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(A20) Snufkin Weapons Xpansion

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Best thing to do when adding mods is to add 2, boot up. Run around. Then add 2 more. If a conflict pops up easier to track down. Never add 5 plus at at time (unless someone else has tested or same author). 
Wise move. I was unfamiliar with id sequencing for Unity or maybe just 7D2D as it wasn't really an issue with other games I played and modded as they used unique naming based on a chosen name and not a next in line id. An id may have been applied automatically for these names somewhere while rendering but this has been one of the major upsets I've seen in this forum for modded content and compatibility.

 
It was in fact a conflict between the white river spirit of vengeance quest mod and the snufkins server side vehicles. I just changed the loot id by +3 for the quest and no more conflicts at all. Thank You all for your help! Sorry for assuming it was this mod, i knew the blaster fire issue was from the sounds.xml and just assumed the next problem was connected. 

 
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It was in fact a conflict between the white river spirit of vengeance quest mod and the snufkins server side vehicles. I just changed the loot id by +3 for the quest and no more conflicts at all. Thank You all for your help! Sorry for assuming it was this mod, i knew the blaster fire issue was from the sounds.xml and just assumed the next problem was connected. 
No worries. It's all connected together somewhere in that long string of ids.....

I hope for an alternative to this system which can assign new ids in real time when such conflicts occur.

 
No worries. It's all connected together somewhere in that long string of ids.....

I hope for an alternative to this system which can assign new ids in real time when such conflicts occur.
No kidding, hopefully the new optimizations they are talking about in the a20 dev streams really do optimize things. 

 
Here is an update for a new addition, stability, and recipe features:

https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-Test2020Nov06

1. This update brings a new weapon, the Arramus Fire. It offers a craftable weapon/craftable ammo that fires an individual incendiary projectile which will hit the ground and explode much like a molotov. Arramus Fire holds 20 projectiles in its magazine and will serve players best as a suppression weapon. Direct hits will cause hit damage while a spread of flames with cause additional over time damage. It is a highly inaccurate weapon while standing with shots falling over a 70 degree or so arc. However, while walking and moving while in a crouch accuracy increases and you'll see the screen targets come closer together. A direct hit and fire damage can eliminate a low level entity. However, a higher level entity such as the Demolisher will see a 25% HP reduction with a direct hit and fire damage.

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2. Recipes have been added for the DCLXVI Zeus and, as mentioned, Arramus Fire. The DCLXVI Zeus will take an Impact Driver in order to construct it. As such it does not carry a progression flow since the Impact Driver is level/stage dependent already. In addition, all recipes now show in their requisite areas on the Workbench by using a small tag <property name="Group" value="Ammo/Weapons"/> should you ever wish to construct a weapon by yourself. Ammo that was produced on the Chemistry Table have now been moved to the Workbench in the same spirit of the Molotov which uses Gas Fuel but remains on the Workbench.

This addition and changes 'add quality of life' updates for extra weapon fun and easier access to crafting.

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If you've had the mod installed for a few days with the Loot Box Add On the chances are you have amassed a collection of tickets to spend at a Loot Box Machine.

It's easy enough to figure it out, but here is the process anyways.

Craft and install your own Loot Box Machine.

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Step up to the machine and interact with it just like a normal vending machine. In this image, I had 4 tickets of each color and this allows me to select any of the loot boxes. I selected a yellow loot box because I want to try one from this range. There are also 2 more weapons on the 'next page' and if you push the arrows it will toggle to show you the additional weapons. I pushed the cart symbol to initiate the purchase and in the bottom right you see the standard +1 symbol with my gain.

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The loot box is in my inventory and ready to be activated.

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After accepting, a random choice from the yellow loot box range will appear in your inventory.

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Upon inspection, it is the Savery.

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Won't say no to that. Decent.

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7D2D has some prolific modders out there and the quality is typically superb BUT as with all new mods, test in a safe environment where you can afford to corrupt your player data before risking it in your public server.

 
There is a "blaster_fire" sound red error. I don't know how to fix that and I really want to make it work. Please help me. 

 
There is a "blaster_fire" sound red error. I don't know how to fix that and I really want to make it work. Please help me. 
Hi leotopk. Sad to hear you're getting this issue as there's a lot to like and a lot of fun to be had with this bundle.

I'll refer you to a post from a little earlier in the thread from magejosh who has helped with bringing things to everyone's attention.



He had a similar issue and tracked it down to another mod he's running. Even in Alpha, 7D2D is a veritable eclectic bundle of joy. However, unforgiving duplication issues are not very friendly and mods can conflict if they are both trying to fight for the same space slots in such a static environment. The day a dynamic fall back system comes into effect will be a good day. If you have any other mods running, I wonder if you can clear them out as a temporary measure just to see if you can get this one going.

 
I can't seem to get the lootbox machine to work, I just have a vending machine with the girl and four empty things
As Dre suggests, there is always the possibility of a mod conflict.

One further consideration is that the vending machine directly interacts with images stored externally by Snufkin on a file sharing website that allows users to connect to them from websites, forums, and software applications which integrate such functionality, such as 7D2D. Depending on Firewalls, image host stability (in this case imgur.com), and any other factor relating to being able to access the images, this is one additional possibility for seeing some but not all of the pictures.

Unfortunately, these are Snufkin’s images and stored privately which limits how much help we can offer if this turns out to be the issue.

If you share your server details here or by PM we can attempt to join you and see what clients are getting. 

 
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I apologize for late replies, I think it because I am trying to run it with war of the walkers mod.
Thank you for sharing. It is because other members can see your setup and understand the limitations or share advice. @Dre and @magejosh are well versed in changing IDs for lootboxes/containers and other assets to help make this mod become compatible in overhauls like War of the Walkers.

 
Here is an update to the Snufkins Weapons Xpansion - A19 Stable. It introduces a new weapon called the Dre X3.

Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-Test2020Nov10

As always, please back up your World and Players as a precaution.

Dre X3

We have thoroughly tested this weapon and made essential modifications to ensure the best level of stability and fun.

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This weapon is craftable and exhibits some interesting features. The X3 is designed for all player levels and grows with you as you unlock your skills and access to resources. Here is a breakdown:

- 3 types of ammo (Zeus, Arramus, and Dre X3 Clucker Round) that are unlocked but somewhat level dependent

- A chicken sound when the ammo is depleted and needs a refill

- 3 barrels giving the cosmetic for each type of ammunition

- Craftable using resources to fit the cosmetic look.

- Dre X3 Clucker Rounds can be found in nests.

The Zeus ammo and Arramus ammo are already added to the mod and serve the previous weapon additions. The Dre X3 Clucker Round is a new ecologically friendly type of ammo that utilises scrap resources. The Clucker Round is crafted to look like a chicken as this offers a truer flight path. While it looks like a chicken, it is certainly not a live chicken which is afforded a life of roaming free.

Here are some additional images to reflect the features and function.

The Dre X3 Clucker Round has a customised bird's nest icon.

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Production of the Dre X3 requires 2x Blunderbuss, a switch, 2x Red tea, 10x Forged iron, and 3x Duct tape.

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The Dre X3 Clucker Round (which reflects the author @Dre's public wishes) is highly ecologically friendly and uses Rotting flesh, Iron, Bone, Leather, and Gun powder to create a single round. Looting bird's nests will also supply a pretty abundant amount as well.

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While highly destructive on direct impact for lower level entities, just like other exploding ammo, the higher level entities will recover. In these images the first entity was released from suffering instantly, while the Demolisher recovered, got mad, and took me out. This weapon will require a level of finesse.

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* Disclaimer - No living chickens were hurt in the production of this weapon. In fact, as the first image reflects, chickens are our trusted friends.

 
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I apologize for late replies, I think it because I am trying to run it with war of the walkers mod.
An esteemed modder shared an extra comment to this issue and you can ask the Walkers Mod team to help you made amendments that will allow you to run it in their environment.

If you are running a mod/overhaul that changes the controls.xml file it will change the lootboxaddon as well. The lootboxaddon controls.xml is found in the mod Config > XUi folder.

 
Based on minimal bug reports typically linked to file conflicts, here is an update which takes the Snufkin Weapons Xpansion Mod from Test to Stable build.

Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-2020Nov12

All Xpansion weapons have received recipes which are as closely in context to their cosmetic and function. In time, the weapons may also be given progression and localisation. However, for now, these recipes allow for a Level 1 build just to get the player started and higher level weapons can be found in reinforced containers or exchanged for tickets in the Loot Box Add On.

There is also an additional weapon and this is certainly the highlight of this update.

oakraven X11

The oakraven X11 is a highly sophisticated armament in 'raven black' which uses zombie stopping .44 Magnum rounds for the primary weapon and a single shot propelled rocket grenade for the second. Here is where things get interesting though.

On the bottom left side of the screen you will see a skull and a kill count. Once your kill count registers 10, a random audio announcement will inform you that your X11 propelled rocket grenade is ready for use. This will be further emphasized because the end of your barrel will display a licking flame. At this time, you simply point at your target and right click. This will release your propelled rocket grenade and impact on or near the target. This grenade has splash damage and requires that you initiate this act with sufficient distance. It took a long time to test this weapon and it underwent multiple coding variants to ensure it worked as intended every time.

As with any weapon, any issues are typically inherent to the game timing/syncing/load/optimisation constraints and will be but a minor inconvenience.

Have fun with this weapon because it gives the stock .44 Magnum rounds real punch and will instill confidence.

And how about the production of that single shot propelled rocket grenade? The empty .44 Magnum shell casings are not discharged away from the weapon but collected in an internal chamber and recycled to form your X11 special reward. A truly highly sophisticated weapon by oakraven.

Here are a few images to demonstrate.

The oakraven X11 with an accompanying attire.

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Single kills are being counted in the bottom left in preparation for the 10 kill.

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The 10th kill has been achieved and the X11 propelled grenade has been modelled and is ready for release. The licking barrel flame and audio announcement will trigger.

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My shot was off target. Splash damage is sufficient to kill a low level zombie but will be a mere graze to the Demolisher. The kill counter has reset to 0.

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After collecting another 10 kills I am ready to activate the X11.

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A direct hit causes massive damage to the Demolisher but does not eliminate it. It also caused a lot of injury to my character as well as lasting incendiary damage to use both. Hence the need to balance distance, which in turn reduces accuracy. This gives the X11 shot balance.

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Here we face 25 incoming soldiers.

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After picking off 10, we have access to the X11.

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Kaboom!

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End of story.

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The oakraven X11

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@dre would you have working files for darkness falls or tell me what ya changed? ty in advance
Hi wlrguy. For next time when tagging any user, select the name from the drop down menu so it looks like this @Dre instead of @Dre and the user will will be notified. Dre will see this one so no worries on this occasion.

 
@dre would you have working files for darkness falls or tell me what ya changed? ty in advance
The lootbox/weapons ones seems to work without any changes. The vehicle one needed a few changes. Do you want the sever side vehicle files? 

 
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