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[MODLET] Quality of Death - All in One Modlet Pack


SixxGunZ

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Quality of Death

All-in-One Modlet Pack

 

Every Modlet has been verified to work with Clockworks Unofficial Fixes, please download the necessary config file changes for best usage. Clockworks Unofficial XML Fixes

 

Nothing in this modlet is gamebreaking or easy mode, it is still an ongoing project as I am constantly adding/modifying settings as I go to find a more balanced gameplay with personal customizations for my server.

 

I will be keeping this up to date or improving on this all-in-one modlet pack, any suggestions are always helpful. If you feel there is something that should be or should not be in here, just remember not everyone has the same playstyle, and this is the package I've built for my server, tested and proven to work with 10-15 random players online since A17 exp was released.

 

 

MODLET INFO

 

Lets get started with the Authors of modlets and other snippets integrated into this single modlet pack:

(A few snippets that I know of are listed under myself as a placeholder, For the

ones that I missed please send me a PM with the appropriate mod name/author name)

 

SixxGunZ

BetterProgression - Detailed settings to customize xp amount, skill points per level Attributes, Perks for your leveling system.

Adjustable Harvest Rates.

BetterTraders Adjustable Trader and Vending Machine Settings.

CustomRecipes: MegaCrush, Can of Acid, Hardened Chest, Reinforced Chest(Same Default player crafted storage size, stackable with increased storage mods)

Ladder Movement Speed mod - Increased movement speed on ladders.(As previously figured out by Elucidus this works for players AND zombies!)

Other prefabs adjusted for interesting variety of new and other difficult/high loot poi spawns - Gun stores, Skyscrapers, Gas stations, factories, water depot's etc etc.

Fuel Tank size increased to 1k liters for Gyrocopter

Increased kilometers per liter (better gas mileage for Gyrocopters!)

Reduced Junk loot/Rare Ores/Casino Coins from zombies, rare chests, old cash, supply drops and quests(work harder for that money!)

Increased Starter Quest Chain Experience (500 per quest + 1k for final in chain)

Removed Zombie Stripper (why does everyone hate her so much? she just tryin to make that bread doe...)

60 Seconds of Trauma with 30 second additional in increments if death occurs while effected with buff (lets face it... PvP servers don't need this level of 'immersion')

Reduced Encumbrance (less then half of default - decent movement speed but not at all game breaking)

Better XP Gain from gathering

Removed Radiated Zombie Vultures

Increased Zombie Loot chance to 15% - default = 3% for majority of zombies.

Backpack and Lootbag timers increased / balanced

Skyscraper Prefab file Fix: Allows skyscrapers to be spawned in outside the default town group. (copy provided prefab files into your prefabs folder)

 

Placeholder for unknown authors at this time:

.Reduced Opened loot containers in poi's

.Decreased resource loot from ground boulders(Dig a hole and find that vein!)

.Bonus wood loot from trees increased

.Reduced zombie damage through high tier materials

 

wolfbain5

Reduced Infection Debuff

 

 

Elucidus

Arrow-Bolt Conversion

30k ItemStacks

Double Motherlode (Buff for players at start of game)

Quality Damage Bonuses for Tier'd items

Terrain Based movement speed (increases or decreases movement speed based on terrain type)

 

Guppycur

Zombie Randomized knockdown times

 

Guppycur/Sphereii

Increased Bloodmoon trickles - 100 zombies per player + 1 person alive needed for horde

 

Razor_

Faster Vehicle speeds

(drastically decreased his original settings to safe speeds but faster then default speeds as you just fell through the earth if going too fast)

 

JaxTeller718

Zombie Reach Adjustment

Less Water and Feathers in loot drops

Gun Loot Rebalance

Not so mean Vultures

Let there be Zeds - More zombie spawns in wilderness

 

Deceptive Pastry

Removed Crosshair when right click aiming - Increased FOV for all bow types

 

KhaineGB

Craftable Log Spikes

Lockpicking

(Touched up original weapon type code/settings, included a batch file to add localization options for lockpick info/namedisplay/descriptions

Will revisit this one later to touch up on localizations for 'unlocked' doors to display more appropriate names)

 

LatheosMod

Scrap Iron Tools

 

danielspoa

Balanced XP

Better Weapon Damage

 

Mat1k

Car Respawner ty For resposting a working car/bus respawning modlet

 

BRS

Faster Axes

No Repeating Auger/Chainsaw sounds for other players around you when you are done using these tools, also removes high rev sound at full throttle.

 

BanHammer

Early Trap mod (I will actually touch up on this soon in order to make necessary localization additions for better display in recipe menu)

 

SixxGunZ Personal Game Hud/UI Modlet of choice is:

 

stedman420

Simple UI

4 Digit Crafting options when crafting in bulk (Dust2Death)

Complete Simple UI Package

Simple UI 60 Slot player Backpack version

(3rd slot for forge)

(5th slot for player crafting que')

Can be found here: Stedmans Simple UI Pack

 

 

If you do not know how to install mods or are having difficulty, please refer to MrSamuelAdam's Tutorial video located here:

 

If you have any errors during gameplay, please provide proper and clear screenshots of all xml errors / null references, OutPut Logs for errors etc etc. If possible, zip down the mod folder you are using and send me a link for better accuracy so I can verify any errors properly during support issues.

Disclaimer:

(After naming my original modlets under the name Quality of Life, I realized another user already had a thread for his 'QOL' modlets...

My simple mind was able to put 2 and 2 together, and I've renamed my modlet project so as not to cause any issues

just in case any arise. My previous thread will point to this thread.)

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Excellent work.

 

Feels a little bit too easy mode for me. Can obviously make personal edits but initially extremely easy as a fresh spawn.

 

Yea, Obviously xpath is essentially telling the server to use different config settings, but for sure edit away :) Glad you like the pack. At the very least I felt after trolling the forums since a17 release this was a great collection of settings to use / add to over time. I'm still slowly going over it for my server to get the right feel myself, but when most of your time is spent working and then coding mods for seperate games after work its hard to designate actual game time to test everything out, so most of my feedback has been from my players.

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Other prefabs adjusted for interesting variety of new and other difficult/high loot poi spawns - Gun stores, Skyscrapers, Gas stations, factories, water depot's etc et

 

Just created a new world with the Dexterra seed and in the little town I visited there were 7 Shotgun Messiahs in a 1000 foot radius. In the RWGMIXER xml file there's a setting called:

 

<set xpath="/rwgmixer/prefab_rules/prefab_rule[@name=commercialGroup]/prefab[@name=store_gun_sm_01]/@prob">100</set>

<set xpath="/rwgmixer/prefab_rules/prefab_rule[@name=commercialGroup]/prefab[@name=store_gun_lg_01]/@prob">100</set>

 

Am I reading that correctly? I suspect that 100 setting might be a bit too high.

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Just created a new world with the Dexterra seed and in the little town I visited there were 7 Shotgun Messiahs in a 1000 foot radius. In the RWGMIXER xml file there's a setting called:

 

<set xpath="/rwgmixer/prefab_rules/prefab_rule[@name=commercialGroup]/prefab[@name=store_gun_sm_01]/@prob">100</set>

<set xpath="/rwgmixer/prefab_rules/prefab_rule[@name=commercialGroup]/prefab[@name=store_gun_lg_01]/@prob">100</set>

 

Am I reading that correctly? I suspect that 100 setting might be a bit too high.

 

These are all the settings I use on my server and you are welcome to modify as you see fit, but yes 100 only means 100% spawn rate. You can change this setting with an Append and add in a MaxCount='1' setting to make sure that only one gun store of each type spawns in OR lower that percentage until you find a more comfortable pace if this is something you are using for single player or your own server.

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Where did you add the prefab xml files to? And are you also using the mod pack or not at all?

 

So I'm adding them to the pre-existing prefabs folder in the data folder of the game files, I have tried with the modpack and also without. I have also tried with some addition code I made to only spawn in skyscrapers (so I could speed up generation times when testing), and still no luck.

 

I was pretty tired when testing so I'm going to do a bunch more today and see if I wasn't just making silly mistakes.

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So I'm adding them to the pre-existing prefabs folder in the data folder of the game files, I have tried with the modpack and also without. I have also tried with some addition code I made to only spawn in skyscrapers (so I could speed up generation times when testing), and still no luck.

 

I was pretty tired when testing so I'm going to do a bunch more today and see if I wasn't just making silly mistakes.

 

Well I'm home and available to help, if you need it I can pass along my discord info for ya.

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461/5000

I apologize for the sincere opinion:

- Is this a modpack for kids?

- It's so easy for me to set the 60-minute setting at the most difficult level, at 40 on 2 days.

- At each level I get ca. 10 skill points

- Level 40 EVERY lawsuit has been developed ...

- Yeah, I put everything on the clockwork stuff ...

- This is a modpack for fun but a real challenge is NOT anyone who has played this game.

- It would be nice, but a real player laughs at it ...

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461/5000

I apologize for the sincere opinion:

- Is this a modpack for kids?

- It's so easy for me to set the 60-minute setting at the most difficult level, at 40 on 2 days.

- At each level I get ca. 10 skill points

- Level 40 EVERY lawsuit has been developed ...

- Yeah, I put everything on the clockwork stuff ...

- This is a modpack for fun but a real challenge is NOT anyone who has played this game.

- It would be nice, but a real player laughs at it ...

 

If you came here to flame the post or the work i put into this or the settings i chose then you obviously did not read the OP. I will not explain the reasoning behind the setting values because that's all a modlet is... xpath is a method to use, add or modify the exposed settings you write out. I did not build this mod for you or anyone else specifically. If you don't like the settings then act like you know something about xpath and change the settings to whatever you desire. Why flame the modlets settings whrn you could just change them to however you want them, or do you rely on others to make them for you? Again, read the first post. Do not come into this thread to down talk the work i put into this. You started off great with honest opinion and went south from there. That right there is my honest statement regarding your opinion.

 

By the way, I'm pretty sure the only thing any real player will laugh at is your comment here -

 

- Level 40 EVERY lawsuit has been developed ...

 

I'm not even sure what you mean by that.

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they changed infections buff, the updated mod for it is here

 

https://github.com/wolfbain5/7dtd

 

ty I'll make sure to add it in, i finally got time to going over the changes on my server, so this weekend I'll get the rest of the warnings out of the way. The modlet still loads, however some settings just wont apply since they removed, well commented out some code and changed a few other things.

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