Russiandood Posted July 26, 2023 Share Posted July 26, 2023 (edited) Survivor's Katana is back! Change Log 3.1: Fixed some localization issues Added German language Thank you Scomar for the translation 3.0: Got working for A21 Reworked Quest line to work in A21 Revised Quest line to only reward blade crafting magazines and skill points Added Tanto and Katana in the Loot tables Added Tanto as a reward for T4+ trader quests Added Katana as a reward for T5+ trader quests Increased Blade Crafting to level 100 from 75 Added Unlocking of Tanto and Katana through Blade Crafting Removed simple no quest version as progression has changed Survivor's Katana I like to use Melee weapons. Preferably the bladed ones, like the Machete. I was slightly bummed out that TFP didn’t add any other melee weapons for late game. This Modlet adds 2 blades, the Tanto, which is the Japanese knife, and the Survivor’s Katana. Katana is a custom made model after I learned to Model using Blender. May not be used without permissions. Tanto Knife is a free asset from Unity store and is free to use. Here is what I changed in the game Added the Tanto and Survivor’s Katana. Katana has a base dismemberment of 10% Added in a quest chain to reward player with a total of 20 Knife Guy Magazines to level up Blade Crafting and 5 skill points The quest chain “Way of the Blade” is started after you complete the Basic Survival quest chain. NOTE: If you added this modlet on a saved game, you can craft the Quest, Way of the Blade, with 1 paper. Once you the quest chain, you cannot start it again. Tanto is unlocked at level Blade Crafting 25 Survivor's Katana is unlocked at Blade Crafting 64 Quest Chain Make a Bone Shiv Kill 5 things with it Obtain a Hunting Knife Kill 10 things with it Obtain a Tanto Kill 20 things with it Obtain a Machete Kill 30 things with it Obtain a Survivor’s Katana Kill 50 zombies with it Please enjoy this modlet and please provide any constructive criticism on the model, but be gentle 😛 as it is literally the first one I created with nothing but a picture to go off of. The Downloads Nexus Google Drive Edited July 27, 2023 by Russiandood Updated mod to 3.1 (see edit history) 2 Link to comment Share on other sites More sharing options...
MrSamuelAdams Posted July 26, 2023 Share Posted July 26, 2023 (edited) Would it be okay to add this to an existing game? I would love to have these in the game without having them quest rewards just higher tier loot/ very rare finds. And craft able way later in end game like you pointed out. These sound amazing EDIT: I reread and saw you already posted my question, I just can't read. Edited July 26, 2023 by MrSamuelAdams (see edit history) Link to comment Share on other sites More sharing options...
Russiandood Posted July 26, 2023 Author Share Posted July 26, 2023 12 hours ago, MrSamuelAdams said: Would it be okay to add this to an existing game? I would love to have these in the game without having them quest rewards just higher tier loot/ very rare finds. And craft able way later in end game like you pointed out. These sound amazing EDIT: I reread and saw you already posted my question, I just can't read. Totally okay to add to existing saves. The quest line is also optional, especially for existing save games since the only way to start it is to craft the quest line note with a piece of paper. It is meant to be started early game then progress all the way to end game when you finally obtain the katana. Thanks for your interest 1 Link to comment Share on other sites More sharing options...
Scomar Posted July 27, 2023 Share Posted July 27, 2023 Hello, if i crafted the questpaper and then click it in the inventory, i will get an error. I can only close the game with Alt+F4. It seems, that the Items doesn't work proper. It has no Name and no description. I looked for myself in the xml's but i didnt found out, whats the problem -.- Btw. I have translated your mod in to german. you can find the translationfile here: https://github.com/Scomar82/Media/blob/master/Localization.txt feel free to download it and take it for your mod. Link to comment Share on other sites More sharing options...
Russiandood Posted July 27, 2023 Author Share Posted July 27, 2023 5 hours ago, Scomar said: Hello, if i crafted the questpaper and then click it in the inventory, i will get an error. I can only close the game with Alt+F4. It seems, that the Items doesn't work proper. It has no Name and no description. I looked for myself in the xml's but i didnt found out, whats the problem -.- Btw. I have translated your mod in to german. you can find the translationfile here: https://github.com/Scomar82/Media/blob/master/Localization.txt feel free to download it and take it for your mod. It looks like your translation on the meleeKatanaSwordDesc line had an extra ". It also pointed out another issue I had with the localization file so I fixed those as well. Much appreciated on translating that and providing it for the community, I added it to version 3.1. 1 Link to comment Share on other sites More sharing options...
Scomar Posted July 28, 2023 Share Posted July 28, 2023 (edited) 13 hours ago, Russiandood said: It looks like your translation on the meleeKatanaSwordDesc line had an extra ". It also pointed out another issue I had with the localization file so I fixed those as well. Much appreciated on translating that and providing it for the community, I added it to version 3.1. oh, what a simple " can do, its tricky with this. But now it worked, Thanks for this nice mod. Edited July 28, 2023 by Scomar (see edit history) Link to comment Share on other sites More sharing options...
Russiandood Posted July 29, 2023 Author Share Posted July 29, 2023 14 hours ago, Scomar said: oh, what a simple " can do, its tricky with this. But now it worked, Thanks for this nice mod. hahaha no kidding huh?! My pleasure, I am glad you like it Link to comment Share on other sites More sharing options...
spurrViolet Posted July 30, 2023 Share Posted July 30, 2023 Is this mod serverside? Link to comment Share on other sites More sharing options...
Russiandood Posted July 31, 2023 Author Share Posted July 31, 2023 On 7/30/2023 at 12:20 AM, spurrViolet said: Is this mod serverside? Both client and server Link to comment Share on other sites More sharing options...
ItzTimbo Posted August 7, 2023 Share Posted August 7, 2023 Hello I was wondering if something may be wrong I got the Tanto and it looks like I'm swinging a rag around, I wanna blade fight ordeal and love the idea Link to comment Share on other sites More sharing options...
TGbelmas Posted August 15, 2023 Share Posted August 15, 2023 My katana and tanto is showing up compleetly black. i dont know how to fix it. Link to comment Share on other sites More sharing options...
FramFramson Posted August 16, 2023 Share Posted August 16, 2023 Is there any chance for a simplified version that just adds this as a 4th tier of bladed weapons, the tier level up from the Machete? Link to comment Share on other sites More sharing options...
The Freehold Posted April 16 Share Posted April 16 I'm trying to get this mod to play nice with a couple other mods. I've managed to get it to play nice with JaxTeller718’s Increased Mod Slots just by changing around the load order. I'm having issue with getting it to play nicely with Pahbi's Craft Tier Six. Depending on what I do, I either can't make anything but tier 1 katanas, even at blade skill of 100, I can not make tantos or katanas, or once the katana unlocks at blade skill 64 it can be crafted at tier 6.. Relevant code from craft tier six mod: <!-- *** BLADE_SKILLS --> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/display_entry[1]/@unlock_level">1,3,5,7,10,13,100</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/display_entry[2]/@unlock_level">11,17,24,31,38,45</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/display_entry[3]/@unlock_level">30,39,48,57,66,75</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/effect_group/passive_effect[4]/@level">3,5,7,10,13,75</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/effect_group/passive_effect[5]/@level">17,24,31,38,45,75</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/effect_group/passive_effect[6]/@level">39,48,57,66,75</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/effect_group/passive_effect[4]/@value">1,2,3,4,5,5</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/effect_group/passive_effect[5]/@value">1,2,3,4,5,5</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/effect_group/passive_effect[6]/@value">1,2,3,4,5</set> Link to comment Share on other sites More sharing options...
BFT2020 Posted April 16 Share Posted April 16 19 hours ago, The Freehold said: I'm trying to get this mod to play nice with a couple other mods. I've managed to get it to play nice with JaxTeller718’s Increased Mod Slots just by changing around the load order. I'm having issue with getting it to play nicely with Pahbi's Craft Tier Six. Depending on what I do, I either can't make anything but tier 1 katanas, even at blade skill of 100, I can not make tantos or katanas, or once the katana unlocks at blade skill 64 it can be crafted at tier 6.. Relevant code from craft tier six mod: <!-- *** BLADE_SKILLS --> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/display_entry[1]/@unlock_level">1,3,5,7,10,13,100</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/display_entry[2]/@unlock_level">11,17,24,31,38,45</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/display_entry[3]/@unlock_level">30,39,48,57,66,75</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/effect_group/passive_effect[4]/@level">3,5,7,10,13,75</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/effect_group/passive_effect[5]/@level">17,24,31,38,45,75</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/effect_group/passive_effect[6]/@level">39,48,57,66,75</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/effect_group/passive_effect[4]/@value">1,2,3,4,5,5</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/effect_group/passive_effect[5]/@value">1,2,3,4,5,5</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/effect_group/passive_effect[6]/@value">1,2,3,4,5</set> To get it to craft properly, you need to add the item name in the tag section for where it goes. This is vanilla Tier 3 Machete <passive_effect name="CraftingTier" operation="base_add" level="48,57,66,75" value="1,2,3,4" tags="meleeWpnBladeT3Machete"/> so you need a line of code that does the following <append xpath="//crafting_skill[@name='craftingBlades']/effect_group/passive_effect[6]/@tags">,item_Katana</append> note, item_Katana needs to be the actual name of the weapon in the items.xml file (I don't have that on me). Also, some things I see about the code you posted. First display has 7 unlock levels when there is only 6 Second, you mentioned 100 levels but unlocks and crafting levels only go up to 75. That means in game, you are not getting any additional benefits reading knives crafting magazines after you reach level 75. In hindsight, you will need to do more now that I realize it. Pahbi's crafting mod only goes up to level 75 for blades, while Russiandood goes up to 100 (I see now where you got 100). What I would recommend doing is take out the progression file from Russiandood's mod and edit Pahbi's to add the new items. That is why you are getting the conflicts. Then make sure Russiandood's mod loads first and then Pahbi's. Link to comment Share on other sites More sharing options...
The Freehold Posted April 19 Share Posted April 19 (edited) I figured it out. I removed all <set xpath= lines except the /@max_level">100</set> line from the progression.xml in RussianDood's mod. I also edited the display_entry and CraftingTier lines so that there were six tiers. Finally, I made Pahbi's load before RussianDood's mod. And because of all this I managed to discover that many of the item groups in Pahbi's mod needed a line that changed @level= for one of the items, as it wouldn't unlock crafting of the item until tier two, because they made the tier one of that item unlock before it was supposed to. Edited April 19 by The Freehold (see edit history) Link to comment Share on other sites More sharing options...
The Freehold Posted July 12 Share Posted July 12 (edited) I was able to get this working for V1.0. The code in the modinfo.xml need to be updated to something like this - <?xml version="1.0" encoding="UTF-8" ?> <xml> <Name value="Survivor_s_Katana" /> <DisplayName value="Survivor's Katana" /> <Description value="Adds a few bladed weapons to the game so you can keep using melee for end game." /> <Author value="RussianDood" /> <Version value="3.0" /> <Website value="http://7daystodie.com" /> </xml> And the code in the progression.xml need to be updated to this - <?xml version="1.0" encoding="utf-8"?> <configs> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']/@max_level">100</set> <set xpath="/progression/crafting_skills/crafting_skill[@name='craftingBlades']"> <display_entry item="meleeWpnBladeT0BoneKnife" unlock_level="1,2,4,6,8,10" /> <display_entry item="meleeWpnBladeT1HuntingKnife" unlock_level="11,15,20,25,30,35" /> <display_entry item="meleeTantoKnife" unlock_level="25,32,37,43,49,55" /> <display_entry item="meleeWpnBladeT3Machete" unlock_level="36,43,51,59,67,75" /> <display_entry item="meleeKatanaSword" unlock_level="64,73,82,91,95,100" /> <effect_group> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,75" value="1" tags="meleeWpnBladeT0BoneKnife"/> <passive_effect name="CraftingTier" operation="base_add" level="2,4,6,8,10,75" value="1,2,3,4,5,5" tags="meleeWpnBladeT0BoneKnife"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="11,75" value="1" tags="meleeWpnBladeT1HuntingKnife"/> <passive_effect name="CraftingTier" operation="base_add" level="15,20,25,30,35,75" value="1,2,3,4,5,5" tags="meleeWpnBladeT1HuntingKnife"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="25,100" value="1" tags="meleeTantoKnife"/> <passive_effect name="CraftingTier" operation="base_add" level="32,37,43,49,55,100" value="1,2,3,4,5,5" tags="meleeTantoKnife"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="36,75" value="1" tags="meleeWpnBladeT3Machete"/> <passive_effect name="CraftingTier" operation="base_add" level="43,51,59,67,75" value="1,2,3,4,5" tags="meleeWpnBladeT3Machete"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="64,100" value="1" tags="meleeKatanaSword,partsKatanaBlade,partsKatanaHandle,partsKatanaSpacer"/> <passive_effect name="CraftingTier" operation="base_add" level="73,82,91,95,100" value="1,2,3,4,5" tags="meleeKatanaSword"/> </effect_group> </set> </configs> Something goes wonkie in V1.0 if you have an append that adds in things before the last entry in that section. Before I started playing around with the code, I was locked out of making machetes of any tier. Edit for spelling. Edited July 12 by The Freehold spelling correction (see edit history) Link to comment Share on other sites More sharing options...
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