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TSBX

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I also quite curious about the head♥♥♥♥ multi from your mod that im using the 50%, does it apply onto the 200% from perception skill to 250% or its only ater to 50% flat itself?

 

It does not account for any perks or skills, so it would be 250%. In my grand scheme I plan on yanking out the current progression system and implementing something that makes more sense (and I like better) but that will be sometime after gold most likely.

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Start a new game, enable the debug menu with "dm". Press "0" on the numpad to see their health. Try it again and compare the numbers and let me know. I can take at look at balancing for Insane after work.

 

I will check that.

But, I don't have a number pad on my keyboard (short keyboard). Any other way to bring up the health?

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It does not account for any perks or skills, so it would be 250%. In my grand scheme I plan on yanking out the current progression system and implementing something that makes more sense (and I like better) but that will be sometime after gold most likely.

 

Okay thanks for the explanation and the mods. ^^ now headshot is deadly

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[table=width: 750, class: grid, align: center]

[TR]

[TD]

Visible Bleeding

[/TD]

[TD]

Adds a visual effect to the "buffInjuryBleeding" buff

[/TD]

[TD]

[/TD]

[TD]

1.1

[/TD]

[TD]

A18 B152

[/TD]

[TD]

October 19th, 2019

[/TD]

[/TR]

[/table]

 

Updated Visible Bleeding: Re-aligned the particle effect to the torso instead of the head

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  • 1 month later...

Updated OP to add: Snow Zombie Variety.

 

[table=width: 750, class: grid, align: center]

[tr]

[td]

Modlet Name:

[/td]

[td]

Description:

[/td]

[td]

Download Link:

[/td]

[td]

Mod Version:

[/td]

[td]

Game Version:

[/td]

[td]

Last Modified:

[/td]

[/tr]

[tr]

[td]

Snow Zombie Variety

[/td]

[td]

Adds normal zombie spawns to the snow biome

[/td]

[td]

[/td]

[td]

1.0

[/td]

[td]

A18.1

[/td]

[td]

November 29th, 2019

[/td]

[/tr]

 

[/table]

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One other thing, I love the no crosshair setting. Only issue is tho, the way TFP set up the guys is the bullet is coming out above the barrel. So you can't really use the iron sights on the pistol and crossbow etc. Since the bullet will be too high usually.

 

Hey man, sorry it took so long but life is a fickle creature!

 

I tested both your issues and was not able to reproduce either one. I may have forgotten to post an update so try redownloading and see if that helps.

 

With the Headshot 100% mod, I was able to kill an Arlene with a single shot on Insane. As for the iron sight issue, that's a vanilla problem that would require a ton of work to correct properly.

 

If you're willing to add the crosshair back to those, open the items.xml inside 7 Days to Die/Mods/noADScroshair/Config and replace the contents with:

<configs>
<set xpath="/items/item[contains(@name,'gun')]/property[@name='CrosshairOnAim']/@value">false</set>
<set xpath="/items/item[@name='gunBowPrimitive']/property[@name='CrosshairOnAim']/@value">true</set>
<set xpath="/items/item[@name='gunBowWooden']/property[@name='CrosshairOnAim']/@value">true</set>	
<set xpath="/items/item[@name='gunBowCompound']/property[@name='CrosshairOnAim']/@value">true</set>	
<set xpath="/items/item[@name='gunCrossbowIron']/property[@name='CrosshairOnAim']/@value">true</set>	
       <set xpath="/items/item[@name='gunPistol']/property[@name='CrosshairOnAim']/@value">true</set>	

</configs>

 

To add any other weapons, simply copy one one those lines above and replace 'gunX' with whatever the weapon is called in items.xml . Hope this helps, thanks for the feedback!

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  • 1 month later...
  • 2 weeks later...

QUOTE=TSBX;1097213]Updated Headshot Multiplier:

• Removed 25%/50%/75% options

• Added damage multipliers to compensate for HP increase due to difficulty adjustment.

 

Thanks for getting back to me! Life got in my way too lol.

I am intrigued by this new one you put out, " Added damage multipliers to compensate for HP increase due to difficulty adjustment."

 

 

What does that mean exactly?

like headshots for Insane difficulty are similar, for exmaple, nomad?

 

And is this exclusively 18.3? Because I'm still playing on 18.2 and a lot of my modlets are for 18.2 😧

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Disappointed you removed the 25% Headshot TSBX. I used your code to formulate a 25% Modlet to replace the one you removed. Thanks for the great Modlet to start with. :) It always seemed to me the headshots didn't provide enough damage. I think the 25% provides just the right amount with the perks and item increases.

 

https://github.com/XelaNull/7dtd-Modlets/tree/A18.3_1.2/Headshot_25

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Hi TSBX,

 

I noticed for your mod slot mod you added an entry to the ui_display.xml file in order to display the number of mod slots an item has. Where did you find the name for this variable? Was it through trial/error or did you find it utilized in another XML file?

 

<display_entry name="ModSlots" title_key="statModSlots"/>

 

I am looking for a display_entry name for the current durability an item has. (not max dur).

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Thanks for getting back to me! Life got in my way too lol.

I am intrigued by this new one you put out, " Added damage multipliers to compensate for HP increase due to difficulty adjustment."

 

 

What does that mean exactly?

like headshots for Insane difficulty are similar, for exmaple, nomad?

 

And is this exclusively 18.3? Because I'm still playing on 18.2 and a lot of my modlets are for 18.2 ��

 

Yes they should be compatible with 18.2 and the difficulty compensation makes it scale with difficulty, so it's (ballpark) 1 headshot for a basic zombie on all difficulties. YMMV with perks, etc.

 

@Laz: I'm wrist deep in about 4 different things right now, and I don't remember off the top of my head. If you haven't joined us at https://discord.gg/HmxayGs you really should. A lot of folks way smarter than I am there.

 

@ShoudenKalferas:Yeah it just felt like less than 100% damage was pointless because if you take off 90% of their HP or 50%, it still took 2 headshots to get a kill. Eventually I'd like to do a full combat overhaul that has damage ranges per hit and better criticals, etc. But that's part of my N.U.G project. (Notes Until Gold).

 

Happy hunting, all!

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TSBX -- I use your mod with the White River Tools of Citizenship quests which has a more powerful bow. This probably explains why I like the 25%. With even a couple perks in Archery this custom named bow, and stone arrows.. I'm sometimes seeing 1-shot headshot kills on the weaker Zombies. I'd imagine with a full perks for Archery and Penetration and better arrows I'd be seeing 1-shot headshot kills for most Zombies consistently.

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Disappointed you removed the 25% Headshot TSBX. I used your code to formulate a 25% Modlet to replace the one you removed. Thanks for the great Modlet to start with. :) It always seemed to me the headshots didn't provide enough damage. I think the 25% provides just the right amount with the perks and item increases.

 

https://github.com/XelaNull/7dtd-Modlets/tree/A18.3_1.2/Headshot_25

 

Does this work for 18.2?

This was something I was looking for!

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