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JaxTeller718 Modlet Collection


JaxTeller718

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I disable all stations on my map on generation so that makes your modlet pointless in my case. You didn't answer about the compound bows could you please? I don't see any thing in your files but wanted to make sure.

 

The compound bows that are included as part of the BasicGuns+ammo group have been reduced but I also see compound bow as its own named loot in other areas. I will update the file in the morning to include the compound bow as well.

 

I see the dilemma on the workbench. I was attempting to spawn the actual bike in the world but to no avail. I don't want to reduce the bench just yet to pre level 30 until i check the ramifications. Perhaps I can remove the bicycle from requiring the bench at all. Might be the best bet. Let me go in tonight and see what I can do about that.

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Update Time!

 

Added New Mod

 

JaxTeller718_ReducedZombieBlockDamage

 

 

 

Made some tweaks to existing mods

 

 

JaxTeller718_EarlierBicycle

Removed Workbench limitation on bicycle parts so now when you buy it at level 20 it can be made in inventory

 

JaxTeller718_GunLootBalance

Tweaked down probabilities for compound bow to be found in loot

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Update Time!

 

Added New Mod

 

JaxTeller718_ReducedZombieBlockDamage

 

 

 

Made some tweaks to existing mods

 

 

JaxTeller718_EarlierBicycle

Removed Workbench limitation on bicycle parts so now when you buy it at level 20 it can be made in inventory

 

JaxTeller718_GunLootBalance

Tweaked down probabilities for compound bow to be found in loot

 

wow, thanks! Do you plan to share the removal / reduce farm crops on the map at some point?

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Let There Be Zeds

POIs are dangerous but what about the wilderness? This adds some more spawns to the wild so you will see more zeds while on the run

 

// I cant find this mod in your collection for download did i miss it or its under maintanance this modlet?

 

//// found it its under IncreasedWildernessSpawns x)

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So is the cntmedicinecabinet which now requires a open or closed at the end

 

Ack damn it. I thought they were done messing with block names that could potentially break things. Ill be loading every mod up one by one tonight to ensure all of them load with no errors. thanks for the heads up stallion!

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Ack damn it. I thought they were done messing with block names that could potentially break things. Ill be loading every mod up one by one tonight to ensure all of them load with no errors. thanks for the heads up stallion!

 

Yeh so did I but i am guessing they missed one or 2 lol. We should look thru the blocks and find out all the ones they missed and let them know so blocks don't change again lolz.

 

But yeh found it when I went to test me pallets mod lol and no worries we all help each other :-)

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Hi Jaxteller! Thanks for your modlets, looks nice! I'm very new to moding and 7dtd looks the perfect game for that.

 

While playing the vanilla A17, many little things didn't make sense to me and the game seemed quite unbalance (that's an experimental alpha game so it is normal).

 

I decided to create my first mod and that was quite interesting to do!

 

Unfortunately, I went a bit fast on it (didn't know about modlets nor looked at other existent mods) and when my mod was so close to be done (the same day), I had an update and I 've lost all my work, stupid me, I didn't make any backup...

 

Then I found your collection and this is very similar to what i did, so I'll give it a shot to see how it goes!

 

I went a bit different concerning food and water:

- you find more clean water in loot

- you wont find jars of water in toilet, why would you?

- when collecting water in biomes you get toxic water that need to be filtered to get murky water

- you don't find any fresh food in loot, only cans

 

I ve made slight changes in almost every loot (you find things where it belongs, I tried to think about keeping a good balance though)

 

Concerning death: I removed the near death troma, my plan was to affect wellness and lost of xp instead.

I removed all the magazines that increade perks as well, I don't really like the way those stats are moving up and down...

 

I don't like the cap level to access new perks, so I made it in a special way:

-you start with 20 points to spend (choose what you want to be straight away)

-I increased the points cost up to 3 concerning intelligence, fortitude etc...

-I removed the cap level.

 

That system is not perfect but i like how it works: you have to choose wisely where you want to spend your points, but if you want a forge at level 5 you can do it.

 

The other things I've moded was quite the same as what you did, and you got some modlets that i really like (zombies range, crops, Xp balance ...) I wanted that as well but have been a bit lazy on this side.

 

Just wanted to share my ideas, as i can't show it threw xml right now...

I'll probably make a new one using some of your modlets if that's ok, then i can show it to you if you are interested.

 

Cheers!

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Also, it is quite a jungle here in the mod forum, so many mods! It's quite hard to navigate and find what you want.

I like that collection idea, and most of your ideas are quite similar to mines.

So if you like some of my ideas (once my modlets are done of course), feel free to take what you like!

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So I am not seeing your zombie Xp rebalance nor your general xp rebalance on the github page.

 

I removed those due to the pimps basically doing what i did with zombie xp, its very similar although I may release a newer one because its still slightly higher than id like.

 

Also, it is quite a jungle here in the mod forum, so many mods! It's quite hard to navigate and find what you want.

I like that collection idea, and most of your ideas are quite similar to mines.

So if you like some of my ideas (once my modlets are done of course), feel free to take what you like!

 

Im loving some of your ideas! If you release any mods let me know Im very interested in giving some of them a try. I always love mods that add more to do or make sense. And it sounds like we are on the same wave length with that.

 

Jax if its going to take some time to update your mods could you please let me know which ones work or don't work with this new patch.

 

All are now working with b221. Sorry about the delay.

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I removed those due to the pimps basically doing what i did with zombie xp, its very similar although I may release a newer one because its still slightly higher than id like.

 

 

Thanks for the heads up, I was wondering about that and was wanting to look at what you had done in that regard.

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A moment of derp, I had another lockpick mod installed, so conflict between those messed up for me. Removed that and all is fine. And the potential error was my lack of experience with xml/xpath.

Can craft at level 2 without any mention of any schematic here, so not sure what is causing that issue on your end, except that you hadnt learned lvl 2 locpick. If learning that dont work I'll see if I can help you figure out whats wrong :)

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