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Mods to restore the old 'feel' of the game?

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This is a bit of a fuzzy topic, but boiling down to check what could be done to revert the game back to being fun (for me and the people I play MP with)

(Have not yet taken any look at A19 so can't tell whats changed there, so this is from A18 perspective)

 

Background and thoughts:

I have actively played since A14 (together with 7-8 friends in coop), but with A17 and the direction the game is taking we have more or less completely stopped playing. Which is sad because we had great fun up to A16. We get more systems by each Alpha,  that is nice, but it's also been a downward spiral in the fun part of the game (for us). We have tried to return and play A15 and while it's great fun and challenging again, we just can't stop missing the new POI's and especially paint and electric systems.

It is weird to come back to A15 with no (few) running zombies but still they are a much greater threat somehow and manage to corner and box us in with sheer numbers, while outdoors! We can't really put the finger on why, if it's just that the zombies hit harder, or player gets debuffed more easy back then but I think it's just more zombies around and available to hear players. The game looks fancier and fancier each alpha at the expense of amount of zombies. (the distant terrain change in A18 totally tanked the performance for me, luckily there was a mod to fix it with https://community.7daystodie.com/topic/10628-sphereiis-dmt-mods/)

 

I'm not a good modder (just a noob) and I don't know the inns and outs of xpath and what can be done, but maybe it can be feasible to gather up modlets in this thread that could restore the game to (for us) it's fun days?

 

What we don't like:

*Increased Sci-fi theme with junkturrets (and now drones coming?)- Should probably be 'easy' to remove in lootlists and progression

*Removal of gun and motorparts, affects final product                    - Can this be modded back in? 

*1-600 Quality levels.                                                                         - Possible to mod back in? 

*Random Stats                                                                                    - Not a big fan of the implementation of this, would have no need for it with many qualitylevels

*Sleeper zombies removed the feel of a zombie infested world.      - Could they be removed or changed to woken state at a larger radius?

*Jumping zombies. looks ridicoulous                                                - Awful looking with jumping zombies.

*No corpselooting                                                                             - This is doable to some extent \o/ it brought back some more fun when looting

*Smell removed                                                                                 - Probably impossible to add back?

*Dungeonstyle POI's                                                                          - Should be doable with skilled prefab modders to remove these weird lootmazes.

*Traders OP                                                                                        - It feels like the traders are a bit OP with offering quests and selling great stuffs. We Much more preferred that old style of finding a note with a quest, and having to manually find the zombies in question in the world.
 

*Leveled things                                                                                  - This is tricky one to balance. I think the best thing would be to have harder POI's just have a higher chance of good loot, (to a reason) while also (natually) having tougher and more zombies and restore the scavenger skill to determine bonuses for loot instead of Gamestage. An Nuclear silo in the wasteland should be a nightmare to try to attack (and with nice chance for military gear).

 

*Overall shift of being hunted to being a hunter.                             - Tuning of many stats, probably much more complex that I could imagine to try. We realised we had became the hunters when we played A18 and just went out to town in the middle of the night to shoot things (quite earlygame still think day 12 or so), while earlier we'd just hunkered down and mined/crafted/defended base during the nights.  This is also something that's just not fun to have zombies have more HP or in th elikes of that. Bulletsponges are never fun.

 

*Awful RWG                                                                                       - Nitrogen. https://community.7daystodie.com/topic/12730-a19-nitrogen-a-random-world-generator-for-7dtd/

*No Hubcity.                                                                                      - This was always the endgame goal for us, to be well geared up and raid the hubcity for good gear. Not sure if it's possible with Nitrogen to bring this back, While also the massive reduction in playable mapsize surely hurt the game for us

 

 

*Learn by Doing.                                                                                - Some parts of this system is doable from what I have seen with Darkness Falls

*Magic learning skills                                                                         - This has been a pet peeve of ours a long time, I modded out all 'weird' items to learn from progression in A16, that forced us to actually find a skillbook to learn things like forge, (or use a working forge to gain skills enough that it unlocked) chemstation minibike etc. It took us, i think about 40 days before we had our own forge up, and this was great. Continued with this line of thinking in A17 and removed the car and motorcycle from the skilltree, forcing us to find parts in loot and also gave the bicycle a place where is was actually useful.

 

 

 

 

 

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Mmmkay.

*Increased Sci-fi theme with junkturrets (and now drones coming?) - Easy to remove

*Removal of gun and motorparts, affects final product - Cannot be modded back in. Gun parts can be modded back in and then you use those to make an item, but not affect the quality level. The "assembly" window is the new mods window.

*1-600 Quality levels. - HIGHLY unlikely. Looking through the DLL, 255-ish seems to be the max.

*Random Stats - Easy to remove

*Sleeper zombies removed the feel of a zombie infested world. - Why? I'm not 100% sure they were in A15 but they definitely were in A16. You should be able to remove them though by just removing all sleeper references in all POI XML files.

*Jumping zombies. looks ridicoulous - Can't be fixed cos they jump whenever there's something in the way, like a small rock (and yes, it annoys the crap out of me)

*No corpselooting - Super easy to put back.

*Smell removed - Would need a DMT mod to turn back on. The code is there, it just needs hooking up.

*Dungeonstyle POI's - Grab the A16 prefabs and convert them. It takes a while, but it can be done. Then you can just edit RWG to only spawn those. Done.

*Traders OP - You can remove the quest option from the trader dialogue so they only sell/buy stuff.
*Leveled things - A pain but do-able.

*Overall shift of being hunted to being a hunter. - Not really sure how you'd fix that other than to just jack up the zombie spawns.

*No Hubcity. - I don't think nitrogen has a "generate central wasteland and city" option. Which is a shame. Cos I miss it too.

*Learn by Doing. - Can be MOSTLY done. Some skills don't work at all (like barter)

*Magic learning skills - If i'm understanding correctly, you don't want to be able to use skill points to learn stuff. This is MOSTLY do-able, but then skill points would be pointless. But in theory, you can just remove perks, or make them have a cost of 0 so you have to find the books.

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Posted (edited)

I don't play vanilla since A12....

 

Check out the video below to understand if you need it or not.

Edited by n2n1 (see edit history)

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4 hours ago, KhaineGB said:

Mmmkay.

*Increased Sci-fi theme with junkturrets (and now drones coming?) - Easy to remove

*Removal of gun and motorparts, affects final product - Cannot be modded back in. Gun parts can be modded back in and then you use those to make an item, but not affect the quality level. The "assembly" window is the new mods window.

*1-600 Quality levels. - HIGHLY unlikely. Looking through the DLL, 255-ish seems to be the max.

*Random Stats - Easy to remove

*Sleeper zombies removed the feel of a zombie infested world. - Why? I'm not 100% sure they were in A15 but they definitely were in A16. You should be able to remove them though by just removing all sleeper references in all POI XML files.

*Jumping zombies. looks ridicoulous - Can't be fixed cos they jump whenever there's something in the way, like a small rock (and yes, it annoys the crap out of me)

*No corpselooting - Super easy to put back.

*Smell removed - Would need a DMT mod to turn back on. The code is there, it just needs hooking up.

*Dungeonstyle POI's - Grab the A16 prefabs and convert them. It takes a while, but it can be done. Then you can just edit RWG to only spawn those. Done.

*Traders OP - You can remove the quest option from the trader dialogue so they only sell/buy stuff.
*Leveled things - A pain but do-able.

*Overall shift of being hunted to being a hunter. - Not really sure how you'd fix that other than to just jack up the zombie spawns.

*No Hubcity. - I don't think nitrogen has a "generate central wasteland and city" option. Which is a shame. Cos I miss it too.

*Learn by Doing. - Can be MOSTLY done. Some skills don't work at all (like barter)

*Magic learning skills - If i'm understanding correctly, you don't want to be able to use skill points to learn stuff. This is MOSTLY do-able, but then skill points would be pointless. But in theory, you can just remove perks, or make them have a cost of 0 so you have to find the books.

Always gives me glimmer of home when a skilled modder gives feedback,  seems like a good portion could be restored .

 

Sleepers came with A16, and it removed a whole lot of the normal wandering zombies around POI's making cities and towns quite safe to be in even at gamestart

The sleepers were also quite deaf so there could be a firefight in the streets and no zombies noticed, unlike in A15 where zombies generally broke out of nearby houses when there was fights in the streets, making it quite dangerous. I played recently an A15 (with valmod admittedly) together with a friend of mine, and we had a hard time to just enter a town and setup camp due to the sheer amount of zombies that came after us. on multiple occasions while we were in the streets and made noise fighting, there could be 40+ zombies bunching up on us.  We died a lot :D

 

And about the learning skills and whatnot, when I did my simple mod's to progression, I kept things like pummel pete and the weaponskillups to buy, but at a larger cost and less skillpoints per level :)It slowed down the early game (which is the most fun part we feel) and made us have to choose well what we invested the rare skillpoints in.

Obviosly not fun for singleplay though :D  I had generally the mindset of 'if I kill 100 zombies with a gun, would I learn to craft a car? or would I be able to learn how to use that weapon better?'

 

I had an thought about the gun assembly and mod window, but don't have the faintest if it's doable,

What if the reciever for a gun was the 'mainpart' and with mods like barrel, frame,stock etc could be made into a firing gun. (with separate mods for it)

But I

probably super stupid idea that won't work 😕

 

 

 

 

 

14 minutes ago, n2n1 said:

I don't play vanilla since A12....

I'm gonna have to take a look at that first time I get!

 

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6 minutes ago, -Holo- said:

 

 

I'm gonna have to take a look at that first time I get!

The full version - is A16 (there is a full English language).

I can provide you with the version for A18, if you like it - i will make the missing translation.

For the A19 version, this is not the time yet.

 

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Posted (edited)
13 minutes ago, n2n1 said:

The full version - is A16 (there is a full English language).

I can provide you with the version for A18, if you like it - i will make the missing translation.

For the A19 version, this is not the time yet.

 

I'd be very interested in taking a look at the A18 version!

 

Edited by -Holo- (see edit history)

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Posted (edited)
16 hours ago, n2n1 said:

The full version - is A16 (there is a full English language).

I can provide you with the version for A18, if you like it - i will make the missing translation.

For the A19 version, this is not the time yet.

 

Glorious project. I am doing roughly the same thing, but with scenario "what if devs stopped at a14-a15 and just added more stuff in instead of breaking stuff".

Edited by kebab39 (see edit history)
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I'm really interested in this thread. I had also started compiling a list of things I would like to change and all this is really helpful. I loved A12 and have never really found it the same since.

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