stallionsden Posted September 28, 2020 Share Posted September 28, 2020 (edited) MAGOLIS COMPO PACK Version 1.0 So welcome to the Compopack. WHAT IS THE COMPOPACK: The Compopack is an ever growing and expanding collection of custom-made prefabs for the zombie sandbox game 7 Days to Die. The poi mod was first compiled by Magoli in the early Alphas of the game and has continued to grow over the years. Prefabs are balanced, optimised and many hours spent ensuring all volumes are correct to the pack and to work together in a vanilla setting. The Compopack is also a museum and archive to keep every poi ever made alive and not forgotten. Compo Pack has its own Discord server Found - HERE - Feel free to join. On the Compopack Discord channel you can - Submit new prefabs to be added to the Compopack, - Report any errors or problems you may find - Discuss any thoughts and ideas - As well as general talk ***IMPORTANT INFO*** Due to the mass changes in vanilla and to the Compopack a new world will need to be generated, not just a new save game because alot of prefabs have changed size and names etc. Which can cause severe errors in existing world/s. Prefabs are REQUIRED on client side as well as server side, any issues that occur when you have not followed this information will be at your own risk. CP Proudly brought to you by: MAGOLI - A legend whom kept everyone entertained with his updating of the Compo Pack for all of us to enjoy STALLIONSDEN. TESTERS: WOLFBAIN5. GOBARG. MANA. BATTLEPAPI. OCTOBERFIRE. ZZTONG. NAZ. ZEEBARK Plus all the many Great and amazing prefabbers out there whom have contributed to the Mod over the years and all those whom will be adding more in the future.. Coming V1 Compopack Edited October 13 by stallionsden (see edit history) 19 Link to comment Share on other sites More sharing options...
stallionsden Posted September 28, 2020 Author Share Posted September 28, 2020 (edited) Welcome to the Compopack Classic Pack V1.1. The simplest pack to download. Pure Vanilla Around 1200 pois to play with in your game. No custom Settlements No custom traders [yet] POIs capped at 200 zs max Pois in this pack will remain as they were up until A21 looks New pois made in v1 will be added as well Volume, loot and any issues fixed continuously. More will be added over time. V1.1 required Teragon Integration [of course pois are client and server side as always.] TERMS OF SERVICE: The Compopack Classic is designed to be used alongside overhaul mods, allowing players to select specific POIs (Points of Interest) they want to include in their game. The Compopack Classic can be combined with overhauls [loot changes and adding overhaul specific blocks etc is fine], provided the original naming conventions are preserved to credit the original creators and to acknowledge that the POIs are part of the Compopack. The Compopack Classic should not be added to other prefab packs with similar functionality or uploaded to Vortex. DOWNLOAD: https://www.nexusmods.com/7daystodie/mods/5438 Edited yesterday at 11:44 AM by stallionsden (see edit history) 7 Link to comment Share on other sites More sharing options...
stallionsden Posted September 29, 2020 Author Share Posted September 29, 2020 (edited) Compopack NPC Pack V1.1 release: POIs Containing bandits and other NPCs [ NPC add on packs required or you will just get Harley Quinn] More deadly as they shoot back at you EAC OFF V1.1 Required [Of course pois are client and server side as always.] TERMS OF SERVICE: The Compopack NPC is designed to be used alongside overhaul mods, allowing players to select specific POIs (Points of Interest) they want to include in their game. The Compopack NPC can be combined with overhaul mods, provided the original naming conventions are preserved to credit the original creators and to acknowledge that the POIs are part of the Compopack. The Compopack NPC should not be added to other prefab packs with similar functionality or uploaded to Vortex. 2 types: CP NPC V1.1_Vanilla: Fits into a vanilla type play thru if you dont use the CP Modded Version. CP NPC V1.1_CP_Version: Contains the pois to fit into the CP Modded Custom Settlements [CP Modded required] DOWNLOAD: https://www.nexusmods.com/7daystodie/mods/5781 Special Notes: Installation Instructions for getting CP Modded, CP_NPC and CP_CUBP working together: Load order is very Important and thus the naming convention has been sorted to be in required load order you need. Whether you use the All In One versions or the Separate Settlement Structure the load order will work Edited 17 hours ago by stallionsden (see edit history) 1 Link to comment Share on other sites More sharing options...
stallionsden Posted September 29, 2020 Author Share Posted September 29, 2020 (edited) Compopack CUPB [Custom Unity Block Pack] V1.1: POIs contain Custom Unity Assets Some Contain NPCs [NPC add on packs req or you just get Harley Quinn] Contains other mods like Pyro paints, The Custom Blocks Pack and many unity block packs. Some POIs are interactive. Meaning you need to loot the correct cards to be able to access areas with in the POIs. V1.1 Required Teragon Integration This pack delves into the world of unity blocks in POIs. This is a server and Client installation mandatory due to the unity blocks and pois of course. A couple of pois you will need to find the swipe card keys to unlock the vault doors. More to come as this pack will be expanded over time. TERMS OF SERVICE: The Compopack CUBP may be used alongside overhaul mods, allowing players to select specific POIs (Points of Interest) they wish to include in their game. The original naming conventions should be maintained to credit the original creators and to acknowledge that the POIs are part of the Compopack. The Compopack CUBP should not be included in other prefab packs with similar functionality or uploaded to Vortex. Choices: CP_CUBP_V1.1_Vanilla: Fits into a vanilla type play thru if you dont use the CP Modded Version CP_CUBP_V1.1_CP: Contains the pois to fit into the CP Modded Custom Settlements CP_CUBP_All_In_One_V1.1_Vanilla: All in one version of the vanilla CP_CUBP_All_In_One_V1.1_CP: All in one if you have the CP Modded version as well DOWNLOAD: https://www.nexusmods.com/7daystodie/mods/5437 Special Notes: Installation Instructions for getting CP Modded, CP_NPC and CP_CUBP working together: Load order is very Important and thus the naming convention has been sorted to be in required load order you need. Whether you use the All In One versions or the Separate Settlement Structure the load order will work Edited 17 hours ago by stallionsden (see edit history) 1 Link to comment Share on other sites More sharing options...
stallionsden Posted September 30, 2020 Author Share Posted September 30, 2020 (edited) The Compopack Modded Pack: Modded: Custom Blocks Pack, Pyro Paints. Custom Zombies Custom Loot More Challenge Themed Settlements: Biome Controlled POIs [Will be] updated to current standards Custom Quests t6/t7 Cities In all Biomes Custom pics of Compopack on loading screen Run alongside Overhauls V1.1 Required Teragon Integration EAC OFF Overhaul Compatibility [Of course pois are client and server side as always] What is Modded: Modded means it has vanilla custom blocks, custom zombies, zombie volumes and quests. Custom blocks that are edits of vanilla blocks such as offsets, special effects, game events etc to give that extra nice finish to a section of poi . TERMS OF SERVICE: The Compopack Modded may be used alongside overhaul mods, allowing players to select specific POIs (Points of Interest) they wish to include in their game. The original naming conventions should be maintained to credit the original creators and to acknowledge that the POIs are part of the Compopack. The Compopack Modded should not be included in other prefab packs with similar functionality or uploaded to Vortex. What comes in the Download: CP Modded V1.1 Optional Mods: Mods made by the community you may find exciting. CP Modded V1.1 Teragon List: Lists for use in teragon CP_Modded_V1.1[Mods_Inside]: Contains The Mods and Settlements, rwgmixers, Localizations etc. CP_Modded_All_In_One_V1.1_No_Traders: A All In One Version with No Traders CP_Modded_All_Traders_In_One_V1.1: A All In One of All the Compo Traders New Settlements: Duidgee: A small Aussie Outback Town. FortCP: A military settlement. Ground Zero: A totally destroyed City with a crater and a special tile that has a hidden secret. Pompeii: A small settlement with volcanoes and burnt pois. Roadside: Pois that fit into the TFP roadside areas. Hell: a Unique 7 district City Laz-yTown: small settlement consisting of residential surrounded by commercial Sylen_Hill: city named after SylenThunder and a word play on Silent Hill consisting of movie and game pois such as resident evil, dawn of the dead and fallout ZTown: A city named after our resident prefabber. Also: Asia Town Fabbersville Medieval Village Metropolis Tumbleweed Vanilla Wilderness Zombieland DOWNLOAD: https://www.nexusmods.com/7daystodie/mods/4623 Special Notes: Installation Instructions for getting CP Modded, CP_NPC and CP_CUBP working together: Load order is very Important and thus the naming convention has been sorted to be in required load order you need. Whether you use the All In One versions or the Separate Settlement Structure the load order will work Edited 17 hours ago by stallionsden (see edit history) 1 Link to comment Share on other sites More sharing options...
stallionsden Posted September 30, 2020 Author Share Posted September 30, 2020 (edited) reserved Edited October 4 by Roland (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted September 30, 2020 Author Share Posted September 30, 2020 (edited) Asia Town Medieval Village Zombieland Fabbersville and Megacity Original Thread can be found here - Edited October 5 by stallionsden (see edit history) Link to comment Share on other sites More sharing options...
wolfbain5 Posted September 30, 2020 Share Posted September 30, 2020 (edited) update on testing In cp 45, my usal memore use was 6-6.5 gb ram. with the texture reduction and zombie spwan stream lining, this is our result. This is currently running as a coop server on steam Edited September 30, 2020 by wolfbain5 (see edit history) 2 Link to comment Share on other sites More sharing options...
arramus Posted September 30, 2020 Share Posted September 30, 2020 That is a truly superb decrease in processing demand. 3 months ago on a 12K map I was crashing on load out with 12gb+ RAM demand and I had to increase paging followed by get a couple more sticks of RAM. The extra RAM peaked at 14.5gb on load out until it settled down. This will open things up to a lot more low-medium end players. A fine accomplishment. 1 Link to comment Share on other sites More sharing options...
arramus Posted October 1, 2020 Share Posted October 1, 2020 I wonder if the Bunker by Pille could be released with a clear or fetch/clear attribute? Just asking because it is a real challenge with a group, offers a nice supply of potentially replaceable coal, and simply adds more variety. In a 10K map I'm on now it appears about 8 times that I know of but there are still huge chunks of unexplored land and it appears to be a regular feature when a Nitro World compiles. Link to comment Share on other sites More sharing options...
Tehnomaag Posted October 1, 2020 Share Posted October 1, 2020 If you are already going over most POI's please take a look also at the sleeper volume flags. It seems to me using the latest compopack45 that few POI's have heavily overused the attack-upon-entering flags in their volumes. Such an event should be more of an exception than a rule. And it is a special kind of problem if the POI designer has added also lions/direwolves and zombie bears into the population that can spawn in their POI for some bizarre reason. I mean OK - it could be an extra challenge, but really? - getting attacked by a zombie-bear-sleeper or even a dire wolf upon entering for a tier 1 clear quest might be a bit overdoing it? If possible maybe just change the auto-attack volumes into normal sleeper volume which wakes the zombies up (if a flag exists for it maybe just turn them into a random walker mode) in POI's where it seems to have been overused or if random walker is not possible flag just turn on their senses, instead of just beelining the whole small tier 1 quest POI down your throat, with lions, radioactive mother pigs, wolves and snakes and the rest of the carneval. Because as it currently stands some of the buildings in compopack45 seem to be just done for the purpose of trolling players using the pack. Stuff like that, for example, (good luck stepping into THAT volume without taking note of the residents): 1 Link to comment Share on other sites More sharing options...
stallionsden Posted October 1, 2020 Author Share Posted October 1, 2020 16 minutes ago, arramus said: I wonder if the Bunker by Pille could be released with a clear or fetch/clear attribute? Just asking because it is a real challenge with a group, offers a nice supply of potentially replaceable coal, and simply adds more variety. In a 10K map I'm on now it appears about 8 times that I know of but there are still huge chunks of unexplored land and it appears to be a regular feature when a Nitro World compiles. If pille set his to be questable it is questable. If not then no wont be questable. A poi even at tier 5 requires a certain time frame to complete it in and if you fail you get errors 2 minutes ago, Tehnomaag said: If you are already going over most POI's please take a look also at the sleeper volume flags. It seems to me using the latest compopack45 that few POI's have heavily overused the attack-upon-entering flags in their volumes. Such an event should be more of an exception than a rule. And it is a special kind of problem if the POI designer has added also lions/direwolves and zombie bears into the population that can spawn in their POI for some bizarre reason. I mean OK - it could be an extra challenge, but really? - getting attacked by a zombie-bear-sleeper or even a dire wolf upon entering for a tier 1 clear quest might be a bit overdoing it? If possible maybe just change the auto-attack volumes into normal sleeper volume which wakes the zombies up (if a flag exists for it maybe just turn them into a random walker mode) in POI's where it seems to have been overused or if random walker is not possible flag just turn on their senses, instead of just beelining the whole small tier 1 quest POI down your throat, with lions, radioactive mother pigs, wolves and snakes and the rest of the carneval. Because as it currently stands some of the buildings in compopack45 seem to be just done for the purpose of trolling players using the pack. Stuff like that, for example, (good luck stepping into THAT volume without taking note of the residents): We have gone thru every poi and wolfbain5 has handled the zombie amounts and tags and triggers part and fixed them up. More will be listed as to what has been the focus and work done on cp46 when release is upon us. Dont believe much longer just rwgmixer nitro stuff being done and tidy ups etc. Still also testing for any last minute problems.. bit all looking good so far. 2 Link to comment Share on other sites More sharing options...
arramus Posted October 1, 2020 Share Posted October 1, 2020 Sorry to be a pain, but just gearing up for CP46. How does this part of the prefablist work? Is Nitro pulling from this area for trader placement? I didn't know if // is commenting out or commenting in a command. At first I used this default list and it certainly spawned in a lot of psuedo traders but I'm not sure if it was just cosmetic or at the expense of other traders. //TRADER'S : xcostum_Lost_Joels(pseudo-trader)(by_DMC),COMMERCIAL;INDUSTRIAL;RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,2,-1,37,23,37,trader xcostum_Multi_Trader_02(by_War3zuk),Commercial;Downtown;Industrial;ResidentialNew;ResidentialOld;Residential,2,-4,30,12,29,trader trader_bob,none,2,-1,41,27,46,trader trader_hugh,none,2,-8,45,28,49,trader trader_jen,none,2,-1,43,24,41,trader trader_joel,none,2,-1,35,32,35,trader trader_rekt,none,2,-1,37,24,37,trader I changed it to this to see if Sparrow's Multi Trader joined the traders placed and removed the psuedo trader. It did place Sparrow's Multi Trader and I can't find any pseudo ones. Did I just get lucky or is it like a cvar setting? //TRADER'S : xcostum_Multi_Trader(by_Sparrow),none,2,-1,44,33,40,trader xcostum_Multi_Trader_02(by_War3zuk),Commercial;Downtown;Industrial;ResidentialNew;ResidentialOld;Residential,2,-4,30,12,29,trader trader_bob,none,2,-1,41,27,46,trader trader_hugh,none,2,-8,45,28,49,trader trader_jen,none,2,-1,43,24,41,trader trader_joel,none,2,-1,35,32,35,trader trader_rekt,none,2,-1,37,24,37,trader If there is a cvar element, is it possible to have Sparrow's in there by default just like War3zuk's? The pseudo trader is cool but I hope it doesn't replace the real traders and take a precious slot? I hope you can share some insight on how it works, thx. Link to comment Share on other sites More sharing options...
stallionsden Posted October 1, 2020 Author Share Posted October 1, 2020 4 minutes ago, arramus said: Sorry to be a pain, but just gearing up for CP46. How does this part of the prefablist work? Is Nitro pulling from this area for trader placement? I didn't know if // is commenting out or commenting in a command. At first I used this default list and it certainly spawned in a lot of psuedo traders but I'm not sure if it was just cosmetic or at the expense of other traders. //TRADER'S : xcostum_Lost_Joels(pseudo-trader)(by_DMC),COMMERCIAL;INDUSTRIAL;RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,2,-1,37,23,37,trader xcostum_Multi_Trader_02(by_War3zuk),Commercial;Downtown;Industrial;ResidentialNew;ResidentialOld;Residential,2,-4,30,12,29,trader trader_bob,none,2,-1,41,27,46,trader trader_hugh,none,2,-8,45,28,49,trader trader_jen,none,2,-1,43,24,41,trader trader_joel,none,2,-1,35,32,35,trader trader_rekt,none,2,-1,37,24,37,trader I changed it to this to see if Sparrow's Multi Trader joined the traders placed and removed the psuedo trader. It did place Sparrow's Multi Trader and I can't find any pseudo ones. Did I just get lucky or is it like a cvar setting? //TRADER'S : xcostum_Multi_Trader(by_Sparrow),none,2,-1,44,33,40,trader xcostum_Multi_Trader_02(by_War3zuk),Commercial;Downtown;Industrial;ResidentialNew;ResidentialOld;Residential,2,-4,30,12,29,trader trader_bob,none,2,-1,41,27,46,trader trader_hugh,none,2,-8,45,28,49,trader trader_jen,none,2,-1,43,24,41,trader trader_joel,none,2,-1,35,32,35,trader trader_rekt,none,2,-1,37,24,37,trader If there is a cvar element, is it possible to have Sparrow's in there by default just like War3zuk's? The pseudo trader is cool but I hope it doesn't replace the real traders and take a precious slot? I hope you can share some insight on how it works, thx. No the compo trader ones wont replace the vanilla ones at all. 1 Link to comment Share on other sites More sharing options...
wolfbain5 Posted October 1, 2020 Share Posted October 1, 2020 i removed joels psuedo trader from trader list. it should not have been there. the prefab with the graces have always been that way. they are just acting different this alpha, they arent set to attack, or not supposed to be. And yes, 5 prefabs are set to have oh SH! moments with attack volumes. and others have traps meant to kill set bu future bandits. but they are high level prefabs. not t1 or t2. still in the process of cleaning that up. more to come in 47. My part of 46 is done. Hound stallion if you want more. hehehe. but it should be smoother and cp quests shouldnt fail anymore Link to comment Share on other sites More sharing options...
arramus Posted October 1, 2020 Share Posted October 1, 2020 54 minutes ago, wolfbain5 said: i removed joels psuedo trader from trader list. it should not have been there. Thank you! Can I just confirm that Sparrow's Multi Trader was added up there instead just for reference purposes. Link to comment Share on other sites More sharing options...
stallionsden Posted October 1, 2020 Author Share Posted October 1, 2020 12 minutes ago, arramus said: Thank you! Can I just confirm that Sparrow's Multi Trader was added up there instead just for reference purposes. you can confirm lol. but whether or not it has made it maybe you will have to wait and see haha 😛 1 Link to comment Share on other sites More sharing options...
wolfbain5 Posted October 1, 2020 Share Posted October 1, 2020 it was replaced with sparrows. and sparrows is no longer a loot fest.... why would traders give that away for free? 1 Link to comment Share on other sites More sharing options...
stallionsden Posted October 1, 2020 Author Share Posted October 1, 2020 There you go guys On behalf of Magoli Creator and devoted maintainer of the Compo Pack, Wolfbain5 And myself, as well as all the contributors to the Compo Pack Compo Pack 46 is live. NItrogen and rwg modlet in O.P As well as the Compo Pack Discord Channel 3 Link to comment Share on other sites More sharing options...
ogmogul Posted October 1, 2020 Share Posted October 1, 2020 1 hour ago, stallionsden said: There you go guys On behalf of Magoli Creator and devoted maintainer of the Compo Pack, Wolfbain5 And myself, as well as all the contributors to the Compo Pack Compo Pack 46 is live. NItrogen and rwg modlet in O.P As well as the Compo Pack Discord Channel Thanks for the head's up! Is there a way for the Nitro files to include an addition for the ConfigPrefablists.txt file? If you're familiar with Nitro it's not that big of a deal, but in an event you have to add the prefab list to that file so that it is available from the nitro drop down. Link to comment Share on other sites More sharing options...
stallionsden Posted October 1, 2020 Author Share Posted October 1, 2020 (edited) On 10/1/2020 at 11:35 PM, ogmogul said: Thanks for the head's up! Is there a way for the Nitro files to include an addition for the ConfigPrefablists.txt file? If you're familiar with Nitro it's not that big of a deal, but in an event you have to add the prefab list to that file so that it is available from the nitro drop down. there is all the necessary files you need are in the nitrogen dl. SImply move the .txts to the resource folder of nitrogen and overwrite where asked. it contains all vanilla pois to. Edited October 4, 2020 by stallionsden (see edit history) Link to comment Share on other sites More sharing options...
Pille Posted October 1, 2020 Share Posted October 1, 2020 (edited) 6 hours ago, arramus said: I wonder if the Bunker by Pille could be released with a clear or fetch/clear attribute? Just asking because it is a real challenge with a group, offers a nice supply of potentially replaceable coal, and simply adds more variety. In a 10K map I'm on now it appears about 8 times that I know of but there are still huge chunks of unexplored land and it appears to be a regular feature when a Nitro World compiles. That's now possible since we have the 'exclude quest' tag for sleeper volumes (Otherwise you would run into trouble when trying to eliminate the zombies in the air vents). So adding it requires some additional effort. I'll consider to add this type of quest. Being just a bit tired at the moment... Edited October 1, 2020 by Pille (see edit history) Link to comment Share on other sites More sharing options...
wolfbain5 Posted October 1, 2020 Share Posted October 1, 2020 forgot to mention, AND stallion can put it up when he awakens. cp 46 has its own prefab list now do NOT use the vanilla one Link to comment Share on other sites More sharing options...
Tkullberg Posted October 1, 2020 Share Posted October 1, 2020 One fast question, how do I install this combopack 46 on my g-portal server RWG. Just drop it into mods folder server and client? No need to copy and replace files in config/prefab? Link to comment Share on other sites More sharing options...
wolfbain5 Posted October 1, 2020 Share Posted October 1, 2020 (edited) I do not know much on that part. Stallion is on Aussie time and that may have to wait until he awakens. we will add that info to the OP as soon as we can but I believe it works as all modlets work Edited October 1, 2020 by wolfbain5 (see edit history) 1 Link to comment Share on other sites More sharing options...
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