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Hybrid Learn By Use (Action Skills) - XML modlet

I was using explosive arrows with a bow, nothing else.

There's no timed charges in my mod so no need for onSelfExplosionMissEntity ? Or manby having it helps stop the bug from triggering?
(This feels similar to miner 69er bugging if you got xp from both hit and destroy in the very first hit)

Each hit/kill instantly leveled up the skill, I went from level 0 to level 100 within about a 15 arrows

https://clips.twitch.tv/SecretiveLittlePizzaSMOrc-r-lM93WSMJpjXqzQ
Am testing some changes and doing code cleanup, will post an update soon.

I moved all the intialisation code to a startup buff and under testing it isnt the cause. I've added a tag to molotovs to separate them from the other demo stuff.  Reduced xp to 1 for all but molys and timed changes (increased xp for molys). It seemed ok in testing given the limitations - I still need to test it on a proper horde night.

Did you notice any change for archery? In testing it seemed to be effected by the number of zombies hit by the blast and I'll put in a control for that as well.

cheers

PS. Yes, it would be fine to leave out onSelfExplosionMissEntity  if there are no Timed Charges.

 
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Am testing some changes and doing code cleanup, will post an update soon.

I moved all the intialisation code to a startup buff and under testing it isnt the cause. I've added a tag to molotovs to separate them from the other demo stuff.  Reduced xp to 1 for all but molys and timed changes (increased xp for molys). It seemed ok in testing given the limitations - I still need to test it on a proper horde night.

Did you notice any change for archery? In testing it seemed to be effected by the number of zombies hit by the blast and I'll put in a control for that as well.

cheers

PS. Yes, it would be fine to leave out onSelfExplosionMissEntity  if there are no Timed Charges.
It bugs even with pipes bombs, regardless if one zombie or many zombies are hit

 
It bugs even with pipes bombs, regardless if one zombie or many zombies are hit


New version update 1.0.9

I've gone through all the Demo code and have modified the code so that all demo items have similar progression times.

I have made changes to buffs.xml (intialisation now occurs in buffs.xml, so the only trigger relied on for intialisation  is onSelfEnteredGame)

Also added items.xml to set some tag stuff.

Changed the lbu_Demolition Perk code. The current xp gains of 4 appear balanced under testing (within limitations - see below).

Added a requirement to the lbu_Archery progress leveling code.

Horde Night Testing- Day 35, 100 max alive zombies, 64 bloodmoon size, Player lvl 68, Gamestage 175.

The demo perk progress was exactly on 3/50 at the start of the hordenight test.

Runs: approx 3 dozen or more test runs.

Outcome: Pipe bombs, Explosive arrows & bolts, grenades and molotovs were adjusted so that they all took an average of roughly 30 uses in order to progress from 3/50 to 4/50.

(removed incorrect info)

Cheers

 
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I really like the learn by use principle. Problem for me though as a stealthy silent archer type is that although my skills go up by use of the bow which is fine, I still have crappy tier 1 bow because cannot put any points into anything that will increase chances of getting skill magazines for archery. Therefore cannot increase chances of improving my bow weapon - still at level 1 after 3 weeks in game play even though it is my main weapon

 
Hi again Adagio,

The issue is now fixed along with a couple other changes in the latest version. It will fix any current game but unfortunately it doesn't effect the game if you already drank the Forgetin Elixer.

Cheers
Hello, Joe!

Very sorry that I went missing after posting a question!
Thank you for addressing that issue, I'm going to start a new playthrough after quite a while tonight and definitely will put this mod on!

 
Hello, Joe!

Very sorry that I went missing after posting a question!
Thank you for addressing that issue, I'm going to start a new playthrough after quite a while tonight and definitely will put this mod on!
Hi Adagio,

Have been away on holiday so havent been checking the posts. I made some additional changes to the mod before the update just need to test now I'm back.

The major change is that each point you invest in the default Perk increases the xp gained for the corresponding Lbu_Perk on a kill by 20%.

e.g  Default for lbu_archery is each archery kill gives 24 progression xp. With 2 points in the Archery Perk (perkArchery) the progression xp is 28.8 (40% increase).

I also added a number of config options as well.

Will release 1.0 version shortly after testing.

cheers

 
thank you! 

I was using another action skill based mod, but was just getting alot of errors. I really like how this is and it seems to work well with https://www.nexusmods.com/7daystodie/mods/4067 at least so far :D which I like cause I enjoy both of these systems! 
Hey MrSamuelAdams, glad the mod is of use to you. Would be interested to know if you run into any problems running alongside the other mod.

cheers

 
1.0 version seems to allow sneak attack bonus all the time as long as you are crouched. not sure is this was something intended or not.

 
1.0 version seems to allow sneak attack bonus all the time as long as you are crouched. not sure is this was something intended or not.
Hi Lojosward,

Thank for the info. After reading you comment I tested the HiddenStrike extensively and it is working as intended. It isnt adding any xp when not hidden.

May I ask what you are seeing on the screen or what makes you feel that it's giving a bonus on each hit when crouched but not hidden?

Are you seeing the message "Sneak Damage Bonus xx"? That is a game message, not from this mod. In the 1.0 version, if you are wearing the right gear you can often be hidden/invisible to zombies when crouching even after hitting them. This will give you a 7DTD sneak bonus as well as the hidden strike bonus every time you hit them. The Learn By Use Hidden Strike only triggers when the games "Sneak Damage Bonus" code is triggered.

The learn by use HiddenStrike perk only displays a message when you level the perk up, not each time you hit something. ("Hidden Strike Skill Increased!") Is this the message you are seeing?

Cheers

 
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Greetings, Joe!

I've played for a few weeks and tried a lot of things, and really glad things have been working flawlessly, the mod successfully recheck and reapplying progress even after several resets!

Your mod has inspired me to start trying to code my own as well, and I would love to be able to make it work as complimentary to yours in particular. Currently it is still a bit buggy (I can't figure out why) and looking at the code, I don't think it will conflict with HLBU, but if you don't mind may I send you the code, at least just to check if they could work together?

 
Hi Adagio,

Yes, thats fine. If you start a thread in https://community.7daystodie.com/forum/40-discussion-and-requests/

We can share information. **I will not have an internet connection from tomorrow until next fri (2nd) so wont be able to respond until its back online.

If you can post an idea of what you are looking to do. Where you are having problems and post some of he code that you are working on we can take a look and sort it out.

If you post under the title "Need help with a mod" I can know which one it is. (after tomorrow evening, I just wont be able to reply until back online)

Cheers

 
Hi Lojosward,

Thank for the info. After reading you comment I tested the HiddenStrike extensively and it is working as intended. It isnt adding any xp when not hidden.

May I ask what you are seeing on the screen or what makes you feel that it's giving a bonus on each hit when crouched but not hidden?

Are you seeing the message "Sneak Damage Bonus xx"? That is a game message, not from this mod. In the 1.0 version, if you are wearing the right gear you can often be hidden/invisible to zombies when crouching even after hitting them. This will give you a 7DTD sneak bonus as well as the hidden strike bonus every time you hit them. The Learn By Use Hidden Strike only triggers when the games "Sneak Damage Bonus" code is triggered.

The learn by use HiddenStrike perk only displays a message when you level the perk up, not each time you hit something. ("Hidden Strike Skill Increased!") Is this the message you are seeing?

Cheers
after it stopped happening after the next experimental update. it might have been something on their side. If i encounter it again i will make note of gear and try to recreate it. thank you for your time at looking into it. love the mod!

 
Hi there, love this mod! It's causing a little conflict with another mod I use, PaLoALo-Titanium Mod. The Titanium mods adds an extra level to several perks:

<setattribute name="max_level" xpath="/progression/perks/perk[@name='perkMiner69r']">6</setattribute>
<setattribute name="max_level" xpath="/progression/perks/perk[@name='perkTheHuntsman']">6</setattribute>
<setattribute name="max_level" xpath="/progression/perks/perk[@name='perkMotherLode']">6</setattribute>
<setattribute name="max_level" xpath="/progression/perks/perk[@name='perkAdvancedEngineering']">6</setattribute>

Once I install Hybrid LBU, I can no longer page foward on these perks to see/select the level 6.

image.png

If I remove this line from windows.xml in LBU, the page forward works again for the other perks, but then I only get 4 levels per page:

<!--modify the window that displays the per level increment information - this changes the size for Perk Info a little as well-->
    <set xpath="/windows/window[@name='windowSkillPerkInfo']/@hidden_entries_with_paging">0</set> <!--otherwise the 5th row wont show when the paging is showing-->

So, not expecting anyone to fix compatability for me, but asking - does anything come to mind why I would lose paging?

Thanks!

 
Hi Lojosward,

Glad its working ok now. There were several things that appear to have been speeded up in experimental so they could test it I think. e.g. the progress for armour books seemed quite fast even though I had no points in the perks. I assume this is so they could test it quickly rather than waiting for everyone to level up while the devs wait to move from Exp to Live. Let me know if you encounter the issue again.

cheers

 
Hi RippedWarrior,

>>does anything come to mind why I would lose paging?

The line item for the 5th entry is actually underneath the paging icon. When the 5th line is under the paging icon one or both wont work.

The line:

<set xpath="/windows/window[@name='windowSkillPerkInfo']/@hidden_entries_with_paging">0</set>

Tells the system not to hide the last line (5) under the paging icon. When you tell the system not to superimpose the two together it will only display up to 4 line items and the rest on the next page so that it can fit them in. To fit 5 in a page I changed the height of the line entries so all 5 could fit in addition to the paging icon.

In the mod code, below the hidden_entries_with_paging line there is also this: (in windows.xml)

<set xpath="/windows/window[@name='windowSkillPerkInfo']/rect/rect[@name='pagerBox']/@pos">3,-686</set> <!--was 639-->

and

<set xpath="/windows/window[@name='windowSkillPerkInfo']/rect/rect[@name='tableBox']">

If you look through that bit of code, towards the bottom) you can see:

<grid rows="5" cols="1" pos="0,-46" width="644" cell_width="644" cell_height="73" repeat_content="true"> <!--was cell_height="80"-->
            <skill_perk_level width="646" height="73" /> <!--was 80-->
</grid>

This is where I changed the height of the line entries so that all 5 would fit on the page in addition  to the paging icon.

The other thing is its hard to tell which mod is loading first - one may be overwriting the other for that piece of code.

You can try add the other 2 pieces of code (the <set> commands) that I have in the mod to the other mod to see if that helps: (dont know if the first line setting hidden_entries_with_paging to 0 is needed)

This may change the display to more of what you were expecting as it reduces the height of the line entries to fit 5 in a page.

Cheers

Code:
<set xpath="/windows/window[@name='windowSkillPerkInfo']/@hidden_entries_with_paging">0</set> <!--otherwise the 5th row wont show when the paging is showing-->
	<set xpath="/windows/window[@name='windowSkillPerkInfo']/rect/rect[@name='pagerBox']/@pos">3,-686</set> <!--was 639-->
	<set xpath="/windows/window[@name='windowSkillPerkInfo']/rect/rect[@name='tableBox']">
		<!--no changes unless marked-->
		<sprite depth="1" name="background" color="[darkGrey]" type="sliced"/>
		<sprite depth="5" pos="0,1" width="647" height="451" name="backgroundMain" sprite="menu_empty3px" color="[black]" type="sliced" fillcenter="false" />

		<rect name="tableHeader" pos="0,0" width="644" height="43">
			<sprite depth="1" name="background" color="[lightGrey]" type="sliced"/>
			<rect depth="1" pos="0,0" width="75" height="40">
				<sprite depth="0" name="backgroundMain" sprite="menu_empty3px" height="46" color="[black]" type="sliced" fillcenter="false" />
				<label depth="1" pos="5,-23" text_key="xuiSkillLevel" pivot="left" justify="center" width="65" />
			</rect>
			<rect depth="1" pos="72,0" width="503" height="40">
				<sprite depth="0" name="backgroundMain" sprite="menu_empty3px" height="46" color="[black]" type="sliced" fillcenter="false" />
				<label depth="1" pos="5,-23" text_key="xuiSkillUnlocks" pivot="left" justify="center" width="493" />
			</rect>
			<rect depth="1" pos="572,0" width="75" height="40">
				<sprite depth="0" name="backgroundMain" sprite="menu_empty3px" height="46" color="[black]" type="sliced" fillcenter="false" />
				<label depth="1" pos="5,-23" text_key="xuiSkillBuy" pivot="left" justify="center" width="65" />
			</rect>
		</rect>
		<grid rows="5" cols="1" pos="0,-46" width="644" cell_width="644" cell_height="73" repeat_content="true"> <!--was cell_height="80"-->
			<skill_perk_level width="646" height="73" /> <!--was 80-->
		</grid>
	</set>
 
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Hi RippedWarrior,

>>does anything come to mind why I would lose paging?

The line item for the 5th entry is actually underneath the paging icon. When the 5th line is under the paging icon one or both wont work.

The line:

<set xpath="/windows/window[@name='windowSkillPerkInfo']/@hidden_entries_with_paging">0</set>

Tells the system not to hide the last line (5) under the paging icon. When you tell the system not to superimpose the two together it will only display up to 4 line items and the rest on the next page so that it can fit them in. To fit 5 in a page I changed the height of the line entries so all 5 could fit in addition to the paging icon.

In the mod code, below the hidden_entries_with_paging line there is also this: (in windows.xml)

<set xpath="/windows/window[@name='windowSkillPerkInfo']/rect/rect[@name='pagerBox']/@pos">3,-686</set> <!--was 639-->

and

<set xpath="/windows/window[@name='windowSkillPerkInfo']/rect/rect[@name='tableBox']">

If you look through that bit of code, towards the bottom) you can see:

<grid rows="5" cols="1" pos="0,-46" width="644" cell_width="644" cell_height="73" repeat_content="true"> <!--was cell_height="80"-->
            <skill_perk_level width="646" height="73" /> <!--was 80-->
</grid>

This is where I changed the height of the line entries so that all 5 would fit on the page in addition  to the paging icon.

The other thing is its hard to tell which mod is loading first - one may be overwriting the other for that piece of code.

You can try add the other 2 pieces of code (the <set> commands) that I have in the mod to the other mod to see if that helps: (dont know if the first line setting hidden_entries_with_paging to 0 is needed)

This may change the display to more of what you were expecting as it reduces the height of the line entries to fit 5 in a page.

Cheers

<set xpath="/windows/window[@name='windowSkillPerkInfo']/@hidden_entries_with_paging">0</set> <!--otherwise the 5th row wont show when the paging is showing-->
<set xpath="/windows/window[@name='windowSkillPerkInfo']/rect/rect[@name='pagerBox']/@pos">3,-686</set> <!--was 639-->
<set xpath="/windows/window[@name='windowSkillPerkInfo']/rect/rect[@name='tableBox']">
<!--no changes unless marked-->
<sprite depth="1" name="background" color="[darkGrey]" type="sliced"/>
<sprite depth="5" pos="0,1" width="647" height="451" name="backgroundMain" sprite="menu_empty3px" color="[black]" type="sliced" fillcenter="false" />

<rect name="tableHeader" pos="0,0" width="644" height="43">
<sprite depth="1" name="background" color="[lightGrey]" type="sliced"/>
<rect depth="1" pos="0,0" width="75" height="40">
<sprite depth="0" name="backgroundMain" sprite="menu_empty3px" height="46" color="[black]" type="sliced" fillcenter="false" />
<label depth="1" pos="5,-23" text_key="xuiSkillLevel" pivot="left" justify="center" width="65" />
</rect>
<rect depth="1" pos="72,0" width="503" height="40">
<sprite depth="0" name="backgroundMain" sprite="menu_empty3px" height="46" color="[black]" type="sliced" fillcenter="false" />
<label depth="1" pos="5,-23" text_key="xuiSkillUnlocks" pivot="left" justify="center" width="493" />
</rect>
<rect depth="1" pos="572,0" width="75" height="40">
<sprite depth="0" name="backgroundMain" sprite="menu_empty3px" height="46" color="[black]" type="sliced" fillcenter="false" />
<label depth="1" pos="5,-23" text_key="xuiSkillBuy" pivot="left" justify="center" width="65" />
</rect>
</rect>
<grid rows="5" cols="1" pos="0,-46" width="644" cell_width="644" cell_height="73" repeat_content="true"> <!--was cell_height="80"-->
<skill_perk_level width="646" height="73" /> <!--was 80-->
</grid>
</set>

Thank you for this response. 

I did try reversing the order of loading for the 2 mods to no avail. The other mod does not have a windows.xml.

I guess what also vexes me is I can page forward on the LBU perks. 

I will try playing with these lines you gave me and see how it goes - Thanks! 

 
Hello, this mod is very good. I have the same problèm has Rippedwarrior, when i launch game with this mod and server side perk plus the server side perk plus not appear. I think because the game interface won't be abble to put more than 7 icon but i'm not sure.

Best regard.

Edit: For me change the order of mod load don't work.

my error message when i wan't to click on the attribute button in game:

exc argumentoutofrangeexception: Index was out of range. Must be non -negative and less than the size of the collection. Parameter name: Index

 
Last edited by a moderator:
Hello, this mod is very good. I have the same problèm has Rippedwarrior, when i launch game with this mod and server side perk plus the server side perk plus not appear. I think because the game interface won't be abble to put more than 7 icon but i'm not sure.

Best regard.

Edit: For me change the order of mod load don't work.

my error message when i wan't to click on the attribute button in game:

exc argumentoutofrangeexception: Index was out of range. Must be non -negative and less than the size of the collection. Parameter name: Index
Same, it doesn't work with the zombie loot overhaul thing either. :(

 
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