. So here is a fix for that. Each kit will handle a certain type or group of Items. Each type of repair kit is color coded and has an item icon in the corner as well so you can find the type you are looking for easier. This modlet is server side friendly, so you can just drop it in and go. Repair Kit Types: Iron Repair Kit - this is just the current repair kit in the game. Any non-vanilla items will still be repaired with this. Steel Repair Kit - Repairs Steel Tools. Motor Repair Kit - Repairs all tools that have a motor on them and the Generic Motor. Pistol Repair Kit - Repairs the Pistol, Magnum 44, SMG, and Desert Vulture. Shotgun Repair Kit - Repairs the Double Barrel, Pump, and Auto shotguns. Rifle Repair Kit - Repairs the Hunting, Marksman, and Sniper rifles. Machine Gun Repair Kit - Repairs the AK-47, Tactical AR, and M60. Bow Repair Kit - Repairs the Wooden Bow, Compound Bow, Iron Crossbow, and Compound Crossbow. Non-Metal Armor Repair Kit - Repairs cloth and leather armor. Metal Armor Repair Kit - Repairs Iron and Steel Armor. Military Armor Repair Kit - Repairs Military Armor. A few items require JUST the parts of the item to be repaired. Those are the Steel Sledge, Stun Baton, Steel Club, and Machete. Those items just require the parts of that item to repair them. I am looking for feedback on this from the community. I am up for any suggestions if they make sense in the grand scheme of things. For example, originally I had Corn Meal being used in the gun repair kit. I know of a few people that use this in real life. But if it gets any moisture in it, it turns to a gooey paste pretty quick. And in the apocalypse, keeping that stuff dry in a repair kit would be impossible, so it is not in there (yet, and may not be in the future) Recipe suggestions are welcome as well. There will be some updates for sure, but this is a pretty good start on it. Change Log: May 1, 2020 - Ver. 1.0.0 - Initial release May 6, 2020 - Ver. 1.1.0 - Bug Fix for not being able to use the repair kits to repair the item it was meant to repair - Added configuration for loot.xml so that you can find these in the same locations in the world where you would find normal repair kits May 13, 2020 - Ver. 1.2.0 - Bug Fix for proper repair kit for the Steel Fireaxe, Steel Spear, and Steel Knuckles. June 15, 2021 - Ver. 1.3.0 - Big Changes to the recipes and what repairs what. - Repair kits now require the Parts for the item to be repaired, Pistol repair kit requires Pistol Parts, etc... - Recipes for these have changed. I think it is balanced pretty good, but let me know what you think. - Updated Loot.xml so you can find these is certain spots. Still checking on these so it may change in the future as I discover new places to put these. June 20, 2021 - Ver. 1.4.0 - Added the repair kits to the trader. August 12, 2021 - Ver. 1.5 - Fixed a bug that caused the game to crash. - Added a LOT of stuff to the Localization.txt file changing the descriptions of items - Changed the repair times on some things. January 1, 2022 - Ver. 1.6 - Fixed to work with A20. Will not work correctly with previous alphas. April 8, 2022 - Ver. 1.7 - Fixed a bug with robotic items. - localization.txt updates July 8, 2022 - Ver. 1.8 - localization.txt updates December 25, 2022 - Ver. 1.9 - Figured out vehicle repair kits, it is kind of a hack, but works. So they are added in now as well. - Updates to localization.txt file - changed name of localization.txt file to start with a capital "L" so it should help it be applied on non windows machines and servers. Download: https://github.com/Iceburg71/Iceburg-Proper-Repair-Kits
  4. ErrorNull Zombies (enZombies): This mod has been updated for Alpha 20 and adds much more zombie variations to the game, using the UMA archetype method most notably showcased by the Snufkin's Custom Server Side Zombies - PLUS mod maintained by arramus. All the UMA Zombies by khzmusik are also included in enZombies. The goal of this mod is to always be server-side, thus only needs to be installed on the server, and not on the individual clients. These zombies are meant to be your average walkers and crawlers to complement the existing vanilla ones.. though stronger and boss-level zombies are slowly being added. Each enZombie also has their own feral and radiated variant. [Exiting the duct work and into the main store - it was realized a wrong turn was made.] enZombies spawn out in the terrain based on the biome, with each zombie group sporting a unique color theme that matches the biome. So you will find foresty zombies in the forest, deserty zombies in the desert, snowy zombies in the snow, and so forth. enZombies also spawn in many other scenarios, like in wandering hordes, screamer hordes, sleepers in POIs, and during the bloodmoon horde night. Unfortunately, there's no easy way to spawn zombies in these other scenarios while also based on specific biomes, so a more random range of enZombies will be seen there. The short challenge quests are an underutilized feature in the vanilla game, and enZombies appear within them as well. New challenge quests have also been added to showcase the new zombies. All new quests are simply found as items within the usual loot containers where vanilla quests are found. Many more quests are planned. Compatibility: enZombies and the add-ons (see Add-ons section) are designed for Alpha 20. Using other mods with enZombies might work and might not. Even if an unsupported mod does work without errors, it will be missing the custom biome spawn behavior that enZombies use. If there is enough demand for a specific unsupported mod, I can create a patch mod for it (see Patches section) so that it works with enZombies and recognizes the custom biome spawn groups. If you are getting errors or strange glitches while using unsupported mods with enZombies, feel free to report the errors and what other mods you are using, and I'll be glad to take a glance when I get the chance. Usage: You may use my mod as it is presented, or just pull my zombie definitions from archetypes.xml and entityclasses.xml and merge them into your own mod. Don't forget to grab corresponding code from items.xml and buff.xml. If you are just pulling the zombie XML code, I'd appreciate if you credit me somewhere like on your website, discord or forum post. The more exposure enZombies can have, the more players use it, and the more motivation for me to continue development. I love making these custom zombies and hope to continue on for a long while, but it does take lots of time and effort. ** Download and Install ** This mod is not intended to be used with any other mods, except for the Add-Ons and Patches mods - refer to Add-Ons and Patches section further below. Note: GitHub adds the word "-main" to the filename of the zip when downloading. To avoid issues, please remove that word and ensure it does not show in the folder name when placing the mod into your Mods folder. Version 2.71 (updated 9/27/2022) - 👉 Download from GitHub 👈 ⚙️ Progress Tracker https://github.com/ErrorNull0?tab=projects ⚙️ Add-Ons: These are optional mods created for enZombies. The main enZombies mod must be installed in order for these Add-Ons to work. Patches: Install these 'patch' mods to make enZombies compatible with its 'target' mod. Go to the enZombiePatches GitHub page . These patch mods do two things: makes the target mod aware of the new custom spawning groups that enZombies uses for outside biome spawning. And, it allows the player to enable zombie body harvesting for the zombies or entities that are part of the target mod. Instructions: 1) Download the package which will include all the patch mods listed below. 2) Open the package and find the folder that matches the target mod you want compatibility for. 3) Take that folder and place it into your 7 Days to Die "Mods" folder. 4) Be sure to have the main enZombies mod installed. 5) Be sure you also install the main target mod that the patch is patching. Known Issues: There are some interesting bugs when working with UMA zombies and molding them from the archetypes.xml. It's not unique to enZombies and are present in any mod that uses UMA style zombies - for example, the Snufkin mod also contain some UMA zombies which will experience these bugs. In my opinion, the relative ease in creating and modifying these zombies outweigh the quirks: Wish List to The Fun Pimps: Here I list enhancements to the 7 Days modding experience that I would love for the developers to add which will allow me to add more immersion to enZombies and the game as a whole. Credits: Thanks to @Snufkin for starting it all with your Snukfin's Server Side Z(S)ombies mod, and thanks to @arramus for keeping it going with the Snufkin's Custom Server Side Zombies - PLUS mod. I studied these mods for weeks to figure out how it worked and gave me inspiration to contribute as well. Also thanks to @khzmusik who gave me permission to add his UMA Zombies into enZombies. Much appreciated! Screenshots: Mentioned Mods: Snufkin's Custom Server Side Zombies - PLUS Robeloto's Custom Zombies mod KHzMuzik's UMA Zombies
  5. Better 7 Days to Die (ALPHA) Description: I've been playing 7 Days to Die with my girlfriend for a while now. But somehow we have missed a little variety. Actually, I just wanted to make some new buildings for both of us to explore. But a few buildings turned into a whole city. She kept telling me how much she'd like more zombie types, so I started looking into proper modding and creating new zombies. One thing led to another and now many new things have come to the mod. So I decided to share it with other players and get your feedback. This mod is intended to make the game harder and bring more variation into it. This mod is currently in alpha. Bugs&Glitches are not excluded. Currently only pre-made maps can be played. This will be changed with the final release of the mod. And before anyone asks, yes I was very uncreative. The mod name is cribbed from the mod of the same mod name in Minecraft. haha Features: • Forge Expansion - Plastic meltable - New Recipes - Three Places to Melt Down • Quests - New types of quests • Quest expansion - The quest title now says which POI to visit • HUD enhancement - Food and drinking water display in the lower left corner • Backpack - Enlarged backpack to 84 seats • Backpack - Seven new books to expand the load capacity, this will unlock backpack slots • New Items - Many new items gained by melting plastic in the oven. • New Items - Among other things new drinks in plastic cups (tea, aloe smoothie etc.) • New Traders - New traders have appeared in the world, these are open only at night • New Zombies - Some new zombies (also bosses) have been added to the game • New district - Uptown City is now available. (Connection to downtown City) • Many new buildings - Many new POI's have been added to the game. • More zombies in citys • Radioactive Zones - There are now radioactive zones on the map, without protection no further! CREDITS AND DISTIBUTION PERMISSION: These are described in the readme file. Download/Testing: Since the mod is still in development, I would like to give the file only to people who are really interested to TEST the mod. Write me a PN and I will send you the mod. There is a form which should be filled out by the people who test the mod. Here are things asked like: Were there bugs? Were there problems? What can be improved? Were all things included in the game? I want the mod to be a good mod, so I want to get feedback first and rule out any bugs. Localization: Translations are currently available in English and German. Here, however, I have to say that even the English variant comes from a translator. As for the general translation, I'm always happy when people help me with it. So if you speak French, Russian, English or any other language, please contact me to work on the translation. Links/Social-Media: • Discord-Server (My Discord Server) • Discord-Server (Magolis Combo Pack Discord - Here iam activ aswell) • Nexus-Mods
  6. Gonna just make this thread for all my modlets to keep it organized. !!!ALL MODLETS THAT ADD NEW ASSETS MUST BE INSTALLED ON SERVER AND CLIENT!!! You are not allowed to redistribute my mods without permission. This includes any assets from a mod, or the entire mod itself. >>Donate<< Any donation will be used to make my mods better. Thanks! The Wasteland: Bdub's Vehicles: zAlert: Buggy: Hot Rods: Humvee: GNX: Box Truck: Willy Jeep: Golf Cart: MRAP: Marauder: UAZ 452: Pickup: Work Truck: Nova: BRDM-2: MD-500: Grass Blocks: Duster: Stallion: Charger: Dirt Bike: Cruiser, Junker, and Rat bikes: SHERP: UH-60:
  7. Double your fun! The "Duplex Update" is here! This update includes 12 previously unused and new Duplex House POIs and a custom tile for them to spawn on! The Duplex Tile will spawn 14 of the 15 duplexes randomly, giving you a new arrangement every time! The previously released Residential Intersection 02 which had 3 Duplexes will now also spawn 3 random Duplexes from the list. Bonus! This release also features two new park POIs specifically to showcase Cranberry Monster's upcoming Bikes Mod! THIS MOD IS BUNDLED WITH THE MODLET, so nothing extra is needed to use it! This small mod adds salvageable bikes and bike racks to the game which can be harvested for bike parts. There are also several aesthetic and quality-of-life fixes to many previously released POIs! For Deverezieax's POIs modlet use this link: https://drive.google.com/file/d/1dxgMa_r7e_aYK7UekaYVFshwjZ3g__jQ/view?usp=share_link The modlet includes full instructions how to install, but in brief put the unzipped modlet folder in your 7 Days to Die "Mods" folder. You will need to create a mods folder if you don't already have one. NOTES: The "Cran's Arcade" POI in Deverezieaux's modlet still requires Cranberry Monster's Arcade Games/Pinball Machines mod to spawn in world. It can be found here: https://www.dropbox.com/s/r5tjy2eolup4svo/videogame_cabinets_A20.zip?dl=0 Credit to Cranberry Monster! It is not required for the rest of the modlet to work. The arcade POI will just not spawn without it. *TERAGON POI list added 1/26/2023
  8. // GREETINGS // Welcome to the new and improved SMX series for 7 Days to Die - Alpha 20. The goal with this mod is to give the entire 7 Days to Die user interface an extreme makeover an refashion it into how I believe the user interface for the game should be experienced. SMX consist of several modlets which can be broken down into three separate mods: SMXhud, SMXmenu and SMXui. These are all stand alone and can be used separately or, as is the intention, together with the other two and all three mods combined is what makes the SMX experience complete! In addition we have the core, the main modlet if you will, SMXlib. This is a library modlet and even though it makes very little changes on its own it holds all the assets that the other mods need to function. Because of this it is a mandatory modlet that will need to be downloaded and installed no matter which of the other ones you choose to use. SMX tries to create an experience as close up towards the vanilla user interface as possible. With little to no changes that can disrupt the balance of the game. The only exception being the extra slot on the crafting queue which is there to make the design fit and hardly disrupts game balance! Then we have the optional modlets. We are aware that some people want the extra bling bling, and as such we offer these as optional downloads that can be installed alongside the main modlets from each series to expand upon the features from vanilla. We offer official optional downloads such as: Target Health Bar, Bigger Bags and a Third Forge Slot. Other optional modlets and compatibility patches might become available from other mod authors. We hope you will enjoy playing 7 Days to Die with the new experience that SMX brings to the table. Have fun! - The SMX team. // TERMS OF USE // You are allowed to use these modlets as is for your own personal use and/or on a server you run and/or administrate. You are under no circumstance allowed to distribute any SMX and/or ZMX branded modlets without written consent from the main developer. If you wish to distribute SMX and/or ZMX branded modlets as part of your own project and consent have been given you are required to do so in such a way so that all the files of the SMX and/or ZMX modlet or modlets in question remain unaltered and you cannot under any circumstance claim credit for creating the modlet or modlets or any of the files provided with it/them. If consent is given you are required to make any changes as a new modlet that injects into the modlet in question and keeping load order in mind it is to be named so that it loads AFTER the original modlet. The original modlet shall be distributed as is with no change to its files what so ever. If consent is given it is only given on a case to case basis and those that receive consent cannot pass that consent on to another party or project. Nor will the consent pass on to other creators that opt to include consented work into their project. You are not allowed to use any of the assets bundled with SMX and/or ZMX branded modlets in other projects. This restriction applies to all files that the SMX and/or ZMX modlets consist of. EXCEPTION: The content of the Harmony folder is to be considered open source and can be used freely as long as the original credit comments within the files are not removed or altered other than adding to. You are required to seek special consent from the main developer should you wish to make changes to any asset files provided with the SMX and/or ZMX branded modlets. You are required to inform the main developer when your project that contains any SMX and/or ZMX modlet or modlets have been made available to the public. // MEET THE TEAM // As of A20 I decided to move SMX into the lands of Harmony and with that digging even deeper into what we can do with modding the game. This requires knowledge that I do not possess enough of to be able to continue working on this on my own. As a result the team has grown and we have added some supernerds that know this stuff. Main Credits: Sirillion (main developer/designer/xml/coding) sphereii (developer/coding) TormentedEmu (developer/coding) Laydor (developer/coding), Contributors: Mumpfy(art) // SUPPORT THE DEVELOPMENT // All SMX branded mods and modlets will forever be free of charge and available for everyone to download and enjoy. We do however from time to time get questions from users on how they can donate to support the development. The purpose of this link is nothing more than a way for us to cater to those that want to make a donation. You should under no circumstance feel obligated to do so, but if you do decide to do it we want you to know that is comes greatly appreciated. Donation or not we would like to extend a thank you to all that download and use the different SMX mods, we hope you enjoy them as much as we do making them. If you feel like making a donation to support the development of the SMX branded modifications, click the image below or scan the QR code. // DO YOU NEED SUPPORT? // We strive to make SMX in the best possible way and try to make user actions with it as smooth as possible. But we are still here to answer questions if you run into problems with it or it's installation procedure. Please, do not hesitate to contact us for any issue, big or small, we just ask you to run this simple checklist before coming to ask us for help and just maybe you will be able to help yourself first. Did you install all the downloaded folders? Do note that SMXhud and SMXui both have an additional folder that needs installing. (ZMXhudCP and ZMXuiCP) Did you install SMXlib? This modlet contains all the assets (custom graphics) we use and without this your UI will be mostly transparent. Did you check the folder hierarchy and made sure you didn't install the modlets too deep? Did you disable ALL other mods or modlets and then try again to see if the problem still exists? (Be careful with this, backup your save!) Did you check the support sites to see if anyone else have had the same problem recently? If you ran this checklist and still need our support please contact us on one of the links below or just post in this thread. But please, only post on one of the support channels. Pick one and stick with it as we do monitor all of them and having to answer the same thing on several sites just leads to confusion. // INSTALLATION AND REMOVAL PROCEDURES // First and foremost, the most important thing you need to do with SMX in A20: >> !!TURN OFF EAC!! << Backup your save game before installing ANY mods to the game. We don't expect SMX to cause any issues, it is just good practice! Download the mod or mods you want to install from the list below. Decompress the downloaded files with WinRAR or a compatible compression software like 7zip. Copy or move the Mods folder you just decompressed into your 7 Days to Die installation folder. Overwrite if prompted. Verify your install by checking that the ModInfo.xml file is located in this Hierarchy: "\Mods\modletname\ModInfo.xml" Remove by deleting the modlet folder in question from within the Mods folder. // DOWNLOAD LOCATIONS // SMX modlets can be downloaded from Nexusmods (our main site) or GitHub. Alternatively it can be installed via the 7 Days to Die Mod Launcher by sphereii. When opting to use Nexusmods or GitHub you will have to do the installation manually by following the procedure above. When opting to use the Mod Launcher the installation procedure will be more automated but you will need to make sure that all the different modlets are installed as you won't get nested downloads like from the other two. Please note that the Mod Launcher is a separate piece of software that you will need to download and install on your system and then setup properly before downloading mods and modlets with it. The link below is to the main Mod Launcher web page. Follow the links below to go to the download sites and then select which mods to download from there. // SMXhud - THE HUD REPLACEMENT MODLET // SMXhud changes the game HUD. Everything you see on the interface while running around in the game world is part of the HUD experience. The purpose of SMXhud is to change that part of the user interface and change it into a more horror like and gritty art style all while trying to be as informative as possible but not intrusive. SMXhud - The Base HUD conversion. ZMXhudCPTHB - Enables the Target Health Bar for SMXhud. (Install optional modlet ZMXhudCPTHB to get the target health bar) // SMXmenu - THE MENU REPLACEMENT MODLET // SMXmenu changes the game menus. Everything you see when you start the game or when navigating the different options and settings is part of the menu experience. The purpose of SMXmenu is to extend the art style and feeling from the HUD into the menus and to supplement SMXhud to create the SMX experience. SMXmenu - The Main Menu conversion. SMXmenu - The In-Game Menu conversion. SMXmenu - Video Settings Window. ( !! NOT YET AVAILABLE IN A20 - COMING !! ) // SMXui - THE UI REPLACEMENT MODLET // SMXui is an extension of SMXhud and SMXmenu and will bring the art style over to the rest of the user interface. We've tried to maintain as close a relation to the vanilla interface as possible but we have also granted ourselves some artistic freedom when it comes to some areas. It deviates from vanilla with the fifth crafting queue slot which I added to make it fit the overall design better. The other changes we made are all optional like the third forge slot, the target health bar and the big bag conversion modlets for those that want a bit bigger bags. SMXui - The forge with the third forge slot enabled. (Install optional modlet ZMXuiCPTFS to get the third forge slot and ZMXuiCPBBM to get the bigger backpack) SMXui - Totally reworked skills windows. The goal was to make it look like a talent screen. ( !! NOT YET AVAILABLE IN A20 - COMING !! ) SMXui - Trader Conversation Window. SMXui - Character Screen Window with normal backpack and the item info window. SMXui - Vehicle Window with normal backpack and empty info window. SMXui - Map Windows with increased map texture and 48 fully configurable waypoint icons.. // SMX - THE OPTIONAL MODLETS // SMX sports a variety of optional modlets. Some are meant as small QoL additions to the vanilla experience like the third forge slot and the target health bar while others are meant as pure extensions that push the vanilla experience out of balance. ZMXuiCPBBM - A scrollable big bag mod for SMXui. It has 100 slots and adds search functions to the backpack, containers and vehicle storages.
  9. DOWNLOAD Snufkin's Custom Server Side Zombies - PLUS (A20) can be downloaded here: Please select the correct build for your set up. A20 Stable (20.6 b9) - https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022September23 And this is an archived build for any players still using A19. A19 - https://github.com/arramus/SnufkinCustomZombiesPLUS-A19-2021Oct31 And an optional A20 Party Pack Starter Kit to ease players back into the first few days of a new World. https://github.com/arramus/A20SnufkinPartyPackStarterKit INTRODUCTION Snufkin's Custom Server Side Zombies Plus is a combination of Snufkin's Server Side Custom Zombies and additional community made zombies as an integrated 'PLUS Add On'. There are currently 42 entities (15 Snufkin and 27 Snufkin PLUS) We attempted to run the PLUS zombies as a stand alone mod but spawning was unstable and it was better to combine them together. The Snufkin Custom Zombies Plus contains the following entities: 1. All of the well known Snufkin's Server Side Custom Zombies (In alphabetical order) - Archon - Banshee - Bomber - Cowhead - Geist - Juggernaut - Mantis - Parasite - Psycho - Scarecrow - Scorcher - Siren - Undertaker - Wendigo - Wrestler 2. PLUS Add On Server Side Custom Zombies (In alphabetical order) - Bogeyman (arramus) - Crispy (arramus) - Demolition Derby (arramus) - Geist Archer (Snufkin base with edits by arramus - based on Tipsy Squatch Gaming/Evil Spartan's concept and intensive testing) - Golden Juggernaut (Snufkin base with edits by arramus - based on Tipsy Squatch Gaming/Evil Spartan's concept and intensive testing) - Hammer Spammer (arramus - based on ShoudenKalferas request for White River archetypes) - Hell Bear (oakraven) - Hell Boar (oakraven) - Hell Flyer (oakraven - Inspired by @Robeloto) - Hell Lion (oakraven) - Hell Shocker (oakraven) - Hell Wolf (oakraven) - Hisser (arramus - based on Tipsy Squatch Gaming/Evil Spartan's concept and intensive testing with Snufkin Banshee and Mantis elements) - Mittens (arramus - @Lonestarcanuck request) - Mother Clucker (Inspired by Catman) - Motorhead (arramus) - Navezgane Slasher (arramus) - Oni (Blue and Red versions - arramus) - Paindeer (arramus - based on @kdthehun's Rudolph suggestion - Sorry about the nose and light color and lack of Santa hat. Advice needed on those) - Pogo (arramus) - Shark WFLB (arramus) - Snow Bear (arramus with support from oakraven to consider an appropriate texture) - Spider Pipe Bomber (arramus) - Tipsy Pink Squatch (arramus - Tipsy Squatch Gaming) - Tipsy Squatch (arramus - Tipsy Squatch Gaming) - Wight Radiation Shower (arramus - based on, and directly using code from bdubyah's 'Feral Ghoul' from 'The Wasteland' Mod) - Zombie Direwolf (oakraven and arramus) As with the spirit of Snufkin's original concept and suggestions to the community, there is no stopping other modders from expanding on the originals in their own direction just as we are doing here. CUSTOMISING GAMEPLAY The entitygroups.xml (default can be found with the Config folder along with alternative versions within the Server Admin Spawning Options folder) is the first place for Server Admin/Hosts/Players to check if you would like to customise the Snufkin Zombies PLUS experience. If you would like a challenge, the default version is for you. If you prefer a more relaxed environment, then there is a lite_version in the additional options folder which can be renamed and moved to replace the default. The lite_version has all the Snufkin Zombies PLUS characters, but at a lower probability to appear. The lighter version is appropriate for new Worlds which can create a very high density of custom zombies until more regions unlock and allow them to spread out. There is also a version for Horde Night only and no Horde Night for each type. If you run the Horde Night only version you will receive a spawning.xml error since that file will no longer see the entitygroups for regular non horde night game play. That will tell you it's working ^^. You can delete the spawning.xml file to remove these warnings if you only want to use the Horde Night only version. FAQ About Customising:- Q.1 How exactly do I remove a zombie, such as the flying shark? A.1 Go to the entitygroups.xml file and delete every entry which looks similar to this (note the number at the end is different in different areas and versions) <entity name="SharkWFLB" prob="0.075"/> In the default entitygroups.xml there are currently 8 entries for the flying shark in regular day time and night time groups and removing them is a fast process. However, there are 322 entries in the bottom section which regulates the spawning for a Blood Moon Horde Night event. It is a lot to remove, but they are split into 7 groups where each group has an identical value. Using a tool such as Notepad++ will allow you to delete them in large batches automatically. Q.2 I want more flying sharks to appear. How do I achieve this? A.1 Go to the entitygroups.xml file and look for all entries similar to this: <entity name="SharkWFLB" prob="0.075"/> Change the prob="0.075" value to a higher value such as prob="0.15". Finding a value which suits your gameplay is subjective and the best value is what feels most appropriate through trial and error. CREDITS Thank you, as always, to @Snufkin for the base, and @Slawa for a wealth of support in the beginning. In addition, @Dre , @BubbaJoe , @Catman and @Ti2xGr have been adding their very own unique modifications to create an environment that suits their players; some of which we have gratefully incorporated into this Plus version. Some of the new PLUS entities @oakravenis incredibly active in the background and specializes in both stabilising existing mods and creating new mods. Here are oakraven's land based 'Hell group' zombies with Archon standing among them. These new characters ustilise their wings for additional jump height and will add to the demands of defending your base. Hell Lion, Hell Boar, Hell Wolf, and Hell Bear make a formidable team and will certainly come out in force during a Blood Moon event. This is one which arramus always wanted to bring into game play as an entity ever since he spied the concept within Snufkin's base mod. The Shark WFLB is a play on a 'James Bond' type evil villain over dramatic weapon. It flies, homes in, and then unleashes its lasers. It is not an overly powerful threat while on foot but will pick up the pace while in a vehicle as it is based on the vulture game code. It is both loved and hated to equal degrees. ^^ oakraven's Hell Flyer and Hell Shocker swarming and inflicting damage. This pair shoot darts or shock bolts and have their own unique audible narration as they come into closer proximity. These will add to the airborne threats and give this PLUS version a wider balance of ground, mid level leaping, and airborne threats. Mittens guarding her territory. She spits acid and is something that @Lonestarcanuck requested. Paindeer taking care of its friends. The Paindeer has a flashlight attachment built into its nose which is covered by a snowball. Defintely easy to spot at night. One warning about the Paindeer; her axe also gives her protection from frontal melee attack. Motorhead, the mechanical marvel teaming up with his biker brethren. Don't let him come knocking at your door for too long as his block damage will make him an unwelcome guest. Snufkin was keen for other modders to take advantage of the game assets to create unique server side characters with their own special skill sets. By emulating Snufkin's approach and expanding with further features, we hope you will enjoy these additional zombies in addition to the Snufkin regulars.
  10. THIS MODLET HAS BEEN UPDATED. The current Version is A20.6-ZZ013 (As of 14 JAN 2022) See release notes for later versions found within this discussion. I've made a collection of original prefabs (POIs and Decorations) available as a modlet. It does not contain any custom blocks, resources, objects, etc. It depends only on the vanilla game and introduces no other requirements or dependencies. My goal is to provide semi-plain "meat and potatoes" POIs of an acceptable quality and in enough quantity to fill gaps in world generation and make a meaningful dent in player demands for variety. I hope you'll find these to be good enough to help round out the nooks and crannies of your generated worlds. The modlet is configured to plug into the Vanilla game. ZZTong-Prefabs Download at NexusMods Included in Version ZZ013: Teragon support has been added. POIs Included: (NEW Items are Bold) zztong_apartment_01 zztong_apartment_01_destroyed zztong_apartment_02 zztong_apartment_02_destroyed zztong_apartment_03 zztong_bar_pool_01 zztong_biowaste_dump_01 zztong_brownstones_01 zztong_cabin_fort_01 zztong_car_wash_01 zztong_cave_01 zztong_cement_plant_01 zztong_delos_oldwest_01 zztong_dog_park_01 zztong_drive_in_movie_01 zztong_drive_thru_01 zztong_electrical_substation_01 zztong_ems_01 zztong_farm_01 zztong_farm_02 zztong_farm_03 zztong_farm_04 zztong_farm_05 zztong_farm_06 zztong_farm_07 zztong_farm_08 zztong_farmers_market_01 zztong_field_aloe_01 zztong_field_animals_01 zztong_field_blueberry_01 zztong_field_chickens_01 zztong_field_coffee_01 zztong_field_corn_01 zztong_field_cotton_01 zztong_field_fish_01 zztong_field_hop_01 zztong_field_mushroom_01 zztong_field_potato_01 zztong_field_pumpkin_01 zztong_field_yucca_01 zztong_garage_01 zztong_house_01 zztong_house_02 zztong_house_03 zztong_house_04 zztong_house_05 zztong_house_06 zztong_house_07 zztong_house_08 zztong_house_09 zztong_house_10 zztong_house_11 zztong_house_12 zztong_house_13 zztong_house_14 zztong_house_15 zztong_house_16 zztong_house_17 zztong_intersection_01 zztong_intersection_02 zztong_intersection_03 zztong_kzmb_radio_01 zztong_kzmb_radio_01_destroyed zztong_kztv_01 zztong_law_offices_01 zztong_lot_vacant_01 zztong_lot_vacant_02 zztong_lumber_yard_01 zztong_masonry_01 zztong_mass_grave_01 zztong_mass_grave_02 zztong_motocross_01 zztong_ntt_hq_01 zztong_ntt_hub_01 zztong_office_building_01 zztong_office_building_01_destroyed zztong_office_building_02 zztong_office_building_03 zztong_office_building_03_destroyed zztong_pharmacy_01 zztong_pharmacy_01_destroyed zztong_political_party_hq_01 zztong_presidio_museum_01 zztong_propane_01 zztong_ranch_01 zztong_remnant_house_01 zztong_remnant_house_02 zztong_restaurant_01 zztong_shelter_01 zztong_shelter_01_destroyed zztong_skyscraper_01 zztong_skyscraper_01_destroyed zztong_slabhouse_01 zztong_solar_farm_01 zztong_stone_quarry_01 zztong_store_s_01 zztong_store_s_02 zztong_store_xs_01 zztong_store_xs_02 zztong_store_xs_03 zztong_store_xs_04 zztong_store_xs_05 zztong_store_xs_06 zztong_store_xs_07 zztong_store_xs_08 zztong_store_xs_09 zztong_store_xs_10 zztong_stormwater_detention_pond_01 zztong_strip_mall_01 zztong_strip_mall_02 zztong_survivor_base_ruin_01 zztong_survivor_site_urban_01 zztong_tfp_army_barracks_01 zztong_tfp_cemetery_01 zztong_tfp_house_new_04 zztong_tfp_ranger_station_01 zztong_tfp_skyscraper_02 zztong_trailer_01 zztong_trailer_park_01 zztong_trailer_park_02 zztong_vault_k9_01 zztong_warehouse_01 zztong_wind_turbine_01 Tiles Included: rwg_tile_downtown_intersection_zztong_01 rwg_tile_gateway_cap_zztong_01 rwg_tile_residential_cap_zztong_01 rwg_tile_residential_corner_zztong_01 rwg_tile_residential_intersection_zztong_01 rwg_tile_residential_straight_zztong_01 rwg_tile_residential_t_zztong_01 rwg_tile_rural_cap_zztong_01 rwg_tile_rural_corner_zztong_01 rwg_tile_rural_intersection_zztong_01 rwg_tile_rural_straight_zztong_01 rwg_tile_rural_t_zztong_01 Decorations Included: zztong_cactus_01 zztong_cactus_02 zztong_cactus_03 zztong_cactus_04 zztong_cactus_05 zztong_grave_01 zztong_grave_02 zztong_hunters_trap_01 zztong_hunters_trap_02 zztong_mystery_01 zztong_mystery_02 zztong_mystery_03 zztong_rubble_01 zztong_rubble_02 zztong_rubble_03 zztong_rubble_04 zztong_rubble_05 zztong_rubble_06 zztong_rubble_07 zztong_rubble_08 zztong_rubble_09 zztong_rubble_10 zztong_rubble_11 zztong_rubble_12 zztong_rubble_13 zztong_rubble_14 zztong_rubble_15 zztong_rubble_16 zztong_rubble_17 zztong_rubble_18 zztong_rubble_19 zztong_rubble_20 zztong_rubble_21 zztong_rubble_22 zztong_rubble_23 zztong_rubble_24 zztong_rubble_25 zztong_rubble_26 zztong_rubble_27 zztong_rubble_28 zztong_rubble_29 zztong_rubble_30 zztong_ruined_horde_base_01 zztong_ruined_horde_base_02 zztong_tent_01 zztong_tent_02 zztong_tent_03 zztong_tent_04 zztong_tent_05 zztong_tete1805_deco_01 Pictures available on Nexus Mods. (See link, above.)
  11. 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.
  12. 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.
  13. This mod adds a cessna 172 skyhawk plane. The controls are the same as the gyrocopter, but with slightly tweaked handling to make it feel more like a plane. It can be unlocked with grease monkey level 5 or by finding the schematics to craft it. You can also find the parts bundle for completing tier 5 quests. Features: Faster flying speed Larger storage more fuel capacity takes all vehicle mods 3 seats (with seating mod installed) Changelog: V1.1 - Fixed an issue that caused the plane to be stuck moving forward if W was pressed. - Tweaked the tilt angle of the plane so it can not tilt as much. DOWNLOAD Note: This mod needs to be installed on both client and server for multiplayer. This mod is for A20 ONLY. If you need help with a mod, you can join our discord server: https://discord.gg/7ZreyEqZYM
  14. Important: For this modlet to work properly, it needs to be installed on the server and every player's computer. Do you have friends that can't help themselves and store everything in a specific box for each type of items? I do. This mods add new graphic designs for the storage boxes and also add half-block versions of the storage boxes (for more headspace). The new designs are added to the Wooden Storage / Furniture variant block. When the new containers are destroyed, they are put in the player inventory. This allow players to move the containers or to select a different design. Note: the modlet has been tested and works with Alpha 20. 1.8: Fix for Alpha 20 Created a Storage Boxes variant helper block for Alpha 20 Fix the Variant menu order 1.7: More ammo crates Added crates and half-crates for 9mm, arrow, magnum, and shell ammo Added crates and half-crates for melee and range weapons 1.6: Crates for mod parts Changed the modding design (its purpose was not clear enough) Added designs for Armor, Vehicle (in preparation for Alpha 20), and Weapon Mods crates and half-crates Fix a typo that was there since forever, if you used an ammo crate of half-crate, you will probably have to remove it with and place it back 1.5: Even more crates Cement Mixer, Chemistry, Crafting, Electricity, Gas, Gun Craft, Modding, Plants, Resources, Tool Smithing 1.4: New crates New Auto Parts and Workbench designs 1.3: Bug fixes Secure Armors Storage now available to players (only could use Insecure version before) Writable Storage now get drop in your inventory if you destroy it 1.2: Alpha 19 fixes Fix: The wood container variant block changed name with Alpha 19 Work on textures to make them look better with new lighting system 1.1: Rebuild assets for the new linear lighting (Alpha 19) 1.0: Fist official version which includes New design for generic, armors, barter (trader), forge, mining, and recycle storage boxes Everything is also available in half-cube format All new storage boxes are added to the wood storage and furniture helper Release Notes v1.8 Download v1.8 All my mods
  15. I made a small mod which added some special features to existing zombies: Zombie Moe: Explodes if he takes damage Zombie Arlene: Pukes (like cops - but less damage) Hazamat: Radiation AoE Effect Female Fat: AoE attack with Blind effect Also tested in Undead Legacy. Feel free to give some Feedback :). https://drive.google.com/file/d/1TiVuDJ2qGicQM9WqoxWdcUgF5OGlm7ot/view?usp=sharing
  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. New Alpha, new modlet post! This is all the modlets that will work on A20. Basically it's all my A18/A19 ones updated and adjusted as required. Also added some new ones that are now possible thanks to A20 and it's ability to load custom C# without patching anything. Modlets will be seperated into sections. XML only (for folks who want server-only), XML + Assets (needs to be installed on client and server) and C# (needs to be installed on client and server). If anyone wants to buy me a coffee as a thank you, then you can do so on Paypal. This is not required OR expected. Enjoy. XML Only Modlets (can be installed on servers with no client download). 3 Slot Forge - Adds an extra input slot to the forge and moves the UI around a little so there's no window overlap. 12 Slot Crafting Queue - Increases the crafting queue from 4 slots to 12. Scrap everything! 60 Slot Backpack - Pretty self explanitory. 96 Slot Backpack - Pretty self explanitory. Always Open Traders - Removed the open/close times from traders so they always remain open. Dangerous Cities - Increases the amount of zombies in cities and towns, while lowering the amount in the wilderness. Food and Water Bars - Just the food and water bars from my above backpack mods so users can use larger backpacks if they so wish. Headshot Only - Zombies take 0 damage from non-headshots for most weapons. Explosives, electric batons and molotovs still work normally, and animals still take full damage. HP Bars - Remember the red HP bar that was shown off in A17? This adds that back into the game for folks who liked that idea. Kill Tracking - Tracks how many of each different type of entity you've killed in the game (zombie or type of animal) and with what weapon (guns only, may consider adding melee in the future). Lockable Inventory Slots - Adds the "box" that allows the user to lock slots so they won't be moved OR sorted. Also adds one to vehicle inventory that does the same thing. NightVision Goggles Change - A few folks said they wanted the NVG effect from DF in vanilla, so it's more red than full green. This modlet will do that. Pickup Plants - Allows the player to press the 'E' button (default. May be different for other languages/controllers) to pick up plants. This does NOT grant extra harvest based on perk. You have to punch for that. Max Animals/Zombies and Claim Blocks - Adds options to the main menu for the player to select max spawned animals/zombies in the world in SP. Also allows the player to have more than 1 claim block via menu option. Steel Ammo - Adds the steel ammo from A17 for players who enjoyed that option. XML + Assets Modlets (cannot be server only). Log Spikes - Makes Wood Log and Iron Spikes craftable again. Return of the Behemoth - Adds the unfinished A16 behemoth and the A17 unfinished radiated behemoth to the game. Random spawns in the wasteland and horde nights. Return of the Hornet - Adds the cut hornet from A15 (and earlier) back to the game. Spawns as an enemy animal in the forest biome. Does not spawn on horde nights. Chicken Coops - Adds a chicken coop to the game that works the same way as the Darkness Falls one. Unlocked with Living off the Land 1. Craft, place, wait, loot. Once you've looted it, hold animal feed in your hand (so toolbelt and select it), then right-click on the chicken coop to "feed the chickens" so they can start producing again. See end of file for terms of use with this modlet. C# Modlets (cannot be server only, EAC must be off!!!). 15 Slot Toolbelt - Increases the toolbelt to 15 slots. Extra Tool And Output Slots - This is mostly for other modders. It increases the maximum amount of tools a workstation can have to 6 (so stops duplicating anything after slot 3) and the maximum output slots to 12 (was 6). Larger FOV - Increases the max FOV to 150, though anything above 90 is a bit distorted. Might be good for folks with motion sickness. Vehicle Damage Patch - Increases the amount of damage a zombie takes when you run it over. Amount of damage depends on how heavy the vehicle is and how fast you hit the zombie. Vehicle Sound Fix - This is more for modders. It fixes that horrible noise when driving custom vehicles. Wandering Horde Frequency - Folks may know this from JaWoodle's "Anywhere, Anytime" series. It creates random wandering hordes, of a random amount of zombies, a random amount of times per day. How often (in terms of in-game hours) and how many zombies are configurable in the blocks.xml included in the modlet. IMPORTANT NOTE: The wandering horde mod is ONLY FOR VANILLA!!! It is not for DF. Zombie Fall Damage - Removes the cap on the amount of damage zombies take when falling from heights, so drop pits from older alphas are now a semi-valid form of defense. TERMS OF USE. Modlets are provided as-is. I bear no responsibility if you break your save, your back, your PC, whatever. They've been tested on both of my machines and my wife's and are working as intended when installed correctly. No restrictions on personal use or mod use, just give me a thank you, except for the following modlets. Chicken Coops - These use purchased assets. The modlet is available for personal use (even for servers). However, anyone including this modlet in their own modpack needs to make sure they purchase the following assets in order to have the correct licence. Chickens - https://assetstore.unity.com/packages/3d/characters/animals/animal-pack-deluxe-99702 Chicken Coop - https://www.turbosquid.com/3d-models/henhouse-modeled-games-3d-model/986709
  18. Here is a quality of life 'server side only' mod called 'Oak's Pet Animals and Guards by oak @oakraven with kind assistance from Dayhawk Mod. Thank you also to @Dre for giving it a good run through to check for functionality and potential issues. Download: https://github.com/arramus/Oaks-Pet-Animals-and-Guards-A20-2022Jan10 (These Pet Animals and Guards will not be hurt by Electric Turrets. However, just as the Junk Turret will attack regular animals, it will also attack your Pet Animals. Please do not place a Junk Turret within attack range of your Pet Animals unless you purposely want to eliminate them) Update for A20: The Farm Jeep is no longer viable because it is a scaled down version of a jeep, and when a player enters the vehicle they are permanently scaled down by the same amount (40% of original). This is cumulative for each and every time the player enters the vehicle. Again, the developer will reintroduce the Farm Jeep at the first opportunity. This mod provides: 1) 9 Pet Animals - These include Boar, Rabbit, Stag, Chicken, Pig, mini Bear, Wolf, Coyote, and Doe. (These animals show no fear when approached and will stay within their confines. It is strongly recommended to always have 3 blocks above the highest perimeter point because the animals can climb up onto objects and each other and will be over the wall before you can notice.) 7 are purchasable from the Trader's with a starting base price of 800 or found in plane supply drop crates and use the Quest system to switch to a place-able animal. These include Boar, Stag, Pig, mini Bear, Wolf, Coyote, and Doe. 2 are only found by using a Coop for the chickens or a Trap for the rabbits. The rabbit trap will also provide a small amount of seeds on the principle that they will be trapped in rabbit paws and fur. 2) 5 Animal Guards - Guard Hell Bear, Guard Hell Boar, Guard Hell Wolf, Guard Hell Lion, and Guard Rabbit. All 5 are purchasable from the Traders with a starting base price of 800. They can also be found in Air Supply Drops. 3) 12 Human Guards. All 8 can be found in Air Supply Drops. 4) Mushroom Planter that requires Mushroom Mycelium to begin the fruiting process. Here are some pictures to show you how things work: PET ANIMALS Purchasing and Supply Drops Visit the trader and check the traps and tools section. On this occasion the trader was very generous with offerings and the animal icons have a description of what animal is being offered. The pet animals have been integrated into a default group and on some occasions you will get a lot of choice and on other occasions nothing. The base price of 800 has been lowered to reflect skill and buffs. Here is how I place a Pet Boar I purchased at a later time using the Quest feature. First, perform a 'Read'. Accept to Release the Pet Boar for Placement. A Quest Started prompt will appear and it will automatically be completed. Check you inventory for a 'dog house' icon and the name of the animal available. Place the animal on ground just as you would a vehicle and stand back. Incorporating a feature found in the Dayhawk Mod (thank you), a tile will appear on the ground which in turn will spawn the animal placed. If the animal drops onto the tile, the tile will break and a cobweb will appear to finalise the process. If the animal doesn't drop onto the tile, you can always walk on it and it will break. There are occasions where you may get lucky and a second animal will spawn. You may also get unlucky and nothing spawns; however this is incredibly rare and based on what we have experienced so far, blanks are less than 1 in 50, whereas doubles, and even triples on one occasion occur 1 in 10. I expect this depends on netcoding, latency, or any other factor relating to server processes. You can either harvest the animal for meat and other resources, or simply allow it to have a sedate life of roaming. Pet animals have been integrated into default supply drop settings and will be chosen from a select list of supply drop groups. Upon finding a Supply Drop Crate, you may get lucky and find a pet animal. Or more. There are also 2 Pet Animals that cannot be purchased or found. These include the Pet Chicken and the Pet Rabbit. oakraven introduces a method using default features in a novel way as follows: a) Construct a Rabbit Cage Trap or Chicken Coop and place them. The Chicken Coops can be placed next to each other but the Rabbit Traps need some spacing. b) Make some Chicken Feed and Rabbit Feed in your campfire and take them to your Chicken Coop and Rabbit Trap respectively. In this case, right mouse click and it will change the Chicken Coop status. Once receiving Chicken Feed the Chicken Coop moves to its Nesting Stage. And finally it is time to harvest. We can always receive feathers and eggs and regularly receive Pet Chickens. Pet Chickens are placed exactly the same as other Pet Animals. The chickens are prone to resting on ledges above the ground and your imagination can take that wherever you want it to. Pet Rabbits follow the same system beyond the reward and housing. Make some Rabbit Feed. Take it to your Rabbit Trap and right click. The Rabbit Cage Trap is Baited and Set. Here's one we trapped earlier. Activate and Release as with other animals. And should you ever lose your pets and have the skill in place, crouch. GUARD ANIMALS Purchasing Just as with the Pet Animals, the Traders will stock Guard Animals. The Guard Animals can be purchased for the same price and placed exactly the same as Pet Animals using the quest system. The Guard Animals will remain passive in the spot you place them until a Zombie gets to close. The guard animals can be used to protect your Pet Animals, general base protection, or even during a Blood Moon event. An unwelcome guest. 2 Animals Guards; Guard Hell Wolf and Guard Rabbit are released using the tile placement system and very quickly recognise the threat. After opening the shutter, the zombies attempt to enter the farm compound and are met by the Guard Animals. I got lucky on this occasion and 2 Hell Wolves spawned from a single tile. The skirmish ensues. One of the Hell Wolves was overcome and is ready to be harvested. The Guard Animals that survived will see their health restored. The Guard Animals also fare well during a Blood Moon event. Four Guard Animals remained until first light. Players will receive no XP for Guard Animal kills. There are 4 additional human Guards that are currently being tweaked for a future build. There was an issue with the Trader compound causing NRE for certain classes and that needs to be tweaked to ensure they function well with the few classes that are compatible. VEHICLE - CURRENT UNAVAILABLE Farm Jeep The farm jeep is your tractor. It is pretty slow but will get you from A to B without running down your stamina. It fits the concept and can be constructed on the Workbench with less resource demand than a regular vehicle due to its limited functionality. It's just a bit of fun. And is scaled to match pathways. Carries 2 players... There will undoubtedly be updates in time, but this is a fully functional 'farming' mod and may serve you well as a break from looting, questing, and skirmishing. Installation If you've never installed a mod before it is necessary to create a mod folder in the main directory or in an area suggested by your server host if they have modified the installation. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature). If you drag the mod folder directly out of the zipped file it can be placed directly into the Mods folder and the game will look in there as you launch your World. If you allow your unzip function to extract the folder, it may make another unnecessary folder and place the mod inside it. This will not be recognised by the game/server if you place it in the Mods folder like this. Please take it out of the extra folder level. The top layer will be a single folder and in the second layer you will see a ModInfo.xml file with or without additional folders depending on the mod. This will become elementary once you've launched a few mods. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = NO The magic of this mod is that is only needs to be installed in the server/person who has launched the main environment that others join. It is a technical work of art. Enjoy. 👍 Hog Riding! but that's another mod.
  19. 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! 😜
  20. https://www.nexusmods.com/7daystodie/mods/1921 https://github.com/Warlockdaddy/ImprovedRWG Relatively simple mod that improves random world generation to give more cities, towns, and POIs. This is done through editing the rwgmixer to increase town and city counts as well as minimum and maximum tilesizes. Here's a 12k map generated with the mod (59 T5 POIs) And here's a 12k map generated without the mod (10 T5 POIs) As you can see, the mod essentially allows you to double (or over double) the amount of cities and towns that are generated with the in-game RWG. This allows you to get many more of the juicy T4 and T5 buildings that your heart desires. Mod has been tested with 6k, 8k, 10k, and 12k. Feel free to go higher, should work if you want it to. Have fun 😛
  21. xyth

    A20 VideoPlayers Mod

    VideoPlayers Modlet (Single Player Stable) Note: Seems to work on Dedi, if you follow the install instructions, otherwise it will crash your server! You were warned. This A20 modlet now combines several A18/A19 modlets (Video Players, Billboards, and Theater Screens) You must connect a wire to each device using the wire tool to activate it, then you can remove that wire. YouTube Video: YouTube Video: YouTube Video: Description Introduces mass media into the game. Be sure to active each of these with a wire using the wire tool. Billboard01 is a mechanical billboard that shows 3 unique images on each side of the billboard. This is a single texture sheet which you can edit in a graphics program then import into unity and the reexport. BillboardVideoMP4 is a electronic version, that will play 12 video clips in rotation. Like 12 TV channels. Best part is you can replace the 12 video files in the mods/resources folder with your own. In default, video0 is static, 1 is a cartoon clip, and 3 a classic video. All the rest are static. Theater Screen Adds a flat theater screen into the game. Designed with POI makers in mind, this screen is 16:9 format and 8x5 blocks in size. VideoTV is a large tabletop television that will play 12 video clips (or entire movies) in rotation. TVWall is a wall mounted version setup to replace the existing small wall mounted televisions. Its currently set to replace 20% of them but that can be adjusted in xml. Some will be on by default, playing static, but otherwise are broken. Replace video0 with a public service disaster message of your choice. If you put down a land claim block you can pick these up by holding the E key. Installing Single Player Normal mod install. Drop the mod into your Mods folder and your done. If you swap out any of the videos, they must have the exact same name and file extension as the one you're replacing. Those names are hard coded. It won't like strange .mp4 encoding so keep it simple. Encoding help can be found in the old thread. Dedi Experimental - read carefully For some reason, the dedicated servers default startup file named startdedicated.bat has a Unity startup parameter -nographics . -nographics means dont load various shaders and the video decoding files needed to render video. So your job is to edit that file before starting up the dedi. On about line 69 of that file you will see this line: start %GAMENAME% -logfile "%LOGFILE%" -quit -batchmode -nographics -configfile=serverconfig.xml -dedicated Change it to: start %GAMENAME% -logfile "%LOGFILE%" -quit -batchmode -configfile=serverconfig.xml -dedicated Failure to do this properly will crash your dedi hard and fast. Download The Modlet can be found here: https://github.com/7D2D/A20Mods/blob/main/VideoPlayers.zip or in the ModLauncher. Known Issues Sometimes the sound plays for a few seconds if you enter the game next to a billboard that has sound. This is because I need to active them on start as I can't use code to do that. Minor annoyance. You need to activate a newly placed video device by attaching a wire to it, but you can immediately remove that wire. That is because I'm using the switch class and it expects a wire to the switch. No way to fix that without code. Videos need to be in .mp4 format. There is a limit to how much memory can be allocated to video, so 12 long movies may well crash the server.
  22. [v1.2.1] Horde alert, Survivor! The hordes we've been getting recently seem to be... different. The old scouts seem to have returned alongside the screamer, and the wandering hordes have been acting smarter-than-usual. The animals seem to have also been affected... what's going on? Backstory: This mod was initially an idea I came up with after playing A19, and reflecting on the past alphas where I felt wandering hordes used to be more dangerous and unpredictable. I wanted to bring this back and focus on improving both wandering hordes and scout hordes, to bring more difficulty (and customization) into the game, as I felt the only real threat was the blood moon. Features: Improved hordes Customizable hordes that scale with gamestage progression to always keep the game feeling difficult. (Note: Balancing is still WIP.) Combines a new heatmap system with the vanilla heatmap system for smarter difficulty scaling, taking biomes into account. Additionally, hordes can also be grouped into larger hordes to allow for variations in enemies. Better wandering hordes Wandering hordes work off a schedule generated at the end of every blood moon (except for Day 1/whatever day you are on when the mod is first initialized). This schedule also determines what hordes are feral and which aren't. Feral hordes can sense your location and wander closer to increase the chances of encountering you especially near buildings. Non-feral hordes wander by in more distant proximity and are not as harmful, meaning you might not even notice them sometimes. Refreshed scout hordes Scouts have gotten a refresh, namely the addition of feral scout hordes. The likelihood of a scout horde being feral increases as you hang around in an area. As scouts scream, they contribute more heat to nearby areas which attracts harder hordes in these areas, thereby increasing the likelihood of a feral scout spawning. Feral scouts are much more aggressive and will stick around 2x longer than a regular scout. They have a tendency for attracting more zombies than expected. The benefit of this however is that scouts will now walk away given enough time and no disturbances in the environment are sensed (that means don't use your forges/cement mixers/campfires/augers for a while.) If disturbances are sensed, the scouts will stick around for longer, be warned. On a final note, the original spider zombie scout trio have returned in their original, feral, and radiated variants now. New patrol hordes Utilising the new heatmap system, hordes begin to roam frequently visited areas on a determined frequency depending on the amount of heat generated in an area and biome difficulty. Avoiding detection lowers the heat in surrounding areas. Horde AI Changed some base entity behaviors to allow animals in particular to behave alongside zombie hordes. Smarter AI which allows hordes to make use of the game's sensing systems to detect players through sound and sight, making stealth a much more important area of play. Horde Entities rely on command lists to find out what to do next, this behavior is most noticeable with scouts as they can change what they are doing at any moment if they sense a change in the environment around them. Download/Source: > Latest Release for Alpha 20.6 b9: https://github.com/FilUnderscore/ImprovedHordes/releases/latest/download/ImprovedHordes.zip > Previous Releases & Changelog: https://github.com/FilUnderscore/ImprovedHordes/releases > Source Code: https://github.com/FilUnderscore/ImprovedHordes Add-ons Installation: Note: This mod can be added to existing saves to start working, no new save is required. Testing has been done on removing the mod from an existing save game, and no issues have currently been uncovered. For Clients: Note: This mod is not client-side EAC-compatible and will not run with EAC enabled due to how mod DLL loading works in A20. Download and extract the latest release into the Mods folder in your 7 Days to Die install folder (create one if it does not exist). To verify you have installed the mod correctly, located inside your Mods folder should be an ImprovedHordes folder (containing the Config folder, ImprovedHordes.dll and ModInfo.xml files). Settings can be modified in the Config/ImprovedHordes/settings.xml file in the ImprovedHordes mod folder. For Dedicated Servers: The mod only needs to be installed on the server, as it is a server-side mod, so any client that joins your server without the mod installed will be able to experience it. The installation instructions are the same as the above, however it is installed in the Mods folder of the dedicated server. Commands: For more information about the commands, type in the in-game console help improvedhordes Note: Requires a permission level of 0. Wiki: For information such as changing mod settings or creating your own custom wandering/scout hordes, check out the Improved Hordes Wiki at https://github.com/FilUnderscore/ImprovedHordes/wiki Mod Support: Although mod support has not yet been tested, this should work with other mods that add new entities into the game that use the AI ApproachSpot/Wander properties, and can also be manually added with xpath. Mods that modify AI behavior may not work with this. Screenshots: Terms Of Use: https://community.7daystodie.com/topic/26781-improved-hordes-a20/?do=findComment&comment=463276
  23. Turn EAC Off when using this mod! 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 SphereII's Core. This mod requires 0-SCore, so use the mod launcher and add that 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 in A20. Please let me know if its too hard or too easy for you. Installation: 0-SCore mod is REQUIRED, as it has the code for the locks to work. Locks modlet: https://github.com/7D2D/A20Mods/blob/main/Locks.zip Sphereii's Score is here: https://downgit.github.io/#/home?url=https://github.com/SphereII/SphereII.Mods/tree/master/0-SCore Thanks to Mumpfy for adding the branding to the lock textures! Enjoy!
  24. Modder Snufkin introduced an innovative technique to ornate existing vehicles with attachment models to give them a unique appearance. In many cases, it went so far as to create new vehicles with experimental features and was released in a pack as Snufkin's Custom Vehicles Mod. This was followed with a Community version which added more additions on top. A20 saw numerous updates to the vehicle code, which limits conversion of many A19 vehicles from the previous server side only releases. However, this A20 release can still combine some of the more popular vehicles from A19. Download here: https://github.com/arramus/A20_ServerSideVehicles_2022Sept16 ========== 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 mod folder in the main directory, typically (\SteamLibrary\steamapps\common\7 Days To Die). 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 the mod folder directly out of the zipped file and it can be placed directly into the Mods folder. However, there may be a top folder which you do not need. You are looking for a folder that contains a 'ModInfo' file. The folder holding that file will be the one you add to your Mods folder. If you add a folder above that nesting then the game will not be able to see the mod. The top layer will be a single folder and in the second layer you will see a ModInfo.xml file with or without additional folders depending on the mod. Clear instructions on this stage are not possible due to different types of unzip application and their methods. However, this will become elementary once you've launched a few mods. Does this Mod need to be installed in the server/client host? = YES Do players also need to install this Mod? = NO The magic of this mod is that is only needs to be installed in the server/person who has launched the main environment that others join. Enjoy. Apart from periodic issues with flying stability, and the noticeable lighting from hidden vanilla models on two of the vehicles, this selective few offers a highly functional mix. The current vehicle list, which is typically restricted by access to vanilla vehicles for their recipes, can be produced on the workbench. Motorcycles: Hell Beast (Snufkin) Hell Fire (oakraven) Hell Dog (oakraven) Spider Bike (arramus) Cars, Jeeps, Trucks, and Buses: Hell Hound (oakraven) Hell Spikey (oakraven) Hell Car (Oakraven) Magic Bus (Oakraven) Flyers: Whirligig (arramus / utilising Bdubyah's MD 500 helicopter settings) Shark Blimp (oakraven) Bicycle Base: Sled (Snufkin)
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