Roland Posted April 29, 2019 Author Share Posted April 29, 2019 Update: Made some slight adjustments. Changed the timer slightly again to get it closer to resolving at the same time each day based on 60 minute days. I also changed the exponential growth factor on the attributes downward so that the increase in skillpoints wouldn't grow quite so large so fast. The new progression is Level 2 Skillpoints needed: 1 Level 3 Skillpoints needed: 1 Level 4 Skillpoints needed: 2 Level 5 Skillpoints needed: 2 Level 6 Skillpoints needed: 2 Level 7 Skillpoints needed: 3 Level 8 Skillpoints needed: 4 Level 9 Skillpoints needed: 5 Level 10 Skillpoints needed: 6 Perks remain the same at: Level 1 Skillpoints needed: 1 Level 2 Skillpoints needed: 1 Level 3 Skillpoints needed: 2 Level 4 Skillpoints needed: 3 Level 5 Skillpoints needed: 5 So the very first Tier 5 Perk will require 11 skillpoints (level 10 attribute + level 5 perk costs) which would take 4 days to accumulate assuming no quests were done and no deaths. Link to comment Share on other sites More sharing options...
Guppycur Posted April 29, 2019 Share Posted April 29, 2019 What's the deal with the timer? Link to comment Share on other sites More sharing options...
Roland Posted April 29, 2019 Author Share Posted April 29, 2019 What's the deal with the timer? The deal is that the timer is actually 60 minutes of real time but the day length is not. It is actually longer than 60 minutes. That means that the time of day when you get your skillpoints gets noticeably earlier each day. Technically, its not a huge deal because it really is 60 minutes of real time that you wait but it gives the feeling of not being a full day of survival. So I am making small adjustments to the timer so that it gets as close as possible to the actual day length. I overshot it on my last adjustment so lowered it a bit. Link to comment Share on other sites More sharing options...
Guppycur Posted April 30, 2019 Share Posted April 30, 2019 So... Bug report the game issue. Link to comment Share on other sites More sharing options...
Roland Posted April 30, 2019 Author Share Posted April 30, 2019 lol...I didn't think of that... Link to comment Share on other sites More sharing options...
Roland Posted May 4, 2019 Author Share Posted May 4, 2019 Big Update: Changed: All xp points officially removed from the game. It is 0xp Rolmod in truth and not just in name. Changed: Quests no longer give level ups. They still give skillpoints. Changed: The player now levels up once per day as long as there was no death. Changed: Gamestages multipliers have been increased to keep the world challenge moving. Implications Thanks to a wonderful script provided by Sphereii the largest and final missing piece finally fell into place. No longer is it 2% of xp hidden from the player's view as much as possible. Now it truly is 0xp. It is gone from the game completely. In addition leveling up is now completely separated from gaining skillpoints. Leveling up in this version of the game is solely used as a timer to keep gamestages progressing. The upside of this is that gamestages no longer is a function of player action. It doesn't matter what you do in the world. The world challenge will progress day to day towards the things that gamestages provides: better loot and tougher enemies and larger hordes. Now you can do quests to gain skills faster if you wish but it won't speed up or slow down gamestages. You as a player have no control over it other than dying causing a slight reduction as in the regular version of the game. The good news is that if you are fine with the pace of gaining skillpoints to spend on your perks then you once again do not have to mess with traders and quests. They are optional once again instead of necessary as they were in the earlier version of this mod. In testing this it really feels like a return to classic 7 Days to Die before experience points were introduced. I am very pleased with the outcome of this mod and am so grateful to all the great modders who have helped me out. This would not be in existence without the support of others. There is still some polishing to do and I have a couple of ideas I'm rolling around in my head related to zombie behavior. I would like to get the localization done for this mod so that the timer for skillpoints doesn't say "Bleeding" and so that my starter quest chain actually shows as 1-5. I would love to hear thoughts from those who have tried it to help me dial in on the loot drop rate. It is at 9% right now and I like that. It results in something dropping daily and usually 3+ bags during bloodmoon hordes and yet I never feel compelled to hunt and kill zombies to try and farm loot. Please note: That if you downloaded a previous version of this mod and would like to try the newest version you will have to start a new game with the new version. Your saved game will "remember" the 2% xp setting even if you change it to 0%. Sorry. Link to comment Share on other sites More sharing options...
Death2gnomes Posted May 4, 2019 Share Posted May 4, 2019 Althought I have not tried yet, I already disagree with removing the death sounds. I wouldnt mind seeing what a random delay of the death sound might have on things, maybe even go as far as replacing the current death sound to keep it separated from the "stunned" sound as logically the two sounds would be different in my mind. Link to comment Share on other sites More sharing options...
Roland Posted May 4, 2019 Author Share Posted May 4, 2019 Althought I have not tried yet, I already disagree with removing the death sounds. I wouldnt mind seeing what a random delay of the death sound might have on things, maybe even go as far as replacing the current death sound to keep it separated from the "stunned" sound as logically the two sounds would be different in my mind. Interesting. The death sound and the death animation are both clear signs that the zombie is dead. After playing for 5 minutes you can always tell with 100% success that they are dead. Ambiguity is impossible to achieve leaving the death sound in. Delaying it might be okay but to what end (and how)? Why exactly are you against removing it? You didn’t mention that. EDIT: I should be clear that I did not just remove the death sound. I replaced it with the stun sound. So there is a sound at the time of death but it is indistinguishable from the sound of being stunned. After thinking about what possible objections you might have I realized that maybe you thought I just removed the sound so that they were silent when they died. That isn't the case. I changed the description in the OP to be more clear on that count. Link to comment Share on other sites More sharing options...
hiigaran Posted May 4, 2019 Share Posted May 4, 2019 Tnx for doing this.. the entire lvl sistem Is not inmersive. For me the idea of apocaliptic survival is something like the book of Eli meets"the Road" with viggo mortensen. Desease..short amount of bullets and food. Less meta Game to think about It and Just play This mod goes in that direction. Sorry for the inglish Link to comment Share on other sites More sharing options...
Roland Posted May 5, 2019 Author Share Posted May 5, 2019 Hope you enjoy it! Link to comment Share on other sites More sharing options...
JamsCB Posted May 5, 2019 Share Posted May 5, 2019 Althought I have not tried yet, I already disagree with removing the death sounds. I wouldnt mind seeing what a random delay of the death sound might have on things, maybe even go as far as replacing the current death sound to keep it separated from the "stunned" sound as logically the two sounds would be different in my mind. Still waiting to play the newest version, but I don't think the lack of death sounds changed in the newest version (still on a cruise at the moment, so trying to avoid significant downloads). I did find after a couple hours of playing I could be very confident when they were dead unless I one-shot them, it's just not as glaringly obvious without the death sounds. Link to comment Share on other sites More sharing options...
Viktoriusiii Posted May 5, 2019 Share Posted May 5, 2019 Well hello there Roland After years of arguing lets be on good terms ^^ As this mod fixes loads of what I am criticising on A17, I am inclined to try it. I dont ever use github or have ever modded 7d2d before. So is there anything I need to do other than download the launcher and use your mod? I wont be able to play before the 16th but I would really like to set up a server with friends. Anything I need to do other than them having the mod too? And thanks from me for doing this. It doesnt fix the perksystem, but it does fix a lot of other issues I have with the game and I might actually have fun with the game now Suggestions: make guns rarer. Its not really an xp thing but the droprate of guns is insane. also if you can make quality effect damage. BC I generally have a good weapon day 1 and a shotgun or ak day 7 and have already scrapped 20 weapons for parts on day 14. It doesnt feel like a wasteland where everyone is after guns and ammunition. It rather feels like guns rained from the skies and zombies were just a sideeffect of a hit chemlab Can you randomize getup timers for zombies? So some get up after 2 sec some only after 10-20? Also could you remove the "bar" of dead zombies when you hit them? They are nearly indestructible anyways and giving them a bar makes them "checkable". Thank you for your time. Much appreciated. Link to comment Share on other sites More sharing options...
Shin Posted May 5, 2019 Share Posted May 5, 2019 Was curious to try this mod. It fixes some of my issues with the vanilla game, and it's made by the defender of the game... No offence there Roland. Anyways, mod wont start. Using modlauncher and ends up with a vanilla game. No biggie since I probably woudnt play much cause all of the remaining vanilla issues. Chose new download and automatic refresh, tried 4 times. Heres the log. This is a modlet pack that changes the vanilla 7 Days to Die game to de-emphasize xp incentives. Roland's Improved Death Ambiguity Mod removes the death sound, death animation, and increases the range for the get up animation. Roland's zero-xp Progression removes xp from actions and awards levels and skillpoints for completing quests. The Skillpoint Generator provides an automatic skillpoint award every day (based on default 60 minute days) as long as you don't die. The Skillpoint Generator requires SDX and the script folder contains the required file for the generator. The following downloads will occur to install the mods for this server: - https://github.com/Roland7dtd/0XP-Rolmod/archive/master.zip Syncing https://github.com/Roland7dtd/0XP-Rolmod Total Download Time: 00:00:01.12 Copying folder \TempMods\Roland7dtd\0XP-Rolmod\Mods ... Copying is done. Copying \TempMods\Roland7dtd\0XP-Rolmod\README.md to \Roland7dtd\0XP-Rolmod\README.md Copying is Done. Checking for SDX... SDX Scripts Detected. Downloading SDX... SDX Downloaded. Checking SDX Dependencies. Starting SDX Launcher: C:\7D2D\Alpha17\Roland\0XPMod\SDXRepos\Latest\SDX7DTD.exe /scriptonly /silent /gamepath ../.. /location ../.. Overriding location: ../.. EVENT: Begin task: Backup game files EVENT: Begin task: Import UnityEngine.dll EVENT: Begin task: Deobfuscate Assembly Strings INFO: Skipping string deobfuscation as it already exists EVENT: Begin task: Patch game code INFO: Inject: System.Void GameManager::Awake() into type(SDX.Payload.Entry, SDX.Payload).Setup at start INFO: Inject: System.Void GameManager::StartGame() into type(SDX.Payload.ModEngine, SDX.Payload).StartupModScripts at start Saving... Done. EVENT: Begin task: Deobfuscate game code De-obfuscator has been disabled EVENT: Begin task: Compile mod patcher scripts Dir not found: ../..\Mods\Skill Point Generator\PatchScripts Compiling PatchScripts assembly... Dir not found: ../..\Mods\Skill Point Generator\PatchScripts Loading References... INFO: Built in 554ms PatchMods compile successful Found patcher mods: 1 - AntiNerdPole INFO: AntiNerdPole: === AntiNerdPole === Saving... Done. EVENT: Begin task: Copy payload dlls Copy file: C:\7D2D\Alpha17\Roland\0XPMod\SDXRepos\Latest\SDX.Core.dll to ../../7DaysToDie_Data/Managed\SDX.Core.dll Copy file: C:\7D2D\Alpha17\Roland\0XPMod\SDXRepos\Latest\SDX.Payload.dll to ../../7DaysToDie_Data/Managed\SDX.Payload.dll EVENT: Begin task: Compile mod scripts Compiling Mods.dll... INFO: Built in 269ms Mods.dll compile successful EVENT: Begin task: Link modules DLL Load attempt: C:\7D2D\Alpha17\Roland\0XPMod\SDXRepos\Latest\Backups\7 Days To Die\7DaysToDie_Data\Managed/Assembly-CSharp.dll Saving to ../../7DaysToDie_Data/Managed/Assembly-CSharp.dll Done. EVENT: Begin task: Apply mod config patches EVENT: Run sub task: Run Xml Patcher mod scripts Save config files to: ../../Data/Config EVENT: Begin task: Patch localization WARN: C:\7D2D\Alpha17\Roland\0XPMod\SDXRepos\Latest\Backups\7 Days To Die\Data/Config/Localization.txt detected BOM in file Save text file: ../../Data/Config/Localization.txt Save text file: ../../Data/Config/Localization - Quest.txt EVENT: Begin task: Create native mods Script only flag set. Skipping CreateNativeModTask EVENT: Begin task: Copy Assets to game directory EVENT: Action completed at: 2019-05-05 19:44:30 and took 6,76 seconds Remote build complete SDX Exit Code: 0 SDX Successfully compiled. Launching \7DaysToDie.exe -logfile 7DaysToDie_Data\output_log.txt -configfile=\SaveConfig.xml Game Started Link to comment Share on other sites More sharing options...
Roland Posted May 6, 2019 Author Share Posted May 6, 2019 I hope I didn’t make a mistake in updating. I did it piecemeal. When I get home tonight I’ll redo and just copy my whole mod folder over to replace the old one. I played about 3 hours last night so I know my local copy works for sure. Link to comment Share on other sites More sharing options...
Roland Posted May 6, 2019 Author Share Posted May 6, 2019 Well hello there Roland After years of arguing lets be on good terms ^^ As this mod fixes loads of what I am criticising on A17, I am inclined to try it. I dont ever use github or have ever modded 7d2d before. So is there anything I need to do other than download the launcher and use your mod? I wont be able to play before the 16th but I would really like to set up a server with friends. Anything I need to do other than them having the mod too? I think that everyone playing needs to have the mod but I’m not sure. Maybe someone could chime in about how this mod would work for servers and if there is something I need to do to make it easy. Can you randomize getup timers for zombies? So some get up after 2 sec some only after 10-20? Already done. That was my starting point a la Guppy and then I went further and removed the death animations and replaced the death scream with the normal stun zombie sound. Also could you remove the "bar" of dead zombies when you hit them? They are nearly indestructible anyways and giving them a bar makes them "checkable". Maybe... Link to comment Share on other sites More sharing options...
Roland Posted May 6, 2019 Author Share Posted May 6, 2019 Okay, I have recommitted the entire mod folder with the updates. It works locally so if I made a mistake when I tried to only add the changed files it should be fixed now that I simply replaced the entire mods folder. Let me know if it still doesn't work. Link to comment Share on other sites More sharing options...
FA_Q2 Posted May 6, 2019 Share Posted May 6, 2019 Big Update: Changed: All xp points officially removed from the game. It is 0xp Rolmod in truth and not just in name. Changed: Quests no longer give level ups. They still give skillpoints. Changed: The player now levels up once per day as long as there was no death. Changed: Gamestages multipliers have been increased to keep the world challenge moving. Implications Thanks to a wonderful script provided by Sphereii the largest and final missing piece finally fell into place. No longer is it 2% of xp hidden from the player's view as much as possible. Now it truly is 0xp. It is gone from the game completely. In addition leveling up is now completely separated from gaining skillpoints. Leveling up in this version of the game is solely used as a timer to keep gamestages progressing. The upside of this is that gamestages no longer is a function of player action. It doesn't matter what you do in the world. The world challenge will progress day to day towards the things that gamestages provides: better loot and tougher enemies and larger hordes. I am not sure this is enough. Will start building tomorrow. Maybe if it were 50 feet tall Link to comment Share on other sites More sharing options...
Roland Posted May 6, 2019 Author Share Posted May 6, 2019 My altar has sphereii’s picture. Link to comment Share on other sites More sharing options...
Roland Posted May 6, 2019 Author Share Posted May 6, 2019 I completely uninstalled my mod and then reinstalled via the Mod Launcher and it worked. So hopefully it will work for others now as well. Link to comment Share on other sites More sharing options...
Death2gnomes Posted May 6, 2019 Share Posted May 6, 2019 Interesting. The death sound and the death animation are both clear signs that the zombie is dead. After playing for 5 minutes you can always tell with 100% success that they are dead. Ambiguity is impossible to achieve leaving the death sound in. Delaying it might be okay but to what end (and how)? Why exactly are you against removing it? You didn’t mention that. EDIT: I should be clear that I did not just remove the death sound. I replaced it with the stun sound. So there is a sound at the time of death but it is indistinguishable from the sound of being stunned. After thinking about what possible objections you might have I realized that maybe you thought I just removed the sound so that they were silent when they died. That isn't the case. I changed the description in the OP to be more clear on that count. yes, i read that as you removed the sound. I am against silent anything, there are a million reasons zombies make some sort off sound, anyone with intelligence enough can figure out a bunch off those reasons without effort. They made the game so players cant be 100% silent....nvm. EDIT:When I get time, I will be trying this mod out. Link to comment Share on other sites More sharing options...
Shin Posted May 6, 2019 Share Posted May 6, 2019 Okay, I have recommitted the entire mod folder with the updates. It works locally so if I made a mistake when I tried to only add the changed files it should be fixed now that I simply replaced the entire mods folder. Let me know if it still doesn't work. Thanks. But unfortunately the exact same log comes back when reinstalling. Deleted all before that. And forgot to mention yesterdayt a message box saying "file not found" pops up at the end. It comes up in my language and not English if that helps anyway. Thought I try to play and see if I'm just misunderstanding. So do the following starter quests. *Bedroll *Stone axe *Club *Bow and arrows *craft 3 frames *Find trader Some missing from vanilla but thought there was to many for the mod. Dodging all Z's on my way to the trader. Get 6 points and think it might be right Still dodging all Z's finding a place to put a chest and the roll down. Kill my first Z then and gets 825XP. Obviously not working. Dont bother to much as said before, just wanted you to know. Shin Link to comment Share on other sites More sharing options...
Roland Posted May 6, 2019 Author Share Posted May 6, 2019 Thanks. But unfortunately the exact same log comes back when reinstalling. Deleted all before that. And forgot to mention yesterdayt a message box saying "file not found" pops up at the end. It comes up in my language and not English if that helps anyway. Thought I try to play and see if I'm just misunderstanding. So do the following starter quests. *Bedroll *Stone axe *Club *Bow and arrows *craft 3 frames *Find trader Some missing from vanilla but thought there was to many for the mod. Dodging all Z's on my way to the trader. Get 6 points and think it might be right Still dodging all Z's finding a place to put a chest and the roll down. Kill my first Z then and gets 825XP. Obviously not working. Dont bother to much as said before, just wanted you to know. Shin Those are the six quests for the starter quest. The mod removes the 2 clothing quests and the campfire quest and also simplifies the frames so that you don't have to place and upgrade them. You should have 6 skillpoints to spend to start. That sounds like it was working properly. Did you select 0% for your xp modifier in the main options menu? You have to do that step. Sounds like you had it at 100% (Default) Also was there a purple XP icon in the bottom left side of the screen? That should be your timer until your first skillpoint. Another thing to test is to see if you can nerdpole. Link to comment Share on other sites More sharing options...
Khulkhuum Posted May 7, 2019 Share Posted May 7, 2019 For those wanting additional changes: After the game folder has been created (when using 7DTD Launcher to make a copy of the game) you can copy mods into the "Mods" folder there and it will use them as normal with the original "Mods" folder. Through this way i am using my own modlets that redoes zombies (HP and some other stats), damage detriments, reworks weapons and tools, along with some modlets from other people. HERE is the link to my own thread for modlets and HERE you will find Xajar's modlet list, among which there is "Item Tiers", making tools and weapons have higher damage on higher quality tiers. Remember that not everything might work smoothly with what Roland has in his mod My comments on using the mod so far? Play really great, especially with the huge amount of Zs all around Link to comment Share on other sites More sharing options...
Shin Posted May 7, 2019 Share Posted May 7, 2019 Those are the six quests for the starter quest. The mod removes the 2 clothing quests and the campfire quest and also simplifies the frames so that you don't have to place and upgrade them. You should have 6 skillpoints to spend to start. That sounds like it was working properly. It is. Did you select 0% for your xp modifier in the main options menu? You have to do that step. Sounds like you had it at 100% (Default) 0% chosen for sure. Checked it again just now. Also was there a purple XP icon in the bottom left side of the screen? That should be your timer until your first skillpoint. It's there. Another thing to test is to see if you can nerdpole. Cant nerdpole. Playing 120 min days on nav. Just played a short while and killed a few Z's (there is a bunch to chose from, love it). But still getting XP for every kill and XP from harvesting. Pretty sure I lvld up and am at lvl 2 at 1600 hours on day one. I'm not to good on screens shots but I'll try to get one with the +XP icon bottom right. Also, if you want me to check the files for something just let me know what to look for and where. Shin Link to comment Share on other sites More sharing options...
Roland Posted May 7, 2019 Author Share Posted May 7, 2019 I’ve noticed that if I am playing on a previous save the game “remembers” the xp settings from before. Try starting a brand new game with the xp already set to 0% and see if that one also gives xp. Link to comment Share on other sites More sharing options...
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