Jump to content

(A21) Wild West Mod


arramus

Recommended Posts

(A21) Wild West Mod can be downloaded and played directly through the 7D2D Mod Launcher here.

Alternatively, it can be manually downloaded and kept up to date through Github here.

 

Questions about the Wild West Mod can be answered in the Tallman Brad Gaming Community Discord here or through Guppy's Modding Discord here.

 

Introducing the Wild West Mod - 7 Days in the Wild West
The Wild West Mod rolls back time to around the Mid 19th Century Wild West America (+/- 20 years).
It attempts to remove features which are not time appropriate, and introduce additional features to expand and complement the overall experience. A few examples include:

- A hand made custom World called New Frontier with only the 'Old West' type tiling system with age appropriate POIs and features.
- Custom wagons replace modern automobiles for salvaging.
- Weapons have been rolled back with access to Tomahawks, Revolvers, Winchester Rifles, and an early day Gatling.
- Age appropriate food items.
- Custom lighting, traps, vending machines, and age appropriate switches of existing assets.
- Tiered horses as rewards for Quest Tier Completion. Each Tier sees a progressive increase in speed, greater inventory space, and more decorative appeal.

- Custom hostiles that may or may not be carrying projectile weapons.

Without giving away too many spoilers, here are a few images to demonstrate.

 

There are over 100 custom POIs with split into those being placed within the Old West type tileset for Towns, and hand placed POIs out of Town and in the Wilderness.

Here is Medusa's Paddle Steamer which offers T4 and T5 Infested Quests.

spacer.png

 

Wild West Towns are pretty expansive and offer the full range of T1 to T6 Questing opportunities.

spacer.png


Without giving too much away, hand crafted topographic features throughout the bundled New Frontier World by Tallman Brad.
It is possible to also make a World in RWG by following the instructions in the Guide contained within the Mod.

spacer.png


Expect to meet all manner of adversary from both the known...

spacer.png

to unknown...

spacer.png

And one tip. Don't shoot the Bison, unless they attack you first.

spacer.png

 

Grab a horse from the Oakraven stables, and the World is yours for the taking.

spacer.png

 

Rumor has it that there are many treasures out there to be had in New Frontier, with the biggest ones being found in the Wasteland Crater, although nobody has returned to tell the tale...

Link to comment
Share on other sites

  • 3 weeks later...

Here are a few updates for A21.2 Stable.

  • Crafting Skills max skill has been pegged to the last unlock and rounded up/down to base 5 for conformity.
  • Horde idle sounds are added as gallop could sometimes be heard in idle state.
  • Guppy Vulture and Friends, known as the Crispy Family have a slightly reduced range as those stabby beaks were unreal.
  • Karate Chicken was scaled down to 0.9 since the attached cow skull is taking on the overscaling for the chicken head which is certainly more than 1.0 scale at default.
  • Lazman's Eliminate Horde Quest no longer points to the Quest Marker on dedicated servers for A21. SP is just fine but it's another victim of netcoding... It has been changed to Eliminate Crispy Horde since they have their own wave in Horde Night (bdubyah suggestion) and players both hate it and love it with equal volume.
  • Custom loot containers also appear to be a victim on netcoding and Caught Chicks and Queen Bees can be harvested from trees at a low rate.
  • UI was patched as 80% was still showing 100% and is displaying appropriately with a resize.
  • Localization updates.
  • POI updates.

 

spacer.png

Link to comment
Share on other sites

Here is a small update for the Wild West Mod:

 

1. Winchester Rifle.

The Winchester Rifle has received an update for A21 to ensure the texture shows that brass finish that makes it identifiable and matches the icon.

spacer.png

 

2. Optional Mods

The Wild West Mod Discord is hosting a number of Quality of Life Mods requested by members, or being used in community servers. These are as follows:

 

- Khaine's 15 slot toolbelt with a slight customisation to retain the Wild West Mod extra UI information.
- An elevation mod that allows players to see the elevation, even when in a Balloon.

- Khaine's 96 slot inventory. The Wild West Mod already uses the 60 slot version, and this additional mod allows it to be further expanded.

- Wild West Factory Mod that allows industrial automation of ammo and for mining. These use the Wild West Mod custom mixers for context.
- Always open trader feature specifically requested by a partner community for their Wild West server.

Link to comment
Share on other sites

Patrol Nation and 6906 Gaming will be going head to head in a PvP type showdown.
It'll be the Texas Rangers vs The Outlaws. I don't know which team will be which but there'll be two separately streaming parties all hooked up for it.

 

Patrol Nation

 

6906 Gaming

 

 

 

 

 

Link to comment
Share on other sites

  • 2 weeks later...
  • 3 weeks later...

Here are a few entity updates for the A21 Wild West Mod.

 

- Hazmat and Soldier entities have received a custom model for greater immersion. Another new entity named 'Grin the Bomber' joins these 'official' folk as a military group. Just as with the Crispy and Family Blood Moon wave, these military types also have their own custom waves. They will be joined by a few other gunnie/projectile types.

 

Grin the Bomber has high block damage, but only when in very close proximity. If he is eliminated, he will drop his barrel. It can be shot and cause huge entity damage with no noticable block damage. Keep your distance either way.

spacer.png

 

- The Screamer Scout Hordes replaces the regular Mutant Rats with Mutant Pet Rats that are specific to these visits. They can be differentiated by their collars and other domestication attire.
spacer.png

 

- A Zombie Horse has been introduced to the Wasteland and Burnt areas at a regulated rate. It is a hostile entity and shares similar territorial behaviour to the bear.

Its attack is to rear up and kick with its front legs.

spacer.png

 

There is no taming this one.

spacer.png

 

The Tallman Brad Gaming Community Discord welcomes feedback. Testing and balancing have been performed but community feedback provides the final polish

Link to comment
Share on other sites

  • 1 month later...

Here is an update for the Wild West Mod.

 

1. New Frontier 3 - Crater Upgrades
With the addition of the T6 Infested Quest, and the extra challenge that brings due to a higher volume of entities, a number of POIs have received a further upgrade with hybrid zombie/zombie boss inhabitants or even pure boss inhabitants to provide a T7 feel when selecting these POIs as T5 or T6 Infested. This extra challenge addresses a common comment from players who have reached a very advanced game stage, but still want something more. These POIs will certainly provide that...

 

Medusa's Crook-ed House. Those who have visited the Snake Pit can understand volume. This POI provides less volume but more ferocity and is a very balanced challenge for those who wish to accept it.

spacer.png

 

The Crater Caverns is a subterranean mining system that shares some similarities to an existing one, but with its own expansions and customisations. It is 100% boss type entities only.

spacer.png

 

There are additional POIs in the Crater offering greater challenge, as well as some decorative features to offer some landmarks and help players get their bearings.

spacer.png

 

2. Pump Action Shotgun
The pump action shotgun remains a very popular weapon, and has a slightly faster reload speed to offset the loss of the auto shotty. It has been given a more aged look for immersion. Thank you to Oakraven for setting it up and bringing it to the Wild West Mod. It looks the part.

spacer.png

 

3. Decorative Item Updates

There has been a continual process to replace certain items with their aged counterparts. This update replaces the modern looking sport's bags and holdalls with alternatives.

spacer.png

 

4. Entity Updates

There are also a number of entities that could benefit from an update to roll back how they look. This update replaces the Biker with a 'Rider'. Multiple other zombies have seen updates such as the soldiers, hazmat entities, nurse, screamer, and cop.

spacer.png

 

The combination of entities in one place, such as a Horde Night, really shows off the modern zombie replacements and adds to the immersion and Wild West theme. Thank you to Oakraven and Tallman Brad for taking on that project from concept to completion. There are still a few more to do, but it's really looking good.

spacer.png

Link to comment
Share on other sites

Patrol Nation and party have started their group 'Homesteader' series. Each player is given a random wheel spin role specialty as their primary task.

They are all up to date on the latest version of The Wild West Mod. This update returns the NE and NW starting point dynamic and they'll find a common meeting point to set up their first homestead.

 

 

Link to comment
Share on other sites

  • 4 weeks later...

Here is an update for the Wild West Mod.

 

- Horses return with their animation and apple feeding feature.
- The Mutated Entity has received an overhaul.

- Multiple blocks are updated for collision and aesthetic.

- Re-balancing for loot and spawn probability where appropriate.

 

Horse Known Features:

  • Jumping from a moving horse can spook them and keep them in a 'flight' state. Stop before getting off where possible.
  • Brushing/colliding with a stationery horse can spook them and put them in a 'flight' stage. Give each other a little breathing room.
  • Feeding horses from beyond a distance of 1.5 blocks will not initiate the apple vitality feature where they receive 1000 HP. It is set to this distance to ensure you are not feeding another horse close by.

 

https://www.youtube.com/watch?v=3kgPo2YqRcI

Link to comment
Share on other sites

Hey arramus, I have quiet a blast with your mod and first of all I wanted to say thanks for the work you're putting into this.

 

But I have also encountered something odd. Screamers don't seem to spawn zombie waves. I've put down the Dinner Bell, waited for the Screamers to appear and also kited them around for minutes while they were ... well, screaming. But nothing ever happened, except for another Screamer to appear every other minute.

 

I'm only using your mod and also just downloaded the latest iteration from GitHub for another test. With the same results.

 

I would appreciate any clues on how to fix this issue. Thanks in advance.

 

 

EDIT: Nevermind. It seems my 7DTD game files were broken. Reinstalling it solved the issue.

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

  • 2 weeks later...

SpecBytes will be doing a 4 player live stream in a few hours for the Wild West Mod. The party will be using a custom RWG with some hand placed POIs that don't usually get added to provide an almost full experience. This play through is called Trader Tales. The background is that 4 New Frontier Settlers get such down a pothole in the river bed and spat back out in a lake on a new World.

BASIC BACKGROUND RULES

  • Quest Host takes all loot and helpers protect.
  • Each player has their specialty of Chemist Physician, Miner, Farmhouse Cook, and Crafty Blacksmith. Each has a player vending machine for selling their wares (or bartering if appropriate).
  • Players divide an 80 x 80 type Fort into 4 plots on a custom POI.

The rest is regular game play with some custom Quests which typically get selected by the viewers from a selection on a notice board.

https://www.youtube.com/watch?v=hLJ8b_lV2KI

Link to comment
Share on other sites

The first play through for Trader Tales was a lot of fun, and surprisingly organised. Here are a few responses to some of the questions in chat.
 

1. Yes GeeBee. Everything in this play through is exactly the same as everything that is found in the Wild West Mod. The only differences are we are using a new customised RWG world made in the game editor, but with these added paths and extra hand placed POIs. We also added in that little starter pack with bicycle and wrench, but nothing too special.
 

2. For the next play through, we are turning off the electrocution feature for player vending machines because it's more of a PvP thing.
 

3. The rules are to sell things where possible, although bartering and gifting is appropriate where needed.
 

4. Michelle Austin (Nanny). The roles are Doctor Cem for Chemicals and Meds, Farmstead Cook for SpecBytes, Miner Tabby, and Crafty Blacksmith for arramus. There will be overlap for sure.
 

5. We'll follow the Homestead Challenge, and other Quest Challenges from the toolbelt, but have additional customised play through quest challenges such as 'Spend the night in the Wasteland', 'Hunt for treasure chests', etc

Link to comment
Share on other sites

  • 2 weeks later...

Some feedback: My group has been enjoying the mod for a few weeks now. Progression seems too fast but that could be a vanilla "feature". One thing that has confused me twice in the game is that wells need open sky to work.

 

 

Link to comment
Share on other sites

Thank you for the group feedback.

 

Progression was re-calibrated to reflect removing the Tier 3 modern tools and weapons where applicable. It gives the impression of being faster to complete a whole Crafting Skills series, but typically because the T3's were stripped out. A few examples are the Harvesting Tools Mags. Since the Auger has been totally stripped out, the Max was dropped from 100 to 60. In Vanilla the Q5 Steel Pickaxe unlocks at Crafting Level 59, but in the Wild West Mod it is rounded up to Level 60. Rather than raise it to 100 to keep at regular values, and do a similar thing to other Crafting Skills where something else is stripped out, it was just rounded up and down to its 5 or 10 where appropriate and matching how Vanilla does it for consistency. Another thing this does is remove that redundancy. If a Crafting Skill remained at 100 but the last possible item unlocks at 59, the mag will keep appearing at the accelerated rate without any benefit. This allows it to be locked down so another Crafting Skill is prioritised.

 

A few more examples are for:

Repair Tools: Dropped Max from 50 to 25 as the Nail Gun is stripped out, but the Hammer has no change.

Salvaging: Dropped Max from 75 to 50 as the Impact Driver is stripped out, and the Ratchet actually sees an increase from 46 to 50 on this one.
Bows: Dropped from 100 to 40 as the Compound Bow and Crossbow are stripped out, and the Iron Crossbow reaches Q5 at 40 which is a small increase from its 38.

 

Overall, it appears to be pretty proportional to where the final unlock reaches max level.

 

The Wells and Rain Catcher are Dew Collectors in disguise, and locked into the requirement to keep them in the 'open' that the class requires. Unfortunately, making a Harmony Patch is outside the dev team's capabilities, and this is as good as it gets to keep with how A21 wants to direct water gathering, without going back to empty glass jars.

 

A few weeks is good news for the group play through, and I'll share that with the dev team as the plan was to consider community servers who like to do monthly/bi-monthly mod changes. There are multiple transitions in progression and game play, with the T6 Boss POIs, Balloons, Q6 Gatling and Legendary Rifle, and other 'end game' features giving players some sense of closure and achievement of 'taming' the mod.

Link to comment
Share on other sites

6 hours ago, arramus said:

Thank you for the group feedback.

 

Progression was re-calibrated to reflect removing the Tier 3 modern tools and weapons where applicable. It gives the impression of being faster to complete a whole Crafting Skills series, but typically because the T3's were stripped out. A few examples are the Harvesting Tools Mags. Since the Auger has been totally stripped out, the Max was dropped from 100 to 60. In Vanilla the Q5 Steel Pickaxe unlocks at Crafting Level 59, but in the Wild West Mod it is rounded up to Level 60. Rather than raise it to 100 to keep at regular values, and do a similar thing to other Crafting Skills where something else is stripped out, it was just rounded up and down to its 5 or 10 where appropriate and matching how Vanilla does it for consistency. Another thing this does is remove that redundancy. If a Crafting Skill remained at 100 but the last possible item unlocks at 59, the mag will keep appearing at the accelerated rate without any benefit. This allows it to be locked down so another Crafting Skill is prioritised.

 

A few more examples are for:

Repair Tools: Dropped Max from 50 to 25 as the Nail Gun is stripped out, but the Hammer has no change.

Salvaging: Dropped Max from 75 to 50 as the Impact Driver is stripped out, and the Ratchet actually sees an increase from 46 to 50 on this one.
Bows: Dropped from 100 to 40 as the Compound Bow and Crossbow are stripped out, and the Iron Crossbow reaches Q5 at 40 which is a small increase from its 38.

 

Overall, it appears to be pretty proportional to where the final unlock reaches max level.

 

The Wells and Rain Catcher are Dew Collectors in disguise, and locked into the requirement to keep them in the 'open' that the class requires. Unfortunately, making a Harmony Patch is outside the dev team's capabilities, and this is as good as it gets to keep with how A21 wants to direct water gathering, without going back to empty glass jars.

 

A few weeks is good news for the group play through, and I'll share that with the dev team as the plan was to consider community servers who like to do monthly/bi-monthly mod changes. There are multiple transitions in progression and game play, with the T6 Boss POIs, Balloons, Q6 Gatling and Legendary Rifle, and other 'end game' features giving players some sense of closure and achievement of 'taming' the mod.

 

Ah, okay, that makes sense.

 

About the wells, I would have thought setting <property name="RestrictSubmergedPlacement" value="true"/> to "false" would have sufficed on the wells. Naturally it would mean to define a separate block, but without any need for Harmony.

 

Link to comment
Share on other sites

Testing it on the Rain 'Dance' Catcher variant, which is a separate block, shows no change when set to false.

 

It is not widely publicised these days, but was a pretty common topic for streamers in the early A21 release stage, that having a 5 block empty clearance between water collectors and the ceiling above allows them to function underground. As such, open skies are not necessary. The option to place them underground is there as long as that requirement is met.

Link to comment
Share on other sites

SpecBytes is currently doing a 4 player party play through called 'Trader Tales'.

The premise is simple... 4 players get sucked down a hole in New Frontier as they are sailing down to the port, and end up in a lake on a new World.

 

It is a custom made World using RWG and filling in some blanks with hand placed POIs and a gravel pathing system to link them all up.

Each player dedicates themselves to a role, and only they are allowed to specialise in it. Only the Cook can cook, Miner can mine, etc.

All resources are sold between player traders. It is an interesting dynamic of reciprocity and community building.

 

Any likes or subscribes are welcome as this is what keeps them going.

 

Link to comment
Share on other sites

  • 1 month later...
  • 2 months later...

Hey Arramus,

Im currently running the PEP community POI collection, and we have quite a bit more Old West than most map/world makers normally use. Ive done several official releases for overhauls like Darkness Falls, RH, Sorcery, AOO etc.

Would really love to do something official for this Mod if you are planning on updating. Full custom made map, 8k maybe or better.  I may also be commissioning some custom skins for Old West as well. Would love to talk more if you are planning on updating.

Keep up the great work, cheers, Krunch
 

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

The bulk of the Wild West Mod dev chat is done in the Tallman Brad Gaming Community Discord here https://discord.gg/vc2XmnNWB8

 

I only join when there are any real emergencies, and then step out since a presence on Guppy's for the quality control and xml side of things is generally enough.

This ensures time for other projects. My own role has slowly seen a step back over the Alphas as the team reach their goals and targets and get everything in place.

 

I have seen the Old West collection building up over the year or so in your channel and I'm sure they'd be very interested in collaborating just as they did with Chaz' Old West POI Collection which has brought some real variety and value to the experience. There can never be enough variety for sure.

Link to comment
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...