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FennecMod - Deadly Ferals, Rad Zeds, Specializations, Ore Processing and More


mdf25

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How about lowering/removing the level requirements and just massively upping the point costs on tool and weapon smithing? It still takes a while to acquire the points, and there's a huge opportunity cost for sinking them all into one skill, but the option is there for people who want it.

 

The main problem with opening up the skills early would allow faster crafting of some of the other items, since forges and things require tool smithing to be at a certain level which requires a player level of a certain level. So changing this would require another redo (and retype of the config localizations for books and perks) to keep things to the progression I'm thinking, so further delaying 1.1 (and it's already been a good amount of time in dev). The forge is level 20 so I'm happy with that point, but forged iron is level 35 now from what I remember (been a while since I've seen that file) so in essence it's not too long to get to it.

 

I think a good starting tool which you can repair would help solve the early game problem with low tier tools, since I think choosing a miner class and getting a pickaxe at level 300 for free would remove this part of the worry of taking 100 levels to get to good quality tools. I think I'll try the 2-tiered system first of all, just to see how this affects things (I will keep the old config files as well for reverting if it doesn't work out so well) and try some starter gear.

 

That way repairing your pickaxes would also give you skill-ups in the tool quality part of things from the 100 level skill and miners could even repair it from using scrap iron instead of forged iron, just for that one pickaxe they get. And maybe miners have 50% better repairing on tools as well.

 

I think if you can craft a level 200 pickaxe + maybe 30 or so from the perk points you spend, that's definitely a good point for Q230 @ level 20 players when you're getting to the point of forging your own and getting ready to make your own pig iron pickaxes. That way, miners get the good quality pickaxe early to start right away, but non miners still have to go through getting additional copper for their tool ups until they're ready to get to the pig iron stage.

 

The other good thing about the 2 staged system is that I can then make the first 3-4 levels of the smithing perks require levels in the 100 tier skill (maybe 0, 10, 20, 40), then level-gate with player level afterwards. That does then make it possible to rush it in the early game if you want to for your forge and forged iron/forged pig iron, but miners will get more XP from repairing their tools since I can make repairing their starter gear give tons more XP, meaning they have to face less grind in their specialization and therefore get to the forge faster than others.

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Sounds good. I'm still not sure that puts them on a level playing field with Plunderer and Trader, but it's a big improvement over how things stand now. I'll hold any further criticism until after some actual playtesting.

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DevBranch Update: Release Candidate for 1.1

 

Greetings! So I think I have got most things done for DevBranch now so here's a quick list of changes:

 

Progression Changes

The following skills have been changed.

 

Tool Smithing, Weapon Smithing, Gun Smithing, Science, Armor Crafting changes

Each of these have been separated into 2 separate skills.

- The above are now 100 level skills.

- The perk counterpart goes by the same name but with "Quality" on the end (so Science is the skill, Science Quality is the perk).

- The "Quality" perks are 10 level perks.

- The base skills will level up naturally as you craft and repair items from their associated group.

- Crafting gives some XP but generally repairing items gives much more.

- At level 1, your base skills mean you craft quality 1 items. At level 100, you will craft quality 200 items.

- The "Quality" perk can be purchased depending on your skills in their associated skills.

- Level gating for the first 4 levels have been completely removed. So you can level up your skill then purchase the perks.

- Level 5 to 10 of the perks are level gated, starting at level 50. This means you can get up to speed quickly with some effort.

- At level 1, your quality perk adds 10 to your crafting quality. At level 10, it adds 300 to your crafting quality.

- Maxing out the skill and perk will give you 500 quality items.

- All skills that used to require levels in the above skills now require the 'Quality' variants instead, so you will still need to spend the points.

 

Class Specialization Changes

Some class specializations have had a slight rebalance to make their classes not so over or underpowered, but mainly it's to combat the food issues faced when choosing classes that have food penalties.

 

 

Starter Gear!

All classes now get starter gear when taking the first quest in the chain. This only applies to primary classes.

 

Bash: Old club, mega crush, first aid bandages

Slash: Old knife, coffee, first aid bandages

Ranger: Old bow, 100 arrows

Hunter: Spike traps, Barbed wire fences, fishing nets

Pistols: Old pistol, low grade 9mm rounds

Rifles: Old rifle, low grade 7.62mm rounds

Shotguns: Old shotgun, low grade shotgun shells

Carpenter: Woodcutter's Axe, Beer

Miner: Miner's Pickaxe, Miner's Shovel, Mining Helmet

Farmer: Farmer's Hoe, Fertiliser, potato, corn and wheat seed packets

Builder: Old Hammer, Rebar Frames, Concrete Mix

Crafter: Forge Upgrade Kit, Workbench Upgrade Kit

Culinary: Oven Upgrade Kit, Cooking Pot, Grocery Bags

Scientist: Beakers, First Aid bandages, First Aid kits

Plunderer: Night Vision Goggles, Beer

Trader: 5000 casino coins, 100 Old Cash, 2 Gold Nuggets, 1 Raw Diamond

Armor: Old Vest, Old Helmet, Old Gloves, Old Boots, Old Leg Armor

Mechanic: Old Wrench, Minibike Chassis, Minibike Handlebars, Minibike Seat

Researcher: Bag of Schematics

Athlete: Steroids, Vitamins

 

The starting tools, weapons or armor will be at quality 300 when you get them. However they have low durability so encourages you to upgrade them. However, repairing your starter tools gives you much, much more XP into your skills, so for example choosing the pistols class and repairing the pistol you get at the start will level your gun smithing faster than repairing just a regular pistol - so they are worth keeping around until you can craft good quality tools.

 

Regardless of level, your starting gear will maintain the same stats, so repairing and suffering quality penalties does not affect your tools in any way, shape or form. Essentially, a quality 1 tool is the same as a quality 600 tool if it's a starting tool.

 

 

Power Attacks!

All weapons and tools that do not already have a secondary function on right click now have the option to perform a power attack!

- Power attacks do more entity and block damage to their targets.

- Power attacks consume about 2x as much stamina.

- Yes, this means you can now use power attacks with mining tools to break blocks faster!

 

 

Skill Books!

Skill books for the five main crafting skills are now in so if you loot you should find them in the world.

 

 

New Items

Workbench Upgrade Kit: If you find a workbench in the world that's destroyed, use this to repair it into its working counterpart. Requires you to use a wrench.

Leg Cast: Will speed up your broken or sprained leg recovery by a lot! Can only be found in medicine loot.

Grocery Bag: Gives you some groceries and raw ingredients. Place it down in the world and open it to get some nice stuff! Can be found in food boxes rarely. The culinary class starts with 4 of these.

Schematic Bag: Given to the Researcher at the start. Place down to receive 5 random schematics. This may be added as a rare drop in bookstore boxes too but might be quite OP if made too common.

Awesomesauce: Rumour has it that this will cure most ailments and give your character vital strength!

 

 

Fixes

There were some issues I think I've fixed:

- Animal Hide armour was also causing nullrefs - this should now be sorted out.

- Ranger class was not giving overall class mastery - this should also be sorted.

- RWG fixes: Now the terrain is a bit more forgiving and toned down by a good amount, so it should be much easier to traverse.

- Old bow made worse since it's actually better than the wooden bow, which is not intended.

- All quests that require you to kill zeds can use 'old' variants of weapons and tools as well now.

 

 

If you want to help me test please start a new world and let me know if you come across any gaping holes. :D

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FennecMod v1.1 (Stable) now available!

 

It's here, it's done (I think) and ready for you on the Mod Launcher!

 

For users not wanting the mod launcher version you can download it HERE.

 

Don't die, watch out for ferals, find the legendary AwesomeSauce item (it exists!) and have fun :D

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Mod plays good, little lag here and there in menus, but am used to that with lots of recipes being added in. For this not being an SDX mod.. its got quite a bit, and I like all the alternate ways to make items. I haven't got far yet, just made a fenced off platform between two trees. Culinary is a very nice choice early on, not only for the additional food in those bags, but for all the buffed recipes.

 

Thank you again for all the work you've put into this, MDF25. Feels like a slower New Game Plus mode.

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Mod plays good, little lag here and there in menus, but am used to that with lots of recipes being added in. For this not being an SDX mod.. its got quite a bit, and I like all the alternate ways to make items. I haven't got far yet, just made a fenced off platform between two trees. Culinary is a very nice choice early on, not only for the additional food in those bags, but for all the buffed recipes.

 

Thank you again for all the work you've put into this, MDF25. Feels like a slower New Game Plus mode.

 

There is a little menu lag but I think there's a way to solve it, though it won't make it EAC friendly :) But, overall I'm glad you're liking it :D And hopefully it plays good now there's less grass about ;) And yup those grocery bags are a nice addition at the very start just to get you going (I mean, a chef or cook needs some ingredients, right?) :D

 

Nice, a slower new game plus mode is pretty much how I wanted it to feel - just adding more progression between what was there to round out the experience and make it more about survival in the early game, as early game is when it's most fun :D

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mdf25 .. Good Day

 

Thank you new Update 1.1

 

But for the Life of me .. I just don't Understand why people can not get the Mod Launcher to work for them. I have used it for a Long Time and .. Never had any serious issues it that wasn't fixed in a couple of hours ..

As far as I'm concern .. IT is one of the Best Tools out there for 7D2D.

OK .. Enough of the Band wagon .. ON with gaming … the Old Gamer .. :02.47-tranquillity:

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mdf25 .. Good Day

 

Thank you new Update 1.1

 

You're welcome :) Have fun.

 

But for the Life of me .. I just don't Understand why people can not get the Mod Launcher to work for them. I have used it for a Long Time and .. Never had any serious issues it that wasn't fixed in a couple of hours ..

As far as I'm concern .. IT is one of the Best Tools out there for 7D2D.

 

The launcher is a great tool, but I think it's important to remember that everyone's situation is different, different specs, different setups, so it's natural that not 100% of people will get things working first time around. But, that's why we also have the repo links as well so hopefully it will be accessible for everybody :)

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You're welcome :) Have fun.

 

 

 

The launcher is a great tool, but I think it's important to remember that everyone's situation is different, different specs, different setups, so it's natural that not 100% of people will get things working first time around. But, that's why we also have the repo links as well so hopefully it will be accessible for everybody :)

 

Plus there's miserable bastards like me who just prefer the manual method. ;)

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Good day mdf25,

 

Enjoying the mod .. But I have a question and I know it is an on going issue with 7D2D

 

BUT IS There anything you can do about Temperature .. I found a good brick house to start with in a medium size town _ cleared it _ it is on the edge of a forest area .. but 1 street over is desert .. AND I'm having a terrible time with being Hot and then Cold .. just sitting in house. It can go back and forth as much as 50 degrees or worst.

Is this the 7d2d game bug or is there something you can do ??

Thank you again for interesting and fun mod … the Old Gamer .. :02.47-tranquillity:

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The temperature thing is something A16 related and not really a FennecMod thing, since I haven't touched the weather at all. If you want to turn off weather survival though it is possible, I know there is a command you can use for it but I'm not too sure.

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Good day mdf25,

 

Enjoying the mod .. But I have a question and I know it is an on going issue with 7D2D

 

BUT IS There anything you can do about Temperature .. I found a good brick house to start with in a medium size town _ cleared it _ it is on the edge of a forest area .. but 1 street over is desert .. AND I'm having a terrible time with being Hot and then Cold .. just sitting in house. It can go back and forth as much as 50 degrees or worst.

Is this the 7d2d game bug or is there something you can do ??

Thank you again for interesting and fun mod … the Old Gamer .. :02.47-tranquillity:

 

Add this code to your buffs.xml file and it will kill weather survival permanently.

 

I am not sure where this code came from so I will not credit anyone for it, it is not mine though.

 

<buff id="StopTempEffects" stack="discard" duration="0" buffif="coretemp greater 0" debuffif="coretemp less -100" type="coretemp">
<modify id="0" stat="coretemp" setValue="70"/>
</buff>

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Hi mate,

Can I ask for some advice with the launcher listing as I am having a lot of trouble trying to launch the game.

(I need more coffee, no I don't have A17 I meant A16.4 lol)

It begins to load and installs 505 files but after that it closes down and wont progress to the game screen.

Much appreciated and from what I have seen this is a superb mod. (Thanks Games4Kickz)

G

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Greetings :D

 

So you're using Mod Launcher to get this sorted? Hmmm interesting as it works alright for me.

 

So when it installs the files, do you launch into the game and then nothing happens? Can you send me your output.log if that's the case and I'll see if I can look into it :)

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Hi mdf25 nice to meet you,

 

I open Steam and leave it in the background.

I open the launcher and click play on your mod.

I see the launcher showing sync at the bottom.

I get the notification to authorise the game in admin mode. (I run all games as Admin.)

Then I wait and nothing happens.

I check the task manager and the launcher is open as is Steam.

The mod never loads and no notifications appear no matter how long I leave it.

 

I know im doing something wrong so I appologise in advance for being a noob at this.

 

If I knew how to install manually I would do that instead to be honest.

 

Thank you mdf25

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Hi mdf25 nice to meet you,

 

I open Steam and leave it in the background.

I open the launcher and click play on your mod.

I see the launcher showing sync at the bottom.

I get the notification to authorise the game in admin mode. (I run all games as Admin.)

Then I wait and nothing happens.

I check the task manager and the launcher is open as is Steam.

The mod never loads and no notifications appear no matter how long I leave it.

 

I know im doing something wrong so I appologise in advance for being a noob at this.

 

If I knew how to install manually I would do that instead to be honest.

 

Thank you mdf25

 

Greetings! :D

 

Okay the first thing you should probably do is to try and see if the mod launcher actually did the full install for you. To do this, you'll need to navigate to the path where the launcher installed it. It should be something like this:

 

C:\program_files_(x86)\Steam\Steamapps\Common\7_Days_To_Die\MaxFoxGaming\FennecMod_1-1_(Stable)

 

You will need to check whether there are two executables there: 7DaysToDie.exe and 7DaysToDie_EAC.exe (I think it's this one). To launch the game double click either one depending on whether you want EAC on or off. You can also make a desktop shortcut if you like.

 

One issue is if the _EAC one is not there and you're trying to launch with EAC turned on from the launcher, it could be failing to find the filepath. To fix this you will need to uninstall the mod from the mod launcher, then in Steam, start 7 Days to Die with the EAC turned on, the reinstall FennecMod with the launcher and it should hopefully then work with EAC. I'm not sure if this is your issue but I have known this to happen before.

 

 

Manual Install

First you'll need to download the repo for FennecMod on my github repo. Here's a quick link to it: V1.1 Repo

 

Once downloaded you should have a ZIP file with all you'll need inside. Extract this somewhere and have this opened up.

 

First of all, go to

C:\Program Files (x86)\Steam\steamapps\common\

 

Next, copy your whole 7 Days to Die folder and paste it here. Rename it to something like 7 Days to Die (FennecMod).

 

Then, open this folder. You should see 7DaysToDie.exe. From your extracted FennecMod folder, copy the entire Mods folder and paste this into the 7 Days area. You should see the Mods folder alongside the 7Daystodie_Data and Data folders. If not, make sure the Mods folder is in the right place otherwise you won't see all the icons and things that FennecMod adds.

 

Next, open the Data folder in both windows. Copy the Config folder from the extracted FennecMod's Data folder and overwrite the Config folder in your 7 Days area. This should replace all the Vanilla XMLs with modded ones. Do the same with the Prefabs folder. However, you won't need to with UMATextures since that is there to fix a bug with mod launcher installs.

 

Once done, that's it - launch 7DaysToDie.exe and you should have the latest version of FennecMod installed :)

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Mdf25 you are amazing!! I did the manual install and its working perfectly.

You are a life saver and a star, thank you <3

 

Huzzah! Success! Excellent I'm glad all is working okay, feel free to report bugs and stuffs if you come across any of them :) You're welcome, have fun! :D

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