EDIT: https://www.nexusmods.com/7daystodie/mods/2380?tab=description
Smadoll99 made a new version of this mod that is even more in tune with vanilla and fixes the iron sights. Give him some love.
My mods are not always balanced, but they are fun. Bear that in mind.
Tactical Action:
https://drive.google.com/file/d/1IOyvf3anN3wtPkRq-UU0-mpFOyRUXM5z/view?usp=sharing
All credits to IvanDX for the original mod. I removed a lot of things to make it less of a headache since my a19 version. No more Screamer psychic powers or fat man exploding. I also removed biome changes and most items. It's down to the guns now. The sights on the guns are a bit low atm. I'll work on them later, but wanted to get this out the door for now.
Changelog:
1-28-22, The Kriss Vector, Spas Shotgun, MP5's, and Ump have all been successfully updated. Fully iron sight alignment and letter removal. I also added a new Dev item that spawns all the TA mods for my sanity when it comes to testing everything. All the guns now properly slow you down when you reload and drain your stamina when you ads. Thanks MikeyUK. I've also noticed the extra Garand's I left in the file, but I won't remove them yet to make it safe to update your game. I'll remove them later down the line, though.
1-13-22, centered the Ammo Bench.
1-10-22, fixed a lot of the crosshairs when using mods on the guns. With very, very few exceptions. Known issue: M4A1 has one sight mod that causes it to become completely invisible. Looking into that. Big thanks to Roy-O-Roma, Ragnar, and magejosh for their contributions to the latest update.
1-4-22, fixed most of the crosshairs. The ones that aren't completely aligned only need minor adjustments. This does not include all scope mods. I'm leaving the crosshairs on untnil ALL the sites are perfectly aligned. The Ammo Bench now shows your backpack, and hides your compass for easier use. The name is also properly displayed as "Ammo Bench" rather than "ammobench". Huge thanks to Ragnar and ate0ate for their contributions to this update. You can thank Ragnar for the scope updates, and ate0ate for the Ammo Bench changes.
1-3-22, fixed some of the crosshairs but not all of them. Much work to do on that front. I believe the new holdtypes threw everything off. If someone has a blanket solution, that would be ideal. Meantime, I'll slowly patch them in. Be warned: the quality of the ADS has dropped since A19, due to the new ADS and hold changes that I'm not able to keep up with. I'll do my best to make it functional as well as fashionable, but function comes first. Until this is done, I've enabled crosshairs on all weapons due to how off some of the sights are with some of the guns.
Tristam's Drone Health Max:
9-15-22, initial release.
Increases the health of drones to '100,00,000' from the default '100'.
https://drive.google.com/file/d/1UTdZfn7nomPzMOxOTRg46T7qwVNLPmm3/view?usp=sharing
Tactical Action modders' Resource for making your own ReClass recipes:
https://drive.google.com/file/d/1fUDMQfeTOsAVjhFwVcBt3s_NkAsO70mZ/view?usp=sharing
Tactical Action compatibility patches:
Action Skills: https://drive.google.com/file/d/1JarAKrnrXURF5UjXphvGw9AA-3veUXgW/view?usp=sharing
Changelog: Update with normal xp values. Original file had my testing values of 10x exp on. This is fixed now.
ReClass: https://drive.google.com/file/d/1xEjYb_3B2qzLgSPlE670iVmBGDnLs1GX/view?usp=sharing
Changelog:
Hotfix: Removed Drone Weapon Mod as it was causing errors.
This adds TA weapons and ammo to the ReClass's weapon token's recipes.
Valmar's Starter Class System, Tristam edition
https://drive.google.com/file/d/1rV5GK2ldSe3A0gT7s-1TDXxhXUW7lAHT/view?usp=sharing
Will not work without Tactical Action. My own version of a classic mod that kept me in the game for a long, long time. This version is very unbalanced, purposely. But it is fun, and made to work with increased spawn rates, custom zombies, or some other difficulty increase. You will start with a Class Key and a Clipboard. Check the Clipboard's recipes to see the classes and craft one. You will get matching briefcase/backpack to place on the ground. Equip the Class Key on your toolbar and then use it to left click the Class Backpack. It will unlock, and you can get your gear, and enough supplies to handle the starter quest as well.
ReQuests
https://drive.google.com/file/d/1oVWl4eu62a84n52YmjqGZMg5BR9P7NRn/view?usp=sharing
Changelog:
1) Reduced the Duke awards of all quests by 3/10ths. If you want to earn some money, do the traditional quests slowly. If you want to earn rewards, do these. You can still get plenty of money quickly, but ReQuests is focused about the quest rewards, not the coin, and should no longer outright replace standard quests.
Will not work without Tactical Action. Another unbalanced mod that solves an issue I always had: returning to the trader between each and every mission. Or having to get one from each. OR not being able to negotiate for what rewards you want, where you want to go, or do easier/harder quests on demand. I also hated hunting down each and every zombie in a POI, or not always being able to leave. Now, 10 nails and 10 wood will get you a Bulletin Board that you can place anywhere. Get your quests there, and go out and conquer. Every sort of quest there was in a19 is represented here, with some slightly new ones made by yours truly. Most quests involve killing x amount of zombies instead of completely clearing out a place. Makes sense to me since the zombies never truly go away forever, so you don't need to be so thorough just for it to fill up again in the future. Think of it as agreeing to trim down their numbers instead of "wiping them out."
Note: The 4x4 Truck quest is currently broken and will be fixed later. As-is, your kills are reset at 255 and you cannot get the 1000 you need for the completion. I'll fix it at some point. For now, just don't take it.
You should also be aware that some Quests won't work. This is a game flaw, so to speak, as there might not be an appropriate location for the quest to take place. Simply cancel it and pick a different one.
ReClass
https://drive.google.com/file/d/1epuZDDfIB4ii8GPS1pYZ9hr2EqrGZgXX/view?usp=sharing
Changelog:
3) Builder and Mechanic Classes were giving the wrong items, and the "Even" random class was named "uneven."
2) Updated bundles cost so you have a reason to buy them. For the cost of 500 rounds, you get 600.
1) modinfo was improperly named, which made it incompatible with Tactical Action. It has now been fixed.
New mod that I made practically from scratch. It's an overhaul of the "Valmar's Starter Class System, Tristam edition". The difference this time is that the classes are much more balanced. You start with a Bug-out bag, use it to pick a class, and that class then gives you an unlocked bug out bag, materials for the starter quest, and Tokens. These Tokens cover everything from Weapons and Ammo to Clothes and Armor. There are 11 different kinds, and you use them to craft your starting equipment.
The general rule of thumb is "3" is the best, 1 is the worst. You can take a Tool Token and get a Wiretool, or you can use 3 to get an Auger, Nailgun, or Chainsaw. What tokens you get and how many depend on the class, so expect something like a Medic to have a lot of Medic Tokens, but the Bruiser will have a lot of Armor and Melee Tokens. So now, even if you pick a class that specializes in ranged combat, you're going to have to balance between having a high tier gun and the ammo that goes in it. Things are a lot more fluid now, and there's nothing keeping you from pooling resources with friends. Why spend one Vehicle Token on a bike when you guys can get together four for a 4x4 the base can share?
Oh, and don't worry about being bored from having everything done for you from the start, as everything you craft will be level 1, or w/e level your stats/perks support. This makes is viable for late entries into servers as well, since you can have a higher level friend craft better gear for use if you so choose. Assuming you know someone you can trust to do it.
As requested, I put in a few random classes as well. There's "Random Uneven" which will give you random tokens, "Random Even" which will give you a very balanced spread of Tokens, and "Random Select" which will give you one of the base classes at random.
Lastly, I've set it up so that the classes are easy to edit or update for the future or any modder out there who likes to tinker.
Spear Bag Mod (thanks saminal for helping me figure out how to go about this)
https://drive.google.com/file/d/1K4OXSr3A_-FKu19txB6FRB_uDlgh-aid/view?usp=sharing
This mod adds bundles that you can create just like a spear, or WITH a spear. We've all wanted spears to stack so we have a reason to throw them, and now you can. Make a bundle, put it on your toolbar for convenience, and left click to unbox a spear. Move the spear to your toolbar and then that slot will "remember" the spear. So now when you throw the spear, you can either pick it up or unbox another spear from your spear bag and it will go right to that slot. Unbox, throw, unbox again. All spears can be crafted into spear bags for easy stacking. The quality of the spear you unbox from a bundle is based on the quality of the bundles themselves-- and yes, they're color coded.
Each rank in the Javelin Master perk unlocks the next tier of spear bag. Steel Spear Bags have to be unlocked with the Spear Hunter vol 3 book, just like vanilla Steel Spears do. Steel Spear Bags made with parts have to be crafted at the workstation just like vanilla spears (see a pattern?) while the Spear Bags that are made directly from spears themselves can be made anywhere-- steel or not.
Spear bags stack to 150, just like arrows. The crafting time for recipes that use spears as ingredients (aka reboxing) are instant. (0.1 crafting time) Spear bags cannot be sold.
Known balancing issues:
1) Crafting a spear into a bundle and unboxing it repairs it for free. That's just how the game works. Think of it as incentive to use spears.
2) There's nothing stopping someone from taking a quality 1 spear and boxing -> unboxing it into a quality 5 spear, provided they have the appropriate recipes unlocked. Again, nothing I can do about that so just consider it another perk for spears.
3) Upgrading spears as described in #2 would be a good way to increase sales for them. I chose not to lower spear prices as I felt like that would be overreaching the scope of the mod, and didn't want to decide on a price for everyone, or prevent them from being sold altogether.
Smadoll99 made a new version of this mod that is even more in tune with vanilla and fixes the iron sights. Give him some love.
My mods are not always balanced, but they are fun. Bear that in mind.
Tactical Action:
https://drive.google.com/file/d/1IOyvf3anN3wtPkRq-UU0-mpFOyRUXM5z/view?usp=sharing
All credits to IvanDX for the original mod. I removed a lot of things to make it less of a headache since my a19 version. No more Screamer psychic powers or fat man exploding. I also removed biome changes and most items. It's down to the guns now. The sights on the guns are a bit low atm. I'll work on them later, but wanted to get this out the door for now.
Changelog:
1-28-22, The Kriss Vector, Spas Shotgun, MP5's, and Ump have all been successfully updated. Fully iron sight alignment and letter removal. I also added a new Dev item that spawns all the TA mods for my sanity when it comes to testing everything. All the guns now properly slow you down when you reload and drain your stamina when you ads. Thanks MikeyUK. I've also noticed the extra Garand's I left in the file, but I won't remove them yet to make it safe to update your game. I'll remove them later down the line, though.
1-13-22, centered the Ammo Bench.
1-10-22, fixed a lot of the crosshairs when using mods on the guns. With very, very few exceptions. Known issue: M4A1 has one sight mod that causes it to become completely invisible. Looking into that. Big thanks to Roy-O-Roma, Ragnar, and magejosh for their contributions to the latest update.
1-4-22, fixed most of the crosshairs. The ones that aren't completely aligned only need minor adjustments. This does not include all scope mods. I'm leaving the crosshairs on untnil ALL the sites are perfectly aligned. The Ammo Bench now shows your backpack, and hides your compass for easier use. The name is also properly displayed as "Ammo Bench" rather than "ammobench". Huge thanks to Ragnar and ate0ate for their contributions to this update. You can thank Ragnar for the scope updates, and ate0ate for the Ammo Bench changes.
1-3-22, fixed some of the crosshairs but not all of them. Much work to do on that front. I believe the new holdtypes threw everything off. If someone has a blanket solution, that would be ideal. Meantime, I'll slowly patch them in. Be warned: the quality of the ADS has dropped since A19, due to the new ADS and hold changes that I'm not able to keep up with. I'll do my best to make it functional as well as fashionable, but function comes first. Until this is done, I've enabled crosshairs on all weapons due to how off some of the sights are with some of the guns.
Tristam's Drone Health Max:
9-15-22, initial release.
Increases the health of drones to '100,00,000' from the default '100'.
https://drive.google.com/file/d/1UTdZfn7nomPzMOxOTRg46T7qwVNLPmm3/view?usp=sharing
Tactical Action modders' Resource for making your own ReClass recipes:
https://drive.google.com/file/d/1fUDMQfeTOsAVjhFwVcBt3s_NkAsO70mZ/view?usp=sharing
Tactical Action compatibility patches:
Action Skills: https://drive.google.com/file/d/1JarAKrnrXURF5UjXphvGw9AA-3veUXgW/view?usp=sharing
Changelog: Update with normal xp values. Original file had my testing values of 10x exp on. This is fixed now.
ReClass: https://drive.google.com/file/d/1xEjYb_3B2qzLgSPlE670iVmBGDnLs1GX/view?usp=sharing
Changelog:
Hotfix: Removed Drone Weapon Mod as it was causing errors.
This adds TA weapons and ammo to the ReClass's weapon token's recipes.
Valmar's Starter Class System, Tristam edition
https://drive.google.com/file/d/1rV5GK2ldSe3A0gT7s-1TDXxhXUW7lAHT/view?usp=sharing
Will not work without Tactical Action. My own version of a classic mod that kept me in the game for a long, long time. This version is very unbalanced, purposely. But it is fun, and made to work with increased spawn rates, custom zombies, or some other difficulty increase. You will start with a Class Key and a Clipboard. Check the Clipboard's recipes to see the classes and craft one. You will get matching briefcase/backpack to place on the ground. Equip the Class Key on your toolbar and then use it to left click the Class Backpack. It will unlock, and you can get your gear, and enough supplies to handle the starter quest as well.
ReQuests
https://drive.google.com/file/d/1oVWl4eu62a84n52YmjqGZMg5BR9P7NRn/view?usp=sharing
Changelog:
1) Reduced the Duke awards of all quests by 3/10ths. If you want to earn some money, do the traditional quests slowly. If you want to earn rewards, do these. You can still get plenty of money quickly, but ReQuests is focused about the quest rewards, not the coin, and should no longer outright replace standard quests.
Will not work without Tactical Action. Another unbalanced mod that solves an issue I always had: returning to the trader between each and every mission. Or having to get one from each. OR not being able to negotiate for what rewards you want, where you want to go, or do easier/harder quests on demand. I also hated hunting down each and every zombie in a POI, or not always being able to leave. Now, 10 nails and 10 wood will get you a Bulletin Board that you can place anywhere. Get your quests there, and go out and conquer. Every sort of quest there was in a19 is represented here, with some slightly new ones made by yours truly. Most quests involve killing x amount of zombies instead of completely clearing out a place. Makes sense to me since the zombies never truly go away forever, so you don't need to be so thorough just for it to fill up again in the future. Think of it as agreeing to trim down their numbers instead of "wiping them out."
Note: The 4x4 Truck quest is currently broken and will be fixed later. As-is, your kills are reset at 255 and you cannot get the 1000 you need for the completion. I'll fix it at some point. For now, just don't take it.
You should also be aware that some Quests won't work. This is a game flaw, so to speak, as there might not be an appropriate location for the quest to take place. Simply cancel it and pick a different one.
ReClass
https://drive.google.com/file/d/1epuZDDfIB4ii8GPS1pYZ9hr2EqrGZgXX/view?usp=sharing
Changelog:
3) Builder and Mechanic Classes were giving the wrong items, and the "Even" random class was named "uneven."
2) Updated bundles cost so you have a reason to buy them. For the cost of 500 rounds, you get 600.
1) modinfo was improperly named, which made it incompatible with Tactical Action. It has now been fixed.
New mod that I made practically from scratch. It's an overhaul of the "Valmar's Starter Class System, Tristam edition". The difference this time is that the classes are much more balanced. You start with a Bug-out bag, use it to pick a class, and that class then gives you an unlocked bug out bag, materials for the starter quest, and Tokens. These Tokens cover everything from Weapons and Ammo to Clothes and Armor. There are 11 different kinds, and you use them to craft your starting equipment.
The general rule of thumb is "3" is the best, 1 is the worst. You can take a Tool Token and get a Wiretool, or you can use 3 to get an Auger, Nailgun, or Chainsaw. What tokens you get and how many depend on the class, so expect something like a Medic to have a lot of Medic Tokens, but the Bruiser will have a lot of Armor and Melee Tokens. So now, even if you pick a class that specializes in ranged combat, you're going to have to balance between having a high tier gun and the ammo that goes in it. Things are a lot more fluid now, and there's nothing keeping you from pooling resources with friends. Why spend one Vehicle Token on a bike when you guys can get together four for a 4x4 the base can share?
Oh, and don't worry about being bored from having everything done for you from the start, as everything you craft will be level 1, or w/e level your stats/perks support. This makes is viable for late entries into servers as well, since you can have a higher level friend craft better gear for use if you so choose. Assuming you know someone you can trust to do it.
As requested, I put in a few random classes as well. There's "Random Uneven" which will give you random tokens, "Random Even" which will give you a very balanced spread of Tokens, and "Random Select" which will give you one of the base classes at random.
Lastly, I've set it up so that the classes are easy to edit or update for the future or any modder out there who likes to tinker.
Spear Bag Mod (thanks saminal for helping me figure out how to go about this)
https://drive.google.com/file/d/1K4OXSr3A_-FKu19txB6FRB_uDlgh-aid/view?usp=sharing
This mod adds bundles that you can create just like a spear, or WITH a spear. We've all wanted spears to stack so we have a reason to throw them, and now you can. Make a bundle, put it on your toolbar for convenience, and left click to unbox a spear. Move the spear to your toolbar and then that slot will "remember" the spear. So now when you throw the spear, you can either pick it up or unbox another spear from your spear bag and it will go right to that slot. Unbox, throw, unbox again. All spears can be crafted into spear bags for easy stacking. The quality of the spear you unbox from a bundle is based on the quality of the bundles themselves-- and yes, they're color coded.
Each rank in the Javelin Master perk unlocks the next tier of spear bag. Steel Spear Bags have to be unlocked with the Spear Hunter vol 3 book, just like vanilla Steel Spears do. Steel Spear Bags made with parts have to be crafted at the workstation just like vanilla spears (see a pattern?) while the Spear Bags that are made directly from spears themselves can be made anywhere-- steel or not.
Spear bags stack to 150, just like arrows. The crafting time for recipes that use spears as ingredients (aka reboxing) are instant. (0.1 crafting time) Spear bags cannot be sold.
Known balancing issues:
1) Crafting a spear into a bundle and unboxing it repairs it for free. That's just how the game works. Think of it as incentive to use spears.
2) There's nothing stopping someone from taking a quality 1 spear and boxing -> unboxing it into a quality 5 spear, provided they have the appropriate recipes unlocked. Again, nothing I can do about that so just consider it another perk for spears.
3) Upgrading spears as described in #2 would be a good way to increase sales for them. I chose not to lower spear prices as I felt like that would be overreaching the scope of the mod, and didn't want to decide on a price for everyone, or prevent them from being sold altogether.
Last edited by a moderator: