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JoeSloeMoe

JoeSloeMoe

 

Survival No Trader (SNT) 7DTD XML mod.

 

A mod balanced for game play without Traders.
This mod removes the ability to trade and get quests from Traders. Traders are still present in the world as part of the storyline, they just ignore you.

 

Special thanks to FilUnderscore. This mod incorporates FilUnderscore's Improved Hordes mod (*see end for details).
Special thanks to Khaine. This mod contain some code from Kaine's modlets (**see end for details).

 

Background: You are one of 4 siblings from the Harrington Clan out East. You run point for your crew.
Your family is engaged in an extended war and the war brings you here. You're exploring this area to find new sources of weapons and supplies.
You've heard rumours that this area is rich for the pickings, with both the Duke's gang and the Traders moving in to sift through whatever remains of civilization.
Your objectives are to:
  - establish a base that can withstand zombie attacks as a foothold for your clan in the territory.
  - disrupt the Duke's supply chain. Strip the good loot without tipping them off to your presence.
  - identify Trader locations. Map out the extent of their presence and capabilities. Determine if they are friend or foe. 

 

Current Version 1.2 Download: https://github.com/JoeSloeMoe/SNT

 

Includes a small collection of stories and challenges that give a glimpse into the lives/deaths of other survivors.
    Grim Tales:
    1) Missing Patrol Car - break into a number of Cop Cars without lockpicking to engage.
    2) Mary's Revenge - triggered at a 4000 Kill Streak. Kill Streak resets on death.
    3) Pigeons Carry Diseases - pigeons: some people hate them and some people absolutely adore them.
    4) Interloper - keeping your eyes and ears open can lead to interesting things.
    
    Grim Tales is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/37872-grim-tales-xml-modlet-v10/

 

Changed progression tree to work alongside Action Skills - Learn By Use (Action Skills):
    Applies to the tools and weapons for the following Perks:
    Perception: DeadEye, Demolition Expert, SpearMaster, Salvage
    Strength: Boomstick, PummelPete, SkullCrusher, Miner69r/Motherload.
    Fortitude: Brawler, MachineGunner
    Agility: Archery, Gunslinger, DeepCuts, Hidden Strike
    Intellect: Electrocutioner, Robotics
    
    Learn By Use is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/35052-hybrid-learn-by-use-action-skills-10-xml-modlet/#comment-548667

 

There are a number of general modifications and additions to gameplay.

Most are subtle and may not be overly noticeable. Some that might be handy to know when starting a game:
- 3 new GrandPa's recipes.
- Crouch aiming has benefits.
- Old Cash is a good source of fuel.
- Loot bags are around for a long time.

- Spotlights rotate on all axis for placement.
- Box up ammunition. Scrap anvils & crucibles.

- Can create brood nests to attract birds and get eggs.
- Motorcycle doesn't fishtail like a wet noodle anymore.
- Vending Machines don't restock, they only have what they spawn with.
- Scrap ammunition; weapon and armour parts using recipes (A key - select recipe - W key).
- Jail Breakers give over 95% reduction to lockpicking time in addition to standard unbreakable pick buff.

 

Config Variables:
There are a number of config variables for the Survival No Trader mod. See buffs.xml and look for the line:
    <!--PLAYER CONFIG VARIABLES--> for more details on the various options.

 

License:
The majority of the code is free to use license (see caveat below) and is commented. If you use any of the code, a thanks would be nice.
This mod contains clearly marked code from Khaine and FilUnderscore. Their code can only be used with their permission as per their license agreements.

 

Special Thanks To:
*This mod integrates Improved Hordes from FilUnderscore:   https://community.7daystodie.com/topic/26781-improved-hordes-v10/page/17/?_fromLogout=1

 

**This mod also includes code from the following User Interface modlets by Khaine:
 - 3 Slot Forge from mod:KHA21-3SlotForge
 - 12 Slot Craft Queue from mod:KHA21-12CraftQueue
 - Set the max number of Zombies, Animals and Landclaim blocks in settings from mod:KHA21-SpawnsAndClaims (slightly modified for latest alpha-release ui changes)
 - Includes the removal of all POI Names and Skulls.
 
Khaine's modlets: https://community.7daystodie.com/topic/32007-khaines-a21-modlets-bigger-backpacks-lockable-slots-behemoths-random-wandering-hordes-etc/
This mod has been tested to work with the following modlets from Khaine:
 - 96 Slot Backpack
 - 60 Slot Backpacks
 - Food and Water Bars
 - Pickup Plants

 

 

JoeSloeMoe

JoeSloeMoe

 

Survival No Trader (SNT) 7DTD XML mod.

 

A mod balanced for game play without Traders.
This mod removes the ability to trade and get quests from Traders. Traders are still present in the world as part of the storyline, they just ignore you.

 

Special thanks to FilUnderscore. This mod incorporates FilUnderscore's Improved Hordes mod (*see end for details).
Special thanks to Khaine. This mod contain some code from Kaine's modlets (**see end for details).

 

Background: You are one of 4 siblings from the Harrington Clan out East. You run point for your crew.
Your family is engaged in an extended war and the war brings you here. You're exploring this area to find new sources of weapons and supplies.
You've heard rumours that this area is rich for the pickings, with both the Duke's gang and the Traders moving in to sift through whatever remains of civilization.
Your objectives are to:
  - establish a base that can withstand zombie attacks as a foothold for your clan in the territory.
  - disrupt the Duke's supply chain. Strip the good loot without tipping them off to your presence.
  - identify Trader locations. Map out the extent of their presence and capabilities. Determine if they are friend or foe. 

 

Current Version 1.2 Download: https://github.com/JoeSloeMoe/SNT

 

Includes a small collection of stories and challenges that give a glimpse into the lives/deaths of other survivors.
    Grim Tales:
    1) Missing Patrol Car - break into a number of Cop Cars without lockpicking to engage.
    2) Mary's Revenge - triggered at a 4000 Kill Streak. Kill Streak resets on death.
    3) Pigeons Carry Diseases - pigeons: some people hate them and some people absolutely adore them.
    4) Interloper - keeping your eyes and ears open can lead to interesting things.
    
    Grim Tales is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/37872-grim-tales-xml-modlet-v10/

 

Changed progression tree to work alongside Action Skills - Learn By Use (Action Skills):
    Applies to the tools and weapons for the following Perks:
    Perception: DeadEye, Demolition Expert, SpearMaster, Salvage
    Strength: Boomstick, PummelPete, SkullCrusher, Miner69r/Motherload.
    Fortitude: Brawler, MachineGunner
    Agility: Archery, Gunslinger, DeepCuts, Hidden Strike
    Intellect: Electrocutioner, Robotics
    
    Learn By Use is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/35052-hybrid-learn-by-use-action-skills-10-xml-modlet/#comment-548667

 

There are a number of general modifications and additions to gameplay.

Most are subtle and may not be overly noticeable. Some that might be handy to know when starting a game:
- 3 new GrandPa's recipes.
- Crouch aiming has benefits.
- Old Cash is a good source of fuel.
- Loot bags are around for a long time.

- Spotlights rotate on all axis for placement.
- Box up ammunition. Scrap anvils & crucibles.

- Can create brood nests to attract birds and get eggs.
- Motorcycle doesn't fishtail like a wet noodle anymore.
- Vending Machines don't restock, they only have what they spawn with.
- Scrap ammunition; weapon and armour parts using recipes (A key - select recipe - W key).
- Jail Breakers now give over 95% reduction to lockpicking time in addition to standard unbreakable pick buff.

 

Config Variables:
There are a number of config variables for the Survival No Trader mod. See buffs.xml and look for the line:
    <!--PLAYER CONFIG VARIABLES--> for more details on the various options.

 

License:
The majority of the code is free to use license (see caveat below) and is commented. If you use any of the code, a thanks would be nice.
This mod contains clearly marked code from Khaine and FilUnderscore. Their code can only be used with their permission as per their license agreements.

 

Special Thanks To:
*This mod integrates Improved Hordes from FilUnderscore:   https://community.7daystodie.com/topic/26781-improved-hordes-v10/page/17/?_fromLogout=1

 

**This mod also includes code from the following User Interface modlets by Khaine:
 - 3 Slot Forge from mod:KHA21-3SlotForge
 - 12 Slot Craft Queue from mod:KHA21-12CraftQueue
 - Set the max number of Zombies, Animals and Landclaim blocks in settings from mod:KHA21-SpawnsAndClaims (slightly modified for latest alpha-release ui changes)
 - Includes the removal of all POI Names and Skulls.
 
Khaine's modlets: https://community.7daystodie.com/topic/32007-khaines-a21-modlets-bigger-backpacks-lockable-slots-behemoths-random-wandering-hordes-etc/
This mod has been tested to work with the following modlets from Khaine:
 - 96 Slot Backpack
 - 60 Slot Backpacks
 - Food and Water Bars
 - Pickup Plants

 

 

JoeSloeMoe

JoeSloeMoe

 

Survival No Trader (SNT) 7DTD XML mod.

 

A mod balanced for game play without Traders.
This mod removes the ability to trade and get quests from Traders. Traders are still present in the world as part of the storyline, they just ignore you.

 

Special thanks to FilUnderscore. This mod incorporates FilUnderscore's Improved Hordes mod (*see end for details).
Special thanks to Khaine. This mod contain some code from Kaine's modlets (**see end for details).

 

Background: You are one of 4 siblings from the Harrington Clan out East. You run point for your crew.
Your family is engaged in an extended war and the war brings you here. You're exploring this area to find new sources of weapons and supplies.
You've heard rumours that this area is rich for the pickings, with both the Duke's gang and the Traders moving in to sift through whatever remains of civilization.
Your objectives are to:
  - establish a base that can withstand zombie attacks as a foothold for your clan in the territory.
  - disrupt the Duke's supply chain. Strip the good loot without tipping them off to your presence.
  - identify Trader locations. Map out the extent of their presence and capabilities. Determine if they are friend or foe. 

 

Current Version 1.2 Download: https://github.com/JoeSloeMoe/SNT

 

Includes a small collection of stories and challenges that give a glimpse into the lives/deaths of other survivors.
    Grim Tales:
    1) Missing Patrol Car - break into a number of Cop Cars without lockpicking to engage.
    2) Mary's Revenge - triggered at a 4000 Kill Streak. Kill Streak resets on death.
    3) Pigeons Carry Diseases - pigeons: some people hate them and some people absolutely adore them.
    4) Interloper - keeping your eyes and ears open can lead to interesting things.
    
    Grim Tales is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/37872-grim-tales-xml-modlet-v10/

 

Changed progression tree to work alongside Action Skills - Learn By Use (Action Skills):
    Applies to the tools and weapons for the following Perks:
    Perception: DeadEye, Demolition Expert, SpearMaster, Salvage
    Strength: Boomstick, PummelPete, SkullCrusher, Miner69r/Motherload.
    Fortitude: Brawler, MachineGunner
    Agility: Archery, Gunslinger, DeepCuts, Hidden Strike
    Intellect: Electrocutioner, Robotics
    
    Learn By Use is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/35052-hybrid-learn-by-use-action-skills-10-xml-modlet/#comment-548667

 

There are a number of general modifications and additions to gameplay.

Most are subtle and may not be overly noticeable. Some that might be handy to know when starting a game:
- 3 new GrandPa's recipes.
- Crouch aiming has benefits.
- Old Cash is a good source of fuel.
- Loot bags are around for a long time.
- Box up ammunition. Scrap anvils & crucibles.

- Spotlights now rotate on all axis for placement.
- Airdrop loot has been rebalanced for no traders.
- Motorcycle doesn't ride like a wet noodle anymore.

- Tweeked biome spawns (relative to biome difficulty).
- Can create brood nests to attract birds and get eggs.
- Vending Machines dont restock, they only have what they spawn with.
- Scrap ammunition; weapon and armour parts using recipes (A key - select recipe - W key).
- Tweeked weather patterns, daytime indoors is slightly brighter, nightime outdoors is much darker.
- Jail Breakers now give over 95% reduction to lockpicking time in addition to standard unbreakable pick buff.
- Modified Random Gen for new generated maps. Increased number and size of towns and cities on default and large maps.

 

Config Variables:
There are a number of config variables for the Survival No Trader mod. See buffs.xml and look for the line:
    <!--PLAYER CONFIG VARIABLES--> for more details on the various options.

 

License:
The majority of the code is free to use license (see caveat below) and is commented. If you use any of the code, a thanks would be nice.
This mod contains clearly marked code from Khaine and FilUnderscore. Their code can only be used with their permission as per their license agreements.

 

Special Thanks To:
*This mod integrates Improved Hordes from FilUnderscore:   https://community.7daystodie.com/topic/26781-improved-hordes-v10/page/17/?_fromLogout=1

 

**This mod also includes code from the following User Interface modlets by Khaine:
 - 3 Slot Forge from mod:KHA21-3SlotForge
 - 12 Slot Craft Queue from mod:KHA21-12CraftQueue
 - Set the max number of Zombies, Animals and Landclaim blocks in settings from mod:KHA21-SpawnsAndClaims (slightly modified for latest alpha-release ui changes)
 - Includes the removal of all POI Names and Skulls.
 
Khaine's modlets: https://community.7daystodie.com/topic/32007-khaines-a21-modlets-bigger-backpacks-lockable-slots-behemoths-random-wandering-hordes-etc/
This mod has been tested to work with the following modlets from Khaine:
 - 96 Slot Backpack
 - 60 Slot Backpacks
 - Food and Water Bars
 - Pickup Plants

 

 

JoeSloeMoe

JoeSloeMoe

 

Survival No Trader (SNT) 7DTD XML mod.

 

A mod balanced for game play without Traders.
This mod removes the ability to trade and get quests from Traders. Traders are still present in the world as part of the storyline, they just ignore you.

 

Special thanks to FilUnderscore. This mod incorporates FilUnderscore's Improved Hordes mod (*see end for details).
Special thanks to Khaine. This mod contain some code from Kaine's modlets (**see end for details).

 

Background: You are one of 4 siblings from the Harrington Clan out East. You run point for your crew.
Your family is engaged in an extended war and the war brings you here. You're exploring this area to find new sources of weapons and supplies.
You've heard rumours that this area is rich for the pickings, with both the Duke's gang and the Traders moving in to sift through whatever remains of civilization.
Your objectives are to:
  - establish a base that can withstand zombie attacks as a foothold for your clan in the territory.
  - disrupt the Duke's supply chain. Strip the good loot without tipping them off to your presence.
  - identify Trader locations. Map out the extent of their presence and capabilities. Determine if they are friend or foe. 

 

Current Version 1.2 Download: https://github.com/JoeSloeMoe/SNT

 

Includes a small collection of stories and challenges that give a glimpse into the lives/deaths of other survivors.
    Grim Tales:
    1) Missing Patrol Car - break into a number of Cop Cars without lockpicking to engage.
    2) Mary's Revenge - triggered at a 4000 Kill Streak. Kill Streak resets on death.
    3) Pigeons Carry Diseases - pigeons: some people hate them and some people absolutely adore them.
    4) Interloper - keeping your eyes and ears open can lead to interesting things.
    
    Grim Tales is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/37872-grim-tales-xml-modlet-v10/

 

Changed progression tree to work alongside Action Skills - Learn By Use (Action Skills):
    Applies to the tools and weapons for the following Perks:
    Perception: DeadEye, Demolition Expert, SpearMaster, Salvage
    Strength: Boomstick, PummelPete, SkullCrusher, Miner69r/Motherload.
    Fortitude: Brawler, MachineGunner
    Agility: Archery, Gunslinger, DeepCuts, Hidden Strike
    Intellect: Electrocutioner, Robotics
    
    Learn By Use is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/35052-hybrid-learn-by-use-action-skills-10-xml-modlet/#comment-548667

 

There are a number of general modifications and additions to gameplay.

Most are subtle and may not be overly noticeable. Some that might be handy to know when starting a game:
- 3 new GrandPa's recipes.
- Crouch aiming has benefits.
- Old Cash is a good source of fuel.
- Loot bags are around for a long time.
- Box up ammunition. Scrap anvils & crucibles.

- Spotlights now rotate on all axis for placement.
- Airdrop loot has been rebalanced for no traders.
- Motorcycle doesn't ride like a wet noodle anymore.

- Tweeked biome spawns (relative to biome difficulty).
- Can create brood nests to attract birds and get eggs.
- Vending Machines dont restock, they only have what they spawn with.
- Scrap ammunition; weapon and armour parts using recipes (A key - select recipe - W key).
- Tweeked weather patterns, daytime indoors is slightly brighter, nightime outdoors is much darker.
- Jail Breakers now give over 95% reduction to lockpicking time in addition to standard unbreakable pick buff.
- Modified Random Gen for new generated maps. Increased number and size of towns and cities on default and large maps.

 

Config Variables:
There are a number of config variables for the Survival No Trader mod. See buffs.xml and look for the line:
    <!--PLAYER CONFIG VARIABLES--> for more details on the various options.

 

License:
The majority of the code is free to use license (see caveat below) and is commented. If you use any of the code, a thanks would be nice.
This mod contains clearly marked code from Khaine and FilUnderscore. Their code can only be used with their permission as per their license agreements.

 

Special Thanks To:
*This mod integrates Improved Hordes from FilUnderscore:   https://community.7daystodie.com/topic/26781-improved-hordes-v10/page/17/?_fromLogout=1

 

**This mod also includes code from the following User Interface modlets by Khaine:
 - 3 Slot Forge from mod:KHA21-3SlotForge
 - 12 Slot Craft Queue from mod:KHA21-12CraftQueue
 - Set the max number of Zombies, Animals and Landclaim blocks in settings from mod:KHA21-SpawnsAndClaims (slightly modified for latest alpha-release ui changes)
 - Includes the removal of all POI Names and Skulls.
 
Khaine's modlets: https://community.7daystodie.com/topic/32007-khaines-a21-modlets-bigger-backpacks-lockable-slots-behemoths-random-wandering-hordes-etc/
This mod has been tested to work with the following modlets from Khaine:
 - 96 Slot Backpack
 - 60 Slot Backpacks
 - Food and Water Bars
 - Pickup Plants

 

 

JoeSloeMoe

JoeSloeMoe

 

Survival No Trader (SNT) 7DTD XML mod.

 

A mod balanced for game play without Traders.
This mod removes the ability to trade and get quests from Traders. Traders are still present in the world as part of the storyline, they just ignore you.

 

Special thanks to FilUnderscore. This mod incorporates FilUnderscore's Improved Hordes mod (*see end for details).
Special thanks to Khaine. This mod contain some code from Kaine's modlets (**see end for details).

 

Background: You are one of 4 siblings from the Harrington Clan out East. You run point for your crew.
Your family is engaged in an extended war and the war brings you here. You're exploring this area to find new sources of weapons and supplies.
You've heard rumours that this area is rich for the pickings, with both the Duke's gang and the Traders moving in to sift through whatever remains of civilization.
Your objectives are to:
  - establish a base that can withstand zombie attacks as a foothold for your clan in the territory.
  - disrupt the Duke's supply chain. Strip the good loot without tipping them off to your presence.
  - identify Trader locations. Map out the extent of their presence and capabilities. Determine if they are friend or foe. 

 

Current Version 1.2 Download: https://github.com/JoeSloeMoe/SNT

 

Includes a small collection of stories and challenges that give a glimpse into the lives/deaths of other survivors.
    Grim Tales:
    1) Missing Patrol Car - break into a number of Cop Cars without lockpicking to engage.
    2) Mary's Revenge - triggered at a 4000 Kill Streak. Kill Streak resets on death.
    3) Pigeons Carry Diseases - pigeons: some people hate them and some people absolutely adore them.
    4) Interloper - keeping your eyes and ears open can lead to interesting things.
    
    Grim Tales is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/37872-grim-tales-xml-modlet-v10/

 

Changed progression tree to work alongside Action Skills - Learn By Use (Action Skills):
    Applies to the tools and weapons for the following Perks:
    Perception: DeadEye, Demolition Expert, SpearMaster, Salvage
    Strength: Boomstick, PummelPete, SkullCrusher, Miner69r/Motherload.
    Fortitude: Brawler, MachineGunner
    Agility: Archery, Gunslinger, DeepCuts, Hidden Strike
    Intellect: Electrocutioner, Robotics
    
    Learn By Use is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/35052-hybrid-learn-by-use-action-skills-10-xml-modlet/#comment-548667

 

There are a number of general modifications and additions to gameplay.

Most are subtle and may not be overly noticeable. Some that might be handy to know when starting a game:
- 3 new GrandPa's recipes.
- Crouch aiming has benefits.
- Old Cash is a good source of fuel.
- Loot bags are around for a long time.
- Box up ammunition. Scrap anvils & crucibles.

- Spotlights now rotate on all axis for placement.
- Airdrop loot has been rebalanced for no traders.
- Motorcycle doesn't ride like a wet noodle anymore.

- Tweeked biome spawns (relative to biome difficulty).
- Can create brood nests to attract birds and get eggs.
- Vending Machines dont restock, they only have what they spawn with.
- Scrap ammunition; weapon and armour parts using recipes (A key - select recipe - W key).
- Tweeked weather patterns, daytime indoors is slightly brighter, nightime outdoors is much darker.
- Jail Breakers now give over 95% reduction to lockpicking time in addition to standard unbreakable pick buff.
- Modified Random Gen for new generated maps. Increased number and size of towns and cities on default and large maps.

 

Config Variables:
There are a number of config variables for the Survival No Trader mod. See buffs.xml and look for the line:
    <!--PLAYER CONFIG VARIABLES--> for more details on the various options.

 

License:
The majority of the code is free to use license (see caveat below) and is commented. If you use any of the code, a thanks would be nice.
This mod contains clearly marked code from Khaine and FilUnderscore. Their code can only be used with their permission as per their license agreements.

 

Special Thanks To:
*This mod integrates Improved Hordes from FilUnderscore:   https://community.7daystodie.com/topic/26781-improved-hordes-v10/page/17/?_fromLogout=1

 

**This mod also includes code from the following User Interface modlets by Khaine:
 - 3 Slot Forge from mod:KHA21-3SlotForge
 - 12 Slot Craft Queue from mod:KHA21-12CraftQueue
 - Set the max number of Zombies, Animals and Landclaim blocks in settings from mod:KHA21-SpawnsAndClaims (slightly modified for latest alpha-release ui changes)
 - Includes the removal of all POI Names and Skulls.
 
Khaine's modlets: https://community.7daystodie.com/topic/32007-khaines-a21-modlets-bigger-backpacks-lockable-slots-behemoths-random-wandering-hordes-etc/
This mod has been tested to work with the following modlets from Khaine:
 - 96 Slot Backpack
 - 60 Slot Backpacks
 - Food and Water Bars
 - Pickup Plants

 

 

JoeSloeMoe

JoeSloeMoe

 

Survival No Trader (SNT) 7DTD XML mod.

 

A mod balanced for game play without Traders.
This mod removes the ability to trade and get quests from Traders. Traders are still present in the world as part of the storyline, they just ignore you.

 

Special thanks to FilUnderscore. This mod incorporates FilUnderscore's Improved Hordes mod (*see end for details).
Special thanks to Khaine. This mod contain some code from Kaine's modlets (**see end for details).

 

Background: You are one of 4 siblings from the Harrington Clan out East. You run point for your crew.
Your family is engaged in an extended war and the war brings you here. You're exploring this area to find new sources of weapons and supplies.
You've heard rumours that this area is rich for the pickings, with both the Duke's gang and the Traders moving in to sift through whatever remains of civilization.
Your objectives are to:
  - establish a base that can withstand zombie attacks as a foothold for your clan in the territory.
  - disrupt the Duke's supply chain. Strip the good loot without tipping them off to your presence.
  - identify Trader locations. Map out the extent of their presence and capabilities. Determine if they are friend or foe. 

 

Current Version 1.2 Download: https://github.com/JoeSloeMoe/SNT

 

Includes a small collection of stories and challenges that give a glimpse into the lives/deaths of other survivors.
    Grim Tales:
    1) Missing Patrol Car - break into a number of Cop Cars without lockpicking to engage.
    2) Mary's Revenge - triggered at a 4000 Kill Streak. Kill Streak resets on death.
    3) Pigeons Carry Diseases - pigeons: some people hate them and some people absolutely adore them.
    4) Interloper - keeping your eyes and ears open can lead to interesting things.
    
    Grim Tales is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/37872-grim-tales-xml-modlet-v10/

 

Changed progression tree to work alongside Action Skills - Learn By Use (Action Skills):
    Applies to the tools and weapons for the following Perks:
    Perception: DeadEye, Demolition Expert, SpearMaster, Salvage
    Strength: Boomstick, PummelPete, SkullCrusher, Miner69r/Motherload.
    Fortitude: Brawler, MachineGunner
    Agility: Archery, Gunslinger, DeepCuts, Hidden Strike
    Intellect: Electrocutioner, Robotics
    
    Learn By Use is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/35052-hybrid-learn-by-use-action-skills-10-xml-modlet/#comment-548667

 

There are a number of general modifications and additions to gameplay.

Most are subtle and may not be overly noticeable. Some that might be handy to know when starting a game:
- 3 new GrandPa's recipes.
- Crouch aiming has benefits.
- Old Cash is a good source of fuel.
- Loot bags are around for a long time.
- Box up ammunition. Scrap anvils & crucibles.

- Spotlights now rotate on all axis for placement.
- Airdrop loot has been rebalanced for no traders.
- Motorcycle doesn't ride like a wet noodle anymore.

- Tweeked biome spawns (relative to biome difficulty).
- Can create brood nests to attract birds and get eggs.
- Vending Machines dont restock, they only have what they spawn with.
- Scrap ammunition, weapons and armour using recipes (A key - select recipe - W key).
- Tweeked weather patterns, daytime indoors is slightly brighter, nightime outdoors is much darker.
- Jail Breakers now give over 95% reduction to lockpicking time in addition to standard unbreakable pick buff.
- Modified Random Gen for new generated maps. Increased number and size of towns and cities on default and large maps.

 

Config Variables:
There are a number of config variables for the Survival No Trader mod. See buffs.xml and look for the line:
    <!--PLAYER CONFIG VARIABLES--> for more details on the various options.

 

License:
The majority of the code free to use license (see caveat below) and is commented. If you use any of the code, a thanks would be nice.
This mod contains clearly marked code from Khaine and FilUnderscore. Their code can only be used with their permission as per their license agreements.

 

Special Thanks To:
*This mod integrates Improved Hordes from FilUnderscore:   https://community.7daystodie.com/topic/26781-improved-hordes-v10/page/17/?_fromLogout=1

 

**This mod also includes code from the following User Interface modlets by Khaine:
 - 3 Slot Forge from mod:KHA21-3SlotForge
 - 12 Slot Craft Queue from mod:KHA21-12CraftQueue
 - Set the max number of Zombies, Animals and Landclaim blocks in settings from mod:KHA21-SpawnsAndClaims (slightly modified for latest alpha-release ui changes)
 - Includes the removal of all POI Names and Skulls.
 
Khaine's modlets: https://community.7daystodie.com/topic/32007-khaines-a21-modlets-bigger-backpacks-lockable-slots-behemoths-random-wandering-hordes-etc/
This mod has been tested to work with the following modlets from Khaine:
 - 96 Slot Backpack
 - 60 Slot Backpacks
 - Food and Water Bars
 - Pickup Plants

 

 

JoeSloeMoe

JoeSloeMoe

 

Survival No Trader (SNT) 7DTD XML mod.

 

A mod balanced for game play without Traders.
This mod removes the ability to trade and get quests from Traders. Traders are still present in the world as part of the storyline, they just ignore you.

 

Special thanks to FilUnderscore. This mod incorporates FilUnderscore's Improved Hordes mod (*see end for details).
Special thanks to Khaine. This mod contain some code from Kaine's modlets (**see end for details).

 

Background: You are one of 4 siblings from the Harrington Clan out East. You run point for your crew.
Your family is engaged in an extended war and the war brings you here. You're exploring this area to find new sources of weapons and supplies.
You've heard rumours that this area is rich for the pickings, with both the Duke's gang and the Traders moving in to sift through whatever remains of civilization.
Your objectives are to:
  - establish a base that can withstand zombie attacks as a foothold for your clan in the territory.
  - disrupt the Duke's supply chain. Strip the good loot without tipping them off to your presence.
  - identify Trader locations. Map out the extent of their presence and capabilities. Determine if they are friend or foe. 

 

Current Version 1.2 Download: https://github.com/JoeSloeMoe/SNT

 

Includes a small collection of stories and challenges that give a glimpse into the lives/deaths of other survivors.
    Grim Tales:
    1) Missing Patrol Car - break into a number of Cop Cars without lockpicking to engage.
    2) Mary's Revenge - triggered at a 4000 Kill Streak. Kill Streak resets on death.
    3) Pigeons Carry Diseases - pigeons: some people hate them and some people absolutely adore them.
    4) Interloper - keeping your eyes and ears open can lead to interesting things.
    
    Grim Tales is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/37872-grim-tales-xml-modlet-v10/

 

Changed progression tree to work alongside Action Skills - Learn By Use (Action Skills):
    Applies to the tools and weapons for the following Perks:
    Perception: DeadEye, Demolition Expert, SpearMaster, Salvage
    Strength: Boomstick, PummelPete, SkullCrusher, Miner69r/Motherload.
    Fortitude: Brawler, MachineGunner
    Agility: Archery, Gunslinger, DeepCuts, Hidden Strike
    Intellect: Electrocutioner, Robotics
    
    Learn By Use is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/35052-hybrid-learn-by-use-action-skills-10-xml-modlet/#comment-548667

 

There are a number of general modifications and additions to gameplay.

Most are subtle and may not be overly noticeable. Some that might be handy to know when starting a game:
- 3 new GrandPa's recipes.
- Crouch aiming has benefits.
- Old Cash is a good source of fuel.
- Loot bags are around for a long time.
- Box up ammunition. Scrap anvils and crucibles.
- Airdrop loot has been rebalanced for no traders.
- Motorcycle doesn't ride like a wet noodle anymore.
- Spotlights can now rotate on all axis for placement.

- Tweeked biome spawns (relative to biome difficulty).
- Can create brood nests to attract birds and get eggs.
- Vending Machines dont restock, they only have what they spawn with.
- Scrap ammunition, weapons and armour using recipes (A key - select recipe - W key).
- Tweeked weather patterns, daytime indoors is slightly brighter, nightime outdoors is much darker.
- Jail Breakers now give over 95% reduction to lockpicking time in addition to standard unbreakable pick buff.
- Modified Random Gen for new generated maps. Increased number and size of towns and cities on default and large maps.

 

Config Variables:
There are a number of config variables for the Survival No Trader mod. See buffs.xml and look for the line:
    <!--PLAYER CONFIG VARIABLES--> for more details on the various options.

 

License:
The majority of the code free to use license (see caveat below) and is commented. If you use any of the code, a thanks would be nice.
This mod contains clearly marked code from Khaine and FilUnderscore. Their code can only be used with their permission as per their license agreements.

 

Special Thanks To:
*This mod integrates Improved Hordes from FilUnderscore:   https://community.7daystodie.com/topic/26781-improved-hordes-v10/page/17/?_fromLogout=1

 

**This mod also includes code from the following User Interface modlets by Khaine:
 - 3 Slot Forge from mod:KHA21-3SlotForge
 - 12 Slot Craft Queue from mod:KHA21-12CraftQueue
 - Set the max number of Zombies, Animals and Landclaim blocks in settings from mod:KHA21-SpawnsAndClaims (slightly modified for latest alpha-release ui changes)
 - Includes the removal of all POI Names and Skulls.
 
Khaine's modlets: https://community.7daystodie.com/topic/32007-khaines-a21-modlets-bigger-backpacks-lockable-slots-behemoths-random-wandering-hordes-etc/
This mod has been tested to work with the following modlets from Khaine:
 - 96 Slot Backpack
 - 60 Slot Backpacks
 - Food and Water Bars
 - Pickup Plants

 

 

JoeSloeMoe

JoeSloeMoe

 

Survival No Trader (SNT) 7DTD XML mod.

 

A mod balanced for game play without Traders.
This mod removes the ability to trade and get quests from Traders. Traders are still present in the world as part of the storyline, they just ignore you.

 

Special thanks to FilUnderscore. This mod incorporates FilUnderscore's Improved Hordes mod (*see end for details).
Special thanks to Khaine. This mod contain some code from Kaine's modlets (**see end for details).

 

Background: You are one of 4 siblings from the Harrington Clan out East. You run point for your crew.
Your family is engaged in an extended war and the war brings you here. You're exploring this area to find new sources of weapons and supplies.
You've heard rumours that this area is rich for the pickings, with both the Duke's gang and the Traders moving in to sift through whatever remains of civilization.
Your objectives are to:
  - establish a base that can withstand zombie attacks as a foothold for your clan in the territory.
  - disrupt the Duke's supply chain. Strip the good loot without tipping them off to your presence.
  - identify Trader locations. Map out the extent of their presence and capabilities. Determine if they are friend or foe. 

 

Current Version 1.2 Download: https://github.com/JoeSloeMoe/SNT

 

Includes a small collection of stories and challenges that give a glimpse into the lives/deaths of other survivors.
    Grim Tales:
    1) Missing Patrol Car - break into a number of Cop Cars without lockpicking to engage.
    2) Mary's Revenge - triggered at a 4000 Kill Streak. Kill Streak resets on death.
    3) Pigeons Carry Diseases - pigeons: some people hate them and some people absolutely adore them.
    4) Interloper - keeping your eyes and ears open can lead to interesting things.
    
    Grim Tales is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/37872-grim-tales-xml-modlet-v10/

 

Changed progression tree to work alongside Action Skills - Learn By Use (Action Skills):
    Applies to the tools and weapons for the following Perks:
    Perception: DeadEye, Demolition Expert, SpearMaster, Salvage
    Strength: Boomstick, PummelPete, SkullCrusher, Miner69r/Motherload.
    Fortitude: Brawler, MachineGunner
    Agility: Archery, Gunslinger, DeepCuts, Hidden Strike
    Intellect: Electrocutioner, Robotics
    
    Learn By Use is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/35052-hybrid-learn-by-use-action-skills-10-xml-modlet/#comment-548667

 

There are a number of general modifications and additions to gameplay.

Most are subtle and may not be overly noticeable. Some that might be handy to know when starting a game:
- 3 new GrandPa's recipes.
- Crouch aiming has benefits.
- Old Cash is a good source of fuel.
- Loot bags are around for a long time.
- Box up ammunition. Scrap anvils and crucibles.
- Airdrop loot has been rebalanced for no traders.
- Motorcycle doesn't ride like a wet noodle anymore.
- Tweeked biome spawns (relative to biome difficulty).
- Spotlights can now rotate on all axis for placement.
- Can create brood nests to attract birds and get eggs.
- Vending Machines dont restock, they only have what they spawn with.
- Scrap ammunition, weapons and armour using recipes (A key - select recipe - W key).
- Tweeked weather patterns, daytime indoors is slightly brighter, nightime outdoors is much darker.
- Jail Breakers now give over 95% reduction to lockpicking time in addition to standard unbreakable pick buff.
- Modified Random Gen for new generated maps. Increased number and size of towns and cities on default and large maps.

 

Config Variables:
There are a number of config variables for the Survival No Trader mod. See buffs.xml and look for the line:
    <!--PLAYER CONFIG VARIABLES--> for more details on the various options.

 

License:
The majority of the code free to use license (see caveat below) and is commented. If you use any of the code, a thanks would be nice.
This mod contains clearly marked code from Khaine and FilUnderscore. Their code can only be used with their permission as per their license agreements.

 

Special Thanks To:
*This mod integrates Improved Hordes from FilUnderscore:   https://community.7daystodie.com/topic/26781-improved-hordes-v10/page/17/?_fromLogout=1

 

**This mod also includes code from the following User Interface modlets by Khaine:
 - 3 Slot Forge from mod:KHA21-3SlotForge
 - 12 Slot Craft Queue from mod:KHA21-12CraftQueue
 - Set the max number of Zombies, Animals and Landclaim blocks in settings from mod:KHA21-SpawnsAndClaims (slightly modified for latest alpha-release ui changes)
 - Includes the removal of all POI Names and Skulls.
 
Khaine's modlets: https://community.7daystodie.com/topic/32007-khaines-a21-modlets-bigger-backpacks-lockable-slots-behemoths-random-wandering-hordes-etc/
This mod has been tested to work with the following modlets from Khaine:
 - 96 Slot Backpack
 - 60 Slot Backpacks
 - Food and Water Bars
 - Pickup Plants

 

 

JoeSloeMoe

JoeSloeMoe

 

Survival No Trader (SNT) 7DTD XML mod.

 

A mod balanced for game play without Traders.
This mod removes the ability to trade and get quests from Traders. Traders are still present in the world as part of the storyline, they just ignore you.

 

Special thanks to FilUnderscore. This mod incorporates FilUnderscore's Improved Hordes mod (*see end for details).
Special thanks to Khaine. This mod contain some code from Kaine's modlets (**see end for details).

 

Background: You are one of 4 siblings from the Harrington Clan out East. You run point for your crew.
Your family is engaged in an extended war and the war brings you here. You're exploring this area to find new sources of weapons and supplies.
You've heard rumours that this area is rich for the pickings, with both the Duke's gang and the Traders moving in to sift through whatever remains of civilization.
Your objectives are to:
  - establish a base that can withstand zombie attacks as a foothold for your clan in the territory.
  - disrupt the Duke's supply chain. Strip the good loot without tipping them off to your presence.
  - identify Trader locations. Map out the extent of their presence and capabilities. Determine if they are friend or foe. 

 

Current Version 1.2 Download: https://github.com/JoeSloeMoe/SNT

 

Includes a small collection of stories and challenges that give a glimpse into the lives/deaths of other survivors.
    Grim Tales:
    1) Missing Patrol Car - break into a number of Cop Cars without lockpicking to engage.
    2) Mary's Revenge - triggered at a 4000 Kill Streak. Kill Streak resets on death.
    3) Pigeons Carry Diseases - pigeons: some people hate them and some people absolutely adore them.
    4) Interloper - keeping your eyes and ears open can lead to interesting things.
    
    Grim Tales is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/37872-grim-tales-xml-modlet-v10/

 

Changed progression tree to work alongside Action Skills - Learn By Use (Action Skills):
    Applies to the tools and weapons for the following Perks:
    Perception: DeadEye, Demolition Expert, SpearMaster, Salvage
    Strength: Boomstick, PummelPete, SkullCrusher, Miner69r/Motherload.
    Fortitude: Brawler, MachineGunner
    Agility: Archery, Gunslinger, DeepCuts, Hidden Strike
    Intellect: Electrocutioner, Robotics
    
    Learn By Use is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/35052-hybrid-learn-by-use-action-skills-10-xml-modlet/#comment-548667


Config Variables:
There are a number of config variables for the Survival No Trader mod. See buffs.xml and look for the line:
    <!--PLAYER CONFIG VARIABLES--> for more details on the various options.

 

License:
The majority of the code free to use license (see caveat below) and is commented. If you use any of the code, a thanks would be nice.
This mod contains clearly marked code from Khaine and FilUnderscore. Their code can only be used with their permission as per their license agreements.

 

Special Thanks To:
*This mod integrates Improved Hordes from FilUnderscore:   https://community.7daystodie.com/topic/26781-improved-hordes-v10/page/17/?_fromLogout=1

 

**This mod also includes code from the following User Interface modlets by Khaine:
 - 3 Slot Forge from mod:KHA21-3SlotForge
 - 12 Slot Craft Queue from mod:KHA21-12CraftQueue
 - Set the max number of Zombies, Animals and Landclaim blocks in settings from mod:KHA21-SpawnsAndClaims (slightly modified for latest alpha-release ui changes)
 - Includes the removal of all POI Names and Skulls.
 
Khaine's modlets: https://community.7daystodie.com/topic/32007-khaines-a21-modlets-bigger-backpacks-lockable-slots-behemoths-random-wandering-hordes-etc/
This mod has been tested to work with the following modlets from Khaine:
 - 96 Slot Backpack
 - 60 Slot Backpacks
 - Food and Water Bars
 - Pickup Plants

 

Cheers

 

JoeSloeMoe

JoeSloeMoe

 

Survival No Trader (SNT) 7DTD XML mod.

 

A mod balanced for game play without Traders.
This mod removes the ability to trade and get quests from Traders. Traders are still present in the world as part of the storyline, they just ignore you.

 

Special thanks to FilUnderscore. This mod incorporates FilUnderscore's Improved Hordes mod (*see end for details).
Special thanks to Khaine. This mod contain some code from Kaine's modlets (**see end for details).

Background: You are one of 4 siblings from the Harrington Clan out East. You run point for your crew.
Your family is engaged in an extended war and the war brings you here. You're exploring this area to find new sources of weapons and supplies.
You've heard rumours that this area is rich for the pickings, with both the Duke's gang and the Traders moving in to sift through whatever remains of civilization.
Your objectives are to:
  - establish a base that can withstand zombie attacks as a foothold for your clan in the territory.
  - disrupt the Duke's supply chain. Strip the good loot without tipping them off to your presence.
  - identify Trader locations. Map out the extent of their presence and capabilities. Determine if they are friend or foe. 

 

Current Version 1.2 Download: https://github.com/JoeSloeMoe/SNT

 

Includes a small collection of stories and challenges that give a glimpse into the lives/deaths of other survivors.
    Grim Tales:
    1) Missing Patrol Car - break into a number of Cop Cars without lockpicking to engage.
    2) Mary's Revenge - triggered at a 4000 Kill Streak. Kill Streak resets on death.
    3) Pigeons Carry Diseases - pigeons: some people hate them and some people absolutely adore them.
    4) Interloper - keeping your eyes and ears open can lead to interesting things.
    
    Grim Tales is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/37872-grim-tales-xml-modlet-v10/

 

Changed progression tree to work alongside Action Skills - Learn By Use (Action Skills):
    Applies to the tools and weapons for the following Perks:
    Perception: DeadEye, Demolition Expert, SpearMaster, Salvage
    Strength: Boomstick, PummelPete, SkullCrusher, Miner69r/Motherload.
    Fortitude: Brawler, MachineGunner
    Agility: Archery, Gunslinger, DeepCuts, Hidden Strike
    Intellect: Electrocutioner, Robotics
    
    Learn By Use is also available as a standalone XML modlet:

    https://community.7daystodie.com/topic/35052-hybrid-learn-by-use-action-skills-10-xml-modlet/#comment-548667


Config Variables:
There are a number of config variables for the Survival No Trader mod. See buffs.xml and look for the line:
    <!--PLAYER CONFIG VARIABLES--> for more details on the various options.

 

License:
The majority of the code free to use license (see caveat below) and is commented. If you use any of the code, a thanks would be nice.
This mod contains clearly marked code from Khaine and FilUnderscore. Their code can only be used with their permission as per their license agreements.

 

Special Thanks To:
*This mod integrates Improved Hordes from FilUnderscore:   https://community.7daystodie.com/topic/26781-improved-hordes-v10/page/17/?_fromLogout=1

 

**This mod also includes code from the following User Interface modlets by Khaine:
 - 3 Slot Forge from mod:KHA21-3SlotForge
 - 12 Slot Craft Queue from mod:KHA21-12CraftQueue
 - Set the max number of Zombies, Animals and Landclaim blocks in settings from mod:KHA21-SpawnsAndClaims (slightly modified for latest alpha-release ui changes)
 - Includes the removal of all POI Names and Skulls.
 
Khaine's modlets: https://community.7daystodie.com/topic/32007-khaines-a21-modlets-bigger-backpacks-lockable-slots-behemoths-random-wandering-hordes-etc/
This mod has been tested to work with the following modlets from Khaine:
 - 96 Slot Backpack
 - 60 Slot Backpacks
 - Food and Water Bars
 - Pickup Plants

 

Cheers

 

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