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War of the Walkers Mod


dwallorde

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Hey, just wanted to ask a question if you had any prefab houses included into the files or was it all the vanilla ones. If they are all the vanilla prefabs, my friends and i can just keep using the prefabs we have on top of this mod. We have tried a great many mods for 7d2d but none have really stuck.

 

No, this is using the prefab pack by Magoli.

You can add the prefabs that you would like to keep if it is not part of the pack, you will just need to include it in the rwgmixer.xml.

Edited by AlienZ (see edit history)
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No, this is using the prefab pack by Magoli.

You can add the prefabs that you would like to keep if it is not part of the pack, you will just need to include it in the rwgmixer.xml.

 

we can probably do that later then, i forget where we got the one we have now, it added many many prefabs. It probably has close to 300 something in this folder i have for screenshots. (which has 715 total, some with duplicates because they are large, other has only one.)

 

Editing aside, we shall play his mod as is. vanilla 7d2d lacks flavor, and this mod looks great. Time to dine in.

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we can probably do that later then, i forget where we got the one we have now, it added many many prefabs. It probably has close to 300 something in this folder i have for screenshots. (which has 715 total, some with duplicates because they are large, other has only one.)

 

Editing aside, we shall play his mod as is. vanilla 7d2d lacks flavor, and this mod looks great. Time to dine in.

 

It might be the Magoli pack you are talking about. I'm not 100% sure how many of the prefabs Dwallorde has included in the rwgmixer file, but there are 908 in the prefab folder (1816 in total).

The mod is really great. I've been using it as the base, but then extending it with some of the ideas from other mods that I enjoyed.

Have fun!

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It might be the Magoli pack you are talking about. I'm not 100% sure how many of the prefabs Dwallorde has included in the rwgmixer file, but there are 908 in the prefab folder (1816 in total).

The mod is really great. I've been using it as the base, but then extending it with some of the ideas from other mods that I enjoyed.

Have fun!

 

What features do you like from other mods? I'm curious.

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I can confirm too that dying resets your character to Rest Level 0 and the Exhausted debuff.But as soon as you get to Well Rested and Rest Level 20,it stays there forever.

 

 

Wouldn't putting each of the Rest Levels on a buff timer solve the problem with the buff temporarily? As in : Rest Level 20 on a 2 min timer(for example),when that expires,apply Rest Level 19 on the same timer and so on and so on until you reach the Rest Level that changes the Well Rested buff to the Rested buff,then continue the same way until there are no rest levels left and the Exhausted debuff is applied?

 

Also,why don't the survivors attack you if you attack them?

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What features do you like from other mods? I'm curious.

 

I used the random generation code from GNAMOD as a base and then played around with some of my own settings as well. It mainly affects the terrain and biome generation, in the sense of how even or uneven the terrain is. Mostly it generates less water and extreme mountains.

I also surrounded the center city with a forest biome, because I like to build just outside the center city, but then I surrounded the forest circle with burnt forest and wasteland rings to make it a challenge to get to the center city.

 

From the True Survival mod, I added fiber rope, purification tablets and sticks. The rope and sticks I use in various recipes like the bow and arrows, stone pickaxe, etc.

 

I changed locked doors to not be destroyed when damaged, but rather downgrade to an unlocked door. Sort of like breaking the lock instead of breaking down the door. It can then be upgraded with a doorknob if you wanted to. I still want to merge in lockpicks as well, so that you can either damage locked blocks, or lockpick them.

 

From the ComSenMod I used a few loot balancing ideas like having certain loot only showing up where you would normally expect to find it. Like never finding guns or ammo in trash, but rather in shotgun messiah crates, gun safes, etc. I also merged in some of the recipe ideas like using cloth and cotton for the sleeping bag and using the sticks from true survival with plant fibre, stones and a torch to craft a campfire. It also changes the biome generation by decreasing birds nests and the big rocks that gives stone, iron and nitrate powder.

 

I also made the wasteland and burnt forest biomes spawn more loot and surface resources than the other biomes. It gives me a reason to go there :)

 

Then I still want to merge in the skinning knife and butchers knife from valmod. I think the lockpicks are from Project Z, and I think from the same mod there are sewing needles, which together with thread can be used to sew up deep wounds that doesn't heal with band aids or med kits.

 

That would about cover everything I can remember from other mods so far.

I might remember some other stuff later and implement those as well.

For now these will be the added features I will play with and then start tweaking the balancing of harvested resources and loot until I find a balance that I like.

 

I can share the Xml files with you to check out later down the line when I feel "happy" with the changes if you want.

I just copy the stuff the authors of those mods did, so I cannot claim it as my own, except for the small little changes I make.

 

Sorry for the long reply.

I hope you didn't fall asleep reading that! :p

Edited by AlienZ (see edit history)
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Hey dwallorde thanks for the great update of your mod. Of all the mods I've tried yours seems to run the smoothest for me. Love the prefabs, NPC's, armor diversity, UI, etc. Between you, Spider, and spherii I can't move on from 7DTD. Will you eventually enable followers? I do appreciate seeing the other survivors in game even if we cannot recruit them. Keep up the great work it is very much appreciated.

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Hey guys, i found a bug with the casino coins.

The max stack is 50.000 but the real max ammount is 32767, so if you stack 50.000, logoff and logon, your coins will disappear.

 

To "fix" this, a change must be done in the items.xml:

 

<item id="1435" name="casinoCoin">

<property name="Meshfile" value="Items/Misc/casino_coinPrefab" />

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

<property name="HoldType" value="21" />

<property name="Stacknumber" value="50000" /> <!-- STK resource -->

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

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

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

</item>

 

to

 

<item id="1435" name="casinoCoin">

<property name="Meshfile" value="Items/Misc/casino_coinPrefab" />

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

<property name="HoldType" value="21" />

<property name="Stacknumber" value="32767" /> <!-- STK resource -->

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

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

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

</item>

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Hey guys, i found a bug with the casino coins.

The max stack is 50.000 but the real max ammount is 32767, so if you stack 50.000, logoff and logon, your coins will disappear.

 

To "fix" this, a change must be done in the items.xml:

 

<item id="1435" name="casinoCoin">

<property name="Meshfile" value="Items/Misc/casino_coinPrefab" />

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

<property name="HoldType" value="21" />

<property name="Stacknumber" value="50000" /> <!-- STK resource -->

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

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

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

</item>

 

to

 

<item id="1435" name="casinoCoin">

<property name="Meshfile" value="Items/Misc/casino_coinPrefab" />

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

<property name="HoldType" value="21" />

<property name="Stacknumber" value="32767" /> <!-- STK resource -->

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

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

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

</item>

 

It's a game limitation, not just casinoCoins. Lots of things go wrong when you go above 32767. For example, change the hit points of a block to 50000 and try to destroy it. Unless they changed something since the last time I tried, it's impossible to destroy. It gets below a certain number and then jumps back up again.

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It's a game limitation, not just casinoCoins. Lots of things go wrong when you go above 32767. For example, change the hit points of a block to 50000 and try to destroy it. Unless they changed something since the last time I tried, it's impossible to destroy. It gets below a certain number and then jumps back up again.

 

Yes, it's a 2^15-1 limitation :nightmare:

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I don't know if its a problem with my copy of the mod/game but wandering Survivors don't attack AT ALL if you attack them.:apathy:

 

Ya its a known bug, I put it in the known Bugs section on first page. I will get it fixed

 

- - - Updated - - -

 

Hey, just wanted to ask a question if you had any prefab houses included into the files or was it all the vanilla ones. If they are all the vanilla prefabs, my friends and i can just keep using the prefabs we have on top of this mod. We have tried a great many mods for 7d2d but none have really stuck.

 

Ya I use Magoli's Prefab Pack and include my own made Prefabs in it. Its in the latest Version

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May be a bug may not; Also may have been reported or not:)

 

Dwall quest 2 part 3 of 4 will not trigger complete for me. I have tried 3 times and each time all works but when Crafting the antibiotics it triggers green meaning success then stays that way and won't trigger complete. I also tried crafting 10 too of everything to make sure with the same result.

 

May be my ineptitude or not:)

Edited by Tjb
grammer (see edit history)
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Dying worked - I noticed that when I respawned afetr death, I immediately got the debuff tired/exhausted for the first time ever, that hadn't happened when I spawned at the start of the game and took your activation pills. Maybe that helps you track the bug?

Yes I had a feeling that those pills may be the cause of it. Removed them in V4.3.5 Lets see if it continues :)

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I can confirm too that dying resets your character to Rest Level 0 and the Exhausted debuff.But as soon as you get to Well Rested and Rest Level 20,it stays there forever.

 

 

Wouldn't putting each of the Rest Levels on a buff timer solve the problem with the buff temporarily? As in : Rest Level 20 on a 2 min timer(for example),when that expires,apply Rest Level 19 on the same timer and so on and so on until you reach the Rest Level that changes the Well Rested buff to the Rested buff,then continue the same way until there are no rest levels left and the Exhausted debuff is applied?

 

Also,why don't the survivors attack you if you attack them?

 

1. Rest system is actually unseen from in game, Those Buffs pop up when Rest Points Reach a certain level, etc. (Beer actually uses similar System) This is also why its hard finding out whats going on. I need to find a way to see the rest level from the player save file possibly, and see if its actually moving or not which will tell me if the Buffs themselves are bugged or its the Rest Code. Its boggling my mind why its not working as it did in A14 as it worked their fine but as soon as I ported it over (Without changing anything this happened). No changes from the TFP Side that I noticed.

 

2. Known bug, not sure why they refuse to attack, got some ideas on what to do, just need time to try and implement them. At lease they aren't game breaking.

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those pills may be the cause of it.

 

That's the name of my sex tape!

 

( I'm sorry... not a modder, I just hit "Show New Posts" and read everything... I'm just exhausted from working so much and couldn't resist an obvious response.)

 

Carry on and ignore me people! <3

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I used the random generation code from GNAMOD as a base and then played around with some of my own settings as well. It mainly affects the terrain and biome generation, in the sense of how even or uneven the terrain is. Mostly it generates less water and extreme mountains.

I also surrounded the center city with a forest biome, because I like to build just outside the center city, but then I surrounded the forest circle with burnt forest and wasteland rings to make it a challenge to get to the center city.

 

From the True Survival mod, I added fiber rope, purification tablets and sticks. The rope and sticks I use in various recipes like the bow and arrows, stone pickaxe, etc.

 

I changed locked doors to not be destroyed when damaged, but rather downgrade to an unlocked door. Sort of like breaking the lock instead of breaking down the door. It can then be upgraded with a doorknob if you wanted to. I still want to merge in lockpicks as well, so that you can either damage locked blocks, or lockpick them.

 

From the ComSenMod I used a few loot balancing ideas like having certain loot only showing up where you would normally expect to find it. Like never finding guns or ammo in trash, but rather in shotgun messiah crates, gun safes, etc. I also merged in some of the recipe ideas like using cloth and cotton for the sleeping bag and using the sticks from true survival with plant fibre, stones and a torch to craft a campfire. It also changes the biome generation by decreasing birds nests and the big rocks that gives stone, iron and nitrate powder.

 

I also made the wasteland and burnt forest biomes spawn more loot and surface resources than the other biomes. It gives me a reason to go there :)

 

Then I still want to merge in the skinning knife and butchers knife from valmod. I think the lockpicks are from Project Z, and I think from the same mod there are sewing needles, which together with thread can be used to sew up deep wounds that doesn't heal with band aids or med kits.

 

That would about cover everything I can remember from other mods so far.

I might remember some other stuff later and implement those as well.

For now these will be the added features I will play with and then start tweaking the balancing of harvested resources and loot until I find a balance that I like.

 

I can share the Xml files with you to check out later down the line when I feel "happy" with the changes if you want.

I just copy the stuff the authors of those mods did, so I cannot claim it as my own, except for the small little changes I make.

 

Sorry for the long reply.

I hope you didn't fall asleep reading that! :p

 

Thanks for posting, it didn't make me fall asleep. Some good ideas

 

- - - Updated - - -

 

Hey dwallorde thanks for the great update of your mod. Of all the mods I've tried yours seems to run the smoothest for me. Love the prefabs, NPC's, armor diversity, UI, etc. Between you, Spider, and spherii I can't move on from 7DTD. Will you eventually enable followers? I do appreciate seeing the other survivors in game even if we cannot recruit them. Keep up the great work it is very much appreciated.

 

Followers maybe if I get time to do it before A16. Too much on my plate right now that may take around a month to get through. And I am hoping that A16 will be out before spring :)

 

- - - Updated - - -

 

Where are diamonds found? Been playing this mod for some time, and have yet to find any.

 

They are in all biomes but the odds are really low. In V4.4 that will change! But in the mean time you can change the probability in biomes.xml to your liking.

 

- - - Updated - - -

 

Hey dwallorde! Kic Gaming started a youtube series using your mod! Just letting ya know!

 

 

Sweet! Will be watching him

 

- - - Updated - - -

 

Hey guys, i found a bug with the casino coins.

The max stack is 50.000 but the real max ammount is 32767, so if you stack 50.000, logoff and logon, your coins will disappear.

 

To "fix" this, a change must be done in the items.xml:

 

<item id="1435" name="casinoCoin">

<property name="Meshfile" value="Items/Misc/casino_coinPrefab" />

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

<property name="HoldType" value="21" />

<property name="Stacknumber" value="50000" /> <!-- STK resource -->

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

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

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

</item>

 

to

 

<item id="1435" name="casinoCoin">

<property name="Meshfile" value="Items/Misc/casino_coinPrefab" />

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

<property name="HoldType" value="21" />

<property name="Stacknumber" value="32767" /> <!-- STK resource -->

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

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

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

</item>

 

Thanks for posting this, I put a fix in the V4.3.5 Release that changes it to a even 30 000

 

- - - Updated - - -

 

It's a game limitation, not just casinoCoins. Lots of things go wrong when you go above 32767. For example, change the hit points of a block to 50000 and try to destroy it. Unless they changed something since the last time I tried, it's impossible to destroy. It gets below a certain number and then jumps back up again.

 

Good to know!

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May be a bug may not; Also may have been reported or not:)

 

Dwall quest 2 part 3 of 4 will not trigger complete for me. I have tried 3 times and each time all works but when Crafting the antibiotics it triggers green meaning success then stays that way and won't trigger complete. I also tried crafting 10 too of everything to make sure with the same result.

 

May be my ineptitude or not:)

 

Quest Requires to gather 24 cloth, 10 Aloe Plants, 4 Moldy Bread, 3 Potassium Nitrate, 1 Bottled Water, 4 Wood.

Craft 5 Bandages, 5 Aloe Cream, 5 First Aid Bandage, 1 Antibiotic, 2 Splints.

 

Can you confirm that you see all that? It may not show full list on the tracking screen but should in the actual quest window.

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  • dwallorde changed the title to War of the Walkers Mod

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