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Found 19 results

  1. 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
  2. V1. This is a mod I created to try out a few different things regarding code. I have tried to keep it as vanilla as possible, to maintain modlet compatibility, and just messed around with how zombie work. Features. - Zombies only take full damage from headshots. - Bloodmoons disabled. - Included Jax's Wilderness Spawn increase modlet (5x more zombies) - Added a difficulty tweaks mod to remove damage reduction from higher difficulties. - Removed zombie rage mode. - Added 10 slot toolbelt. - Added backpack stash buttons. - Added craftable log spikes.
  3. They mostly come out at night... (V3.4) 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
  4. 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 rew
  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
  6. 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
  7. 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. T
  8. 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
  9. What is this? This plugin replaces the zombie spawning model with an offline simulation. Players on the server will be assigned a visibility zone that decides which zombies will be active and which ones will be offline. If the zombie was killed it will respawn at the map border as an offline version and roams the map, if the zombie is still alive but leaves the player visibility it will become offline but keeping attributes such as health and class. For more information please visit https://github.com/ZehMatt/7dtd-WalkerSim You can fin
  10. (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
  11. 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 l
  12. 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 - Rese
  13. Why is this mod needed? What this mod does? Important!: Making your gun mod compatible with this mod (i.e. adding reload sounds to your .unity3d file and adding the custom properties (ReloadAnimationClip, SoundReloadClip#)) does not make your mod incompatible with vanilla. Vanilla 7DaysToDie will just ignore the custom properties and the reload sounds and will use the default ones. It wont even give you warnings. How to use it? To add a custom reload sound to your gun you need 4 things: 1) Your gun has to have unique reload animation name. (Because I can't
  14. Umbrella

    ZomBiome

    Umbrella proudly presents, With a big thank to the forums' community - to all of you that help, answer questions and provide great tutorials ! ZomBiome It is not dead ! Behold survivors ! Mother Hearth has been soiled long enough by these nasty Zombies ... it can stand no more. Its revolt has started, and biomes won't make a distinction between the livings and the undeads. Apocalypse is upon us ... let's hope it is fun Mod Features The world has permanent random activity, structured by biomes and geograp
  15. This was a massive pain to get working. But here it is. 10 slot toolbelt tested and working for Alpha 19! I got some help from w00kie n00kie because TFP changed a few things in the DLL, which meant my old mod no longer worked and needed some Harmony 2.0 magic to get working. However, this mod is now ENTIRELY harmony based, which means you could add it to any other mod that has a DLL patched with harmony. Please be aware that you will need either DMT 1.6 with Harmony 2 manually patched in, or you will need to wait for DMT 2.0 to be released (which has Harmony 2.0 included by default) D
  16. DMT V2 IS REQUIRED FOR THIS MOD. Not sure how useful this will be for folks, but I thought i'd upload it. When the game spawns a supply crate, it's hardcoded to spawn sc_general from entityclasses. This mod changes that so it pulls a random supply crate from the SupplyCrates_General entitygroup instead. I added some new supply crates to that group (sc_Melee, sc_Ranged, sc_Food, sc_Construction, sc_Medical, sc_Ammo) and the game now randomly picks one of those when it spawns a crate. There is a slight bug with the "plane" audio that I need to look into, but it works. Loot in the cra
  17. Hello, I updated ZomBiome to A19, see https://community.7daystodie.com/topic/20269-zombiome/ The A19 version is located in the same git folder, in 7Dmods/ZombiomeA19/ Current limitations specific to A19: - The smoke color no longer depends on biome for freeze, blind, poison ... - Pesty warning with particle isOnFire (already happens without Zombiome in A19) - Tested less intensively Please refer to the initial Zombiome thread for more details.
  18. Roland

    0XP RolMod A18

    UPDATED May 14 2020 See #11 Below! 1) Zero Experience For Actions Actions in the game are now only valuable for helping you survive and accomplish your goals. There are no xp bonuses attached to individual actions that make killing zombies more valuable than farming or mining or scavenging or building. Zombies are now an obstacle to your objectives instead of a source of xp income tempting you hunt them down and kill them. Use stealth to avoid or weapons to destroy and as long as you survive the day you will get rewarded either way. 2) Daily Skillpoint For Surviving Gain sk
  19. I know it's a little late into A18's life cycle, but I'm slow and bad at C#. So this mod was more of a project to learn things, and also started because of a discussion over in the modding discussion section about ways to clear things on a players death. Also I personally felt the "Dead is Dead" playstyle is... odd. Okay, you died and need to delete your save. Now you just get to start a new save in the same map, so you've got a good idea where stuff is and all the POI's have respawned... and you're back on Day 1. This changes that. ResetPlayerSDX will do the following on player deat
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