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[A21] khzmusik's Modlets

Hi khzmusik,

Mostly Dead looks very interesting and am wanting to give it a go!

I do have a couple of questions:

How well will this work with overhaul mods like DF and RH (mostly interested in RH but do play both)

Is there a way to setup Mostly Dead so that your character resets after X amount of lives?

Thank you!

 
Hi khzmusik,

Mostly Dead looks very interesting and am wanting to give it a go!

I do have a couple of questions:

How well will this work with overhaul mods like DF and RH (mostly interested in RH but do play both)

Is there a way to setup Mostly Dead so that your character resets after X amount of lives?

Thank you!


Hey, thanks for the interest. Hope you like it.

The mod contains custom C# code, but as far as I know, it is not code that involves anything used in any other mod. So, it should be compatible with Darkness Falls or Ravenhearst. Having said that, I have not tested it with any overhaul, and in general overhauls are not designed to be modded.

There is no way to set it up so that you start as a new character after X deaths. That's not even something I considered, and it kind of goes against the intent of the "Mostly Dead" playstyle.

Also - I don't know if you learned about the mod from the Evac series by More2Me 4Life (Liz). But, I've been watching that, and I learned that I was probably too generous with the starting items at low player levels. You might want to change that, by bumping up the levels in the "PlayerLevel" properties, in "buffResetPlayerOnDeath". That's in buffs.xml in the mod folder.

This is something I could do, but I'm actually in the middle of re-designing the mod completely. As you probably know, A21.2 introduced permadeath as a vanilla game option. My new plan is to modify that to do "Mostly Dead" instead.

The A21.2 version should not require custom C# code, so it should be EAC safe. (It will probably still have custom icons though, so won't be entirely server-side.)

I can't add a new death penalty setting, so the plan is to replace one of the the death penalty options with "Mostly Dead." That way players could still choose the death penalty setting, and the mod would be suitable for including in overhauls or mod packs.

The natural replacement would be "permadeath." But it could be one of the others: "nothing," "XP only" (the default), or "injured" (keep debuffs and respawn with 50% food/water). It might be worth it to replace one of those instead; that way, players could choose between "permadeath" and "Mostly Dead" with the mod installed. (Does anyone actually use "injured"?)

If any of you all have opinions about this, let me know. There are a lot of things about the new version that I'm in the air about.

EDIT: I have started working on the new "Mostly Dead" because the "survivor stories" is taking a very long time. I keep having ideas that make the stories longer and more complicated (so far it's up to about 500 lines of dialog). If you've been waiting for "Survivor Stories" then be prepared for a longer wait.

 
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Hey, thanks for the interest. Hope you like it.

The mod contains custom C# code, but as far as I know, it is not code that involves anything used in any other mod. So, it should be compatible with Darkness Falls or Ravenhearst. Having said that, I have not tested it with any overhaul, and in general overhauls are not designed to be modded.

There is no way to set it up so that you start as a new character after X deaths. That's not even something I considered, and it kind of goes against the intent of the "Mostly Dead" playstyle.

Also - I don't know if you learned about the mod from the Evac series by More2Me 4Life (Liz). But, I've been watching that, and I learned that I was probably too generous with the starting items at low player levels. You might want to change that, by bumping up the levels in the "PlayerLevel" properties, in "buffResetPlayerOnDeath". That's in buffs.xml in the mod folder.

This is something I could do, but I'm actually in the middle of re-designing the mod completely. As you probably know, A21.2 introduced permadeath as a vanilla game option. My new plan is to modify that to do "Mostly Dead" instead.

The A21.2 version should not require custom C# code, so it should be EAC safe. (It will probably still have custom icons though, so won't be entirely server-side.)

I can't add a new death penalty setting, so the plan is to replace one of the the death penalty options with "Mostly Dead." That way players could still choose the death penalty setting, and the mod would be suitable for including in overhauls or mod packs.

The natural replacement would be "permadeath." But it could be one of the others: "nothing," "XP only" (the default), or "injured" (keep debuffs and respawn with 50% food/water). It might be worth it to replace one of those instead; that way, players could choose between "permadeath" and "Mostly Dead" with the mod installed. (Does anyone actually use "injured"?)

If any of you all have opinions about this, let me know. There are a lot of things about the new version that I'm in the air about.

EDIT: I have started working on the new "Mostly Dead" because the "survivor stories" is taking a very long time. I keep having ideas that make the stories longer and more complicated (so far it's up to about 500 lines of dialog). If you've been waiting for "Survivor Stories" then be prepared for a longer wait.
Thanks for the reply!

After reading your manifesto, I completely get why resetting a character after x amount of deaths does not fit with Mostly Dead's playstyle. I am currently playing Ravenhearst and am only toying around with this idea for myself. Ravenhearst is so brutal already... giving myself a few lives before a reset seems "fair".  Hahaha

I think I have figured out how to add this feature for myself. I'd have to adjust for Ravenhearst's altered starting quests as well and likely a few other things. Your mod is well documented and easy to sift through so, I think I can pull this off!?? Hahaha... I'm super new at XML stuff but I absolutely have a ton of fun figuring out how make things work!

I am looking forward to the Survival Stories. Anything that makes you feel like you are "there" is always going to be a mod that is added to my game.

 
Since you did the food spoilage, I think you are the guy to ask for this... could you consider a new mod request. Expanded storage for vehicles - not over the top ridiculos like adding C130 cargo storage to a bicycle, but realistic like adding a saddle bags to bicycle/minibike/motorcycle and ...... here's the big one.... also Coolers - little strap on coolers to bicycle, etc... One guy has already modeled the cooler into a vehicle - the flat bottom boat, be nice if your spoilage mod made that appropriately preservative.

 
also I think yo missed something in the food spoilage for SnoBalls and Twinkies... I see you removed the property Spoilable, but they still spoil. (since they inherit from cornbread??) - I managed to get them to not spoil in my own tweak just thinking you wanted to check yours.

 
I found a "two mods combined bug" - since both mods are yours I consider it a "bug" or oversight... if they were from different authors it would be an "incompatibility" .... If you put both snowberry love and food spoilage in a game, the snowberries, paste, and seed scrap to Divide by Zero force bringing up the log and barfing all over the screen. the tea scraps to glass... I am thinking the best fix would be to remove the attribute scrappable so they don't even have a scrap menu option.

I did not test this with just snowberry love mod alone but the more I look at it, the more I think it is unrelated to the food spoilage mod.

 
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Hey, glad you're enjoying the mods.

I just got back from a week-long vacation with my family, so I haven't been checking the forums.

Since you did the food spoilage, I think you are the guy to ask for this... could you consider a new mod request. Expanded storage for vehicles - not over the top ridiculos like adding C130 cargo storage to a bicycle, but realistic like adding a saddle bags to bicycle/minibike/motorcycle and ...... here's the big one.... also Coolers - little strap on coolers to bicycle, etc... One guy has already modeled the cooler into a vehicle - the flat bottom boat, be nice if your spoilage mod made that appropriately preservative.


I'm actually not sure I'm a good person to ask about vehicles. I haven't really worked with them all that much.

I looked into it briefly, and it would take a lot of research just to figure out if it's feasible. If it's possible to actually swap out a vehicle's container, then it might be possible to make a mod that swaps it out to a bigger container which has a higher "preserve" value. But so far I don't think that's possible. So, no promises.

also I think yo missed something in the food spoilage for SnoBalls and Twinkies... I see you removed the property Spoilable, but they still spoil. (since they inherit from cornbread??) - I managed to get them to not spoil in my own tweak just thinking you wanted to check yours.


My mod has neither SnoBalls nor Twinkies. (It does have "preserved pies" which are supposed to be like Drake's or Hostess fruit pies.) Those probably come from another mod.

The way I add food spoilage tags is by the item's name in the XML. It should start with "food" or "resourceCrop" and not contain "Can", "Schematic", or "Magazine". If the other mod doesn't follow this convention, then you'll need to make a compatibility modlet.

Another possibility is that the other mod loads after mine (mods load in alphabetical order). If that's the case, then you could rename my mod folder with a "z_" prefix to make it load later.

I found a "two mods combined bug" - since both mods are yours I consider it a "bug" or oversight... if they were from different authors it would be an "incompatibility" .... If you put both snowberry love and food spoilage in a game, the snowberries, paste, and seed scrap to Divide by Zero force bringing up the log and barfing all over the screen. the tea scraps to glass... I am thinking the best fix would be to remove the attribute scrappable so they don't even have a scrap menu option.

I did not test this with just snowberry love mod alone but the more I look at it, the more I think it is unrelated to the food spoilage mod.


That's very odd. None of them have a "scrappable" attribute, and the ones that have materials, have the same materials as their vanilla counterparts. I will investigate.

 
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I found a "two mods combined bug" - since both mods are yours I consider it a "bug" or oversight... if they were from different authors it would be an "incompatibility" .... If you put both snowberry love and food spoilage in a game, the snowberries, paste, and seed scrap to Divide by Zero force bringing up the log and barfing all over the screen. the tea scraps to glass... I am thinking the best fix would be to remove the attribute scrappable so they don't even have a scrap menu option.

I did not test this with just snowberry love mod alone but the more I look at it, the more I think it is unrelated to the food spoilage mod.


I just double checked. With both Food Spoilage and Snowberry Love mods installed, seeds, paste, and drinks do not scrap at all. I also double-checked what items they spoiled to (for those items that spoil), and they spoil to vanilla items, so there should be no issues.

 
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Thanks for the prompt check - I am running ravenhearst + snow berry love, so guessing it is some other add or remove or or that causes the issue, I've hunted and can't find it - in fact there is not one single reference to snowberry I can find outside of biome frequency and your modlets. The more I dig into snowberry I wish it was a little more like real life - +1 food, -1 health, 1% chance of dysentery. As it stands it is not farm-able within ravenhearst because it does not have a lot of properties that it needs to make it work with Ravenhearst's extended farming modlet that too is a bit of a "I wish" item :) .

 
New mod:

Trader Routes: Biome Progression

This mod changes the "Opening Trade Routes" quests, so they progress through the biomes as the tier changes.

XPath only ("server-side").
 

Here is where the Opening Trade Routes quests send you:

  • Tier 2: Any biome except the Wasteland (unchanged from vanilla)
  • Tier 3: Any biome except the Pine Forest or the Wasteland
  • Tier 4: Any biome except the Pine Forest
  • Tier 5: Snow or Wasteland biomes only (technically, any biome except the Burnt Forest, Desert, or Pine Forest)



Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Trade_Routes_Biome_Progression 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Trade_Routes_Biome_Progression 
We're very interested in trying your Biome Progression mod. One question.

To make the final trader be in the wasteland we will enable that last section of xml. Should we then disable the preceding section also dealing with tier5_nexttrader ?

TIA

Max Headroom

 
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We're very interested in trying your Biome Progression mod. One question.

To make the final trader be in the wasteland we will enable that last section of xml. Should we then disable the preceding section also dealing with tier5_nexttrader ?

TIA

Max Headroom


No, you shouldn't remove the existing tier5_nexttrader code. That code appends the "biome_filter" variable, which is needed.

The commented-out code includes this:

<set xpath="/quests/quest[@id='tier5_nexttrader']/variable[@name='biome_filter']/@value">wasteland</set>




That will change the value of the "biome_filter" variable to "wasteland".

An alternative is to replace the existing tier5_nexttrader code with this:

<append xpath="/quests/quest[@id='tier5_nexttrader']">
<variable name="biome_filter_type" value="OnlyBiome" />
<variable name="biome_filter" value="wasteland" />
</append>




But, I figured that it would be easier for people to just remove comments.

 
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Using your biome progression mod as a template I am attempting to force the entire progression sequence from a pine forest start to be: burnt_forest => desert => snow => wasteland. What I've done isn't working. At the conclusion of tier-1 I'm getting the snow biome. What am I doing wrong?

Edit: I mistyped. I'm looking for pine_forest => desert => burnt_forest => snow => wasteland.

Here's my xml:

<?xml version="1.0" encoding="UTF-8"?>
<config>
    <!-- Remove the existing variable overrides -->
    <remove xpath="//quest[contains(@id, 'nexttrader')]/variable[@name='biome_filter_type']" />
    <remove xpath="//quest[contains(@id, 'nexttrader')]/variable[@name='biome_filter']" />

    <!-- Set new variable overrides for the biome filters (type is already "ExcludeBiome") -->
    <append xpath="/quests/quest[@id='tier2_nexttrader']">
        <variable name="biome_filter" value="pine_forest,burnt_forest,snow,wasteland" />
    </append>
    <append xpath="/quests/quest[@id='tier3_nexttrader']">
        <variable name="biome_filter" value="pine_forest,snow,wasteland" />
    </append>
    <append xpath="/quests/quest[@id='tier4_nexttrader']">
        <variable name="biome_filter" value="pine_forest,wasteland" />
    </append>
    <append xpath="/quests/quest[@id='tier5_nexttrader']">
        <variable name="biome_filter" value="pine_forest" />
    </append>

    <!--
        You may want the final quest to ONLY go to traders in the Wasteland.
        If so, un-comment the XML below.
    -->
   
    <append xpath="/quests/quest[@id='tier2_nexttrader']">
        <variable name="biome_filter_type" value="OnlyBiome" />
    </append>
    <set xpath="/quests/quest[@id='tier2_nexttrader']/variable[@name='biome_filter']/@value">desert</set>

    <append xpath="/quests/quest[@id='tier3_nexttrader']">
        <variable name="biome_filter_type" value="OnlyBiome" />
    </append>
    <set xpath="/quests/quest[@id='tier3_nexttrader']/variable[@name='biome_filter']/@value">wasteland</set>

    <append xpath="/quests/quest[@id='tier4_nexttrader']">
        <variable name="biome_filter_type" value="OnlyBiome" />
    </append>
    <set xpath="/quests/quest[@id='tier4_nexttrader']/variable[@name='biome_filter']/@value">snow</set>

    <append xpath="/quests/quest[@id='tier5_nexttrader']">
        <variable name="biome_filter_type" value="OnlyBiome" />
    </append>
    <set xpath="/quests/quest[@id='tier5_nexttrader']/variable[@name='biome_filter']/@value">wasteland</set>

</config>

 
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The relevant section of the ConfigsDump\quests.xml looks like this:

  <quest id="tier2_nexttrader">

*snip*

    <reward type="Exp" value="500" />
    <variable name="biome_filter" value="pine_forest,burnt_forest,snow,wasteland">
      <!--Element appended by: "MaxHeadroom_Trade_Routes_Biome_Progression"-->
    </variable>
    <variable name="biome_filter_type" value="OnlyBiome">
      <!--Element appended by: "MaxHeadroom_Trade_Routes_Biome_Progression"-->
    </variable>
    <variable name="biome_filter" value="desert">
      <!--Element appended by: "MaxHeadroom_Trade_Routes_Biome_Progression"-->
    </variable>
  </quest>
 

I have a test game saved just before turning in the last tier 1 quest. The "next trader" quest given is in the snow biome. I'm stumped.

 
OOhhh ...

The two remove statements are leaving the following in tier2_nexttrader quest

    <objective type="Goto" id="trader" value="5" phase="1">
      <property name="nav_object" value="go_to_trader" />
      <property name="biome_filter_type" value="ExcludeBiome" param1="biome_filter_type" />
      <property name="biome_filter" value="wasteland" param1="biome_filter" />
    </objective>
 

Can't be good. 

 
Alrighty. I'm a newb at this so I watched one of David Taylors videos on doing simple things in 7dtd with xml. The following will reach into the tier2_nexttrader quest and changes the default biome filter in the /objective.

<set xpath="/quests/quest[@id='tier2_nexttrader']/objective[@type='Goto'][@id='trader']/property[@name='biome_filter']/@value">pine_forest,burnt_forest,snow,wastland</set>
 

In vanilla form only the wasteland was filtered out. Without changing that I was getting my day-3 self sent to the snow biome no matter what else I did. Just the way my test map fell out, the snow biome was closest.

It looks like tiers 3-5 are all based on the tier2_nexttrader quest so I hope this does not mess with them. They do each have (biome) difficulties set which may make the rest of this moot. But since I got snow for tier2 those may not be effective. I'll find out as I do my test play-through.

 
I'm reading this late in the evening, and I'm probably missing a bunch of stuff, but I did notice one thing.

If you have duplicate XML property tags with the same property name, then the last one "wins" (because it is that last one that is read by the XML reader).

This is relevant for the following XML:

<variable name="biome_filter" value="pine_forest,burnt_forest,snow,wasteland">
<!--Element appended by: "MaxHeadroom_Trade_Routes_Biome_Progression"-->
</variable>
<variable name="biome_filter_type" value="OnlyBiome">
<!--Element appended by: "MaxHeadroom_Trade_Routes_Biome_Progression"-->
</variable>
<variable name="biome_filter" value="desert">
<!--Element appended by: "MaxHeadroom_Trade_Routes_Biome_Progression"-->
</variable>




Notice the "biome_filter" variable is specified twice. Only the latter one (with the value "desert") will be the value used by the game.

I'm just doing an overview now. I'm sure there is more stuff that I can triage, but that is what I have for now.

 
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Love your mods, not sure they need to be updated, but yeah :D


They do, and that's in progress.

My goal is to update everything that isn't dependent upon something else (like SCore) the moment that 1.0 goes out of experimental. I already have several ready, if you want to get a head start (or just do some pre-release testing):
 

https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/release/1.0?ref_type=heads

There are also WIP 1.0 versions of SCore and NPC Core. Those aren't ready yet, but they're both looking good in pre-release testing, so it's possible my NPC mods will also be ready for 1.0 stable.

Once that happens I'm creating a new forum post, hopefully better organized this time, and I might put the mods on Nexus as well.

 
Thank you. 

I will check these out and since I saw Score and NPC. I was trying it out today and added your 1-XNPCCore_khzmusik_Remove_Core_Characters

Seems to be working so far? But I've only been testing it it for 45min so far. 

 
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