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bdubyah

bdubyah

The Wasteland:

 

Spoiler

eiiVgHDh.png

Now for A21.1. This mod is now an overhaul and will likely not work with other mods. If you are using other mods and have errors, remove the other mods and try again before coming here and saying the mod is broken.

 

Built on:
SCore v21.1.56.1705+
NPCmod v21.1.0.10+

Full Auto Mod v1.2.0

Random Mainmenu Background v1.0.1

These mods are REQUIRED for Wasteland to function.

 

!!!EAC MUST BE OFF!!!


---------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Welcome to The Wasteland! This overhaul mod adds in several new items, enemies, POIs and more! Some of the changes/additions include:


-SPIFSAL System-

Wasteland uses a progression system similar to vanilla, but with a few changes:
 

  • Each player is given 21 SPIFSAL points at the beginning of a game. These are for core attributes only.
  • You are required to use all 21 points in order to outfit your character to start playing. Once you use them the black fades away and you can start playing as normal.
  • Skill points are gained per level as vanilla and are used only to upgrade perks. Each perk level has both a skill point and player level requirement, which can be seen by hovering over the lock icon for each perk level.
  • Once all your SPIFSAL points have been used, the only other ways to boost an attribute level is through wearing the proper clothing items(glasses/bandanas/etc), finding a rare SPIFSAL book in loot(permanent +1 to the book's attribute) or rare power armor statues(permanent +1 to the book's attribute).You can gain a temporary boost using certain drug items, just be aware of their side effects.
  • Fergit'n Elixir can be used to respec and will give you your 21 SPFISAL points back. It isn't cheap though.
  • There have been a few changes to the perk trees, with some vanilla perks either reworked or removed outright. Several new perks have been introduced, such as New Age Cowboy for energy weapon types. Make sure to check each attribute's associated perks so you know where you wanna spend those SPIFSAL points!

 


-New Enemies-

There are several new enemies added into the game, from additional zombies to mutant and raiders!

 

 

  • There are a bunch of new zombie models added, several with multiple color variants for a good variety. There are normal zeds, feral and rad versions, even a couple unique ones like the fisherman! There are also a few cop and demo types, but they aren't as obvious as their vanilla counterparts, so keep an eye out!
  • The wildlife has also been expanded to include mutant hounds, giant scorpions, and several pesky insects. More additions are coming!
  • Zombies are no longer the biggest threat though, as there are several new types of enemies to be worried about. You will encounter both melee and ranged versions of raiders, a hostile group who attack first and loot second. They have a few POIs they call home, so never assume any house is safe!
  • Soldier PMCs are also sweeping the area for supplies and will gladly relieve you of yours if they spot you.
  • Mutants are genetically engineered horrors that are easy to spot, but hard to kill. Early game it is best to avoid most of these at all costs, especially the ranged enemies as they will wreck you. Melee guys can be taken out with some planning, but don't underestimate them! There is also word of some even larger behemoths that are rarely spotted in the wild, which hit like a truck and need heavy firepower to manage to bring down.
  • There are a few other enemies you might come to encounter, so always keep your eyes open!

 


-New Items-

There are also tons of new items added to the game such as weapons, ammo, foods, medical items and more:

 

 

  • There has been a whole arsenal added to the game, from melee weapons to scrap pipe weapons to shotguns and rifles. Loot or craft a 1911, BAR, Vector, SCAR, combat shotgun just to name a few. You will always have a few options at almost every tier of weapon.
  • Melee weapon options have been expanded for all types: replace your bone knife with a cleaver, or swap your club for a rolling pin. Pipe wrenches, batons, pitchforks are all available to you. And don't forget the skull-crushing Supa Sledge!
  • Energy weapons are also available. There are both laser and plasma types, from pistols to rifle and more. There are also some bigger energy weapons as well, like the laser gat or the plasma caster. They have a similar progression to normal weapon types and have their own crafting magazine series.
  • There is a line of heavy weaponry as well, from the harpoon rifle to the Fat Man! These offer superior firepower, but can slow movement at low levels or perks.
  • A few new explosive weapons are available. Bottlecap mines, Nuka grenades, and M79 launchers will help level the playing field...literally.
  • You will also find a loot-only group of .50 cal weapons. The .500 Magnum, Beo-50, and AS-50 cannot be crafted, but give you a reason to get out and loot.
  • New ammo types for weapons been added. 10mm, 5.56, MFC ammo, Plasma cells. Ballistic ammo also has the HP/AP variants. Energy ammo will get some variants soon.
  • With fire spreading being enabled, there is a lootable fire extinguisher and its ammo that is used to repair it. Keep one handy, especially if your base is made out of wood.
  • Drug items can be looted or crafted. These can be used to temporarily boost certain attributes, but can carry some bad side effects. Try and not get addicted.
  • Extra clothing items that help boost your attributes.
  • Food has been expanded to include several new Wasteland dishes. Carve up those mutant hounds, scorpions, or other critter to be able to make these new meals. Scrambled Hunter eggs or deathclaw souffles are just a few options.
  • Power Armor can help keep you in one piece. Loot only so keep an eye out for power armor stands. Power armor uses frame piece which you wear like normal armor pieces, and then each piece(helmet, chest, etc) or the armor installs into the frames like a cosmetic mod. Currently only visible in third person.
  • There are legendary versions of several weapons, and a set of power armor. These have better stats and usually unique textures. They can also provide extra bonuses or effects.

 


-Additional POIs-

Currently this mod includes a handful of custom POIs. Some are vanilla ones that have been repurposed, others are completely new.

 

 

  • Mutants have taken over several run down business POIs. Keep an eye out for meatbags and cages.
  • Raiders and soldiers have occupied several different types of POIs. For now these don't look much different than a normal POI, so be careful.
  • Several custom POIs, from the Nuka Factory to the secret Nav-Tek Research Facility. Some have multiple versions that can change what is inside. Easter eggs and mini quest lines may exist is some of these, so pay attention.
  • Radiated POIs exist in the world, and are used in Clear Radiation quests. Without either a set of power armor with a rad resistant mod installed or a full hazmat suit, these POIs will kill you quickly. Most, but not all, will have the yellow signs to warn you of the dangers.

 


-Gameplay Changes-

While some things are still the same as vanilla, some things aren't. Here are a few noteworthy changes to be aware of:

 

 

  • There are a few new/expanded illnesses. Rad poisoning is as deadly as getting infected. Being cold or hot for too long will eventually give you a cold or heatstroke. Take care of yourself.
  • Critical injuries, such as concussions or fatigue, no longer instantly cure when using meds. It will take a short, but random amount of time for those things to heal.
  • Working versions of workbenches can again be found in the world.
  • Weapons and armors typically use their respective parts to repair them.
  • Air drops will draw in zombies. They will target the drop, so if you want the loot you'd better defend it.
  • Vehicle crafting is no longer an option. Repairable wrecks out in the world or traders are the only way to get a working vehicle. Scavenge various parts, as well as unique ones that each vehicle needs to be repaired. Each vehicle has several stages until you finally can upgrade it into a working vehicle. Wheels also cannot be crafted, so either buy or loot then, or try harvesting intact wheels you find in the world.(Ones with rims, not just tires.)
  • Picking up vehicles is disabled, except for the bicycle and minibike. Carrying either of those will slow your movement though.
  • Farming has also been overhauled a bit. Seeds require a nearby water source in order to plant in farm plots. So either get a bucket and bring water to your farm, or build an irrigation system with the new water pipes to carry water to where you need it. Water is consumed over time, so one bucket won't last forever. Pipes have valves and sprinklers that can be used to water the area. Valves cover a smaller area than the sprinklers. Running your water pipes to bedrock will provide an infinite water source.
  • Work stations, from campfires to chem stations, now have a tools area. These are needed to craft certain recipes in the station. The vanilla workbench for example now has slots for a hammer, wire took, and fractal vise. The hammer and wire tool are used for recipes, and the vise speeds up crafting.
  • The time/day has been removed from the UI. To add it back either find a wristwatch mod, or there is a Mip Boy you can equip and then check the time with it. There are also working clocks in the world, such as in traders and then randomly in other POIs. You can bring these back to base if you want.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------
L6HRzkn.png

BYSOkCk.png

DuO104T.png

UWLZSXH.png

uJLVfyi.png

if43Zvk.png

vFciUHU.png

NyLZqKZ.png

v3ruJpY.png

l07w70z.png

jCQH1uH.jpg

D5OgrnK.jpg7TvmZ5h.png

5csBIDS.png

sEt4Qwx.png

4123MZZ.jpg

JghLgJn.jpg

LEOh9bm.jpg

Install into the 7_Days_To_Die\Mods folder.

 

Azure: Click Here

Nexus: Click Here

 

bdubyah

bdubyah

The Wasteland:

 

Spoiler

eiiVgHDh.png

Now for A21.1. This mod is now an overhaul and will likely not work with other mods. If you are using other mods and have errors, remove the other mods and try again before coming here and saying the mod is broken.

 

Built on:
SCore v21.1.56.1705+
NPCmod v21.1.0.10+

Full Auto Mod v1.2.0

Random Mainmenu Background v1.0.1

These mods are REQUIRED for Wasteland to function.

 

!!!EAC MUST BE OFF!!!


---------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Welcome to The Wasteland! This overhaul mod adds in several new items, enemies, POIs and more! Some of the changes/additions include:


-SPIFSAL System-

Wasteland uses a progression system similar to vanilla, but with a few changes:
 

  • Each player is given 21 SPIFSAL points at the beginning of a game. These are for core attributes only.
  • You are required to use all 21 points in order to outfit your character to start playing. Once you use them the black fades away and you can start playing as normal.
  • Skill points are gained per level as vanilla and are used only to upgrade perks. Each perk level has both a skill point and player level requirement, which can be seen by hovering over the lock icon for each perk level.
  • Once all your SPIFSAL points have been used, the only other ways to boost an attribute level is through wearing the proper clothing items(glasses/bandanas/etc), finding a rare SPIFSAL book in loot(permanent +1 to the book's attribute) or rare power armor statues(permanent +1 to the book's attribute).You can gain a temporary boost using certain drug items, just be aware of their side effects.
  • Fergit'n Elixir can be used to respec and will give you your 21 SPFISAL points back. It isn't cheap though.
  • There have been a few changes to the perk trees, with some vanilla perks either reworked or removed outright. Several new perks have been introduced, such as New Age Cowboy for energy weapon types. Make sure to check each attribute's associated perks so you know where you wanna spend those SPIFSAL points!

 


-New Enemies-

There are several new enemies added into the game, from additional zombies to mutant and raiders!

 

 

  • There are a bunch of new zombie models added, several with multiple color variants for a good variety. There are normal zeds, feral and rad versions, even a couple unique ones like the fisherman! There are also a few cop and demo types, but they aren't as obvious as their vanilla counterparts, so keep an eye out!
  • The wildlife has also been expanded to include mutant hounds, giant scorpions, and several pesky insects. More additions are coming!
  • Zombies are no longer the biggest threat though, as there are several new types of enemies to be worried about. You will encounter both melee and ranged versions of raiders, a hostile group who attack first and loot second. They have a few POIs they call home, so never assume any house is safe!
  • Soldier PMCs are also sweeping the area for supplies and will gladly relieve you of yours if they spot you.
  • Mutants are genetically engineered horrors that are easy to spot, but hard to kill. Early game it is best to avoid most of these at all costs, especially the ranged enemies as they will wreck you. Melee guys can be taken out with some planning, but don't underestimate them! There is also word of some even larger behemoths that are rarely spotted in the wild, which hit like a truck and need heavy firepower to manage to bring down.
  • There are a few other enemies you might come to encounter, so always keep your eyes open!

 


-New Items-

There are also tons of new items added to the game such as weapons, ammo, foods, medical items and more:

 

 

 

  • There has been a whole arsenal added to the game, from melee weapons to scrap pipe weapons to shotguns and rifles. Loot or craft a 1911, BAR, Vector, SCAR, combat shotgun just to name a few. You will always have a few options at almost every tier of weapon.
  • Melee weapon options have been expanded for all types: replace your bone knife with a cleaver, or swap your club for a rolling pin. Pipe wrenches, batons, pitchforks are all available to you. And don't forget the skull-crushing Supa Sledge!
  • Energy weapons are also available. There are both laser and plasma types, from pistols to rifle and more. There are also some bigger energy weapons as well, like the laser gat or the plasma caster. They have a similar progression to normal weapon types and have their own crafting magazine series.
  • There is a line of heavy weaponry as well, from the harpoon rifle to the Fat Man! These offer superior firepower, but can slow movement at low levels or perks.
  • A few new explosive weapons are available. Bottlecap mines, Nuka grenades, and M79 launchers will help level the playing field...literally.
  • You will also find a loot-only group of .50 cal weapons. The .500 Magnum, Beo-50, and AS-50 cannot be crafted, but give you a reason to get out and loot.
  • New ammo types for weapons been added. 10mm, 5.56, MFC ammo, Plasma cells. Ballistic ammo also has the HP/AP variants. Energy ammo will get some variants soon.
  • With fire spreading being enabled, there is a lootable fire extinguisher and its ammo that is used to repair it. Keep one handy, especially if your base is made out of wood.
  • Drug items can be looted or crafted. These can be used to temporarily boost certain attributes, but can carry some bad side effects. Try and not get addicted.
  • Extra clothing items that help boost your attributes.
  • Food has been expanded to include several new Wasteland dishes. Carve up those mutant hounds, scorpions, or other critter to be able to make these new meals. Scrambled Hunter eggs or deathclaw souffles are just a few options.
  • Power Armor can help keep you in one piece. Loot only so keep an eye out for power armor stands. Power armor uses frame piece which you wear like normal armor pieces, and then each piece(helmet, chest, etc) or the armor installs into the frames like a cosmetic mod. Currently only visible in third person.
  • There are legendary versions of several weapons, and a set of power armor. These have better stats and usually unique textures. They can also provide extra bonuses or effects.

 


-Additional POIs-

Currently this mod includes a handful of custom POIs. Some are vanilla ones that have been repurposed, others are completely new.

 

 

 

  • Mutants have taken over several run down business POIs. Keep an eye out for meatbags and cages.
  • Raiders and soldiers have occupied several different types of POIs. For now these don't look much different than a normal POI, so be careful.
  • Several custom POIs, from the Nuka Factory to the secret Nav-Tek Research Facility. Some have multiple versions that can change what is inside. Easter eggs and mini quest lines may exist is some of these, so pay attention.
  • Radiated POIs exist in the world, and are used in Clear Radiation quests. Without either a set of power armor with a rad resistant mod installed or a full hazmat suit, these POIs will kill you quickly. Most, but not all, will have the yellow signs to warn you of the dangers.

 


-Gameplay Changes-

While some things are still the same as vanilla, some things aren't. Here are a few noteworthy changes to be aware of:

 

 

  • There are a few new/expanded illnesses. Rad poisoning is as deadly as getting infected. Being cold or hot for too long will eventually give you a cold or heatstroke. Take care of yourself.
  • Critical injuries, such as concussions or fatigue, no longer instantly cure when using meds. It will take a short, but random amount of time for those things to heal.
  • Working versions of workbenches can again be found in the world.
  • Weapons and armors typically use their respective parts to repair them.
  • Air drops will draw in zombies. They will target the drop, so if you want the loot you'd better defend it.
  • Vehicle crafting is no longer an option. Repairable wrecks out in the world or traders are the only way to get a working vehicle. Scavenge various parts, as well as unique ones that each vehicle needs to be repaired. Each vehicle has several stages until you finally can upgrade it into a working vehicle. Wheels also cannot be crafted, so either buy or loot then, or try harvesting intact wheels you find in the world.(Ones with rims, not just tires.)
  • Picking up vehicles is disabled, except for the bicycle and minibike. Carrying either of those will slow your movement though.
  • Farming has also been overhauled a bit. Seeds require a nearby water source in order to plant in farm plots. So either get a bucket and bring water to your farm, or build an irrigation system with the new water pipes to carry water to where you need it. Water is consumed over time, so one bucket won't last forever. Pipes have valves and sprinklers that can be used to water the area. Valves cover a smaller area than the sprinklers. Running your water pipes to bedrock will provide an infinite water source.
  • Work stations, from campfires to chem stations, now have a tools area. These are needed to craft certain recipes in the station. The vanilla workbench for example now has slots for a hammer, wire took, and fractal vise. The hammer and wire tool are used for recipes, and the vise speeds up crafting.
  • The time/day has been removed from the UI. To add it back either find a wristwatch mod, or there is a Mip Boy you can equip and then check the time with it. There are also working clocks in the world, such as in traders and then randomly in other POIs. You can bring these back to base if you want.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------
L6HRzkn.png

BYSOkCk.png

DuO104T.png

UWLZSXH.png

uJLVfyi.png

if43Zvk.png

vFciUHU.png

NyLZqKZ.png

v3ruJpY.png

l07w70z.png

jCQH1uH.jpg

D5OgrnK.jpg7TvmZ5h.png

5csBIDS.png

sEt4Qwx.png

4123MZZ.jpg

JghLgJn.jpg

LEOh9bm.jpg

Install into the 7_Days_To_Die\Mods folder.

 

Azure: Click Here

Nexus: Click Here

 

bdubyah

bdubyah

The Wasteland:

 

Spoiler

eiiVgHDh.png

Now for A21.1. This mod is now an overhaul and will likely not work with other mods. If you are using other mods and have errors, remove the other mods and try again before coming here and saying the mod is broken.

 

Built on:
SCore v21.1.56.1705+
NPCmod v21.1.0.10+

Full Auto Mod v1.2.0

Random Mainmenu Background v1.0.1

These mods are REQUIRED for Wasteland to function.

 

!!!EAC MUST BE OFF!!!


---------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Welcome to The Wasteland! This overhaul mod adds in several new items, enemies, POIs and more! Some of the changes/additions include:


-SPIFSAL System-

Wasteland uses a progression system similar to vanilla, but with a few changes:
 

  • Each player is given 21 SPIFSAL points at the beginning of a game. These are for core attributes only.
  • You are required to use all 21 points in order to outfit your character to start playing. Once you use them the black fades away and you can start playing as normal.
  • Skill points are gained per level as vanilla and are used only to upgrade perks. Each perk level has both a skill point and player level requirement, which can be seen by hovering over the lock icon for each perk level.
  • Once all your SPIFSAL points have been used, the only other ways to boost an attribute level is through wearing the proper clothing items(glasses/bandanas/etc), finding a rare SPIFSAL book in loot(permanent +1 to the book's attribute) or rare power armor statues(permanent +1 to the book's attribute).You can gain a temporary boost using certain drug items, just be aware of their side effects.
  • Fergit'n Elixir can be used to respec and will give you your 21 SPFISAL points back. It isn't cheap though.
  • There have been a few changes to the perk trees, with some vanilla perks either reworked or removed outright. Several new perks have been introduced, such as New Age Cowboy for energy weapon types. Make sure to check each attribute's associated perks so you know where you wanna spend those SPIFSAL points!

 


-New Enemies-

There are several new enemies added into the game, from additional zombies to mutant and raiders!

 

 

  • There are a bunch of new zombie models added, several with multiple color variants for a good variety. There are normal zeds, feral and rad versions, even a couple unique ones like the fisherman! There are also a few cop and demo types, but they aren't as obvious as their vanilla counterparts, so keep an eye out!
  • The wildlife has also been expanded to include mutant hounds, giant scorpions, and several pesky insects. More additions are coming!
  • Zombies are no longer the biggest threat though, as there are several new types of enemies to be worried about. You will encounter both melee and ranged versions of raiders, a hostile group who attack first and loot second. They have a few POIs they call home, so never assume any house is safe!
  • Soldier PMCs are also sweeping the area for supplies and will gladly relieve you of yours if they spot you.
  • Mutants are genetically engineered horrors that are easy to spot, but hard to kill. Early game it is best to avoid most of these at all costs, especially the ranged enemies as they will wreck you. Melee guys can be taken out with some planning, but don't underestimate them! There is also word of some even larger behemoths that are rarely spotted in the wild, which hit like a truck and need heavy firepower to manage to bring down.
  • There are a few other enemies you might come to encounter, so always keep your eyes open!

 


-New Items-

There are also tons of new items added to the game such as weapons, ammo, foods, medical items and more:

 

 

 

  • There has been a whole arsenal added to the game, from melee weapons to scrap pipe weapons to shotguns and rifles. Loot or craft a 1911, BAR, Vector, SCAR, combat shotgun just to name a few. You will always have a few options at almost every tier of weapon.
  • Melee weapon options have been expanded for all types: replace your bone knife with a cleaver, or swap your club for a rolling pin. Pipe wrenches, batons, pitchforks are all available to you. And don't forget the skull-crushing Supa Sledge!
  • Energy weapons are also available. There are both laser and plasma types, from pistols to rifle and more. There are also some bigger energy weapons as well, like the laser gat or the plasma caster. They have a similar progression to normal weapon types and have their own crafting magazine series.
  • There is a line of heavy weaponry as well, from the harpoon rifle to the Fat Man! These offer superior firepower, but can slow movement at low levels or perks.
  • A few new explosive weapons are available. Bottlecap mines, Nuka grenades, and M79 launchers will help level the playing field...literally.
  • You will also find a loot-only group of .50 cal weapons. The .500 Magnum, Beo-50, and AS-50 cannot be crafted, but give you a reason to get out and loot.
  • New ammo types for weapons been added. 10mm, 5.56, MFC ammo, Plasma cells. Ballistic ammo also has the HP/AP variants. Energy ammo will get some variants soon.
  • With fire spreading being enabled, there is a lootable fire extinguisher and its ammo that is used to repair it. Keep one handy, especially if your base is made out of wood.
  • Drug items can be looted or crafted. These can be used to temporarily boost certain attributes, but can carry some bad side effects. Try and not get addicted.
  • Extra clothing items that help boost your attributes.
  • Food has been expanded to include several new Wasteland dishes. Carve up those mutant hounds, scorpions, or other critter to be able to make these new meals. Scrambled Hunter eggs or deathclaw souffles are just a few options.
  • Power Armor can help keep you in one piece. Loot only so keep an eye out for power armor stands. Power armor uses frame piece which you wear like normal armor pieces, and then each piece(helmet, chest, etc) or the armor installs into the frames like a cosmetic mod. Currently only visible in third person.
  • There are legendary versions of several weapons, and a set of power armor. These have better stats and usually unique textures. They can also provide extra bonuses or effects.

 


-Additional POIs-

Currently this mod includes a handful of custom POIs. Some are vanilla ones that have been repurposed, others are completely new.

 

 

 

  • Mutants have taken over several run down business POIs. Keep an eye out for meatbags and cages.
  • Raiders and soldiers have occupied several different types of POIs. For now these don't look much different than a normal POI, so be careful.
  • Several custom POIs, from the Nuka Factory to the secret Nav-Tek Research Facility. Some have multiple versions that can change what is inside. Easter eggs and mini quest lines may exist is some of these, so pay attention.
  • Radiated POIs exist in the world, and are used in Clear Radiation quests. Without either a set of power armor with a rad resistant mod installed or a full hazmat suit, these POIs will kill you quickly. Most, but not all, will have the yellow signs to warn you of the dangers.

 


-Gameplay Changes-

While some things are still the same as vanilla, some things aren't. Here are a few noteworthy changes to be aware of:

 

 

  • There are a few new/expanded illnesses. Rad poisoning is as deadly as getting infected. Being cold or hot for too long will eventually give you a cold or heatstroke. Take care of yourself.
  • Critical injuries, such as concussions or fatigue, no longer instantly cure when using meds. It will take a short, but random amount of time for those things to heal.
  • Working versions of workbenches can again be found in the world.
  • Weapons and armors typically use their respective parts to repair them.
  • Air drops will draw in zombies. They will target the drop, so if you want the loot you'd better defend it.
  • Vehicle crafting is no longer an option. Repairable wrecks out in the world or traders are the only way to get a working vehicle. Scavenge various parts, as well as unique ones that each vehicle needs to be repaired. Each vehicle has several stages until you finally can upgrade it into a working vehicle. Wheels also cannot be crafted, so either buy or loot then, or try harvesting intact wheels you find in the world.(Ones with rims, not just tires.)
  • Picking up vehicles is disabled, except for the bicycle and minibike. Carrying either of those will slow your movement though.
  • Farming has also been overhauled a bit. Seeds require a nearby water source in order to plant in farm plots. So either get a bucket and bring water to your farm, or build an irrigation system with the new water pipes to carry water to where you need it. Water is consumed over time, so one bucket won't last forever. Pipes have valves and sprinklers that can be used to water the area. Valves cover a smaller area than the sprinklers. Running your water pipes to bedrock will provide an infinite water source.
  • Work stations, from campfires to chem stations, now have a tools area. These are needed to craft certain recipes in the station. The vanilla workbench for example now has slots for a hammer, wire took, and fractal vise. The hammer and wire tool are used for recipes, and the vise speeds up crafting.
  • The time/day has been removed from the UI. To add it back either find a wristwatch mod, or there is a Mip Boy you can equip and then check the time with it. There are also working clocks in the world, such as in traders and then randomly in other POIs. You can bring these back to base if you want.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------
L6HRzkn.png

BYSOkCk.png

DuO104T.png

UWLZSXH.png

uJLVfyi.png

if43Zvk.png

vFciUHU.png

NyLZqKZ.png

v3ruJpY.png

l07w70z.png

jCQH1uH.jpg

D5OgrnK.jpg7TvmZ5h.png

5csBIDS.png

sEt4Qwx.png

4123MZZ.jpg

JghLgJn.jpg

LEOh9bm.jpg

Install into the 7_Days_To_Die\Mods folder.

 

Azure: Click Here

Nexus: Click Here

 

bdubyah

bdubyah

The Wasteland:

 

Spoiler

eiiVgHDh.png

Now for A21.1. This mod is now an overhaul and will likely not work with other mods. If you are using other mods and have errors, remove the other mods and try again before coming here and saying the mod is broken.

 

Built on:
SCore v21.1.56.1705+
NPCmod v21.1.0.10+

Full Auto Mod v1.2.0

Random Mainmenu Background v1.0.1

These mods are REQUIRED for Wasteland to function.

 

!!!EAC MUST BE OFF!!!


---------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Welcome to The Wasteland! This overhaul mod adds in several new items, enemies, POIs and more! Some of the changes/additions include:


-SPIFSAL System-

Wasteland uses a progression system similar to vanilla, but with a few changes:
 

  • Each player is given 21 SPIFSAL points at the beginning of a game. These are for core attributes only.
  • You are required to use all 21 points in order to outfit your character to start playing. Once you use them the black fades away and you can start playing as normal.
  • Skill points are gained per level as vanilla and are used only to upgrade perks. Each perk level has both a skill point and player level requirement, which can be seen by hovering over the lock icon for each perk level.
  • Once all your SPIFSAL points have been used, the only other ways to boost an attribute level is through wearing the proper clothing items(glasses/bandanas/etc), finding a rare SPIFSAL book in loot(permanent +1 to the book's attribute) or rare power armor statues(permanent +1 to the book's attribute).You can gain a temporary boost using certain drug items, just be aware of their side effects.
  • Fergit'n Elixir can be used to respec and will give you your 21 SPFISAL points back. It isn't cheap though.
  • There have been a few changes to the perk trees, with some vanilla perks either reworked or removed outright. Several new perks have been introduced, such as New Age Cowboy for energy weapon types. Make sure to check each attribute's associated perks so you know where you wanna spend those SPIFSAL points!

 


-New Enemies-

There are several new enemies added into the game, from additional zombies to mutant and raiders!

 

 

  • There are a bunch of new zombie models added, several with multiple color variants for a good variety. There are normal zeds, feral and rad versions, even a couple unique ones like the fisherman! There are also a few cop and demo types, but they aren't as obvious as their vanilla counterparts, so keep an eye out!
  • The wildlife has also been expanded to include mutant hounds, giant scorpions, and several pesky insects. More additions are coming!
  • Zombies are no longer the biggest threat though, as there are several new types of enemies to be worried about. You will encounter both melee and ranged versions of raiders, a hostile group who attack first and loot second. They have a few POIs they call home, so never assume any house is safe!
  • Soldier PMCs are also sweeping the area for supplies and will gladly relieve you of yours if they spot you.
  • Mutants are genetically engineered horrors that are easy to spot, but hard to kill. Early game it is best to avoid most of these at all costs, especially the ranged enemies as they will wreck you. Melee guys can be taken out with some planning, but don't underestimate them! There is also word of some even larger behemoths that are rarely spotted in the wild, which hit like a truck and need heavy firepower to manage to bring down.
  • There are a few other enemies you might come to encounter, so always keep your eyes open!

 


-New Items-

There are also tons of new items added to the game such as weapons, ammo, foods, medical items and more:

 

 

 

  • There has been a whole arsenal added to the game, from melee weapons to scrap pipe weapons to shotguns and rifles. Loot or craft a 1911, BAR, Vector, SCAR, combat shotgun just to name a few. You will always have a few options at almost every tier of weapon.
  • Melee weapon options have been expanded for all types: replace your bone knife with a cleaver, or swap your club for a rolling pin. Pipe wrenches, batons, pitchforks are all available to you. And don't forget the skull-crushing Supa Sledge!
  • Energy weapons are also available. There are both laser and plasma types, from pistols to rifle and more. There are also some bigger energy weapons as well, like the laser gat or the plasma caster. They have a similar progression to normal weapon types and have their own crafting magazine series.
  • There is a line of heavy weaponry as well, from the harpoon rifle to the Fat Man! These offer superior firepower, but can slow movement at low levels or perks.
  • A few new explosive weapons are available. Bottlecap mines, Nuka grenades, and M79 launchers will help level the playing field...literally.
  • You will also find a loot-only group of .50 cal weapons. The .500 Magnum, Beo-50, and AS-50 cannot be crafted, but give you a reason to get out and loot.
  • New ammo types for weapons been added. 10mm, 5.56, MFC ammo, Plasma cells. Ballistic ammo also has the HP/AP variants. Energy ammo will get some variants soon.
  • With fire spreading being enabled, there is a lootable fire extinguisher and its ammo that is used to repair it. Keep one handy, especially if your base is made out of wood.
  • Drug items can be looted or crafted. These can be used to temporarily boost certain attributes, but can carry some bad side effects. Try and not get addicted.
  • Extra clothing items that help boost your attributes.
  • Food has been expanded to include several new Wasteland dishes. Carve up those mutant hounds, scorpions, or other critter to be able to make these new meals. Scrambled Hunter eggs or deathclaw souffles are just a few options.
  • Power Armor can help keep you in one piece. Loot only so keep an eye out for power armor stands. Power armor uses frame piece which you wear like normal armor pieces, and then each piece(helmet, chest, etc) or the armor installs into the frames like a cosmetic mod. Currently only visible in third person.
  • There are legendary versions of several weapons, and a set of power armor. These have better stats and usually unique textures. They can also provide extra bonuses or effects.

 


-Additional POIs-

Currently this mod includes a handful of custom POIs. Some are vanilla ones that have been repurposed, others are completely new.

 

 

 

  • Mutants have taken over several run down business POIs. Keep an eye out for meatbags and cages.
  • Raiders and soldiers have occupied several different types of POIs. For now these don't look much different than a normal POI, so be careful.
  • Several custom POIs, from the Nuka Factory to the secret Nav-Tek Research Facility. Some have multiple versions that can change what is inside. Easter eggs and mini quest lines may exist is some of these, so pay attention.
  • Radiated POIs exist in the world, and are used in Clear Radiation quests. Without either a set of power armor with a rad resistant mod installed or a full hazmat suit, these POIs will kill you quickly. Most, but not all, will have the yellow signs to warn you of the dangers.

 


-Gameplay Changes-

While some things are still the same as vanilla, some things aren't. Here are a few noteworthy changes to be aware of:

 

 

  • There are a few new/expanded illnesses. Rad poisoning is as deadly as getting infected. Being cold or hot for too long will eventually give you a cold or heatstroke. Take care of yourself.
  • Critical injuries, such as concussions or fatigue, no longer instantly cure when using meds. It will take a short, but random amount of time for those things to heal.
  • Working versions of workbenches can again be found in the world.
  • Weapons and armors typically use their respective parts to repair them.
  • Air drops will draw in zombies. They will target the drop, so if you want the loot you'd better defend it.
  • Vehicle crafting is no longer an option. Repairable wrecks out in the world or traders are the only way to get a working vehicle. Scavenge various parts, as well as unique ones that each vehicle needs to be repaired. Each vehicle has several stages until you finally can upgrade it into a working vehicle. Wheels also cannot be crafted, so either buy or loot then, or try harvesting intact wheels you find in the world.(Ones with rims, not just tires.)
  • Picking up vehicles is disabled, except for the bicycle and minibike. Carrying either of those will slow your movement though.
  • Farming has also been overhauled a bit. Seeds require a nearby water source in order to plant in farm plots. So either get a bucket and bring water to your farm, or build an irrigation system with the new water pipes to carry water to where you need it. Water is consumed over time, so one bucket won't last forever. Pipes have valves and sprinklers that can be used to water the area. Valves cover a smaller area than the sprinklers. Running your water pipes to bedrock will provide an infinite water source.
  • Work stations, from campfires to chem stations, now have a tools area. These are needed to craft certain recipes in the station. The vanilla workbench for example now has slots for a hammer, wire took, and fractal vise. The hammer and wire tool are used for recipes, and the vise speeds up crafting.
  • The time/day has been removed from the UI. To add it back either find a wristwatch mod, or there is a Mip Boy you can equip and then check the time with it. There are also working clocks in the world, such as in traders and then randomly in other POIs. You can bring these back to base if you want.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------
L6HRzkn.png

BYSOkCk.png

DuO104T.png

UWLZSXH.png

uJLVfyi.png

if43Zvk.png

vFciUHU.png

NyLZqKZ.png

v3ruJpY.png

l07w70z.png

jCQH1uH.jpg

D5OgrnK.jpg7TvmZ5h.png

5csBIDS.png

sEt4Qwx.png

4123MZZ.jpg

JghLgJn.jpg

LEOh9bm.jpg

Install into the 7_Days_To_Die\Mods folder.

 

Azure: Click Here

Nexus: Click Here

 

bdubyah

bdubyah

The Wasteland:

 

Spoiler

eiiVgHDh.png

Now for A21.1. This mod is now an overhaul and will likely not work with other mods. If you are using other mods and have errors, remove the other mods and try again before coming here and saying the mod is broken.

 

Built on:
SCore v21.1.56.1705+
NPCmod v21.1.0.10+

Full Auto Mod v1.2.0

Random Mainmenu Background v1.0.1

These mods are REQUIRED for Wasteland to function.

 

!!!EAC MUST BE OFF!!!


---------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Welcome to The Wasteland! This overhaul mod adds in several new items, enemies, POIs and more! Some of the changes/additions include:


-SPIFSAL System-

Wasteland uses a progression system similar to vanilla, but with a few changes:
 

  • Each player is given 21 SPIFSAL points at the beginning of a game. These are for core attributes only.
  • You are required to use all 21 points in order to outfit your character to start playing. Once you use them the black fades away and you can start playing as normal.
  • Skill points are gained per level as vanilla and are used only to upgrade perks. Each perk level has both a skill point and player level requirement, which can be seen by hovering over the lock icon for each perk level.
  • Once all your SPIFSAL points have been used, the only other ways to boost an attribute level is through wearing the proper clothing items(glasses/bandanas/etc), finding a rare SPIFSAL book in loot(permanent +1 to the book's attribute) or rare power armor statues(permanent +1 to the book's attribute).You can gain a temporary boost using certain drug items, just be aware of their side effects.
  • Fergit'n Elixir can be used to respec and will give you your 21 SPFISAL points back. It isn't cheap though.
  • There have been a few changes to the perk trees, with some vanilla perks either reworked or removed outright. Several new perks have been introduced, such as New Age Cowboy for energy weapon types. Make sure to check each attribute's associated perks so you know where you wanna spend those SPIFSAL points!

 


-New Enemies-

There are several new enemies added into the game, from additional zombies to mutant and raiders!

 

 

  • There are a bunch of new zombie models added, several with multiple color variants for a good variety. There are normal zeds, feral and rad versions, even a couple unique ones like the fisherman! There are also a few cop and demo types, but they aren't as obvious as their vanilla counterparts, so keep an eye out!
  • The wildlife has also been expanded to include mutant hounds, giant scorpions, and several pesky insects. More additions are coming!
  • Zombies are no longer the biggest threat though, as there are several new types of enemies to be worried about. You will encounter both melee and ranged versions of raiders, a hostile group who attack first and loot second. They have a few POIs they call home, so never assume any house is safe!
  • Soldier PMCs are also sweeping the area for supplies and will gladly relieve you of yours if they spot you.
  • Mutants are genetically engineered horrors that are easy to spot, but hard to kill. Early game it is best to avoid most of these at all costs, especially the ranged enemies as they will wreck you. Melee guys can be taken out with some planning, but don't underestimate them! There is also word of some even larger behemoths that are rarely spotted in the wild, which hit like a truck and need heavy firepower to manage to bring down.
  • There are a few other enemies you might come to encounter, so always keep your eyes open!

 


-New Items-

There are also tons of new items added to the game such as weapons, ammo, foods, medical items and more:

 

 

 

  • There has been a whole arsenal added to the game, from melee weapons to scrap pipe weapons to shotguns and rifles. Loot or craft a 1911, BAR, Vector, SCAR, combat shotgun just to name a few. You will always have a few options at almost every tier of weapon.
  • Melee weapon options have been expanded for all types: replace your bone knife with a cleaver, or swap your club for a rolling pin. Pipe wrenches, batons, pitchforks are all available to you. And don't forget the skull-crushing Supa Sledge!
  • Energy weapons are also available. There are both laser and plasma types, from pistols to rifle and more. There are also some bigger energy weapons as well, like the laser gat or the plasma caster. They have a similar progression to normal weapon types and have their own crafting magazine series.
  • There is a line of heavy weaponry as well, from the harpoon rifle to the Fat Man! These offer superior firepower, but can slow movement at low levels or perks.
  • A few new explosive weapons are available. Bottlecap mines, Nuka grenades, and M79 launchers will help level the playing field...literally.
  • You will also find a loot-only group of .50 cal weapons. The .500 Magnum, Beo-50, and AS-50 cannot be crafted, but give you a reason to get out and loot.
  • New ammo types for weapons been added. 10mm, 5.56, MFC ammo, Plasma cells. Ballistic ammo also has the HP/AP variants. Energy ammo will get some variants soon.
  • With fire spreading being enabled, there is a lootable fire extinguisher and its ammo that is used to repair it. Keep one handy, especially if your base is made out of wood.
  • Drug items can be looted or crafted. These can be used to temporarily boost certain attributes, but can carry some bad side effects. Try and not get addicted.
  • Extra clothing items that help boost your attributes.
  • Food has been expanded to include several new Wasteland dishes. Carve up those mutant hounds, scorpions, or other critter to be able to make these new meals. Scrambled Hunter eggs or deathclaw souffles are just a few options.
  • Power Armor can help keep you in one piece. Loot only so keep an eye out for power armor stands. Power armor uses frame piece which you wear like normal armor pieces, and then each piece(helmet, chest, etc) or the armor installs into the frames like a cosmetic mod. Currently only visible in third person.
  • There are legendary versions of several weapons, and a set of power armor. These have better stats and usually unique textures. They can also provide extra bonuses or effects.

 


-Additional POIs-

Currently this mod includes a handful of custom POIs. Some are vanilla ones that have been repurposed, others are completely new.

 

 

 

  • Mutants have taken over several run down business POIs. Keep an eye out for meatbags and cages.
  • Raiders and soldiers have occupied several different types of POIs. For now these don't look much different than a normal POI, so be careful.
  • Several custom POIs, from the Nuka Factory to the secret Nav-Tek Research Facility. Some have multiple versions that can change what is inside. Easter eggs and mini quest lines may exist is some of these, so pay attention.
  • Radiated POIs exist in the world, and are used in Clear Radiation quests. Without either a set of power armor with a rad resistant mod installed or a full hazmat suit, these POIs will kill you quickly. Most, but not all, will have the yellow signs to warn you of the dangers.

 


-Gameplay Changes-

While some things are still the same as vanilla, some things aren't. Here are a few noteworthy changes to be aware of:

 

 

  • There are a few new/expanded illnesses. Rad poisoning is as deadly as getting infected. Being cold or hot for too long will eventually give you a cold or heatstroke. Take care of yourself.
  • Critical injuries, such as concussions or fatigue, no longer instantly cure when using meds. It will take a short, but random amount of time for those things to heal.
  • Working versions of workbenches can again be found in the world.
  • Weapons and armors typically use their respective parts to repair them.
  • Air drops will draw in zombies. They will target the drop, so if you want the loot you'd better defend it.
  • Vehicle crafting is no longer an option. Repairable wrecks out in the world or traders are the only way to get a working vehicle. Scavenge various parts, as well as unique ones that each vehicle needs to be repaired. Each vehicle has several stages until you finally can upgrade it into a working vehicle. Wheels also cannot be crafted, so either buy or loot then, or try harvesting intact wheels you find in the world.(Ones with rims, not just tires.)
  • Picking up vehicles is disabled, except for the bicycle and minibike. Carrying either of those will slow your movement though.
  • Farming has also been overhauled a bit. Seeds require a nearby water source in order to plant in farm plots. So either get a bucket and bring water to your farm, or build an irrigation system with the new water pipes to carry water to where you need it. Water is consumed over time, so one bucket won't last forever. Pipes have valves and sprinklers that can be used to water the area. Valves cover a smaller area than the sprinklers. Running your water pipes to bedrock will provide an infinite water source.
  • Work stations, from campfires to chem stations, now have a tools area. These are needed to craft certain recipes in the station. The vanilla workbench for example now has slots for a hammer, wire took, and fractal vise. The hammer and wire tool are used for recipes, and the vise speeds up crafting.
  • The time/day has been removed from the UI. To add it back either find a wristwatch mod, or there is a Mip Boy you can equip and then check the time with it. There are also working clocks in the world, such as in traders and then randomly in other POIs. You can bring these back to base if you want.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------
L6HRzkn.png

BYSOkCk.png

DuO104T.png

UWLZSXH.png

uJLVfyi.png

if43Zvk.png

vFciUHU.png

NyLZqKZ.png

v3ruJpY.png

l07w70z.png

jCQH1uH.jpg

D5OgrnK.jpg7TvmZ5h.png

5csBIDS.png

sEt4Qwx.png

4123MZZ.jpg

JghLgJn.jpg

LEOh9bm.jpg

Install into the 7_Days_To_Die\Mods folder.

 

Git: Click Here

Nexus: Click Here

 

bdubyah

bdubyah

The Wasteland:

 

Spoiler

eiiVgHDh.png

Now for A21.1. This mod is now an overhaul and will likely not work with other mods. If you are using other mods and have errors, remove the other mods and try again before coming here and saying the mod is broken.

 

Built on:
SCore v21.1.34.952+
NPCmod v21.1.0.6+

Full Auto Mod v1.2.0

Random Mainmenu Background v1.0.1

These mods are REQUIRED for Wasteland to function.

 

!!!EAC MUST BE OFF!!!


---------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Welcome to The Wasteland! This overhaul mod adds in several new items, enemies, POIs and more! Some of the changes/additions include:


-SPIFSAL System-

Wasteland uses a progression system similar to vanilla, but with a few changes:
 

  • Each player is given 21 SPIFSAL points at the beginning of a game. These are for core attributes only.
  • You are required to use all 21 points in order to outfit your character to start playing. Once you use them the black fades away and you can start playing as normal.
  • Skill points are gained per level as vanilla and are used only to upgrade perks. Each perk level has both a skill point and player level requirement, which can be seen by hovering over the lock icon for each perk level.
  • Once all your SPIFSAL points have been used, the only other ways to boost an attribute level is through wearing the proper clothing items(glasses/bandanas/etc), finding a rare SPIFSAL book in loot(permanent +1 to the book's attribute) or rare power armor statues(permanent +1 to the book's attribute).You can gain a temporary boost using certain drug items, just be aware of their side effects.
  • Fergit'n Elixir can be used to respec and will give you your 21 SPFISAL points back. It isn't cheap though.
  • There have been a few changes to the perk trees, with some vanilla perks either reworked or removed outright. Several new perks have been introduced, such as New Age Cowboy for energy weapon types. Make sure to check each attribute's associated perks so you know where you wanna spend those SPIFSAL points!

 


-New Enemies-

There are several new enemies added into the game, from additional zombies to mutant and raiders!

 

 

  • There are a bunch of new zombie models added, several with multiple color variants for a good variety. There are normal zeds, feral and rad versions, even a couple unique ones like the fisherman! There are also a few cop and demo types, but they aren't as obvious as their vanilla counterparts, so keep an eye out!
  • The wildlife has also been expanded to include mutant hounds, giant scorpions, and several pesky insects. More additions are coming!
  • Zombies are no longer the biggest threat though, as there are several new types of enemies to be worried about. You will encounter both melee and ranged versions of raiders, a hostile group who attack first and loot second. They have a few POIs they call home, so never assume any house is safe!
  • Soldier PMCs are also sweeping the area for supplies and will gladly relieve you of yours if they spot you.
  • Mutants are genetically engineered horrors that are easy to spot, but hard to kill. Early game it is best to avoid most of these at all costs, especially the ranged enemies as they will wreck you. Melee guys can be taken out with some planning, but don't underestimate them! There is also word of some even larger behemoths that are rarely spotted in the wild, which hit like a truck and need heavy firepower to manage to bring down.
  • There are a few other enemies you might come to encounter, so always keep your eyes open!

 


-New Items-

There are also tons of new items added to the game such as weapons, ammo, foods, medical items and more:

 

 

 

  • There has been a whole arsenal added to the game, from melee weapons to scrap pipe weapons to shotguns and rifles. Loot or craft a 1911, BAR, Vector, SCAR, combat shotgun just to name a few. You will always have a few options at almost every tier of weapon.
  • Melee weapon options have been expanded for all types: replace your bone knife with a cleaver, or swap your club for a rolling pin. Pipe wrenches, batons, pitchforks are all available to you. And don't forget the skull-crushing Supa Sledge!
  • Energy weapons are also available. There are both laser and plasma types, from pistols to rifle and more. There are also some bigger energy weapons as well, like the laser gat or the plasma caster. They have a similar progression to normal weapon types and have their own crafting magazine series.
  • There is a line of heavy weaponry as well, from the harpoon rifle to the Fat Man! These offer superior firepower, but can slow movement at low levels or perks.
  • A few new explosive weapons are available. Bottlecap mines, Nuka grenades, and M79 launchers will help level the playing field...literally.
  • You will also find a loot-only group of .50 cal weapons. The .500 Magnum, Beo-50, and AS-50 cannot be crafted, but give you a reason to get out and loot.
  • New ammo types for weapons been added. 10mm, 5.56, MFC ammo, Plasma cells. Ballistic ammo also has the HP/AP variants. Energy ammo will get some variants soon.
  • With fire spreading being enabled, there is a lootable fire extinguisher and its ammo that is used to repair it. Keep one handy, especially if your base is made out of wood.
  • Drug items can be looted or crafted. These can be used to temporarily boost certain attributes, but can carry some bad side effects. Try and not get addicted.
  • Extra clothing items that help boost your attributes.
  • Food has been expanded to include several new Wasteland dishes. Carve up those mutant hounds, scorpions, or other critter to be able to make these new meals. Scrambled Hunter eggs or deathclaw souffles are just a few options.
  • Power Armor can help keep you in one piece. Loot only so keep an eye out for power armor stands. Power armor uses frame piece which you wear like normal armor pieces, and then each piece(helmet, chest, etc) or the armor installs into the frames like a cosmetic mod. Currently only visible in third person.
  • There are legendary versions of several weapons, and a set of power armor. These have better stats and usually unique textures. They can also provide extra bonuses or effects.

 


-Additional POIs-

Currently this mod includes a handful of custom POIs. Some are vanilla ones that have been repurposed, others are completely new.

 

 

 

  • Mutants have taken over several run down business POIs. Keep an eye out for meatbags and cages.
  • Raiders and soldiers have occupied several different types of POIs. For now these don't look much different than a normal POI, so be careful.
  • Several custom POIs, from the Nuka Factory to the secret Nav-Tek Research Facility. Some have multiple versions that can change what is inside. Easter eggs and mini quest lines may exist is some of these, so pay attention.
  • Radiated POIs exist in the world, and are used in Clear Radiation quests. Without either a set of power armor with a rad resistant mod installed or a full hazmat suit, these POIs will kill you quickly. Most, but not all, will have the yellow signs to warn you of the dangers.

 


-Gameplay Changes-

While some things are still the same as vanilla, some things aren't. Here are a few noteworthy changes to be aware of:

 

 

  • There are a few new/expanded illnesses. Rad poisoning is as deadly as getting infected. Being cold or hot for too long will eventually give you a cold or heatstroke. Take care of yourself.
  • Critical injuries, such as concussions or fatigue, no longer instantly cure when using meds. It will take a short, but random amount of time for those things to heal.
  • Working versions of workbenches can again be found in the world.
  • Weapons and armors typically use their respective parts to repair them.
  • Air drops will draw in zombies. They will target the drop, so if you want the loot you'd better defend it.
  • Vehicle crafting is no longer an option. Repairable wrecks out in the world or traders are the only way to get a working vehicle. Scavenge various parts, as well as unique ones that each vehicle needs to be repaired. Each vehicle has several stages until you finally can upgrade it into a working vehicle. Wheels also cannot be crafted, so either buy or loot then, or try harvesting intact wheels you find in the world.(Ones with rims, not just tires.)
  • Picking up vehicles is disabled, except for the bicycle and minibike. Carrying either of those will slow your movement though.
  • Farming has also been overhauled a bit. Seeds require a nearby water source in order to plant in farm plots. So either get a bucket and bring water to your farm, or build an irrigation system with the new water pipes to carry water to where you need it. Water is consumed over time, so one bucket won't last forever. Pipes have valves and sprinklers that can be used to water the area. Valves cover a smaller area than the sprinklers. Running your water pipes to bedrock will provide an infinite water source.
  • Work stations, from campfires to chem stations, now have a tools area. These are needed to craft certain recipes in the station. The vanilla workbench for example now has slots for a hammer, wire took, and fractal vise. The hammer and wire tool are used for recipes, and the vise speeds up crafting.
  • The time/day has been removed from the UI. To add it back either find a wristwatch mod, or there is a Mip Boy you can equip and then check the time with it. There are also working clocks in the world, such as in traders and then randomly in other POIs. You can bring these back to base if you want.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------
L6HRzkn.png

BYSOkCk.png

DuO104T.png

UWLZSXH.png

uJLVfyi.png

if43Zvk.png

vFciUHU.png

NyLZqKZ.png

v3ruJpY.png

l07w70z.png

jCQH1uH.jpg

D5OgrnK.jpg7TvmZ5h.png

5csBIDS.png

sEt4Qwx.png

4123MZZ.jpg

JghLgJn.jpg

LEOh9bm.jpg

Install into the 7_Days_To_Die\Mods folder.

 

Git: Click Here

Nexus: Click Here

 

bdubyah

bdubyah

The Wasteland:

 

Spoiler

eiiVgHDh.png

Now for A21.1. This mod is now an overhaul and will likely not work with other mods. If you are using other mods and have errors, remove the other mods and try again before coming here and saying the mod is broken.

 

Built on:
SCore v21.1.34.952+
NPCmod v21.1.0.6+

Full Auto Mod v1.2.0

Random Mainmenu Background v1.0.1

These mods are REQUIRED for Wasteland to function.

 

!!!EAC MUST BE OFF!!!


---------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Welcome to The Wasteland! This overhaul mod adds in several new items, enemies, POIs and more! Some of the changes/additions include:


-SPIFSAL System-

Wasteland uses a progression system similar to vanilla, but with a few changes:
 

  • Each player is given 21 SPIFSAL points at the beginning of a game. These are for core attributes only.
  • You are required to use all 21 points in order to outfit your character to start playing. Once you use them the black fades away and you can start playing as normal.
  • Skill points are gained per level as vanilla and are used only to upgrade perks. Each perk level has both a skill point and player level requirement, which can be seen by hovering over the lock icon for each perk level.
  • Once all your SPIFSAL points have been used, the only other ways to boost an attribute level is through wearing the proper clothing items(glasses/bandanas/etc), finding a rare SPIFSAL book in loot(permanent +1 to the book's attribute) or rare power armor statues(permanent +1 to the book's attribute).You can gain a temporary boost using certain drug items, just be aware of their side effects.
  • Fergit'n Elixir can be used to respec and will give you your 21 SPFISAL points back. It isn't cheap though.
  • There have been a few changes to the perk trees, with some vanilla perks either reworked or removed outright. Several new perks have been introduced, such as New Age Cowboy for energy weapon types. Make sure to check each attribute's associated perks so you know where you wanna spend those SPIFSAL points!

 


-New Enemies-

There are several new enemies added into the game, from additional zombies to mutant and raiders!

 

 

  • There are a bunch of new zombie models added, several with multiple color variants for a good variety. There are normal zeds, feral and rad versions, even a couple unique ones like the fisherman! There are also a few cop and demo types, but they aren't as obvious as their vanilla counterparts, so keep an eye out!
  • The wildlife has also been expanded to include mutant hounds, giant scorpions, and several pesky insects. More additions are coming!
  • Zombies are no longer the biggest threat though, as there are several new types of enemies to be worried about. You will encounter both melee and ranged versions of raiders, a hostile group who attack first and loot second. They have a few POIs they call home, so never assume any house is safe!
  • Soldier PMCs are also sweeping the area for supplies and will gladly relieve you of yours if they spot you.
  • Mutants are genetically engineered horrors that are easy to spot, but hard to kill. Early game it is best to avoid most of these at all costs, especially the ranged enemies as they will wreck you. Melee guys can be taken out with some planning, but don't underestimate them! There is also word of some even larger behemoths that are rarely spotted in the wild, which hit like a truck and need heavy firepower to manage to bring down.
  • There are a few other enemies you might come to encounter, so always keep your eyes open!

 


-New Items-

There are also tons of new items added to the game such as weapons, ammo, foods, medical items and more:

 

 

 

  • There has been a whole arsenal added to the game, from melee weapons to scrap pipe weapons to shotguns and rifles. Loot or craft a 1911, BAR, Vector, SCAR, combat shotgun just to name a few. You will always have a few options at almost every tier of weapon.
  • Melee weapon options have been expanded for all types: replace your bone knife with a cleaver, or swap your club for a rolling pin. Pipe wrenches, batons, pitchforks are all available to you. And don't forget the skull-crushing Supa Sledge!
  • Energy weapons are also available. There are both laser and plasma types, from pistols to rifle and more. There are also some bigger energy weapons as well, like the laser gat or the plasma caster. They have a similar progression to normal weapon types and have their own crafting magazine series.
  • There is a line of heavy weaponry as well, from the harpoon rifle to the Fat Man! These offer superior firepower, but can slow movement at low levels or perks.
  • A few new explosive weapons are available. Bottlecap mines, Nuka grenades, and M79 launchers will help level the playing field...literally.
  • You will also find a loot-only group of .50 cal weapons. The .500 Magnum, Beo-50, and AS-50 cannot be crafted, but give you a reason to get out and loot.
  • New ammo types for weapons been added. 10mm, 5.56, MFC ammo, Plasma cells. Ballistic ammo also has the HP/AP variants. Energy ammo will get some variants soon.
  • With fire spreading being enabled, there is a lootable fire extinguisher and its ammo that is used to repair it. Keep one handy, especially if your base is made out of wood.
  • Drug items can be looted or crafted. These can be used to temporarily boost certain attributes, but can carry some bad side effects. Try and not get addicted.
  • Extra clothing items that help boost your attributes.
  • Food has been expanded to include several new Wasteland dishes. Carve up those mutant hounds, scorpions, or other critter to be able to make these new meals. Scrambled Hunter eggs or deathclaw souffles are just a few options.
  • Power Armor can help keep you in one piece. Loot only so keep an eye out for power armor stands. Power armor uses frame piece which you wear like normal armor pieces, and then each piece(helmet, chest, etc) or the armor installs into the frames like a cosmetic mod. Currently only visible in third person.
  • There are legendary versions of several weapons, and a set of power armor. These have better stats and usually unique textures. They can also provide extra bonuses or effects.

 


-Additional POIs-

Currently this mod includes a handful of custom POIs. Some are vanilla ones that have been repurposed, others are completely new.

 

 

 

  • Mutants have taken over several run down business POIs. Keep an eye out for meatbags and cages.
  • Raiders and soldiers have occupied several different types of POIs. For now these don't look much different than a normal POI, so be careful.
  • Several custom POIs, from the Nuka Factory to the secret Nav-Tek Research Facility. Some have multiple versions that can change what is inside. Easter eggs and mini quest lines may exist is some of these, so pay attention.
  • Radiated POIs exist in the world, and are used in Clear Radiation quests. Without either a set of power armor with a rad resistant mod installed or a full hazmat suit, these POIs will kill you quickly. Most, but not all, will have the yellow signs to warn you of the dangers.
     
  •  


-Gameplay Changes-

While some things are still the same as vanilla, some things aren't. Here are a few noteworthy changes to be aware of:

 

 

  • There are a few new/expanded illnesses. Rad poisoning is as deadly as getting infected. Being cold or hot for too long will eventually give you a cold or heatstroke. Take care of yourself.
  • Critical injuries, such as concussions or fatigue, no longer instantly cure when using meds. It will take a short, but random amount of time for those things to heal.
  • Working versions of workbenches can again be found in the world.
  • Weapons and armors typically use their respective parts to repair them.
  • Air drops will draw in zombies. They will target the drop, so if you want the loot you'd better defend it.
  • Vehicle crafting is no longer an option. Repairable wrecks out in the world or traders are the only way to get a working vehicle. Scavenge various parts, as well as unique ones that each vehicle needs to be repaired. Each vehicle has several stages until you finally can upgrade it into a working vehicle. Wheels also cannot be crafted, so either buy or loot then, or try harvesting intact wheels you find in the world.(Ones with rims, not just tires.)
  • Picking up vehicles is disabled, except for the bicycle and minibike. Carrying either of those will slow your movement though.
  • Farming has also been overhauled a bit. Seeds require a nearby water source in order to plant in farm plots. So either get a bucket and bring water to your farm, or build an irrigation system with the new water pipes to carry water to where you need it. Water is consumed over time, so one bucket won't last forever. Pipes have valves and sprinklers that can be used to water the area. Valves cover a smaller area than the sprinklers. Running your water pipes to bedrock will provide an infinite water source.
  • Work stations, from campfires to chem stations, now have a tools area. These are needed to craft certain recipes in the station. The vanilla workbench for example now has slots for a hammer, wire took, and fractal vise. The hammer and wire tool are used for recipes, and the vise speeds up crafting.
  • The time/day has been removed from the UI. To add it back either find a wristwatch mod, or there is a Mip Boy you can equip and then check the time with it. There are also working clocks in the world, such as in traders and then randomly in other POIs. You can bring these back to base if you want.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------
L6HRzkn.png

BYSOkCk.png

DuO104T.png

UWLZSXH.png

uJLVfyi.png

if43Zvk.png

vFciUHU.png

NyLZqKZ.png

v3ruJpY.png

l07w70z.png

jCQH1uH.jpg

D5OgrnK.jpg7TvmZ5h.png

5csBIDS.png

sEt4Qwx.png

4123MZZ.jpg

JghLgJn.jpg

LEOh9bm.jpg

Install into the 7_Days_To_Die\Mods folder.

 

Git: Click Here

Nexus: Click Here

 

bdubyah

bdubyah

The Wasteland:

 

Spoiler

eiiVgHDh.png

Now for A21.1. This mod is now an overhaul and will likely not work with other mods. If you are using other mods and have errors, remove the other mods and try again before coming here and saying the mod is broken.

 

Built on:
SCore v21.1.34.952+
NPCmod v21.1.0.6+

Full Auto Mod v1.2.0

Random Mainmenu Background v1.0.1

These mods are REQUIRED for Wasteland to function.

 

!!!EAC MUST BE OFF!!!


---------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Welcome to The Wasteland! This overhaul mod adds in several new items, enemies, POIs and more! Some of the changes/additions include:


-SPIFSAL System-

Wasteland uses a progression system similar to vanilla, but with a few changes:
 

  • Each player is given 21 SPIFSAL points at the beginning of a game. These are for core attributes only.
  • You are required to use all 21 points in order to outfit your character to start playing. Once you use them the black fades away and you can start playing as normal.
  • Skill points are gained per level as vanilla and are used only to upgrade perks. Each perk level has both a skill point and player level requirement, which can be seen by hovering over the lock icon for each perk level.
  • Once all your SPIFSAL points have been used, the only other ways to boost an attribute level is through wearing the proper clothing items(glasses/bandanas/etc), finding a rare SPIFSAL book in loot(permanent +1 to the book's attribute) or rare power armor statues(permanent +1 to the book's attribute).You can gain a temporary boost using certain drug items, just be aware of their side effects.
  • Fergit'n Elixir can be used to respec and will give you your 21 SPFISAL points back. It isn't cheap though.
  • There have been a few changes to the perk trees, with some vanilla perks either reworked or removed outright. Several new perks have been introduced, such as New Age Cowboy for energy weapon types. Make sure to check each attribute's associated perks so you know where you wanna spend those SPIFSAL points!

 


-New Enemies-

There are several new enemies added into the game, from additional zombies to mutant and raiders!

 

 

  • There are a bunch of new zombie models added, several with multiple color variants for a good variety. There are normal zeds, feral and rad versions, even a couple unique ones like the fisherman! There are also a few cop and demo types, but they aren't as obvious as their vanilla counterparts, so keep an eye out!
  • The wildlife has also been expanded to include mutant hounds, giant scorpions, and several pesky insects. More additions are coming!
  • Zombies are no longer the biggest threat though, as there are several new types of enemies to be worried about. You will encounter both melee and ranged versions of raiders, a hostile group who attack first and loot second. They have a few POIs they call home, so never assume any house is safe!
  • Soldier PMCs are also sweeping the area for supplies and will gladly relieve you of yours if they spot you.
  • Mutants are genetically engineered horrors that are easy to spot, but hard to kill. Early game it is best to avoid most of these at all costs, especially the ranged enemies as they will wreck you. Melee guys can be taken out with some planning, but don't underestimate them! There is also word of some even larger behemoths that are rarely spotted in the wild, which hit like a truck and need heavy firepower to manage to bring down.
  • There are a few other enemies you might come to encounter, so always keep your eyes open!

 


-New Items-

There are also tons of new items added to the game such as weapons, ammo, foods, medical items and more:

 

 

 

  • There has been a whole arsenal added to the game, from melee weapons to scrap pipe weapons to shotguns and rifles. Loot or craft a 1911, BAR, Vector, SCAR, combat shotgun just to name a few. You will always have a few options at almost every tier of weapon.
  • Melee weapon options have been expanded for all types: replace your bone knife with a cleaver, or swap your club for a rolling pin. Pipe wrenches, batons, pitchforks are all available to you. And don't forget the skull-crushing Supa Sledge!
  • Energy weapons are also available. There are both laser and plasma types, from pistols to rifle and more. There are also some bigger energy weapons as well, like the laser gat or the plasma caster. They have a similar progression to normal weapon types and have their own crafting magazine series.
  • There is a line of heavy weaponry as well, from the harpoon rifle to the Fat Man! These offer superior firepower, but can slow movement at low levels or perks.
  • A few new explosive weapons are available. Bottlecap mines, Nuka grenades, and M79 launchers will help level the playing field...literally.
  • You will also find a loot-only group of .50 cal weapons. The .500 Magnum, Beo-50, and AS-50 cannot be crafted, but give you a reason to get out and loot.
  • New ammo types for weapons been added. 10mm, 5.56, MFC ammo, Plasma cells. Ballistic ammo also has the HP/AP variants. Energy ammo will get some variants soon.
  • With fire spreading being enabled, there is a lootable fire extinguisher and its ammo that is used to repair it. Keep one handy, especially if your base is made out of wood.
  • Drug items can be looted or crafted. These can be used to temporarily boost certain attributes, but can carry some bad side effects. Try and not get addicted.
  • Extra clothing items that help boost your attributes.
  • Food has been expanded to include several new Wasteland dishes. Carve up those mutant hounds, scorpions, or other critter to be able to make these new meals. Scrambled Hunter eggs or deathclaw souffles are just a few options.
  • Power Armor can help keep you in one piece. Loot only so keep an eye out for power armor stands. Power armor uses frame piece which you wear like normal armor pieces, and then each piece(helmet, chest, etc) or the armor installs into the frames like a cosmetic mod. Currently only visible in third person.
  • There are legendary versions of several weapons, and a set of power armor. These have better stats and usually unique textures. They can also provide extra bonuses or effects.

 


-Additional POIs-

Currently this mod includes a handful of custom POIs. Some are vanilla ones that have been repurposed, others are completely new.

 

 

 

  • Mutants have taken over several run down business POIs. Keep an eye out for meatbags and cages.
  • Raiders and soldiers have occupied several different types of POIs. For now these don't look much different than a normal POI, so be careful.
  • Several custom POIs, from the Nuka Factory to the secret Nav-Tek Research Facility. Some have multiple versions that can change what is inside. Easter eggs and mini quest lines may exist is some of these, so pay attention.
  • Radiated POIs exist in the world, and are used in Clear Radiation quests. Without either a set of power armor with a rad resistant mod installed or a full hazmat suit, these POIs will kill you quickly. Most, but not all, will have the yellow signs to warn you of the dangers.
     
  •  


-Gameplay Changes-

While some things are still the same as vanilla, some things aren't. Here are a few noteworthy changes to be aware of:

 

 

  • There are a few new/expanded illnesses. Rad poisoning is as deadly as getting infected. Being cold or hot for too long will eventually give you a cold or heatstroke. Take care of yourself.
  • Critical injuries, such as concussions or fatigue, no longer instantly cure when using meds. It will take a short, but random amount of time for those things to heal.
  • Working versions of workbenches can again be found in the world.
  • Weapons and armors typically use their respective parts to repair them.
  • Air drops will draw in zombies. They will target the drop, so if you want the loot you'd better defend it.
  • Vehicle crafting is no longer an option. Repairable wrecks out in the world or traders are the only way to get a working vehicle. Scavenge various parts, as well as unique ones that each vehicle needs to be repaired. Each vehicle has several stages until you finally can upgrade it into a working vehicle. Wheels also cannot be crafted, so either buy or loot then, or try harvesting intact wheels you find in the world.(Ones with rims, not just tires.)
  • Picking up vehicles is disabled, except for the bicycle and minibike. Carrying either of those will slow your movement though.
  • Farming has also been overhauled a bit. Seeds require a nearby water source in order to plant in farm plots. So either get a bucket and bring water to your farm, or build an irrigation system with the new water pipes to carry water to where you need it. Water is consumed over time, so one bucket won't last forever. Pipes have valves and sprinklers that can be used to water the area. Valves cover a smaller area than the sprinklers. Running your water pipes to bedrock will provide an infinite water source.
  • Work stations, from campfires to chem stations, now have a tools area. These are needed to craft certain recipes in the station. The vanilla workbench for example now has slots for a hammer, wire took, and fractal vise. The hammer and wire tool are used for recipes, and the vise speeds up crafting.
  • The time/day has been removed from the UI. To add it back either find a wristwatch mod, or there is a Mip Boy you can equip and then check the time with it. There are also working clocks in the world, such as in traders and then randomly in other POIs. You can bring these back to base if you want.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------
L6HRzkn.png

BYSOkCk.png

DuO104T.png

UWLZSXH.png

uJLVfyi.png

if43Zvk.png

vFciUHU.png

NyLZqKZ.png

v3ruJpY.png

l07w70z.png

jCQH1uH.jpg

D5OgrnK.jpg7TvmZ5h.png

5csBIDS.png

sEt4Qwx.png

4123MZZ.jpg

JghLgJn.jpg

LEOh9bm.jpg

Install into the 7_Days_To_Die\Mods folder.

 

Git: Click Here

Nexus: Click Here

 

bdubyah

bdubyah

The Wasteland:

 

Spoiler

eiiVgHDh.png

Now for A21.1. This mod is now an overhaul and will likely not work with other mods. If you are using other mods and have errors, remove the other mods and try again before coming here and saying the mod is broken.

 

Built on:
SCore v21.1.34.952+
NPCmod v21.1.0.6+

Full Auto Mod v1.2.0

Random Mainmenu Background v1.0.1

These mods are REQUIRED for Wasteland to function.

 

!!!EAC MUST BE OFF!!!


---------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Welcome to The Wasteland! This overhaul mod adds in several new items, enemies, POIs and more! Some of the changes/additions include:


-SPIFSAL System-

Wasteland uses a progression system similar to vanilla, but with a few changes:
 

  • Each player is given 21 SPIFSAL points at the beginning of a game. These are for core attributes only.
  • You are required to use all 21 points in order to outfit your character to start playing. Once you use them the black fades away and you can start playing as normal.
  • Skill points are gained per level as vanilla and are used only to upgrade perks. Each perk level has both a skill point and player level requirement, which can be seen by hovering over the lock icon for each perk level.
  • Once all your SPIFSAL points have been used, the only other ways to boost an attribute level is through wearing the proper clothing items(glasses/bandanas/etc), finding a rare SPIFSAL book in loot(permanent +1 to the book's attribute) or rare power armor statues(permanent +1 to the book's attribute).You can gain a temporary boost using certain drug items, just be aware of their side effects.
  • Fergit'n Elixir can be used to respec and will give you your 21 SPFISAL points back. It isn't cheap though.
  • There have been a few changes to the perk trees, with some vanilla perks either reworked or removed outright. Several new perks have been introduced, such as New Age Cowboy for energy weapon types. Make sure to check each attribute's associated perks so you know where you wanna spend those SPIFSAL points!

 


-New Enemies-

There are several new enemies added into the game, from additional zombies to mutant and raiders!

 

 

  • There are a bunch of new zombie models added, several with multiple color variants for a good variety. There are normal zeds, feral and rad versions, even a couple unique ones like the fisherman! There are also a few cop and demo types, but they aren't as obvious as their vanilla counterparts, so keep an eye out!
  • The wildlife has also been expanded to include mutant hounds, giant scorpions, and several pesky insects. More additions are coming!
  • Zombies are no longer the biggest threat though, as there are several new types of enemies to be worried about. You will encounter both melee and ranged versions of raiders, a hostile group who attack first and loot second. They have a few POIs they call home, so never assume any house is safe!
  • Soldier PMCs are also sweeping the area for supplies and will gladly relieve you of yours if they spot you.
  • Mutants are genetically engineered horrors that are easy to spot, but hard to kill. Early game it is best to avoid most of these at all costs, especially the ranged enemies as they will wreck you. Melee guys can be taken out with some planning, but don't underestimate them! There is also word of some even larger behemoths that are rarely spotted in the wild, which hit like a truck and need heavy firepower to manage to bring down.
  • There are a few other enemies you might come to encounter, so always keep your eyes open!


-New Items-

There are also tons of new items added to the game such as weapons, ammo, foods, medical items and more:

 

 

  • There has been a whole arsenal added to the game, from melee weapons to scrap pipe weapons to shotguns and rifles. Loot or craft a 1911, BAR, Vector, SCAR, combat shotgun just to name a few. You will always have a few options at almost every tier of weapon.
  • Melee weapon options have been expanded for all types: replace your bone knife with a cleaver, or swap your club for a rolling pin. Pipe wrenches, batons, pitchforks are all available to you. And don't forget the skull-crushing Supa Sledge!
  • Energy weapons are also available. There are both laser and plasma types, from pistols to rifle and more. There are also some bigger energy weapons as well, like the laser gat or the plasma caster. They have a similar progression to normal weapon types and have their own crafting magazine series.
  • There is a line of heavy weaponry as well, from the harpoon rifle to the Fat Man! These offer superior firepower, but can slow movement at low levels or perks.
  • A few new explosive weapons are available. Bottlecap mines, Nuka grenades, and M79 launchers will help level the playing field...literally.
  • You will also find a loot-only group of .50 cal weapons. The .500 Magnum, Beo-50, and AS-50 cannot be crafted, but give you a reason to get out and loot.
  • New ammo types for weapons been added. 10mm, 5.56, MFC ammo, Plasma cells. Ballistic ammo also has the HP/AP variants. Energy ammo will get some variants soon.
  • With fire spreading being enabled, there is a lootable fire extinguisher and its ammo that is used to repair it. Keep one handy, especially if your base is made out of wood.
  • Drug items can be looted or crafted. These can be used to temporarily boost certain attributes, but can carry some bad side effects. Try and not get addicted.
  • Extra clothing items that help boost your attributes.
  • Food has been expanded to include several new Wasteland dishes. Carve up those mutant hounds, scorpions, or other critter to be able to make these new meals. Scrambled Hunter eggs or deathclaw souffles are just a few options.
  • Power Armor can help keep you in one piece. Loot only so keep an eye out for power armor stands. Power armor uses frame piece which you wear like normal armor pieces, and then each piece(helmet, chest, etc) or the armor installs into the frames like a cosmetic mod. Currently only visible in third person.
  • There are legendary versions of several weapons, and a set of power armor. These have better stats and usually unique textures. They can also provide extra bonuses or effects.


-Additional POIs-

Currently this mod includes a handful of custom POIs. Some are vanilla ones that have been repurposed, others are completely new.

 

 

  • Mutants have taken over several run down business POIs. Keep an eye out for meatbags and cages.
  • Raiders and soldiers have occupied several different types of POIs. For now these don't look much different than a normal POI, so be careful.
  • Several custom POIs, from the Nuka Factory to the secret Nav-Tek Research Facility. Some have multiple versions that can change what is inside. Easter eggs and mini quest lines may exist is some of these, so pay attention.
  • Radiated POIs exist in the world, and are used in Clear Radiation quests. Without either a set of power armor with a rad resistant mod installed or a full hazmat suit, these POIs will kill you quickly. Most, but not all, will have the yellow signs to warn you of the dangers.

  •  

-Gameplay Changes-

While some things are still the same as vanilla, some things aren't. Here are a few noteworthy changes to be aware of:

 

 

  • There are a few new/expanded illnesses. Rad poisoning is as deadly as getting infected. Being cold or hot for too long will eventually give you a cold or heatstroke. Take care of yourself.
  • Critical injuries, such as concussions or fatigue, no longer instantly cure when using meds. It will take a short, but random amount of time for those things to heal.
  • Working versions of workbenches can again be found in the world.
  • Weapons and armors typically use their respective parts to repair them.
  • Air drops will draw in zombies. They will target the drop, so if you want the loot you'd better defend it.
  • Vehicle crafting is no longer an option. Repairable wrecks out in the world or traders are the only way to get a working vehicle. Scavenge various parts, as well as unique ones that each vehicle needs to be repaired. Each vehicle has several stages until you finally can upgrade it into a working vehicle. Wheels also cannot be crafted, so either buy or loot then, or try harvesting intact wheels you find in the world.(Ones with rims, not just tires.)
  • Picking up vehicles is disabled, except for the bicycle and minibike. Carrying either of those will slow your movement though.
  • Farming has also been overhauled a bit. Seeds require a nearby water source in order to plant in farm plots. So either get a bucket and bring water to your farm, or build an irrigation system with the new water pipes to carry water to where you need it. Water is consumed over time, so one bucket won't last forever. Pipes have valves and sprinklers that can be used to water the area. Valves cover a smaller area than the sprinklers. Running your water pipes to bedrock will provide an infinite water source.
  • Work stations, from campfires to chem stations, now have a tools area. These are needed to craft certain recipes in the station. The vanilla workbench for example now has slots for a hammer, wire took, and fractal vise. The hammer and wire tool are used for recipes, and the vise speeds up crafting.
  • The time/day has been removed from the UI. To add it back either find a wristwatch mod, or there is a Mip Boy you can equip and then check the time with it. There are also working clocks in the world, such as in traders and then randomly in other POIs. You can bring these back to base if you want.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------
L6HRzkn.png

BYSOkCk.png

DuO104T.png

UWLZSXH.png

uJLVfyi.png

if43Zvk.png

vFciUHU.png

NyLZqKZ.png

v3ruJpY.png

l07w70z.png

jCQH1uH.jpg

D5OgrnK.jpg7TvmZ5h.png

5csBIDS.png

sEt4Qwx.png

4123MZZ.jpg

JghLgJn.jpg

LEOh9bm.jpg

Install into the 7_Days_To_Die\Mods folder.

 

Git: Click Here

Nexus: Click Here

 

bdubyah

bdubyah

The Wasteland:

 

Spoiler

eiiVgHDh.png

Now for A21.1. This mod is now an overhaul and will likely not work with other mods. If you are using other mods and have errors, remove the other mods and try again before coming here and saying the mod is broken.

 

Built on:
SCore v21.1.34.952+
NPCmod v21.1.0.6+

Full Auto Mod v1.2.0

Random Mainmenu Background v1.0.1

These mods are REQUIRED for Wasteland to function.

 

!!!EAC MUST BE OFF!!!


---------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Raider NPCs. Melee and ranged variants of each. Also a boss variant. High health, high damage resistance. Regular guys drop loot like zombies, at a slightly higher rate. Boss guys have their own loot drop, at a 50% rate. They aren't perfect, but do well enough to present a challenge. They are mostly used in the new POIs, but they do have a small chance to spawn out in the wild.

 

Soldier NPCs. Similar stats and locations as the Raiders.

 

Mutant NPCs. Melee mutants that pack a punch. These can be in a few POIs, or out roaming the land. They can be in hordes as well.

 

Modified over 20 POIs to have Raiders, Soldiers, or Mutants instead of zeds. They are just slightly tweaked vanilla prefabs to make them not stand out. ;) They have similar loot to the vanilla POIs, with a few changes. They are full of enemies usually though, so be prepared. They are almost all quest options, with one a Tier 2, and most of them being Tier 4, with a couple being Tier 5. These are a good way to find energy ammo as well.

 

Power Armor. Thanks to Snufkin, I now have Power Armor. Comes in several different paint schemes. Can only be looted form Power Armor Stands located in random POIs, which are only lootable one time each. Repairs with special repair kits. Has unique mods that can be found in loot.


The mod now also includes the Nuka Factory prefab, so you don't need to use the separate files. You find the Factory, you might be able to learn the recipes!


If you've installed the prefab manually before, or have Compopack installed, make sure to delete those files so the modlet version loads!

 

There is also now a Vault 101 POI! Should spawn when generating a new world. Tier 5 quest location.

 

I also have included a mutant specific POI by arramus, the Behemoth's Abode! Should spawn when generating a new world.

 

 They mostly spawn well in RWG, and I've included the info I think is necessary to make them work with NitroGen. Let me know if it isn't right.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------


Take your pick from the classic Nuka Cola, Nuka Cherry, Nuka Quartz, or the ever rare Nuka Quantum!

Each drink has its own buff. May cause certain side effects...

Can be looted almost any place normal water is found, but is very rare.
Also can be available in regular vending machines, so make sure to check
every one you find! Will give back a bottlecap when you drink one.

They can also be placed down as a block, similar to the torch, so you can use their warm, radiated light to see your
surroundings.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------

Sunset Sarsaparilla has been added. Similar effects and loot locations to Nuka Cola.

The Nuka Grenade, which can be crafted using Nuka Quantums.

The Bottlecap Minewhich is crafted from loot only lunchboxes and bottlecaps from Nukas. These
lunchboxes can also be placed down and used as storage. Can't pick them
back up though!

Nuka Vending Machine, which has a working and broken variant. They are added to the
placeholder block, so any POI that uses it has a chance to get one of
them instead of the regular machines. Won't work on existing saves though.

Sunset Sarsaparilla Vending Machine, which has a working and broken variant. They are added to the
placeholder block, so any POI that uses it has a chance to get one of
them instead of the regular machines. Won't work on existing saves though.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------


Melee Weapons:

Non-craftable. Found only in loot. Most are fairly weak, and break easily. Most repair with their dominant material, not repair kits. Gets bonuses from corresponding perks(Deep Cuts, Pummel Pete, etc.)

Banjo - Attacks like a light sledgehammer. Play some notes with a power attack!

Baton - Attacks like a club.

Cleaver - Attacks like a knife.

Crowbar - Attacks like a club.

Cuestick - Attacks like a spear. Power attack is just a stronger thrust.

Nail Board - Attacks like a sledgehammer.

Pipe Hammer - Attacks like a club.

Pipe Wrench - Attacks like a club.

Rebar Club - Attacks like a slow sledgehammer. Massive stamina usage, but very high damage.

Rolling Pin - Attacks like a club. Make Grandma proud!

Supa Sledge - Attacks like a sledgehammer. Keep a good grip on it!

Tire Iron - Attacks like a club.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------

Legendary Melee:

The Break - Custom pool cue. 

Duke's Judgement - Unique Supa Sledge.

Mad Bean's Club - Homemade club.

Navezgane Slugger - Unique baseball bat.

Open Breaker - Custom made heavy weapon.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------
Pipe Guns:

Fairly weak and has a low durability. Affected by appropriate perks.

Pipe Pistol - Simple homemade pistol. Low durability. Regular 9mm only.

Pipe Rifle - Crude rifle. Starts out as a short barrel. Low durability. Regular 9mm only.

Pipe Shotgun -
Pipes and some bolts. The Shotgun starts as a basic short barrel, single shot version which you can craft into a long barrel version at a workbench. Reload animations for the Shotguns are in, but the hands can't be fixed AFAIK. Regular shells only.

The pipe guns will break once they degrade!!!


---------------------------------------------------------------------------------------------------------------------------------------------------------------------
Current weapon mods available:

Oil Filter Suppressor - Usable on the Pipe Pistol and Rifle, and most vanilla weapons. Can be wrenched from cars and in some loot. Big though, and limits ADS effectiveness. Slight loss of range and damage and also adds a small
increase to degradation of the weapon due to increased blowback.

Extended Mag - For the Pipe Pistol and Rifle. Doubles the pistol and rifle capacity, also actually shows on the gun, unlike vanilla. Only works on pipe guns.

Long Barrel - Versions for both the rifle and shotgun. This adds a longer barrel, increasing effective range. Makes hip fire more unwieldy, and also slightly increase weapon degradation. Works as a
mod for the rifle, used as a recipe ingredient for the shotgun.

Cylinder Mag - Can be used on long or short pipe shotguns. Ups the shell capacity to 4 rounds.

Homemade Flashlight - Custom attachment for all WW guns, and most vanilla weapons. Simple flashlight and duct tape. Not as effective as the regular weapon light mod.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
Energy Weapons:

 

These scale with Advanced Engineering.

Laser Pistol - Rare military sidearm. Can be rarely found or crafted once a schematic is read. Accepts all laser attachments except the scope. Uses Energy Cells. Ammo has small chance to cause "Disintegration".

 

Laser Shotgun - Rare military firearm. Can be rarely found or crafted once a schematic is read.  Uses Shotgun Microfusion Cells. Ammo has small chance to cause "Disintegration".

Laser Rifle - Rare military firearm. Can be rarely found or crafted once a schematic is read. Accepts all laser attachments except the scope. Uses Microfusion Cells. Ammo has small chance to cause "Disintegration".

Plasma Pistol - Experimental military weaponry. Can be rarely found or crafted once a schematic is read.  Uses Plasma Energy Cells. Ammo has small chance to cause "Disintegration".

Plasma Rifle
- Experimental military weaponry. Can be rarely found or crafted once a schematic is read.  Uses Plasma Microfusion Cells. Ammo has small chance to cause "Disintegration".

---------------------------------------------------------------------------------------------------------------------------------------------------------------------

Laser Weapon Mods:

Overcharged Capacitor - Increases damage output as well as magazine size. Slight degradation increase.

Laser Focuser - Increase damage slightly. Moderate increase to Max Range and Damage Falloff Range. Slight degradation increase.

Laser Splitter - Increase damage slightly. Fires 2 beams at once. Slight spread when hip firing, but can be accurate when ADS firing. Slight degradation
increase.


Laser Scope - Adds a scope. Only for the Laser Rifle. Slight damage increase. Works well with the Focuser.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------

Other guns:

10mm Pistol - Slightly more powerful than basic 9mm weapons. HP and AP rounds are learned from the same book as 9mm rounds. Schematic or loot only.

10mm Revolver - Slightly more powerful than basic 9mm weapons. HP and AP rounds are learned from the same book as 9mm rounds. Schematic or loot only.

10mm SMG - Slightly more powerful than basic 9mm weapons. HP and AP rounds are learned from the same book as 9mm rounds. Schematic or loot only.


Railway Rifle - If those puny bullets aren't cutting it, craft this bad boy and show them who's boss! Schematic or loot only.

FatMan Launcher - Only available in loot. Launches any mini mukes you come across and maybe something else... Loot only.

Lever Action Rifle - Old rifle, chambered in .44 Magnum. Crafts with hunting rifle parts. Accepts 8x scopes. Unlocks with the Dead Eye perk, level 3, or schematic.

Triple Barrel Shotgun - Quality, custom shotgun. Good room clearing weapon. Unlocks with the Boomstick perk, level 3, or schematic.

Combat Shotgun - Military-grade shotgun. Good room clearing weapon. Schematic or loot only.

Service Rifle - Old military infantry rifle. Loot only.


Heavy Sniper- Old 7.62 military rifle. Comes with a scope. High damage, semi-auto. Unlocks with the Dead Eye perk, level 5, or schematic.

Incinerator - Highly modified military flamethrower. Uses custom ammo. Launches molotov-like projectiles. Schematic or loot only.

Flare Gun
- Survival flare gun. The gun itself it loot only but you can craft more flares.

Schematics are rare loot or a quest reward.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------

Explosives:

Nuka Grenade - Powerful grenade. Unlocks with the Demolitions Expert perk.

Cryo Grenade - Powerful grenade. Damages and slows enemies. Unlocks with the Demolitions Expert perk.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------

Legendary Guns:

Silent But Deadly - Custom pistol. Comes with a silencer. Higher capacity.

Long Distance - Unique rifle. Has a 4x scope. Higher dismemberment chance.

Firestarter - Quality homemade shotgun. Single shot. Very high limb dismemberment. Accepts all shells and applies Dragon's Breath to them.

Lincoln's Repeater - .44 Magnum lever action rifle. Able to penetrate multiple targets. High dismemberment. Accepts 8x scopes.

Maria - 9mm. High capacity. Moderate dismemberment. Accepts a reflex sight.

Pew Pew- Higher damage and magazine capacity.

AER-15 Prototype - Unique prototype variant of the laser rifle. Higher damage per beam and shoots 5 rounds in one trigger pull. Hip fire behaves more like a
shotgun while aimed fire allows heavy damage to a single target.

Alien Blaster- Wait, what?

Cryolator- Custom made weapon that damages and slows enemies. Affected enemies move slower and take more damage. Critical hit freeze enemies. Very rare ammo that can only be looted.

Arizona Campaign Scout Rifle - Modified Heavy Sniper.

Le Fusil Terribles - Absolutely terrible shotgun. Don't use this.



Can be found in certain loot. Also can be a quest reward. Very rare.
Legendary weapons won't permanently break.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------
L6HRzkn.png

BYSOkCk.png

DuO104T.png

UWLZSXH.png

uJLVfyi.png

if43Zvk.png

vFciUHU.png

NyLZqKZ.png

v3ruJpY.png

l07w70z.png

jCQH1uH.jpg

D5OgrnK.jpg7TvmZ5h.png

5csBIDS.png

sEt4Qwx.png

4123MZZ.jpg

JghLgJn.jpg

LEOh9bm.jpg

Install into the 7_Days_To_Die\Mods folder.

 

Git: Click Here

Nexus: Click Here

 

bdubyah

bdubyah

The Wasteland:

 

Spoiler

eiiVgHDh.png

Now for A20.6. This mod is now an overhaul and will likely not work with other mods. If you are using other mods and have errors, remove the other mods and try again before coming here and saying the mod is broken.

 

Built on:
SCore v20.6.453.1912
NPCmod v20.6.02.0

Full Auto Mod v1.1.2

Random Mainmenu Background v1.0.1

These mods are REQUIRED for Wasteland to function.

 

!!!EAC MUST BE OFF!!!


---------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Raider NPCs. Melee and ranged variants of each. Also a boss variant. High health, high damage resistance. Regular guys drop loot like zombies, at a slightly higher rate. Boss guys have their own loot drop, at a 50% rate. They aren't perfect, but do well enough to present a challenge. They are mostly used in the new POIs, but they do have a small chance to spawn out in the wild.

 

Soldier NPCs. Similar stats and locations as the Raiders.

 

Mutant NPCs. Melee mutants that pack a punch. These can be in a few POIs, or out roaming the land. They can be in hordes as well.

 

Modified over 20 POIs to have Raiders, Soldiers, or Mutants instead of zeds. They are just slightly tweaked vanilla prefabs to make them not stand out. ;) They have similar loot to the vanilla POIs, with a few changes. They are full of enemies usually though, so be prepared. They are almost all quest options, with one a Tier 2, and most of them being Tier 4, with a couple being Tier 5. These are a good way to find energy ammo as well.

 

Power Armor. Thanks to Snufkin, I now have Power Armor. Comes in several different paint schemes. Can only be looted form Power Armor Stands located in random POIs, which are only lootable one time each. Repairs with special repair kits. Has unique mods that can be found in loot.


The mod now also includes the Nuka Factory prefab, so you don't need to use the separate files. You find the Factory, you might be able to learn the recipes!


If you've installed the prefab manually before, or have Compopack installed, make sure to delete those files so the modlet version loads!

 

There is also now a Vault 101 POI! Should spawn when generating a new world. Tier 5 quest location.

 

I also have included a mutant specific POI by arramus, the Behemoth's Abode! Should spawn when generating a new world.

 

 They mostly spawn well in RWG, and I've included the info I think is necessary to make them work with NitroGen. Let me know if it isn't right.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------


Take your pick from the classic Nuka Cola, Nuka Cherry, Nuka Quartz, or the ever rare Nuka Quantum!

Each drink has its own buff. May cause certain side effects...

Can be looted almost any place normal water is found, but is very rare.
Also can be available in regular vending machines, so make sure to check
every one you find! Will give back a bottlecap when you drink one.

They can also be placed down as a block, similar to the torch, so you can use their warm, radiated light to see your
surroundings.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------

Sunset Sarsaparilla has been added. Similar effects and loot locations to Nuka Cola.

The Nuka Grenade, which can be crafted using Nuka Quantums.

The Bottlecap Minewhich is crafted from loot only lunchboxes and bottlecaps from Nukas. These
lunchboxes can also be placed down and used as storage. Can't pick them
back up though!

Nuka Vending Machine, which has a working and broken variant. They are added to the
placeholder block, so any POI that uses it has a chance to get one of
them instead of the regular machines. Won't work on existing saves though.

Sunset Sarsaparilla Vending Machine, which has a working and broken variant. They are added to the
placeholder block, so any POI that uses it has a chance to get one of
them instead of the regular machines. Won't work on existing saves though.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------


Melee Weapons:

Non-craftable. Found only in loot. Most are fairly weak, and break easily. Most repair with their dominant material, not repair kits. Gets bonuses from corresponding perks(Deep Cuts, Pummel Pete, etc.)

Banjo - Attacks like a light sledgehammer. Play some notes with a power attack!

Baton - Attacks like a club.

Cleaver - Attacks like a knife.

Crowbar - Attacks like a club.

Cuestick - Attacks like a spear. Power attack is just a stronger thrust.

Nail Board - Attacks like a sledgehammer.

Pipe Hammer - Attacks like a club.

Pipe Wrench - Attacks like a club.

Rebar Club - Attacks like a slow sledgehammer. Massive stamina usage, but very high damage.

Rolling Pin - Attacks like a club. Make Grandma proud!

Supa Sledge - Attacks like a sledgehammer. Keep a good grip on it!

Tire Iron - Attacks like a club.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------

Legendary Melee:

The Break - Custom pool cue. 

Duke's Judgement - Unique Supa Sledge.

Mad Bean's Club - Homemade club.

Navezgane Slugger - Unique baseball bat.

Open Breaker - Custom made heavy weapon.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------
Pipe Guns:

Fairly weak and has a low durability. Affected by appropriate perks.

Pipe Pistol - Simple homemade pistol. Low durability. Regular 9mm only.

Pipe Rifle - Crude rifle. Starts out as a short barrel. Low durability. Regular 9mm only.

Pipe Shotgun -
Pipes and some bolts. The Shotgun starts as a basic short barrel, single shot version which you can craft into a long barrel version at a workbench. Reload animations for the Shotguns are in, but the hands can't be fixed AFAIK. Regular shells only.

The pipe guns will break once they degrade!!!


---------------------------------------------------------------------------------------------------------------------------------------------------------------------
Current weapon mods available:

Oil Filter Suppressor - Usable on the Pipe Pistol and Rifle, and most vanilla weapons. Can be wrenched from cars and in some loot. Big though, and limits ADS effectiveness. Slight loss of range and damage and also adds a small
increase to degradation of the weapon due to increased blowback.

Extended Mag - For the Pipe Pistol and Rifle. Doubles the pistol and rifle capacity, also actually shows on the gun, unlike vanilla. Only works on pipe guns.

Long Barrel - Versions for both the rifle and shotgun. This adds a longer barrel, increasing effective range. Makes hip fire more unwieldy, and also slightly increase weapon degradation. Works as a
mod for the rifle, used as a recipe ingredient for the shotgun.

Cylinder Mag - Can be used on long or short pipe shotguns. Ups the shell capacity to 4 rounds.

Homemade Flashlight - Custom attachment for all WW guns, and most vanilla weapons. Simple flashlight and duct tape. Not as effective as the regular weapon light mod.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
Energy Weapons:

 

These scale with Advanced Engineering.

Laser Pistol - Rare military sidearm. Can be rarely found or crafted once a schematic is read. Accepts all laser attachments except the scope. Uses Energy Cells. Ammo has small chance to cause "Disintegration".

 

Laser Shotgun - Rare military firearm. Can be rarely found or crafted once a schematic is read.  Uses Shotgun Microfusion Cells. Ammo has small chance to cause "Disintegration".

Laser Rifle - Rare military firearm. Can be rarely found or crafted once a schematic is read. Accepts all laser attachments except the scope. Uses Microfusion Cells. Ammo has small chance to cause "Disintegration".

Plasma Pistol - Experimental military weaponry. Can be rarely found or crafted once a schematic is read.  Uses Plasma Energy Cells. Ammo has small chance to cause "Disintegration".

Plasma Rifle
- Experimental military weaponry. Can be rarely found or crafted once a schematic is read.  Uses Plasma Microfusion Cells. Ammo has small chance to cause "Disintegration".

---------------------------------------------------------------------------------------------------------------------------------------------------------------------

Laser Weapon Mods:

Overcharged Capacitor - Increases damage output as well as magazine size. Slight degradation increase.

Laser Focuser - Increase damage slightly. Moderate increase to Max Range and Damage Falloff Range. Slight degradation increase.

Laser Splitter - Increase damage slightly. Fires 2 beams at once. Slight spread when hip firing, but can be accurate when ADS firing. Slight degradation
increase.


Laser Scope - Adds a scope. Only for the Laser Rifle. Slight damage increase. Works well with the Focuser.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------

Other guns:

10mm Pistol - Slightly more powerful than basic 9mm weapons. HP and AP rounds are learned from the same book as 9mm rounds. Schematic or loot only.

10mm Revolver - Slightly more powerful than basic 9mm weapons. HP and AP rounds are learned from the same book as 9mm rounds. Schematic or loot only.

10mm SMG - Slightly more powerful than basic 9mm weapons. HP and AP rounds are learned from the same book as 9mm rounds. Schematic or loot only.


Railway Rifle - If those puny bullets aren't cutting it, craft this bad boy and show them who's boss! Schematic or loot only.

FatMan Launcher - Only available in loot. Launches any mini mukes you come across and maybe something else... Loot only.

Lever Action Rifle - Old rifle, chambered in .44 Magnum. Crafts with hunting rifle parts. Accepts 8x scopes. Unlocks with the Dead Eye perk, level 3, or schematic.

Triple Barrel Shotgun - Quality, custom shotgun. Good room clearing weapon. Unlocks with the Boomstick perk, level 3, or schematic.

Combat Shotgun - Military-grade shotgun. Good room clearing weapon. Schematic or loot only.

Service Rifle - Old military infantry rifle. Loot only.


Heavy Sniper- Old 7.62 military rifle. Comes with a scope. High damage, semi-auto. Unlocks with the Dead Eye perk, level 5, or schematic.

Incinerator - Highly modified military flamethrower. Uses custom ammo. Launches molotov-like projectiles. Schematic or loot only.

Flare Gun
- Survival flare gun. The gun itself it loot only but you can craft more flares.

Schematics are rare loot or a quest reward.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------

Explosives:

Nuka Grenade - Powerful grenade. Unlocks with the Demolitions Expert perk.

Cryo Grenade - Powerful grenade. Damages and slows enemies. Unlocks with the Demolitions Expert perk.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------

Legendary Guns:

Silent But Deadly - Custom pistol. Comes with a silencer. Higher capacity.

Long Distance - Unique rifle. Has a 4x scope. Higher dismemberment chance.

Firestarter - Quality homemade shotgun. Single shot. Very high limb dismemberment. Accepts all shells and applies Dragon's Breath to them.

Lincoln's Repeater - .44 Magnum lever action rifle. Able to penetrate multiple targets. High dismemberment. Accepts 8x scopes.

Maria - 9mm. High capacity. Moderate dismemberment. Accepts a reflex sight.

Pew Pew- Higher damage and magazine capacity.

AER-15 Prototype - Unique prototype variant of the laser rifle. Higher damage per beam and shoots 5 rounds in one trigger pull. Hip fire behaves more like a
shotgun while aimed fire allows heavy damage to a single target.

Alien Blaster- Wait, what?

Cryolator- Custom made weapon that damages and slows enemies. Affected enemies move slower and take more damage. Critical hit freeze enemies. Very rare ammo that can only be looted.

Arizona Campaign Scout Rifle - Modified Heavy Sniper.

Le Fusil Terribles - Absolutely terrible shotgun. Don't use this.



Can be found in certain loot. Also can be a quest reward. Very rare.
Legendary weapons won't permanently break.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------
L6HRzkn.png

BYSOkCk.png

DuO104T.png

UWLZSXH.png

uJLVfyi.png

if43Zvk.png

vFciUHU.png

NyLZqKZ.png

v3ruJpY.png

l07w70z.png

jCQH1uH.jpg

D5OgrnK.jpg7TvmZ5h.png

5csBIDS.png

sEt4Qwx.png

4123MZZ.jpg

JghLgJn.jpg

LEOh9bm.jpg

Install into the 7_Days_To_Die\Mods folder.

 

Git: Click Here

Nexus: Click Here

 

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