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About Me




  1. Are you tired of driving the exact same Jeep as you friend? Do you want to pimp your ride? PaintJob is for you! This mod add recipes that allow you to change the colour of your ride. Important: this mod need to be install on the server and on every player's PC. Note: As of version 1.13, MotorcycleAlterations is integrated into PaintJob. I advise you to uninstall MotorcycleAlterations if you use PaintJob. v1.17: Blue Thunder + Homage to Noctua - New blue 4x4 design with wolves and lightning - New brown and tan motorcycle - The jeeps and motorcycles tail-lights new now actually emit light when on - Touch-up all the motorcycles' trunk straps to make them look better - Remove old code used for backward compatibility with *MotorcycleAlterations* v1.16: 4x4 Texture overhaul - Texture refactoring for the 4x4 (from 5 bitmaps to 2) - Fix Green Camo texture (Be Bear Aware) - Fix War3zUK texture (Scottish flag instead of the inverted Union flag) - Little overhaul of the Spartan texture - Complete overhaul of the red jeep - Add a windshield to Miss Spartan's jeep - Fix a clipping issue with the chain v1.15: More designs - Bubblegum Pink Motorcycle (for MaryB) - Green Camo Jeep v1.14: Minibikes - Minibikes available in orange (original colour), black, blue, green, piink, red, teal, white, and yellow - Remove acid from the recipes - Cut down textures size from 2K down to 1K for everything but the Jeeps v.1.13 Back in Black - Black and Red motorcycle - Black bycicle - Integrated MotorcycleAlterations v1.12 Bicycles and motorcycles! Just like the jeeps, you need to get the vanilla bicycle or motorcycle the usual when and then you'll have access to new recipes to scrub it and paint it. Compatible with MotorcycleAlterations. You probably want to use both mods. v1.11 Fix wobble wheel for the UK jeeps. (At first I though it was mormal that the left side of the road was more bumpy then the right side. Apparently not... 🙂 ) v1.10 New War3zUK Very Black Jeep. It came to my attention that UK also have crazy driving habits. They might actually be the originators of the whole darn thing. v1.9: Add the missing unity3D file required for the Patrol jeep (sorry everyone, my bad) v1.8: New Patrol Silver and Blue Jeep. Everything alive in Australia can kill you, including people that drive on the wrong side of the road :-). Fix an issue with windshield texture v1.7: Fix problems reported in this forum (thanks guys!) v1.6: Fix a hole in the mesh, move the steering wheel forward v1.5: Add Pink Rider V1.4: Add the missing HUD sprites for the Jeeps Release Notes v1.17 Download v1.17 To see all my mods
  2. ErrorNull Zombies (enZombies): This mod adds a lot more zombie variations to the game, using the UMA archetype method showcased by the Snukfin's Server Side Z(S)ombies mod and Snufkin's Custom Server Side Zombies - PLUS mod. This mod only needs to be installed on the server, as it will be automatically downloaded to the clients. These zombies are meant to be your average walkers and crawlers to complement the existing vanilla ones. Stronger and boss-level zombies are on the works. Each enZombie also has their own feral, radiated, and crawler versions. enZombies spawn out in the terrain based on the biome, with each zombie group sporting a unique color theme that matches the biome. So you will find foresty zombies in the forest, deserty zombies in the desert, snowy zombies in the snow, and so forth. enZombies also spawn as sleepers inside the POIs, though unfortunately there's no easy way to spawn them as sleepers based on biome. So you see a wider range of enZombies appear inside the POIs. The short challenge quests are an underutilized feature in the vanilla game, and enZombies appear within them as well. New challenge quests have also been added to showcase the new zombies. All new quests are simply found as items within the usual loot containers where vanilla quests are found. Many more quests are planned. Compatibility: I removed and redid most of the vanilla zombie groups in entitygroups.xml, created a few of my own, and redid a number of the main spawners in gamestages.xml. For this reason, I don't expect this mod to work well with any mods that also make changes to these two XML files. The only mods I do officially support are in the Add-Ons section below. If you are getting errors or strange glitches while using non-supported mods with enZombies, I'll be glad to take a glance when I get the chance, but making sure other mods work with enZombies is not my current focus. If I see enough demand, I might spend the time to modify a non-supported mod to work with enZombies and thus will be included as an official Add-On mod below. Usage: You may use my mod as it is presented, or you are also welcome to disregard my spawning customization and just pull my zombies (from archetypes.xml and entityclasses.xml) and merge them into your own mod. But, I'd appreciate if you credit me in that case like mentioning my mod or the link on your website, discord or forum post. I love making these custom zombies and plan to continue for a long while, but it does take lots of time and effort. Download and Install: Download the zip file below. Unzip or extract the contents of zip file into the 7 Days to Die "Mods" folder. Version 1.9 - 👉 Download Link (google drive) 👈 Add-Ons: These are optional mods created for enZombies that are officially supported. The main enZombies mod must still be installed in order for these Add-Ons to work. Download the zip file for the add-on you want and extract the contents to your 7 Days to Die "Mods" folder. Known Issues: There are some interesting bugs when working with UMA zombies and molding them from the archetypes.xml. It's not unique to enZombies and are present in mods like the Snufkin zombies as well. In my view though, the relative ease in creating and modifying these zombies far outweigh the quirks: Credits: Thanks to @Snufkin for starting it all with your "Snukfin's Server Side Z(S)ombies" mod, and thanks to @arramus for keeping it going with the "Snufkin's Custom Server Side Zombies - PLUS" mod. I studied these mods for weeks to figure out how it worked and gave me inspiration to contribute as well. enZombie Screenshots: Mentioned Mods: Snukfin's Server Side Z(S)ombies Snufkin's Custom Server Side Zombies - PLUS
  3. MAGOLIS COMPO PACK So welcome to the CompoPack. Together with Wolfbain5 and the guidance of Magolis wishes both Wolfbain5 and i have churned thru every prefab and finally have a release for you guys to play with. Compo Pack has its own Discord server Found - HERE Once you join, agree to the rules then a verification PM will be sent for you to follow, simply follow the steps and you will be in 🙂 . - Feel free to join. On the Compo Pack Discord channel you can - Submit new prefabs to be added to the compo Pack, - Report any errors or problems you may find - Discuss any thoughts and ideas - As well as general talk ******WORKS IN A19.5***** ***IMPORTANT INFO*** This will require a new world to be generated, not just a new save game because several prefabs have changed size which can cause severe errors in existing world when they are reset by questing. For multiplayer the mod will need to be installed on all player clients. We did a comprehensive cleaning. Every prefab has been gone through for texture stream reduction and zombie spawn site clean up in an attempt to lower lag. All quest locations should now work. Every prefab that has a quest has been gone through and updated to ensure they can be completed. Vanilla locations not included. Minor questpath walkthroughs have been gone through to insure entry into the buildings. a Major questpath walkthrough is in the works. Many prefabs have had several of their doors unlocked in logical locations. We have also gone through each prefab to fix paint, we may be missing a few spots, if so, please report. A loot reduction has been done in many gamebreakingly over populated loot pois. COMPOPACK 47 CHANGELOG Tasks that will be ongoing - Replaced many blocks to their correct block for texture saving. IE: if it was painted concrete and the block under the paint was actually wood it got replaced with concrete (This will still continue into CP47 if we find more) - Zombie amounts in prefabs were fixed to a more standardised level and per more vanilla amounts in alot of over populated pois. (Mine included lol) - Loot rebalance will be ongoing each and every iteration of the compo pack. - quests, pathing and zombie interactions. Ie: active, passive and attack tags. DOWNLOAD THE METHOD YOU PLAY HERE: KINGGEN CP47 Download contains: * Prefabs (edited to work with Kinggen) * CPPrefablist (Contains vanilla and cp prefab list.) [Latest List is 13.1] * For Map Generator assistance and or Map Generator DL - NITROGEN CP47 Download contains: * Prefabs. * Example Map. * Nitrogen Files. * Cp47 comes with its own nitrogen prefablist. Simply use the one supplied here in the download. NOT the Nitrogen one. NITROGEN HOW TO INSTALL WITH PICTURES STEPS) RWG MODLET CP47: Download contains: * Modlet. KINGGEN INSTALL INSTRUCTIONS: 1. Download Kinggen - 2. Download Cp 47 prefablist and prefabs via the download. 3. Add prefabs to game prefab folder ( if on server PREFABS WILL BE BOTH CLIENT SIDE AND SERVER SIDE) 4. place CPPrefablist in a place you will remember (needed for next steps) 5. In Kinggen advanced setting direct the custom list to the cp prefablist select your settings and generate your map and play... NITROGEN INSTALL INSTRUCTIONS: 1. Copy all FILES from the COMPOPACK's Prefabs-folder into your Gamefolder.../Data/Prefabs/. IMPORTANT: Please copy just the files from the folder !!! DO NOT COPY AND PASTE THE WHOLE PREFAB-FOLDER ITSELF (else it will not work) !!! 2. **If using the example Maps provided** Copy 4k version from the folder eperimentalmap from this download to the 7d-saves-folder (C:\Users\<USERNAME>\AppData\Roaming\7DaysToDie\GeneratedWorlds) alternative: generate a own world with Nitrogen versin 0.501 and copy it to the 7d-saves-folder (C:\Users\<USERNAME>\AppData\Roaming\7DaysToDie\GeneratedWorlds) 3. Move all 3 .txt files into the resource folder of nitrogen 4. Customise your world with the many options available 5. Start a new Game and choose the world experimentalmap4k (alternative the name of your own generated world) - then you will have plenty of new buildings everywhere. MODLET INSTALLATION INSTRUCTIONS: 1. If you dont have a Mods folder already, Make a Mods folder in game directory If you havent already 2. Simply then open the COMPOPACK A19 CP47 (RWG MODLET) folder and Drag the COMPOPACK A19 CP46 folder inside original folder into Mods folder (steam/steamapps/common/7 days to die/Mods) 3 .Run game and enjoy Server Instructions: 1. Same as above for client, but in server folder. Prefabs will also need to be on client side as well as server side. CP 47 Proudly brought to you by: MAGOLI - A legend whom kept everyone entertained with his updating of the Compo Pack for all of us to enjoy WOLFBAIN5 - Loot, Nitrogen and Zombie Removal service as well as Quest fixer and assisted in updating prefabs. Handled Nitrogen side of things STALLIONSDEN- Prefab repairer, Painter, And Rotater of wrong rotated blocks and OFC annoying Wolfbain5 with my huge amount of zs and mass amount of volumes for him to sort (Your welcome Wolfbain5 haha) Handled Modlet side of things. Plus all the many Great and amazing prefabbers out there whom have contributed to the CP over the years and all those whom will be adding more in the future. Prefabs Removed from CP47 to be fixed and re added when ready: * The Slums (By_Pikero) * Cyberdyne * ResidentEvilMansion (by_Magoli) DISCORD CHANNELS PREFAB SUBMISSIONS HERE Please refer to original thread for any info in the O.P for now. comments welcome here to, Original thread can be found here for cp45 dl and info:
  4. All Mods can be found on my A19, A18 and A17 Repos here: https://github.com/7D2D A19 Mods are under the A19Mods folder, A18 Mods are under the A18Mods folder, etc. Salvaged Bats : Adds baseball bats and item modifiers Better Books : Animated Comic Books Zombie Pinup Posters : Pinup posters for the apocalypse LightSabres : Adds 3 new lightsabres to the game Fun with Flags : Some new craftable flags, make your own fun flag today! VideoPlayers : Adds Televisions, Theater Screens and Billboards to the game. CCTVs : Adds 8 CCTV cameras and 2 monitors to the game. NOT SDX, its vanilla. Radios : Adds 3 Radios SteelBars : Adds 2 levels of steel, wrought iron and wood bars you can loot though HelmetCam: Adds a helmetcam item modifier, adjustable in xml No Potty Mouth : Addon modlet to remove the non-PG voiceclips from bandits Locks : Adds Skyrim style lockpicking (DMT Mod) Salvaged Bats Modlet: A modlet that demonstrates how to implement melee weapon modifiers, and adds new bats and modifiers in a compatible way with TFPs vanilla bat. New hi-def textures and mesh fixes provided by Dust2Death. Those textures for the modifiers were reduced to 1K for compatibility with most PCs. Schematic Icons by DukeW74. Hopefully some modders will want to make some more attachments for this mod and collaborate to make it a more finished modlet. See it in action: Download the modlet: https://github.com/7D2D/ Want to make you own modifiable hand items or weapons? Learn how here: Download the Base Bat Template used to align new attachments: (A17 version) https://github.com/7D2D/Templates-and-Utilities/blob/master/BatTemplate.unitypackage Better Books: Another proof of concept. Adds 2 in game magazines to read on those long nights in base. Goal is to provide a method to allow for in game documentation that includes images. Starvation really needed something like this to explain how to make uranium and other complex processes. See it in action: Download it here: https://github.com/7D2D/A19Mods Zombie Pinup Posters: Download it here: https://github.com/7D2D/A19Mods LightSabres: Adds 3 in light sabres (red,blue,green) because, well, folks asked for them. Adapted the particle from the lightsabre made by Starvation's own Pacco, may he rest in peace. Otherwise it all new. Recharge them when "broken" using a gem made from a rough diamond and a battery. They are OP so they wear out sooner than you would hope, especially L1 devices. See them in action: Download it here: https://github.com/7D2D/A19Mods SteelBars: Adds steel, wrought iron and wood bars models that you can loot though. I love using ironbars in my base for Bloodmoons, but you can't loot through those so all the wasted loot bags! Upgrade/downgrade xml by our own DrConfused! Download it here: https://github.com/7D2D/A19Mods HelmetCam: Adds a camera item modifier for helmets. Its pointed backwards now because my daughter hates vultures sneaking up on her, but you can rotate and aim the camera in xml as you would like. This needs more testing, and ideas how to improve it is welcomed. See it in action: Download it here: https://github.com/7D2D/ CCTVs Adds closed circuit TVs for your security needs. This modlet has its own thread. Locks
  5. I have a mod installed called brass from iron and it isnt working BUT it does work for my son and im the host of our world how can that even make sense ive removed and reinstalled twice and nothing happens when mining iron i get no brass but my son does any help would be great thanks
  6. im using bdubyah vehicle mod and have grease monkey maxed but certain items are locked even though it says unlock options is grease monkey why is this ? for instance brdm chassis https://ibb.co/ctxLb6y Mods List https://ibb.co/ZfCtGLw pic 1 https://ibb.co/2ZP52fd pic 2
  7. im using bdubyah vehicle mod and have grease monkey maxed but certain items are still locked even though it says unlock options is grease monkey why is this ? for instance marauder chassis and accessories
  8. Working Water Vehicles for 7 Days to Die Note: The Assets in these Modlets are purchased (unless otherwise stated) and therefore you are not allowed to extract and alter them in any way. The assets can be used in other mod overhauls that are purely 'non profit'. These assets must not be used in any venture that attempts to make money out of modding. If you use the xml code i came up with do the right thing and credit me for the float code. After discovering and making a vehicle float on water uncontrollably sometime ago I kept on going back to it inbetween other work I was doing and eventually made controllable versions of various in game vehicles both the pimps ones and some custom models by Guppycur and DUST2DEATH purely as proof of concept. Guppy then kindly bought and rigged some custom boat models especially for this endeavour and we chose the flat bottomed boat version as the most suitable for the start of the water vehicles project way back in A17. A big thanks to Guppy for his time and his efforts with me in the early days getting the models rigged so i could apply my float xml code on the models. Still an ongoing work in progress but usable as an XML Only modlet (no SDX or DMT) so far. The Modlet does not change water blocks at all, so its going to be just add the xml modlet and off you go /float. And as per usual with mods that add new models both client and server would need the modlet. Boating Modlet Version5 Download Note : The Modlet works for A19 and may still work on A18 >>--7 Days Mod Launcher by Sphereii --<< Additional Credits : 7 Days to Die Forum community for wanting water based vehicles. TFP for the great game we love The 'Crew' on Guppy's Discord for their support HaidrGna for the support when things sank along the way. Spanish Translation by orlydb Happy Boating Ragsy and Guppycur !!
  9. Vehicle Madness Version 3 Beta 1.1 Guppycur's awesome original concept for Vehicle Madness way back in A17 returns to 7 Days to Die in A19, Guppy handed over the reigns of the project to me to rework and develop further the visions we have for vehicles in the game. This is a ongoing project and I am glad to say that ActiniumTiger and Marcus have actively joined the 'pit crew' and have already done some great work with the mod as well as bringing along some good ideas into the mix that we are looking to implement in the next versions. Features currently 26 vehicles ( all with overhauled unity vehicle physics and updated to linear colorspace). Revamped the vehicle harvesting system ( Balancing feedback required ) . Updated the custom vehicles build system. A brand new custom vehicle spawner , so no more double or triple spawned vehicles and vehicle piles. ( Custom code was written by HaidrGna and adapted it for Vehicle Madness with his kind permission) Added more vehicles to the craftable options for now. About Vehicle Madness For those that have not played the mod before ..... This mod will NOT let you build the 'custom vehicles' in the vanilla style...however you can still build vanilla vehicles in the usual way as all vanilla parts are still available in world. You will come across a variety of vehicles in the world, from firetrucks to humvee's to police cars to sedans and a few old rusted vehicles. You can only HOPE they are running. if not, you'll be forced to loot them to find salvageable parts, such as: Transmission (and damaged version) Engine (and damaged version) Seats (and damaged versions) Carburetor (and damaged version) Battery (and damaged version) Alternator (and damaged version) Chassis (and damaged version) Body parts (doors, hood, trunk and Fender and bumper) Full Vehicle Madness Style Wheels Wheel Rims We have adopted a system where 2x Damaged Parts go towards making 1 good working part along with other smaller items in the recipes. Tires that you find on the ground? They can be picked up! But, they are NOT WHEELS. You must find a wheel rim , these can be obtained by salvaging the vehicles in the world (you may be lucky and get full wheels and a wheel rim during salvage), or you can make a fully functional wheel by adding tire and wheel rim and using the air compressor tool in the Auto-Workbench. To make the Auto-workbench you need to first be able to craft 'normal workbenches' as you will need one to build the full Auto-workbench along with a compressor an ratchet set (lootable in world) ......you can then, after learning how, assemble the various vehicle parts into the various assemblies to build your custom vehicle. Car body assembly (requires a fully body kit) Electrical subsystem assembly Car engine assembly Car Body Kit Vehicle Madness wheel set Then Build your chosen custom vehicle from the selection available. ** Vanilla vehicles can be crafted using the existing parts as before on a normal workbench so we have left in vanilla items to maintain vanilla compatibility for other vehicle mods that use vanillla resources, vanilla parts will not fit the custom vehicles system build methods ** You can only use the cool stuff like firetrucks, police car , military car and 5 ton military truck by finding driveable versions! Gas will be at a premium and you will get minimal drops from vehicles, this means you may have to raid gas stations or make your own. ***** We recommend that you use a bigger backpack modlet such as this one as there are many parts to collect. ***** More to come..... New things are planned along the way , such as a new tire fitting station and car lift system . A Dedicated POI for Automotive Repairs We will be adding more vehicles options for your post apocaliptic driving pleasures currently 10 in total to be added in Beta 2 . Looking at a new system to spawn in broken vehicle with no gas that needs fueling to get back to workshop for full repair (early stage development). Changing the engine sounds along the way. Looking to adapt and add my fuel siphon modlet that i developed in A17 for use in Vehicle Madness in A19. Work on localisation updates. Add tracked vehicles into the mix ... and a few novelty vehicles. A few vehicles (Motorcycles and the working Chevy) are missing from the original release and may return or may be replaced with new options. Guppy's fun shopping cart is now a separate thing and can be found here Guppycur's Modlets Acknowledgements : Special thanks to : Guppycur Also thanks to valdifer for the Spanish Translations for Vehicle Madness , feel free to take the current localizations and add more languages. The 'past and present' Contributors to Vehicle Madness development: ActiniumTiger Marcus Guppycur HaidrGna Mumpfy Random Person bdubyah DUST2DEATH and myself Others who have been involved of whom i may have forgotten , and rest of the 'Crew' on Guppy's Modding Discord for the support along the way. Note: You are not allowed to extract and alter the assets in this mod in any way, these assets must not be used in any venture that attempts to make money out of modding VEHICLE MADNESS 3 BETA1.1 DOWNLOAD LINK ***** Please Note : This is an Overhaul mod in modlet form and is required on both Client and Server as with other mods that add new assets. ******* A new game save is required as the mod overhaul adds a lot of new blocks in the game and changes existing ones too !! Changelog Beta 1.1 : 1. Added various new wrecks created by bdubyah for the ultimate salvage variation ( There is only 1 vanilla sedan in chain as required by some POI's and all others are now custom). 2. Tweaked some vehicle speeds and camera positions and some storage on the big vehicles 3. Increased amount of wrecks on roads and in biomes to provide more resources. 4. Experimental block damage changes 5. Added Quad to world spawns and reduced spawns very slightly (feedback on this will be required as catering for server vs single player). 6. Added compressor to EMS and Military loot options , increased probabilities in automotive and rare automotive loot as were too rare before. 7. Removed damaged motorcyle part2 from spawn ( will add more motorcycle variant wrecks at some point) Have fun 🙃 The Vehicle Madness Team !!!
  10. Gonna just make this thread for all my modlets to keep it organized. !!!ALL MODLETS THAT ADD NEW ASSETS MUST BE INSTALLED ON SERVER AND CLIENT!!! The Wasteland: Bdub's Vehicles: zAlert: Buggy: Hot Rods: Humvee: GNX: Box Truck: Willy Jeep: Golf Cart: MRAP: Marauder: UAZ 452: Pickup: Work Truck: Nova: BRDM-2: MD-500: Grass Blocks: Duster: Stallion: Charger: Dirt Bike: Cruiser, Junker, and Rat bikes: SHERP: UH-60:
  11. Snufkin's Battle Royale v0.01 Gameplay. The game is a classic Battle Royale (last player alive wins). The match starts at 07:00 with a window until 09:00 for players to join. Players spawn in a random position in the map. They have freedom of movement until 12:00 of the next day, when a supply drop will fall from the sky and the first safe zone will be determined. Safe zone centers are chosen pseudo-randomly. They will not always be inside the previous safe zone radius. Players have until 23:59 to reach the safe zone. Between 00:00 and 11:59 players outside the safe zone will receive radiation damage. At 12:00 the zone will change position, players will regain freedom of movement and the cycle will repeat. The safe zone radius will shrink each day. All elements that affected progression (leveling, scavenging, crafting) have been streamlined. Low tier tools, weapons and armor can be crafted from the start and the new traps and explosives should be enough for any player to protect themselves. Skills progression has been simplified, allowing players to reach maximum level in a short time. Players will have to watch for their Food and Water stats, look for a safe place to set a campfire and spend the night, seek protection from the weather and kill animals or zombies to level up. The expanded vending machines can be used to obtain specific items, but money is relatively scarce. It's entirely possible for a careless player to die without even seeing another player, specially on higher difficulties and in the more extreme maps. Almost every obtainable item is useful in some way or can be scrapped (actually, if you find something that's absolutely useless please report it). Matches are expected to last between 60-120 minutes. There is no way to automatically determine a win condition and there are no plans to implement one. Games will require a referee to decide who's the last player alive. To facilitate things, players that have died will be locked in place and won't be able to interact with the environment. There is no required interaction besides starting and finishing the game. The core of the game is the safe zones. To implement them, I piggybacked the supply drops. For that reason supply drops no longer contain loot and are indestructible. Features. 3 perk points per level. Starting gear plus 3 perk points. 30% faster movement. 50% faster looting. 75% faster crafting time. 25% more headshot damage with archery. 25% more headshot damage to humans. 40% less global damage to humans. 200% more water and food usage. 100% more XP per kill. 200% faster item degradation. Increased armor movement penalty. No zombie loot bag drop. No XP gained from destroying/upgrading blocks. Locational armor bonus: damage to each body part is reduced further depending on which armor you have equipped in said slot. Upon reaching level 4 on the perks Gunslinger, Boomstick, Dead Eye, Machine Gunner, Archery and Turrets, weapons belonging to those perks will gain a chance to inflict Bleeding Wounds. Burnt Zombies and zombies on fire have a chance to set you on fire with each attack. Vending machines now sell resources, ammo, mods, food and medicine. All recipes are unlocked. Recipes available don't require parts and are craftable from the backpack or in a Campfire. Pistol, Double Barrel Shotgun and Hunting Rifle are craftable from the start, with a fixed Quality of 1. Workstations in the world are replaced by containers. Gas pumps and barrels are full. Ovens and Stoves work as Campfires. Locked containers are now unlocked. Arrows and Bolts glow like spears. Bolts are craftable from Arrows and vice versa. Concrete sets instantly. Reduced cost of upgrading to reinforced/steel blocks. Explosive Arrows and Bolts now benefit from the Demolition perk. Fake Soil and Snow that work as a trapdoor. Functional vehicles spawn on the world. Carrying a vehicle inflicts a heavy movement penalty. Vehicles use 1000% more gasoline. Murky Water can be obtained from toilets, sinks, fountains, etc. Ghillie Suit is now a cosmetic mod for armors and jackets. The color can be changed on demand by "opening" them like a bundle. Forged Iron and Steel can be harvested from cars, fridges and other blocks. Extreme temperatures cause health loss. Staying near a lit campfire recover a bit of health overtime. Iron and Steel Arrowheads are craftable using Forged Iron and Steel. Mod recipes show in the backpack in replacement of decorative blocks. Most weapons and tools can be scraped to Forged Iron and Steel. Simple progression: All perks now level up along with the attribute level. Perks are no longer purchasable (1). The level of the perks matches roughly the level at which you would unlock them. eg. when you buy level 2 of Perception, all the perks that were purchasable at level 1 go up a level. The crafting speed bonus of these perks was reduced: Advanced Engineering. Master Chef. Some perks were removed entirely: All book skills. Better Barter. Charismatic Nature. Daring Adventurer. Grease Monkey. Infiltrator. Lock Picking. Lucky Looter. Treasure Hunter. Ammo downgrading: HP, AP bullets and Slugs can be scrapped to normal bullets and shells. The conversion is not 1:1. You will get extra ammo depending on how much you are scrapping. Tiered quality of tools, weapons and armor. This is only applicable to loot. Quality of crafted Tier 1 items can go up to 5.: Tier 1 items have Quality 4. Tier 2 items have Quality 5. Tier 3 items have Quality 6. The loot depends on the type of container. Rare containers carry better loot. New Items: MRE (cold and heated). Alcohol Bandage. Blunderbuss Firestarter Ammo. Motion Detector. Mine Detector. Bush Disguise. Nail Bomb. Parachute. Tripwire Traps: Pipe Bomb, Molotov Cocktail, Dynamite and Grenade. Punji Sticks Trap. Spikes Strip Trap. Standalone Electric Fence. Standalone Spotlight. Radiation Emitter. Tear Gas Bomb. Tin Can Bomb. Sticky bomb. Junk Baton. Electric Axe. Beam Katana. Chain Sword. Power Hammer. Super Junk Turret. Katana. Karambit Claws. Auto Crossbow. Steel Claw Hammer. Scrap Shovel. Scrap Axe. Scrap Pickaxe. Random starting advantage, chooses randomly one of these items: Mine Detector Motion Detector Bush Disguise Quality 1 Wrench Bicycle Night Vision Goggles. Removed. Weapon, tool, armor and vehicle parts. Workbench, Forge, Chemistry Station and Cement Mixer. Crafting tools (Beaker, Crucible, etc). Blocks that need electricity. Books and schematics. Seeds and seed recipes. Bullet and Shell recipes. Mushrooms and Potatoes. Complex food recipes. Canned food, except Can of Sham. Medical Kit recipe. Bundle recipes. Many other recipes. Everything that can be crafted is listed in your inventory or the Campfire. Lead and Brass. Lockpicks. Most Journal hints. Quests and quest items. (1) Buying perks it's still possible by hovering the perk and pressing the "A" key. To avoid this, the right panel was blocked so it's not possible to hover over the perks. Because of this, this mod isn't compatible with any UI mods that modify the Skills window. Installation and Configuration. The Server and the Clients must have the mod installed and should not have any other mod in the Mods folder, with the following exceptions: Mods that change the HUD. Mods that increase backpack size. Can't guarantee compatibility with any other kind of mod. This mod is NOT compatible with SMX UI. Required game settings: 24 Hour Cycle: 10, 20 or 30 Minutes. Blood Moon Frequency: Disabled. XP Multiplier: 100%. Loot Abundance: 100%. Loot Respawn Time: Disabled. Drop On Death: Everything. Drop On Quit: Everything. Air Drops: Every Day. Mark Air Drops: On. Maps. Any map should work for this mod, with a few requirements: No traders. No lakes (big or small). No water border. Maps bigger than 4K probably won't work. An optional download includes six 4K maps (Balanced, Snow, Wasteland, Desert, Forest, Burnt Forest). Closing Words. This mod was only tested in 2 conditions: A Local Multiplayer game with 2 players (me connecting to my own game). A Dedicated Server with only 1 player. It worked well on both of them, but it might not work in a real game. The field that marks the safe zone is only a reference. Depending on the altitude of the supply drop, the real limit might be inside or outside the marked line. Watch out for the yellow warning if you are moving close to the border. There is 1 expected bug that I was unable to trigger, but I deduce from what I've found in the code that might occur with >6 players. Apparently, with a large amount of players, two supply drops spawn instead of one. I couldn't fix it because it never happened to me. Download. Mod: https://drive.google.com/file/d/1gzB0eTKenTUwcvc_LD9InDa_xdjMr8Hl/view?usp=sharing Maps: https://drive.google.com/file/d/1WADl8tfeg3anboIMVILHSPSQPd1cTWVX/view?usp=sharing HOTFIX 1: https://drive.google.com/file/d/1bG-gccULXwPxTWjR86mMz9A_mVI9WLuu/view?usp=sharing Reduces crafting time of Fort Bites (previous time was 7 minutes). Credits in the included "Credits.txt" file.
  12. STALLIONSDENS MODLETS FOR A19 OLD THREAD DOWNLOAD INSTRUCTIONS: TO DOWNLOAD ALL MODLETS AT ONCE - GITHUB TO DOWNLOAD MODLETS INDIVIDUALLY CLICK ON THE DOWNLOAD BUTTON UNDER THAT MODLET/S HEADING INSTALLATION INSTRUCTIONS: 1. DOWNLOAD 2. UNZIP 3, PLACE MODLET INTO MODS FOLDER **************************************************************************************************************************** ***********************************************************MODLETS****************************************************** **************************************************************************************************************************** GITHUB DOWNLOAD ALL MODS AMMO BUNDLE MAKER INFO HERE ANTI BLOCKS BULLETS INFO HERE COMBINE RETURN INFO HERE Special Thanks to: Various EVERYTHING IS MOSTLY SELLABLE INFO HERE Special Thanks to Renejant EVERYTHING IS SELLABLE INFO HERE Special Thanks to Life_For_Dead EXTRA RECIPES INFO HERE HOME BREWERY INFO HERE Special Thanks to: DRACOS99 INVISIBLE ANIMAL FIX INFO HERE LOCK PICKING ADDITIONS INFO HERE LOOTABLE OBJECTS INFO HERE LOOTER INFO HERE MINING MACHINE AND RAIN CATCHER INFO HERE Special Thanks to: Various MINING MACHINE AND RAIN CATCHER (TIGER MODEL) INFO HERE NEXUS Special Thanks to: ACTINIUMTIGER for the great models NO ARMOR ENCUMBRANCE INFO HERE SLOWER DIGGING ZOMBIES INFO HERE NUCLEAR POWER INFO HERE Special Thanks to: Telric, Various ONE BOOK TO RULE THEM ALL INFO HERE Special Thanks to: HaidrGna OPEN DOOR SYNDROMES INFO HERE [Also Use Open Door Syndrome 1] Special Thanks to: OldManBrian, Khaine, Khelldon, Dust2Death, Telric, Quasimiyao , Sphereii OPEN DOOR SYNDROME 1 INFO HERE [Also use Open Door Syndromes] OPEN DOOR SYNDROME WITH RESPAWN AND LOCK PICKING ADDITIONS INFO HERE [Not compatible with Open Door Syndromes & Open Door Syndrome 1] OPEN DOOR SYNDROME WITH RESPAWN INFO HERE [Not compatible with Open Door Syndromes & Open Door Syndrome 1] PALLETS INFO HERE Special Thanks to: Dracos99, Various PETS INFO HERE Special Thanks to: Various POISON REMOVAL INFO HERE Special Thanks to: Valmar, StompyNZ,Rewtgr,Sphereii, Khaine RESOUCE INCREASER INFO HERE SHOP KEEPING INFO HERE Special Thanks to:Spectral Force, Jaxteller, Ghostreaver SPECIAL FORCES CASES INFO HERE Special Thanks to: Various STACKER USE CLAYMORES STACK SIZE INCREASER Found HERE STACK SIZE INCREASER USE CLAYMORES STACK SIZE INCREASER Found HERE MY VERSION STORE SHELVES ORIGINAL INFO HERE Special Thanks to: DRACOS99, Khelldon STORE SHELVES INFO HERE SUPPLY CRATES INFO HERE Special Thanks to: Various TALLON EDITS INFO HERE Special Thanks and Full Credit to: TALLON And all work by him, with just a few edits of my own. WEAPON MAGAZINE SIZE INCREASER INFO HERE Special Thanks to: Various WHISPERERS INFO HERE Special Thanks to: HaidrGna, WHISPERERS WITH LIGHT AND REDUCED STAMINA INFO HERE Special Thanks to: HaidrGna, Various ZOMBIE MODIFICATIONS INFO HERE Special Thanks to: StompyNZ, Khelldon ZOMBIE MODIFICATIONS WITH NO RAGE INFO HERE (Removed for further work) Special Thanks to: StompyNZ, Khelldon ZOMBIE MODIFICATIONS 2 INFO HERE Special Thanks to: Various ZOMBIE MODIFICATIONS 2 WITH NO RAGE INFO HERE (Removed for further work) Special Thanks to: Various 187 SLOT BACKPACK INFO HERE 375 SLOT BACKPACK INFO HERE Special Thanks to: Khaine 630 SLOT MEGA BACKPACK INFO HERE Special Thanks to: Sirilion SUPPORT ME: PAYPAL DONATION If you appreciate my work and you want to show support
  13. // Greetings, fellow survivors! Welcome to the new and improved SMX modlets for 7 Days to Die - Alpha 19. With this modlet series my goal is to give the entire 7DTD user interface an extreme makeover and refashion it into how I believe the user interface for the game should be experienced. The mod consists of several modlets which can be broken down into three separate mods. These are all stand alone and can be used alone or, as is the intention, together with the other two. These three mods combined is what makes the SMX experience complete! Please be advised that SMXlib is a library modlet that all the other modlets fetch assets from. Because of this it is a mandatory modlet that is included with all the different downloads. There are also optional downloads, like the bigger backpack modlets, the target health bar modlet and the third forge slot expansion. I hope you will enjoy to play 7DTD using the SMX modlets. And if you do, please consider endorsing it, have fun! // Terms of Use. You are allowed to use this modlet as is for your own personal use and/or on a server you run and/or administrate. You are under no circumstance allowed to distribute any SMX and/or ZMX branded modlets without written consent from the developer. If you wish to distribute SMX and/or ZMX branded modlets as part of your own project and consent have been given you are required to do so in such a way so that all the files of the SMX and/or ZMX modlet or modlets in question remain unaltered and you cannot under any circumstance claim credit for creating the modlet or modlets or any of the files provided with it/them. If consent is given you are required to make the changes as a new modlet that injects into the modlet in question and keeping load order in mind it is to be named so that it loads AFTER the original modlet. The original modlet shall be distributed as is with no change to its files what so ever. If consent is given it is only given on a case to case basis and those that receive consent cannot pass that consent on to another party or project. Nor will the consent pass on to other creators that opt to include consented work into their project. You are not allowed to use any of the assets bundled with SMX and/or ZMX branded modlets in other projects. This restriction applies to all files that the SMX and/or ZMX modlets consist of. You are required to seek special consent from the developer should you wish to make changes to any asset files provided with the SMX and/or ZMX branded modlets. You are required to inform the developer when your project that contains any SMX and/or ZMX modlet or modlets have been made available to the public. // SMXhud // The HUD replacement modlet... SMXhud is SMX as you know it from Alpha 16 first remade into a modlet and tweaked for Alpha 17 & 18 and now further enhanced for Alpha 19. The purpose of SMXhud is to take the in-game HUD into a more horror like and gritty art style all while trying to stay as informative as possible while not being intrusive on your gameplay. SMXhud - The Base HUD conversion. ZMXhudCPTHB - Enables the Target Health Bar for SMXhud. (Install optional modlet ZMXhudCPTHB to get the target health bar) // SMXmenu // The MENU replacement modlet... SMXmenu is a menu conversion modlet. It was made to extend the art style of SMX into the menu UI’s of the game and even though it was made to supplement SMXhud it will also work stand alone for those that just want to modify their menu UI's. SMXmenu - The Main Menu conversion. SMXmenu - The In-Game Menu conversion. SMXmenu - Video Settings Window. // SMXui // The UI replacement modlet... SMXui is an extension of SMXhud and SMXmenu and will bring the art style over to the rest of the user interface. I've tried to maintain as close a relation to the vanilla interface as possible but I have also granted myself some artistic freedom when it comes to some areas. It deviates from vanilla with the fifth crafting queue slot which I added to make it fit the overall design better. The other changes I made are all optional like the third forge slot and the 63, 99 and 110 slot big bag conversion modlets for those that want a bit bigger bags. SMXui - The forge with the third forge slot enabled. (Install optional modlet ZMXuiCPTFS to get the third forge slot and ZMXuiCPBBM to get the bigger backpack) SMXui - Totally reworked skills windows. The goal was to make it look like a talent screen. SMXui - Trader Window. // Download Locations... SMX modlets can be downloaded from NexusMods, Github or via the Mod Launcher. Click the appropriate icon below to start a download from your favorite source or use the 7 Days to Die Mod Launcher by SphereII to install the SMX modlets on your system. // THE MAIN MODLETS // // THE OPTIONAL MODLETS // // Installation and removal procedures... Download the modlet from one of the locations below. Decompress the modlet using WinRAR or a compatible archiver. Copy or move the Mods folder into your 7 Days to Die installation folder. Overwrite if prompted. Verify the install by checking that the ModInfo.xml file is located in this hierarchy: "\Mods\modletname\ModInfo.xml" Remove by deleting the modlet folder in question inside the Mods folder. // Support SMX Development... All SMX branded mods and/or modlets will forever be free of charge and available for everyone to download and enjoy. I do however from time to time get questions from users on how they can donate to me and support the SMX development. The purpose of this link is nothing more than a way for me to cater to those that want to make a donation. You should under no circumstance feel obligated to do so, but if you do decide to do it I want you to know that is comes greatly appreciated. Donation or not I would like to extend a thank you to all that download and use the different SMX mods, I hope you enjoy them as much as I do making them. If you feel like making a donation to support the development of the SMX branded modifications, click the image below.
  14. Hi. I am trying to get started (from scratch) with creating a modlet with some new weapons. It actually started, because I saw this one modlet, where the guns either didn't have a sound near the firing location, but only at the hitting location, aaand some of them had some weird texturing. Therefore I started to look into the actual modlet and found the Unity3d files. Reverse engineering those are not that simple, and I haven't found many tutorials online. So - I wanted to know, if anyone had a Unity project for a 7D2D pistol (also because I wanted to see how the slide got animated), which one may look at and try to practise his/hers first modlet version out from?
  15. 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.
  16. THIS MODLET HAS BEEN UPDATED. The current Version is 19.6-ZZ005 (As of 9/23/2021) See release notes for later versions found within this discussion. I've made a collection of original prefabs (POIs and Decorations) available as a modlet. It does not contain any custom blocks, resources, objects, etc. It depends only on the vanilla game and introduces no other requirements or dependencies. My goal is to provide semi-plain "meat and potatoes" POIs of an acceptable quality and in enough quantity to fill gaps in world generation and make a meaningful dent in player demands for variety. I hope you'll find these to be good enough to help round out the nooks and crannies of your generated worlds. The modlet is configured to plug into the Vanilla game, but it also includes suggested configurations for the Nitrogen and KingGen world generators. My prefabs are also contributed to the CompoPack, though that mod's release schedule seems to correspond with major game releases. Thus, I have also decided to make this stand-alone modlet available. Download at NexusMods Included in Version ZZ005: zztong_Apartment_Bldg_01 zztong_Apartment_Bldg_01_destroyed zztong_Apartment_Bldg_02 zztong_Apartment_Bldg_02_destroyed zztong_Bar_Pool_Hall_01 zztong_Brownstones_01 zztong_Cabin_Fort_01 zztong_Cave_01 zztong_Drive_In_Movie_01 zztong_Drive_Thru_01 zztong_EMS_01 zztong_Farmers_Market_01 zztong_House_01 zztong_House_02 zztong_House_03 zztong_Hunters_Trap_01 (Decoration) zztong_Hunters_Trap_02 (Decoration) zztong_KZMB_Radio_01 zztong_KZMB_Radio_01_destroyed zztong_KZTV_01 zztong_Law_Offices_01 zztong_Lumber_Yard_01 zztong_Masonry_01 zztong_Mass_Grave_01 (Decoration) zztong_Mass_Grave_02 (Decoration) zztong_Motocross_01 zztong_Office_Bldg_01 zztong_Office_Bldg_01_destroyed zztong_Office_Bldg_02 zztong_Office_Bldg_03 zztong_Office_Bldg_03_destroyed zztong_Pharmacy_01 zztong_Pharmacy_01_destroyed zztong_Propane_01 zztong_Remnant_House_01 zztong_Restaurant_01 zztong_Shelter_01 zztong_Shelter_01_destroyed zztong_Solar_Farm_01 zztong_Stone_Quarry_01 zztong_Store_XS_01 zztong_Store_XS_02 zztong_Store_XS_03 zztong_Store_XS_04 zztong_Store_XS_05 zztong_Store_XS_06 zztong_Store_XS_07 zztong_Store_XS_08 zztong_Store_XS_09 zztong_Store_XS_10 zztong_Storm_Cellar_01 zztong_StripMall_01 zztong_StripMall_02 zztong_Survivor_Site_Urban_01 zztong_Tent_01 (Decoration) zztong_Tent_02 (Decoration) zztong_Tent_03 (Decoration) zztong_Tent_04 (Decoration) zztong_Tent_05 (Decoration) zztong_TFP_Army_Barracks_01 zztong_TFP_Cemetery_01 zztong_TFP_House_New_04 zztong_TFP_Ranger_Station_01 zztong_Trailer_Park_01 zztong_Warehouse_01 zztong_Wind_Turbine_01 A few pics:
  17. Ztensity's Unnecessarily Beautiful But Immersive The Unnecessary But Beautiful 19.3b6 Rebuild (Permission Granted By Hernan) UPDATE 2.0.0! I have released updated version 2.0.0, but before updating, you must first destroy and remove the following items from your inventory, chests and placed in the game-space: stove, oven cooktop, toaster, coffee maker, microwave, shower head, shower glass mirrors, shower sliding glass doors, toilet paper, bathroom towel and closet pieces. In version 2.0.0, if you use Sirillion's SMX, you must get the new patch available for UBBI via optional files in addition to updating to the new edition, as various UI elements were created and adjusted for new features as explained below! See Update Notes Here: https://www.nexusmods.com/7daystodie/articles/190 INTRODUCTION Designed for 7 Days to Die's 19.3b6 build, Unnecessarily Beautiful But Immersive is a new edition of Hernan's Unnecessary But Beautiful mod that was originally released on December 19th, 2019. Originally wanting to add a Barista and a large TV, Hernan spent months designing code, textures, maps, 3D models and later compiling the files together to present a multitude of house buildables. Ranging from a variety of TVs, lamps, Kitchen appliances, cabinets and decorations to pool furniture, Bathroom amenities and beyond, he released Unnecessary But Beautiful. With the help of modder Hellsmoke a couple months later, recipes were created, which allowed players to finally craft these items for themselves in February of 2020. Jump ten months later and I found myself inspired to take on my first major project with one goal in mind: increase immersion and make a somewhat fresher experience for players at the same time. With the permission of Hernan himself in early December, I've been working hard since for the last four weeks to rebuild this mod for compatibility with the latest build of the game. Now, I would like to present my rebuild titled, Unnecessarily Beautiful But Immersive! Download Unnecessarily Beautiful But Immersive Version 2.0.0 Here Download UBBI SMX Patch Here YouTube Showcases: https://www.youtube.com/channel/UCEp9RXCi5fyLowfKIBXdI9A Nexus Mods: https://www.nexusmods.com/7daystodie/mods/1242 Nexus Mods UBB Rebuild Journey Article: https://www.nexusmods.com/7daystodie/articles/177 WHAT DOES THIS DO & WHAT DOES THIS ADD? After playing the game for hours with this mod, I found ways in which I could increase immersion. With this in mind, Unnecessarily Beautiful But Immersive now includes a variety of new things. We'll first start with what's familiar and that is Hellsmoke's recipes. I've now updated the recipes file for full compatibility with the latest build of the game. I have also streamlined it into the mod, as it is no longer optional. This means players will no longer have go into their game files to fix this and there is no separate download. In order to turn on the lights, TVs, PC, laptop, fireplace and sound bar, players must now make use of the wire tool. In order to craft any of the lights, a player must first have their Intellect perk at lvl 6 and their Advanced Engineering perk at lvl 3. Alternatively, players can unlock lights early before hitting the appropriate perks if they are lucky enough to find the "basics of electricity schematic." All three beds that are craftable can be used as a bedroll by the player. Every item from sofa pieces, TVs, laptops and cabinets to doors, windows, lamps and beyond all have appropriate names now along with some smoother descriptions as well for their crafting recipes. The sound bar now has a sound to it also. Connect it with your wire tool and find out for yourself what it does! Just make sure to turn it off before leaving your game, otherwise it'll go off when you boot up next! Most devices that uses a wire tool like a light, TV, speaker, etc. that is vanilla or through a mod will now say "turn on" / "turn off." I have of course also added new files, coding, animations etc. that make all of the immersion a reality. In short, I have rebuilt an assortment of items such as lights, TVs, a PC, a laptop, a fireplace and a sound bar. I have made sure that they have to be turned on by using the wire tool and their animations are cleaned. Similarly to vanilla, lights added by this mod can now only be crafted once you've attained the appropriate perks. Is this mod somewhat unnecessary? Potentially likely, just as Hernan originally stated when he first released his original version. However, is it beautiful? If I have to ask myself, I'd say everything he created was absolutely aesthetic and now with with weeks of my hard work, there is so much more increased immersion! WHAT'S THE SAME? This mod still contains 235 items that were originally carefully crafted by Hernan. Almost everything you loved about the previous version of the mod still remain. However, in my efforts to increase immersion, I did tweak a lot of code, removed a lot of behind the scenes things and removed a few items such as a couple offset items, the "RG Gamer" items, the experimental floor speaker and a ceiling light top item due it not working with it's light it was intended to extend. All of these familiar and unnecessarily beautiful things that somehow worked in the zombie apocalypse before, but are more immersive then ever, now work with the latest build of the game seamlessly. Who knew you could have such nice things while trying to survive every 7 days! UPDATING OLD VERSION / CLIENT VS. SERVER SIDE ONLY? This modlet is a completely new rebuild and will require you to completely remove the "UnnecessarybutBeautiful" folder in your "mods" folder. Then put this modlet into your "mods" folder. You should be able to drop this into your pre-existing game (even if you had the Hernan's version), although a new game is preferred. You will just have to likely rebuild some things you had already crafted. To avoid issues, I would recommend removing the items in your base provided by Hernan's original modlet first, then placing this into your "mods" folder. If you have never had Hernan's original Unnecessary But Beautiful mod, you will have no problems adding this mod into your pre-existing game. Just download and drop it into your "mods" folder and you should be good to go! Most updates also will not require new games. If an update should require a new game, I will make sure to include that in the update notes! Finally, this modlet can be utilized in multiplayer. However, in order to achieve this, the mod is required to be installed on both the server side and the client side since the mod utilizes more file types than xml and Localization. This means that if you intend to play online with a friend or multiple people, each person absolutely has to have this mod installed in their "mods" folder. COMPATIBILITY? The 2.0.0 version of Unnecessarily Beautiful But Immersive (UBBI) may not be compatible with most overhauls, especially overhauls that have unique UI's. However, UBBI should be compatible with most modlets alongside the Vanilla version of the game, as I've tested with a multitude of other modlets. While previous iterations of UBBI were compatible with some overhauls, version 2.0.0 introduces unique UI elements and therefore the main file is only compatible with the vanilla version of the game. The SMX patch however is hand crafted to make UBBI work alongside the SMX UI modlet series. I am no longer going to provide compatibility support for various overhauls due to lack of time. After collaboration with Dwallorde, the latest version of UBBI is now embedded into War of the Walkers moving forward! HOW TO'S? To provide a little assistance, I thought that it would be helpful to provide a few tips that may help with using this mod in your playthroughs. See below! How to Search For Recipes to Craft: In order to craft, you must be at the workbench. Once at a workbench, you can easily find each type of recipe you want to craft by searching for their name like "Kitchen," "Bedroom," "Bathroom" or simply "HN." Despite the name changes I have provided, it is still possible to search by "HN" and it is actually the easiest way to find the recipes. How to Turn On Lights, TVs, PC & Sound Bar: After placing an item like a "Floor Lamp," you must have a wire tool in hand. Next, you must activate the wire tool's rope on the lamp by pressing e, disconnect by pressing e and then viola, you should now be able to turn your item on/off. How to Unlock Lights: Just like vanilla gameplay, in order to unlock the ability to craft lights added by this mod, you must first attain the perks Intellect lvl 6 and Advanced Engineering lvl 3. If you want more information, refer to the Read Me in the modlet, which will provide a little more details. Also refer to additional videos, which will preview the features shared via YouTube here or on the videos tab on my Nexus page here! LOCALIZATION FYI A localization has been put in for "useSwitchLightOff" and "useSwitchLightOn" to make all lights, TVs, fireplace, sound bar and computers turn "on / off" immersively. This will also affect vanilla lights as well or anything else using the "switch class." For the time being, anything using a wire tool will say "turn off" / "turn on." This means this mod will likely affect other mods that utilize the "switch class" that are higher in the list in the "mods" folder. If you are making a modlet and you don't want your object to read "turn on/off" and you want it to have the vanilla wording, try making it load after this modlet utilizing a ZZ as the first two characters of name. CREDITS Most assets including the UNITY3D Files for resources, PNGs for UIAtlases, block coding and 12 original localized files were are all created, designed and published first by Hernan (HN). With his permission, I have presented a newer edition/rebuild of the mod with new features, more in-depth immersion, better compatibility with the latest build and further accessibility across all websites. The recipes file was originally designed and coded by modder Hellsmoke. Hernan uploaded this on 2/12/2020 as an optional download. I am now including this as part of the new edition of Unnecessary but Beautiful to not only keep it updated for all players, but also make the localization available for further immersion to make recipes feel like part of vanilla game. The UI seen in any pictures or videos from my showcase is provided by Sirillion's SMX mod pack found here. His mod is a staple in my load order and only enhances the appearance of my mods further. Thank you Sirillion for your fantastic work! SHOUTOUTS I want to finally give a huge shoutout to everyone who helped me get this huge project finished, including Xyth, Guppycur, Bdubyah, Ragsy, Mumpfy, Snufkin, TSBX, Zorro, Khaine, saminal, Artjom, sphereii, wrathmaniac, InnocuousChaos, chiko, Haidr'Gna and Beardman via Guppy's Unofficial Discord for 7 Days to Die's modding community. Full thank you's are in my Read Me guys and I encourage you guys to check that out. I truly appreciate all your guys help! Ztensity
  18. Iceburg71

    Craft Windows

    This mod will let you craft all of the other windows that are in the game that you currently can't craft. I got tired of setting up in a place and not being able to make it look nice. So survive in style and enjoy. This includes wood, brick, and concrete arch windows, and all of the variants of the store windows including open, normal glass, and bulletproof glass. Server side friendly. just drop in and go. If you have any issues, please let me know. Change Log: V1.0 - A19 - Initial Release IceBurg_Craft_Windows_1_0.zip
  19. Tested with A19.6 White River - Tools of Citizenship - A19.6 * Also now supports Darkness Falls through the use of a compatibility modlet. Now with Multiple Languages Localization/Support: English, German, French, Iitalian, Japanese, Korean, Polish, Portuguese, Russian, Turkish, Simplified Chinese, Traditional Chinese, Spanish The White River settlements are looking for new citizens to contribute and are willing to give extra tools and equipment that they've collected. They are offering to provide to a select few survivors access to higher quality tools, weapons, armor, and equipment in exchange for volunteering to complete various tasks for the settlement. There is a limited supply and these items are only available to those who gain citizenry with White River settlements. In addition to the reward, the player is sometimes also offered a small stack of wet concrete blocks, from the last of the Trader's community inventory to assist in re-establishing a homestead. ---- This modlet collection extends the new player White River citizenship quest line to provide a handful of quests to obtain improved tools, weapons, and armor. Each item has a small back-story and explanation in an attempt to blend with the vanilla game and Trader. This gives new players a chance to obtain better equipment through a method other than randomness or traditional progression. The rewards this Modlet pack provides were carefully considered against Vanilla gameplay. In most cases, the named items only provide a small improvement over the items they were created from. Due to the multi-tier design of this modlet collection, it provides equipment for beginners all the way up through the elite. **This modlet pack is XML XPath ONLY and only needs to be installed on the server or player hosting the game! Other players do not need to install this modlet pack locally.** The modlet collection provides multi-tier quest lines, first requiring the player to craft a +Declaration of Citizenship. This allows them to begin a quest to volunteer to help lay to rest 10 old residents now turned zombie. This earns the player a +White River Citizenship Card which they can then use to select which quest they would like to pursue. The player's citizenship card is returned to them after they complete the settlement's quest. If it is lost for any reason, the player can craft a new +Declaration of Citizenship to start the process over of becoming a White River citizen. The +White River Citizenship Card can also be used to pursue two higher-level citizenship cards through killing of 100 Zombies or 1000 Zombies, respectively. These higher tiers of citizenship allows for the pursuit of Veteran and Elite level equipment. -- Citizenship is offered in three-tiers: - Tier 1 : Kill 10 Zombies. This is the Basic level of citizenship. Reward: +White River Citizenship Card - Tier 2 : Kill 100 Zombies. This is the Veteran level of citizenship. Reward: +White River Veteran Citizenship Card - Tier 3 : Kill 1000 Zombies. This is the Elite level of citizenship. Reward: +White River Elite Citizenship Card Once the player obtains their citizenship card, they can use this to craft quest-starter items for the equipment quests below. Some of the quests below offer a veteran version which rewards a sealed crate containing better quality, more items, and greater quantity of each multi-quantity item. Some offer an even higher level set of rewards for elite citizens. However, after a "Veteran" or "Elite" quest is complete, only a basic citizenship card is returned. The player must successfully complete the Tier 2 or 3 citizenship quest again in order to pursue another Veteran/Elite equipment quest. QUEST LISTING: VEHICLES: - Spirit of Vengeance - Take on a demon Juggernaut and obtain a super-fast vehicle. A player using this vehicle is a sure-sign of their elite status. Big thanks to Snufkin's Server-Side Zombies & Snufkins's Server-Side Vehicles for a big part of the base code for the vehicle and zombie. Tested for compatibility with Snufkin's mods, so you can run both at the same time if you want! - Amelia's Gyrocopter - Discover the truth of what happened to Amelia Earhart. Fight a Wendigo to reclaim her long-lost schematics explaining how to build a three-seater souped-up Gyrocopter. Guaranteed to get you and your friends across the map with speed and ease. TOOLS: - Black Bart's Flaming Dig Tools - Uncover the long-buried stash from the most famous stagecoach robber in the western U.S., providing a steel Pickaxe & Shovel with flaming mods and better stats than Vanilla. Stamina trait sure to keep you digging and digging and digging. - Bunyan's FireAxe - Help the Trader stock up on potable water in exchange for a Paul Bunyan-branded FireAxe. - Dundee's Hunting Knife - Help the Trader collect bone shivs in exchange for Dundee's famous Hunting Knife with slightly better stats than Vanilla. - Jason's Machete - Obtain a replica of Jason's famous machete in exchange for helping the settlement. Big thanks to Wyldwitchykat for this addition! - Rick Danger's Auger - Obtain two higher tier Augers, the latter of which will turn even the largest mountain to butter, but will expend a LOT of gasoline and degrade your Auger quick. - Taza's Axe - The famed Taza's Axe, already awesome. WEAPONS: - Bambi's Killer Compound Bow - Earn the famed deer killer, "Bambi's Killer Compound Bow" or "Forest Prince Compound Bow" with slightly better stats than Vanilla. - Bear Grylls's Claws -"Why fight bare fisted when you can fight bear fisted." Thanks, SteamM0nkey for this idea. - Callinicus's Greek Fire - Find the book randomly in the world and learn to craft greek fire arrows. Shoot one zombie with a greek fire arrow, and the fire spreads to other entities that it touches. - Daryl's Crossbow - Obtain a replica copy of the same crossbow Daryl from the Walking Dead used: The Zombiekiller Crossbow. - Deschain's Revolver - Collect the eight Dark Tower series books and craft nineteen doors to have one of Roland Deschain's legendary revolvers bestowed upon you. Has custom bullets that are expensive to craft, but super powerful. - Leon's Modded SMG - Help Leon finish his DIY gun project, resulting in a 9mm SMG weapon with slightly better stats than Vanilla. - Pavlichenko's Rifle - Locate and assemble a branded Marksman rifle from the famed marksman, Pavlichenko. ARMOR: - Kuva's Red Armor - Discover the secret ingredient in Kuva's Legendary Red Armor. This armor is rumored to be lightweight and stealthy, with resistances to heat & cold, and an extra mod slot per piece. The basic quest is EASY, but the Veteran quest is HARD. RESOURCES: - Brass For Lead - Help the community restock its Lead supply and in exchange receive some brass. - Everdeen's Arrows & Bolts - The settlement is trying to put together a feast. Help feed everyone in exchange for named arrows or bolts guaranteed to fly true. - Gupta's Bandages - Can't craft first aid bandages? Trade Aloe Leaves & Cotton for a few highly-sought-after Gupta's First Aid Bandages & a First Aid Kit. - QwikCrete - Learn the secret to making quick-drying concrete blocks! - Elite Random - Obtain a sealed crate from four veteran cards that gives you a single random elite quest starter. Obtain a veteran card back at the start of your elite quest. If you complete the Elite quest, you obtain an Elite citizen's card! - Remington's Steel Ammo - A spin off of Khaine's Steel Ammo mod that turns his mod into a questable achievement. Cheap-to-make bullets that degrade your weapons faster. Also, now with an auto turret that takes steel 762 rounds. - Molino Bulletproof Glass - Exchange regular bulletproof glass blocks with the Trader and they will teach you how to create clear Molino-branded bulletproof glass. Thanks to arramus & Fuzzy Pug for the idea & quest code. Nearly all quests are designed to be repeatable in case of loss of equipment or to try your luck at a higher quality reward. Black Bart's dig tools are unique and the quest is designed NOT to be repeatable! UPCOMING QUESTS: Dwarven Bellows - Faster Smelting, Faster Crafting, Bundled Forged Items Steel Spikes - Double the durability of Iron Spikes Basilone's M60 Brienne's Heavy Armor ACKNOWLEDGEMENTS - Wyldwitchyka :: For the addition of the Jason's machete quest modlet - morggin :: For the name and lore behind Black Bart, for the Bambi Terminator Crossbow, and for the idea of an Elite level set of quests - RichardPaul :: For the poem used in the Black Bart quest line. - Aeyvi-Daro :: For quest text and testing assistance on all quests. - mr.devolver :: Big thanks for the help fixing the GoTo Trader, improving the quest integration with the trader, and helping seek out a path to add the quests to the Trader dialog! - arramus & Fuzzy Pug :: Fuzzy Pug requested a new quest be added that grants clear bulletproof glass. arramus was kind enough to do the heavy lifting to create the quest, I rebranded the naming of it but mostly kept the quest and code intact as was provided. - sechsterversuch & Zeeeni :: BIG thanks to these two for providing a full German language translation for every quest, and for testing the translations afterwards! CURRENT DOWNLOAD A19.6_1.0 - White River - Tools of Citizenship A19.6_1.0 - BUGFIX RELEASE (Elimination of Infinite SkillPoint Exploit) * Please be aware anytime you update mods, you run the risk of your level and skill points being reset. You are strongly recommended on live games to take a backup of your save game data to protect your progress in case you need to rollback. Optional Download for Users of DARKNESS FALLS: Tools of Citizenship A19.4_1.0 Darkness Falls Compatibility Modlet * If you wish to install White River - Tools of Citizenship quest pack into your Darkness Falls game, this compatibility modlet is REQUIRED. Please note that you will see two WRN in your console log. This is expected and not a problem. Old Downloads A19.4_1.0 - White River - Tools of Citizenship A19.4_1.0 A19.2_1.0b - White River - Tools of Citizenship A19.2_1.0b A19.1_1.1a - White River - Tools of Citizenship A19.1_1.1a A19_1.0 - White River - Tools of Citizenship A19_1.0 A18.3_1.7d - White River - Tools of Citizenship A18.3_1.7d A18.3_1.6c - White River - Tools of Citizenship A18.3_1.6c A17.1 & A17.2 - White River - Tools of Citizenship 1.5a
  20. Important: For this modlet to work properly, it needs to be installed on the server and every player's computer. Do you have friends that can't help themselves and store everything in a specific box for each type of items? I do. This mods add new graphic designs for the storage boxes and also add half-block versions of the storage boxes (for more headspace). The new designs are added to the Wooden Storage / Furniture variant block. When the new containers are destroyed, they are put in the player inventory. This allow players to move the containers or to select a different design. 1.5: Even more crates Cement Mixer, Chemistry, Crafting, Electricity, Gas, Gun Craft, Modding, Plants, Resources, Tool Smithing 1.4: New crates New Auto Parts and Workbench designs 1.3: Bug fixes Secure Armors Storage now available to players (only could use Insecure version before) Writable Storage now get drop in your inventory if you destroy it 1.2: Alpha 19 fixes Fix: The wood container variant block changed name with Alpha 19 Work on textures to make them look better with new lighting system 1.1: Rebuild assets for the new linear lighting (Alpha 19) 1.0: Fist official version which includes New design for generic, armors, barter (trader), forge, mining, and recycle storage boxes Everything is also available in half-cube format All new storage boxes are added to the wood storage and furniture helper Release Notes v1.5 Download v1.5 All my mods
  21. ~~~~~ Last mod updates/added: Jul 7 2021 ~~~~~ Downloads Doughs Mods for a19 Doughs-Khelldons Mods for a19 Doughs-MeanClouds Mods for a19 Doughs Mods for a18 Doughs-Khelldons Mods for a18 Misc tools Modlet Generator: 7D2D-EntityRandomizer Summary: A script that makes copies of vanilla zombies with random properties into a mod. Interested? See also: Guppycur's Random ZombieGetterUpper Note: If you'd like another version or build I can try to generate one. Just message me on these forums. Mod List/Summary My personal modlet list (some are not available in all game versions) Modlet: Mech-Lucy - Adds a slightly different acting robot mech. Model and "base" extended from the 0-CreaturePackMechs mod in the Community Creature Packs Is this mod server side safe?: NO. It relies on the 0-CreaturePackMechs mod, which is not server side safe. Modlet: Prefabs - Adds some Prefabs I built. You might want to adjust the rwgmixer.xml file for spawn rates as I have not tested spawning rates. Is this mod server side safe?: NO. It contains prefabs, which need to be loaded on the clients as well. Modlet: Buff-Ambiance-DarkerNights - Makes nights darker Is this mod server side safe?: It should be Modlet: Buff-Ambiance-DarkerInside - Makes indoors darker Is this mod server side safe?: It should be Modlet: Buff-PipeBombs - Add a few more types for early and end game use. Is this mod server side safe?: It should be BUT some of these items do significant block damage. Not as much as vanilla TNT. Modlet: Buff-Grenades - Add 2 steel grenades that are more block and entity damaging than the vanilla ones. Is this mod server side safe?: It should be BUT some of these items do significant block damage. Not as much as vanilla TNT. Modlet: YouveGotMail - Add 200+ fun (and sometimes useful) items in places you find mail (mailboxes, desks, dressers, trash, bookcases). Is this mod server side safe?: It should be Additional Credits: Netwit2008 - Text/Lore/Story contributions. Modlet: Doughs-Food-SousChefOfTheApocalypse - "Food expansion" intended for YouveGotMail , but can be installed by itself. Adds ~40 new food related items. Is this mod server side safe?: It should be Modlet: Doughs-Food-SousChefOfTheApocalypse-ClientIcons - Adds client side custom icons to Doughs-Food-SousChefOfTheApocalypse. Is this mod server side safe?: No, it contains custom icons Modlet: Remove-TheMap - Map and all related map info is blocked out, forcing you to use only the compass and your memory Is this mod server side safe?: It should be but it is unknown. If anyone can confirm this, please let me know! Modlet: UI-Hide-TheDayAndTime - Hides the Day and time info from you in the game (from under the compass, and in the Map window). Is this mod server side safe?: Yes (confirmed by: @Fanatical_Meat) Modlet: UI-Remove-PlayerItemsFromCompass - Hides player crafted/placed items from appearing on the compass. Is this mod server side safe?: It should be but it is unknown. If anyone can confirm this, please let me know! Modlet: Nerf-FlashlightsAndLanterns - Forces you to loot flashlight related parts (not easy to find) and craft flashlights and the flashlights mods yourself. Removes working flashlights and related mods from loot and traders. Keeps the early and possibly mid game darker. Is this mod server side safe?: It should be Modlet: Buff-Infection - Makes getting infections much deadlier (you have less time to treat them before you die of infection) and the time you have to treat them is random each time you are infected. Infections in vanilla (a19) take 7 [real time] hours, this mod gives you a chance of 30 [real time] minutes up to 3 [real time] hours. See chart of odds on Github. Is this mod server side safe?: It should be. Note: This mod may have a known issue whre the infection is not random, but gets stuck at some value. I'm not sure why, but if someone can figure this out let me know ;). Its acting as if the buff ending/resetting is not working sometimes. Modlet: Electric-CapacitorBank - Adds a short charged Capacitor Bank and capacitors (like a Battery Bank and Batteries, but for *very* temporary or emergency power). Inspired by post by @ausbrecher Cannot daisy chain capacitor banks (works just like battery banks in terms of charging/discharging). Tutorial video of some use cases: Youtube: Use cases tutorial Note: Ran across this similar modlet: CapacitorBank Is this mod server side safe?: It should be. Modlet: Screamers-Spawn-More - Inspired by JaWoodle's "Silent Hill" series and a post by @Doomofman. Adds screamer zombies to more spawn groups (currently adds to *all* spawn groups!).Quick and sloppy 1 line modlet. Lightly tested. Will clean up modlet if I get feedback it's too much/many. Note: DOES NOT WORK LIKE JAWOODLES (yet)! screamers spawn more but every scream does not spawn a horde. Is this mod server side safe?: It should be. Modlet: RabbitOfCaerbannog - Adds a very vicious zombie rabbit that very rarely spawns, and a grenade to kill it. Additional credits (See Github and forum for contributions): Mjoelnir.hh Mumpfy Is this mod server side safe?: NO. It has custom resources which are not synced to clients from the server. There is possibly a server side safe version that may be integreated someday into the Snufkins PLUS pack. A download (someone else made) of just this rabbit is here Modlet: RabbitOfCaerbannog-SpawnsALot - An override to Rabbit Of Caerbannog modlet to make rabbit spawn more often, not just in hordes. Is this mod server side safe?: NO, as the RabbitOfCerbannog mod it depends on (above) is not. Modlet: UI-Add-2ModSlots - Adds more mod slots, if an item accepts them. Inspired by request from @CrazyAluminum Likely looks better when you have a 96 slot backpack mod (or similar) as the new slots pop out of the vanilla UI, due to lack of room Additional credits (See Github and forum for contributions): joshwar99's More Mod Slots A18-A19 on nexusmods.com Is this mod server side safe?: It should be but it is unknown. If anyone can confirm this, please let me know! Modlet: UIAddFiveRecipeIngredients - If you use mods and run into a recipe you cannot craft this may help. Is this mod server side safe?: It should be but it is unknown. If anyone can confirm this, please let me know! Modlet: Buff-Sounds-Common - Add more sound variations to common actions, and additional remixed game sounds. Let me know if you want more of a particular sound! Is this mod server side safe?: NO. It has custom resources which are not synced to clients from the server. Modlet: PunishingWorld-NewbieCoat-Remove - Removes the Newbie Coat buff when spawning into a new game for the first time. If you add the modlet after spawning, the existing Newbie Coat buff will *not* be removed. Note: Found this identical modlet: No Newbie Coat Is this mod server side safe?: It should be but it is unknown. If anyone can confirm this, please let me know! Modlet: PunishingWorld-BlockStability-Nerf - The worlds infrastructure is crumbling... This drastically drops the horizontal block stability "stickiness". Building is harder because you can no longer build out as far without supports. POIs and more dangerous as they can be more easily destroyed/collapsed as they were not built for this low stability. See the README for this mod before using! Is this mod server side safe?: Probably not? Buildings/POIs can be easily/accidentally collapsed, which may look like drop mining. Modlet: OneHourOfDayLight - Can have perpetual nighttime or daylight, adds additional hours of daylight options in between normally not available in the start game options. Nothing in this modlet was changed for a19, a18 was just *much* darker at night than a19. I recommend also loading my Doughs-Buff-Ambiance-DarkerInside and Doughs-Buff-Ambiance-DarkerNights with this to make it as much like the pre a19 version as possible! Additional author contributions/credits: Claymores Modlets "MORE OPTIONS" Note: The Blood Moon may last a bit longer than is should, posibly a TFP thing on how day/night timing works? per this post Is this mod server side safe?: It should be but it is unknown. If anyone can confirm this, please let me know! Modlet: PunishingWeather-Core - Adds pretty dense dirt, winds, and temp changes to all biomes. Since this mod makes it hard to see far, you can probably turn down "things in the distance" in your video settings to get more FPS.You may want to use this console command from this guide how-to-fix-increase-your-fps-guide-a18 to remove distant terrain: gfx dt Is this mod server side safe?: It may have issues. May be bug? Also, check out: khzmusik's Seasonal Weather mod! Its a DMT mod so not Linux/Mac friendly, I believe. Modlet: PunishingWeather-Effects-Medium - An Override to Punishing Weather - Core modlet. Lessens visual effects of the Core. Is this mod server side safe?: It may have issues. May be bug? Modlet: PunishingWeather-Effects-Light - An Override to Punishing Weather - Core modlet. Lessens visual effects of the Core. More like vanilla in terms of FPS affecting visual settings Is this mod server side safe?: It may have issues. May be bug? Modlet: PunishingWeather-Rain-More - An Override to Punishing Weather - Core modlet. Adds more rain conditions so its rainy more often (but not 100% every day) Is this mod server side safe?: It may have issues. May be bug? Modlet: PunishingWeather-Temp-MoreInBurntForest - An Override to Punishing Weather - Core modlet. Adds more heat to the burnt forest. Is this mod server side safe?: It may have issues. May be bug? Modlet: Punishing Weather - Survival - Gets colder as your altitude increases. Note: a18 ONLY. Not updating for a19 Modlet: Nerf-Backpack-CarryCapacity - Blocks more default open slots (from 27 to 12). Adding Triple Pocket Mod to all armor AND maxing out Pack Mule perk unblocks all vanilla backpack slots. Additional author contributions/credits: "Reverse Inspiration" and XML borrowing from Khaine's 60-slot Bigger Backpack Mod Is this mod server side safe?: It should be but it is unknown. If anyone can confirm this, please let me know! Modlet: Nerf-JunkTurret - Makes Junk Turret more of a warning system than a Zombie destroyer, especially in early game. Adds more items to craft junk turret ammo with Note: Not updating for a19 as a lot has changed with the junk turret. Maybe more change will come before the vanilla code stabilizes and maybe I'll update it then. Modlets I am maintaining (written by others) ~~~~~~~~~~ Modlet Collection: KHelldons modlets ~~~~~~~~~~ An attempt to get them to work in other 7D2D versions. Originally written for a17. See the Readme on the main "Github" page for current status of each modlet. See individual modlet README files for more description. Doughs-Khelldons Mods for a18 Doughs-Khelldons Mods for a19 Additional author contributions/credits: Original mod author ->khelldon, for original a17 mods/repo/transfer of maintenance. (Anyone else? Let me know! Will require some proof.) Working modlets are: Modlet: Khelldon-BiggerBuckAndDoe - Increases size of these animals. Is this mod server side safe?: It should be. Modlet: Khelldon-BiggerChickenAndBunny - Increases size of these animals. Is this mod server side safe?: It should be. Modlet: Khelldon-RebarCrossBowBolts - Adds 2 types of rebar ammo (Rebar and Hot Rebar) that can be used in Crossbows. Is this mod server side safe?: NO. It has custom resources which are not synced to clients from the server. Modlet: Khelldon-BabyBears --> Look here also: Baby Animals by mlburgoon Is this mod server side safe?: It should be. Modlet: Khelldon-GetNailed - Adds bent nails and crowbar. Need straight nails to repair wood blocks. Need crowbar or hammer to harvest straight nails, else bent. Look here also: Guppycur's Get Nailed Quest Chain Edit to be able to easily finish the starter quests since frame upgrade needs nails. Is this mod server side safe?: NO. It has custom resources which are not synced to clients from the server. Modlet: Khelldon-ComplexCobble - Adds mortar. Needed to repair cobblestone and flagstone blocks. Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server. Modlet: Khelldon-CustomMenu - Adds ability and example of how to modify starting game splash screen. Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server. Modlet: Khelldon-GetPiggy - Adds old pig back to game. Pig sounds TBD/WIP Is this mod server side safe?: It should be. Modlet: Khelldon-HolyHandGrenade - Adds Monty Python grenade. Massive explosion. Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server. Modlet: Khelldon-GetHorny - Changes horn sounds for each vehicle. Youtube: Example mod horn sounds Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server. Modlet: Khelldon-ScreamerBears - Makes bears (several sizes) spawn instead of screamers. Moves screamers to other spawning group. Is this mod server side safe?: It should be. Modlet: Khelldon-StarterCrate - Gives several items from several loot groups (1 Mining Helmet, 1 random Weapon, 3 random Tools, 4 random Armor, 2 random Medicine, 2 random Food ). Additional author contributions/credits: Thanks to @wolfbain5 for a working reference example here! Is this mod server side safe?: It should be. Modlet: Khelldon-AwwNuts - Adds nuts and bolts. Needed to repair and craft various metal items. Is this mod server side safe?: NO. It has custom icons which are not synced to clients from the server. Modlet: Khelldon-GetGreener - For making new RNG maps: Removes snow and desert biomes and turns them into Forest. Is this mod server side safe?: It should be but it is unknown. If anyone can confirm this, please let me know! Modlet: Khelldon-GetFramed - Can only upgrade wood frames if you have nails AND you can only place frames 1 block out from another wood block. Note: Original modlet only allowed building on top of frames. Changed so can build "normally" just with the "1 frame out" limitation. Note: You cannot use the stone ax to nail a frame together! Must use any other higher tier block upgrading item! Is this mod server side safe?: It should be but it is unknown. If anyone can confirm this, please let me know! NON working modlets are: Modlet: aGulliversTravels (DECOMMED after a18. May decom if no one requests it be fixed) Modlet: Khelldon-BadCompanyUMAZeds (DECOMMED. a19 apparently does not support UMA/changing soon. Look here instead: snukfins-server-side-zsombies ) Modlet: Khelldon-GetTheHerp (DECOMMED after a18. Of all things! Cannot get buff working) Modlet: zzz-Khelldon-GetBenched (DECOMMED after a17. Might look into it if someone asks.) ~~~~~~~~~~ Modlet Collection: MeanClouds modlets ~~~~~~~~~~ Note: 2021-July: psouza has returned to maintain his mod(lets), so I will be removing myself from supporting them. See the links on his mod pages for updates. It appears he is updating for a19+ so my repo will not be needed for bridging gaps in game versions. Here are the links I had to these original forum threads if this helps anyone: psouza4 a.k.a. MeanCloud Modlet: MeanCloud__Mining - Original forum thread Modlet: MeanCloud__Cannabis - Original forum thread Modlet: MeanCloud__Fishing - Original forum thread Modlet: MeanCloud__RegeneratingBoulders - Original forum thread This is my repo where they were hosted, should anyone want credits/notes/downloads for a version of mine they are using in a current game. I will be "removing" them from here soon (likely when a20 drops) so you will be able to go through the git commit history for awhile. After a20 drops I will likely delete my repo. Doughs-MeanClouds Mods for a19 Additional author contributions/credits (to the mods when I was hosting them): Original mod author -> psouza4 a.k.a. MeanCloud, for original a18 mods/repo/transfer of maintenance. a19.5 b60 Update -> Cranberry Monster, for forge recipes able to remove copper/zinc from forge. a19 Update -> Eko, for a19 forum posted fixes to MeanCloud__Mining a19 Update -> mr.devolver, for a19 forum posted fixes to MeanCloud__Fishing a18 Inspiration/concept -> Clockwork Orange, Original inspiration for MeanCloud__Fishing. Was credited in source code. a18 Inspiration/concept -> stallionsden, Original inspiration for MeanCloud__Mining. Was credited in source code. a18 Inspiration/concept -> JaxTeller718, Original inspiration forMeanCloud__EnemyReachShortener. Was credited in source code. Original mod author? -> stasis, Original FarmLifeMod that FarmLife2Mod is based on? Was credited in source code.
  22. Hello everyone, managed to make my first mod. It adds two explosive blocks. Placeable version of the dynamite and TNT as well as means of connecting explosives together and to electricity. Personally I've been missing explosives like these. The only way to demolish stuff was using the throwable dynamite which actually despawns in a bit. Very annoying. I just started playing 7 Days to die since Alpha 19 so I don't know where the old TNT block went. Anyway, this adds it back in a way, with a few more bells and whistles. Would be a shame to not blow stuff up efficiently in a voxel game with structure stability :D. Would be funny if they added it back in alpha 20. All the details and download are on here https://www.nexusmods.com/7daystodie/mods/1540
  23. FEATURES Play 7 Days to Die as a balanced post apocalyptic zombie vanquishing Sorcerer. Through training and discovery, you'll learn how to deport the undead straight back to hell by casting elemental spells of Fire, Ice and Lightning. • Vanilla game 100% untouched, add-only policy! • Balanced around vanilla gameplay, you must train to gain and sustain your power! • Unique animations, art, effects and sounds for spells and items • New Spells: Craft, Master and Upgrade 5 Spells per element! • New Enemies: Touched, Fallen (Champion), Awakened (Boss), Ancient (Raid) • New Attributes: Sorcery, Fire, Ice, Lightning • New Resource: Spirit (mana required to perform all Sorcery) • New Dual Skill Tree and Perks: Arcane, Fire, Ice, Lightning • New Crafting: Armor, Weapons, Mods, Spells, Potions, Scrolls, Stations, Blocks, Resources • New Armor Sets: Arcane, Fire, Ice, Lightning • New Masteries: Alchemy, Runesmithing, Spirit, Essence, Arcane, Fire, Ice, Lightning • Play-style: Sorcerer (Spellcaster) • Play-style: Alchemist (Potions, Bombs) • Play-style: Archer Mage (Spell Arrows) • Play-style: Gun Mage (Spell Ammo) • Play-style: Melee Mage (Spell Weapons) • Weapon Abilities: Primary, Secondary, Passive and Charge abilities • Rune Mods: Harness the power of Runes to augment your weapons, armor and gear! • Alchemy: Craft Potions, Elixirs and Bombs • Sexy Loot: Item Sets, Armor, Weapons, Mods, Spells, Potions, Scrolls and more! CLASS SET RUNE RUNE MODS! • Added: Spell Knight (Class Runes) • Added: Spell Gunner (Class Runes) • Added: Spell Archer (Class Runes) • Added: Enchanter (Class Runes) • Added: Ritualist (Class Runes) • Added: Scholar (Class Runes) • Added: Silence Rune (stops Fallen + Ally Healing) • Added: New Mastery (Scholar) • Added: Fire Spellcast FX (player arm) • Added: Alchemy Mastery 5/5 now Boosts Ally Potion Potency • Added: Rune Mastery 5/5 now Boosts Ally Rune Effectiveness • Added: Lightning FX+Spells (Shock, Electrocute) • Changed: Rune Mastery now unlocks Runes and Transmutations in this order - 1: Common, 2: Transmutations (convert), 3: Rare (Silver), 4: Legendary (Gold), 5: Transcendent (Orange) • Changed: Class Runes Drop Rate increased even more! SORCERY UPDATED - STAVES 8/27 (v0.96) Major Feature: New Staff Weapon and Mastery for each Element! (Build charges with Primary Attack while Burning, Chilling, Shocking foes. Expend Charges with Secondary Attack to release magical AoE mayhem! Staff Charges carry over to Spells.) Major Feature: Sorcery Difficulty Changer Mods (instructions in #🔑download) Rebalanced: Complete balance pass of Sorcery, influenced by #📊roundtable-vote Added: Fire Staff Weapon, Mastery, Quest and Nova Spell Added: Ice Staff Weapon , Mastery, Quest and Nova Spell Added: Arcane Chest + Quest (large craftable storage) Added: Mending Potion (mends sprained, broken bones) Added: Legendary Scroll: Energy Regen (Stamina + Spirit Regen) Changed: Chance for Fallen + Wisps to spawn in Desert Changed: Increased mod slots for Sorcerer Armor (+1 per tier) Changed: Hot/Cold resists tied to Fire/Ice Sorcery instead of Weapon Changed: Reduced Spirit Costs for Spells (5,10,20) Changed: Spirit now regens while spell charging Changed: Class Rune drop rate increased on Fallen Changed: Elixir drop rate increased on Fallen Changed: Fire Spellcast Blazing Speed doubled Changed: Spell Turret Spirit Burden removed, repair costs increased Changed: Scrapping + smelting Sorcery Items is drastically faster Changed: Removed unusable Intro Lightning Elixir and Scroll (re-adding in v1.0 Lightning) Changed: Removed Ritual Shards. Ritual Stone recipes changed. Changes & Fixes: Visit the Discord #Changelog ‼️New game is required‼️ YOU AGREE TO THE FULL TERMS OF USE AND DISCLAIMER HEREIN BY DOWNLOADING AND USING THE SORCERY MOD: DOWNLOAD SORCERY Sorcery is finally back for A19! You can expect bi-weekly/monthly updates from here out. Download: Sorcery-master.zip (latest version) Unzip: Sorcery-master.zip Drag-n-Drop: The two folders (Sorcery + Deep Pockets), found within the unzipped (Sorcery-master\Mods) folder, directly into your Mods folder (\7 Days To Die\Mods). Create the Mods folder here if it doesn't already exist. Verify Mod Path: (\7 Days To Die\Mods\Sorcery) + (\7 Days To Die\Mods\Deep Pockets) Deport The Undead back to Hell: You're ready to play as a post-apocalyptic harbinger of the elements... may your training commence! MOD LAUNCHER If you already have the latest version of the Mod Launcher, simply run it and install Sorcery there. Otherwise, follow these steps to get started: PLAY WITH DARKNESS FALLS Follow the instructions below (spoiler) to play Sorcery + Darkness Falls together: CREDIT TFP for creating and improving this ridiculously awesome game, while also providing the ability to making this type of modding available. 👑Supporters Supporters make ongoing development possible! Without your help, it would not be possible to put in the immense amount of time and effort required to design and create the plethora of unique assets that make Sorcery.
  24. I was wondering how difficult it would be to make standalone program where you can download and upload custom paint swatches and textures. Like say take a image type from google images, drop it in a folder in this program and have a command that can activate or a button that autowrites the code and inserts it into the game file for you. Similar to gran tourismos setup for custom graphics. It would only be used for single player tho. I play 7 days mostly offline anymore and would love to have something like that for extravagant builds. Also a bull dozer for leveling and digging would be awesome too! Lol
  25. Thought I'd make a single post for all my modlets that work on A19. Basically it's all the various A18 ones, tested and adjusted if necessary to make sure they work on A19. There's also a few new ones that I thought folks might like. All of these are XML only. Enjoy. 3 Slot Forge - Adds an extra input slot to the forge and moves the UI around a little so there's no window overlap. 12 Slot Crafting Queue - Increases the crafting queue from 4 slots to 12. Scrap everything! 60 Slot Backpack - Pretty self explanitory. 60 Slot Backpack (with Food/Water bars) - As above, but with food and water bars moved from under the toolbelt to under the Health/Stamina bars on the left. 96 Slot Backpack - Pretty self explanitory. 96 Slot Backpack (with Food/Water bars) - As above, but with food and water bars moved from under the toolbelt to under the Health/Stamina bars on the left. Food and Water Bars - Just the food and water bars from my above backpack mods so users can use larger backpacks if they so wish. Backpack Buttons - Moves buttons to the left of the inventory window (so sort is where it used to be) and uses custom icons rather than the ones provided by TFP. Backpack Buttons V2 - As above, but uses vanilla icons which is better for servers. Lockable Inventory Slots - Adds the "box" from the backpack buttons modlet that allows the user to lock slots so they won't be moved OR sorted. Also adds one to vehicle inventory that does the same thing. HP Bars - Remember the red HP bar that was shown off in A17? This adds that back into the game for folks who liked that idea. Log Spikes - Makes Wood Log and Iron Spikes craftable again. Pickup Plants - Allows the player to press the 'E' button (default. May be different for other languages/controllers) to pick up plants. This does NOT grant extra harvest based on perk. You have to punch for that. Max Animals/Zombies and Claim Blocks - Adds options to the main menu for the player to select max spawned animals/zombies in the world in SP. Also allows the player to have more than 1 claim block via menu option. Steel Ammo - Adds the steel ammo from A17 for players who enjoyed that option. Always Open Traders - Removed the open/close times from traders so they always remain open (tested with Trader Jen and seems to work). Bigger Bloodmoons - This is a mix of things. It removes crawlers from horde nights, increases the total number and the max alive (so you should have more zombies) AND uses new zombies with reduced AI for better FPS. Zombie Stutter Stop - Forces zombies to preload into RAM, which helps reduce the stutter while playing vanilla. Return of the Behemoth - Adds the unfinished A16 behemoth and the A17 unfinished radiated behemoth to the game. Random spawns in the wasteland and horde nights. Return of the Hornet - Adds the cut hornet from A15 (and earlier) back to the game. Spawns as an enemy animal in the forest biome. Does not spawn on horde nights. Kill Tracking - Tracks how many of each different type of entity you've killed in the game (zombie or type of animal) and with what weapon (guns only, may consider adding melee in the future). How to manually install modlets tutorial video:
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