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War of the Walkers Mod (Overhaul)

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My friend is on my server and he can't craft arrows or a bow.. and his starter crate class paper is literally blank. He copied the files over.

 

If you are able to do those things, but he cannot, he might have had an issue with the files being copied over. Maybe get him to recopy the latest files? There is no harm for him doing it a second time.

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It works now. Any reason why torches don't work? They work in the inventory but not when you place them. So I have to use candles which give trash lighting.

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It works now. Any reason why torches don't work? They work in the inventory but not when you place them. So I have to use candles which give trash lighting.

 

I believe torches now require fuel, like a campfire.

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Hey, just out of curiosity do the survivors wander around aimlessly or are they the kind you can recruit a la stallionsdens and spiders mods?

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Hey, just out of curiosity do the survivors wander around aimlessly or are they the kind you can recruit a la stallionsdens and spiders mods?

 

They seem to wander aimlessly.

 

Anyway, is there a working sink like in Valmod? would be nice.

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Does anyone know how to get the Armor Smithing Workbench? Do I need aBuilder Class?

 

EDIT: I'm level 100 but I can't progress in content because of class restrictions? And I've searched for hours and haven't found a single class paper. Literally can't even craft Iron Armor, and am stuck with Iron Tools..

Edited by majinvegito123 (see edit history)

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the class papers can be found in lootable objects related to the specific class (I.E. survivalist paper can be found in medical loot objects such as pill cases, tradesmen paper in cars, mechanical objects etc.) but i believe they can rarely be found on zombies too.

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Does anyone know how to get the Armor Smithing Workbench? Do I need aBuilder Class?

 

EDIT: I'm level 100 but I can't progress in content because of class restrictions? And I've searched for hours and haven't found a single class paper. Literally can't even craft Iron Armor, and am stuck with Iron Tools..

 

I found them in the traders secret stash fairly often and had used all of them.

 

For some reason the Protection class didn't give me the third one so I still can't craft the higher armors. It told me that the quest finished but I didn't get the third one unlocked allowing me to unlock and craft the higher armors. I also think the skill points are awarded too high as I am level 80 something and have over 1000 points and I have put points into every thing I can maxing out every skill and I did do all of the class papers so I unlocked everything that isn't locked by mistake or by level restrictions.

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Version 4.4.3 Released!

 

-Fixed Protection Class Level 3 Bug Preventing Proper Skill Award

 

*Note if you have already completed it you may have to get admin of server or in SP to manually award skill "ProtectionClassLevel3"

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In my experience before if you hit them they do follow but it is wacky. Havent played this update though.

She was a nice girl always looking up my base b4, but when i hit her she only had one answer, brought to me by her shotgun ;)

 

So looks like this update makes the good ones hate u when u hit, i feel dead but good now this is how it sud be

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really nice mod , but is there a way to change the speed of the rest system?

would nice if it would be slower to get rest level 20 , anyone know what need to be changed to do so?

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Fixed the bandits now they are challenging, the key is the bullets are not projectiles, a few other attributes could be fine tuned:

 

Items.xml

<item id="1906" name="gunAK47Bandit">

<property name="IsDeveloper" value="true" />

<property name="Candrop" value="false" />

<property name="Meshfile" value="Items/Weapons/Ranged/ak47/ak47Prefab" />

<property name="Material" value="metal" />

<property name="HoldType" value="48" />

<property name="Stacknumber" value="1"/>

<property name="DegradationBreaksAfter" value="true"/>

<property name="Degradation" value="99999" param1="true"/>

<property name="SoundJammed" value="Weapons/weapon_jam" />

<property class="Action0">

<property name="Class" value="Launcher" />

<property name="Instantiate_on_load" value="false"/>

<property name="Delay" value="0.150" />

<property name="Auto_fire" value="true" />

<property name="Magazine_size" value="30" />

<property name="Magazine_items" value="steelCrossbowBolt" />

<property name="Magazine_item_ray_counts" value="1" />

<property name="Magazine_item_ray_spreads" value="0" />

<property name="Reload_time" value="3.9" />

<property name="Bullet_icon" value="uzi" />

<property name="Sound_start" value="Weapons/Ranged/AK47/ak47_fire_start" />

<property name="Sound_repeat" value="Weapons/Ranged/AK47/ak47_fire_lp" />

<property name="Sound_end" value="Weapons/Ranged/AK47/ak47_fire_end" />

<property name="Sound_empty" value="Weapons/weapon_empty" />

<property name="Sound_reload" value="Weapons/Ranged/AK47/ak47_reload" />

<property name="Particles_muzzle_fire" value="nozzleflash_ak" />

<property name="Particles_muzzle_smoke" value="nozzlesmokeuzi" />

<property name="DamageBonus.head" value="3" />

<property name="DamageBonus.wood" value="5" />

<property name="DamageBonus.earth" value=".2" />

<property name="DamageBonus.glass" value="25" />

<property name="Buff" value="critGunAK47" />

<property name="Buff_chance" value=".1" />

</property>

<property class="Attributes">

<property name="FalloffRange" value="50,100"/>

<property name="Accuracy" value="0.7"/>

<property name="EntityDamage" value="15,50"/>

<property name="BlockDamage" value="5,5"/>

</property>

</item>

 

<item id="1907" name="gunSawedOffPumpShotgunBandit">

<property name="IsDeveloper" value="true" />

<property name="Candrop" value="false" />

<property name="Meshfile" value="Items/Weapons/Ranged/SawedOffPumpShotgun/SawedOffPumpShotgunPrefab" />

<property name="Material" value="metal" />

<property name="HoldType" value="5" />

<property name="Stacknumber" value="1"/>

<property name="DegradationBreaksAfter" value="true"/>

<property name="Degradation" value="99999" param1="true"/>

<property name="SoundJammed" value="Weapons/weapon_jam" />

<property class="Action0">

<property name="Class" value="Launcher" />

<property name="Instantiate_on_load" value="false"/>

<property name="Delay" value="0.8" />

<property name="Magazine_size" value="8" />

<property name="Magazine_items" value="steelCrossbowBolt" />

<property name="Magazine_item_ray_counts" value="9" />

<property name="Magazine_item_ray_spreads" value="0.9" />

<property name="Reload_time" value="2.6" />

<property name="Bullet_icon" value="uzi" />

<property name="Sound_start" value="Weapons/Ranged/SawedOffPumpShotgun/sawed_off_shotgun_fire" />

<property name="Sound_repeat" value="" />

<property name="Sound_end" value="" />

<property name="Sound_empty" value="Weapons/weapon_empty" />

<property name="Sound_reload" value="Weapons/Ranged/SawedOffPumpShotgun/shotgun_reload" />

<property name="Particles_muzzle_fire" value="nozzleflash_shotgun" />

<property name="Particles_muzzle_smoke" value="nozzlesmokeuzi" />

<property name="DamageBonus.head" value="6" />

<property name="DamageBonus.glass" value="25" />

<property name="DamageBonus.wood" value="2" />

<property name="DamageBonus.earth" value=".2" />

<property name="Buff" value="shotgunWound" />

<property name="Buff_chance" value=".8" />

</property>

<property class="Attributes">

<property name="FalloffRange" value="50,100"/>

<property name="Accuracy" value="0.7"/>

<property name="EntityDamage" value="15,50"/>

<property name="BlockDamage" value="5,5"/>

</property>

</item>

 

 

entityclasses.xml

<entity_class name="banditLeader" extends="banditMelee">

<property name="Archetype" value="BanditLeader"/>

<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunAK47Bandit,steelCrossbowBolt" />

<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunAK47Bandit,steelCrossbowBolt" />

<!-- in s -->

<property name="AttackTimeoutDay" value="0.5" />

<property name="AttackTimeoutNight" value="0.5" />

 

<!-- AI properties -->

<property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/>

<property name="AITask-2" value="ApproachAndAttackTargetNPC" param1="EntityZombie" />

<property name="AITask-3" value="ApproachAndAttackTargetNPC" param1="EntityAlive" />

<property name="AITask-4" value="ApproachSpot" />

<property name="AITask-5" value="Wander" />

<property name="AITask-6" value="Territorial" param1="50" />

<property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemy" />

<property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityZombie" />

<property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityPlayer" />

<property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntitySurvivor" />

<property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityZombie" />

<property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntityEnemy" />

<property name="AITarget-7" value="SetNearestEntityAsTarget" param1="EntityPlayer" />

<property name="AITarget-8" value="SetNearestEntityAsTarget" param1="EntitySurvivor" />

<property name="CorpseBlock" value="RangedBanditCorpse"/>

</entity_class>

 

<entity_class name="BanditSasha" extends="banditMelee">

<property name="Archetype" value="BanditSasha"/>

<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunSawedOffPumpShotgunBandit,steelCrossbowBolt" />

<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunSawedOffPumpShotgunBandit,steelCrossbowBolt" />

<!-- in s -->

<property name="AttackTimeoutDay" value="0.5" />

<property name="AttackTimeoutNight" value="0.5" />

 

<!-- AI properties -->

<property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/>

<property name="AITask-2" value="ApproachAndAttackTargetNPC" param1="EntityZombie" />

<property name="AITask-3" value="ApproachAndAttackTargetNPC" param1="EntityAlive" />

<property name="AITask-4" value="ApproachSpot" />

<property name="AITask-5" value="Wander" />

<property name="AITask-6" value="Territorial" param1="50" />

<property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemy" />

<property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityZombie" />

<property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityPlayer" />

<property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntitySurvivor" />

<property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityZombie" />

<property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntityEnemy" />

<property name="AITarget-7" value="SetNearestEntityAsTarget" param1="EntityPlayer" />

<property name="AITarget-8" value="SetNearestEntityAsTarget" param1="EntitySurvivor" />

<property name="SoundRandom" value="" />

<property name="SoundAlert" value="" />

<property name="SoundSense" value="" />

<property name="SoundAttack" value="" />

<property name="SoundHurt" value="Player_Female/player2painlg" />

<property name="SoundHurtSmall" value="Player_Female/player2painsm" />

<property name="SoundDeath" value="Player_Female/player2death" />

<property name="SoundStamina" value="Player_Female/player2stamina" />

<property name="SoundDrownPain" value="Player_Female/player2drownpain" />

<property name="SoundWaterSurface" value="Player_Female/player2drownsurface" />

<property name="SoundDrownDeath" value="Player_Female/player2drowndeath" />

<property name="SoundJump" value="Player_Male/player2Jump" />

<property name="SoundLandSoft" value="Player_Male/player2LandSoft" />

<property name="SoundLandHard" value="Player_Male/player2LandHard" />

<property name="SoundPlayerLandThump" value="PlayerLandThump" />

</entity_class>

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Fixed the bandits now they are challenging, the key is the bullets are not projectiles, a few other attributes could be fine tuned:

 

FYI, this is also along the lines of what I changed my bandits to for my experimental build and they definately work better (too well maybe).

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FYI, this is also along the lines of what I changed my bandits to for my experimental build and they definately work better (too well maybe).

 

Thanks for the info, I will use this for the next version!

 

- - - Updated - - -

 

should work in smx dude would be sweet

 

I would love to work with SMX but have no clue on how to work it. Need more time in my life lol

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I am on day 16 of a good tough game of War of the Walkers and doing well with no deaths.

 

Suddenly I am hit with red NullReferenceException error popping up on my screen while exploring.

 

I deleted everything except my save file including using regedit.exe and reinstalled from scratch and verified files. I am using 7DtD mod launcher. I have played 1000's of hours of 7DtD on this computer and never had this problem before.

 

Still the red error code pops up within seconds of starting the game from my save.

 

If I start a new game there is no red error code at least not within the first few minutes of play.

I was playing in version 15.2 but the error is still there when I reload in 15.2 or even latest experimental build.

 

Any suggestions?

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Hi, I found a problem with fishing.

 

<item id="1805" name="FishingPoleBated">
<property name="CustomIcon" value="FishingPoleBated" />
   <property name="Meshfile" value="Items/Weapons/Melee/Stick/stick" />
   <property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab" />
   <property name="Material" value="wood" />
   <property name="HoldType" value="45" />
<property name="RepairTools" value="ductTape" />
<property name="Degradation" value="50" param1="true" />
   <property name="FuelValue" value="15" />
<property name="Weight" value="13" />
<property class="Action1">
	<property name="Class" value="MakeFertile" />
	<property name="Delay" value="2" />
	<property name="Block_range" value="4" />
	<property name="DamageBlock" value="0" />[b][color="#00FF00"]
	<property name="Focused_blockname_1" value="water" />
	<property name="Focused_blockname_2" value="waterMoving" />
	<property name="Focused_blockname_3" value="waterStaticBucket" />
	<property name="Focused_blockname_4" value="waterMovingBucket" />
	<property name="Focused_blockname_5" value="waterSource8" />[/color][/b]
	<property name="Sound_start" value="UseActions/bucketbail_water" />
	<property name="Sound_end" value="UseActions/bucketfill_water" />
	<property name="Fertileblock" value="FishLoot" />
	<property name="Adjacentblock" value="water" />
	<property name="Stamina_usage" value="5" />
   </property>
<property class="Attributes">
	<property name="EntityDamage" value="1,2" />
	<property name="BlockDamage" value="1,2" />
	<property name="DegradationMax" value="5,50" />
	<property name="DegradationRate" value="2,1" />
   </property>
   <property name="Group" value="Tools/Traps" />
<property name="CraftingSkillGroup" value="Tool Smithing" />
</item>

 

It is supposed that you should fish in the water blocks, but for some strange reason, you only do it in the "burntForestGroundWGrass2" blocks, that is, on the burned earth.

 

No matter if there is no water on either side, if there is burned earth, I will be able to fish.

 

c702fd17a9694374b63a3ac44b2ae0b1.png

*BurntForestGround no water nearby.

 

32ecba918e9c4ca59663097c714ba0a4.png

*It allows me to "fish"

 

 

؟Anyone know how to fix it?

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i tried it on dirt and i can cast on land . it puts a rebar frame in the ground that destroys the dirt block and you loot your fish. For now im just pretending theres a pond outside my fort and catching alot of mudfish

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{Request} Replace X in RWG Preview editor

 

I am using the 7D2D Launcher and after starting WoWalkers for the first time, I got stuck in the terrain preview screen because ESC doesn't do anything from that screen, and there's no "X" to click on.

 

I'm having to alt-F4 and manually crash the game after I find a seed that I like, just so I can get back to the menu and start a new game.

 

I haven't even got to try playing it yet.

 

I'm going to try after posting this.

 

In and of itself isn't a major thing, but not being able to back out to the main menu IS a pain.

 

20170501213838_1.thumb.jpg.737fd9abb05b6c91a938d79ac64dfb83.jpg

Edited by NazT_DragN
Added screenshot (see edit history)

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FYI, this is also along the lines of what I changed my bandits to for my experimental build and they definately work better (too well maybe).

 

Whats the reasoning behind it? more accurate? more realistic?

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I am on day 16 of a good tough game of War of the Walkers and doing well with no deaths.

 

Suddenly I am hit with red NullReferenceException error popping up on my screen while exploring.

 

I deleted everything except my save file including using regedit.exe and reinstalled from scratch and verified files. I am using 7DtD mod launcher. I have played 1000's of hours of 7DtD on this computer and never had this problem before.

 

Still the red error code pops up within seconds of starting the game from my save.

 

If I start a new game there is no red error code at least not within the first few minutes of play.

I was playing in version 15.2 but the error is still there when I reload in 15.2 or even latest experimental build.

 

Any suggestions?

 

Could you post your error log to pastebin?

 

it would be called something like output_log.txt

 

located in

C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\7DaysToDie_Data

 

or wherever you have the game copy stored.

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A big problem with the mod

 

Hello. First of all, the mod is incredible!! but i have a big problem to play it. When a npc or bandit shoot 3 or 4 FPS at the moment. i have a gtx 1080....

 

 

Thanks

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