Claymore Posted November 17, 2019 Author Share Posted November 17, 2019 Well, the mod was created out of boredom and testing And 10000 sounds really much, but even with that, you can't box everything down with your fists ;-). But try it with giving the enemy 10k blockdamage. I was just like: Holy... a cop takes down anything in a matter of seconds Link to comment Share on other sites More sharing options...
stallionsden Posted November 17, 2019 Share Posted November 17, 2019 Well, the mod was created out of boredom and testing And 10000 sounds really much, but even with that, you can't box everything down with your fists ;-). But try it with giving the enemy 10k blockdamage. I was just like: Holy... a cop takes down anything in a matter of seconds I am off the thought as can't damage blocks lol unless in a herd or horde and they push a fence over or knock a old decayed wall over type thing. So love the 0 option on those 1 lol Link to comment Share on other sites More sharing options...
CrypticGirl Posted November 17, 2019 Share Posted November 17, 2019 Ah, the loot abundance makes me miss the way loot abundance was in the game prior to A17. (Meaning it only affected the quantity of the items found in the container, rather than the number of slots that were filled.) I wonder if there's a mod to go back to the old way of loot abundance... Link to comment Share on other sites More sharing options...
Claymore Posted November 17, 2019 Author Share Posted November 17, 2019 @ CrypticGirl Hm... without hacking into the assembly or via SDX? Doubt it. I've seen so many things, digging through the XML. Many abandoned things like something for multiplayer: There is or was a thing, a player can play as a zombie. Made me cry a bit... The best thing would be, that the Pimps are releasing a devided loot abundance option: One for quantity and one for slots. Would be the best. Each option alone is a bit OP or won't get us to the wanted result. I'll dive into the assembly if I find time for it . Link to comment Share on other sites More sharing options...
Reytag Posted November 17, 2019 Share Posted November 17, 2019 Awesome modlets, using several with a few tweaked settings for personal taste, thanks very much! Seems the fiery bolt sticks out quite far, like 1 - 2 feet from it's target (and therefore looks a bit strange), the regular bolt does not, it sticks in the target like one would expect. Link to comment Share on other sites More sharing options...
CrypticGirl Posted November 17, 2019 Share Posted November 17, 2019 Well, maybe we should wait for the TFPs' divided loot abundance option then. XD Link to comment Share on other sites More sharing options...
Claymore Posted November 18, 2019 Author Share Posted November 18, 2019 Added: HAYBLOCKS NO DAMAGE @CrypticGirl: So we'll wait til the Pimps include a reason for shooting nails out of the nailgun too? Link to comment Share on other sites More sharing options...
Scott Sterling Posted November 18, 2019 Share Posted November 18, 2019 Please make the files into .zip format. I am unable to use any decompression tools on Macbook to open this. I hate having to resort to my Windows PC just to obtain these. Link to comment Share on other sites More sharing options...
Claymore Posted November 18, 2019 Author Share Posted November 18, 2019 @Scott Sterling: https://www.keka.io/en/ < 7Zip for Mac - also supporting RAR5. Anyways... made all ZIP. Link to comment Share on other sites More sharing options...
CrypticGirl Posted November 18, 2019 Share Posted November 18, 2019 Added: HAYBLOCKS NO DAMAGE @CrypticGirl: So we'll wait til the Pimps include a reason for shooting nails out of the nailgun too? I wouldn't shoot nails from the nailgun anyway, so it makes no difference there... Link to comment Share on other sites More sharing options...
Claymore Posted November 18, 2019 Author Share Posted November 18, 2019 If it would be like in Painkiller or Predator, shooting heads to the wall or ground: I'd take that! Link to comment Share on other sites More sharing options...
Claymore Posted November 20, 2019 Author Share Posted November 20, 2019 Added: ELEMENTAL BULLETS Link to comment Share on other sites More sharing options...
Claymore Posted November 23, 2019 Author Share Posted November 23, 2019 Added: STAINLESS STEEL RETURNS New mods are now in a separate post, because I reached the max. amount of text https://7daystodie.com/forums/showthread.php?129728-Claymore-s-Modlets&p=1042638&viewfull=1#post1042638 1 Link to comment Share on other sites More sharing options...
stallionsden Posted November 23, 2019 Share Posted November 23, 2019 Added: STAINLESS STEEL RETURNS New mods are now in a separate post, because I reached the max. amount of text https://7daystodie.com/forums/showthread.php?129728-Claymore-s-Modlets&p=1042638&viewfull=1#post1042638 You can get more slots allotted under your main post by reporting your O.P to a forum moderator and asking them to allow you How ever many spots you require extra Link to comment Share on other sites More sharing options...
Claymore Posted November 30, 2019 Author Share Posted November 30, 2019 (edited) Added: 6K STACK SIZES: @stallionsden: Didn't know, but thanks for the hint. Maybe somewhere in the future, but I'm fine with using a second post Edited November 30, 2019 by Claymore (see edit history) Link to comment Share on other sites More sharing options...
DeftestHawk Posted December 11, 2019 Share Posted December 11, 2019 These mods sound awesome, I've got "MORE OPTIONS" Mod installed but I don't see the additional options, does it need patching for the latest version of 7 Days To Die? or am I missing something? Link to comment Share on other sites More sharing options...
stallionsden Posted December 12, 2019 Share Posted December 12, 2019 These mods sound awesome, I've got "MORE OPTIONS" Mod installed but I don't see the additional options, does it need patching for the latest version of 7 Days To Die? or am I missing something? Nope still works. Simply when filling in the options prior to launching game keep pressing the right facing or left facing arrows Link to comment Share on other sites More sharing options...
zmax32 Posted December 12, 2019 Share Posted December 12, 2019 (edited) Nope still works. Simply when filling in the options prior to launching game keep pressing the right facing or left facing arrows The "MORE OPTIONS" mod works very well, the bad thing is that it is not compatible with the "SMXmenu" mod. I take this opportunity to thank you for your effort and work and share all your mods. Edited December 12, 2019 by zmax32 (see edit history) Link to comment Share on other sites More sharing options...
Claymore Posted December 12, 2019 Author Share Posted December 12, 2019 Took a look at SMXMenu: Yeah... no chance to make my mod compatible to his mod. He completely removes the vanilla hud and replaces it with his own menu. No altering. Understandable, because by simply altering value for value, it would take a lot more effort. And to be honest: Sirillion spends hella lot of time for it anyways. Not even comparable to any of my released mods. So I just give a simple advice: If you want those options: Take my mod, grab the values and replace it in SMXMenu . Thanks for the kind words. Appreciate it . Link to comment Share on other sites More sharing options...
Claymore Posted December 13, 2019 Author Share Posted December 13, 2019 Added: • BETTER ATTRIBUTES: INTELLECT • BETTER ATTRIBUTES: FORTITUDE • BETTER ATTRIBUTES: AGILITY • BETTER PERKS: LUCKY LOOTER 1 Link to comment Share on other sites More sharing options...
SMiThaYe Posted December 14, 2019 Share Posted December 14, 2019 Better perks Lucky Looter sounds like it could be a great combo with the No Traders mod, and thanks for sharing these very nice modlets Claymore Going to do a new seed with those two mods and Modslot Equals Item Level too for a pre-A15 normad playthrough. Not sure which other of your mods would suit this and open to suggestions. I totally understand the frustrations of weight in the game, can't say much but a big mod will add realistic carry weight and that includes stacks. Adding it is far from easy to implement and more difficult to balance especially if you're aiming for realism. You'd end up unable to carry much at all, as it's just a game you have to give the player some slack. Not saying you can't do it, you can it just takes ages sorting out code for every item. Link to comment Share on other sites More sharing options...
Claymore Posted December 14, 2019 Author Share Posted December 14, 2019 (edited) Agreed. Balancing is the very last thing of a final state of a game you'll do. Weight should be finally a thing, so stack-sizes are balanced automatically. Example: If I start a game, there should be more classes to pick. Like some of the big mods have. One runs faster, one is good as mechanics, another one is a beast and has the power of "The Mountain". And muscular power is the key in carrying something. If you picked a char that is good at running, you have to train power. If you picked a more muscular type: You have to train other things. RPG-style . So to not stress the player with real life weight: Divide real life weight by a value, a player might be fine with. Make him slower and more exhausted, like we have now. And balancing might be done better than we have now. I decided to have really no balancing, when no balancing is the thing we have to deal with for now . Besides that: BETTER PERKS: LUCKY LOOTER got an update. Some leftovers from splitting up to separate mods in the localization is now removed. Edited December 14, 2019 by Claymore (see edit history) Link to comment Share on other sites More sharing options...
CrypticGirl Posted December 15, 2019 Share Posted December 15, 2019 Added: • BETTER ATTRIBUTES: INTELLECT • BETTER ATTRIBUTES: FORTITUDE • BETTER ATTRIBUTES: AGILITY • BETTER PERKS: LUCKY LOOTER You are my hero. The Lucky Looter modlet is awesome! I still have to try the other ones, but I'll do that tomorrow... XD Link to comment Share on other sites More sharing options...
Claymore Posted December 15, 2019 Author Share Posted December 15, 2019 Added: SPAWNING TWEAKED Link to comment Share on other sites More sharing options...
Sirillion Posted December 16, 2019 Share Posted December 16, 2019 Took a look at SMXMenu: Yeah... no chance to make my mod compatible to his mod. He completely removes the vanilla hud and replaces it with his own menu. No altering. Understandable, because by simply altering value for value, it would take a lot more effort. And to be honest: Sirillion spends hella lot of time for it anyways. Not even comparable to any of my released mods. So I just give a simple advice: If you want those options: Take my mod, grab the values and replace it in SMXMenu . Thanks for the kind words. Appreciate it . Here you go...was a very quick and painless adaptation. Hope you all enjoy it https://github.com/Sirillion/SMXmenuClaymoreOptions Link to comment Share on other sites More sharing options...
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