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  1. This was a massive pain to get working. But here it is. 10 slot toolbelt tested and working for Alpha 19! I got some help from w00kie n00kie because TFP changed a few things in the DLL, which meant my old mod no longer worked and needed some Harmony 2.0 magic to get working. However, this mod is now ENTIRELY harmony based, which means you could add it to any other mod that has a DLL patched with harmony. Please be aware that you will need either DMT 1.6 with Harmony 2 manually patched in, or you will need to wait for DMT 2.0 to be released (which has Harmony 2.0 included by default) Download link: https://gitlab.com/KhaineGB/khainedmt-a19/-/archive/master/khainedmt-a19-master.zip?path=10SlotToolbelt
  2. They mostly come out at night... (V2.50.1) This is a mod I originally created to fix a few "issues" myself, my wife and some friends felt the game had. Turns out I really enjoy modding so I've expanded on it quite a bit. The intent is to drag out the early game, so it will take you longer than usual to get to Iron and Steel. I've also tried to inject a little realism by locking away quite a few recipes behind perks, since most normal folks wouldn't know how to do/make those things. Also, I started playing in Alpha 8, so I wanted to try and bring back a few things from that era. Hub city, sharp rocks and sticks are pretty good examples, and I want to try and incorporate more features from that era of gameplay. I will also be trying to add in new zombies/enemies to make the "end game" more difficult. Features. 8 Classes to choose from, with 6 quests each! 96 slot backpack! 12 slot crafting queue! Custom UI! Food/Water bars next to the hotbar. Increased zombie spawn/respawn rate! Night time is now dangerous. The ferals come out to play... Zombie Behemoth (male and female) added! Scrap Iron Tools added. Iron requires level 15. Titanium added! Can be found as trophies, underground and above ground. Used to make tools, weapons and blocks. Forge Ahead & Leather Tanning books are back! (can also be purchased as perks) Wrench is now a perk and a schematic, but crafted and repaired with Iron. All common books added as perks, so you have the choice of finding the book or spending points. Action skills are back! Skill books added for all 100 level skills. Generic skill point book added so you have ways to get skill points. Skill notes! Find a recipe you already have? Scrap it into a skill note and craft that into something more useful. Extra crops! Grow apple, orange banana and coconut trees, plus wheat, carrots and tomatos! More food! Way too much to list, but bread is now an option. So are sunday roast dinners. YUM! Animal Coops and Snares from Valmod added. Clay bowls are back, and used for more than just pretty plants! Craftable Small Engines and Lead Batteries! Several new guns! Like the P225 Pistol, AR-15 Automatic Rifle, Winchester Rifle and Combat Shotgun. Gun crafting! Gun parts are back and require the rare, find-only Lathe to be crafted. Arrows can now use cloth fragments instead of feathers. Sticks and Sharp Stones have also made a return! Tree sap is now a thing! Try left-clicking on non-dead trees with jars or bowls... Sterile Bandage! New healing item to fill the void between normal Bandages and First Aid Bandages. Working sinks and ovens! Both types craftable, so pick whichever matches your kitchen. 5 new workstations. The Advanced Forge (required to smelt steel, but no fuel needed!), the Mortar and Pestle and two workbenches! There is also the rare, loot-only, Lathe! Stone hammer added. Counts as a construction tool. Used only for repairing and upgrading. Lockpicks added! Now you can lockpick all safes and most doors. Steel crossbow added that takes steel, exploding and titanium bolts. Both crossbows can be scoped. Combat axe added. There's also a titanium version. Trader's are no longer protected! Take care of your local business! Guards added to the trader, with a Guard Captain NPC! Talk to them to buy quest starters, which can earn you skill notes! (Single player only due to server bugs) Larger player-crafted storage (kitchen cabinets, lockable!). Time REMOVED from under the compass and on the map. Added to the trader window (under restock time). Junction box added for invisible wires. Unlocked via electricity perk. Bomber zombies added! These buggers are designed to tear your base to bits. You have been warned! 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner). Writing Desk, Ink and Quill available! Used together, these halve the cost of creating skill books and class papers. Grass spawns reduced for better performance/easier to see things. Traders now have more basic materials for building. Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed. Compo pack added! Hornet from A15 and earlier is back, with it's original sounds and model! Keep an eye out for them in forest biomes. Trader Caitlin has arrived! She has her own POI, her own voice, lives in the wasteland and carries the most powerful items.
  3. 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=ResetPlayerDMT Please be aware, this does not use harmony and WILL NOT work on overhaul mods (when they become available for A19).
  4. xyth

    NPCs DMT Mod

    NPCs DMT Mod Description Version (2.0) of 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, guard, patrol eat, drink, and can even loot POIs for you. 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. They will require food and drink added to a storage container, or in their backpack, otherwise they will look for food and water in the game. You set the patrol route by giving the learn patrol route command then you walk that chosen route. At the end of the route order the NPC to patrol. Other commands, like stay, guard, follow should be self explanatory. 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/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 <dependency>0-CreaturePackHumans</dependency> https://github.com/7D2D/A18Mods Change Log Version 2.0 : Converted to use Gen3 characters in CreaturePack Version 1.8 : Folder rename for compatibility, patched insta-kill from zombie inflicted bleeding Version 1.71 : Increased sphere of weapon so they hit crawlers better, added remaining NPCs to spawning, reduced spawning rate 50% Version 1.7 : Converted to faction based targeting, improved ranged targeting Version 1.6 : Added ModInfo.xml to work around DMT bug Version 1.55 : Dedi animation fix Version 1.52 : Bleeding fix Version 1.51: Xml edits to fix ranged entities Version 1.5 : A18 update and added DarkStarDragon entities Version 1.3 : Fixed ammo dupe with Traders mod. Version 1.21 : Fixed Harley sound error.. Version 1.20 : Removed entanglement and dependencies from Blooms Animal modlet Version 1.12 : Removed zombie buffs from weapons Version 1.11 : Added dependency on Patch_Entity to fix bleedondeath error Version 1.1 : Initial release Known Issues This mod has not had much A18 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.... DarkStarDragons entities (Pest, Hunter etc.) still use gen2 tech but will be converted in time. 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.
  5. NEWS I am currently working on version 2.0 of Undead Legacy for A18, it's currently being tested by my backers in early-access. Meanwhile consider checking out the A16.4 version if you haven't already to get a sence what to expect. TERMS OF USE Link to these Terms of use: https://community.7daystodie.com/topic/4085-overhaul-undead-legacy/?do=findComment&comment=54613 Terms: Mod Author - Subquake, the developer and author of Undead Legacy. Usage: You are allowed to use Undead Legacy with or without any kind of modifications to its source material. All modifications and/or derivative works of Undead Legacy are restricted to private use only if not stated otherwise with written consent from Mod Author. Your rights to use, reuse, distribute, duplicate, copy and modify Undead Legacy is limited to private use only if not stated otherwise with written consent from Mod Author. Mod Author is not responsible for any damage, that may be inflicted during an incorrect or correct installation of Undead Legacy. All artwork related files (any format of images or video files) for Undead Legacy posted, shared or distributed by Mod Author in any form (digital or physical) belong to Mod Author unless stated otherwise by Mod Author and duplicating/copying these files is limited to private use only unless stated otherwise by a written consent by Mod Author. If you have a written consent (digital or physical) from Mod Author to do one or more of the following: use, reuse, distribute, duplicate, copy or modify Undead Legacy outside of private use only, you are obligated to give appropriate credit to Mod Author, provide a link to the original source of Undead Legacy and these Terms of use, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the Mod Author endorses you or your use. MAIN FEATURES (FOR A16.4) Unique user interface inspired by post-apocalyptic fallout like games. 770+ new items/blocks: workstations, tools, consumables, weapons, ammo, parts, junk, armor etc. 47 Collectible perks (By finding rare magazines). 5 new workstations: Smithing Table, Ammunitions Table, Carpenters Bench, Engineering Table, Dye & Paint Table Crafting list replaced by a crafting grid (see screenshots below) Player crafted working ovens and wall ovens. Blacksmith perk with 12 levels, that unlocks most metal related recipes. Looting list rebalanced from top to bottom. The longer you will play and the higher your level will be, the less likely you'll find fresh food, because no one is making sure that the food stored in those fridges without electricity stay fresh. Food itself doesn't perish or rot once obtained. Rebalanced scrap values for many items and blocks. Most electrical items can be scraped into multiple components by Examining them. More challenging and improved crafting recipes. Stacks values changed for majority of items/blocks, more info here All Container slots rebalanced. Support for EAC - mod doesn't change core assets of the game. Support for both single player and dedicated servers. Increased backpack version available with 80 slot backpack! Increased minibike storage up to 80 slots from vanilla 15 slots! SCREENSHOTS (A16.4) DOWNLOAD FOR A16.4 & LINKS Official website - Official Undead Legacy website/wiki Bigger Backpack - Undead Legacy for A16.4 with 80 slot backpack (EasyAntiCheat must be turned off) Standard Backpack - Undead Legacy for A16.4 with 32 slot vanilla backpack (EasyAntiCheat Friendly) Install Guide - A quick guide how to manually install the mod. FEEDBACK & SUPPORT Thanks to all the wonderful people, that are current and former patrons as well as people, who contributed through PayPal or otherwise, I can't express enough how much I value your support, it means a lot to me! If you like the mod consider supporting its development through PayPal, becoming a patron on Patreon or at the very least leave a comment with your experiences here on the forums or on the mods Discord channel, thank you!
  6. // Greetings, fellow survivors! Welcome to the new and improved SMXhud modlet for 7 Days to Die - Alpha 18. This version has undergone a great deal of improvements in light of the many new features that Alpha 18 brought to the table. See the changelog below for detailed information. // Terms of Use You are allowed to use this modlet as is for your own personal use and/or distribute said modlet bundled with something of your own creation as long as all the files of this modlet remain unaltered and you do not claim credit for creating the modlet itself or any of the files provided with it. You are welcome, but not required, to inform the developer of this modlet should you wish to bundle and re-distribute said modlet as described above. You are not allowed to use any of the assets bundled with this modlet in other projects where said modlet is not included and credited. This restriction applies to all files that this modlet consist of. You are required to inform and ask permission from the developer of this modlet should you wish to make changes to any files provided with the intention to bundle and/or distribute. Should permission be granted you are required to make the changes as a new modlet that injects into the modlet in question and keeping load order in mind. The original modlet shall be distributed as is with no change to its files whatsoever. // SMXhud // SMXhud is SMX as you know it from Alpha 16 first remade into a modlet and tweaked for Alpha 17 and now further enhanced for Alpha 18. 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. // Install and remove 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. Verify the install by checking that the ModInfo.xml file is located in this hierarchy: "\Mods\SMXhud\ModInfo.xml" Remove by deleting the SMXhud folder inside the Mods folder. // The Downloads SMXhud can be downloaded from three sources. NexusMods, which is my main distribution platform. Everything I distribute launch here first. Github, which is my mirror of choice for those that cannot or will not use NexusMods. SphereII's Mod Launcher, an easy to use mod and modlet installer for 7 Days to Die. // NexusMods // Github // SphereII's Mod Launcher // The Optionals SMXhudTHB is easiest to install from SphereII's Mod Launcher. This due to its dependency on a patchscript to remove the God Mode lock that the bar is hidden behind. It can of course be installed manually. To do so, download it from the github link below, but you will then have to download and install the 0-SphereIICore modlet, the DMT tool and patch the game engine manually...trust me, use the Mod Launcher! !!WARNING!! - Installing this makes the game non EAC friendly, and will render you unable to play on EAC enabled servers. You will also need to enter the launcher and turn off EAC or you will just be met by a black screen when starting the game. // Github // 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 to donate 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 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.
  7. 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: Gore Mod included 10 slot toolbelt - Courtesy of Khaine (DF creator) A custom storage box that you can set the label of, and pick up like a workstation Food poisoning has been reworked. Cooked food will no longer cause food poisoning, canned goods can, Microwaved foods have a reduced chance. 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 Engineer Rogue General Talents Jack of All Trades Empath Separate repair kits/items are back Iron tools are repaired with Forged Iron again Vanilla repair kits are still used for repairing vehicles Each kit has 2 recipes; One with the vanilla repair kit, and one with raw materials Bigger backpack 96 slots Bigger stack sizes for most items New zombie types As of writing this post there are 4 new zombie types, 2 of which you will find look fairly familiar 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 6 new vehicles (2 by GanTheGrey, and 4 by Intruder) Intruder’s A-Team Van! Intruder’s Kolun Intruder’s George Jones Express Intruder’s Axel Semi Truck that seats 6 and has 108 slots! The General Lee! 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 Coffee Broadsword New item modifiers Ice Weapon Shock Arrows Thorns Shock Armor There's more that we are planning on adding, and are just starting out on our modding journey! We hope you enjoy playing it as much as we have enjoyed working on it! You can get the mod using the mod launcher: http://7d2dmodlauncher.org/, or by downloading the files from the repository here: https://gitlab.com/ganthegrey/greys_prophecy 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 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 Special Thanks: The Discord modding community for help with issues and ideas UncleSamIAm, Shugg, NoxAegis, DragonHeadGaming, LoriannTucker, PayneStoneback, biggytoe, and Bluejoy for QA Intruder for their vehicles Sphereii for the random zombie walk patch code Khaine for the 10 slot toolbelt Moong and oignonchaud for the GoreMod War3zuk for custom map using the compo pack vanilla pois, and the 8 spot crafting queue And of course TFP for creating this game in the first place!
  8. I know it's a little late into A18's life cycle, but I'm slow and bad at C#. So this mod was more of a project to learn things, and also started because of a discussion over in the modding discussion section about ways to clear things on a players death. Also I personally felt the "Dead is Dead" playstyle is... odd. Okay, you died and need to delete your save. Now you just get to start a new save in the same map, so you've got a good idea where stuff is and all the POI's have respawned... and you're back on Day 1. This changes that. ResetPlayerSDX will do the following on player death. 1 - Reset all skills to 0, and remove all learned books. 2 - Remove all skill points gained from resetting your progression, and any you hadn't spent. 3 - Reset player level to 1. 4 - Set the XP to Next Level amount to 11,000 (this is as close to respawning with 0XP as I could get due to vanilla doing odd calcs) 5 - Clear the players quest journal completely (active quests, completed quests, current quests, shared quests) 6 - Clears the current trader faction level, meaning you start from T1 quests again. 7 - Clear the players map completely (thank you khzmusik for this code!) 8 - Set the players land claim block to inactive (thank you HAL9000 for the help with this!) 9 - KILL the players vehicle so it despawns (thank you Mythix for the help with this!) 10 - Delete the spawn point set by the bedroll to force random world spawn. 11 - Give the player the "Go to the trader" quest on respawn. This quest will give you XP and skill points as if you had completed the tutorial once you get to the trader. It will also give you the normal "starting items" as if you just spawned into the world on completion. What doesn't it do. 1 - It does NOT re-apply the "newbie buff" but that's easy enough for users to add in if they so wish. 2 - It does NOT generate a "safe zone" like the game would when you first spawn into the world. 3 - It does NOT remove access to player storage. Now, the player storage. It doesn't remove access to it because cycling through all the owned blocks, and setting them to locked and unowned was really CPU intensive. Also, I realised that players who take over POI's can just use the storage in the POI and thus negate the point of removing ownership from the storage blocks (like chests). It just wasn't worth the CPU overhead. So if you find your old base, yes you can totally get your stuff back. This is intended to be played with "Delete all on death" rather than dropping your backpack, and I hope it might provide a slightly different play experience for folks. Files are here for anyone who wants to manually patch with DMT: https://gitlab.com/KhaineGB/khainesdx/-/archive/master/khainesdx-master.zip?path=ResetPlayerSDX Hopefully it should be on the launcher since I put it in a git repo that was already hooked up.
  9. Roland

    0XP RolMod A18

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