Valmar Posted October 24, 2016 Author Share Posted October 24, 2016 Hi Valmod, Is it possible to have this....Whenever you are doing something in the game that is skilling up a level for a certain area it will show the perk being skilled with the % somewhere on the screen. My knowledge and experience dealing with the UI is fairly limited. However I cannot think of any way that could be even remotely possible. I'm skeptical even SDX modding could achieve that - though they have surprised me before with what they can do. You'd need to ask one of the SDX modders to see how practical/possible it is. Though personally I suspect its impossible without the Pimp specifically designing and incorporating something like that. In sort I do not believe it is feasible for any modder to achieve this with 7DTD. Though again keep in mind like I said I have limited experience with UI modding and zero knowledge of SDX or the extents of what it can achieve. You'd need to ask someone in the SDX modding forum about that. Link to comment Share on other sites More sharing options...
Ciphas Posted October 24, 2016 Share Posted October 24, 2016 Thanks for the quick response, just one mroe There is an option to turn mini bike markers on but when we do this it shows everyones bike on the map for everyone to see. I there a working version fo this out yet? Link to comment Share on other sites More sharing options...
GatZ Posted October 24, 2016 Share Posted October 24, 2016 Adding Valmod to dedicated server. Good day I have installed 7dtd dedicated server using this script: https://7dtd.illy.bz/wiki on my Ubuntu dedicated server. In what folders should I copy this MOD into to be able to create my server with this MOD? Any help will be much appreciated. Regards GatZ Link to comment Share on other sites More sharing options...
Al Bundy Posted October 24, 2016 Share Posted October 24, 2016 Hi Valmar! First of all, thanks a lot for your mod. I have been using it for a long while now, it really adds to the immersion of the game and I can't imagine myself playing 7DTD without your mod. I was wondering if maybe you could help me out, I've been trying, with no success, to replace the light from the MiningHelmet, with the one from the Flashlight, which is noticeably dimmer. I find the one on the helmet blinding, specially when underground mining, no matter what I set the gamma to on Video Options, the different ores look really bright; to me anyways. Do you think there's a workaround for this? I messed with the items.xml file, copying some properties from the flashlight to the mining helmet, to no avail. Thank you for your time Valmar. Link to comment Share on other sites More sharing options...
Lictor70 Posted October 24, 2016 Share Posted October 24, 2016 Hi Valmar, does Valmod still have zombies turning into bags when dieing in Alpha15 ??? Asking as there is a bad dubbing bug with dead zombies, but i think the bag thing prevent this, and will use it as a argument in why we should run Valmod on the server ;-) Edit: Talking Overhaul version here :-) Link to comment Share on other sites More sharing options...
Valmar Posted October 24, 2016 Author Share Posted October 24, 2016 Thanks for the quick response, just one mroe There is an option to turn mini bike markers on but when we do this it shows everyones bike on the map for everyone to see. I there a working version fo this out yet? When you say "working version" do you mean is there a version of the bike marker that only shows up to you and not everyone on a server? Not that I'm aware of. Good day I have installed 7dtd dedicated server using this script: https://7dtd.illy.bz/wiki on my Ubuntu dedicated server. In what folders should I copy this MOD into to be able to create my server with this MOD? Any help will be much appreciated. Regards GatZ Whatever install directory you used for the server. The same directory has the 7daystodie.exe file and Data folder. Just follow the steps of the included install example photo - it should help clear up confusion. The install path might look a little different on Linux but overall it should install the same way, far as I know. Hi Valmar! First of all, thanks a lot for your mod. I have been using it for a long while now, it really adds to the immersion of the game and I can't imagine myself playing 7DTD without your mod. I was wondering if maybe you could help me out, I've been trying, with no success, to replace the light from the MiningHelmet, with the one from the Flashlight, which is noticeably dimmer. I find the one on the helmet blinding, specially when underground mining, no matter what I set the gamma to on Video Options, the different ores look really bright; to me anyways. Do you think there's a workaround for this? I messed with the items.xml file, copying some properties from the flashlight to the mining helmet, to no avail. Thank you for your time Valmar. As far as I know this is not possible within the bounds of xml modding. People have tried similar things in the past but never with any success, far as I know. However you will be happy to note that Madmole mentioned they "fixed" the bright mining helmet light in the next update. Whenever that might be. - - - Updated - - - Hi Valmar, does Valmod still have zombies turning into bags when dieing in Alpha15 ??? Asking as there is a bad dubbing bug with dead zombies, but i think the bag thing prevent this, and will use it as a argument in why we should run Valmod on the server ;-) Edit: Talking Overhaul version here :-) I removed the zombie bags in A15 since the gore blocks now do essentially the same thing. Link to comment Share on other sites More sharing options...
Latheos Posted October 24, 2016 Share Posted October 24, 2016 I lie what you've done with ValMod since the last time I looked, Valmar. I like what you've done with your take on Sirillion's SMX UI as well. You might find it easier to use the offline asset by setting the file up in a similar manner as Sirillion by putting a Valmod folder in Mods, and keeping the images in there. The code would look something like this: <!-- Toolbelt Background, remove this section if you're playing offline or don't want the toolbelt image--> <sprite depth="1" pos="0,0"> <texture depth="500" name="ToolBeltBackground" width="854" height="145" pos="-130,45" texture="@file://E:\Steam\SteamApps\common\7 Days To Die\Mods\Valmod\Textures\Toolbelt\valtoolbelt.png" material="Materials/Transparent Colored"/> </sprite> <!--Toolbelt Background END --> Link to comment Share on other sites More sharing options...
Valmar Posted October 24, 2016 Author Share Posted October 24, 2016 I lie what you've done with ValMod since the last time I looked, Valmar. I like what you've done with your take on Sirillion's SMX UI as well. You might find it easier to use the offline asset by setting the file up in a similar manner as Sirillion by putting a Valmod folder in Mods, and keeping the images in there. The code would look something like this: <!-- Toolbelt Background, remove this section if you're playing offline or don't want the toolbelt image--> <sprite depth="1" pos="0,0"> <texture depth="500" name="ToolBeltBackground" width="854" height="145" pos="-130,45" texture="@file://E:\Steam\SteamApps\common\7 Days To Die\Mods\Valmod\Textures\Toolbelt\valtoolbelt.png" material="Materials/Transparent Colored"/> </sprite> <!--Toolbelt Background END --> I include an "offline version" of the XUi files in the XUi folder that does this. Also I've learned from tweaking with SMX that you dont have to include the entire file path. @file:Mods\SMX\Textures\Misc\valmodhat.png That would work also. Infact its a lot better because then it won't matter if the user has their game installed in an non-standard directory path. Link to comment Share on other sites More sharing options...
Al Bundy Posted October 24, 2016 Share Posted October 24, 2016 As far as I know this is not possible within the bounds of xml modding. People have tried similar things in the past but never with any success, far as I know. However you will be happy to note that Madmole mentioned they "fixed" the bright mining helmet light in the next update. Whenever that might be. Oh, this is good news indeed! Thanks again Valmar. Link to comment Share on other sites More sharing options...
Erik Louden Posted October 24, 2016 Share Posted October 24, 2016 Quick question, What are the pre-forge recipes that level up masonry and blacksmithing? Link to comment Share on other sites More sharing options...
gpcstargate Posted October 24, 2016 Share Posted October 24, 2016 Correction: That is what is supposed to happen, apparently. Though it seems not to. The game will currently always load up the highest quality textures initially. 4K images are big, man. Real big. So I've taken the liberty to make some changes and include a custom UMATextures folder that has all the images reduced to a more modest 512 resolution ratio. This will mean the download size of the mod is a bit bigger but it should help lower end users since they no longer have to load in all these 4k textures all at once. It was hitting around 10gb memory when I tried. Which is... pretty amazing. Haha. So yeah, should help. Ahem. Overhaul Experimental Update! This update adjusts various perks and progression trees. Some perks have been removed and moved to skills. For example forged armor and improvised armor perks are now gone. Instead its all tied into the Armor Smithing skill. I removed some of the gun skills and have combined a few. Pistols will now cover pistols and magnums, rifles will cover hunting rifle and sniper, assault rifles will cover SMG and AK47. I also removed Gun Smithing. Now what determines the amount of quality you lose from repairing a gun is determined by your skill in that gun. So a master in pistols will lose less for repairing it than someone who has never used a pistol before. Blunderbuss and Junk Scrapping perks are now merged into the Scavenging skill. There are also now scrap iron tools/weapons, which are part of Scavenging. Also removed a few UMA zombies to further improve performance for lesser-end systems. Hopefully this in combination with the "optimized" UMATextures folder will help out. Please let me know. ..:: Skills ::.. Scavenging Scrap Iron/Brass/Lead - level 5 scrapIronAxe - level 5 scrapIronPickaxe - level 5 scrapIronShovel - level 5 scrapIronShiv - level 5 blunderbuss - level 10 Blunt Weapons: clubIron - level 20 clubBarbed - level 30 clubSpiked - level 40 Blade Weapons: huntingKnife - level 20 machete - level 30 scythe - level 50 combatAxe - level 80 Mining Tools: pickaxeIron - level 20 pickaxeSteel - level 40 Construction Tools: clawHammer - level 20 sledgehammer - level 30 wrench - 40 Axes: fireaxeIron - level 10 fireaxeSteel -level 20 Pistols: gunPistol - level 20 gunPistolSilenced - level 30 gun44Magnum - level 40 gun44MagnumSilenced - level 50 Shotguns: gunSawedOffPumpShotgun - level 15 gunPumpShotgun - level 20 gunPumpShotgunChoked - level 30 Rifles: gunHuntingRifle - level 20 gunBoltRifle - level 20 gunHuntingRifleSilenced - level 30 gunBoltRifleSilenced - level 30 gunSniperRifle - level 40 gunSniperSilenced - level 50 gunSniperRifleHPScope - level 50 gunSniperRifleHPScopeSilenced - level 50 Assault Rifles: gunMP5 - level 20 gunMP5Silenced - level 30 gunAK47 - level 40 gunAK47Silenced - level 50 Fletching: ironArrow - level 20 ironCrossbowBolt - level 20 steelArrow - level 30 steelCrossbowBolt - level 30 flamingArrow - level 50 explodingCrossbowBolt - level 50 Medicine: healingAgent - level 5 drinkHealth - level 5 firstAidBandage - level 10 maniacPowder - level 15 disinfectantBandage - level 20 medicalSplint - level 25 firstAidKit - level 30 antibiotics - level 35 herbalAntibiotics - level 40 Science: chemistryStation - level 15 beer - level 15 mead - level 15 meadBlueberry - level 15 appleCider - level 15 fuelLog - level 15 glue - level 20 grainAlcohol - level 20 oil - level 20 bioFuel - level 20 chemicalAgent - level 20 gasCan - level 20 Tailoring: sewingKit - level 5 Armor Smithing animal hide armor - level 10 leather armor - level 20 scrap iron armor - level 30 iron armor - level 40 steel armor - level 50 Leatherworking leather - level 15 tanningRack - level 15 Mechanical: This is a new crafting skill that you level up by crafting various mechanical bits and bobs. Blacksmith: This is a new crafting skill that you level up by crafting various items and blocks in the forge. forge - level 10 bellows - level 10 forgedIron - level 10 ironArrowHead - level 10 emptyJar - level 15 Glass Blocks - level 15 beaker - level 15 weldingTorch - level 20 ironRingsRivets - level 20 Syringe - level 25 beaker - level 25 ironBars - level 30 anvil - level 30 calipers - level 50 spring - level 50 forgedSteel - level 80 steelArrowHead - level 80 mechanicalParts - level 80 steelRingsRivets - level 80 Carpentry: This is a new crafting skill that you level up by crafting various wood items such as woodframes or carpenter kits. Wood Blocks - level 10 handsaw - level 10 carpenterKit - level 10 Masonry: This is a new crafting skill that you level up by crafting carious stone or brick blocks. cementMixer - level 20 chisel - level 20 Cobblestone Blocks - level 20 Brick Blocks - level 30 Cement - level 50 concreteMix - level 50 Rebar Blocks - level 50 ..:: Perks ::.. Boom Stick: Increases shotgun damage. gunBoomstick - level 3 Better Lead Than Dead: Increases hunting rifle and sniper damage. G.I. Joe: Increases assault rifle (ak47/smg) damage. Gun: Rocket Launcher: gunRocketLauncher - level 30 Wooden Bow: woodenBow - level 5 ironBow - level 15 (requires level 20 Archery) Crossbow: crossbow - level 10 ironCrossbow - level 20 (requires level 20 Archery) crossbowRepeater - level 30 (requires level 30 Archery) Quicker Crafting: woodBlock - level 1 cobblestoneBlock - level 2 (requires player level 20) AutoWall_Wood - level 3 (requires player level 30) AutoWall_Concrete - level 4 (requires player level 40) AutoWall_Reinforced_Concrete - level 5 (requires player level 50) Miner 69er: minersTNT - level 5 (requires Mining Tools level 80) Lumberjack: Increases block damage with axes and reduces the stamina drain. Electric Lights: This perk gives you the required items to craft working electric lights. electricalToolKit - level 12 (requires Mechanical level 10) flashlight02 - level 12 (requires Mechanical level 10) Plumbing: This perk teaches you how to craft kits to fix sinks or craft your own working sinks for infinite clean water. plumbingKit - level 15 (requires Mechanical level 15) workingCabinetSink - level 15 (requires Mechanical level 15) workingGranitSink - level 15 (requires Mechanical level 15) Oven Repair: This perk teaches you to craft oven repair kits or working ovens to cook without fuel. ovenKit - level 15 (requires Mechanical level 15) workstationOven - level 15 (requires Mechanical level 15) Lockpicks: Lockpick - level 15 (requires Scavenging level 15) Animal Traps: animalSnare - level 10 (requires The Survivor level 1) chickenCoop - level 10 (requires The Survivor level 1) Pottery: bowl - level 3 dinnerPlate - level 3 clayBucket - level 3 Chainsaw: chainsaw - level 8 Nailgun: nailgun - level 15 Auger: auger - level 15 partsAuger_Blade level 15 Minibike: minibikeChassis - level 30 (requires Mechanical level 30) minibikeWheels - level 30 (requires Mechanical level 30) minibikeSeat - level 30 (requires Mechanical level 30) minibikeHandlebars - level 30 (requires Mechanical level 30) Traps: trapSpikesNew - level 10 woodLogSpike1 - level 10 trapFall - level 10 trussingSpike - level 20 trussingWallSpike - 20 tnt - level 20 dynamite - level 20 mineAirFilter - level 20 mineCandyTin - level 20 mineHubcap - level 20 mineCookingPot - level 20 pipebomb - level 20 rScrapIronPlateMine - level 20 trapNailMine - level 20 trapFire - level 30 Garden Tools: shovelIron - level 5 (requires Tool Smithing level 10) shovelSteel - level 5 (requires Tool Smithing level 10) hoeIron - level 5 (requires Tool Smithing level 10) weedCleaver - level 5 (requires Tool Smithing level 10) Security: Secure Wooden Door - level 5 Secure Wooded Crates - level 10 (requires Carpentry level 10) Secure Safes - level 20 (requires Mechanical level 10) Iron and Vault Doors - level 20 (requires Mechanical level 10) Drawbridges - level 20 (requires Mechanical level 10) Valmod Overhaul Experimental Edition Good day Valmar I have a stupid question ... I've been playing [ Valmod Overhaul Experimental - date of file 10/22 ] AND for the life of me ... I can not make the ANVIL and can not seem to find what perk is needed for it ... It will not let me build one. I know it is normally the first thing you get from the forge and I have everything in forge to made one - but won't let me - blacksmith level is 20 and carpentry is 20 Thank you PS: It is harder than Overhaul version because of the perk tree, but I can live it. Running good - FPS is good - but has a hiccup every once in awhile Link to comment Share on other sites More sharing options...
CyrusBlaze Posted October 25, 2016 Share Posted October 25, 2016 Good day Valmar I have a stupid question ... I've been playing [ Valmod Overhaul Experimental - date of file 10/22 ] AND for the life of me ... I can not make the ANVIL and can not seem to find what perk is needed for it ... It will not let me build one. I know it is normally the first thing you get from the forge and I have everything in forge to made one - but won't let me - blacksmith level is 20 and carpentry is 20 Thank you PS: It is harder than Overhaul version because of the perk tree, but I can live it. Running good - FPS is good - but has a hiccup every once in awhile Anvil is locked behind Blacksmithing lvl 30 When in doubt you can look in the progression.xml and you will be able to see what level of what a recipe is locked behind. Link to comment Share on other sites More sharing options...
Valmar Posted October 25, 2016 Author Share Posted October 25, 2016 Quick question, What are the pre-forge recipes that level up masonry and blacksmithing? None that I can think of. Link to comment Share on other sites More sharing options...
show Posted October 25, 2016 Share Posted October 25, 2016 Can anyone tell me how to craft a syringe? It shows that I have to craft in the forge, but I need plastics. Link to comment Share on other sites More sharing options...
Valmar Posted October 25, 2016 Author Share Posted October 25, 2016 Can anyone tell me how to craft a syringe? It shows that I have to craft in the forge, but I need plastics. A bit of an oversight on my part. I will fix that. However, interestingly enough, you CAN still craft it in the forge right now. You just put scrap plastic in the forge's "smelting" box and it will let you craft it. Surprising find for me. Link to comment Share on other sites More sharing options...
Nebael Posted October 25, 2016 Share Posted October 25, 2016 Great pack, finally signed up on the forums to say that this was cheeky. <spawn entitygroup="JasonGroup" time="Night" respawndelay="5" maxcount="1"/> Gave me a good jump the first time. Edit: I take that back, he gives a good jump every time. Link to comment Share on other sites More sharing options...
Valmar Posted October 25, 2016 Author Share Posted October 25, 2016 Great pack, finally signed up on the forums to say that this was cheeky. <spawn entitygroup="JasonGroup" time="Night" respawndelay="5" maxcount="1"/> Gave me a good jump the first time. Edit: I take that back, he gives a good jump every time. die,die,die,die....Kill,kill,kill,kill.... Seriously though I'm glad someone noticed. I'm quite proud of him. I spent more time fiddling with his appearance than I did with any other zombie - even more than the Brute, who I think is pretty awesome looking (Super Mutant?). How often would you say you run into him? Ideally he should be a rare spawn. Link to comment Share on other sites More sharing options...
Nebael Posted October 25, 2016 Share Posted October 25, 2016 How often would you say you run into him? Ideally he should be a rare spawn. To answer simply, 2-4 times in a game day if I'm running around the pine forest a-lot. Just sitting at my base I've killed him twice in the same day before (during the daytime). Edit: Upon entering my save he spawned again a bit away making it 5 for the current day. Note: While typing the edit I also realized I have very-high zombie spawns on which will probably skew the numbers by a margin. Link to comment Share on other sites More sharing options...
StompyNZ Posted October 25, 2016 Share Posted October 25, 2016 die,die,die,die....Kill,kill,kill,kill.... Seriously though I'm glad someone noticed. I'm quite proud of him. I spent more time fiddling with his appearance than I did with any other zombie - even more than the Brute, who I think is pretty awesome looking (Super Mutant?). How often would you say you run into him? Ideally he should be a rare spawn. With the settings you have you would only see him more than once a night if you are wandering around. Potentially once every 5 or so chunks, but if the randomiser is working correctly then maybe once every 4-500 blocks I would estimate Link to comment Share on other sites More sharing options...
Reytag Posted October 25, 2016 Share Posted October 25, 2016 Val, would you know where the xp reward for crafting the spikes is hidden. I have looked in multiple places and also read up on it except I can't find it for the spike traps. I want to lower it. Seems that it might have been changed for A15 because its not in the recipes section like many sites and documentation refers to. Link to comment Share on other sites More sharing options...
Valmar Posted October 25, 2016 Author Share Posted October 25, 2016 To answer simply, 2-4 times in a game day if I'm running around the pine forest a-lot. Just sitting at my base I've killed him twice in the same day before (during the daytime). Edit: Upon entering my save he spawned again a bit away making it 5 for the current day. Note: While typing the edit I also realized I have very-high zombie spawns on which will probably skew the numbers by a margin. Interesting. He should be a lot more are than that. Val, would you know where the xp reward for crafting the spikes is hidden. I have looked in multiple places and also read up on it except I can't find it for the spike traps. I want to lower it. Seems that it might have been changed for A15 because its not in the recipes section like many sites and documentation refers to. Experience comes from the items used in the crafting process. However you can assign experience to the recipe itself the same as you used to. <recipe name="trapSpikesNew" count="1" craft_exp_gain="50"> <ingredient name="wood" count="100"/> </recipe> Link to comment Share on other sites More sharing options...
gpcstargate Posted October 25, 2016 Share Posted October 25, 2016 Anvil is locked behind Blacksmithing lvl 30 When in doubt you can look in the progression.xml and you will be able to see what level of what a recipe is locked behind. OUCH ... that seems alittle to get an Anvil - because so much depends on it - but ok I just looked on my post from yesterday AND now I see it, I guest I just wasn't looking that high or was tried - Sorry Link to comment Share on other sites More sharing options...
Reytag Posted October 25, 2016 Share Posted October 25, 2016 Experience comes from the items used in the crafting process. However you can assign experience to the recipe itself the same as you used to. <recipe name="trapSpikesNew" count="1" craft_exp_gain="50"> <ingredient name="wood" count="100"/> </recipe> Interesting, so am I correct in assuming then that means if I simply change the ingredient qty. requirement then it automatically scales the xp rewarded without me having to set a fixed value? Thanks for getting back to me so fast! Link to comment Share on other sites More sharing options...
Stroth Posted October 25, 2016 Share Posted October 25, 2016 Great Mod Just wanted to say thank you for this mod, and that you have gotten several of my friends to buy the game and others to return it. My only issue is getting everyone up to the same version of your mod as we are preferring the experimental version of it over the original. Is there a way to give a version number to your mod, so we can keep up with changes and get everyone on the same version of it. Link to comment Share on other sites More sharing options...
CyrusBlaze Posted October 25, 2016 Share Posted October 25, 2016 OUCH ... that seems alittle to get an Anvil - because so much depends on it - but ok I just looked on my post from yesterday AND now I see it, I guest I just wasn't looking that high or was tried - Sorry I feel that same way, especially with nails being locked behind the anvil too Luckily its an easy 'fix'. I set my Anvil down to 15 blacksmithing Just wanted to say thank you for this mod, and that you have gotten several of my friends to buy the game and others to return it. My only issue is getting everyone up to the same version of your mod as we are preferring the experimental version of it over the original. Is there a way to give a version number to your mod, so we can keep up with changes and get everyone on the same version of it. How I do it (primarily because I do some light modding to some things) is save the current version for my friends/server on my google drive so those on my server can easily grab the latest files from the same location every time. I just let them know if theirs been any updates and they can get the files there. Link to comment Share on other sites More sharing options...
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