Jump to content

Search the Community

Showing results for tags 'overhaul'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • 7 Days to Die - PC
    • News & Announcements
    • General Discussion
    • Pimp Dreams
    • Images and Videos
    • The Pimps Talk
    • Multiplayer
    • General Support
    • Game Modification
    • Channels
  • 7 Days to Die - Console
    • General Discussion
    • Multiplayer
    • News & Announcements

Product Groups

There are no results to display.

Blogs

  • How to Find the Perfect Beauty Pageant Dress for Your Child
  • How to Reset Password for Your Yahoo Email Account
  • Melbourne Driving School
  • rohit
  • ReadyNAS: Your Personal Online Cloud Storage Space
  • trandinh
  • Jaipur Escorting Service has changed the concept of escorting service
  • Delhi Escorts
  • Công ty vệ sĩ SOS

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Biography


Location


Interests

  1. They mostly come out at night... (V3.3A) This is a mod I originally created to fix a few "issues" myself, my wife and some friends felt the game had. Turns out I really enjoy modding so I've expanded on it quite a bit. The intent is to drag out the early game, so it will take you longer than usual to get to Iron and Steel. I've also tried to inject a little realism by locking away quite a few recipes behind perks, since most normal folks wouldn't know how to do/make those things. Also, I started playing in Alpha 8, so I wanted to try and bring back a fe
  2. ABOUT Overhauled User Interface Improved Journal User Interface with thematic topic header images Vehicles have custom UI, showing speedometer, encumbrance and more Map window now supports 40 custom POI icons to choose from Advanced Sorting and Searching feature in inventory and storage Optional Undead Legacy UI parameters in Options -> Video -> User Interface -> Undead Legacy Overhauled Encumbrance system where all items and blocks have certain weight, inventory limited by carry weight, slot limit 300 Overhauled attributes and perks
  3. Here's the trailer to my upcoming game mode challenge, enjoy! Download available soon!
  4. Apocalypse now (V1.3) The list of Changes • HP/Stamina Goes up to 300 •For every level you gain, your gamestage is increased with 2.4 instead of the 1.2 you gain in vanilla. • Added big list of zombies and Hostile Animals • Re-done horde-nights/sleepers/screamer hordes • Custom roaming hordes • Toilet pistols are back and double shotgun .better treasure loot . Night time is not a quiet place anymore Weak radiated zombies will show up , you have been warned . Made the candy craftable through a perk (to unlock it you n
  5. Welcome to the Winterween Project by sphereii and xyth, the unholy combination of Winter Project and the ancient spirit of Valoween! Not wanting to miss an alpha, we've combined two of the most dramatic mods into a single mod for Alpha 19 for a special Halloween treat. Steel your nerves. Steady your hands. Keep your wits about you, and you just may survive Winterween... We invite you to explore Winterween and challenge yourself to find all of its dark secrets. Keeping with the spirit of the discovery of the sphereii-mentals, please be mindful of
  6. Vehicle Madness Version 3 Beta 1.1 Guppycur's awesome original concept for Vehicle Madness returns to 7 Days to Die in A19, Guppy handed over the reigns of the project to me to rework and develop further the visions we have for vehicles in the game. This is a ongoing project and I am glad to say that ActiniumTiger has actively joined the 'pit crew' and has already done some great work with the mod as well as bringing along some good ideas into the mix that we are looking to implement in the next version. Features 26 vehicles ( all with overhauled unity v
  7. Haidrgna

    Gnamod

    GNAMOD DOWNLOAD HERE Join Gnamod's Discord 1. Basics 1.1 Introduction Gnamod has been developed since A14 by Haidr’Gna, hereafter referred to as mod-author. It all began as a set of tweaks for personal use and grew bigger during A15 into a full overhaul. The name is derived from the mod-author’s nickname and has no special meaning and is not an acronym for anything either. Gnamod grew from just one overhaul into a group of mods that all share the same base of alterations to the game. This mod is now referred to
  8. -=TacticalAction=- Hello everyone, I'm from china, and not good as English. About this mod plese see the video : https://www.bilibili.com/video/BV12X4y1M7r6 This mod add a lot of guns and gun mods to the game. Right now, you can use EOTechG33 + AimpointM3 + PVS22 three scopes on one weapon. Or, ACOG_ECOS + PVS22, Or just G33 + PVS22, without Reticle. All those scopes use "C" or "Ctrl"key to change state. There have many other things in this mod. And the best, a huge display of
  9. V7.0.7 r4.4.2020 Alpha 18.4 Stable Branch New Save Game Required When installing mod for first time! Do not use a save game from a V6.X, Vanilla game or another mod. A18 Stable Download: Download Here V7.1.0 r5.16.2020 Alpha 18.4 Experimental Branch New Save Game Required When installing mod for first time! Do not use a save game from a V6.X, Vanilla game or another mod. A18 Experimental Download: Download Here If you are interested in renting a server with my mod, I would suggest using BlueFang Solutions
  10. V1. This is a mod I created to try out a few different things regarding code. I have tried to keep it as vanilla as possible, to maintain modlet compatibility, and just messed around with how zombie work. Features. - Zombies only take full damage from headshots. - Bloodmoons disabled. - Included Jax's Wilderness Spawn increase modlet (5x more zombies) - Added a difficulty tweaks mod to remove damage reduction from higher difficulties. - Removed zombie rage mode. - Added 10 slot toolbelt. - Added backpack stash buttons. - Added craftable log spikes.
  11. ok so I'm coming over form console alpha 16 love the graphics,kinda like how they sort the ress like stone and iron. found a base And a power generator I get to work I put steel doors at all the entrances I put spike traps all over and I bunker down from my 1st night and right off the batt they know exactly where I am I'm down in the basement crouched hiding being quiet and a cop zombie comes right through my wall Did they change it so that they know where you are every night even when it is not blood moon
  12. This is a simple mod. I have edited the spawning xml file. Where the spawning file is used we should see 10 times the number of zombies. It appears to affect ambient zombie amounts, roaming hordes and blood moon hordes. POIs seem unaffected. Animal spawns are unchanged. I have played/tested to day 18 without crash or issue so it should be all good, though this is my first attempt at modding. To install, download the file. Replace the file spawning.xml in the config folder ( for me that is C:\Program Files (x86)\Steam\SteamApps\common\7 Days To Die\Data\Config ). I suggest savi
  13. This mod is only available on the mod launcher. You'll need to download a file (down below) for Nitrogen World Generator if you wish to experience the added end-game POI. I've also included a video guide on how to manually place the new POI in your existing game so you don't have to start a fresh playthrough. Please note: As I only speak English, I have only changed text for English. So you won't see any differences when playing in another language when it comes to changes with perks, the background story and the letter you start with. Do you find vanilla to be a cake walk
  14. Grey's Prophecy is a flavoring of the default game. The goal of the mod is to add fun stuff, and some humor, while keeping close to the vanilla formula. Some of the bigger changes that you will encounter are: 10 slot toolbelt - Courtesy of Khaine (DF creator) Mumpfy's zombie texture variations Perk System overhaul to a more class based system, including 2 that don’t require adding points to the parent attribute Class types Warrior Hunter
  15. How cool would it be if you lobbed the arms off a demo and replaced them with fully functioning maxed out Augers and Chainsaws? Wouldn't it rock?!!
  16. This mod should improve some micro stuttering by using a R/W lock rather than the generic lock. I've modified the classes: ChunkManager, ChunkCluster, Chunk. I've also eliminated some redundant locking by moving the code around a bit, like in 'task_CalcChunkPositions' or in 'thread_Regenerating', it locks multiple times while it only needs to do it once. You may also notice a small improvement in FPS when you have a lot of zombies around as they also access the chunk data a lot, since the game has no builtin Benchmark its near impossible to get accurate numbers. I will maybe do mor
  17. I believe at least a few of us grew irritated with the crafting times especially during the end-game. When you have to craft thousands of bullets for merely one horde night, it becomes an agonising experience, you have to build around ten workbenches, and five forges simply too keep up with demand. We do have bullet boxes, however, that is simply not enough. So I have an idea, why not provide us with something alike to ammo presses and blast furnaces? Having more crafting stations that are efficient and speedy would be helpful. Perhaps they require extra space and
  18. sorry if it's wrong. delete lookup if it is incorrect I personally think harvesting on E was the best. 😀Definitely think they should go back to it again. 🧐I have a lot of problems when hitting, so I hit the seed instead of the plant opposite 😔 What do you think? 🤔
  19. 1. Variable range on wandering horde size, increase with game stage. 2. Variable wilderness spawn range, perhaps affected by player level. 3. STORMS - random, mini "horde nights" during the day: 20-90 min; brief environmental warning. This would start after the 5th (?) HN, then increase frequency. 4. Variable rare zombie buffs, increase with game stage. SUBTLE appearance change - make players really pay attention: armor / heal rate / dmg / lunge affects / knock down. 5. Vulnerable traders / no building, no loot. Invest to trade, protect to maintain. (p
  20. Love the cooking and farming aspect, wish there was a bit more. Was looking at my stash this evening and canned pears don't have a recipe. Maybe turn it into peaches and it make peach cobbler with a bit of a sugar rush sprint but there be a slight crash effect where you slow down a bit more then normal. Another cooking idea "toasted acorn boiled acorns" can have them partnered with water in the cooking fire to remove the tannins like irl. Fish or fishing? Pole fishing could add a danger element or trap fishing Nn and gg
  21. Dear DEV's, please hear me out. Leveling/point system: Please bring back the leveling system that used to exist in 7D2D. The current point system is very boring and takes the fun out of the game. It would be great to level up Archery by........using a bow, or level up jumping height by......simply jumping more often. So basically if you want to master something, just do it more often (Just like real life!!!) Skyrim used this method and it was a very fun and successful game. This will eliminate the need for points. New Learning system: For learning, books
  22. I recently came across a comment on a video showing off your vulture missiles when you try to escape the horde, that sums up my feelings exactly about the direction you are taking the game. I am posting it here, so that maybe you will take a look at what you are doing before you ruin the game. Johan Magnusson 5 hours ago i see many different ideas of how to avoid the zombies. how to "exploit" it so the zombies cannot do something or such. here is my issue with it. sitting on a bike inside a cage, or a POI just to avoid grounded zombies, so it spawns vultures
  23. I'm relatively new to modding 7dtd as I've only edited the xml files to add new recipes and change some buffs among other things. With the drop of A19 swimming seems to take forever to do especially over any sort of large body of water. I know I can edit the Materials xml and change the swim speed of water as a whole but an interesting idea would be to add an item or an equipment mod that increase your swim speed (like flippers mod attached to some boots). This also goes into the realm of possibly making a foot equipment that can walk over spikes and barbed wire without (or less) decrease in s
  24. Okay many will not agree and that is fine some may like the challenge Keep the world has gone to .... dense populations just made for a nice source of food for the dead primitive areas of the world maybe be lacking in tech but can develop skills needed to hold off the horde nights. Primitive area no buildings, cars or anything Add on to survival skills with gathering and hunting. Have a decay rate of quality on food to spoiling but less demand on food consumption. Players can build structures same as before cap it at early age concrete
  25. I don't know if its just me, but the current inventory system is not very realistic. I wish the devs change the inventory system for a weight based one (like in skyrim), because for example if i pick up 2 plants 1 peaces of paper and a book/scematic than i in real life I ain't slowd down by those. But i want to hear others opinion in this topic.
×
×
  • Create New...