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Seymour Gutz XML mods: better RWG, bigger cities, more zombies, safer bases, + more


SeymourGutz

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Since A17 is slow to arrive, I figured I'd share my XML edits/improvements.

 

I'm aware others have done more major mods, but this work is complete so maybe my preferences are similar to other people's preferences and it will save them the effort of trial and error.

 

My first goal was to make bases safer, but the world more dangerous.

 

My second goal was to create a more realistic looking environment.

 

 

 

DOWNLOAD LINK: https://drive.google.com/open?id=1VaMEo_Ni9pKQ2YNPNle9dlUBfv9UxFcm

 

 

 

Here's a list of all the changes I can remember atm.

 

 

 

ZOMBIES & ANIMALS:

 

 

- More numerous zombies, especially in the cities. More variety within locations.

 

 

- Increased vision range. If they're facing you, they will approach from further away.

 

 

- Slight health/damage adjustments. Nerfed HP of some of the more extreme tanks.

 

Tougher looking standard zeds can take more hits and some hit harder than others.

 

 

- Headshots do a lot more damage. This varies depending on the type of weapon.

 

 

 

- More numerous animals, especially in forests, but don't expect a petting zoo.

 

Bears more common in the snow, so easy water everywhere isn't quite as easy now.

 

 

 

- Zombies have no run mode, but are generally faster. Speed varies by type.

 

Fatties and crawlers are slowest. Wights are still fast but no longer superspeed.

 

Some animal speeds were also adjusted.

 

 

- Construction workers, soldiers, and strippers can now climb too.

 

 

 

- No corpse blocks. You have one minute to loot the body before it disappears.

 

IMHO these are ugly and too game-ish. Zombies should be feared, not farmed.

 

 

 

- Bright neon green glowing cloud effect removed from radiated zombies.

 

They do have unique skins underneath that, so you can still differentiate.

 

 

 

I advise avoiding the Wasteland biome until you level up and are well equipped.

 

All the big bads are there, plus free-roaming screamers, so it can get very rough.

 

So why risk it? Besides challenge, there is a lot more "helper" loot laying around.

 

 

 

BASES & MATERIALS:

 

 

- Zombies do significantly less damage to harder materials like stone or better.

 

They'll tear through a wood shack, but a concrete/steel fortress is fairly safe.

 

This does not mean you can ignore a horde banging on the door all night.

 

If you do not properly design/defend your base, they can bust in eventually.

 

Increased toughness means it takes longer for you to break those blocks too.

 

 

- Some traps require less electricity.

 

 

- Tools and weapons are more durable.

 

 

 

MAP & ENVIRONMENT:

 

 

- Many more cities with layouts as optimized as random can get.

 

This required generating the land flatter, but it's worth the trade-off.

 

I have made cities as big / dense as possible without unplayable lag.

 

You will also see more of the special buildings, such as hospitals.

 

 

- A benefit of flatter land is endless good locations for big bases.

 

 

- Bodies of water are rarer. Most maps will have ponds, not oceans.

 

The intent was to make water more of a strategic valuable resource.

 

 

- Biomes given order. Random maps will generally be greener in the center.

 

The further toward the radiation zone, the more burnt forest and wasteland.

 

Random still means random, but I'm happier with a lot less jarring blending.

 

 

- Cleaned up most of the trash and cinder blocks and scrap littering the world.

 

- Urban areas look better without all those mostly destroyed rubble buildings.

 

- Removed most of those little dead trees that can be mistaken for zombies.

 

- Fewer boulders and rocks cluttering your campsite. Adjusted tree/plant density.

 

- Availability of bird nests varies by biome.

 

- Wasteland has been cleared of exploding mines.

 

 

 

WEATHER:

 

Temperature ranges are toned down. This is no longer a coat-management simulator.

 

It's still bad to wander naked in the snow, or run around in the desert with a puffy coat.

 

 

 

...?

 

There are probably more tweaks I don't remember the specifics of anymore. It appears I modified the sounds file to heighten detection parameters, but I don't recall whether that actually worked or not. Including it anyway.

 

 

 

HOW TO INSTALL:

 

Open File Explorer and go to directory ..\SteamApps\common\7 Days To Die\Data\Config

 

Make a backup copy of the original files to another folder in case you don't like my changes.

 

Then just download my edited xml files to the config folder and replace the originals. Easy!

 

 

 

These changes require a new game, unless you skip the rwgmixer.xml map-generator file.

 

I found a nice seed was "deadfriends". You can see the world map preview image here:

 

7drwg.jpg.6a214c2cade66626706fccabe9b6b6ae.jpg

 

A great place to set up your base is the pond at 400N / 800E

( To teleport there via F1 console command type: tp 800 400 )

 

7dcity1.thumb.jpg.2642c7fcdbdd9595495e08bca3a2c6be.jpg

 

7dcity2.thumb.jpg.cc59edc37d7117b199149a340233ceda.jpg

 

7dcity3.thumb.jpg.92908ec286c1be6473dce60ece432d54.jpg

 

It is possible to generate even bigger cities with buildings packed together closer than this, but after I did that just walking around caused constant stuttering. I have a pretty nice rig and still need to turn down some settings. After a lot of experimenting, this feels like the best compromise. Spawning was off for photography.

 

7dwasteland.thumb.jpg.e4f478605877a3da63d4e597904a52cf.jpg

 

Wasteland welcoming committee. This is not a horde. Standard spawn from one street.

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Interested but.

 

This is similar to Tin's rwgmixer mod which I loved flatter earth version because of more/bigger cities. I will probably try it, but if its just same vanilla POI's I probably wont play for long(but who knows). Tin got Magoli's permission to add Compo-pack after he initially released his, and it was great. Can you see about adding compo-pack? Already asked Magoli if I could just add all POI's to your mixer and he is going to check.

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