Jump to content

Wyr3d's Mods - A21 Compatible


wyr3d

Recommended Posts

So, I've finished updating all my A20 mods (at least all the ones that would still fit into A21 without detracting from the intent/would still fit into A21 without looking janky/could be assed actually updating) and realized that I never got around to adding a post on this forum that directs to my mods since I upload my 7 Days to Die mods on CurseForge along with my World of Warcraft addons, and MineCraft texture packs. My Project Zomboid stuff is available at Steam Workshop, coz Steam is weird.

That said, here's a breakdown of all my 7 Days to Die Mods with appropriate links for ease of access. As some of these are either A20, or A21 and some have a version for both, be sure to download the correct version for your game:

7 Days to Die Mod List


Not Just a Slow Learner (new, by popular request)
- Increases the speed at which one learns a skill from magazines
download here

Not Just Imbalanced Perks (new)
- Restructures Perks to resolve the imbalance issues with numbers and usefulness. Each statistic now has 10 perks
download here

Not Just a Cakewalk 
- removes Land Claims and from the game (recommended for PVP servers) 
download here

Not Just the Speed Limit

- adjusts vehicles speeds to more suitable pace, and changes "turbo" fuction to imply act more like "nitro"
download here

Not Just for Cooking

- adds recipes to render raw, and cooked meats into animal fat.
download here

Not Just from Clothes

- adds recipes to craft dye on the campfire (requires beaker)
download here

Not Just a Cosmetic
- changes the Facial Peircings clothing item to provide the bartering (sales only) perk, and boosted experience
download here


Not Just Animal Fat
- adds alternative torch crafting recipes
download here

Not Just by Magic
- adds nails, and mechanical parts to recipes that by common sense should require them 9also returns nails on dismantling some objects)
download here


Not Just for the Night

-  extends the time limit on loot bags before they despawn (recommended for 90, and 120 min days)
download here

 

Not Just for Clubs

- allows cub only mods to also apply to the Sledge Hammer and Pipe Baton (no visual effect)

download here

 

Not Just Iron Explosives (recently updated)
- restores the namesake ingredients of mines

download here

 

Not Just Shy of 50

- expands player inventory to 5 rows of 10 instead of 9 (because we live in a metric world)

download here

 

Not Just the Standard Pace
- terrain will now has an effect on walking speed.
download here

 

Not Just Any Place

- changes the introduction tuotial into a single quest (comes with an example, but recommended to adapt to personal/server requirements)

download here

 

Not Just Default Prefabs 

- adds 10 unique POIs to the Random World Generation

download here

Not Just For Christmas

- changes loot bag drop chance to 99% (made for Glock9 on request for a possible YouTube series)
download here

 

Not Just for Soda Fountains (A20 Only)
- adds recipes for MegaCrush, and a new MegaCrush Pumpkin

download here

Not Just for Anything (A20 Only)

- removes casino tokens from cash registers (coz it's just silly)

download here

 

Not Just an Ameteur (A20 only)

- overhauls Lockpicking perk

download here

 

Not Just a Quack (A20 only)

- overhauls Physician perk.

download here

 

Not Just a Sham (A20 Only)

- adds recipes for Beef Ration, Pasta and Chilli, and alternative recipes for Shepards Pie, and Fish Tacos.

download here

 

For the most part mods that are A20 only I decided not to update to 21 based on changes in game mechanics that would either negatively impact gameplay, or have made them irrelevant.  I doo intend on updating the Prefabs mod, but prefabs take a lot of time to design, and since A21 removed a ton of blocks, converting them is not that much better than starting from scratch. I will prolly get around to this one after A21 reaches a Stabel build, coz I don't wanna have to do it more than once if they decided to change some more POI stuff.

Edited by wyr3d
NJDP is now A21 compliant (see edit history)
Link to comment
Share on other sites

On 6/18/2023 at 3:32 PM, wyr3d said:

Not Just Default Prefabs  (currently A20 only coz converting to A21 is gonna be a pain) 

- adds 10 unique POIs to the Random World Generation

download here

hi there, thx for the great work, where do i put them in (wich folder) ?

 

If it works as an modelt, my bad. for a modlet, we need the rwfmixer, or im wrong ?

Edited by Baobab
thoughts (see edit history)
Link to comment
Share on other sites

Navigate to your game installation drive, and then go through the path as follows:

Steam/steamapps/common/7 Days to Die

Here you will need to create a folder called "mods" if you don't already have one, and then them in that and unpack it. It works the same as the other mods, since I wanted them to integrate with Random World Generation. ^^

Edited by wyr3d (see edit history)
Link to comment
Share on other sites

For those of you who read my post on Perks and Magazines, the latest mod I added here (top of the list) addresses the points I brought up in that post. Or many you are just interested in the idea of a balanced out the perk system, rather than the Intellect heavy one The Fun Pimps has in the current build. In either case, check it out an dtell me what you think.

Mod is safe for existing saves, as the moved perks will copy over their current values (if you had a few points in Lockpicking/Intellect, these will be moved over with the mods Lockpicking/Persception - but bare in mind any points put into a new perk (such as Strength's new Handy Man) will be lost if you decide to revert back to since the game is unable to track perks not in the vanilla. Sadly it doesn't do simple math and refund the missing points either, so best to keep backups of your saves.

Also updated Not Just Iron Explosives to include Hubcap decorations as a source of hubcaps (prevously scrap iron)

Edited by wyr3d (see edit history)
Link to comment
Share on other sites

For those of you having issues with the new magazine system for whichever reason that may be, I have now created a new mod that should ease your struggle somewhat. Not Just a Slow Learner increases the skill points each magazine gives in it's skill so now you won't have to grind as many magazines as before. Those skills requiring 100 magazines now only require 20, and those that required less than that are even quicker to level.

Personally I think this is cheese, but whatever floats one's boat I guess. 

Link to comment
Share on other sites

41 minutes ago, wyr3d said:

For those of you having issues with the new magazine system for whichever reason that may be, I have now created a new mod that should ease your struggle somewhat. Not Just a Slow Learner increases the skill points each magazine gives in it's skill so now you won't have to grind as many magazines as before. Those skills requiring 100 magazines now only require 20, and those that required less than that are even quicker to level.

Personally I think this is cheese, but whatever floats one's boat I guess. 

 

How hard would it be to make each book 2 skills ups and cut the books that drop in half to make up for it? I'm thinking this will be a pain thought I would ask though. My issue with book system is not how long it takes, it's the immersion breaking part with so many book/magazine drops.

Edited by Greymantle (see edit history)
Link to comment
Share on other sites

Simple enough I guess, since I already done the work. The first part is a simple a matter of copying the files for Not Just a Slow Learner and editing the value down to 2 from 5 for each magazine. This would make the total needed for a 100 skill 50, instead of 20. After for loot frquency, that would be a different file, but since the Devs have already provided a change for that, it's again a simple matter of adjusting the values to something like:
 

Quote

 

<lootgroup name="booksAllScaled">
    <item group="perkBooks" loot_prob_template="med"/>
    <item group="schematicsModsAndGeneralCommon" loot_prob_template="med"/>
    <item group="schematicsVehiclesCommon" loot_prob_template="veryLow"/>
    <item group="skillMagazines" loot_prob_template="low"/>
    <item group="filler1" loot_prob_template="high"/>
    <item group="filler2" loot_prob_template="high"/>
    <item group="filler3" loot_prob_template="high"/>
</lootgroup>

<lootgroup name="booksRareOnlyScaled">
    <item group="schematicsModsAndGeneralRare" loot_prob_template="med"/>
    <item group="schematicsVehiclesRare" loot_prob_template="low"/>
    <item name="plantedGraceCorn1Schematic" loot_prob_template="veryLow"/>
    <item group="skillMagazines" loot_prob_template="med"/>
    <item group="filler1" loot_prob_template="high"/>
    <item group="filler2" loot_prob_template="high"/>
    <item group="filler3" loot_prob_template="high"/>
</lootgroup>

<lootgroup name="groupSchematicsAll">
    <item group="schematicsModsAndGeneralCommon" loot_prob_template="low"/>
    <item group="schematicsVehiclesCommon" loot_prob_template="veryLow"/>
    <item group="skillMagazines" loot_prob_template="med"/>
    <item group="filler1" loot_prob_template="high"/>
    <item group="filler2" loot_prob_template="high"/>
    <item group="filler3" loot_prob_template="high"/>
</lootgroup>

 



Skill magazines are currently set to medium probability, so switching this to low (as above) would cut the drop rate, but iunno how the game would react to that. Chances are perk books, and schematics would be more common. The alternative is to set all of these to low, but then not sure if that would make any difference if they are all essentially the same value. Finally, one could create a new group - filled with paper for example (in this case all the filler groups, but these groups would also have to be added into the loot table) - and set the frequency on that to high. Then most fo the loot containers would just be paper - but iunno if anyone would actually want that lol

Edited by wyr3d
added example (see edit history)
Link to comment
Share on other sites

So, a slight issue me and guys I play with have discovered that Not Just A Slow Learner, not all of the skill books go up by 5 when read. The ones we have notices are the rifle and pistol books, and if I find more, I'll edit it. How would I go about fixing it so said books did go the amount?

Edited by Mani21Axe
expanding statement (see edit history)
Link to comment
Share on other sites

I don't use it myself, so maybe I missed a typo or something. There's been another EX update though, so I'll have to check that all the mods are still working in any case, so I'll look into it, and make updates if needed. If it's not a typo, then the only other thing I can think of is if you are using another mod that changes the same data, that may be causing a conflict.

EDIT - So, I've just tested this in the new Alpha, and it's working fine. I did not change anything, I simply downloaded my mod, and popped it into the mods folder. As i mentioned above, if you are seeing an issue it is probably due to a conflict with some other mod that is also changing the same same data.

Please try starting a game with just this mod installed, and let me know if that works fine by itself (as it should since I have just tested it by spawning every magazine, and specifically on the Rifle World magazine by spawning 20 and getting +5 for each one to 100) then I would suggest adding each of your other mods to find out which one is causing the conflict ^^ 

Edited by wyr3d (see edit history)
Link to comment
Share on other sites

Not Just Default Prefabs now A21 version is apparently still under review at Cursforge. Please continue to be patient for now. Hoepfully it will be approved as soon as possible ^^

Edit: Finally approved. Should be available now ^^

Edited by wyr3d
update (see edit history)
Link to comment
Share on other sites

  • 2 weeks later...

It works like any other mod. Just shove it in the mods folder.

It is best used with a freshly generated world, coz it adds them to the RWG as options. In this manner they integrate flawlessly, and you will find multiples all over like any other POI. But if you want them in a pre-existing world, you would need to go ito world editor and add them manually

Link to comment
Share on other sites

On 6/29/2023 at 7:26 AM, wyr3d said:

Not Just Default Prefabs now has a A21 version. ^^

(If it's not showing up yet please be patient while Curseforge do their thing)

is there a list of the names of the new POIs (or also pictures of them)
I would like to add them to my current world via the world editor

Link to comment
Share on other sites

@MrSamuelAdams - Yeah, some of the links go direct to the download tab rather than the description, but each mod has a tab where they are breifly explained. Glad you found it XD
 

@OpenWindow - If you search for "wyr3d" in the prebab editior, it will filter out the rest to only show the ten POIs for this mod. That's the easiest way to get the information you are looking for :)

Link to comment
Share on other sites

  • 1 month later...
  • 2 weeks later...

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...