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  1. They mostly come out at night... (V3.6) This is a mod I originally created to fix a few "issues" myself, my wife and some friends felt the game had. Turns out I really enjoy modding so I've expanded on it quite a bit. The intent is to drag out the early game, so it will take you longer than usual to get to Iron and Steel. I've also tried to inject a little realism by locking away quite a few recipes behind perks, since most normal folks wouldn't know how to do/make those things. Also, I started playing in Alpha 8, so I wanted to try and bring back a few things from that era. Hub city, sharp rocks and sticks are pretty good examples, and I want to try and incorporate more features from that era of gameplay. I will also be trying to add in new zombies/enemies to make the "end game" more difficult. Features. 8 Classes to choose from, with 6 quests each! 96 slot backpack! 12 slot crafting queue! Custom UI! Food/Water bars next to the hotbar. Increased zombie spawn/respawn rate! Night time is now dangerous. The ferals come out to play... Zombie Behemoth (male and female) added! Scrap Iron Tools added. Iron requires level 15. Titanium added! Can be found as trophies, underground and above ground. Used to make tools, weapons and blocks. Forge Ahead & Leather Tanning books are back! (can also be purchased as perks) Wrench is now a perk and a schematic, but crafted and repaired with Iron. All common books added as perks, so you have the choice of finding the book or spending points. Action skills are back! Skill books added for all 100 level skills. Generic skill point book added so you have ways to get skill points. Skill notes! Find a recipe you already have? Scrap it into a skill note and craft that into something more useful. Extra crops! Grow apple, orange banana and coconut trees, plus wheat, carrots and tomatos! More food! Way too much to list, but bread is now an option. So are sunday roast dinners. YUM! Animal Coops and Snares from Valmod added. Clay bowls are back, and used for more than just pretty plants! Craftable Small Engines and Lead Batteries! Several new guns! Like the P225 Pistol, AR-15 Automatic Rifle, Winchester Rifle and Combat Shotgun. Gun crafting! Gun parts are back and require the rare, find-only Lathe to be crafted. Arrows can now use cloth fragments instead of feathers. Sticks and Sharp Stones have also made a return! Tree sap is now a thing! Try left-clicking on non-dead trees with jars or bowls... Sterile Bandage! New healing item to fill the void between normal Bandages and First Aid Bandages. Working sinks and ovens! Both types craftable, so pick whichever matches your kitchen. 5 new workstations. The Advanced Forge (required to smelt steel, but no fuel needed!), the Mortar and Pestle and two workbenches! There is also the rare, loot-only, Lathe! Stone hammer added. Counts as a construction tool. Used only for repairing and upgrading. Lockpicks added! Now you can lockpick all safes and most doors. Steel crossbow added that takes steel, exploding and titanium bolts. Both crossbows can be scoped. Combat axe added. There's also a titanium version. Trader's are no longer protected! Take care of your local business! Guards added to the trader, with a Guard Captain NPC! Talk to them to buy quest starters, which can earn you skill notes! (Single player only due to server bugs) Larger player-crafted storage (kitchen cabinets, lockable!). Time REMOVED from under the compass and on the map. Added to the trader window (under restock time). Junction box added for invisible wires. Unlocked via electricity perk. Bomber zombies added! These @%$*#!s are designed to tear your base to bits. You have been warned! 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner). Writing Desk, Ink and Quill available! Used together, these halve the cost of creating skill books and class papers. Grass spawns reduced for better performance/easier to see things. Traders now have more basic materials for building. Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed. Compo pack added! Hornet from A15 and earlier is back, with it's original sounds and model! Keep an eye out for them in forest biomes. Trader Caitlin has arrived! She has her own POI, her own voice, lives in the wasteland and carries the most powerful items.
  2. ABOUT Overhauled User Interface Improved Journal User Interface with thematic topic header images Vehicles have custom UI, showing speedometer, encumbrance and more Map window now supports 40 custom POI icons to choose from Advanced Sorting and Searching feature in inventory and storage Optional Undead Legacy UI parameters in Options -> Video -> User Interface -> Undead Legacy Overhauled Encumbrance system where all items and blocks have certain weight, inventory limited by carry weight, slot limit 300 Overhauled attributes and perks Perks no longer unlock new schematics, nor they level up crafting tiers Introduction of Action Skills, that level based on what you do Introduction of Research System New lockpicking minigame Overhauled crafting system and crafting progression Overhauled material progression Hundreds of new items, blocks, recipes, vehicles etc Fully scrapping vehicles will make them respawn based on new block respawn timer setting (More blocks will be added to use this feature later) Player crafted electrical lights support for full RGB customization More immersive world interaction, water sources require jars to interact, fuel barrels and pumps require fuel cans Pick up all wild plants and player crafted ones with action key A lot of slightly damaged vehicles found in the world can now be fully repaired More info about the mod can be found on my website (including screenshots): http://ul.subquake.com/ TERMS OF USE https://community.7daystodie.com/topic/4085-subquakes-undead-legacy/?do=findComment&comment=54613 LINKS DOWNLOAD DISCORD DONATIONS AND SUPPORT
  3. V1.6 This is a mod I created to try out a few different things regarding code. I have tried to keep it as vanilla as possible, to maintain modlet compatibility, and just messed around with how zombie work. Features. - Zombies only take full damage from headshots. - Bloodmoons disabled. - Included Jax's Wilderness Spawn increase modlet (5x more zombies) - Added a difficulty tweaks mod to remove damage reduction from higher difficulties. - Removed zombie rage mode. - Added 10 slot toolbelt. - Added backpack stash buttons. - Added craftable log spikes. - Added ability to pick up plants with E. - Removed cop ability to puke. - Removed radiated vulture ability to puke. - Wandering hordes start from Day 2 at midnight. - Wandering horde configured to 30 zombies every 6 hours. - Wandering horde frequency and zombie amount can now be configured by XML (1-RomeroModCore\Config\blocks.xml at the top) - Added guppys PUSHABLE shopping cart (works like a bicycle for stam usage). - Added scrap iron arrows and arrow heads. - Added scrap club, scrap knuckles, scrap machete and scrap spear. - Added Pipe Pistol and Pipe Rifle. - Edited loot to remove stone arrows, leather knuckles, stone spear and wooden clubs from loot (replaced with scrap). - Edited loot to remove stone tools and replaced with scrap tools. - Moved iron tools, baseball bat, iron knuckles, iron spear and hunting knife from Level 1 of appropriate perk to Level 3 (localization updated to reflect this). - Scrap tools/weapons now locked behind schematics or level 1 of appropriate perk. (scrap arrows are NOT locked). As you can see, it's mostly adding some extra T0 guns (pipe weapons), a scrap tier and modifying the zombies. Please consider this a base for you to build your own apocalypse on, rather than a full-fat overhaul. Download Links. A19 Client (Does not work with EAC Enabled). A19 Server (Does not work with EAC enabled). Installation Instructions. (If you don't use the mod launcher) Make a copy of your 7 Days to Die folder first!!! Download the zip file at the link above. Unzip the 7DaysToDie_Data and Mods folder to your 7 Days to Die folder and overwrite when prompted. The mod uses Harmony so both folders (and their contents) are needed or you'll have problems. Same for the server files, except in this case it will be 7DaysToDieServer_Data and Mods. Video for folks who may need it (it's for darkness falls, but the basic idea is the same). Installation Instructions for macOS users. IMPORTANT NOTE: I do not have a mac. This is a guide I found for Starvation Mod and Ravenhearst, but it also works on War of the Walkers so it should be fine here. 1 - Uninstall 7dtd. Open Finder, from taskbar choose Go -> Home. Open Library -> Application Support -> Steam -> steamapps -> common. Delete 7 Days to Die folder. Reinstall 7 Days to Die. 2 - Unzip downloaded mod. Open unzipped folder. You should see 3 folders: 7DaysToDie_Data and Mods. I will be referring to this as a “home screen”. 3 - Open Steam. In your games Library, right-click 7 Days to Die and choose Properties from the drop-down menu. Choose the LOCAL FILES tab and choose BROWSE LOCAL FILES. 4 - Copy & paste (do not drag-and-drop) the Mods folder to this location. 5 - Open 7DaysToDie_Data -> Managed. 6 - Right-click 7DaysToDie.app and choose Show Package Contents. Here you should see 2 folders: Contents and Data. This will be the other “home screen”. 7 - Open Contents -> Resources -> Data -> Managed. 8 - Copy & paste (do not drag-and-drop) the .dll files into this location. Mac OSX will ask if you want to keep both or replace. Choose replace. 9 - Navigate back to each home screen. 10 - Drag-and-drop the 7DaysToDie_Data and Mods folders into this location. 11 - Open the Data folders in each location. You will see there are Config, Prefabs, and UMATextures folders in each. 12 - For each of these three folders, open up its corresponding folder so you can see the contents. Drag-and-drop the mod’s contents into its respective folder. For duplicate files, mac OSX will ask if you want to Skip, Stop, or Replace. Check the “Apply to All” checkbox, then choose Replace. 13 - Start 7 Days to Die and enjoy the mod!
  4. Apocalypse now (V2.5) 𝕋𝕙𝕚𝕤 𝕚𝕤 𝔸𝕡𝕠𝕔𝕒𝕝𝕪𝕡𝕤𝕖 ℕ𝕠𝕨 𝕠𝕧𝕖𝕣𝕙𝕒𝕦𝕝 𝕄𝕠𝕕 𝔽𝕠𝕣 𝟟 𝕕𝕒𝕪𝕤 𝕥𝕠 𝕕𝕚𝕖 ¸„.-•~¹°”ˆ˜¨ 🎀 𝐹𝑒𝒶𝓉𝓊𝓇𝑒𝓈 🎀 ¨˜ˆ”°¹~•-.„¸ • ℍℙ/𝕊𝕥𝕒𝕞𝕚𝕟𝕒 𝔾𝕠𝕖𝕤 𝕦𝕡 𝕥𝕠 𝟜𝟘𝟘 •𝔽𝕠𝕣 𝕖𝕧𝕖𝕣𝕪 𝕝𝕖𝕧𝕖𝕝 𝕪𝕠𝕦 𝕘𝕒𝕚𝕟, 𝕪𝕠𝕦𝕣 𝕘𝕒𝕞𝕖-𝕤𝕥𝕒𝕘𝕖 𝕚𝕤 𝕚𝕟𝕔𝕣𝕖𝕒𝕤𝕖𝕕 𝕨𝕚𝕥𝕙 𝟚.𝟜 𝕚𝕟𝕤𝕥𝕖𝕒𝕕 𝕠𝕗 𝕥𝕙𝕖 𝟙.𝟚 𝕪𝕠𝕦 𝕘𝕒𝕚𝕟 𝕚𝕟 𝕧𝕒𝕟𝕚𝕝𝕝𝕒. •𝕋𝕙𝕖 𝕡𝕝𝕒𝕪𝕖𝕣 𝕊𝕥𝕒𝕣𝕥𝕤 𝕨𝕚𝕥𝕙 𝟜 𝕊𝕥𝕒𝕣𝕥𝕖𝕣 𝕂𝕚𝕥𝕤 • 𝕟𝕖𝕨 𝕝𝕚𝕤𝕥 𝕠𝕗 𝕫𝕠𝕞𝕓𝕚𝕖𝕤 𝕒𝕟𝕕 ℍ𝕠𝕤𝕥𝕚𝕝𝕖 𝔸𝕟𝕚𝕞𝕒𝕝𝕤 • ℝ𝕖-𝕕𝕠𝕟𝕖 𝕙𝕠𝕣𝕕𝕖-𝕟𝕚𝕘𝕙𝕥𝕤/𝕤𝕝𝕖𝕖𝕡𝕖𝕣𝕤/𝕤𝕔𝕣𝕖𝕒𝕞𝕖𝕣 𝕙𝕠𝕣𝕕𝕖𝕤 • ℂ𝕦𝕤𝕥𝕠𝕞 𝕎𝕒𝕟𝕕𝕖𝕣𝕚𝕟𝕘 𝕙𝕠𝕣𝕕𝕖𝕤 • 𝕥𝕙𝕖 𝕔𝕒𝕟𝕕𝕪 𝕚𝕤 𝕔𝕣𝕒𝕗𝕥-𝕒𝕓𝕝𝕖 𝕟𝕠𝕨 (𝕥𝕠 𝕦𝕟𝕝𝕠𝕔𝕜 𝕚𝕥 𝕪𝕠𝕦 𝕟𝕖𝕖𝕕 𝕄𝕒𝕤𝕥𝕖𝕣 ℂ𝕙𝕖𝕗 𝕋𝕙𝕚𝕣𝕕 𝕡𝕖𝕣𝕜) •𝔸𝕝𝕝 𝕥𝕙𝕖 𝕡𝕣𝕠𝕘𝕣𝕖𝕤𝕤𝕚𝕠𝕟 ℙ𝕖𝕣𝕜𝕤 𝕃𝕠𝕔𝕜𝕖𝕕 𝕨𝕚𝕥𝕙 ℙ𝕝𝕒𝕪𝕖𝕣 𝕃𝕖𝕧𝕖𝕝 •𝔸𝕕𝕕𝕖𝕕 𝕟𝕖𝕨 𝔸𝕥𝕥𝕣𝕚𝕓𝕦𝕥𝕖 (𝔸𝕕𝕧𝕒𝕟𝕔𝕖𝕕 𝕋𝕖𝕔𝕙𝕟𝕠𝕝𝕠𝕘𝕪) • ℕ𝕖𝕨 ℂ𝕦𝕤𝕥𝕠𝕞 𝔽𝕠𝕠𝕕/𝔻𝕣𝕚𝕟𝕜𝕤 • 𝔸𝕕𝕕𝕖𝕕 ℍ𝕚𝕘𝕙 𝕋𝕚𝕖𝕣 𝕘𝕦𝕟𝕤 𝕒𝕟𝕕 𝕥𝕠𝕠𝕝𝕤 • 𝔸𝕕𝕕𝕖𝕕 ℝ𝕖𝕤𝕖𝕒𝕣𝕔𝕙 𝕊𝕪𝕤𝕥𝕖𝕞 •𝔹𝕒𝕤𝕚𝕔 𝕊𝕦𝕣𝕧𝕚𝕧𝕒𝕝 𝕙𝕒𝕤 𝕓𝕖𝕖𝕟 𝕤𝕙𝕠𝕣𝕥𝕖𝕟𝕖𝕕 𝕥𝕠 ℂ𝕣𝕒𝕗𝕥𝕚𝕟𝕘 𝕪𝕠𝕦𝕣 𝔹𝕖𝕕-ℝ𝕠𝕝𝕝 𝔸𝕟𝕕 𝕡𝕝𝕒𝕔𝕚𝕟𝕘 𝕚𝕥 𝕕𝕠𝕨𝕟 • 𝔸𝕕𝕕𝕖𝕕 𝕊𝕔𝕣𝕒𝕡 𝕋𝕚𝕖𝕣 𝕥𝕠𝕠𝕝𝕤 𝕒𝕟𝕕 𝕨𝕖𝕒𝕡𝕠𝕟𝕤 • 𝔸𝕕𝕕𝕖𝕕 𝟙𝟚 𝔾𝕖𝕟𝕖𝕣𝕒𝕥𝕖𝕕 𝕄𝕒𝕡𝕤 𝕨𝕚𝕥𝕙 ℂ𝕠𝕞𝕓𝕠-𝕡𝕒𝕔𝕜 𝟜𝟟 • 𝔸𝕕𝕕𝕖𝕕 𝕊𝕥𝕒𝕚𝕟𝕝𝕖𝕤𝕤 𝕤𝕥𝕖𝕖𝕝 𝔸𝕟𝕕 𝕋𝕚𝕥𝕒𝕟𝕚𝕦𝕞 𝔹𝕝𝕠𝕔𝕜𝕤 • 𝕔𝕙𝕒𝕟𝕘𝕖 ℕ𝕚𝕘𝕙𝕥 𝕧𝕚𝕤𝕚𝕠𝕟 𝔾𝕠𝕘𝕘𝕝𝕖𝕤 𝕔𝕠𝕝𝕠𝕣 𝕗𝕣𝕠𝕞 𝕘𝕣𝕖𝕖𝕟 𝕥𝕠 𝕣𝕖𝕕 • 𝔸𝕕𝕕𝕖𝕕 ℍ𝕚𝕘𝕙𝕖𝕣 𝕋𝕚𝕖𝕣 𝔽𝕠𝕣 𝕙𝕖𝕒𝕧𝕖 𝕒𝕟𝕕 𝕃𝕚𝕘𝕙𝕥 𝔸𝕣𝕞𝕠𝕣 • 𝕋𝕣𝕒𝕕𝕖𝕣𝕤 𝕣𝕖-𝕤𝕥𝕠𝕔𝕜 𝕖𝕧𝕖𝕣𝕪 𝟛 𝕕𝕒𝕪𝕤 • 𝕋𝕣𝕒𝕕𝕖𝕣𝕤 ℕ𝕠𝕨 𝕚𝕤 𝕕𝕖𝕤𝕥𝕣𝕦𝕔𝕥𝕚𝕓𝕝𝕖 𝕒𝕟𝕕 𝕆𝕡𝕖𝕟 𝕒𝕝𝕝 𝕥𝕙𝕖 𝕥𝕚𝕞𝕖 • 𝔸𝕕𝕕𝕖𝕕 𝕟𝕖𝕨 𝔸𝕞𝕞𝕠 𝕒𝕟𝕕 𝕖𝕩𝕡𝕝𝕠𝕤𝕚𝕧𝕖 𝕥𝕪𝕡𝕖𝕤 𝕤𝕡𝕖𝕔𝕚𝕒𝕝 𝕥𝕙𝕒𝕟𝕜𝕤 𝕥𝕠 𝕓𝕕𝕦𝕓𝕪𝕒𝕙 , 𝕏𝕪𝕥𝕙 , 𝕁𝕒𝕩𝕋𝕖𝕝𝕝𝕖𝕣𝟟𝟙𝟠 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 , 𝕊𝕚𝕣𝕚𝕝𝕝𝕚𝕠𝕟 , 𝕋𝕖𝕝𝕣𝕚𝕔 , 𝕄𝕪𝕥𝕙𝕚𝕩 ,𝕎𝕒𝕣𝟛𝕫𝕦𝕜 , 𝔹𝕒𝕣𝟘𝕥𝕙 𝕗𝕠𝕣 𝕥𝕙𝕠𝕤𝕖 𝕘𝕣𝕖𝕒𝕥 𝕞𝕠𝕕𝕝𝕖𝕥𝕤 : • 𝕓𝕕𝕦𝕓𝕪𝕒𝕙 -𝔹𝕕𝕦𝕓𝕤 𝕍𝕖𝕙𝕚𝕔𝕝𝕖𝕤 • 𝕏𝕪𝕥𝕙 -ℂℂ𝕋𝕍 • 𝕁𝕒𝕩𝕋𝕖𝕝𝕝𝕖𝕣𝟟𝟙𝟠_ℂ𝕒𝕣ℝ𝕖𝕤𝕡𝕒𝕨𝕟𝕖𝕣 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -𝟛𝕊𝕝𝕠𝕥𝔽𝕠𝕣𝕘𝕖 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -𝟙𝟚ℂ𝕣𝕒𝕗𝕥ℚ𝕦𝕖𝕦𝕖 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -𝟡𝟞𝔹𝔹𝕄 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -ℍ𝕠𝕣𝕟𝕖𝕥 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -𝕂𝕚𝕝𝕝𝕋𝕣𝕒𝕔𝕜𝕚𝕟𝕘 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -𝕃𝕠𝕔𝕜𝕒𝕓𝕝𝕖𝕀𝕟𝕧𝕊𝕝𝕠𝕥𝕤 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -ℙ𝕚𝕔𝕜𝕦𝕡ℙ𝕝𝕒𝕟𝕥𝕤 • 𝕊𝕚𝕣𝕚𝕝𝕝𝕚𝕠𝕟-𝕊𝕄𝕏𝕙𝕦𝕕 • 𝕊𝕚𝕣𝕚𝕝𝕝𝕚𝕠𝕟-𝕊𝕄𝕏𝕝𝕚𝕓 • 𝕄𝕪𝕥𝕙𝕚𝕩-𝔹𝕝𝕠𝕠𝕕𝕄𝕠𝕠𝕟𝕍𝕖𝕙𝕚𝕔𝕝𝕖𝔹𝕦𝕤𝕥𝕖𝕣 • 𝕄𝕪𝕥𝕙𝕚𝕩-𝕊𝕔𝕠𝕦𝕥𝕤𝕄𝕠𝕕 • 𝕄𝕪𝕥𝕙𝕚𝕩-𝕎𝕒𝕟𝕕𝕖𝕣𝕚𝕟𝕘ℍ𝕠𝕣𝕕𝕖𝔾𝕊𝕡𝕒𝕥𝕔𝕙 • 𝔹𝕒𝕣𝟘𝕥𝕙-𝔹𝔸ℝ𝟙𝟡-𝔾𝕊𝔻𝕚𝕗𝕗𝕚𝕔𝕦𝕝𝕥𝕪 • 𝕎𝕒𝕣𝟛𝕫𝕦𝕜-𝔼𝕩𝕥𝕣𝕒 𝔻𝕖𝕔𝕠 𝕆𝕣𝕖 • 𝕊𝕚𝕣𝕚𝕝𝕝𝕚𝕠𝕟-ℤ𝕄𝕏𝕙𝕦𝕕ℂℙ • 𝕊𝕚𝕣𝕚𝕝𝕝𝕚𝕠𝕟-ℤ𝕄𝕏𝕙𝕦𝕕ℂℙ𝕋ℍ𝔹 Download link For manual installation Social Media Twitter Discord Server
  5. Welcome to the Winterween Project by sphereii and xyth, the unholy combination of Winter Project and the ancient spirit of Valoween! Not wanting to miss an alpha, we've combined two of the most dramatic mods into a single mod for Alpha 19 for a special Halloween treat. Steel your nerves. Steady your hands. Keep your wits about you, and you just may survive Winterween... We invite you to explore Winterween and challenge yourself to find all of its dark secrets. Keeping with the spirit of the discovery of the sphereii-mentals, please be mindful of posting potential spoilers. Thank you to the following Modlet creators who helped shape out the world with their modlets: JaxTeller718 for his increased biome zombies, and wandering hordes. Riles for Riles' HUD Plus UI Ragsy for the custom vehicle. Recommended: 12G of RAM or higher. Required: Alpha 19.2 Special thanks goes to Mumpfy for his texturing work. Installation Instructions: For the 7D2D Mod Launcher (Recommended): Click on sphereii-mental, then Winterween. For manual installation and Dedicated Servers: Download https://github.com/SphereII/Winter-Project-A19/archive/master.zip and extract in-place, over writing what is there. Clients can ignore the 7DaysToDieServer_Data folder. Likewise, Servers can ignore the 7DaysToDie_Data folder. For players with less than 12G of RAM, a work around is possible by removing the following folders (or deleting their ModInfo.xml: Mods\winter zeds blue Mods\winter zeds white Mods\WinterSkins Those will reduce memory consumption, but you will not get the special re-texturing. NOTE: We are currently investigating and issue with RWG not generating worlds correctly. Prefabs are either sunk too deep and not filled to terrain, or giant mountains of snow instead of prefabs. Navezgane, Pregen Worlds, and Nitrogen worlds seem to work.
  6. xyth

    A19 NPCs DMT Mod

    NPCs DMT Mod Description This is a mod that introduces dynamic NPC characters into the game by expanding on the CreaturePack Humans. These NPCs require some of Sphereii's DMT scripts, and these dependencies will be enforced upon loading this mod with the mod launcher. Many issues probably exist and we need help testing to make these NPCs work better. This mod adds many new NPCs to the game. Unlike previous NPCs, these can be hired then issued orders to stay, follow, and guard (patrol eat, drink, and looting POIs for you are being reworked, or abandoned). All this is configured in XML. Once hired, you cannot kill them, nor can another hireling or allies in your party hurt them. This blocks friendly fire issues. Non hired NPCs are fair game. They are currently set to spawn in the friendly animal spawn group, but you can change that in xml. You set the patrol route by using invisible patrol blocks. Likely that will need a video to explain. In xml you can set what the NPCs eat and drink, what they use for a toilet and what they defecate (if you turn that on), whats their home block, what they use for a bed, food containers, etc. Take a look at the xml and read the comments. The NPCs are an adaptation of the animals used for another mod, so if you want NPCs to breed and lay eggs, well, that could happen with the right xml. Just don't ask me to help you with that 🙂 Installing The NPC mod is found in the DMT section of the mod launcher or in my repo here: https://github.com/7D2D/A19DMTMods A18 version is here: https://github.com/7D2D/A18DMTMods This is an DMT mod so it must be compiled with DMT, or loaded by the mod launcher. This mod has several dependencies that must be compiled with this mod for it to work properly. These are: <dependency>0-SphereIICore</dependency> <dependency>SphereII NPC Dialog Windows</dependency> Find those dependency mods here: https://github.com/SphereII/SphereII.ModsA19 <dependency>0-CreaturePackHumans</dependency> https://github.com/7D2D/A19Mods A18 version is here https://github.com/7D2D/A18Mods Known Issues This mod has not had much A19 testing and has so much code we expect you to find issues. No training guide. Sphereii posted details on each new script that contains lots of info on your xml options. But if your confused, feel free to ask questions here. Well, except questions about egg laying.... Credits First, thanks to SphereII for creating all the new AI tasks and scripts that make these NPCs possible. Thanks to DarkStarDragon for joining in this project and adding his own NPCs to this mod. And a shout out to Mumpfy who edited the base meshes and retextured several of these new entities.
  7. This is my first mod, wanted to post here to get some feedback. I recently downloaded DMT Mods by SphereII and seen FoodSpoilage example XML mod by: SphereII. I searched for food spoilage mods and noticed that no one has created one and thought it would be a fun and immersive mod to make. I would like to thank SphereII for this mod would not be possible. (Just a copy and paste, I was lazy lol)This is an immersive mod and not a challenging mod, it can make the game more easier or harder, depending on your settings and play-style.This mod is configured to my personal preferences (still a work in progress), reconfigure it to your liking. Suggestions are also welcomed. *Must start a new game* *Should be safe to update over old saved games. (1 minute in real life = 1 hour in-game time)Raw meat will last about 1 minute and spoils to RottingFlesh. Hunting must be planned to avoid returning home with rotting flesh.Cooked Meats will last about 4 minutes with the exception of GrilledMeat about 6 minutes and both will spoil to rotting flesh.Bread will last about 80 minutes and spoils to Sham Sandwich.Sham Sandwich will last about 30 minutes and spoils to Moldy Bread.Drinks will last about 90 minutes and spoils to RiverWater.Raw and Cooked Crops will last about 100 minutes and spoils to a RottingCrop (new recourse),Preservation: Canned foods can now be crafted and must be crafted at a workstation, Advanced Engineering and Master Chef.Changed canned food attributes to be more realistic and wholesome.Changed some food recipes that didn't make sense.Removes Rotting flesh recipe from the farm plot and brings back Fertilizer, which can be crafted to create the farm plot using crops.Adds a new item compost, which can be crafted to create the farm plot using RottingCrop.RottingCrop can be crafted at a cement mixer to create compost using crops or by letting crops spoil.Updates History: Added some balancing: Grilled meat will always use 5 raw meat and will give 5 food.Boiled meat will always take 10 raw meat and give 30 food. (might change to 20 and cans to 15 food, not sure)Changed some canned food recipes.For inventory management all cooked food meats will now spoil to Rotting Flesh.Added a special resource corn cob. Download; 7 Days To Starve
  8. Vampiricon's DAY of the DEAD mod pack for 7 Days to Die V19.6 Inspired by George Romero's awesome trilogy: Night of the Living Dead / Dawn of the Dead / Day of the Dead * version 4.1 now available * When there is no more room in Hell - the Dead will Walk the Earth ! The intent of this mod is to create a George Romero Day of the Dead zombie world with a much higher population of regular zombies. Burnt zombies, Spider zombies, Animal Zombies, and other zombie types that do not fit the Romero-world have been removed. The overall population and variety of regular zombies has been substantially increased, with growing zombie Hordes occurring every 4 hours. In the Romero tradition, you will need to focus on taking them out with headshots, since they are more resistant to damage elsewhere. You will have plenty of extra firepower, with an armada of over 60 new weapons and 30 new vehicles, as well as increased chances of finding ammo and explosive munitions. Each new player is given a Starter Crate with guns, ammo and supplies to help survive the first few days. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- YES this mod is compatible with SMX UI - download the available patch from the Files section. The game will still work fine without the patch. But the patch allows you to see the 3 additional menu options (Land Claims, Max Zombies, Max Animals) which are not available in SMX. SMX UI is highly recommended. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- You will most likely need to start a new game with this mod. Saved games for DOTD V3.1 and prior will not work. Tested on Alpha 19.6. Fully compatible with LAN and Internet multi-play. Fully compatible with Client installations and Dedicated Server installations. Does not work with EAC Enabled. You must disable EAC in the 7DTD Launcher. NO this mod will NOT work with other major overhauls like Darkness Falls or War of the Walkers. View the Installation file for specific instructions. The mod must be installed manually. There is a separate Install for Clients and Dedicated Servers. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download Links: Client Install for V19.6 : https://drive.google.com/file/d/14thJNL7GI2q6KFsizYxIbe7TOwctRo_r/view?usp=sharing Fully tested and working. Dedicated Install (BETA) for 19.6: https://drive.google.com/file/d/1glJE_UHQUuQeHgiAdh4G2_Qnen7Wffuf/view?usp=sharing NOTE: Dedicated Install not fully tested. Please let me know if you have any issues. SMX Patch : https://drive.google.com/file/d/13x8XJP9tpBHiqoaiOE_9rwEJqHChKoVx/view?usp=sharing Use this patch if you use SMX UI. Day of the Dead is fully compatible with SMX. This patch simply allows you to see the 3 extra menu options (Land Claims, Max Zombies, Max Animals). Key Features of Mod Pack: There is a major overhaul to the zombie population so it is more like a George Romero world.George Romero zombies do not run or scale vertical walls like insects.They shamble, they walk, they jog, they can move a bit quicker when aggressive. But not sprint or run.This mod purposely moves away from the zombies you find in 28 Days Later or World War Z.Zombies can only be killed by headshot or smashing the head or by extreme damage to the body.And most of all, they are found in large numbers, to slowly but surely swarm and surround you.....Zombies that do not fit Day of the Dead have been removed: - Burnt zombies- Spider zombies- Fat Cop zombies- Wight zombies- Animal zombiesGeneral zombie population is increased by a factor of 7X and more variety has been added to all Biomes and Zombie Groups. - There are a lot more regular zombies in Cities, Towns, Villages, POIs, and all Wilderness areas.- Much more variety has been added to zombie groups, so that more zombie types appear across the different biomes. - There is a small chance of encountering Feral, Radiated and Legendary zombies in early stages for added challenge.Wandering Horde settings:- Wandering Hordes will start from midnight on Day 2 to give you a little breathing room.- Wandering hordes start at 10 zombies on Level 1 and gradually increase as the Game Stage increases. - By Game Stage 50 you will reach 25 zombies per horde.- By Game Stage 150 you will reach 50 zombies per horde. - Hordes will then increase by 5 zombies every 100 Game Stages until it peaks at 75 zombies.- As the Game Stage increases further you will get more Feral, Radiated and Legendary zombies in the Horde.- Horde Frequency is still every 3 hours.- The game's AI director can be hit-and-miss with Horde generation. - The Horde may find you or it might just miss you or may not appear at all. It can vary. - It depends what you are doing, your heat map, whether your location has changed, or how noisy you are. - Sometimes the Horde will be instructed to wait 1 hr, sometimes 12 hours, and sometimes will not appear at all.Zombie jump distance has been slightly increased. - Zombies can climb ladders, climb each other, and jump a little higher. - They can stack on top of each other to reach areas 3 or 4 zombies high. - They can actually reach quite high places and roof areas, refer to the mod screen shots for examples. - Spider zombies that scale high vertical walls have been removed. Feral and Radiated zombies still start appearing as the Game Stage and difficulty increase, but they have been modified. Difficulty progression tier is still Normal --> Feral --> Radiated --> LegendaryFeral zombies:- Health, Aggression speed burst and Pain Resistances have been lowered. - Consequently the Experience Earned is also reduced. - Still tougher than Normal zombies and more experience earnt. Radiated zombies:- Their regeneration capability has been removed, so they no longer heal on their own. - They still heal if they bite you.- No longer appear in a radiated mesh. - They will either have green glowing eyes only (about 30% of the models allow for separate eye mesh) - or just look like Ferals with orange eyes (for the remainder) - Health, Aggression Speed burst, and Pain Resistances have been lowered. - Consequently the Experience Earned is also reduced. - Still tougher than Feral zombies and more experience earnt. - Legendary zombies:- Added into the general population for later game stages.- There are three: Legendary Lab zombie Legendary Business Man zombie Legendary Utility Worker zombie- These are higher challenge zombies to replace zombies like the Fat Cop and Wight which have been removed.In true Romero tradition - Zombies only take full damage from headshots. - You can still slow them down, knock them over, knock them back, burn them, dismember limbs, and even kill them through body damage.  But they are much more resistant and take minimal damage to the body unless dismembered. - You will only get full value for weapon damage through headshots. - If you get a clean head shot you have a high possibility of the head exploding for an instant kill. - You also get a 200% bonus to your starting dismemberment chance for all weapons. There are lots of additional guns and ammunition available to assist you. - Over 60 new military weapons including pistols, shotguns, rifles and SMGs. - 2 flamethrowers, wide and narrow bursts.- New Concussion grenades, shock grenades, shock arrows and show bolts.- Significant improvements to automated gun Turrets.- Junk Turrets easier to craft. - Junk Turrets have increased range, coverage and awake distance.- Deploy up to 6 active Junk Turrets. 1 to start with (find the recipe!) and gain an extra 5 via Robotics Inventor skill.- 4 new automated Turret types (including M60 and Sniper variants) built from a separate Turret Workbench.When starting a new game, players will have a Starter Crate filled with gear to help you get started. 1 Rifle with 600 rounds of ammo 1 Pistol with 100 rounds of ammo 4 Molotov's 2 Concussion Grenades, Shock Grenades, and Dynamite Sticks. 5 Repair kits Random Medical and Food supplies All players receive the following bonuses by default. Bonus damage for clean head shots with increased chance of the head exploding. This will stack with existing Perks/Skills. 200% bonus increase to base Dismemberment chances. This will stack with existing Perks/Skills and impacts ALL weapon types. The base level experience required to go up a level has been increased from 10000 to 15000 due to all the extra zombies. Otherwise you will level too quickly and experience stronger zombies before you are ready. The following existing explosive ordinance have been tweaked to be more effective against zombies in DOTD. - Entity damage has been increased with additional head damage bonus. - Explosive radius has also been slightly increased. So try not to blow yourself up.- Rockets - HE and Frag - Grenade - Contact and Timed - Dynamite - Molotovs - PipebombsNumerous other enhancements: - 2 skill points per level instead of 1. - HUD updated to display Health, Food, Water, Temperature, Elevation, Zombie kill counter and Death counter. - Multiple Land Claims (selectable from Game Start menu). - Reduced night ambience to make it darker, with medium layer of fog. Slightly darker inside. - Added 26 new vehicles. - Added 4 new motorcycles. - Added 60 slot backpack. - Added craftable log spikes. - All animals and animal zombies removed except Rabbits and Chickens which are basically invulnerable. - Raw animal materials now available from all Traders. - Added ability to pick up plants with E. - Additional craftable doors. - Additional decorations. - Added Iron Gates. - Added Paintings and Posters. Zombie Speed and Number Settings You can still configure the zombie speeds and numbers as you desire. But for a Day of the Dead experience, recommended settings are provided.This basically means no running zombies, as you find in 28 Days Later and World War Z. These settings are all found on the Basic tab when you start a game. For servers you have to configure these settings in the serverconfig.XML. Recommended Settings: Zombie Day Speed WALK Zombie Night Speed JOG Feral Zombie Speed JOG Blood Moon Zombie Speed JOG or RUN Maximum Zombies 100 - 150 Maximum Animals 25 Blood Moon is available. You can turn it on or off as desired. I turn it on for a little bit of variety in the Gameplay - and set the Zombie speed to RUN only on Blood Moon night. All zombie speeds are available (Walk, Jog, Run, Sprint, Nightmare) But recommended settings are provided above for a Day of the Dead experience. There is a reminder on the Menu screen when you play the game.What is new in Version 4.1 ? - Updated for 7DTD V19.6 compatibility. - Added Sam's Special Ammo (Shock Grenade, Concussion Grenade, Shock Arrow, Shock Bolt). - They have also been added to Loot Tables and Zombie Drops. - Added Doughphunghus's buff sounds which provides additional zombie noises. - Enhanced Pipe Bombs to be more effective against zombies. - Updated the Starter Kit. - Changed starting Rifle to ACW-R, and starting Pistol to P226 for variety. - Added 2 each of the new concussion and shock grenades. - Added 2 sticks of dynamite. - Added compatibility patch for SMX Menu UI so that you can see the additional settings: - Land Claim Count / Max Zombies / Max Animals - They have been added to the general tab - Changed Wandering Hordes from every 4 hours back to every 3 hours. - Wandering Hordes are very hit-and-miss. Sometimes they spawn, sometimes they do not. Sometimes they wait 1 hour and sometimes 12 hours. - KhaineGB is aware of the issue and is looking into it. - Increased wilderness spawns from 5X back to the original 7X since you now have more chance to find Guns & Ammo & Explosives. - Proportional increase to the Ammunition amounts found in Loot and Zombie Drops to balance the additional zombies.* For a full history on changes, refer to the Version History TXT file. Installing V4.1 for existing users If you have an existing version of Day of the Dead (for those on V3.2 or older): First delete any of the existing Day of the Dead mod folders from within your 7DTD "Mods" folder. View the UNINSTALL README for instructions. Or just clean out your whole Mods folder if you only use my mod pack. Do not apply the update over the top. Delete the old versions from the mod directory first. Note: You do not need to do anything with this folder: 7DaysToDie_Data\Managed Then install V4.1 as per instructions.Weapons Introduced by Skyriss's Vanilla Firearms Extended: Pistols: M1911 Mark 23 Glock 17 Makarov TEC-9 P250 Walther P99 USP .45 revolver 9mm revolver Desert Eagle in 44 mag Shotguns: RSX-1 Semi auto shotgun Single barrel shotgun Rifles: M1 carbine in 9mm SKS Ak-101 AR15 HK416 G36C SVD SCAR-H SCAR-L SG-553 Sporting Rifle (5.56x45mm bolt action) Varmint Rifle (9mm bolt action) SMGs: AKS-74u Vz 62 Skorpion Micro UZI Mac-11 UMP-45 PP-19 Skorpion Weapons Introduced by Smadol's Firearms Expansion: Colt38 (T0 pistol) Beretta NANO (T0 pistol) Colt1911 (T1 pistol) P226 (T1 pistol) Glock40 (T2 pistol) H&K USP (T2 pistol) VZ61 Skorpion (T0 smg) Mac10 (T1 smg) KRISS Vector (T2 smg) Winchester (T1 shotgun) SPAS-12 (T2 shotgun) KSG-12 (T3 shotgun) M1 Garand (T1 semiautomatic rifle) SR25(T2 semiautomatic rifle) JNG90 (T2 bolt-action rifle) M98 (T3 bolt-action rifle) FNFAL (T1 assault rifle) M16(T1 assault rifle) ACW-R(T1 assault rifle) FNSCAR (T2 assault rifle) M4-A1(T2 assault rifle) ARX-160(T2 assault rifle) M240(T3 machine gun) ONLY T0 AND T1 WEAPONS CAN BE CRAFTED, THE OTHER ONES CAN ONLY BE FOUND IN LOOT OR BOUGHT FROM TRADERS.Beretta M9 and Beretta M92 are available only in cheat mode because they are the same weapon as the vanilla pistolSpecial Weapons: M134 Minigun can be found only in military boxes (2% chance), this weapon has the highest DPS of the game but will drain your ammo supplies and will slow you down while holding it. Flamethrower a special anti-horde weapon, it's governed by the perk advanced engineering, can use motor tool mods and gas can as ammo. This weapon can be crafted after reading the schematic or found in destroyed workbenches (2% chance). Railgun a special hi-tech weapon for the intellect class, it's governed by the perk electrocutioner and uses iron dart as ammo. This weapon can be crafted after reaching electrocutioner level 5 or found in secret hidden stashes (2% chance). M82 Barrett a heavy 50 cal sniper rifle with a insanely high dismember chance that can use only special .50 bmg bullets and the variant Incendiary and Armor-Piercing. This weapon can be found only in military boxes (2% chance) and came with its own scope that can be replaced by 8x scope. M1A2 Thompson Old and legendary Automatic Submachine Gun that uses 9mm Ammo. Holding this weapon while wearing a full suit and a press hat will grant you a 40% bonus buying and selling goods. This weapon can be found only in gun safes (2% chance). AA12 this full automatic shotgun has massive damage output and a strong recoil. Found only in gun safe (2% chance). M79 GL40 a small grenade launcher less powerful than a rocket launcher but also more handy and easy to use. This weapon is craftable after reading the schematic and can be found in loot or bought from traders, uses 40 mm grenade ammo. Telric's Flamethrower: Smaller Arc, more concentrated, slightly longer distance, governed by the perk advanced engineering Vehicle Introduced by Bdubyah's Vehicles Box Truck: 4 seater. Slow. Bad fuel mileage. 9 slots more than 4x4 storage. Grease Monkey 4 BRDM-2: 6 seater. Slow. Okay fuel mileage. 9 slots more than 4x4 storage. Grease Monkey 5 Buggy: 2 seater. Very quick. Great fuel mileage. 4x4 storage. Grease Monkey 4 Charger: 2 seater. Quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Cruiser: 1 seater. Quick. Excellent fuel mileage. Motorcycle storage. Grease Monkey 3 Dirt Bike: 1 seater. Very quick. Excellent fuel mileage. Bicycle storage. Grease Monkey 3 Duster: 2 seater. Slow. Okay fuel mileage. Gyro storage. Grease Monkey 5 GNX: 2 seater. Quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Golf Cart: 2 seater. Slow. Excellent fuel mileage. Minibike storage. Grease Monkey 2 Hot Rod: 2 seater. Very quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Humvee: 4 seater. Quick. Okay fuel mileage. 4x4 storage. Grease Monkey 4 Junker: 1 seater. Quick. Excellent fuel mileage. Motorcycle storage. Grease Monkey 3 Marauder: 2 seater. Quick. Bad fuel mileage. 4x4 storage. Grease Monkey 5 MD-500: 4 seater. Quick. Okay fuel mileage. Gyro storage. Grease Monkey 5 MRAP: 4 seater. Slow. Okay fuel mileage. 9 slots more than 4x4 storage. Grease Monkey 5 Nova: 2 seater. Quick. Okay fuel mileage. 4x4 storage. Grease Monkey 4 Pickup: 2 seater. Quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Rat: 1 seater. Quick. Excellent fuel mileage. Motorcycle storage. Grease Monkey 3 SHERP: 4 seater. Slow. Okay fuel mileage. 4x4 storage. Grease Monkey 4 Stallion: 2 seater. Quick. Okay fuel mileage. 4x4 storage. Grease Monkey 4 UAZ 452: 6 seater. Slow. Okay fuel mileage. 4x4 storage. Grease Monkey 4 UH-60: 6 seater. Quick. Okay fuel mileage. 4x4 storage. Grease Monkey 5 Willy Jeep: 2 seater. Quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Work Truck: 2 seater. Slow. Good fuel mileage. 4x4 storage. Grease Monkey 4 All vehicles are balanced to compare to vanilla. Parts can be crafted, found in loot, or bought from traders. There is also now a Mechanic trader with his own custom POI! It is protected like a normal trader, but can not be used for quests Motorcycles Introduced by MOO:Chopper Sports Bike Harley Dirt Bike Detailed Junk Turret Modifications: You can have up to 6 Junk Turrets working concurrently (requires perkTurrets skill for robotics). You can use 1 Turret to start with (if you find the recipe) and 1 extra Turret per robotics level (perkTurrets). Improved accuracy. Firing range increased from 15 to 30 metres. Angle of fire increased from 70 degrees to 120 degrees for larger coverage (horizontal and vertical). Magazine size set to 2000 rounds. For the Robotics Inventor skill, the range at which Turrets remain awake has been pushed. From (10,14,15,16,17,18) blocks to (30,34,38,42,46,50) blocks. Recipes have been included to make it very easy to craft the Turrets and the ammo for them. There is also a very simple recipe for a Workbench. None of these require a schematic but you will need Robotics Inventor skills to have 5 extra Turrets. Changes to Animal Population:I have decided to remove the animal butchery part of the game, so you can focus on zombie killing instead.I am not interested in that side of the game, I play to shoot zombies not kill helpless animals. All animals have been replaced by a standard zombie, except Rabbits and Chickens which are basically invulnerable and offer no experience for killing.To compensate, animal raw materials are now available from the Traders at any time for purchase, as well as you starter kit. Compatibility with other mods: The mod is largely designed as a stand-alone pack.However you should be able to use other mods, depending on what the MOD does: Any mod that adds new features should be fine Any mod that adjusts things that I do not adjust should also be OK You should avoid using any of the mods that are already used within this pack, as this will potentially cause conflict. This mod does change things in relation to entitygroups, entityclasses, spawning, blocks and several other XML files. The changes mostly relate to zombie behavior, zombie numbers, zombie types, etc.There are also a number of minor UI adjustments. I would avoid anything that adjusts zombie behavior mainly.Otherwise, use discretion and keep an eye on the log (F1) for compatibility issues during loading.With vanilla 19.5 and my mod installed, there are no errors in the log during start up.You may see Mesh/Map related errors *just* prior to entering the game but these are nothing to do with my mod.Any mods that do a major overhaul of gameplay are likely **not** to be compatible either. This includes overhauls like Darkness Falls and War of the Walkers.>> Feedback is that the SMX UI mod works OK <<Endorsements: This mod has been made for your enjoyment - no profit. However if you enjoy playing this mod, please endorse. Any allocated % of the overall donation pool will go to the Wildlife Conservation Society. Many thanks!Credits: Below are the packs I have utilised in the Day of the Dead mod. Some of these mods have been modified from the original.A very big thanks to those who have worked on the mods below, without your efforts this mod would not exist !!!!!!! Please let me know if I have missed anyone. - All features from KhaineGB's Romero Mod - REV6:7-8 reality check - Shock's 2 skills per level mod - Sykriss's Vanilla Firearms Extended - Smadol's Firearms Expansion 4.3 - Bdub's Vehicles - Hesbic Gun Turret mods - fatrap's Junk Turret modifications - Almonds Turret Mod - IceBurg's Craft Doors - sLimLong's Decorations Plus - TelricsFlamethrower - TelricsIronGates - Ztensity's Paintings & Posters - Jax's Wilderness Spawn increase - Khelldon's Starter Crate - Scomar82's HUD Notes on Vanilla Firearms: I have fixed the issues with Sykriss's Vanilla Firearms Extended mod which seems to be for Alpha 18 only. You should see all weapons and ammo in dropable loot, and the AK101 is fixed. Installation: Please refer to the README.TXT. Manual installation only. It is recommended that you clear out any existing mods to start with. Do not use any of the above mods listed in the credits. Modified versions are included with this pack. Bugs and Feedback:Feedback welcome. Please report any bugs.FAQ:How do I install this MOD? Download the appropriate MOD file - CLIENT or DEDICATED SERVER. You need WINZIP or 7ZIP or similar application to open the MOD file. Extract the MOD file directly into your "7 DAYS TO DIE" directory. Select Y when prompted to overwrite 1 file. The files will all go to the correct location. Follow the INSTALL guide for more information.What Version of 7DTD do I need? This mod will only work on Alpha 19.6.What Installation Version of the MOD do I need? If you are using a DEDICATED SERVER install then use the DEDICATED SERVER installation.For all other instances (SINGLE PLAYERS / LAN or NETWORK PLAYERS ) use the CLIENT installation.Is this mod pack compatible with existing Save Games? The short answer is no - If you have never used the Sphere II core mod before then you will have to start a New Game / New World. If you upgrade to DOTD V3.2 from an older version then you will also have to start a New Game. It is also recommended that once you start playing - you keep your Saved Games associated with this mod.Does this mod support multiplayer? Yes. This mod fully-supports multiplayer. For dedicated server installs, you need to install the Server version of the mod. Just make sure everyone installs the mod.If someone connects to my DOTD game, will they automatically receive the files? No. Harmony files will not get pushed automatically. Everyone involved in the game must manually install the files first: Clients and Dedicated Servers.Can I run this on a dedicated server installation? Yes. Install the Dedicated Server version of this mod instead.Is this mod pack compatible with other mods? This mod pack is largely designed as a stand-alone pack. You should avoid using any of the mods that are used within this pack. Since I have modified most of the 3rd party mods I have used, you should use the versions provided here. This mod pack changes things in relation to entitygroups, entityclasses, spawing, blocks and many other files. So you should avoid mods that change zombie behaviour, zombie numbers, zombie types, junk turrets, etc. Any mods that do a major overhaul of gameplay are likely **not** to be compatible either. --> It will not work with overhauls like Darkness Falls and War of the Walkers. <-- HOWEVER If you are using other mods that add new things, and do not fiddle with the above, then you should be fine. Use discretion and keep an eye on things in the log using F1. What happens if I see errors in the log F1 ? If you are using my mod pack alone you will see NO ERRORS in F1 as the game loads, except for the map/mesh errors that are shown right before you start. These are not due to this mod, but the map you are using, and nothing to worry about. If you do see errors, this is most likely because you are using a conflicting MOD or you are not on the correct version of 7DTD.What files are modified during installation? The Romero mod adds or overwrites the following files in the 7DaysToDie_Data\Managed folder:0Harmony.dllAssembly-CSharp.dll <- For most people this is the only file that will be overwrittenDMT.dllMods.dll All other changes are new folders in the Mods directory.Can I adjust the Wandering Horde settings ? It is not recommended that you change these any more. The current settings are designed to provide a difficulty curve now, in line with the rest of the game.How do I apply the recommended Zombie Speed and Zombie Number settings for a Single User / Client machine ? These settings are all available in the Start or Continue menu tabs when starting a game.How do I apply the recommended Zombie Speed and Zombie Number settings for a Dedicated server ? The following settings are all available in the Start or Continue menu tabs for the Single Player game.For dedicated clients this all needs to be configured in your SERVERCONFIG.XML files.Read the SERVERCONFIG.XML for more information.These are the settings recommended for DOTD. ( 150 / 25 zombies and walk / jog / jog / run ) <property name="MaxSpawnedZombies" value="150" /> <property name="MaxSpawnedAnimals" value="25" /> <property name="ZombieMove" value="0" />  <property name="ZombieMoveNight" value="1" /> <property name="ZombieFeralMove" value="1" /> <property name="ZombieBMMove" value="2" />
  9. (at 00:19 onwards it's demonstrated how to use the command and what it does) Long time ago TFP locked the hands/weapon FOV and set it to extremely low (45, lower than console games) because the hands model looked bad. Now they fixed the hands model (Magnum holding anim still looks bad but w/e) but the FOV is still locked to 45. I couldn't find other mods doing this so I decided to create this mod to be able to set the hands/weapon FOV to something more reasonable like 60. This mod adds a console command: wfov wfov <number> wfov 58 that changes the hands/weapon FOV. When executed without arguments (like wfov) it gets the current WeaponFov (by default I made it 60). When given a number (like wfov 60) it sets it to that number. More technical info: This mod is actually separated to 2 mods. 1) First is 0-FieryRiderCore which has the code for managing and storing custom options (Maybe it'll be useful to someone else). It creates a customPrefs.xml file inside <GameDir>/Data/Config where it stores the custom options. 2) Second is FOV Changer which adds a custom option and using it to set the WeaponFov. GitHub(0-FieryRiderCore): Link to the mod GitHub(Fov Changer): Link to the mod Bonus mod: Pistols AAA Aim Fov - Not a DMT mod. Just vanilla. Moves the standard pistols (that are normally in the game) away from the camera while aiming like it is in many AAA games. I think it looks better. Downloads: 0-FieryRiderCore Fov Changer Pistols AAA Aim Fov (Bonus mod)
  10. Grey's Prophecy is a flavoring of the default game. The goal of the mod is to add fun stuff, and some humor, while keeping close to the vanilla formula. Some of the bigger changes that you will encounter are: 10 slot toolbelt - Courtesy of Khaine (DF creator) Mumpfy's zombie texture variations Perk System overhaul to a more class based system, including 2 that don’t require adding points to the parent attribute Class types Warrior Hunter Gunslinger Blacksmith - Mini Class (5 levels) Engineer Rogue General Talents Jack of All Trades Empath Separate repair kits/items Iron tools are repaired with Forged Vanilla repair kits are still used for repairing vehicles Bigger backpack 96 slots Bigger stack sizes for most items More new zombie types 4 from a18 and 2 new ones Reworked Rekt and Hugh zombies to now look like zombies, and added radiated versions Craftable weapon, tool, and gun parts, so you don’t have to rely on looting/buying them 2 new book sets The Wizard’s Toolkit Savage’s Books of Nonsense 4 new vehicles Semi Truck that seats 6 and has 108 slots! The General Lee! Coka's Skyline Horse with no name New weapons, tools, and items, some that give nods to our favorite streamers The Uncle Sam Hammer Shugg’s Spikey Club Gan’s Epic Rod Fong’s Staff of Pain Radiomantic Knuckles PB’s Spartan Pickaxe Framer’s Choice Broadsword Dragonblade Wooden Mace Iron Mace Katar Medieval Axe Medieval Battle Axe New item modifiers Ice Weapon Thorns Shock Armor There's still more to add and we hope you enjoy playing it as much as we have enjoyed working on it! You can get the mod using the mod launcher: http://7d2dmodlauncher.org/, or by downloading the files from the repository here: https://dev.azure.com/pouellette25/Greys-Prophecy-a19/_git/Greys-Prophecy-a19. Support us on Patreon! https://www.patreon.com/ganthegrey Find us on Twitch: GanTheGrey SavageHarbinger Join the Discord: The Wizard's Tower Terms of use: The majority of the modifications are using the game’s built in models, materials, icons, etc… Have been found as free assets in the Unity store, or have been created by me. As such these are available for use. The following is a list of the Unity assets used that are available to use: https://assetstore.unity.com/packages/3d/props/interior/crafting-table-160161 https://assetstore.unity.com/packages/2d/textures-materials/ice-materials-133660 https://assetstore.unity.com/packages/3d/props/weapons/fantasy-staff-lite-54999 https://assetstore.unity.com/packages/3d/props/weapons/staff-of-pain-48820 https://assetstore.unity.com/packages/3d/props/interior/plates-bowls-mugs-pack-146682 https://assetstore.unity.com/packages/3d/props/interior/ygs-mugs-96665 https://assetstore.unity.com/packages/3d/props/interior/free-alchemy-and-magic-pack-142991 https://assetstore.unity.com/packages/3d/props/tools/tools-pack-1-20510 https://assetstore.unity.com/packages/3d/vehicles/land/post-apocalyptic-truck-with-armor-45422 https://assetstore.unity.com/packages/vfx/particles/fire-explosions/flames-of-the-phoenix-46176 https://assetstore.unity.com/packages/3d/environments/fantasy/blacksmith-s-forge-17785 https://assetstore.unity.com/packages/3d/props/weapons/dragonblade-pbr-fantasy-sword-96982 https://assetstore.unity.com/packages/3d/props/weapons/free-pack-of-medieval-weapons-136607 https://assetstore.unity.com/packages/3d/props/weapons/ultimate-weapons-pack-lite-94668 https://assetstore.unity.com/packages/3d/props/weapons/horror-weapon-set-1-26142 https://assetstore.unity.com/packages/3d/props/weapons/medieval-weapons-vol1-free-demo-120361 The General Lee model was purchased and is not available for use or redistribution! If you like the model, and want it for your project, you can find it here: https://assetstore.unity.com/packages/3d/vehicles/land/hd-car-american-muscle-01-101297 Coka's Skyline model was purchased and is not available for use or redistribution! If you like the model, and want it for your project, you can find it here: https://www.cgtrader.com/3d-models/car/racing/nissan-skyline-gtr-fast-and-furious Special Thanks: Guppy's Discord modding server for help with issues and ideas Xyth for the hard work getting the custom animation controller working! Khaine for the 10 slot toolbelt Mumpfy for the zombie texture variations UncleSamIAm, Shugg, NoxAegis, AlphaDragonGaming, LoriannTucker, PayneStoneback, biggytoe, and Bluejoy for QA CokaGaming, TexCubSF, NoxAegis, and PandaPants75 for their continued support! And of course TFP for creating this game in the first place!
  11. Updates the battery bank to automatically shut down the generator when all batteries are fully charged and start it up when they are all flat. Also adds 'Generator Fuel' a barrel that when placed beside the generator you can put gas in it that will be automatically added to your generator when its about to run out of fuel. The generator fuel block must be placed so the pipe sits over the generators gas cap. You can have relays between the generator and battery bank but nothing else or it wont turn it on and off. The changes are made to the original generator and battery banks. If you want to use just the battery bank part or just the refueling part of this mod you can make changes in the config/blocks.xml Let me know if you come across any bugs or other issues. You should only connect 1 battery bank per generator or it wont function correctly. I'll look into fixing this once I have all my other mods updated. Download Link: https://www.mediafire.com/file/q9nu5jzbr4et3ep/Advanced_Generator_v1.0.rar/file Demo:
  12. three08

    Neon Signs

    Updated for A19.5 Can now be toggled on/off light a normal light and can be picked up if inside your land claim Edit: I forgot to add the recipe so there will be an update sometime tomorrow. It will be just one recipe and you select the sign you want in the shapes menu. Included Signs Open x 3 Gun Pizza Bowling Chinese Food Download Demo: Just reusing the old demo for now, I'll do a new video with all the signs in it when I get the chance.
  13. Like the title says, SphereII and I missed the Skyrim style lockpicking mini game so we introduced it into the WinterWeen mod. It was well received, so I'm releasing a modlet of the locks that work with the lockpicking code added to the 19.3 version of SphereII's Core. This mod requires DMT, so use the mod launcher and add the core and this locks mod. The launcher with do the rest. The difficulty of the locks is configurable in the core, but it set to offer a challenge but not be impossible for folks that didn't master lockpicking in Skyrim. To pick a lock, press "E" on any locked door or chest. A lock will appear, and you must guess the position of the top lockpick by moving it with the arrow keys or mouse. Once you think you have the position, press the spacebar to turn the lock. The locks are tied into the perk system and the inventory system, so you will need lockpicks in your inventory. Each perk level into lockpicking make it less likely you will break a pick, and reduced the time between attempts. However, we randomized lock difficulty so any one can be really hard or almost too easy. This mode contain some purchased assets and code, so while you may use or include this mod in you game or overhaul, you cannot make edits to the models or code without purchasing your own copy of the assets from the Unity store. It's cheap though 🙂 If this mod is popular we may add additional features for A20. Please let me know if its too hard or too easy for you. Find the Locks modlet here: https://github.com/7D2D/A19DMTMods Sphereii's core is here: https://github.com/SphereII/SphereII.ModsA19 Thanks to Mumpfy for adding the branding to the lock textures! Enjoy!
  14. three08

    Trash Can

    A trash can that can be used to dispose of your unwanted items. Just place your items in the loot container like normal. When you're ready to empty it just hold shift while activating it and all the contents will be removed. Download Link: https://www.mediafire.com/file/fxas6jtke178kij/Trash_Can_v1.0.rar/file Demo:
  15. The Defence Platform will hide your turrets underground when not powered. For now I've made it so only turrets can be place on top as some other blocks were causing errors. Download Link: https://www.mediafire.com/file/qukvgwso8f8dqh7/DefencePlatform_v1.0.rar/file Demo:
  16. Power Door Relay Adds a block that can placed under a door to connect a second power input. Instructions Vault Door and Garage Doors - place the relay directly under the block that your crosshairs are over when you place the door Hatch - Place the relay in any of the 4 blocks positions that form the opening for the hatch, use only 1 relay per hatch Bridges - Place the relay in the center block position directly bellow the hinge Updated to fix a bug that kept the door open if the relay was destroyed while powered and to add support for my hidden hatches mod Download Link: https://www.mediafire.com/file/zbjpo0to8x3mmig/Power_Door_Relay_v1.0.1.rar/file Demo:
  17. What is this? This plugin replaces the zombie spawning model with an offline simulation. Players on the server will be assigned a visibility zone that decides which zombies will be active and which ones will be offline. If the zombie was killed it will respawn at the map border as an offline version and roams the map, if the zombie is still alive but leaves the player visibility it will become offline but keeping attributes such as health and class. For more information please visit https://github.com/ZehMatt/7dtd-WalkerSim You can find the latest release here: https://github.com/ZehMatt/7dtd-WalkerSim/releases Update 1/24/2021, Version: 0.3.0 - A19.3 support. - Fixed potentially locking up the server. - Fixed initial population not using 'POITravellerChance'. - Added option to make sound distance configurable. - Added sound event vizualization support to the viewer. - Added option 'PauseDuringBloodmoon'. - Added option 'ReservedSpawnSlots'. - Added option 'WalkSpeedScale'. - Improved offline walking behavior. - Improved zombie spawning to avoid lag. - Improved despawn when backtracking, they have a minimum lifetime of 1 in-game minute. - Reduced network bandwidth for viewer. - Reduced default server update rate from 60 to 40 Hz. - Reduced 'PopulationDensity' from 120 to 60. - Increased 'POITravellerChance' from 0.25 to 0.65. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.3.0 Update 8/27/2020, Version: 0.2.1 - DMT support, you can now play this mod without a dedicated server. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2.1 Update 8/25/2020, Version: 0.2 - A19 support. - Fixed visibility zone not being calculated correctly. - Fixed exceptions being thrown when new players join. - Removed the need to disable enemy spawning via serverconfiguration.xml. - Removed sleepers from the simulation, uses the builtin system instead now. - Added audio events, offline zombies will be attracted towards gunshot sounds. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2
  18. This DMT 2.0 mod re-enables the prefab menu (K) when debug mode (dm) is enabled, like it was in previous versions. Edit: Just in case people haven't noticed, there is a "Block Replace Tool" available in the creative menu when developer blocks are active. It contains some of the original prefab menu functionality, which may be enough for your purposes (and doesn't require a DMT mod / disabling EAC). If it doesn't contain everything you need, or you just prefer the old method of doing things, then go ahead and grab this mod BAR19-PrefabMenu.zip
  19. Hey everyone! I'm back after a long hiatus with new mods for alpha 19 experimental branch. These are built with DMT v2.2.7 using the latest version of Harmony(v2.0.2). Link: https://github.com/TormentedEmu/7DTD-A19-DMTMods Mods: NewBlockTextures The purpose of this mod is to allow adding new texture arrays to the game to avoid overwriting the original arrays or atlases as we used to in the previous builds. The mod contains a sample bundle with some textures included and you can pull the blocks out from the creative menu. The blocks can be built with basic recipes that can be changed to your preference. Also included is a modded paint brush to allow painting the new textures only on the new provided blocks. The modded paint brush will not paint vanilla blocks and the vanilla paint brush will not paint on any of the modded blocks. NewTerrainTextures The purpose of this mod is to allow appending new terrain textures to the game terrain texture array. One thing to note, is to match the blockw and blockh for all your textures or you will see size issues with the vanilla textures. I recommend using either 1, 4, or 8 depending on how large you want the textures in game. The mod also comes with a sample terrain texture bundle and you can pull the blocks out from the creative menu. NOTE: Adding new terrain textures requires SphereII Legacy Distant Terrain ObjectManipulator This modlet introduces a new control panel that allows the user to manipulate and adjust the selected transform's scale, position, and rotation. First enter the creative menu and drag a TE_ObjectManipulatorHandgun into your toolbar. When you first hold the gun in your hand, the control panel will appear. You can toggle the control panel by shooting the gun. You can toggle the screen cursor by pressing the F2 button, which will allow you to click on the buttons and type in the search box, or copy position values. TE_MenuMusic Allows you to change the menu background music at the start of the game without needing to patch the resources.assets file. A sample music file in the ogg format has been provided for you to play around with. *** This mod no longer requires a forked version of DMT as Hal has added it to the base DMT tool here: https://github.com/HAL-NINE-THOUSAND/DMT *** Please let me know if you like it, have any questions, or have any problems/bugs with it. I'm usually found on Guppycur's Discord server here: https://discord.gg/mh3J3dS My nickname on the discord is V. Cheers
  20. Remember that hardcore mod I did for A18? Updated it for A19. So this mod was more of a project to learn things, and also started because of a discussion over in the modding discussion section about ways to clear things on a players death. Also I personally felt the "Dead is Dead" playstyle is... odd. Okay, you died and need to delete your save. Now you just get to start a new save in the same map, so you've got a good idea where stuff is and all the POI's have respawned... and you're back on Day 1. This changes that. ResetPlayerDMT will do the following on player death. 1 - Reset all skills to 0, and remove all learned books. 2 - Remove all skill points gained from resetting your progression, and any you hadn't spent. 3 - Reset player level to 1. 4 - Set the XP to Next Level amount to 11,000 (this is as close to respawning with 0XP as I could get due to vanilla doing odd calcs) 5 - Clear the players quest journal completely (active quests, completed quests, current quests, shared quests) 6 - Clears the current trader faction level, meaning you start from T1 quests again. 7 - Clear the players map completely (thank you khzmusik for this code!) 8 - Set the players land claim block to inactive (thank you HAL9000 for the help with this!) 9 - KILL the players vehicle so it despawns (thank you Mythix for the help with this!) 10 - Delete the spawn point set by the bedroll to force random world spawn. 11 - Give the player the "Go to the trader" quest on respawn. This quest will give you XP and skill points as if you had completed the tutorial once you get to the trader. It will also give you the normal "starting items" as if you just spawned into the world on completion. 12 - Clears trader faction so you start at Tier 1 quests again. What doesn't it do. 1 - It does NOT re-apply the "newbie buff" but that's easy enough for users to add in if they so wish. 2 - It does NOT generate a "safe zone" like the game would when you first spawn into the world. 3 - It does NOT remove access to player storage. Now, the player storage. It doesn't remove access to it because cycling through all the owned blocks, and setting them to locked and unowned was really CPU intensive. Also, I realised that players who take over POI's can just use the storage in the POI and thus negate the point of removing ownership from the storage blocks (like chests). It just wasn't worth the CPU overhead. So if you find your old base, yes you can totally get your stuff back. This is intended to be played with "Delete all on death" rather than dropping your backpack, and I hope it might provide a slightly different play experience for folks. Files are here for anyone who wants to manually patch with DMT: https://gitlab.com/KhaineGB/khainedmt-a19/-/archive/master/khainedmt-a19-master.zip?path=HardcoreModeDMT Please be aware, this does not use harmony and WILL NOT work on overhaul mods (when they become available for A19).
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