Valmar Posted April 24, 2017 Author Share Posted April 24, 2017 Hey Valmar, i would like to know if that mod can be modified to these settings. If can, i would like to know if you can do that for me or say what i need to keep, also i would like NOT to start a new game so probably Starting class.. is useless. Only Classic zombies [ same description as you have in first post ] THIS IS MANDATORY New weapons + mods [ same description as you have in first post ] I would like to have silencer, that's only reason New combat system [ same description as you have in first post ]THIS IS MANDATORY And maybe Starting class, but it not mandatory [ same description as you have in first post ] Thanks. I'm not entirely sure what you're asking. You're asking if you can mod vanilla to have ONLY the above changes? Yes, technically, you can. Modding in "classic zombies" is pretty simple and straight forward (make zombies slow and unable to climb in entityclasses.xml and increase weapon headshot damage bonus in items.xml) but the other bits are more complex. Things of interest: Romero Mode - Oldschool Zombies/Headshots [Guide] Zombie Modding (Disabling or Nerfing Specific Zombies) Expanded Weapons and Tools Starter Class System The combat stuff in CHS in regards to being able to block is a bit more of a hassle as it requires a custom action and buff attached to each melee weapon along with other various buff adjustments. Not the most practical thing to share standalone. Link to comment Share on other sites More sharing options...
CristianS Posted April 24, 2017 Share Posted April 24, 2017 I'm not entirely sure what you're asking. You're asking if you can mod vanilla to have ONLY the above changes? Yes, technically, you can. The combat stuff in CHS in regards to being able to block is a bit more of a hassle as it requires a custom action and buff attached to each melee weapon along with other various buff adjustments. Not the most practical thing to share standalone. Yes, that is what i asking for. But i only want that from your CHS mod. If Romero Mods is the same script you used in CHS, i can make it happen. Also about new weapon system and start class, i can do that too. BUT I would like to know if you can help me about Classic Zombies, because Romero Mode is about Headshots and disable only hornet and dogs if i understand correctly so i want to disable also the special zombies like spider, spitter etc. At least, that i understand from that topic. And about combat stuff, is not only about copying some xml if i understand. Is possible to separate the combat stuff from the CHS mod somehow? Link to comment Share on other sites More sharing options...
Valmar Posted April 24, 2017 Author Share Posted April 24, 2017 Yes, that is what i asking for. But i only want that from your CHS mod. If Romero Mods is the same script you used in CHS, i can make it happen. Also about new weapon system and start class, i can do that too. BUT I would like to know if you can help me about Classic Zombies, because Romero Mode is about Headshots and disable only hornet and dogs if i understand correctly so i want to disable also the special zombies like spider, spitter etc. At least, that i understand from that topic. And about combat stuff, is not only about copying some xml if i understand. Is possible to separate the combat stuff from the CHS mod somehow? The linked Romero Mode's included entityclasses file should disable special zombies. The Romero Mode files are all about making classic zombies and the different included files provide different functions, as detailed in the topic in question. The headshots are provided by the items.xml, the lack of dogs/bees should be provided by the entitygroups.xml and removing super-powered and climbing zombies is handled by entityclasses.xml In short the Romero Mode files should provide you everything that you're after, short of the combat changes. It is possible to seperate the combat stuff from CHS, yes, but it would take a good chunk of patience and time to make all the relevant changes if you're not intimately familiar with the changes and files in general. I can show you an example though, if it helps. <item id="1" name="clubMaster"> <property name="IsDeveloper" value="true" /> <property name="Meshfile" value="Items/Weapons/Melee/Club/Club_Wood_BranchPrefab" /> <property name="Material" value="wood" /> <property name="HoldType" value="2" /> <property name="SoundDestroy" value="wooddestroy1" /> <property name="FuelValue" value="30" /> <property name="EconomicValue" value="5" /> <property name="EconomicBundleSize" value="1" /> <property name="SellableToTrader" value="false" /> <property class="Action1"> <property name="Class" value="Eat" /> <property name="Delay" value="1.0" /> <property name="Use_time" value="..." /> <property name="Gain_stamina" value="-15" /> <property name="Sound_start" value="Sounds/ImpactSurface/playerlandlight" /> <property name="Buff" value="guard" /> <property name="Consume" value="false" /> </property> <property class="Action0"> <!-- AttackAction --> <property name="Class" value="Melee" /> <property name="Delay" value="1.33" /> <property name="Range" value="2.2" /> <property name="Sphere" value="0.2" /> <property name="Sound_start" value="swoosh" /> <property name="Stamina_usage" value="6" /> <property name="DamageBonus.head" value="7" /> <property name="DamageBonus.body" value="0.6" /> <!-- CHS Headshots --> <property name="DamageBonus.glass" value="25" /> <!-- These are multipliers and correspond to "damage_category" in materials.xml. --> <property name="ActionExp" value="2" /> <property name="ActionExpBonusMultiplier" value="10" /> </property> <property class="Attributes"> <property name="EntityDamage" value="8,14" /> <property name="BlockDamage" value="3,12" /> <property name="DegradationMax" value="100,600" /> <property name="DegradationRate" value="3,1" /> </property> <property name="CritChance" value=".10" /> <property name="DescriptionKey" value="clubWoodDesc"/> <property name="Group" value="Ammo/Weapons" /> <property name="ActionSkillGroup" value="Blunt Weapons"/> <property name="CraftingSkillGroup" value="Weapon Smithing"/> <property name="RepairExpMultiplier" value="5.5"/> <!-- 54 = about 250 points of crafting skill XP. This does not base off the crafting XP auto-calculation. It has a base value of 5 or so. --> </item> buffs.xml <buff id="guard" duration="0.6" stack="reset" tooltip_key="Guard!" > <modify id="0" stat="speedmodifier" modifyMaxValue="2.01"/> <modify id="1" stat="speedmodifier" modifyValue="1.2"/> </buff> <buff id="bleeding" mutex="guard" duration="60" type="bleeding" actions="debuff(fullBuff);debuff(firstAid);debuff(firstAidLarge);damage(0,5,0,0)" icon="ui_game_symbol_critical" name_key="bleedingOut" description_key="bleedingOutDesc" tooltip_key="bleedingOutTooltip" cures="bandage,firstAidBandage,firstAidKit"> <modify id="0" stat="stamina" amount="-1" rate="1"/> <modify id="1" stat="health" amount="-1" rate="1"/> </buff> <buff id="infection" mutex="guard,cured,infection1,infection2,infection3,infection4" duration="9000" onexpired="infection1" type="sickness" icon="ui_game_symbol_infection" name_key="infection" description_key="infectionDesc" tooltip_key="infectionTooltip" cures="foodHoney,antibiotics,herbalAntibiotics"> </buff> <buff id="stunned" mutex="guard,stunCooldown,painkillerBuff,Buzzed,Drunk" duration="4" actions="increment(@wellness, -0.5, 0, 0, 1)" onexpired="stunCooldown" type="speedmodifier" icon="ui_game_symbol_stunned" name_key="stunned" description_key="stunnedDesc" tooltip_key="stunnedTooltip"> <modify id="0" stat="speedmodifier" mulValue="0.1"/> </buff> Link to comment Share on other sites More sharing options...
CristianS Posted April 26, 2017 Share Posted April 26, 2017 Thank you sir, everything is working with these mods and almost all your mods. Classic zombies New weapons My only problem is with Survivor notes, you can find my reply in that Survivor Notes topic. Link to comment Share on other sites More sharing options...
SmooreMC85 Posted May 28, 2017 Share Posted May 28, 2017 hey guys, i'm getting an argument exception error when completing the campfire quest; it reads argument error: the request value tooltipquesttotorial03 was not found. I just dropped the CHS data and mods folder into a freshly installed and validated 7dtd folder. Thanks, Smoore Link to comment Share on other sites More sharing options...
Valmar Posted May 30, 2017 Author Share Posted May 30, 2017 hey guys, i'm getting an argument exception error when completing the campfire quest; it reads argument error: the request value tooltipquesttotorial03 was not found. I just dropped the CHS data and mods folder into a freshly installed and validated 7dtd folder. Thanks, Smoore Not sure why. The tip should be present and the quest works fine on my end. :/ Link to comment Share on other sites More sharing options...
StompyNZ Posted May 30, 2017 Share Posted May 30, 2017 Not sure why. The tip should be present and the quest works fine on my end. :/ that was a change in the localisation file in the last update. Sounds like you are running an older version Smoore Link to comment Share on other sites More sharing options...
Sigh-Phi-Guy Posted June 2, 2017 Share Posted June 2, 2017 hey guys, i'm getting an argument exception error when completing the campfire quest; it reads argument error: the request value tooltipquesttotorial03 was not found. I just dropped the CHS data and mods folder into a freshly installed and validated 7dtd folder. Thanks, Smoore my friend and i are getting the same thing. place the fire, finish quest and move onto zombie killing quest. get the exception, cant get in any containers, log out and back in and quest is reset to where it was before placing campfire. Link to comment Share on other sites More sharing options...
sj3 Posted June 22, 2017 Share Posted June 22, 2017 This mod is updated for Alpha 16 Experimental B119? Link to comment Share on other sites More sharing options...
Valmar Posted June 24, 2017 Author Share Posted June 24, 2017 This mod is updated for Alpha 16 Experimental B119? No, its only compatible on the stable A15 release. No experimental build support. I'm not even sure it will be compatible with A16 stable as Im no sure if I want to update it. Time will tell. Link to comment Share on other sites More sharing options...
rsv777 Posted June 26, 2017 Share Posted June 26, 2017 No, its only compatible on the stable A15 release. No experimental build support. I'm not even sure it will be compatible with A16 stable as Im no sure if I want to update it. Time will tell. Will your Romero mod be updated to A16? Love that mod! Link to comment Share on other sites More sharing options...
KaiserABRichter Posted August 24, 2017 Share Posted August 24, 2017 Update I really enjoyed your mod on Alpha 15, I think its a great challenge to make you feel 'not so safe' as before, but there is no update for Alpha 16, and I would really appreciate one if you could, and if you can't, a new mod that is similar to this one would also be nice, I like 'more zombies, not as strong' then 'less zombies, very strong' in my opinion, it just is better for people alike myself as a challenge, and with the best weaponry you can take down Zeds in A16. But the amount of Zombies in A16 are horrible, and I once again, would love to see a Alpha 16 Classical horde. Link to comment Share on other sites More sharing options...
Locnar Posted December 4, 2017 Share Posted December 4, 2017 Please update this mod Valmar. I need my classic fix. Link to comment Share on other sites More sharing options...
D3X_87 Posted December 10, 2017 Share Posted December 10, 2017 Hey Valmar any chance this mod will make it to A16? I REEAAAALLLLYYYY want to play this again Link to comment Share on other sites More sharing options...
icoblue Posted December 18, 2017 Share Posted December 18, 2017 Link to comment Share on other sites More sharing options...
BelindaZito Posted January 27, 2018 Share Posted January 27, 2018 No Launcher Support The mod supports and is compatible with Sphereii's 7 Days to Die Mod Launcher. Hi Val, Love your mods. Wanting to try out Classic Horde Survival. But I cant find any support online to help me out. The Launcher no longer includes this mod, as far as I can tell. I tried adding a new mods folder but it would not launch. So I tried downloading it manually by replicating my 7 days folder and moving the mods and data folders into the game file replacing where needed. When I tried to launch I get Error loading and parsing items and blocks. From what I've read it could be from changes made to the wording used in A16. I can understand if your not looking to continue support for this mod but if you could tell me what Alpha it was created to work with that would be awesome Link to comment Share on other sites More sharing options...
sphereii Posted January 27, 2018 Share Posted January 27, 2018 Hi Val, Love your mods. Wanting to try out Classic Horde Survival. But I cant find any support online to help me out. The Launcher no longer includes this mod, as far as I can tell. I tried adding a new mods folder but it would not launch. So I tried downloading it manually by replicating my 7 days folder and moving the mods and data folders into the game file replacing where needed. When I tried to launch I get Error loading and parsing items and blocks. From what I've read it could be from changes made to the wording used in A16. I can understand if your not looking to continue support for this mod but if you could tell me what Alpha it was created to work with that would be awesome Try this: In the Mod Launcher, click on Open URL, and copy and paste this link: https://raw.githubusercontent.com/SphereII/7D2DConfig/master/CHS.xml This will give you a new Legacy option. You will need alpha15.2 for it to work, so either select the correct version in your Steam beta tab before installing, or use the Launcher's Download From Steam option. Link to comment Share on other sites More sharing options...
Topminator Posted April 19, 2018 Share Posted April 19, 2018 So, is this fantastic mod gonna be updated one day to alpha 16 or it's gonna be just for alpha 15 forever? Link to comment Share on other sites More sharing options...
xyth Posted April 19, 2018 Share Posted April 19, 2018 Its A16 now, will be updated to A17 fairly quickly as it is a Xpath modified mod. Link to comment Share on other sites More sharing options...
CrypticGirl Posted April 20, 2018 Share Posted April 20, 2018 Try this: In the Mod Launcher, click on Open URL, and copy and paste this link: https://raw.githubusercontent.com/SphereII/7D2DConfig/master/CHS.xml This will give you a new Legacy option. You will need alpha15.2 for it to work, so either select the correct version in your Steam beta tab before installing, or use the Launcher's Download From Steam option. Well, nothing happens when I paste the link. But one thing to try is installing Alpha 15.2 from the mod launcher, and then installing the CHS files into the directory it creates. I haven't tried it myself, because it'd be so weird going back to A15... Or better yet, copying the A15 files to another new folder and installing CHS there, just to keep a clean copy of A15, in case there are other mods that haven't been updated to A16. Link to comment Share on other sites More sharing options...
Vastarakki Posted April 20, 2018 Share Posted April 20, 2018 Its A16 now, will be updated to A17 fairly quickly as it is a Xpath modified mod. OMG xyth and sphereii, you have now a CNS mod and i found it after i saw a new post in this thread! I really liked Valmod's CHS creation in A15 and i'm gonna try this out tomorrow morning,let's see if it goes to our little private server next... Link to comment Share on other sites More sharing options...
xyth Posted April 20, 2018 Share Posted April 20, 2018 I also wanted to play Val's CHS again but grew tired of waiting, so talked SphereII into making a new version, which we call CNS. Doesn't have all Val's bells and whistles, but we added some of our own. Link to comment Share on other sites More sharing options...
Vaske1984 Posted April 21, 2018 Share Posted April 21, 2018 I also wanted to play Val's CHS again but grew tired of waiting, so talked SphereII into making a new version, which we call CNS. Doesn't have all Val's bells and whistles, but we added some of our own. i tried installing this mod and i got error, tried on 16.4...not sure if that was the issue? Link to comment Share on other sites More sharing options...
sphereii Posted April 21, 2018 Share Posted April 21, 2018 i tried installing this mod and i got error, tried on 16.4...not sure if that was the issue? Let's talk here: https://7daystodie.com/forums/showthread.php?82992-POC-Classic-Nomad-Survival And let me know what error you got. Link to comment Share on other sites More sharing options...
Vaske1984 Posted April 21, 2018 Share Posted April 21, 2018 Let's talk here: https://7daystodie.com/forums/showthread.php?82992-POC-Classic-Nomad-Survival And let me know what error you got. Oh wait i actually downloaded this mod, okay i am gonna download the mod from the link you provided and and will see how that goes, tnx for the link btw Link to comment Share on other sites More sharing options...
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