wolverine576 Posted February 9, 2017 Share Posted February 9, 2017 Hay peps the broken arm thing might be doable. What do yall think about that? Only way to get your arm broken would be a chance on hit in your arms. When you arm was broken and healing you would not be able to use any 2 handed weapons, melee, guns or tools. What do you think? Yes sounds good. Meds maybe to shorten time to heal? Link to comment Share on other sites More sharing options...
xyth Posted February 9, 2017 Share Posted February 9, 2017 yup, sounds fun Link to comment Share on other sites More sharing options...
Xamllew Posted February 9, 2017 Share Posted February 9, 2017 I like the idea but wouldn't a broken arm mean no wood cutting, mining, or digging? If so, not a fan of that. I do like that it would give more utility to lesser one-handed weapons and promote carrying backup weapons. Link to comment Share on other sites More sharing options...
naterz98 Posted February 10, 2017 Share Posted February 10, 2017 Hay peps the broken arm thing might be doable. What do yall think about that? Only way to get your arm broken would be a chance on hit in your arms. When you arm was broken and healing you would not be able to use any 2 handed weapons, melee, guns or tools. What do you think? Have you ever considered therapy....haha. Link to comment Share on other sites More sharing options...
dinusocol Posted February 10, 2017 Share Posted February 10, 2017 (edited) Kind of op. Try something like broken leg. (Damage is decreased) put a splint + bandages to heal , if you don't use them the duration is increased when you dig/cut/work/fight. If not healed it will get infected. Edited February 10, 2017 by dinusocol More ideas (see edit history) Link to comment Share on other sites More sharing options...
dinusocol Posted February 10, 2017 Share Posted February 10, 2017 Not many people will be ok with this idea. Is ot possible to make your food spoil? (Just raw meat, if it is keeped in a container for 3 days, to stop it from spoiling to add salt o_o ? Not sure if it can be implemented) ( farm salt from rocks so it is not that hard to find) and you can keep it in a fridge to not spoil. Link to comment Share on other sites More sharing options...
unlike them Posted February 10, 2017 Share Posted February 10, 2017 I like the idea but wouldn't a broken arm mean no wood cutting, mining, or digging? If so, not a fan of that. I do like that it would give more utility to lesser one-handed weapons and promote carrying backup weapons. I agree. Link to comment Share on other sites More sharing options...
xyth Posted February 10, 2017 Share Posted February 10, 2017 Kind of op. Try something like broken leg. (Damage is decreased) put a splint + bandages to heal , if you don't use them the duration is increased when you dig/cut/work/fight. If not healed it will get infected. I like where you are going with this. Spider, how about making the arm a progression like cracked --> fracture -->compound fracture ? At cracked its really sore and you only have reduced output with melee and some tools (damage). If not healed in time then upgrades to fracture. Fracture means one handed use only. Upgrades to compound fracture if not healed. Compound fracture means as before plus bloodloss and maybe disease etc. Change the progression as you think best but this keeps the wound model consistent. Link to comment Share on other sites More sharing options...
Darkstardragon Posted February 10, 2017 Share Posted February 10, 2017 Heres Jill Valentine: http://steamcommunity.com/sharedfiles/filedetails/?id=861204980 <archetype name="Jill" male="false" hair_color="101,67,33" eye_color="70,80,70" skin_color="200,200,200" type="Player"> <base_mesh_parts> <part slot="head" layer="base" mesh="female_base_face"> <texture name="female_head" color="skin"/> <texture name="female_hair_overlay" color="hair"/> <texture name="female_eyebrow_curve" color="hair"/> </part> <part slot="eyes" layer="inner" mesh="female_base_eyelashes"> <texture name="female_eyelashes" color="hair"/> </part> <part slot="head" layer="inner" mesh="female_shaggy_hair_ponytail"> <texture name="female_shaggy_hair" color="hair"/> </part> <part slot="eyes" layer="base" mesh="female_base_eyes"> <texture name="unisex_eye_shaded" color="255,255,255"/> <texture name="unisex_iris" color="eye"/> </part> <part slot="hands" layer="base" mesh="female_base_hands"> <texture name="female_hands" color="skin"/> </part> <part slot="chest" layer="base" mesh="female_base_chest"> <texture name="female_torso" color="skin"/> <texture name="female_tanktop" color="245,245,220"/> </part> <part slot="legs" layer="base" mesh="female_base_legs"> <texture name="female_legs" color="skin"/> </part> <part slot="feet" layer="base" mesh="female_base_feet"> <texture name="female_feet" color="skin"/> </part> </base_mesh_parts> <preview_mesh_parts> <part slot="chest" layer="outer" mesh="female_armor_kevlar_vest"> <texture name="unisex_armor_kevlar_vest" color="75,83,32,255"/> </part> <part slot="legs" layer="base" mesh="female_clothes_denim_pants"> <texture name="female_pants_01" color="245,245,220"/> </part> <part slot="legs" layer="outer" mesh="female_armor_kevlar_legarmor"> <texture name="unisex_armor_kevlar_legarmor" color="75,83,32"/> </part> <part slot="feet" layer="base" mesh="female_armor_kevlar_boots"> <texture name="unisex_armor_kevlar_boots" color="75,83,32"/> </part> </preview_mesh_parts> <expression blink="true" blink_duration="0.15" blink_min_delay="5" blink_max_delay="15" saccades="true"> <gene name="neckUp_Down" value="0"/> <gene name="neckLeft_Right" value="0"/> <gene name="neckTiltLeft_Right" value="0"/> <gene name="headUp_Down" value="0"/> <gene name="headLeft_Right" value="0"/> <gene name="headTiltLeft_Right" value="0"/> <gene name="jawOpen_Close" value="0"/> <gene name="jawForward_Back" value="0"/> <gene name="jawLeft_Right" value="0"/> <gene name="mouthLeft_Right" value="0"/> <gene name="mouthUp_Down" value="0"/> <gene name="mouthNarrow_Pucker" value="0"/> <gene name="tongueOut" value="0"/> <gene name="tongueCurl" value="0"/> <gene name="tongueUp_Down" value="0"/> <gene name="tongueLeft_Right" value="0"/> <gene name="tongueWide_Narrow" value="0"/> <gene name="leftMouthSmile_Frown" value="0"/> <gene name="rightMouthSmile_Frown" value="0"/> <gene name="leftLowerLipUp_Down" value="0"/> <gene name="rightLowerLipUp_Down" value="0"/> <gene name="leftUpperLipUp_Down" value="0"/> <gene name="rightUpperLipUp_Down" value="0"/> <gene name="leftCheekPuff_Squint" value="0"/> <gene name="rightCheekPuff_Squint" value="0"/> <gene name="noseSneer" value="0"/> <gene name="leftEyeOpen_Close" value="0"/> <gene name="rightEyeOpen_Close" value="0"/> <gene name="leftEyeUp_Down" value="0"/> <gene name="rightEyeUp_Down" value="0"/> <gene name="leftEyeIn_Out" value="0"/> <gene name="rightEyeIn_Out" value="0"/> <gene name="browsIn" value="0"/> <gene name="leftBrowUp_Down" value="0"/> <gene name="rightBrowUp_Down" value="0"/> <gene name="midBrowUp_Down" value="0"/> </expression> <dna> <gene name="height" value="0.66"/> <gene name="headSize" value="0.5"/> <gene name="headWidth" value="0.5"/> <gene name="handsSize" value="0.395"/> <gene name="feetSize" value="0.64"/> <gene name="muscle" value="0.24"/> <gene name="weight" value="0.16"/> <gene name="gluteusSize" value="0.67"/> <gene name="earsSize" value="0.49"/> <gene name="earsPosition" value="0.5"/> <gene name="earsRotation" value="0.5"/> <gene name="noseSize" value="0.5"/> <gene name="noseCurve" value="0.5"/> <gene name="noseWidth" value="0.5"/> <gene name="noseInclination" value="0.5"/> <gene name="nosePosition" value="0.57"/> <gene name="nosePronounced" value="0.76"/> <gene name="noseFlatten" value="0.5"/> <gene name="chinSize" value="0.22"/> <gene name="chinPronounced" value="0.01"/> <gene name="chinPosition" value="0.09"/> <gene name="mandibleSize" value="0.5"/> <gene name="jawsSize" value="0.5"/> <gene name="jawsPosition" value="0.52"/> <gene name="cheekSize" value="0.44"/> <gene name="cheekPosition" value="0.87"/> <gene name="lowCheekPronounced" value="0.5"/> <gene name="lowCheekPosition" value="0.5"/> <gene name="foreheadSize" value="0.5"/> <gene name="foreheadPosition" value="0.03"/> <gene name="lipsSize" value="0.66"/> <gene name="mouthSize" value="0.6"/> <gene name="eyeRotation" value="0.5"/> <gene name="eyeSize" value="1"/> <gene name="breastSize" value="0.265"/> </dna> </archetype> And heres her entity class for true survival: <entity_class name="Jill" extends="Maggi"> <property name="Archetype" value="Jill"/> <property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunBanditMP5,10mmBanditBullet" /> <property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunBanditMP5,10mmBanditBullet" /> <property name="AITask-1" value="Follow" param1="EntityPlayer" /> <property name="AITask-2" value="RangedAttackTarget2" param1="0" param2="5"/> <property name="AITask-3" value="ApproachAndAttackTarget" param1="EntityEnemy" /> <property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityBandit" /> <property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityZombieCrawl" /> <property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityZombie" /> <property name="AITask-7" value="ApproachAndAttackTarget" param1="EntityZombieDog" /> <property name="AITask-8" value="ApproachAndAttackTarget" param1="EntityZombieCop" /> <property name="AITask-9" value="ApproachAndAttackTarget" param1="EntityHornet" /> <property name="AITask-10" value="ApproachAndAttackTarget" param1="EntityAnimalBear" /> <property name="AITask-11" value="ApproachSpot" /> <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemy" /> <property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntitySurvivor" /> <property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityZombieCrawl" /> <property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntityZombie" /> <property name="AITarget-5" value="SetAsTargetIfHurt" param1="EntityZombieDog" /> <property name="AITarget-6" value="SetAsTargetIfHurt" param1="EntityZombieCop" /> <property name="AITarget-7" value="SetAsTargetIfHurt" param1="EntityHornet" /> <property name="AITarget-8" value="SetAsTargetIfHurt" param1="EntityAnimalBear" /> <property name="AITarget-9" value="BlockingTargetTask" /> <property name="AITarget-10" value="SetNearestEntityAsTarget" param1="EntityEnemy" /> <property name="AITarget-11" value="SetNearestEntityAsTarget" param1="EntityBandit" /> <property name="AITarget-12" value="SetNearestEntityAsTarget" param1="EntityZombieCrawl" /> <property name="AITarget-13" value="SetNearestEntityAsTarget" param1="EntityZombie" /> <property name="AITarget-14" value="SetNearestEntityAsTarget" param1="EntityZombieDog" /> <property name="AITarget-15" value="SetNearestEntityAsTarget" param1="EntityZombieCop" /> <property name="AITarget-16" value="SetNearestEntityAsTarget" param1="EntityHornet" /> <property name="AITarget-17" value="SetNearestEntityAsTarget" param1="EntityAnimalBear" /> <property name="HandItem" value="gunBanditMP5" /> </entity_class> Link to comment Share on other sites More sharing options...
Darkstardragon Posted February 11, 2017 Share Posted February 11, 2017 (edited) Starrrssssss!!!: http://steamcommunity.com/sharedfiles/filedetails/?id=861344910 Umbrella Corp: http://steamcommunity.com/sharedfiles/filedetails/?id=861370819 Now, if i can only figure out how to use hals prefab editor i can place chris, jill, barry, hunk, wesker and ada in the resident evil mansion lol. Spider assures me this is easy/simple lol. I am also makin a special B.O.W. (nemesis) as soon as i figure out how to make the entities bigger. Dang, this is alot of work hahaahahahahaah. And if i get real ambitious ill make more characters like leon, claire etc. Edited February 11, 2017 by Darkstardragon (see edit history) Link to comment Share on other sites More sharing options...
MrSamuelAdam Posted February 11, 2017 Share Posted February 11, 2017 (edited) Best Mod Out there. Very nice. Thanks! Edited February 11, 2017 by MrSamuelAdam (see edit history) Link to comment Share on other sites More sharing options...
carpediembr Posted February 11, 2017 Share Posted February 11, 2017 Any news on the update? Link to comment Share on other sites More sharing options...
Spider Posted February 11, 2017 Author Share Posted February 11, 2017 The mod is ready for server testing but no one seems to know how to load a SDX mod on a server. Until I can get it to load on a server I cant package the files up for distribution. All help is welcome. Link to comment Share on other sites More sharing options...
wolverine576 Posted February 11, 2017 Share Posted February 11, 2017 The mod is ready for server testing but no one seems to know how to load a SDX mod on a server. Until I can get it to load on a server I cant package the files up for distribution. All help is welcome. ASk for help on the how to in the SDX thread, or starvation thread? THats what i would do lol Never mind i saw you did! Link to comment Share on other sites More sharing options...
Spider Posted February 11, 2017 Author Share Posted February 11, 2017 (edited) I dont think the Starvation people like me anymore:distress:. The SDX creator never really responds to questions. So Im kinda on my own. I have a few smart people said they might be able to try and help me today so fingers-crossed. Edited February 11, 2017 by Spider (see edit history) Link to comment Share on other sites More sharing options...
wolverine576 Posted February 11, 2017 Share Posted February 11, 2017 Yeah the SDX thing is popular, but not supported by the PIMPS, so getting it to work is tricky, as there is not alot of people that know how it works. I love your mod, without SDX, and i like the modding possibilities that can be done with SDX. Link to comment Share on other sites More sharing options...
xyth Posted February 11, 2017 Share Posted February 11, 2017 It seems 7.0 is still too buggy for production. I'd love to see a non-SDX version of TS released first and wait for stability before releasing the SDX version. Link to comment Share on other sites More sharing options...
Spider Posted February 11, 2017 Author Share Posted February 11, 2017 Well if I cant get it to load on the server by tomorrow night maybe I'll just release the files. It can be played SP and Coop and maybe if the files are out there someone might be able to get it to load on a server and tell the rest of us how. I don't like doing it this way because it makes bug fixing harder and it will take longer to balance and polish when we are not all testing with the same files with the same game settings. But it needs to get tested more than I can do by myself. Link to comment Share on other sites More sharing options...
wolverine576 Posted February 11, 2017 Share Posted February 11, 2017 Pm me the files, I got nothing better to do. I have access via remote desktop to my server, it is hosted by my friend, he has a fast net speed, that's where my server is hosted, I'll try to learn the in and outs of SDX Link to comment Share on other sites More sharing options...
Spider Posted February 11, 2017 Author Share Posted February 11, 2017 Now I havent done a "cosmetic pass" on it. So its missing most of the new custom icons and descriptions(I do that stuff last) but its playable for sure. Link to comment Share on other sites More sharing options...
xyth Posted February 11, 2017 Share Posted February 11, 2017 If you PM me the files Spider, I will load them up on my server and try to sort it out for you. Link to comment Share on other sites More sharing options...
wolverine576 Posted February 11, 2017 Share Posted February 11, 2017 You guys can add me to steam: wolverine576 Link to comment Share on other sites More sharing options...
Tjb Posted February 11, 2017 Share Posted February 11, 2017 Not sure whats going on but first time player of your mod here. After following all instructions and installing the true survivor mod the game keeps locking up, freezing and or crashing windows. The mod was applied to Alpha 15.2. I don't have any problems with the other three mods i'm running from different directories. Also i'm running single player. I ran Gnamod all day yesterday with no problems. True survivor mod seems very buggy. I can supply more info for anyone willing to assist. Any suggestions? Link to comment Share on other sites More sharing options...
wolverine576 Posted February 11, 2017 Share Posted February 11, 2017 Not sure whats going on but first time player of your mod here. After following all instructions and installing the true survivor mod the game keeps locking up, freezing and or crashing windows. The mod was applied to Alpha 15.2. I don't have any problems with the other three mods i'm running from different directories. Also i'm running single player. I ran Gnamod all day yesterday with no problems. True survivor mod seems very buggy. I can supply more info for anyone willing to assist. Any suggestions? Try to do an uninstall of 7D2D, reinstall vanilla, and try again Link to comment Share on other sites More sharing options...
Tjb Posted February 11, 2017 Share Posted February 11, 2017 Try to do an uninstall of 7D2D, reinstall vanilla, and try again Thanx. I figured it out. My bad I think. It was an MP game I started. After starting an SP game seems stable so NP. PS. I have four 7D2D directories in steam. Original latest stable and 3 renamed for mods so JZ true survivor is not the default dir. Makes it easier to manage different mods, Just copy original and rename it in this case 7 days to die-jzmod. Then apply mod to renamed game dir and bobs your uncle:) Cheers. Link to comment Share on other sites More sharing options...
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