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sphereii's DMT Mods

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This mod is not EAC-safe, and EAC must be turned off. Compatible with A18.

 

This is still a work in progress; Each feature is available, however may not be completely refined yet. Balancing and suggestions are welcomed.

 

0-SphereIICore is a new concept that provides all the functionality and scripts I provide, which can be turned on and off through a central block. This central block can be manipulated in your own modlets to turn on and off features, and change settings. This mod is named as it is so that it is loaded first, allowing all subsequent mods to make changes to it.

 

0-SphereIICore

==============

 

A new mod pack called 0-SphereIICore is now available for use, either in standalone or inclusion to any other mod package, without any limitation.

 

This pack contains a large variety of Scripts, PatchScripts, and Harmony scripts that adds to and enhances vanilla features.

 

Key Features:

  • - AnimationSDX: Provides animation hooks for custom entities
  • - Food Spoilage System: Allow food to expire at a global rate, or fine tune individual foods to spoil at different rates.
  • - Enhanced Item Repair: Allow more complicated repair recipes
  • - Item Damage / Durability: The amount of damage an item can do is reduced as durability goes down. Repair often!
  • - Anti-Nerd Pole: Disables the ability to nerd pole, or jump-and-place a blocks/block
  • - Soft Hands: Your hands are soft! Player takes damage when punching things with bare hands.
  • - One Block Crouch: Enhance your Agility character by allowing you to crawl through one block openings.
  • - Transmogrifier: Allow random walk types and sizes for zombies to break up the monotony
  • - UMA Tweaks: Small tweaks to UMA system, drastically reducing the high resolution UMAs into something more manageable.
  • - Head Shot Only: Take off their heads to truly kill them.
  • - Zero XP: Don't like getting experience? Turns off the ability to get a new kind of experience.
  • - Disable XP Pop up: Disables the XP icon pop up
  • - No Exception Hijack: Prevents the console from popping down with Red error. Useful for when you are testing...
  • - Disable Trader Protection: Turn off the invulnerability of the trader compound.
  • - Quick Continue: Keep your Scroll Lock button on to automatically load up the last game you played.
  • - Custom Buffs, AI Tasks, Items, Blocks, Entity classes, and XUiC components are already active. Make the right calls in your XML to enable the functionality.

 

 

Features can be turned on and off by adding xpath set from another modlet and changing the included "ConfigFeatureBlock" in Config/blocks.xml

 

Example:

 

<configs>
 <set xpath="/blocks/block[@name='ConfigFeatureBlock']/property[@class='FoodSpoilage']/property[@name='FoodSpoilage']/@value">true</set>
 <set xpath="/blocks/block[@name='ConfigFeatureBlock']/property[@class='AdvancedPlayerFeatures']/property[@name='OneBlockCrouch']/@value">true</set>
 <set xpath="/blocks/block[@name='ConfigFeatureBlock']/property[@class='AdvancedNPCFeatures']/property[@name='MakeTraderVulnerable']/@value">true</set>
 <set xpath="/blocks/block[@name='ConfigFeatureBlock']/property[@class='AdvancedPrefabFeatures']/property[@name='DisableTraderProtection']/@value">true</set>
 <set xpath="/blocks/block[@name='ConfigFeatureBlock']/property[@class='AdvancedWorldGen']/property[@name='DisableSplatMap']/@value">true</set>
</configs>

 

Bloom's Animal Husbandry

========================

 

Introducing basic animal husbandry, Bloom's Animal Husband comes with a few animals that spawn in random herds. Animals have likes and dislikes, and can be encouraged to fall you home with the right incentive.

 

 

SphereII A Better Life

======================

 

Fish, birds, and small animal gains are introduced in this work-in-progress mod.

 

SphereII Clear UI

=================

 

Inspired from The Walking Dad, re-worked through Harmony and UI adjustments by Sirillion, Clear UI removes all on screen elements for a truly immersive experience. [ Only a small health and stamina bar are visible in place of the compass ]

 

SphereII Food Spoilage

======================

 

This modlet enables the actual food spoilage system found in SphereII Core, with some preset global values for all non-can food items. Use this to get started with adding your own unique twist to spoilage.

 

SphereII Music Box

==================

 

This modlet enables the Music and Video player originally implemented in the Winter Project, and can play CDs and DVDs found in the world.

 

SphereII NPC Dialog Boxes

=========================

 

This modlet enables a special UI interface, designed by Sirillion, to talk with NPCs

 

 

SphereII Take And Replace

=========================

 

This modlet enables the Take And Replace, which allows you to pull off boards from windows and doors without brute force. Hold a hammer or a crowbar (not included) to make this go faster!

 

SphereII Winter Project

=======================

 

The Winter Project - Work In Progress

 

SyX Security Bots

=================

 

In the fight against the degradation of society, SyX Security has produced a series of counter-measures against the so-called "zombie apocalypse". Deployed in infected hot spots around the world, these counter-measures have been designed to reduce and ultimately send the zombie apocalypse into remission.

 

Warning: These hot spots are extremely dangerous for the non-infected, and any survivors are strongly recommended to be evacuated before they are deployed.

 

 

===============================================================================

Download:

Git Clone:

Zip Download:
archive/master.zip

 

Required Tool:

DMT:

 

Compatible Mods:

===============================================================================

Edited by sphereii (see edit history)
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How to use SDX 0.7.3-alpha 17? Is there a video tutorial

 

The SDX 0.7.3 thread has a video tutorial in the main post.

 

More tutorials will be refreshed for SDX now that the Winter Project is out.

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AnimationSDX

There's a problem, there's nothing else, why is that?

ERROR: System.InvalidOperationException: The sequence does not contain any matching elements

在 System.Linq.Enumerable.First[TSource](IEnumerable`1 source, Func`2 predicate)

在 AnimationChange.Patch(ModuleDefinition module)

在 SevenDaysToDiePlugin.BuildAndRunPatchModsTask.RunPatcherMods()

ERROR: Task Compile mod patcher scripts failed

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AnimationSDX

There's a problem, there's nothing else, why is that?

ERROR: System.InvalidOperationException: The sequence does not contain any matching elements

在 System.Linq.Enumerable.First[TSource](IEnumerable`1 source, Func`2 predicate)

在 AnimationChange.Patch(ModuleDefinition module)

在 SevenDaysToDiePlugin.BuildAndRunPatchModsTask.RunPatcherMods()

ERROR: Task Compile mod patcher scripts failed

 

are you also using Hal's Fixes?

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Here are a collection of my SDX mods that are available to all to re-use and re-integrate as you see fit.

 

AnimationSDX

- Allows entities to have custom animations using Unity State Machine system.

 

Zombie Transmogrifier

- Allows zombies to be move random, such as random walk types, sizes.

 

SphereII Entity Player

- Allows a player class to be over-ridden, giving some new features, such as one-block crouch and soft-hands (damage when punching bare-handed.

 

SphereII Mod Localization

- Gap solution to allow localization to be read from the Mods folder, and merged into the main localization file, in-memory.

 

SphereII Unlock Enemy Health Bar

- Gap solution to allow you to unlock the enemy health bar, for better or for worse.

 

SphereII and Xyth's Music and Video Player

- Introduce Music and Video Players, as well as CDs and DVDs into your SDX world.

 

Mods are available to be downloaded here: https://github.com/7D2DMods/SDXMods

 

All SDX mods require the latest version of SDX: https://7daystodie.com/forums/showthread.php?97663-SDX-0-7-3-Alpha-17

 

Hi,

 

I've added your unlock enemy hp bar modlet, but it's just giving me a blank grey bar:

 

Capture.thumb.jpg.67da8e851c745a694bc2a74824f13ecf.jpg

 

zombie.JPG.4dc92e8ad231e466814f1507e8839245.JPG

 

I got the same result when editing the xui.xml, not sure what i'm doing wrong?

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The one block crouch works just fine, but I don't seem to be taking any damage when punching blocks, cars, boulders, etc.

Soft Hands is set to True. <property name="SoftHands" value="true" />

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Hi,

 

I've added your unlock enemy hp bar modlet, but it's just giving me a blank grey bar:

 

[ATTACH=CONFIG]27422[/ATTACH]

 

[ATTACH=CONFIG]27423[/ATTACH]

 

I got the same result when editing the xui.xml, not sure what i'm doing wrong?

 

I'm not sure what the issue is. When I use the SDX mod, it just works. Is there any other modlet that you are running?

 

- - - Updated - - -

 

The one block crouch works just fine, but I don't seem to be taking any damage when punching blocks, cars, boulders, etc.

Soft Hands is set to True. <property name="SoftHands" value="true" />

 

I'll take a look. The way I'm dealing with damage is probably out of date now.

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I'm not sure what the issue is. When I use the SDX mod, it just works. Is there any other modlet that you are running?

 

I'm also getting the "blank gray bar" with the enemy hp bar modlet. However, it only works properly when god mode is enabled. I don't know how to fix that...

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I got the same issue as well. I installed the SDX that was said to be required. I tried it as the only modlet and it didn't work as well.

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I'm not sure what the issue is. When I use the SDX mod, it just works. Is there any other modlet that you are running?

 

Nope, no other modlets - just that one as you can see in my screenshot. I'm running it through your launcher on vanilla A17 too.

 

Haven't modified the xui.xml (took a clean copy) or done anything else - it just doesn't work.

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Hi,

 

I don't use the mod launcher.

 

I run it through SDX 0.7.3 without any problems. It works. Flawlessly.

Go to this link. https://7daystodie.com/forums/showthread.php?97663-SDX-0-7-3-Alpha-17

 

There is an installation tutorial on that page also. It's not too dificult to install. If you can find your 7 days folder you are halfway there.

 

While I would definitely watch the excellent tutorial if I were you, it shows sniper 308 verifying the steam installation.

This is good practice and will serve the needs of most people to assure everthing runs clean.

If however, you have custom assets installed, or you have other tweaks of your own, OUTSIDE of the mod folder, it will replace them with the original files of whatever version of the game, you are verifying your files against.

 

That's your only warning.

 

I have custom edits and modlets with custom assets so I never verify unless I want to build a fresh install.

 

I am in no way associated with the maker of SDX. I came in here to help. Probably against my better judgement.

If you can't get it working after watching Sniper 308's tutorial, or reading the thread, or from my example below, just walk away.

 

Download SDX 0.7.3 from the link.

Unzip the file. I believe you should now have a folder called SDX 0.7.3

If you look inside you should see a bunch of files.

Place that folder in the root of a drive.

I have steam installed on my D:\ drive, so I put SDX 0.7.3 in the root of that drive.

Go into the SDX 0.7.3 folder. You will see a little SDX7DTD.exe launcher.

Create a shortcut for it unto your desktop. Here you will be able to access it conveniently, if you want to add new SDX mods.

Run the shortcut you have just created.

When the program opens, click on settings at the top.

At the top of the next page, you will see the text "Game Directory" beside a long blank panel.

Go to the top right box beside this and click it. Navigate to your 7 Days to Die folder.

After that, it will take you back to the page that asked you for your "Game Directory".

Click "Save" on the bottom. This will set the path and save it.

Click on build. When finished, you should get confirmation of completion in green text.

 

Now the mods.

 

Run the shortcut we created earlier to the desktop, if the program is not already open.

When the program opens, click on the Mods Folder button at the top.

 

Lets put a mod in there.

 

Put the enemy health bar mod in there and close the folder.

Click refresh in the top right. It is good practice to click Refresh after you install or uninstall mods.

Open the "Mods" panal next to the "Output" panel. You will see the mod in there.

There should be a checkmark next to it. Click on the "Build" button at the bottom.

The program will now decompile parts of the game code and inject the mod files in, and rebuild. It's beautiful.

 

It will tell you in green text at the bottom when it has completed.

 

You can now run the game from the steam launcher, but I like to run it from the program after I first inject a new SDX mod. Incidently, if you look in your 7 Days Mod folder, you will see the mod you just installed with SDX 0.7.3

The beauty of this program, is that, with just a little effort on your part, you can better customize your game experience.

 

While I have not looked too deeply at the mod, I would reason that the grey bar that most of you were seeing, was probably the ui placement for information that was not injected properly. I don't use the mod launcher, nor have I anything to do with the mod. And while I wanted to help, I also did not want to see sphereii look for issues that do not seem to exist with the mod.

 

I also run ui mods, and a load of modlets. No problems. Runs beautifully. Other SDX mods I have are: Wandering Traders, Bandits, Guppy Mobiles.

 

I hope someone finds this information useful.

 

Peace out.

Edited by Necrodemus (see edit history)

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I get now with the 17.2 an error message in menue

"argument expetion the requestet value bloodmoon frequency was not found"

and i can not start a game

in 17.1 was all ready

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Hi Sphereii, loving all your work and use 'em all. It's only a small matter but I also love upping Zed spawns plus Barrio's headshot modlet and going on a noggin poppin lark - sadly I think that the transmogrifier negates the modlet. How difficult would it be (if at all) to make them play nice?

 

Cheers

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Hi Sphereii, loving all your work and use 'em all. It's only a small matter but I also love upping Zed spawns plus Barrio's headshot modlet and going on a noggin poppin lark - sadly I think that the transmogrifier negates the modlet. How difficult would it be (if at all) to make them play nice?

 

Cheers

 

Take a look in the transmogrifier's Config folder for the entityclasses.xml

 

<!-- Turn on head shots, and random speeds for entities-->
 <append xpath="/entity_classes/entity_class[starts-with(@name, 'zombieTemplateMale')]" >
   <property name="HeadShots" value="true" />
   <property name="RandomSpeeds" value="true" />
   <property name="RandomSize" value="true" />

 

Set that HeadShots to false.

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OMG! It works like a charm! Thanks so much - can't believe a true 'legend' has just made lil ol'me's day! Cheers

 

haha I am not sure of the legend, but glad it worked for you.

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