work22
New member
NEW STORY QUEST IDEA— 98% of the coding and testing done, just need some feedback
Like many of you, I love this game and have enjoyed coming back to it time and time again, with new mods and POI’s to spice things up. But I’m still missing a story, a reason to survive and keep going, especially for Single Player. To remedy that problem, I’ve written up a working questline to both share and play myself. But before I release it to the 7 Days community I am looking for some feedback and constructive criticism on the idea and the quest goals. And maybe some wisdom on possible features.
As of now, Green Zone is a simple modlet set of 12 quests to give the player a story, the story of a scout sent to start re-building civilization for a group of desperate survivors coming to the area from Santa Fe. The quests are mostly about accumulating the needed resources and “creating alliances with the locals” by finding all 6 traders and completing a large amount of trader missions. In between the quests the player is also required to kill differing amounts of zombies, all the while trying to build up a base safe and strong enough for the community to live and flourish in. These quests will take a lot of time and hopefully immerse the player in the entirety of the map.
So here some of my questions for you all, please if you will comment on them and any other thoughts you might have:
1. Is a story line of 12 quests interesting to you at all for single player? Multiplayer?
2. What are reasonable expectations on the amount of resources for players to accumulate? The quests involve building up a base area, gathering anywhere from like 200 cobblestone shapes to 2 jack o’ lanterns (for the kids!) to 1,000 7.62 mm ammo bullets. There’s also some similarity to the starting stock game quests, like craft a campfire, then get a forge, workbench, chemistry station, that sort of thing. But are these numbers below reasonable for people to accumulate—too low, too high? About right?
Some samples:

For the base Emergency Room quest—find/craft 10 antibiotics, 10 first aid kits, 10 vitamins, 10 medical splints, 10 medical bandages.
For the Arsenal quest—find/craft 1,000 7.62 mm ammo, 1,000 9 mm bullets, 1,000 shotgun shells, 50 Molotov Cocktails.
For the Alliances quest—find all 6 traders and earn 20,000 Duke coins doing missions for the traders.
Some of the construction quests include things like:
Build 10 king size beds
Find/craft 4 generator banks, 4 engines, 4 batteries, make and place 10 lightbulbs
Build an electric fence system
There’s a lot more than that, but those are some broad strokes to share. What do you think?
The modlet is very simple, does not require any other mods or changes from the player, and should hopefully be compatible with just about everything. But the Green Zone mod sure would be better with some extra features. Some bells & whistles I’d like to add are listed below, but so far have not found the answer anywhere, so if you can steer me in the right direction please do:
1. Can you create your own voiceover sound effects? I could create radio messages that give the quests a better feel than just the Pop-up mission descriptions. The traders can talk, can you create similar files and conjure them up at certain points during the questline?
2. Can you summon a horde night within say, 15-60 minutes? Like say the player completes part of the fortifications quest, can you then have the player’s new base tested soon after with an unexpected horde night?
3. Can you pop up a JPEG picture in the game, say after a quest is completed?
4. Can you summon the re-supply plane that appears overheard, like after the player completes a quest? I’ve seen mods that change what’s in the supply drops but nothing about summoning the plane itself with some kind of coding command.
5. Does a main quest line mod interfere with overhaul mods like War of the Walkers or Ravenhearst etc? Or can it be integrated as a subquest line?
6. I’ve seen a Jokes mod that changes the Loading Screens info at the bottom, I’ve thought about changing those to various quotes from famous authors like Cormac McCarthy (The Road having fitting quotes for a game like this) and aspects of the Green Zone story. Would people object to the modlet changing the Loading Screens?
Special thanks to devon752 for the Main Quest mod he made to also add story to the game. (that coding was very helpful to me): https://www.nexusmods.com/7daystodie/mods/1816
And ZZTong for https://7daystodiemods.com/loading-screen-jokes/ which is funny and also useful to unpack and learn how to change the Loading Screens quotes.
Thanks all for the feedback and the many great mod creators, tutorial makers, game developers, the works!

Like many of you, I love this game and have enjoyed coming back to it time and time again, with new mods and POI’s to spice things up. But I’m still missing a story, a reason to survive and keep going, especially for Single Player. To remedy that problem, I’ve written up a working questline to both share and play myself. But before I release it to the 7 Days community I am looking for some feedback and constructive criticism on the idea and the quest goals. And maybe some wisdom on possible features.
As of now, Green Zone is a simple modlet set of 12 quests to give the player a story, the story of a scout sent to start re-building civilization for a group of desperate survivors coming to the area from Santa Fe. The quests are mostly about accumulating the needed resources and “creating alliances with the locals” by finding all 6 traders and completing a large amount of trader missions. In between the quests the player is also required to kill differing amounts of zombies, all the while trying to build up a base safe and strong enough for the community to live and flourish in. These quests will take a lot of time and hopefully immerse the player in the entirety of the map.
So here some of my questions for you all, please if you will comment on them and any other thoughts you might have:
1. Is a story line of 12 quests interesting to you at all for single player? Multiplayer?
2. What are reasonable expectations on the amount of resources for players to accumulate? The quests involve building up a base area, gathering anywhere from like 200 cobblestone shapes to 2 jack o’ lanterns (for the kids!) to 1,000 7.62 mm ammo bullets. There’s also some similarity to the starting stock game quests, like craft a campfire, then get a forge, workbench, chemistry station, that sort of thing. But are these numbers below reasonable for people to accumulate—too low, too high? About right?
Some samples:

For the base Emergency Room quest—find/craft 10 antibiotics, 10 first aid kits, 10 vitamins, 10 medical splints, 10 medical bandages.
For the Arsenal quest—find/craft 1,000 7.62 mm ammo, 1,000 9 mm bullets, 1,000 shotgun shells, 50 Molotov Cocktails.
For the Alliances quest—find all 6 traders and earn 20,000 Duke coins doing missions for the traders.
Some of the construction quests include things like:
Build 10 king size beds
Find/craft 4 generator banks, 4 engines, 4 batteries, make and place 10 lightbulbs
Build an electric fence system
There’s a lot more than that, but those are some broad strokes to share. What do you think?
The modlet is very simple, does not require any other mods or changes from the player, and should hopefully be compatible with just about everything. But the Green Zone mod sure would be better with some extra features. Some bells & whistles I’d like to add are listed below, but so far have not found the answer anywhere, so if you can steer me in the right direction please do:
1. Can you create your own voiceover sound effects? I could create radio messages that give the quests a better feel than just the Pop-up mission descriptions. The traders can talk, can you create similar files and conjure them up at certain points during the questline?
2. Can you summon a horde night within say, 15-60 minutes? Like say the player completes part of the fortifications quest, can you then have the player’s new base tested soon after with an unexpected horde night?
3. Can you pop up a JPEG picture in the game, say after a quest is completed?
4. Can you summon the re-supply plane that appears overheard, like after the player completes a quest? I’ve seen mods that change what’s in the supply drops but nothing about summoning the plane itself with some kind of coding command.
5. Does a main quest line mod interfere with overhaul mods like War of the Walkers or Ravenhearst etc? Or can it be integrated as a subquest line?
6. I’ve seen a Jokes mod that changes the Loading Screens info at the bottom, I’ve thought about changing those to various quotes from famous authors like Cormac McCarthy (The Road having fitting quotes for a game like this) and aspects of the Green Zone story. Would people object to the modlet changing the Loading Screens?
Special thanks to devon752 for the Main Quest mod he made to also add story to the game. (that coding was very helpful to me): https://www.nexusmods.com/7daystodie/mods/1816
And ZZTong for https://7daystodiemods.com/loading-screen-jokes/ which is funny and also useful to unpack and learn how to change the Loading Screens quotes.
Thanks all for the feedback and the many great mod creators, tutorial makers, game developers, the works!

Last edited by a moderator: