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(V1.0) Old West Migration


arramus

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Old West Migration has been updated to V1.0 and can be download here:

Github https://github.com/arramus/V1.0-OldWestMigration

(Click on the Green 'Code' icon and select 'Download ZIP')
Nexus https://www.nexusmods.com/7daystodie/mods/4966

(Requires a log in, but useful for custom modpack creation)

The whole mod (V1-OldWestMigration) can be placed in the 'Mods' folder. 7 Days will be able to read and use the Prefabs from directly within the mod.

Ensure that the mod is not nested with other folders. The hierarchy of folders will be 'Mods / V1-OldWestMigration / Config, Prefabs, ModInfo.xml, and Old West Migration Tiling.txt'

If it is something like Mods / V1-OldWestMigration-main / V1-OldWestMigration... it will not load as the ModInfo.xml file must be where the game can see it, at the top level within the first folder.

 

Terms of Use:
- Please ask for permission before using this Mod in an Overhaul or Modpack. This ensures there is only one 'official' release and reduces the possibility of outdated clones being in the community.
- Please do not add this Mod to a Prefab/POI pack.
- This Mod can be distributed within a closed community. Please do not upload it to an alternative location which is publicly accessible.

If you have any doubt, read the official modding policy here:

https://community.7daystodie.com/topic/4189-tfp-official-modding-forum-policy/

 

ABOUT

The Old West Migration Mod is a small mod that overhauls the Old West Town. The backstory builds on the existing story in that remaining survivors migrated away from the cities and out into the Old West to hunker down and attempt to begin again. However.....

 

It overhauls the Old West as follows:

- Increases the size of the Old West Tiling system by increasing the amount of tiles in each town.

- Increases the amount of Old West Town settlements  that can appear in a RWG.

- Adds a Gateway road and chance for a Trader within the town or at the entrance to a town.

- Adds custom Old West POIs that can be quested and are in context with the Old West theme.

- Converts remnant and decorative default Old West POIs to Quest POIs.

- Adds custom Old West Tiles.

- Adds decoration POIs to the desert and forest biomes.

- Adds roaming zombies to the Old West Town streets, just like in the City or other Tiling Systems.

- Removes the V1.0 Old West Town biome restriction from only desert to forest, burnt forest, and snow. Only the wasteland biome will not support an Old West Town to ensure the Dev's biome progression features aren't inhibited.

 

Here are a few images to demonstrate:

This image is using the RWG 'circle' setting with Many Towns on an 8K RWG. This has the chance for 4 Old West Towns to appear, and this shows one in each biome except for the wasteland.

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This desert biome Old West Town has a Trader Bob in his own custom Old West Trader compound. The town is large and can range from 6 to 16 Old West Town Tiles.

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We also have forest, burnt forest, and snow variants.

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A particularly long Old West Street in the burnt forest.

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This Old West Town in the snow see a Trader Hugh at the Gateway entrance. There will be no Old West Trader Bob on this occasion.

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Here is a small sample of what custom POIs can be expected.

Liberty Bank is a T3 POI with T4 Infested. It supports all Quest types. It has a chance to see a Police Car appear as in this image. It sits on a 25 x 50 area. These are usually supporting Old West Strip type POIs with 2-3 in a row.

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This Blacksmith POI is guaranteed to have a Pickup Truck.

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Edited by arramus
New V1.0 tag (see edit history)
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The Devs did a heap of groundwork in A21, and V1.0 was primarily about manually replacing the Beer Coolers with a new Cooler Box in the POIs, which looks really cool. The way things are handled when placing the Old West Towns has changed as well, but it is more efficient and customizable. A nice feature is that we can now choose which biomes we would like to place our custom Towns. The Old West defaults to only the desert biome and is very much a token gesture smaller than even Navezgane. This mod really makes them an integral part of a world, with parity to other country town type locations. The rwgmixer has an area that adds forest, burnt forest, and snow. It is easy to add wasteland, or simply remove that feature so it revers back to being only desert Old West Towns. It'll be integrated into Preppocalypse in time.

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That RWG Filler Mod is loading after the Old West Migration Mod. As such, it is overwriting it with its own subtle changes to the Old West Towns.

Adding Z in front of the Old West Migration Mod will allow it to load after and achieve the following result.

 

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The RWG Filler Mod may well need a rename to allow it to load before the Old West Migration Mod as this will always be a thing moving forward.

Yes... Here is a renamed version to V1-FillerRWGPOI to ensure the load order will not wipe out any changes that the Old West Migration Mod is attempting to do. The mod will still be called RWG POI Filler, but the updated folder name will give compatibility.

https://www.nexusmods.com/7daystodie/mods/5019?tab=files

 

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The Quest code suggests that once you have completed Tier 1, the Tier 2 next trader prompt will be to Jen. It doesn't restrict this prompt to any particular biome, even though Jen is supposed to be in the Burnt. However, Jen is tagged for the Burnt Forest in the RWG Mixer. Based on that, even if the first Trader in the Forest is Old West Bob, the end of tier request should take you to Jen in the Burnt. No next trader prompt should take you to Old West Bob because he isn't hooked up for next tier. Time will tell how it all works out though.

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Thank you for reporting on that. It will require some investigation to find a workaround, or removal for Old West Bob. We shall see how it goes.

This will have some pretty far reaching consequences for some of the overhauls with custom Traders, let alone repurposing existing traders.

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After testing a World repeatedly under the following parameters:

 

1. Start close to an Old West Town in the Pine Forest.

2. Complete starter quests and receive Old West Trader Bob as the first trader.

3. Receive initial special quest for the buried supplies.

4. Start regular quest.

5. Complete all quests to complete the Tier.

 

I can confirm that Old West Trader Bob is unable to give the player the next end of Tier Special Quest for the next Trader 'Jen'.

However, if a player visits their closest Trader Rekt, even if they haven't met him before, and completed zero quests for him, he will still have Special Quests in his list and that will be for Trader Jen.

 

I cannot currently find a workaround for this. The xml has no specific relationship between Rekt and Jen for completing that first Tier. Based on that, it appears there is some hardcoding that is not available to modders without a Harmony Patch. A modder more versed in xml may find a workaround, but that's beyond me based on what is available.

 

As such, Old West Trader Bob will be totally removed.

 

Here is what will happen now.

 

1. A player will start in a World in Pine Forest.

2. Since there is no Old West Trader Bob, he can never be the first Trader if the Old West Town is next to a player.

3. The Old West Town is hooked up to receive a Gateway Trader on its entry way and since it is the Pine Forest, that will be Trader Rekt.

 

It is unfortunate, but necessary to maintain progression. It is good timing that b312 experimental has just launched since it has a fair few POI and Tile updates which warrants a new World anyway. I can confirm existing Worlds on b309 are still functional when the server and client is updated to b312. I shall be testing from b312 from hereon though without Old West Trader Bob.

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Here is an update for the Old West Migration mod for V1.0.

 

- Old West Trader Bob has been removed from appearing in the Old West Town. This is because he does not allow for Next Trader Progression once all 10 quests are complete in the instance he is the first trader we see in the Pine Forest. If we completed all 10 quests, he would only show regular quests and not the special quest.

However, visiting Rekt would show that special quest even if we had never seen him at all since joining the world. It looks like some hardcoding that is not accessible to the type of modding for this mod.

 

Since we have just received the next experimental b312, which has a fair amount of POI and Tile related updates, a new World is pretty much beneficial. I did test on an old World when updating from b309 to b312 on a dedicated server and it remains compatible without any warnings, but POI updates in that abundance...

 

Farewell, for now....

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4 hours ago, arramus said:

Here is an update for the Old West Migration mod for V1.0.

 

- Old West Trader Bob has been removed from appearing in the Old West Town. This is because he does not allow for Next Trader Progression once all 10 quests are complete in the instance he is the first trader we see in the Pine Forest. If we completed all 10 quests, he would only show regular quests and not the special quest.

However, visiting Rekt would show that special quest even if we had never seen him at all since joining the world. It looks like some hardcoding that is not accessible to the type of modding for this mod.

 

Since we have just received the next experimental b312, which has a fair amount of POI and Tile related updates, a new World is pretty much beneficial. I did test on an old World when updating from b309 to b312 on a dedicated server and it remains compatible without any warnings, but POI updates in that abundance...

 

Farewell, for now....

 

Just an fyi, I think the Nexus site has the wrong file uploaded for the update. I could be wrong, but wanted to check here.
https://www.nexusmods.com/7daystodie/mods/4966/?tab=files
 

The file is an A21 file with most of the assets from Jan 2024 with a few newer... vs the last v1.0 you uploaded which had assets from June+ 2024.


Most recent upload modinfo.xml:
    <Name value="A21-OldWestMigration" />
    <DisplayName value="A21 Old West Migration" />
    <Description value="Increases the size and town frequency of the Old West. Adds custom POIs and a gateway Trader." />
    <Author value="arramus" />
    <Version value="21.2.1.0" />
    <Website value="https://community.7daystodie.com/topic/30000-a21-old-west-migration/" />

 

Last v1.0 modinfo.xlm:
<Name value="V1_OldWestMigration" />
    <DisplayName value="V1.0 Old West Migration" />
    <Description value="Increases the size and town frequency of the Old West. Adds custom POIs and a gateway Trader." />
    <Author value="arramus" />
    <Version value="1.1.0.0" />
    <Website value="https://community.7daystodie.com/topic/35749-v10-old-west-migration/" />

 

 

Edited by Brugas (see edit history)
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Just testing how it looks without Old West Trader Bob placed directly inside an Old West Town.

 

This load out was an 8K RWG with more towns and wilderness POIs. It placed 4 Old West Towns with one in each biome except the Wasteland. This is as expected.

 

The Desert placed a Trader Bob as a Gateway Trader leading into town. He'll either be pretty close by or directly on the road leading in and that guarantees a desert Bob.

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The Snow didn't place a Trader in a Gateway tile leading into town. In fact the closest one away is about 800 - 1000 blocks away. The reason is that there are two towns in the Snow as well as the Old West Town. Those other two towns received a Trader Hugh each. This Old West Town will be a Trader Ghost Town... but that'll happen at times, and the POIs will still show up in the quest list from time to time.

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In Burnt, Jen was placed along a main road in one of the rest areas. The Old West Town can be seen in the distance. This type of Trader placement can be rather redundant at the best of times... About 700 blocks away to the Old West Town along that long road.

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And Trader Rekt is also directly on the Gateway Tile leading into an Old West Town in the Pine Forest... much to everyone's delight, I'm sure.

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Overall, 2 of the Old West Towns had their own Trader, and the other 2 require a bit of a journey. Different seeds will bring different results and the World Editor can always place an appropriate biome Trader closer by for those wanting to customize. The compromise had to happen if players aren't able to receive their 10 Tier next trader prompt. Thanks for the recent reports on all of these things. Let's hope things settle down for b312.

Edited by arramus (see edit history)
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