Jump to content
khzmusik

khzmusik's Modlets

Recommended Posts

Posted (edited)

I put together a few modlets for my own enjoyment. I'm releasing them to the public, and I hope you find them useful.

 

They can be installed by putting their contents into the 7D2D Mods folder, or by installing them using the Mod Launcher. I recommend using the Mod Launcher:

http://7d2dmodlauncher.org

 

Thanks to SphereII for including them in the Mod Launcher!

 

Detailed installation instructions are in the Gitlab repo:

https://gitlab.com/karlgiesing/7d2d-modlets

 

Additionally, each modlet now has its own individual README file. These files can be read on the Web by going to the modlet's directory in the GitLab repo. The README files have many details about installation and usage, including whether it is recommended to create a new game world, as well as technical details about the creation of the modlet.

 

Instead of leaving detailed descriptions in this post, I will instead point you to the individual README files. This is because those files are updated with the modlet itself, so will contain up-to-date information.

 

There are quite a few modlets, and most are very small. That is intentional. Each modlet is meant to be something like a feature flag or game setting. You should be able to easily pick and choose which one(s) you want to use, without any extra "features" you don't want.

 

Their small size also means they should be easy to modify, or to learn from, so that you can use them for your own purposes. Please do, they are free as in "free beer" and as in "freedom." Credit is appreciated, but even that is not required - go nuts!

 

Stand-alone modlets

 

These modlets do not have any dependencies on other mods or modlets. They use XML and XPath, and do not require SDX/DMT or changes to any .dll files. They may be used with or without EAC enabled, and may be installed on any multiplayer server.

 

No Bedrolls

https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/khzmusik_No_Bedrolls

 

Updated to version 2.0.0

 

Removes the ability of beds and bedrolls to act as spawn points, or protect against zombie spawns. New in version 2.0.0: Beds and bedrolls are once again craftable (they are now merely ornamental).

 

It is designed to be used with "dead is mostly dead" play styles. Upon death, the player is respawned in the same game world, with a "new" character (as opposed to "dead is dead" where the entire game world is lost or reset). It is inspired by player character deaths in State of Decay, though it's not possible to re-create that exactly in 7D2D.

 

For details, please see the README:

https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/khzmusik_No_Bedrolls/README.md

 

I also wrote a "manifesto" about the "dead is mostly dead" play style. Here's a link to that forum post:

 

Reset Skills On Death

https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/khzmusik_Reset_Skills_On_Death

 

On death, this modlet will reset (not remove) skill points, and remove all books read. It is also designed to be used with "dead is mostly dead" play styles.

 

For details, please see the README:

https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/khzmusik_Reset_Skills_On_Death/README.md

 

UMA Zombies

https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/khzmusik_UMA_Zombies

 

These are zombie versions of the vanilla UMA archetypes. This modlet is almost certainly compatible with other modlets that add other zombies or NPCs.

 

For details, please see the README:

https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/khzmusik_UMA_Zombies/README.md

 

Modlets for SphereII DMT Mods

 

These are modifications to SphereII modlets. These modlets require DMT. Installation instructions are in the above thread. (My modlets are XML/XPath only.)

 

Forum topic for SphereII DMT Mods:

 

 

Thanks to SphereII for making these incredibly useful modlets!

 

Remove Enemy Health Bar

https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/0-SphereIICore_Remove_Enemy_Health_Bar

 

Switches off the enemy health bar that is introduced in the SphereII Core modlet.

 

For details, please see the README:

https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/0-SphereIICore_Remove_Enemy_Health_Bar/README.md

 

NPC Hire Text

https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/SphereII NPC Dialog Windows_Hire_Text

 

Sets the NPC hire text to "I would like you to join me." This makes more sense if you modify the NPCs to "hire" them using something other than Dukes, like canned food or medical supplies. (This modlet does not do that, it only changes the text.)

 

For details, please see the README:

https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/SphereII NPC Dialog Windows_Hire_Text/README.md

 

NPC modlets

These modlets affect the NPCs that are added by the CreaturePack modlets (which do not require DMT), or the DMT NPC modlets (which require DMT and add extra behavior), or both.

 

Forum topic for CreaturePack NPCs:

 

 

Forum topic for DMT NPCs:

 

 

Huge thanks to Xyth for creating the modlets, and to all the people who created the NPCs themselves (including Xyth, Guppy, DarkStarDragon, and probably more by the time you read this).

 

NPCPackHumans: Adjust Health and Stamina

https://gitlab.com/karlgiesing/7d2d-modlets/-/tree/master/1-NPCPackHumans_Adjust_Health_Stamina

 

Adjusts the health and stamina of human NPCs to be closer to player values.

 

For details, please see the README:

https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/1-NPCPackHumans_Adjust_Health_Stamina/README.md

 

NPCPackHumans: Adjust Hire Costs

https://gitlab.com/karlgiesing/7d2d-modlets/-/tree/master/1-NPCPackHumans_Adjust_Hire_Costs

 

Adjusts the hire costs of human NPCs.

 

For details, please see the README:

https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/1-NPCPackHumans_Adjust_Hire_Costs/README.md

 

CreaturePackHumans/NPCPackHumans: Remove Ghost

https://gitlab.com/karlgiesing/7d2d-modlets/-/tree/master/2-CreaturePackHumans_Remove_Ghost

 

Removes the Ghost (Motoko Kusanagi) NPC character from all spawn groups.

 

For details, please see the README:

https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/2-CreaturePackHumans_Remove_Ghost/README.md

 

CreaturePackHumans/NPCPackHumans: Remove Harley

https://gitlab.com/karlgiesing/7d2d-modlets/-/tree/master/2-CreaturePackHumans_Remove_Harley

 

Removes the Harley Quinn NPC character from all spawn groups.

 

NOTE: This modlet is currently unnecessary, since she is was not ported from Xyth's old NPC modlet to the CreaturePack. I'm including it here in case it her character is added to a later version. 

 

For details, please see the README:

https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/2-CreaturePackHumans_Remove_Harley/README.md

 

CreaturePackHumans/NPCPackHumans: Remove NPC Tracking

https://gitlab.com/karlgiesing/7d2d-modlets/-/tree/master/2-CreaturePackHumans_Remove_NPC_Tracking

 

Removes tracking of human NPCs in the game map.

 

NOTE: This modlet is currently unnecessary, since tracking is disabled by default. I'm including it here in case it is enabled in a later version. 

 

For details, please see the README:

https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/2-CreaturePackHumans_Remove_NPC_Tracking/README.md

 

NPCPackHumans: Adjust Sounds

https://gitlab.com/karlgiesing/7d2d-modlets/-/tree/master/2-NPCPackHumans_AdjustSounds

 

Adjusts the sounds and dialog made by human NPCs.

 

For details, please see the README:

https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/2-NPCPackHumans_AdjustSounds/README.md

 

CreaturePackHumans: Add to vanilla spawn groups

https://gitlab.com/karlgiesing/7d2d-modlets/-/tree/master/1-NPCPackHumans_Adjust_Health_Stamina

 

Adds CreaturePack humans to vanilla spawn groups.

 

For details, please see the README:

https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/1-CreaturePackHumans_Add_To_Vanilla_Spawns/README.md

 

NPCPackHumans: Add to vanilla spawn groups

https://gitlab.com/karlgiesing/7d2d-modlets/-/tree/master/1-NPCPackHumans_Adjust_Health_Stamina

 

Adds NPCPack humans to vanilla spawn groups.

 

Note: Compatible with the CreaturePack version, above.

 

For details, please see the README:

https://gitlab.com/karlgiesing/7d2d-modlets/-/blob/master/2-NPCPackHumans_Add_To_Vanilla_Spawns/README.md

 

 

Deprecated Modlets for Xyth NPCs

 

These are modifications to the original NPC modlets created by Xyth. He has now deprecated these modlets in favor of the CreaturePack and NPCPack modlets. I am including them here in case you still use Xyth's old modlets - but I recommend switching to CreaturePack or NPCPack modlets as soon as possible.

 

Nearly all of them have equivalent modlets for CreaturePack or NPCPack, and I am working on updating the few that don't.

 

Add Bandits To Zombie Spawns

https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/Xyth Bandits_Add_To_Zombie_Spawns

 

Add NPCs To Zombie Spawns

https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/Xyth NPCs_Add_To_Zombie_Spawns

 

Reduce NPC Hire Costs

https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/Xyth NPCs_Reduce_Hire_Costs

 

Reduce NPC Hit Points

https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/Xyth NPCs_Reduce_HP

 

Remove Ghost

https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/Xyth NPCs_Remove_Ghost

 

Remove Harley

https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/Xyth NPCs_Remove_Harley

 

Remove NPC Tracking

https://gitlab.com/karlgiesing/7d2d-modlets/tree/master/Xyth NPCs_Remove_NPC_Tracking

 

Edited by khzmusik
more formatting fixes (see edit history)

Share this post


Link to post
Share on other sites

@khzmusik:

Huge fan of your first 3 modlets. Keep up the good work!

 

No Bedrolls modlet -

Personally would prefer it if the bedrolls remained craftable in game, but simply gave a buff(slowly heal max health+stamina over time) when on top of one. However, if you are going this route for the sake of Permadeath mode, does the modlet also remove craftable beds, which also serve as respawn points?

 

Reset Skills on Death modlet -

Shame that you cannot kick the player from server on death, then delete their 3 save files. Believe that is what the outdated Permadeath mod did, but it was a dll, not a modlet.

  • Like 1

Share this post


Link to post
Share on other sites
Posted (edited)
@khzmusik:

Huge fan of your first 3 modlets. Keep up the good work!

 

No Bedrolls modlet -

Personally would prefer it if the bedrolls remained craftable in game, but simply gave a buff(slowly heal max health+stamina over time) when on top of one. However, if you are going this route for the sake of Permadeath mode, does the modlet also remove craftable beds, which also serve as respawn points?

 

Reset Skills on Death modlet -

Shame that you cannot kick the player from server on death, then delete their 3 save files. Believe that is what the outdated Permadeath mod did, but it was a dll, not a modlet.

 

Thanks!

 

re: craftable beds - I don't think I've crafted a single bed in my 1.5K hours of gameplay, so I honestly didn't know they could serve as spawn points. You learn something new every day. :)

 

I should be able to remove those too, in the same way I removed the bedrolls. EDIT: done.

 

The bed/rolls remaining craftable (and pick-uppable and such), yet not serving as spawn points, would definitely require C# coding, which I'm trying to avoid for the moment. I have recently discovered dnSpy and Harmony though. Maybe if I have enough free time, but likely not.

 

re: kicking the player from the server, deleting saves, etc. - That would require even more C# coding, and has the potential to cause a lot of problems, especially if we're talking about a MP server. I'm not sure I would even want to try that.

 

In any case, I intentionally am not trying to mod in "permadeath." I don't want to lose the game world, I only want to start as a new character. Think of character death in State of Decay. (It was one of the few things I enjoyed about State of Decay.)

 

I'm still trying to find the right term for that, if you know of one.

Edited by khzmusik (see edit history)

Share this post


Link to post
Share on other sites

Quick update...

 

As I'm sure you all could guess, the modlets that are modifying the Xyth NPC/Bandit modlets are no longer working since he moved over to Creature Pack.

 

I have created updated/renamed versions of most modlets, but they are currently in another branch in Gitlab. I will update the main post when all is ready.

Share this post


Link to post
Share on other sites

Hi with UMA Zombies, will these zombies replace the original ones in game or they added in addition to the original models?

 

Share this post


Link to post
Share on other sites
Hi with UMA Zombies, will these zombies replace the original ones in game or they added in addition to the original models?

 

They will not entirely replace the vanilla zombies, they are in addition to the vanilla zombies. I set it up so that they spawn with the "most appropriate" vanilla zombies - for example, zombie Vince (with his football helmet) spawns in the same groups as vanilla football player zombies.

 

Because UMA zombies are resource hogs, they have a relatively small chance of spawning. It's possible to modify the spawn percentages in the XML if you think your computer can handle them. Just bump up the "prob" attribute in entitygroups.xml.

 

If you know XML and XPath, it's pretty easy to modify the entitygroups.xml yourself to totally replace the vanilla zombies, if that's what you want to do.

 

EDIT: There's a pretty detailed readme in the repo, if you want to create your own: https://gitlab.com/karlgiesing/7d2d-...ik_UMA_Zombies

  • Like 1

Share this post


Link to post
Share on other sites

Thanks! Also are can the uma zeds spawn as ferals? Ive yet to see one.

 

I would say the majority of the zombies I fight are UMA which is fine with me. Adds some variety

Share this post


Link to post
Share on other sites
Thanks! Also are can the uma zeds spawn as ferals? Ive yet to see one.

 

I would say the majority of the zombies I fight are UMA which is fine with me. Adds some variety

 

I did not make feral versions, and I did not make radiated versions. I'm not quite sure what I would have to do to create these - UMA zombies use a different controller than the rest of the zombies, and I'm not sure what I would need to do to change their behavior. I'm also not sure how (or if) I could get the green glow for the radiated versions.

 

But, I also haven't even looked into it. If this is something that you would like to see, I can try it out. But right now I'm focusing on the modlets for the NPCs, since I'm more interested in that. So, you'd have to wait a while, unless you'd like to try your hand at it yourself. (If I can do it, you probably can too.)

 

Also - what other UMA zombies are you using? I'm just curious to see what else is out there. Everyone else seems to be going the way of the Creature Pack zombies, which are not UMA (and have much better performance as a result).

Share this post


Link to post
Share on other sites

That would be cool to have at some point but don't make them on my account! I'm the last person who can mod anything so I certainly couldn't do it.

 

As for what UMA zombies im using I downloaded from the link below. I didn't download the creature pack because I didn't want other creatures or NPCs. Also these zombies just act like normal zeds, I didn't want special powers or anything added. I assumed that all the zombies in the mod can show up but maybe not? How would I check?

 

Performance, I'm getting a solid 60 fps. Silky smooth. My old pc burned out 2 weeks ago and I bought a beast of a rig so that helps.

 

https://7daystodiemods.com/uma-zombies/

Share this post


Link to post
Share on other sites
Posted (edited)
That would be cool to have at some point but don't make them on my account! I'm the last person who can mod anything so I certainly couldn't do it.

 

As for what UMA zombies im using I downloaded from the link below. I didn't download the creature pack because I didn't want other creatures or NPCs. Also these zombies just act like normal zeds, I didn't want special powers or anything added. I assumed that all the zombies in the mod can show up but maybe not? How would I check?

 

Performance, I'm getting a solid 60 fps. Silky smooth. My old pc burned out 2 weeks ago and I bought a beast of a rig so that helps.

 

https://7daystodiemods.com/uma-zombies/

 

Ah, that is just my modlet. When you said "the majority of zombies I fight are UMA" I assumed you had other UMA Zombie mods installed. UMA NPCs have been around since at least A16, and probably before then (I wasn't around). Modders like stalionsden have resurrected the UMA zombie mods, and I wasn't sure if you were using them.

 

If you haven't tried out the CraturePack zombies, I very much suggest you do so. They have dedicated models (not UMA) so their performance is vastly better, and they also look much better. CraturePack zombies use the TFP zombie AI so they won't have special behavior. They also won't interfere with my UMA zombie modlet, and I doubt they would interfere with any other UMA zombie modlets that are out there.

 

Incidentally, UMA zombies are created using only XML, no programming required. XML is as easy to learn as HTML. Modifying the "vanilla" XML uses XPath, but that's pretty easy to pick up.

 

What I'm trying to say, is that I'm sure you're capable of modding - these UMA zombies if nothing else. Once you understand how everything works, it's pretty trivial. I hope you give it a shot. If nothing else, you'll learn how XML and XPath works, and that's a valuable skill to know in these times.

 

EDIT: About performance. I'm glad that your PC can handle them. I don't have a top-of-the-line PC, though it's not a potato. And during testing, I spawned 25 of the UMA zombies, and they crashed my system. I'm not about to populate the world with them so much that they crash my PC, and I certainly don't want to crash anyone else's either, especially since my PC can run recent alphas without issues.

Edited by khzmusik (see edit history)

Share this post


Link to post
Share on other sites

As an aside - I'm a bit of a grammar Nazi, and I find it infuriating that the 7daystodiemods website actually substituted my correct use of "its" with the incorrect use of "it's". The sentence is "If you want to install the old Bad Company zombie mod, that also contains it’s own zombie versions of the vanilla NPCs."

 

I'm cool with other sites offering downloads of my modlets. But when they introduce grammar errors... well, that' crossing a line. :)

Share this post


Link to post
Share on other sites

So I tried the creature pack mod and downloaded only the UMA zombies,  no animals or people.  It's terrific and I'm sticking with it...... however,  it does spawn certain fantasy creatures that I would like to remove.

 

Is there a way to disable certain creatures in that mod from spawning if I edit the xml file? Would I edit the spawning file and if so what would i need to edit? Any help is appreciated

Share this post


Link to post
Share on other sites
Posted (edited)

Just don't load the CreaturePackFantasy modlet.  Only the old NEXUS version combines all the modlets so make sure you get the modlets directly from my repo or use the modlauncher.

 

@Khz, I didnt know you had mods.  Great stuff, thanks.

Edited by xyth (see edit history)

Share this post


Link to post
Share on other sites
16 hours ago, Wyrm187 said:

So I tried the creature pack mod and downloaded only the UMA zombies,  no animals or people.  It's terrific and I'm sticking with it...... however,  it does spawn certain fantasy creatures that I would like to remove.

 

Is there a way to disable certain creatures in that mod from spawning if I edit the xml file? Would I edit the spawning file and if so what would i need to edit? Any help is appreciated

Sorry it took me a while to respond - when the board moved I lost the forums that I subscribed to, so I missed this.

 

I think the "certain fantasy creatures" might be Guppy's "infernal dog?" That's the only one in the zombie pack that I would consider a fantasy creature. (And see Xyth's advice to make sure you did only get the zombies, not the fantasy creatures, from the creature packs.)

 

You're right to look at spawning, and the XML file you want to edit is the entitygroups.xml file. (You might think it's in spawning.xml but that handles different stuff.) By default that "dog" is added to the "EnemyAnimals" group.

 

You could manually edit the entitygroups.xml file inside Mods/0-CreaturePackZombies/Config to remove the zombieGuppyInfernalDog entries. But those changes would be overwritten if you update that modlet (and it is being updated rapidly right now, though things will calm down soon in preparation for A19). It's possible but a PITA.

 

Instead, I suggest you do this in your own modlet. That way you have something that won't change. It's actually very easy to do. If you look in my  "Remove Ghost" or "Remove Harley" modlets, those are just four files - and one is a README which you don't need, while two just contain metadata about the modlet.

 

The "meat" of that modlet would be this XML in your modlet's entityclasses.xml file:

<configs>
    <remove xpath="/entitygroups/entitygroup/entity[starts-with(@name, 'zombieGuppyInfernalDog')]" />
</configs>

That's all you need.

 

Now, this will prevent that entity from spawning in the future. It will not remove any entities if they've already spawned. That is on purpose - if they've already spawned and you remove them later, you'll get spammed with errors in the 7D2D console when you load the game world.

 

And, @xyth Thanks for the kind words, especially since you do so much more work than I do.

 

Share this post


Link to post
Share on other sites

Thanks,  that was what I wanted removed along with a giant orc lol. I can't remember where in the spawn file I changed, what I believed to be the spawn chance, to zero from like. 25. I haven't seen one yet. 

 

There's also a boss model I wanted removed so I changed that to zero too. I guess they could still spawn in wandering hordes so I'll try your way,  appreciate it. 

Share this post


Link to post
Share on other sites
Posted (edited)

Please tell me how to remove a collision from corpses of UMA zombies?
I had to remove the mod, as it’s not realistic+not comfortable when you can’t just step over the corpse.

Edited by custom_hero (see edit history)

Share this post


Link to post
Share on other sites
On 5/7/2020 at 12:52 AM, custom_hero said:

Please tell me how to remove a collision from corpses of UMA zombies?
I had to remove the mod, as it’s not realistic+not comfortable when you can’t just step over the corpse.

To my knowledge you can't.

 

Keep in mind that the collision meshes are part of the UMA models themselves, so I would guess you'd have to create custom meshes in Unity for UMA in general. If I'm right, then even if this is possible - it's enough work so that you might as well just make a dedicated zombie model.

 

But I could be wrong - I just do XML, I don't know jack about Unity or modeling. If I'm wrong, and someone knows of a way to do this in XML, then let me know and I'll update the modlet.

Share this post


Link to post
Share on other sites

Added two modlets that add humans to zombie spawn groups - one for CreaturePack, one for NPCPack.

Share this post


Link to post
Share on other sites

In regards to "Reset Skills On Death", this is an awesome mod! Thank you for sharing it here.

 

Do you think you can also release a version that does the following?

 

– Reset perks only (not books) then remove 20% of total perk points
– Clear the map (like when you first start a character)
– Clear the respawn location so that the character will spawn randomly somewhere else, even if they build a bed at their base.

This will allow for some persistent progression, but still be punishing upon death.

– A player will loose 20% of total perks earned each time they die.
– A player will need to memorize the game landscape, since the map will be set to black again upon death.

 

I have the no sleeping bags/beds mod. I commented out the beds part because I like to be able to build a bed in my base for decoration. But I would love if my character would still respawn randomly in the world upon death.

 

And losing 20% of the total perks learned each time would balance the benefit having access to your previous base and vehicle still.

I wonder how it would be fixed that a player loses 20% of the perks, and reaches max level? Maybe the character can be reduced in level somewhat each death? That way he can always earn those missing perks back eventually.

 

Are you interested in making a version of your cool Alpha 18 mod like this? Is this even possible?

Share this post


Link to post
Share on other sites
42 minutes ago, Purple Yam Jam said:

In regards to "Reset Skills On Death", this is an awesome mod! Thank you for sharing it here.

 

Do you think you can also release a version that does the following?

 

– Reset perks only (not books) then remove 20% of total perk points
– Clear the map (like when you first start a character)
– Clear the respawn location so that the character will spawn randomly somewhere else, even if they build a bed at their base.

This will allow for some persistent progression, but still be punishing upon death.

– A player will loose 20% of total perks earned each time they die.
– A player will need to memorize the game landscape, since the map will be set to black again upon death.

 

I have the no sleeping bags/beds mod. I commented out the beds part because I like to be able to build a bed in my base for decoration. But I would love if my character would still respawn randomly in the world upon death.

 

And losing 20% of the total perks learned each time would balance the benefit having access to your previous base and vehicle still.

I wonder how it would be fixed that a player loses 20% of the perks, and reaches max level? Maybe the character can be reduced in level somewhat each death? That way he can always earn those missing perks back eventually.

 

Are you interested in making a version of your cool Alpha 18 mod like this? Is this even possible?

Well, the modlets here are XML only, no DMT (custom code). Most of what you requested is impossible without DMT.

 

Having said that - Khaine made a DMT modlet that does some of what you want: 

 

 

I contributed the C# code that clears the player's map. He contributed the rest, including setting skill points to zero, destroying all player-owned vehicles, removing land claim blocks, etc.

 

I was going to see if I could make some code changes to that modlet, such that it's a little more flexible in what it does, and player could customize/remove features they weren't happy with. But then A19 dropped and it didn't happen.

 

Here are some thoughts about specific feature requests:

 

– Reset perks only (not books) then remove 20% of total perk points

 

My modlet just triggers the TFP code for the "forgettin' elixir." It is possible to not remove books read, just change reset_books="true" to reset_books="false" in my modlet's XML.

 

I'm pretty sure removing perk points requires C# code. That's how Khaine did it (his modlet doesn't remove 20%, it removes all of them). It might be worth it to ask Khaine to allow the amount retained to be specified in the XML (retained is mathematically easier than removed). If he'll still let me collaborate with him on the modlet, I'll see if he's open to me doing it.


– Clear the map (like when you first start a character)

 

It requires C# code, but it's not only possible, I've done it, and it's in Khaine's modlet.


– Clear the respawn location so that the character will spawn randomly somewhere else, even if they build a bed at their base.

 

There isn't really a "respawn location" as such. The game just looks for the last player-owned block with a "bedroll" attribute.

 

Cernwn wanted something similar to your request (see above), and at the time I didn't think it could be done. I'm not so sure about that any more. It might be sufficient to remove that "bedroll" attribute in the XML, and they'd be craftable but would not serve as spawn points. They probably would not block zombie spawning either.

 

I can experiment with that to see what happens.

  • Like 1

Share this post


Link to post
Share on other sites
Posted (edited)

Can't do a "leave only 20% of skill points easily."

But I think I left a value in the code to specify exactly how many skill points to leave the player with after reset. Will check that.

Also my mod deletes the bedroll position when the player dies. IIRC, the bedroll remains but it's not in the "respawn" list.

Edited by KhaineGB (see edit history)

Share this post


Link to post
Share on other sites

Thanks guys! So there is a way to clear the map and allow bedrolls to be crafted, but remove them from the respawn list? That's great.

Does the regular bed spawn point get removed too when a player dies?

If there is a value in the code to specify how many skill points to leave after a player dies, is that a static value or could it be a percentage?

I like the idea if there could be values in the xml to make editing these numbers easy for users. I bet there are a lot of players who would like to tweak the settings, enable/disable, etc. This sounds like it would be the prefect death penalty style mod. :)

Share this post


Link to post
Share on other sites

To @Purple Yam Jam, and @Cernwn: I updated the No Bedrolls modlet. Now beds and bedrolls do not act as player spawn points, and do not protect against zombie respawns. But they are once again craftable (they are just ornamental now).

 

I thought this would make you guys happy, hope it does :) 

 

  • Like 1

Share this post


Link to post
Share on other sites
Posted (edited)

Was using a healing bedroll mod by War3zUK, but it hasn't been updated for A19 yet. Be willing to give it a shot. Thanks for the quick update m8!

Edited by Cernwn (see edit history)

Share this post


Link to post
Share on other sites
Posted (edited)
2 hours ago, Cernwn said:

Was using a healing bedroll mod by War3zUK, but it hasn't been updated for A19 yet. Be willing to give it a shot. Thanks for the quick update m8!

I should warn you, I did not test this with A19 yet. I can't imagine it wouldn't work though.

 

EDIT: Since we're on the subject, here's what I plan to do for A19:

 

I am using Git Flow for my projects. For now, the develop branch will be updates for A19, and the master branch will remain A18.

 

However, once A19 is officially out of experimental, I will create an A18 branch, and then merge develop to master. At that point master will be A19.

 

But - this means that A18 modlets will not be available in the mod launcher. You'll have to download them yourself from the A18 branch on the repo. (This is because the Mod Launcher does not support different Git branches for different alpha versions of modlets, and I don't know if support for that will ever be added - it's not trivial.)

 

Another edit: By this I mean, A18 versions of the modlets that were updated for A19 would not be available in the Mod Launcher for A18. They would be available in the Mod Launcher for A19 only.

 

This doesn't apply to modlets that can't be updated to A19 (if there are any). I would probably put those in the "deprecated" section of the original forum post, but they'd still be available, for A18, in the Mod Launcher.

 

Does anyone have a problem with this? I didn't think anyone would, since most players who use mods would be playing on A19 anyway.

Edited by khzmusik (see edit history)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...