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Found 120 results

  1. Currently working on: - 7D2D-EntityRandomizer - Possibility of getting UMA randomization to work - 2-4 possible new modlets in the design/thought stages - More sound mixing/additions for Add more common sounds and Khelldon-GetPiggy - Fixing Punishing Weather - Survival for a19+ Last Modlet Updates, last 30 days: Oct 24 2020: Added Doughs-UI-Add-2ModSlots - Created per request from @CrazyAluminum Oct 18 2020: Added Electric - CapacitorBank - Added CapacitorBank and Capacitor electrical components Oct 12 2020: Updated Add more common sounds - Added more sounds. Oct 11 2020: Updated Add more common sounds - Added a lot of sound pitch changes Oct 10 2020: Updated A fork of KHelldons a17 modlets - Small fixes to Khelldon-RebarCrossBowBolts, Khelldon-GetFramed. Khelldon-StarterCrate now working. Finally fixed Remove The Map For a19+. Updated Nerf Flashlights and Player Crafted Lanterns Oct 08 2020: Added Screamers - Spawn - More. Updated 7D2D-EntityRandomizer - Small fix Oct 07 2020: Updated A fork of KHelldons a17 modlets - Bugfixes for Khelldon-GetPiggy, Khelldon-ScreamerBears, Khelldon-GetFramed. Thanks to @xxx73 for reporting GetPiggy harvesting issues! Oct 05 2020: Updated 7D2D-EntityRandomizer - Added new pre-generated modlet for a19.2 b3 Sept 26 2020: Updated One Hour of Daylight + Rabbit Of Caerbannog - Spawns A Lot (bugfixes) for a19.1 b8 stable Modlets: Modlet: Nerf Flashlights and Player Crafted Lanterns Summary: I think flashlights and lanterns are too OP/bright, especially early game . Forces you to loot flashlight related parts (not easy to find) and craft flashlights and the flashlights mods yourself. Removes working flashlights and related mods from loot and traders. Adds "new" parts (recolors existing game icons) to craft these lights, and also adds a second car battery recipe. Keeps the early and possibly mid game darker. Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v1.0.2.zip Github This Thread 7daystodiemods.com Aug 19 2020 Modlet Generator: 7D2D-EntityRandomizer Summary: A script that makes copies of vanilla zombies with random properties. Interested? See also: Guppycur's Random ZombieGetterUpper Note: The script is released, and docs are on the github wiki, The github repo has a copy of the generated modlets for each supported build should you not want to go to the trouble of installing and getting the script set up. Note: If you'd like another version or build I can try to generate one. just message me on these forums. Note: This is an experiment and I'm releasing it as a demo to see if this is worth perusing! Please read the notes on Github: Main Page. Any good/bad input is welcome! Latest a19+ compatible modlets (direct download) Use the modlet that's the same as your game version! Source Code/ Older Versions Forum Comments Additional Links Last Update v2.0.14.zip Github This Thread 7daystodiemods.com Oct 5 2020 Modlet: Electric - CapacitorBank Summary: Adds a short charged Capacitor Bank and capacitors (like a Battery Bank and Batteries, but for *very* temporary or emergency power). Inspired by post by @ausbrecher Note: Is meant for being used for slightly earlier electric power before getting vanilla battery/generator/solar (for emergencies) OR for semi-custom (challenging timing of electric power after power runs out or is shut off via switch. CapacitorBank and Capacitors are all item/icon reuse and recolor from vanilla blocks/items. Note: Cannot daisy chain capacitor banks (works just like battery banks in terms of charging/discharging) Note: Ran across this similar modlet: CapacitorBank Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v1.0.2.zip Github This Thread None Oct 18 2020 Modlet: Screamers - Spawn - More Summary: Inspired by JaWoodle's "Silent Hill" series and a post by @Doomofman. Adds screamer zombies to more spawn groups (currently adds to *all* spawn groups!). Note: Quick and sloppy 1 line modlet. Lightly tested. Will clean up modlet if I get feedback it's too much/many. Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v1.0.0.zip Github This Thread None Oct 9 2020 Modlet: Buff Ambiance - Darker Nights Summary: Makes nights darker Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v1.0.0.zip Github This Thread 7daystodiemods.com Sep 14 2020 Modlet: Buff Ambiance - Darker Inside Summary: Makes indoors darker Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v1.0.1.zip Github This Thread 7daystodiemods.com Jul 27 2020 Modlet: Add More Pipe Bombs Summary: Add a few more types for early and end game use. Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v1.0.6.zip Github 7daystodie.com 7daystodiemods.com Jul 4 2020 Modlet: You've got Mail Summary: Add 200+ fun (and sometimes useful) items in places you find mail (mailboxes, desks, dressers, trash, bookcases). Originally made because I was tired of finding just paper in mailboxes. Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v2.0.0.zip Github This Forum Thread 7daystodiemods.com Aug 29 2020 Modlet: Rabbit Of Caerbannog Summary: Adds a very vicious zombie rabbit that very rarely spawns, and a grenade to kill it. Additional credits (See Github and forum for contributions): Mjoelnir.hh Mumpfy Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v2.0.1.zip Github 7daystodie.com 7daystodiemods.com Jul 5 2020 Modlet: Rabbit Of Caerbannog - Spawns A Lot Summary: An override to Rabbit Of Caerbannog modlet to make rabbit spawn more often, not just in hordes. Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v2.0.2.zip Github 7daystodie.com 7daystodiemods.com Sept 26 2020 Modlet: Add 2 more mod slots to items/weapons Summary: Adds more mod slots, if an item accepts them. Inspired by request from @CrazyAluminum Note: Likley looks better when you have a 96 slot backpack mod (or similar) as the new slots pop out of the vanilla UI, due to lack of room Additional credits (See Github and forum for contributions): joshwar99's More Mod Slots A18-A19 on nexusmods.com Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v1.0.0.zip Github This Thread Oct 24 2020 Modlet: Add 5 more slots for recipe ingredient list Summary: If you use mods and run into a recipe you cannot craft this may help. Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v2.0.1.zip Github 7daystodie.com 7daystodiemods.com Jul 5 2020 Modlet: Add more common sounds Summary: Add more sound variations to common actions, and additional remixed game sounds. Let me know if you want more of a particular sound! Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v1.2.0.zip Github This Thread 7daystodiemods.com Oct 12 2020 Modlet: Punishing World - Newbie Coat - Remove Summary: Removes the Newbie Coat buff when spawning into a new game for the first time. Note: If you add the modlet after spawning, the existing Newbie Coat buff will *not* be removed. Note: I believe other people have made modlet(s) like this? Let me know! I'll happily deprecate my modlet if another exists with identical functionality that is being maintained! NOTE: Found this identical modlet: No Newbie Coat Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v1.0.0.zip Github This Thread 7daystodiemods.com Jul 26 2020 Modlet: One Hour of Daylight Summary: Can have perpetual nighttime or daylight, adds additional hours of daylight options in between normally not available in the start game options. Note: Nothing in this modlet was changed for a19, a18 was just *much* darker at night than a19. I recommend also loading my Buff Ambiance - Darker Nights and Buff Ambiance - Darker Inside with this to make it as much like the pre a19 version as possible! Additional credits: Claymores Modlets "MORE OPTIONS" Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v2.0.0.zip Github This Thread 7daystodiemods.com Sept 26 2020 Modlet: Punishing Weather - Core Summary: Adds pretty dense dirt, winds, and temp changes to all biomes Note: Since this mod makles it hard to see far, you can probably turn down "things in the distance" in your video settings to get more FPS. You may want to use this console command from this guide how-to-fix-increase-your-fps-guide-a18 to remove distant terrain: gfx dt Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v2.0.2.zip Github 7daystodie.com 7daystodiemods.com Jul 26 2020 Modlet: Punishing Weather Effects - Medium Summary: An Override to Punishing Weather - Core modlet. Lessens visual effects of the Core. Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v2.0.0.zip Github 7daystodie.com 7daystodiemods.com Jul 16 2020 Modlet: Punishing Weather Effects - Light Summary: An Override to Punishing Weather - Core modlet. Lessens visual effects of the Core. More like vanilla in terms of FPS affecting visual settings Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v2.0.0.zip Github 7daystodie.com 7daystodiemods.com Jul 16 2020 Modlet: Punishing Weather Rain More Summary: An Override to Punishing Weather - Core modlet. Adds more rain conditions so its rainy more often (but not 100% every day) Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v1.0.1.zip Github This Thread 7daystodiemods.com Jul 26 2020 Modlet: Punishing Weather Temp More In Burnt Forest Summary: An Override to Punishing Weather - Core modlet. Adds more heat to the burnt forest. Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v1.0.1.zip Github This Thread 7daystodiemods.com Jul 26 2020 Modlet: Nerf Backpack Carrying Capacity Summary: Blocks more default open slots (from 27 to 12). Note: Adding Triple Pocket Mod to all armor AND making out Pack Mule perk unblocks all slots. Additional credits: "Reverse Inspiration" and XML borrowing from Khaine's 60-slot Bigger Backpack Mod Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v1.0.0.zip Github This Thread 7daystodiemods.com Aug 15 2020 Modlet: Remove The Map Summary: Map and all related map info is blocked out, forcing you to use only the compass and your memory Latest a19.1+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v2.0.0.zip Github This Thread 7daystodiemods.com Oct 10 2020 Modlet: A fork of KHelldons a17 modlets Summary: An attempt to get them to work in a19 See the Readme on the main "Github (my fork)" page for current status of each modlet. See individual modlet README files for more description. Working modlets are: Khelldon-BiggerBuckAndDoe - Increases size of these animals. Khelldon-BiggerChickenAndBunny - Increases size of these animals. Khelldon-RebarCrossBowBolts - Adds 2 types of rebar ammo (Rebar and Hot Rebar) that can be used in Crossbows. Khelldon-BabyBears --> Look here also: Baby Animals by mlburgoon Khelldon-GetNailed - Adds bent nails and crowbar. Need straight nails to repair wood blocks. Need crowbar or hammer to harvest straight nails, else bent. Look here also: Guppycur's Get Nailed Quest Chain Edit to be able to easily finish the starter quests since frame upgrade needs nails. Khelldon-ComplexCobble - Adds mortar. Needed to repair cobblestone and flagstone blocks. Khelldon-CustomMenu - Adds ability and example of how to modify starting game splash screen. Khelldon-GetPiggy - Adds old pig back to game. Pig sounds TBD/WIP Khelldon-HolyHandGrenade - Adds Monty Python grenade. Massive explosion. Khelldon-GetHorny - Changes horn sounds for each vehicle. Khelldon-ScreamerBears - Makes bears (several sizes) spawn instead of screamers. Moves screamers to other spawning group. Khelldon-StarterCrate - Gives several items from several loot groups (1 Mining Helmet, 1 random Weapon, 3 random Tools, 4 random Armor, 2 random Medicine, 2 random Food ). Thanks to @wolfbain5 for a working reference example here! Khelldon-AwwNuts - Adds nuts and bolts. Needed to repair and craft various metal items. Khelldon-GetGreener - For making new RNG maps: Removes snow and desert biomes and turns them into Forest. Khelldon-GetFramed - Can only upgrade wood frames if you have nails AND you can only place frames 1 block out from another wood block. Note: Original modlet only allowed building on top of frames. Changed so can build "normally" just with the "1 frame out" limitation. NON working modlets are: aGulliversTravels (May decom if no one requests it be fixed) Khelldon-BadCompanyUMAZeds (DECOMMED. a19 apparently does not support UMA/changing soon. Look here instead: snukfins-server-side-zsombies ) Khelldon-GetTheHerp (Of all things! Cannot get buff working) zzz-Khelldon-GetBenched (May decom if no one requests it be fixed) Latest a19+ compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v2.0.8-doughphunghus.zip Github (My fork) This Thread 7daystodiemods.com - tagged with Khelldon Oct 10 2020 *************** BELOW: NOT TESTED (or known to be working) ON a19 YET ! *************** Modlet: Punishing Weather - Survival Direct download (Tested On): a18.3 a19 => WIP. More Information: Github,7daystodie.com,7daystodiemods.com Description: Gets colder as your altitude increases Last Update: 1-12-2020 *************** BELOW: "Decommissioned" modlets I don't want to spend time updating or I no longer personally use. If anyone has any interest, let me know and I can look into rebuilding them for the latest version of the game. ************** Modlet: Nerf the Junk Turret Description: Makes Junk Turret more of a warning system than a Zombie destroyer, especially in early game. Adds more items to craft junk turret ammo with Note: Not updating for a19 as a lot has changed with the junk turret. Maybe more change will come before the vanilla code stabilizes and maybe I'll update it then. Latest a18 compatible (direct download) Source Code/ Older Versions Forum Comments Additional Links Last Update v1.0.0.zip Github This Forum Post 7daystodiemods.com 2-26-2020
  2. Gonna just make this thread for all my modlets to keep it organized. The Wasteland: Bdub's Vehicles: Buggy: Hot Rods: Humvee: GNX: Box Truck: Willy Jeep: Golf Cart: MRAP: Marauder: Nuka Factory Vanilla Prefab: UAZ 452: Pickup: Work Truck: Nova: BRDM-2: MD-500: Grass Blocks: Duster: Stallion: Charger: Dirt Bike: Cruiser, Junker, and Rat bikes: SHERP: UH-60:
  3. xyth

    A19 NPCs DMT Mod

    NPCs DMT Mod Description This is a mod that introduces dynamic NPC characters into the game by expanding on the CreaturePack Humans. These NPCs require some of Sphereii's DMT scripts, and these dependencies will be enforced upon loading this mod with the mod launcher. Many issues probably exist and we need help testing to make these NPCs work better. This mod adds many new NPCs to the game. Unlike previous NPCs, these can be hired then issued orders to stay, follow, and guard (patrol eat, drink, and looting POIs for you are being reworked, or abandoned). All this is configured in XML. Once hired, you cannot kill them, nor can another hireling or allies in your party hurt them. This blocks friendly fire issues. Non hired NPCs are fair game. They are currently set to spawn in the friendly animal spawn group, but you can change that in xml. You set the patrol route by using invisible patrol blocks. Likely that will need a video to explain. In xml you can set what the NPCs eat and drink, what they use for a toilet and what they defecate (if you turn that on), whats their home block, what they use for a bed, food containers, etc. Take a look at the xml and read the comments. The NPCs are an adaptation of the animals used for another mod, so if you want NPCs to breed and lay eggs, well, that could happen with the right xml. Just don't ask me to help you with that 🙂 Installing The NPC mod is found in the DMT section of the mod launcher or in my repo here: https://github.com/7D2D/A19DMTMods A18 version is here: https://github.com/7D2D/A18DMTMods This is an DMT mod so it must be compiled with DMT, or loaded by the mod launcher. This mod has several dependencies that must be compiled with this mod for it to work properly. These are: <dependency>0-SphereIICore</dependency> <dependency>SphereII NPC Dialog Windows</dependency> Find those dependency mods here: https://github.com/SphereII/SphereII.Mods/tree/Alpha19experimental <dependency>0-CreaturePackHumans</dependency> https://github.com/7D2D/A19Mods A18 version is here https://github.com/7D2D/A18Mods Known Issues This mod has not had much A19 testing and has so much code we expect you to find issues. No training guide. Sphereii posted details on each new script that contains lots of info on your xml options. But if your confused, feel free to ask questions here. Well, except questions about egg laying.... Credits First, thanks to SphereII for creating all the new AI tasks and scripts that make these NPCs possible. Thanks to DarkStarDragon for joining in this project and adding his own NPCs to this mod. And a shout out to Mumpfy who edited the base meshes and retextured several of these new entities.
  4. Custom_Rus_Lang_A19.2b4.zipThe famous Russian localization is now in the form of a modlet! Translated: • Main menu • Settings menu • All items * Actions on items • The names of the effects and their descriptions • The names of the recipes and their descriptions • All quests/challenges and their descriptions If you find any mistakes or inaccuracies in the translation, please report them immediately! (preferably with a screenshot attached) Files to download under the spoiler below It is installed as a regular modlet! Have a nice game! Main guide on Steam! Screenshots under the spoiler below!
  5. This mod allows you to craft MOST perk books and schematics excluding some of the tier 1 weapons you can easily just get a perk for and make a better one. Everything WILL cost Duke's Casino Coins along with some paper. This is an endgame mod, if you believe it is too overpowered or "game breaking" to have in your game, do NOT install it. Its purpose is to allow you to find those few books you may be missing or trying to gather that steel armor or steel tools schematic you haven't gotten lucky enough to find after a couple months of in game time. Could also be because you want progression to be sped up even further. I'm not going to license this mod, feel free to change the recipes if you believe the costs are too high. It is a game, have fun being able to craft all the elusive books! To install, simply put the folder it extracts to inside of the 7 days to die "mods" folder and relaunch the game. Perk-BooksAndSchematics-Craftable.zip
  6. Hello All, First off I'd like to say Thank you to Stasis78, Mayic and hernanxx. Without thier prior work and permission, this wouldn't have been put together. Next, Thank you to all the modders here on the forums. The information/examples you've provided is greatly appreciated and helped me get this playable in A18.4. Extra special thanks to Linda, babygrl, Chris, Gator, Tru, Bluntz, David, Mistress Metal and Nomad for the initial help with everything to do with the farming mods and testing over the past few months. What I am posting here is a proof-of-concept version of farming based on/using prior work with a few new items, that I'm calling, Farm Life Expanded. It combines Stasis's FarmLifeMod2, Mayics Farming Mod and hernanxx's UnnecessarybutBeautiful mods into one. This started out months ago as just a farming modlet for our server. When asked if I could add recipes for UbB, I decided to just join that into the modlet after getting permission to use the mod. I know Demmers is working on a version of this as well, and this is in no way any kind of attempt to take anything away from what he is doing. I had started on this before I knew about his project. Information on Farm Life V3 can be found on the forums here and on NexusMods here. Also, I'm not claiming to be a modder, and I've been hesitant on posting about this knowing a good portion is others work. With that said, here are some details. Farm Life Expanded Animals Farm animals are part of the original mods. While I won't be fixing many of the issues with the previous models, I have corrected offset for placement. I've added new models and recipes. None have animations, and are working placeholders for the time being. New animals currently include: Beehive (honey) Horse (bone, leather, glue*) Pheasant (eggs, feathers, meat) Sheep (wool, meat) Turkey (eggs, feathers, meat) Animal Workstations Animal workstations are a continuation of Mayics concept, with new animals added. Again, none have animations and are placeholders for the time being. They are also the source of a "breeding" system. I didn't really know how to do this, so I added "cryo" containers to be found in loot that can then be used with the Animal workstation to create that type of animal. New animal workstations currently include: Beehive Elk Horse Pheasant Sheep Turkey Crops With the combination of the two farming mods, there were some duplicate plants. Some have been changed to other plant types, while others have been discarded and not used. The "crop" plants have been recoded to use TFP's growing method, with 56 plants available. All have at least 1 useful recipe. Trees Most of the recipes for UbB require certain types of wood. (example: Dark furniture requires Walnut, Clear requires Maple, White requires White Oak) making Trees more important. Workstations As mentioned, with the combination of the two farm mods, there were duplicates of some workstations. All have been re-evaluated and recipes changed accordingly. I didn't completely delete the unused models from the modlet, and they are still able to be crafted, but with no recipe requirements tied to them. Recipes/Quests This is one of the areas I haven't done much with yet, regarding the originals. There are currently 1517 recipes and 292 quests in the modlet. I haven't gone through everything, but all quests are available in the Farm Table. I also have to go through all of the Food recipes and catagorize them. There is a "starter" quest item that will give basic quests to get started with Farm Life if you decide to use it. A few of the new food items are just placeholders and don't have buffs/stats yet. I've tried to address as many of the original issues as possible eg. offsets of models, missing recipes, workstations(required items, model footprint) etc. There are still known issues with any of the workstations that have multiple rows of required tool slots. As for hernanxx's Unnecessary but Beautiful. The copy I started with had no recipes at all. All of the recipes are generic and can be changed in xml if needed. Also included, working sinks and ovens for those model types. Again, thanks to all that have put the effort into making these mods originally. One last thing to mention, I consider anything I've added to this as "open source", so if anyone wants to modify/use... by all means, go for it. Have fun and enjoy. Download A18 - Here (I was asked about links to A18 versions. This is the last backup that I kept. I also included a version without the backpack. I won't be updating these at all. If there are conflicts, I won't be looking at them. I am being upfront about it.) Download A19 - Here (Stand-Alone version, doesn't play well with other mods. Includes 96slot backpack.) (I'm unsure I'll update this past this point.) Download A19 (Updated 10 Aug 2020) - Here Compatible with "some" other mods currently. Very limited testing since the update earlier today to (b169). Vanilla backpack and restructured Perk for Farm Life to be more compatible with other modlets.
  7. Download Entire Package Here https://gitlab.com/guppycur/guppymods My modlet collection. If you don't know how to use git or download, sorry but that's on you. Click on the mod then click the download button, geesh. I offer zero warranties or guarantee's. Tons of people have helped me with my mods, and I'd list them but then I'd forget someone and feel bad. So basically everyone on my modding discord. 😃 Thanks homies! Guppycur's AdditionalCharacters - Adds a few more characters - Incompatible with Creature Pack Guppycur's BloodMoon Trickle - Removes the TFP trickle on blood moons Guppycur's Can Grenade - Cheap, easy, goes boom Guppycur's Commercial Blocks - Adds commercial blocks Guppycur's Commercial Kitchen Blocks - Adds more commercial kitchen blocks Guppycur's Cop Acid - Harvest cops for their acid Guppycur's Desert Ambiance - Adds dust devils and dust storm to desert biome Guppycur's Door Blocks - Adds a variety of doors; doubles, gates, drawbridges, portcullis', etc Guppycur's Dust Devil - Dust devil entity by itself Guppycur's Elevator - Adds a fixed sized elevator Guppycur's Fantasy Mod Extras - Adds a few items for a fantasy mod Guppycur's Fireworks - Adds a zombie distraction fireworks box Guppycur's Flame Thrower - Adds a hand held flamethrower weapon Guppycur's Get Nailed Quest Chain Edit - Fixes quest chain for Kheldon's Get Nailed mod Guppycur's Grenades - Adds a smoke and flash-bang grenade, great for PvP! Guppycur's Heads on Spears - Adds heads on spear blocks Guppycur's Hospital Blocks - Adds more hospital blocks Guppycur's Insects - Adds a flying hornet type insect and prefab/nest - Compatible with Creature Pack Guppycur's JapaneseCharacters - Adds Japanese characters - incompatible with Creature Pack Guppycur's Misc Blocks - Adds a lot more blocks for decoration and building Guppycur's Misc Blocks 2 - Adds even more blocks for decoration and building Guppycur's Mobiles Modlet-NonSDX - Broken @%$*#! vehicle modlet; okay, it works but needs finishing. Use ragsy's instead Guppycur's New Torch System - Replaces torches with a new system Guppycur's OrcPack - Adds orcs - Incompatible with Creature Pack Guppycur's Other Creatures - Adds other weird creatures - Incompatible with Creature Pack Guppycur's Placeable Light System - Replaces lights with a new system Guppycur's RadiationMod - Bit buggy for a18 (hopefully fixed in a19), but enables rad1 and rad2 zones along with armor modifiers allowing entry to those zones Guppycur's Rad Dampener - Adds an item to hold that will remove the radiation healing effect of nearby entities Guppycur's Rad Eyes - Replaces rad zombie glows with green eyes Guppycur's Rad Warning Signs - Adds "Danger: Radiation Zone" signs to wasteland Guppycur's Rage Zombies - Better than TFP's, these ragers won't quit! Better kill them quickly. Guppycur's Random ZombieGetterUpper - Randomizes the "get up" time for zombies, so that you're less sure if they're dead or not Guppycur's Riot Shield - Adds a riot shield item to hold Guppycur's Robot Dog - Adds a companion bot to follow you around and help you carry stuff Guppycur's Rotating Bridge - Adds a rotating bridge Guppycur's Shopping Cart - Adds a push-able shopping cart and a drive-able shopping go-kart Guppycur's Soldiers - Adds soldiers - Incompatible with Creature Pack Guppycur's StairwayToHell - Randomly replaces wooden stairs with versions that will break when walked on Guppycur's Trees - Adds more speedtree blocks to the game Guppycur's Vehicle Madness - DMT mod for a vehicle mod overhaul. Adds MANY vehicles and a new system for acquiring them Guppycur's Victorian Blocks - Adds Victorian era looking blocks Guppycur's Wanted Posters - Adds some wanted posters for yours truly Guppycur's ZombiePack - Adds more zombies - Incompatible with Creature Pack Guppycur's Zombie Doctors - Adds more zombies - Incompatible with Creature Pack Guppycur's Zombie Soldiers - Adds more zombies - Incompatible with Creature Pack
  8. FreakUK

    FreakUK's Modlets

    Convenient 1-stop listing of my modlets. Unless otherwise stated, assume ALL my mods are client side - which means they need to be installed on both the server AND client, due to custom icon(s)/assets. FRK Armor Mods (A19): Nexus / Google Drive ***Needs to be installed on both the server AND client sides, due to custom icon(s)/assets*** Adds a backpack mod (+15 carry weight), Ultimate Goggles (combine looter goggles, nerd glasses, etc), and sprung boots mod(Upgraded version of impact bracing mod - increasing jump height) ------------------------------------------ FRK Beehive (A19): Nexus / Google Drive ***Needs to be installed on both the server AND client sides, due to custom icon(s)/assets*** Adds a beehive to the game to automatically generate honey! ------------------------------------------ FRK Chicken Coop (A19): Nexus / Google Drive ***Needs to be installed on both the server AND client sides, due to custom icon(s)/assets*** Adds a Chicken Coop to generate eggs and feathers. ------------------------------------------ FRK Craftable Candy (A19): Nexus / Google Drive ***Needs to be installed on both the server AND client sides, due to custom icon(s)/assets*** Kinda does what it says on the tin - Allows crafting of the candies in-game. Ties each of the different types of candy to a perk (at level 1). (Or, get lucky, and find the schematic to unlock them all!) DemolitionsExpert → AtomJunkies FromTheShadows → CovertCats LuckyLooter → EyeKandy SalvageOperations → Hackers Physician → HealthBar LockPicking → JailBreakers Electrocutioner → NerdTats Parkour → Oh@%$*#!zDrops Miner69r → RockBusters Brawler → SkullCrushers BetterBarter → SugarButts All recipes for the candies use Sugar and animal fat, plus 1 more ingredient, which differs for each candy. Sugar can be crafted from candies, or found in loot. Sugar and Candy are crafted in the Chemistry station. ------------------------------------------ FRK_Dev_Drugs (A19): Nexus / Google Drive ***Needs to be installed on both the server AND client sides, due to custom icon(s)/assets*** Adds six new drugs to the dev section of the creative menu: Dev: Amnesia! - Works like the dev respec potion, except it also clears all vanilla schematics! Dev: Hurt Me! - Apply numerous physical debuffs. Sprained limbs, bleeds, concussion, etc. Dev: Ipecac! - Give yourself Dysentary, and reduce your food and water by 50-60% Dev: Ouchie! - Give yourself an abration. Dev: Slice! - Give yourself a laceration (and associated infection/bleed chance). Dev: 'tis but a scratch! - Break your arm and leg. Obviously, these are of no use for a normal playthrough - they're strictly for testing mods. I needed a couple of them for a personal project, so thought I'd release them incase they're of use to another modder. ------------------------------------------ FRK_Schematics (A18/19): Nexus / Google Drive ***Needs to be installed on both the server AND client sides, due to custom icon(s)/assets*** Adds a workstation where you can craft most mod schematics, and some item and weapon schematics. Work station is gated behind Advanced Engineering Rank 3, but the schematic CAN be found in the wild! ------------------------------------------ FRK_Ammo_Crafting (A19): Nexus / Google Drive ***Needs to be installed on both the server AND client sides, due to custom icon(s)/assets*** Changes Ammunition crafting to require specific sized casings and tips. One thing that has always bugged me about this game, is that ammo crafting is dumbed down TOO much - all casings are the same, all tips are the same size... So I made a mod to fix it lol. Adds Steel ammo for all 3 calibers. (9mm, 7.62mm, .44) Bullet tips now have to be crafted for each caliber. (9mm, 7.62mm, .44) Bullet casings now have to be crafted for each caliber. (9mm, 7.62mm, .44) All bullets require primers Shotgun Ammo now altered. All components require individual crafting (cases, primers, shot/slug). Primers are crafted at a Chemistry station, Tips and Casings in the forge, as before. Crafting of primers requires Demolition expert rank 1. Crafting costs for tips and casings adjusted slightly.
  9. Thought I'd make a single post for all my modlets that work on A19. Basically it's all the various A18 ones, tested and adjusted if necessary to make sure they work on A19. There's also a few new ones that I thought folks might like. All of these are XML only. Enjoy. 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. 60 Slot Backpack (with Food/Water bars) - As above, but with food and water bars moved from under the toolbelt to under the Health/Stamina bars on the left. 96 Slot Backpack - Pretty self explanitory. 96 Slot Backpack (with Food/Water bars) - As above, but with food and water bars moved from under the toolbelt to under the Health/Stamina bars on the left. 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. Backpack Buttons - Moves buttons to the left of the inventory window (so sort is where it used to be) and uses custom icons rather than the ones provided by TFP. Backpack Buttons V2 - As above, but uses vanilla icons which is better for servers. Lockable Inventory Slots - Adds the "box" from the backpack buttons modlet 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. 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. Log Spikes - Makes Wood Log and Iron Spikes craftable again. 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. Always Open Traders - Removed the open/close times from traders so they always remain open (tested with Trader Jen and seems to work). Bigger Bloodmoons - This is a mix of things. It removes crawlers from horde nights, increases the total number and the max alive (so you should have more zombies) AND uses new zombies with reduced AI for better FPS. Zombie Stutter Stop - Forces zombies to preload into RAM, which helps reduce the stutter while playing vanilla. How to manually install modlets tutorial video:
  10. Vehicle Madness Version 3 Beta 1.1 Guppycur's awesome original concept for Vehicle Madness returns to 7 Days to Die in A19, Guppy handed over the reigns of the project to me to rework and develop further the visions we have for vehicles in the game. This is a ongoing project and I am glad to say that ActiniumTiger has actively joined the 'pit crew' and has already done some great work with the mod as well as bringing along some good ideas into the mix that we are looking to implement in the next version. Features 26 vehicles ( all with overhauled unity vehicle physics and updated to linear lighting). Revamped the vehicle harvesting system ( Balancing feedback required ) . Updated the custom vehicles build system. A brand new custom vehicle spawner , so no more double or triple spawned vehicles and vehicle piles. ( Custom code was written by HaidrGna and we adapted it for Vehicle Madness with his kind permission) Added more vehicles to the craftable options for now. About Vehicle Madness For those that have not played the mod before ..... This mod will NOT let you build the 'custom vehicles' in the vanilla style...however you can still build vanilla vehicles in the usual way as all vanilla parts are still available in world. You will come across a variety of vehicles in the world, from firetrucks to humvee's to police cars to sedans and a few old rusted vehicles. You can only HOPE they are running. if not, you'll be forced to loot them to find salvageable parts, such as: Transmission (and damaged version) Engine (and damaged version) Seats (and damaged versions) Carburetor (and damaged version) Battery (and damaged version) Alternator (and damaged version) Chassis (and damaged version) Body parts (doors, hood, trunk and Fender and bumper) Full Vehicle Madness Style Wheels Wheel Rims We have adopted a system where 2x Damaged Parts go towards making 1 good working part along with other smaller items in the recipes. Tires that you find on the ground? They can be picked up! But, they are NOT WHEELS. You must find a wheel rim , these can be obtained by salvaging the vehicles in the world (you may be lucky and get full wheels and a wheel rim during salvage), or you can make a fully functional wheel by adding tire and wheel rim and using the air compressor tool in the Auto-Workbench. To make the Auto-workbench you need to first be able to craft 'normal workbenches' as you will need one to build the full Auto-workbench along with a compressor an ratchet set (lootable in world) ......you can then, after learning how, assemble the various vehicle parts into the various assemblies to build your custom vehicle. Car body assembly (requires a fully body kit) Electrical subsystem assembly Car engine assembly Car Body Kit Vehicle Madness wheels Then Build your chosen custom vehicle from the selection available. ** Vanilla vehicles can be crafted using the existing parts as before on a normal workbench so we have left in vanilla items for now but they will not fit the custom vehicles system ** You can only use the cool stuff like firetrucks, police car , military car and 5 ton military truck by finding driveable versions! Gas will be at a premium and minimal drops from vehicles means you may have to raid gas stations or make your own. More to come..... New things are planned along the way , such as a new tire fitting station and car lift system and possibly adding more parts to to the salvage options but not too much to make it a chore to do it. We will be adding more vehicles options for your post apocaliptic driving pleasures. A Dedicated POI for Automotive Repairs Looking at a new system to spawn in broken vehicle with no gas that needs fueling to get back to workshop for full repair (early stage development). Changing the engine sounds along the way. Looking to adapt and add my fuel siphon modlet that i developed in A17 for use in Vehicle Madness in A19. Work on localisation updates. A few vehicles (Motorcycles and the working Chevy) are missing from the original release and may return or may be replaced with new options. Guppy's fun shopping cart is now a separate thing and can be found here Guppycur's Modlets Credits: Guppycur, ActiniumTiger, HaidrGna, Mumpfy, Random Person, bdubyah, Dust2Death The 'Crew' on Guppy's Modding Discord' for their previous work and input on first version of which I was originally involved in a smaller role and their continuing support on the new version and helping shape the future direction of this mod. Note: You are not allowed to extract and alter the assets in this mod in any way, the assets can be used in other mods that are purely 'non profit'. These assets must not be used in any venture that attempts to make money out of modding VEHICLE MADNESS 3 BETA1.1 DOWNLOAD LINK ***** Please Note : This is an Overhaul in modlet form and is required on both Client and Server as with other mods that add new assets. ******* A new game save is required as the mod adds a lot of new blocks in the game and changes existing ones too !! Changelog Beta 1.1 : 1. Added various new wrecks created by bdubyah for the ultimate salvage variation ( There is only 1 vanilla sedan in chain as required by some POI's and all others are now custom). 2. Tweaked some vehicle speeds and camera positions and some storage on the big vehicles 3. Increased amount of wrecks on roads and in biomes to provide more resources. 4. Experimental block damage changes 5. Added Quad to world spawns and reduced spawns very slightly (feedback on this will be required as catering for server vs single player). 6. Added compressor to EMS and Military loot options , increased probabilities in automotive and rare automotive loot as were too rare before. 7. Removed damaged motorcyle part2 from spawn ( will add more motorcycle variant wrecks at some point) Have Fun Ragsy and Tiger !!!
  11. MAGOLIS COMPO PACK (TEMPORARY THREAD) So welcome to the temporary thread of the CompoPack. Together with Wolf and the guidance of Magolis wishes both Wolf and i have churned thru every prefab and finally have a release for you guys to play with. Compo Pack has its own Discord server Found - HERE - 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 ***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. We did a comprehensive cleaning. Every prefab has been gone through for texture stream reduction and zombie spawn site clean up in an attempt to lower lag. All quest locations should now work. Every prefab that has a quest has been gone through and updated to ensure they can be completed. Vanilla locations not included. Minor questpath walkthroughs have been gone through to insure entry into the buildings. a Major questpath walkthrough is in the works. Many prefabs have had several of their doors unlocked in logical locations. We have also gone through each prefab to fix paint, we may be missing a few spots, if so, please report. A loot reduction has been done in many gamebreakingly over populated loot pois. COMPOPACK 46 Fixes and changes include --> - Stripped All Internal Textures - Redid All Mesh - Did Prefab Costs on all Prefabs - Removed paint from under ground - Checked and fixed block connection to terrain upon spawning for gullies - Made sure all prefabs ran smoothly and were at correct ground levels - All Rotations were fixed also - Quest Pathings and tiers have been worked on all prefabs - Replaced all fake ducts with actual duct blocks for texture saving for a full list of changes HERE Plus many many other work carried out. Tasks that will be ongoing - Replaced many blocks to their correct block for texture saving. IE: if it was painted concrete and the block under the paint was actually wood it got replaced with concrete (This will still continue into CP47 if we find more) - Zombie amounts in prefabs were fixed to a more standardised level and per more vanilla amounts in alot of over populated pois. (Mine included lol) - Loot rebalance will be ongoing each and every iteration of the compo pack. - quests, pathing and zombie interactions. Ie: active, passive and attack tags. DOWNLOAD THE METHOD YOU PLAY HERE: NITROGEN Download contains: * Instructions on how to install CP for nitrogen. * Prefabs. * Example Map. * Nitrogen Files. * Cp46 comes with its own nitrogen prefablist. Simply use the one supplied here in the download. NOT the Nitrogen one. NITROGEN HOW TO INSTALL WITH PICTURES STEPS) RWG MODLET Download contains: * Instructions on how to install modlet into game. * Modlet. A xml overwrite Version maybe coming (Altho modlet does the same thing) NITROGEN INSTALL INSTRUCTIONS: 1. Copy all FILES from the COMPOPACK's Prefabs-folder into your Gamefolder.../Data/Prefabs/. IMPORTANT: Please copy just the files from the folder !!! DO NOT COPY AND PASTE THE WHOLE PREFAB-FOLDER ITSELF (else it will not work) !!! 2. Copy Wolfbain5 delivered examplemap (CP460000) from the folder examplemap from this download to the 7d-saves-folder (C:\Users\<USERNAME>\AppData\Roaming\7DaysToDie\GeneratedWorlds) alternative: generate a own world with Nitrogen versin 0.501 and copy it to the 7d-saves-folder (C:\Users\<USERNAME>\AppData\Roaming\7DaysToDie\GeneratedWorlds) 3. Move all 3 .txt files into the resource folder of nitrogen 4. Customise your world with the many options available 5. Start a new Game and choose the world CP460000 (alternative the name of your own generated world) - then u will have plenty of new buildings everywhere. MODLET INSTALLATION INSTRUCTIONS: 1. If you dont have a Mods folder already, Make a Mods folder in game directory If you havent already 2. Simply then open the COMPOPACK A19 CP46 (RWG MODLET) folder and Drag the COMPOPACK A19 CP46 folder inside original folder into Mods folder (steam/steamapps/common/7 days to die/Mods) 3 .Run game and enjoy Server Instructions: Prefabs will also need to be on client side game prefabs folder as well as servers. CP 46 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 WOLFBAIN5 - Loot, Nitrogen and Zombie Removal service as well as Quest fixer and assisted in updating prefabs. Handled Nitrogen side of things Stallionsden - Prefab repairer, Painter, And Rotater of wrong rotated blocks and OFC annoying Wolfbain5 with my huge amount of zs and mass amount of volumes for him to sort (Your welcome Wolfbain5 haha) Handled Modlet side of things. 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. Prefabs Removed from CP46 to be fixed for CP47: * Stallionsdens Casino *Stallionsdens AFP Building * TheVillage * The Slums (By_Pikero) * Chaotic RPD * Cyberdyne * ResidentEvilMansion * Research_Vessel DISCORD CHANNELS PREFAB SUBMISSIONS HERE **A mention*** We started the Compo Pack Crew to assist Magoli and make his job easier. However we have not heard from him in over 3 weeks. Until Magoli comes back the Compo Pack will continue to thrive and grow. We await his return but in the mean time the game continues and so must we. 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:
  13. // Greetings, fellow survivors! Welcome to the new and improved SMX modlets for 7 Days to Die - Alpha 19. With this modlet series my goal is to give the entire 7DTD user interface an extreme makeover and refashion it into how I believe the user interface for the game should be experienced. The mod consists of several modlets which can be broken down into three separate mods. These are all stand alone and can be used alone or, as is the intention, together with the other two. These three mods combined is what makes the SMX experience complete! Please be advised that SMXlib is a library modlet that all the other modlets fetch assets from. Because of this it is a mandatory modlet that is included with all the different downloads. There are also optional downloads, like the bigger backpack modlets, the target health bar modlet and the third forge slot expansion. I hope you will enjoy to play 7DTD using the SMX modlets. And if you do, please consider endorsing it, have fun! // Terms of Use. You are allowed to use this modlet 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 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 the 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. You are required to seek special consent from the 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 developer when your project that contains any SMX and/or ZMX modlet or modlets have been made available to the public. // SMXhud // The HUD replacement modlet... SMXhud is SMX as you know it from Alpha 16 first remade into a modlet and tweaked for Alpha 17 & 18 and now further enhanced for Alpha 19. The purpose of SMXhud is to take the in-game HUD into a more horror like and gritty art style all while trying to stay as informative as possible while not being intrusive on your gameplay. 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 is a menu conversion modlet. It was made to extend the art style of SMX into the menu UI’s of the game and even though it was made to supplement SMXhud it will also work stand alone for those that just want to modify their menu UI's. SMXmenu - The Main Menu conversion. SMXmenu - The In-Game Menu conversion. SMXmenu - Video Settings Window. // 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. I've tried to maintain as close a relation to the vanilla interface as possible but I have also granted myself 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 I made are all optional like the third forge slot and the 63, 99 and 110 slot 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. SMXui - Trader Window. // Download Locations... SMX modlets can be downloaded from NexusMods, Github or via the Mod Launcher. Click the appropriate icon below to start a download from your favorite source or use the 7 Days to Die Mod Launcher by SphereII to install the SMX modlets on your system. // THE MAIN MODLETS // // THE OPTIONAL MODLETS // // Installation and removal procedures... Download the modlet from one of the locations below. Decompress the modlet using WinRAR or a compatible archiver. Copy or move the Mods folder into your 7 Days to Die installation folder. Overwrite if prompted. Verify the 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 inside the Mods folder. // Support SMX Development... All SMX branded mods and/or modlets will forever be free of charge and available for everyone to download and enjoy. I do however from time to time get questions from users on how they can donate to me and support the SMX development. The purpose of this link is nothing more than a way for me 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 I want you to know that is comes greatly appreciated. Donation or not I would like to extend a thank you to all that download and use the different SMX mods, I hope you enjoy them as much as I do making them. If you feel like making a donation to support the development of the SMX branded modifications, click the image below.
  14. CreaturePacks Please Note: If your getting lots of spam warnings when some characters are set on fire, please load the 2-CharacterEffects pack which has the fix for that. It also contains random walktypes for all zombies, and enables humans to become infected. Also will be testing the method of turning some quest zombies back to humans. This goal of these new modlets is to provide core "Packs" that contains various vanilla compatible and fully featured characters such as bandits, survivors, animals, wandering traders, etc. without breaking EAC or requiring the DMT utility. Included in this test version are samples of each type of character with very basic xml to get them working in game. No balancing of spawn rates, weapon power, etc was attempted. There are 5 creature packs: 0-CreaturePackAnimals - Things like animals, birds, insects etc. 0-CreaturePackHumans - Various bandits, traders, and survivors and other humanoid rigged entities 0-CreaturePackMechs - Robots, drones and other mechanical things like SphereBot, the avatar of my modding partner SphereII 0-CreaturePackZombies - Zombies, you know, dead things that used to be human. Humanoid rigged. 0-CreaturePackFantasy - Everything else that doesn't fit in the 4 other categories. Swarms, Orcs, Pokemon etc. Other character modders have committed to contributing additional characters to this pack like they do to the POI (Buildings) collection called CompoPack. Want to join them? Start here: (A18 version - working on A19 version, but the how to is the same) The methods used to make this vanilla compatible were researched and developed over the past 2 years and finally it seems to be working well enough to test. However, this is something very new and challenging to develop so expect imperfections as we work out all the issues. Once initial testing is complete I plan to teach the development workflow to others. Features: Most characters support all vanilla character features. These include Humanoid rigging, root motion animation, collision with vehicles, rag-dolling, 100's of animated reactions (including hit locations, limping, etc.), limb decapitation and gore, and even the ability to spawn the characters with vanilla or custom weapons just by editing xml. These can also be retextured in xml to offer even more variety. There are some exceptions, especially on animals, as I just started to explore that controller. They also work very well as sleepers in POIs, but stumbling onto a bandit that has a MP7 at close range isn't something you will live to enjoy. Hopes and Dreams: Beyond hoping that this pack someday contains 100's of new characters, I hope some folks develop custom quests and story lines for some of the characters. Bandits are one thing, but earning a positive faction with the bandit leader by doing some hit jobs for him makes for a better end game. Known issues: There are currently no footstep sounds when these guys walk or run. Vanilla footsteps require a C# script to trigger sound events and we can not use scripts without breaking EAC. I expect to create a work around for that at some point but for now, look around more. Installation: Just drop the modlets into your MODS folder and have fun. They are not dependent on each other so load the ones you want. If your using a dedicated server, you also need to load this into your dedi server Mods folder. So a copy in both the clientside Mods folder and also on the servers Mods folder. Compatibility: The modlets are named with a prefix of 0- to insure they load before other modlets that will edit the basic xml provided in these core modlets. Nothing in these modlet's xml should change vanilla in a way that collides with other modlets but let me know if it does. Testing was done on A19 exp and 18.4 stable. Each submitted Unity.3d file (multiple entities in one file) should have a size less than 100 megs for Github compatibility. Terms of Use: The goal of everything SphereII and I do is to share information and examples of how to make this game better. So use this for yourselves or as part of a mod you develop for others to enjoy. Giving credit to the author is always a class act, but at least don't be that guy who spends an hour editing someones work and then claims to be the original author. You can use the .unity3d models only by referencing them inside the creaturepack but you may not copy those files as they usually contain one or more copyrighted, paid assets. Any derivative modlet must ensure compatibility with the base creaturepacks, and cannot directly break them. If you don't know how to make compatible mods, just ask for help. Download: https://github.com/7D2D/A19Mods Look for the 0-CreaturePacks, but there are other fun things there too, like No Potty Mouth. There is also a character effectspack modlet that adds infections (humans turning to zombies) and new walktypes to humans and zombies
  15. This is a third effort and builds on the last modlet of adding the Demolisher to the Wasteland. As always, if there are any glaring issues, I would appreciate support from experienced community modders to help correct them. Building this modlet was an eye opener because it shows the resources and volume of coding required to bring in a feature that is not/no longer integrated into the game. Initially I attempted it from the vanilla xml files but it seems the Behemoth no longer exists beyond some leftover code. However, astute modders found a way which I could benefit from. First things first - Full 100% credit to @xyth and @sphereii and community contributors of 'A19/A18 CreaturePacks - A community entity project'. I simply made this standalone Behemoth zombie modlet for players who just want a limited expansion to the existing game. On top of that, it also acts as a tiny snippet of what the CreaturePacks bundle has to offer. This is just a single item from one of the five creature packs. You can find the CreaturePacks bundle thread here: This modlet allows players to experience the Behemoth zombie in the Wasteland in the daytime and nighttime. As always. the wasteland is relatively peaceful in the daytime but can become quite rough at night. The Behemoth takes a Wasteland visit up a notch or three. The Behemoth is added to the top of the lists for the requisite day and night spawn group for this biome at standard settings. As this modlet has external resources it needs to be added to BOTH the server and client Mods folder. Please don't run this standalone modlet and the CreaturePacks zombie pack at the same time as there will be duplication since they both contain the Behemoth. One or the other for server stability. The beauty of the CreaturePacks zombie pack, or any of the CreaturePacks is that the xml code can be edited to 'switch off' creatures being brought into the game World. You can download Wasteland Behemoth here: https://github.com/arramus/Wasteland-Behemoth INSTALLATION - For players and server hosts who have never installed a mod before 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. Have fun with it....while you can.
  16. Tested with A19.1 (b8) White River - Tools of Citizenship - A19.2 The White River settlements are looking for new citizens to contribute and are willing to give extra tools and equipment that they've collected. They are offering to provide to a select few survivors access to higher quality tools, weapons, armor, and equipment in exchange for volunteering to complete various tasks for the settlement. There is a limited supply and these items are only available to those who gain citizenry with White River settlements. In addition to the reward, the player is sometimes also offered a small stack of wet concrete blocks, from the last of the Trader's community inventory to assist in re-establishing a homestead. ---- This modlet collection extends the new player White River citizenship quest line to provide a handful of quests to obtain improved tools, weapons, and armor. Each item has a small back-story and explanation in an attempt to blend with the vanilla game and Trader. This gives new players a chance to obtain better equipment through a method other than randomness or traditional progression. The rewards this Modlet pack provides were carefully considered against Vanilla gameplay. In most cases, the named items only provide a small improvement over the items they were created from. Due to the multi-tier design of this modlet collection, it provides equipment for beginners all the way up through the elite. **This modlet pack is XML XPath ONLY and only needs to be installed on the server! Players do not need to install this modlet pack locally. ** The modlet collection provides multi-tier quest lines, first requiring the player to craft a +Declaration of Citizenship. This allows them to begin a quest to volunteer to help lay to rest 10 old residents now turned zombie. This earns the player a +White River Citizenship Card which they can then use to select which quest they would like to pursue. The player's citizenship card is returned to them after they complete the settlement's quest. If it is lost for any reason, the player can craft a new +Declaration of Citizenship to start the process over of becoming a White River citizen. The +White River Citizenship Card can also be used to pursue two higher-level citizenship cards through killing of 100 Zombies or 1000 Zombies, respectively. These higher tiers of citizenship allows for the pursuit of Veteran and Elite level equipment. -- Citizenship is offered in three-tiers: - Tier 1 : Kill 10 Zombies. This is the Basic level of citizenship. Reward: +White River Citizenship Card - Tier 2 : Kill 100 Zombies. This is the Veteran level of citizenship. Reward: +White River Veteran Citizenship Card - Tier 3 : Kill 1000 Zombies. This is the Elite level of citizenship. Reward: +White River Elite Citizenship Card Once the player obtains their citizenship card, they can use this to craft quest-starter items for the equipment quests below. Some of the quests below offer a veteran version which rewards a sealed crate containing better quality, more items, and greater quantity of each multi-quantity item. Some offer an even higher level set of rewards for elite citizens. However, after a "Veteran" or "Elite" quest is complete, only a basic citizenship card is returned. The player must successfully complete the Tier 2 or 3 citizenship quest again in order to pursue another Veteran/Elite equipment quest. EQUIPMENT QUESTS: VEHICLES: - Spirit of Vengeance - Take on a demon Juggernaut and obtain a super-fast vehicle. A player using this vehicle is a sure-sign of their elite status. Big thanks to Snufkin's Server-Side Zombies & Snufkins's Server-Side Vehicles for a big part of the base code for the vehicle and zombie. Tested for compatibility with Snufkin's mods, so you can run both at the same time if you want! TOOLS: - Black Bart's Flaming Dig Tools - Uncover the long-buried stash from the most famous stagecoach robber in the western U.S., providing a steel Pickaxe & Shovel with flaming mods and better stats than Vanilla. Stamina trait sure to keep you digging and digging and digging. - Bunyan's FireAxe - Help the Trader stock up on potable water in exchange for a Paul Bunyan-branded FireAxe. - Dundee's Hunting Knife - Help the Trader collect bone shivs in exchange for Dundee's famous Hunting Knife with slightly better stats than Vanilla. - Jason's Machete - Obtain a replica of Jason's famous machete in exchange for helping the settlement. Big thanks to Wyldwitchykat for this addition! - Rick Danger's Auger - Obtain two higher tier Augers, the latter of which will turn even the largest mountain to butter, but will expend a LOT of gasoline and degrade your Auger quick. - Taza's Axe - The famed Taza's Axe, already awesome. WEAPONS: - Bambi's Killer Compound Bow - Earn the famed deer killer, "Bambi's Killer Compound Bow" or "Forest Prince Compound Bow" with slightly better stats than Vanilla. - Callinicus's Greek Fire - Find the book randomly in the world and learn to craft greek fire arrows. Shoot one zombie with a greek fire arrow, and the fire spreads to other entities that it touches. - Daryl's Crossbow - Obtain a replica copy of the same crossbow Daryl from the Walking Dead used: The Zombiekiller Crossbow. - Deschain's Revolver - Collect the eight Dark Tower series books and craft nineteen doors to have one of Roland Deschain's legendary revolvers bestowed upon you. Has custom bullets that are expensive to craft, but super powerful. - Leon's Modded SMG - Help Leon finish his DIY gun project, resulting in a 9mm SMG weapon with slightly better stats than Vanilla. - Pavlichenko's Rifle - Locate and assemble a branded Marksman rifle from the famed marksman, Pavlichenko. ARMOR: - Kuva's Red Armor - Discover the secret ingredient in Kuva's Legendary Red Armor. This armor is rumored to be lightweight and stealthy, with resistances to heat & cold, and an extra mod slot per piece. The basic quest is EASY, but the Veteran quest is HARD. RESOURCES: - Brass For Lead - Help the community restock its Lead supply and in exchange receive some brass. - Everdeen's Arrows & Bolts - The settlement is trying to put together a feast. Help feed everyone in exchange for named arrows or bolts guaranteed to fly true. - Gupta's Bandages - Can't craft first aid bandages? Trade Aloe Leaves & Cotton for a few highly-sought-after Gupta's First Aid Bandages & a First Aid Kit. - QwikCrete - Learn the secret to making quick-drying concrete blocks! - Elite Random - Obtain a sealed crate from four veteran cards that gives you a single random elite quest starter. Obtain a veteran card back at the start of your elite quest. If you complete the Elite quest, you obtain an Elite citizen's card! - Remington's Steel Ammo - A spin off of Khaine's Steel Ammo mod that turns his mod into a questable achievement. Strong bullets that degrade your weapons faster. COMING SOON: Amelia's Gyrocopter - I'm still formulating the questline behind this one.. but the general gist will be to quest and ultimately take on a custom zombie in order to learn how to create a super-charged gyrocopter with custom components. Travels faster than the vanilla gyrocopter, with improved flying characteristics that allow it to fly more like a helicopter than a plane. Supports VTOL (Vertical Take-Off and Landing)! Dwarven Bellows - Faster Smelting Steel Spikes - Double the durability of Iron Spikes Bear Claws -"Why fight bare fisted when you can fight bear fisted" (Thanks, SteamM0nkey) Basilone's M60 Brienne's Heavy Armor Nearly all quests are designed to be repeatable in case of loss of equipment or to try your luck at a higher quality reward. Black Bart's dig tools are unique and the quest is designed NOT to be repeatable! Acknowledgements - Wyldwitchyka :: For the addition of the Jason's machete quest modlet - morggin :: For the name and lore behind Black Bart, for the Bambi Terminator Crossbow, and for the idea of an Elite level set of quests - RichardPaul :: For the poem used in the Black Bart quest line. - Aeyvi-Daro :: For quest text and testing assistance on all quests. - mr.devolver :: Big thanks for the help fixing the GoTo Trader, improving the quest integration with the trader, and helping seek out a path to add the quests to the Trader dialog! Current Download A19.2_1.0 - White River - Tools of Citizenship A19.2_1.0 * !IMPORTANT! This release must only be installed onto a game that has not had this mod pack installed before. If you've never installed this mod collection before, you shouldn't have any issues. Otherwise, this release requires a fresh/new game! This is due to the massive switch to using Localization support, which now opens the door to allow the mods to be translated to other languages. If you are interested in translating to another language, please send me a private message or post a reply to the thread. Old Downloads A19.1_1.1a - White River - Tools of Citizenship A19.1_1.1a A19_1.0 - White River - Tools of Citizenship A19_1.0 A18.3_1.7d - White River - Tools of Citizenship A18.3_1.7d A18.3_1.6c - White River - Tools of Citizenship A18.3_1.6c A17.1 & A17.2 - White River - Tools of Citizenship 1.5a
  17. Hello Okami on the air!😸 I am glad to present to your attention some of my mods, which are included in one big modification that I have been developing (and editing) since 17A - "The Fall of Babylon". I decided that it would be right to divide the mod into the categories it touches. "Traders", "Food", "Decorations", etc. As new mechanics and parts of the mod that do not require bundles with the "FOB core" are being finalized, I think I will post it here. TRADERS GROUP. - Guns and Tools sold with mods Nexus Mods GitHub -Armor and Cloth sells sold with mods Nexus Mods GitHub LOOT GROUP. - Old style loot (Simple mode || Hard mode) Nexus Mods GitHub - (SM) || GitHub - (HM) WORLD GROUP. - Broken Vending Machines are Lootable Nexus Mods GitHub I look forward to your comments, suggestions and bug reports here or on the Nexus. Best regards, Okami!😼 Permissions and Сredits
  18. FEATURES Play 7 Days to Die as a balanced post apocalyptic zombie vanquishing Sorcerer. Through training and discovery, you'll learn how to deport the undead straight back to hell by casting elemental spells of Fire, Ice and Lightning. • Vanilla game 100% untouched, add-only policy! • Balanced around vanilla gameplay, you must train to gain and sustain your power! • Unique animations, art, effects and sounds for spells and items • New Spells: Craft, Master and Upgrade 5 Spells per element! • New Enemies: Touched, Fallen (Champion), Awakened (Boss), Ancient (Raid) • New Attributes: Sorcery, Fire, Ice, Lightning • New Resource: Spirit (mana required to perform all Sorcery) • New Dual Skill Tree and Perks: Arcane, Fire, Ice, Lightning • New Crafting: Armor, Weapons, Mods, Spells, Potions, Scrolls, Stations, Blocks, Resources • New Armor Sets: Arcane, Fire, Ice, Lightning • New Masteries: Alchemy, Runesmithing, Spirit, Essence, Arcane, Fire, Ice, Lightning • Play-style: Sorcerer (Spellcaster) • Play-style: Alchemist (Potions, Bombs) • Play-style: Archer Mage (Spell Arrows) • Play-style: Gun Mage (Spell Ammo) • Play-style: Melee Mage (Spell Weapons) • Weapon Abilities: Primary, Secondary, Passive and Charge abilities • Rune Mods: Harness the power of Runes to augment your weapons, armor and gear! • Alchemy: Craft Potions, Elixirs and Bombs • Sexy Loot: Item Sets, Armor, Weapons, Mods, Spells, Potions, Scrolls and more! SORCERY UPDATED - PUBLIC 10/15 (v0.922) • Major Feature: Pet Familiars (Follow, Attack, Abilities, Upgradeable, Skill Tree) • Major Feature: Spell Turrets (Portable Trap Companion) • Added: Arcane Familiar Pet • Added: Arcane Familiar Skill Tree (Radiant, Healing, Dispelling, Shielding) • Added: Fire Spell Turret + Ammo • Added: Spell Turret Runes (Starcaller, Burning Aura) • Added: Spell Turret Skill Tree (Incinerate, Explosive, Wild, Meteor) • Added: New Scrolls (Essence Find, Augment Hunger, XP, Mining, Logging, Digging) • Added: New Runes (Augment Hunger, XP, Mining, Logging, Digging) • Added: Quests and Skill Grimoires for Familiar, Enchanting, Spell Turret • Added: Unique Rune Crafting Station (enables tabs per Element and interesting Recipes) • Added: Buff XP/Kill Credit workaround for vanilla issues (no more missed kill credit) • Added: Arcane Vision Scroll reveals all nearby Fallen (onscreen icons) • Added: Skill Grimoire Recipes (Ice, Lightning Elixirs) • Added: Fire Skill Elixir permanent Fire Sorcery Damage when consumed at max level • Added: Fire Skill Elixir permanent Fire Essence Harvest when consumed at max level • Fixed: Zero Spirit issue caused by raising/lowering Max Spirit • Fixed: Recall Scroll is more reliable • Changed: Crafting Stations now contain tabs for each Element • Changed: Various improvements (Recipes, QoL) • Changed: Spell Turrets can shoot through bars • Changed: Spell Turrets display degradation stat • Changed: Fire Spell Turret has more maximum durability (less repairing) • Changed: Familiar immune to all Spell Turret damage • Changed: Sorcery Books 📚 stack • Changed: Fire Weapon Scroll affects 🧰 Tools • Changed: Travel Potion ⚗️duration increased ‼️NEW GAME REQUIRED‼️ NOTE: A19.x currently has an issue properly attaching particles to Animals. This forced us to attach certain FX, such as Firenado & Meteor, to entities in an undesirable way that causes a couple visual sores. Doesn't impact gameplay, purely cosmetic. Will be reverted back once A19.x resolves this. YOU AGREE TO THE FULL TERMS OF USE AND DISCLAIMER HEREIN BY DOWNLOADING AND USING THE SORCERY MOD: DOWNLOAD SORCERY Sorcery is finally back for A19! You can expect bi-weekly/monthly updates from here out. Download: Sorcery-master.zip (latest version) Unzip: Sorcery-master.zip Drag-n-Drop: The two folders (Sorcery + Deep Pockets), found within the unzipped (Sorcery-master\Mods) folder, directly into your Mods folder (\7 Days To Die\Mods). Create the Mods folder here if it doesn't already exist. Verify Mod Path: (\7 Days To Die\Mods\Sorcery) + (\7 Days To Die\Mods\Deep Pockets) Deport The Undead back to Hell: You're ready to play as a post-apocalyptic harbinger of the elements... may your training commence! MOD LAUNCHER If you already have the latest version of the Mod Launcher, simply run it and install Sorcery there. Otherwise, follow these steps to get started: PLAY WITH DARKNESS FALLS If you already have the latest version of the Mod Launcher, simply run it and install Sorcery there. Otherwise, follow these steps to get start CREDIT TFP for creating and improving this ridiculously awesome game, while also providing the ability to making this type of modding available. 👑Supporters Supporters make ongoing development possible! Without your help, it would not be possible to put in the immense amount of time and effort required to design and create the plethora of unique assets that make Sorcery.
  19. Scomar


    Hi, i am new in modifying HUD's. So its my first try, and i am curious about your thoughts. I like to play with Deep Pockets, so the HUD is yery close to bottom. Download: Nexus GitHub v1.3: Alpha 19.1 or higher: - Added Zombiekills left and Deaths right from the Toolbelt, switched health and stamina bar. Scomar82_A19-HUD-v1.3.zip v1.2: Alpha 19.1 - 10 slot toolbelt support Scomar82_A19-HUD-v1.2.zip v1.1: Added a Center-Marker to the Compass and slight improvements to the visual display Scomar82_A19-HUD-v1.1.zip v1.05: Toolbeltnumbers are better shown now. Scomar82_A19-HUD-v1.05.zip
  20. Hi everyone, I designed a simple HUD mod based on my experience playing 7DTD on pvp servers. The vanilla HUD lacked things that I felt would be useful for people playing in groups or fighting other players. This is not by any means a professional mod, its my first mod ever, but I do plan on keeping it up-to-date. This is completely open-sourced. Features Compact party system that shows the stamina of all members. Navigation system that shows degrees in increments of 15 degrees for better callouts. Larger tool belt blocks for increased ease of use. Simple design to provide you with information without clutter. (day, time, elevation, temperature and core temperature) Simple KDZ info at a glance (player kills, deaths, zombies killed) Clean XP bar with level and amount of XP left for next level. Food and Water bar under Health and Stamina bar. Simplified Chat Box with darker background. Server-side friendly - does not require players to download & install this mod on their end. How to Install Download the repository (master Branch) and move into your Mods folder. That's it. Repository: https://github.com/lloan/7DTD-fpsHUD Direct download: https://github.com/lloan/7DTD-fpsHUD/archive/master.zip Credit Utilized Sirillion's HUD modlet as a base to learn from as it modifies a lot of the HUD, thanks to them. Also received help from the modding community via Discord. Thanks to GanTheGrey for pointing me in the right direction with controllers - helped keep xp bar up-to-date. Thanks to Chaos.Blend for directing me to uTinyRipper so that I could modify the texture for the navigation into more of a fortnite navigation. If I'm missing anyone, just send me a direct message on Discord. Here is a quick snapshot of what the HUD mod looks like. Here is a breakdown of features: Changelog 1.2.0v - 9.23.20 - Fix issue with lag caused after opening containers - Updated position of xp bar as it overlapped when opening map. 1.1.0v - 8.25.20 - Center text for popup information with toolbelt - Toolbelt icons made slightly smaller, they were too large. - Center environmental information under compass - Make sure party component works with 8 party members. - Modify colors for stats HUD Bar - Make stealth bar larger - easier to see. - Add dark background for player information bars (health,stamina,food,water) - Modify size of toolbelt durability bar - Modify positioning and size of toolbelt numbers - Minimized code where possible - Party component moved up to top left corner. - Chat component made slightly more compact. - screenshot image updated
  21. Hi all. This is a thread containing my modlets. Currently, I am focusing on the Food mod, but occasionally put out some other mods. Food Mod: https://github.com/GopherMods/7DTDMods/blob/master/MoreCookedFoods.zip Automatic Shotgun Mod: https://github.com/GopherMods/7DTDMods/blob/master/AutoShotgunGoneWild.zip (You need it). (No (MOD) next to name, it modifies the existing Auto Shotgun!) Let me know if there's any problems with them and I'll try to fix them asap. Mod details: All items in this mod have a (MOD) next to the name. This is for easier searching, etc. MoreCookedFoods.zip AutoShotgunGoneWild.zip
  22. Working Water Vehicles for 7 Days to Die Note: The Assets in these Modlets are purchased (unless otherwise stated) and therefore you are not allowed to extract and alter them in any way. The assets can be used in other mods that are purely 'non profit'. These assets must not be used in any venture that attempts to make money out of modding. If you use the xml code i came up with do the right thing and credit me for the float code. After discovering and making a vehicle float on water uncontrollably sometime ago I kept on going back to it inbetween other work I was doing and eventually made controllable versions of various in game vehicles both the pimps ones and some custom models by Guppycur and DUST2DEATH purely as proof of concept. Guppy then kindly bought and rigged some custom boat models especially for this endeavour and we chose the flat bottomed boat version as the most suitable for the start of the water vehicles project. A big thanks to Guppy for his time and his efforts on the models we now have an 'xml modlet' version of boating , its still a work in progress but usable (no SDX or DMT) so far. The Modlet does not change water blocks at all, so its going to be just add the xml modlet and off you go /float. And as per usual with mods that add new models both client and server would need the modlet. Boating Modlet Download Note : The Modlet works for A18.4 and A19 >>--7 Days Mod Launcher by Sphereii --<< Additional Credits : 7 Days to Die Forum community for wanting water based vehicles. TFP for the great game we love The 'Crew' on Guppy's Discord for their support HaidrGna for the support when things sank along the way. Happy Boating Ragsy and Guppycur !!
  23. Info Panel Server Version: 0.0.4 Version Games: a19 Information: Press ESC to open the panel Just change the text in the file windows.xml Many thanks to user Snufkin. The basis Download: https://yadi.sk/d/W2sY-fS_brg7Qg
  24. Hi everyone! I am update my first MODLET to A19 $) Your's "Big Thanks" please send me here: Description I am very confused that the details of weapons and tools are now used only to create these things. It also bothers me that a simple repair kit is used to repair complex things, such as machine guns, a drill and a chainsaw. The uselessness of parts of weapons and tools is especially visible at the end of the game, when we already have top-end items. I decided to change this a bit. Now, to repair weapons and complex tools, you need not a simple repair kit, but parts of these items. WARNING! This can greatly change your approach to survival. You will think about whether to sell this rifle or better to break it. Is it worth it to use a drill / chainsaw now, or is it better to use an ax / pickaxe, since there are no parts for repair. It may happen that your favorite weapon becomes unusable, and even the dealer simply does not have repair parts. In this case, you will have to buy expensive weapons or tools from the merchant in order to break them in order to receive parts for repair. To compensate for the complexity of the repair, the degradation of the changed items is reduced by 5 times. It still requires balancing, so write your opinion in this thread, we will test together 😃 Update to A19 Changed reqiured to repair new weapon and tools Language file changed (ENG/RU). Now the description contains information about what can be used to repair the item. DOWNLOAD LINK (A19): https://drive.google.com/drive/folders/11VCJbAlsBUTNcWN2sHmCukwwkXFycA4p UPDATE Rework_repair_weapons_A19_v1.2 OLD VERSION FOR A18
  25. Now that boxes of bullets can be made, I am trying to make it possible to make boxes of bullets for this sniper turret mod. I believe this code to be correct, yet when I open the box of bullets nothing happens. I think my problem is the first property, "ammoBundleMaster", I'm not sure what to do though. <item name="Box of 50 Caliber Ammo"> <property name="Extends" value="ammoBundleMaster"/> <property name="CustomIcon" value="ammo762mmBulletBall"/> <property name="CustomIconTint" value="a0a0ff"/> <property name="EconomicValue" value="2200"/> <property name="UnlockedBy" value="perkAdvancedEngineering"/> <property class="Action0"> <property name="Create_item" value="50 Caliber Ammo"/> <property name="Create_item_count" value="100"/> </property> </item> The other issue is the localization text. I believe that to be correct yet it is not working.
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