arramus Posted October 16 Share Posted October 16 (edited) The Wild West Mod can be downloaded on the Mod Launcher. The Mod Launcher can be downloaded here: https://7d2dmodlauncher.org/ If you would like to launch the game through your own default game Mods folder, extract it from the Mod Launcher area and paste it over. Alternatively, visit the Wild West Mod Discord for detailed manual instructions: https://discord.gg/vc2XmnNWB8 This Discord is also a good place to receive support and hook up with others for a party play through. About 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: - Only the 'Old West' type tiling system will appear when using the RWG, with age-appropriate POIs. - Asphalt has been replaced with gravel throughout the whole world. - Car assets have been overwritten or replaced with wagons. This continues to allow wrenching. - Some items have been renamed such as electrics to connectors and given an appropriate icon. - Weapons have been rolled back with custom assets. - Age-appropriate food items. - Custom lighting, traps, vending machines, and other features. - Hooked up for Oakraven steam powered vehicles, age-appropriate tech, and other Oakraven additions. - Horses... Here are a few images to highlight some of the features. The Wild West Mod comes bundled with a hand crafted World called New Frontier. It is highly recommended to begin with this World since it is integral to the story line and progression features. Once you load up 7DTD with the Wild West Mod, head to the New Game area and select NewFrontier as your World option. The loading screen provides a few basic hints and tips to let you know how things work and what to expect. New Frontier World places players on either the East Coast or West Coast. There are a lot of parallel features for both sides, but the East Coast offers the full on Trail experience since one aim is to reach a certain location on the West side in latter levels and game stages. On the land we can begin to tackle the introductory Challenges. There are multiple customizations to fit in with the Wild West Mod theme. Quests and Challenges make up the bulk of objectives. Players start with a basic Starter Kit. One of the items is a Dinky Donkey which offers a T0 transport option, before moving onto more advanced options such as regular horses and steam powered vehicles. There are also hot air balloon type vehicles. The Wild West Mod has updated its progression flow to match the V1 trader progression sequence. The first Trader is Traveling Trader Rekt in New Frontier. Expect to see custom POIs and Towns more associated with the time period and theme. Wild West Towns are quite expansive and cover all Quest types. The Gateway tile that leads into towns from early Alpha builds remains as it fits well with the gravel trails. Be on the look out for some highly customized World features specific to New Frontier. All biomes are supported and the main Towns have their own unique name and theme. The local folk are most welcoming. RWG Worlds It is possible to create your own World using the in game RWG. However, to avoid default POIs appearing, it is necessary to temporarily rename the default Prefabs folder to something like 'Prefabss' to ensure modern POIs aren't placed in the World. Here is a sample 8K World with a little customization to maintain the start point on an upturned boat. It also has a simple trail drawn around many town areas to give them better connectivity since roads cannot be placed. It also adds in a treasure chest at selective points overlooking towns in each of the 5 biomes. It is hardly New Frontier, but it offers an additional option for long term players who are looking for a new experience. https://www.moddb.com/games/7-days-to-die/addons/v1-wild-west-mod-8k-oct-2024a Terms of Use The Wild West Mod is shared as a complete package. Since it is powered by 7DTD and governed by TFP's terms for Mod usage, it is shared on a non-commercial basis in a spirit of sharing and collaboration. However.... No permission is granted to use any Wild West Mod assets elsewhere. The list of Credits shows which creators submitted their own content. Many can be found as released Mods in the public domain. Please do not strip them directly from the Wild West Mod as many have been customized to match the Wild West Mod features. If you have any specific questions about Terms of Use, please visit the Tallman Brad Gameplay Community or check the TFP terms for Mod usage within the community. Tallman Brad Gameplay Community Discord: https://discord.gg/vc2XmnNWB8 TFP Terms of Mod Usage: Credits Individual assets and know-how are provided by (From Z - A): Zeebark - Custom POI submissions. Tallman Brad - Created and administered a hub for the concept to come alive, game direction planning, developing xml, POIs, and the New Frontier Custom World. Stallionsden - Assisted with community relations, technical advice on a number of topics, and submitted a Ranch POI. sphereii - 0-Score to support online server animal animations. Oakraven - All of the custom Quality of Life additions, replacement blocks, balloons, weapons, storage, and an absolute abundance more in all capacities. Always goes far and beyond to assist overhaul type Mods. Oakraven’s assets have been a major factor to enhance the immersive features of the Wild West Mod. Mistress Medusa - Custom POI submissions, game direction planning, assessment and evaluation, quality control support, and general consultation at every stage. Dinky Donkey and the Bison were kindly donated by Mistress Medusa. KhaineGB - Kind use of lockable and expanded inventory mod, expansion mods, and an abundance more. Guppycur - Provided a hub for development and sharing, the Guppy Vulture, as well as technical know-how where appropriate. Darkstardragon - Template support with expansion features, model integration, and quality control consultation. Chaz916Gaming - Old West POI pack with 20+ POIs. bdubyah - Template code advice and support. bdubyah can be ‘blamed’ for Crispy Horde Night waves. arramus - Lead xml compiler, provided 50+ custom POIs from the Old West Migration Mod, and general support in every area for returning close to the mid-19th Century. Edited October 16 by arramus Adding custom RWG sample. (see edit history) 2 Link to comment Share on other sites More sharing options...
LittleRedSonja Posted October 16 Share Posted October 16 Oh this looks so awesome. I love the Dinky Donkey, he is so cute!! 💜. Right away the best part of the mod 😉😄 And that wagon in one of the loading screens, looks fantastic, I hope it is included in the mod somehow. Fantastic job arramus, thank you for sharing it 🥰 1 Link to comment Share on other sites More sharing options...
arramus Posted October 16 Author Share Posted October 16 Thank you LittleRedSonja. Medusa found the Dinky Donkey just as things were in final testing stage and kindly shared it for the mod. Oakraven made that wagon and it has been placed in a few POIs as a random helper, and can also appear on the gravel trails and Wilderness. It is one of a few custom wagons which really make the difference. 1 Link to comment Share on other sites More sharing options...
Roland Posted October 16 Share Posted October 16 Do I need to revert to 1.0 to try this? It doesn't seem to want to execute for me with the current stable version. It shows the cursor for an instant and flashes a black screen but then crashes. Link to comment Share on other sites More sharing options...
arramus Posted October 17 Author Share Posted October 17 Hmmm. This is very much built with V1.1 (b14) in mind, because of the update to the player signs which are used in various POIs. It's been a smooth experience so far for the initial testers and everyone who's moved on to the latest build. You can always share your log if need be. Link to comment Share on other sites More sharing options...
Roland Posted October 17 Share Posted October 17 (edited) Deleted since you saw and answered and the post was annoyingly long. Thanks! Edited October 17 by Roland (see edit history) 1 Link to comment Share on other sites More sharing options...
arramus Posted October 17 Author Share Posted October 17 Based on the log mentioning 2024-10-16T21:48:09 0.197 ERR Error parsing configfile property 'SaveGameFolder': Unknown config option and V1 release notes suggesting 'Setting “SaveGameFolder” has been removed. It is now always based on the “UserDataFolder”'. It may require a revision to where saves are being redirected. If that is not something you have done your end, it is possibly an older version of the Mod Launcher and worth updating to Mod Launcher Version 5 which is compliant with these changes for V1. Failing that we can always grab the files directly from here and add them to your default Mods folder. I haven't listed it separately in this post because a certain website trawls for links and adds them on their hub but fails to update instructions should something critical be found or something change and the old data brings untold issues at times. Link to comment Share on other sites More sharing options...
arramus Posted October 20 Author Share Posted October 20 6906 Gaming will be live streaming in a couple of hours at time of posting. It is Day 1 for V1 and should be the very latest update build, which is by the way: 1. Super Corn Meat Stew This meal unlocks with Hobo Stew and follows the progression of Meat Stew > Hobo Stew > Super Corn Meat Stew. 1 Link to comment Share on other sites More sharing options...
keenkrozzy Posted October 21 Share Posted October 21 (edited) Loving the mod! Have sunk a dozen hours in just singleplayer so far. Couple questions: 1. What's the diff between the tomahawk axes? Seem to have the same stats and range. 2. Any plans to fix horses sliding around so much and not being able to climb a slope more than 30 degrees? 3. Any plans on balancing gameplay? Specifically, I mean loot. I really love all the custom POIs, well done! But it seems like books and food are everywhere. I haven't had to cook anything and I have max crafting for several things way ahead of normal. Playing on all default settings. I know lowering the loot percent would help balance things, but I was just wondering what you think. P.S. Playing with TMO's Darkness Overall v3 really brings it all together with your custom lights and POIs! Edited October 21 by keenkrozzy (see edit history) Link to comment Share on other sites More sharing options...
arramus Posted October 21 Author Share Posted October 21 1. The Tomahawk axes have identical stats. The difference is purely cosmetic. 2. The torque for climbing is linked to physics added to the model and not particularly the code applied to each vehicle. There are numerous tracks placed around the New Frontier World to compensate for the slope limitations. There is also a steam 'horse' vehicle with the best climbing capability of all vehicles. The 4x4 Truck in default game play can climb well but is a flippy floppy wreck. This is not something wanted for the horses and the balance is a fine line. 3. Books will be reverting to a random helper. They are currently place markers. A new random helper was added for V1.1 and a multitude will be switched over in time. There is no tool to batch switch and all need to be done manually. The cooking pots are the same for 1.1 and a large bulk of those have already gone through the process. The current priority is replacing a Null paint issue inherited from A21 whereby the Beer texture, wooden slates texture, and a few others no longer exist and changed the texture to look like old wood. However, it is a Null texture and will cause a console error if a player breaks it. That is the most critical change at first and the rest will come later. This is all manual work and with 100's of POIs there is an order of priorities. Food loot odds remains pretty Vanilla. The propensity of smaller POIs and closer distance certainly allows food to add up over a much shorter period of time. As for food loot models we can see, this is typically not so different to Vanilla either is placement count which is typically one or two per POI. However, the fetch satchel can also turn into food loot and they have been placed quite liberally for fetch variety. 1 Link to comment Share on other sites More sharing options...
arramus Posted October 24 Author Share Posted October 24 Here's an update for the Wild West Mod. 1. Tentative start to adding a new Book Random Helper to POIs. Books are distributed quite generously in the Wild West Mod for V1. This was a place marker feature in preparation for the new Random Book Helper which can be either Books or Air. This adds an additional randomness to POIs just like the new random cooking pot placements. This will be an ongoing thing since it requires manual placement. For now, the POIs with a much more than average placing will receive them. Places like Schools and the limited number of well stocked Book Shops. 2. The Cosh Spitter Many of the Wild West community members in the Discord have given a lot of valuable feedback over the Alphas. One comment that constantly arises is about the lack of Brainz (Intellect) Attribute weapons. This updates brings back the Stun Baton as an Old West Cosh Spitter variant. It is in context with the crystal battery and has been aged appropriately. It is hooked into Spitters n Gatling Skill and also has its own Flurry Skill for speed of attack. This fills up the Brainz Attributes now and will address that lack of active attack for this Skill set. It has its own Crafting Skill unlock and is dependent on the crystal battery for crafting. As such, it will not be found in loot or at the traders in any guise. It accepts the renamed 'Weighted Shock Mod' which fits in the Steel Lance as well for repulsor action. Link to comment Share on other sites More sharing options...
arramus Posted October 27 Author Share Posted October 27 6906 Gaming will be streaming Episode 4 in a few hours at time of posting. It moves on from Day 1 game play dynamics to getting established with some of the basics in place. 6906 Gaming has streamed the Wild West Mod since first release and is very familiar to how things work. It offers a worthy overview for players who would like an introduction before venturing in. Link to comment Share on other sites More sharing options...
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