• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Hybrid Learn By Use (Action Skills) - XML modlet

Hello, for the serverside perkplus of Dewta i had modification of the mod to distribute all new perks in the bases attributes, permit him to use this learn by mod correctly :)

 
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. :(
The best I've seen so far for xml edits regarding the skill/perks section has been by Devrix and the crew at Sorcery mod.
They have it where the search bar is ABOVE the skill/perks and there are multiple rows of perks (because they have a lot for different magic lines and stuff) and works well with stacking other perks. You can edit it to have more going across or rows below, but it's really amazing how they did it.
You can check out the Xui/windows.xml from it yourself if you want. Sorcery Mod


I was really impressed with it and try to use that method with all game setups I play in 7DTD.

 
Here, I'll show some examples of what I have while testing mods together.

V1.0_2024-07-28_08-24-58.jpgV1.0_2024-07-28_08-24-38.jpgkV1.0_2024-07-28_08-23-40.jpg

 
 


Edit (sorry) I use a config file with the edited windows.xml (in the Config-XUI folder) at the end of my load list (named alpha-numerically to load last).
Currently using this code:

<!-- This is from Devrix and the Sorcery Mod crew. Its slightly changed in numbers but roughly the same -->

<!-- Perks Section -->

<set xpath="/windows/window[@name='windowSkillList']/panel[@name='content']/rect[@name='categoryHeader']/panel/grid[@name='categories' and @cols='8']/@cols">16</set>

<!-- Perk Search Bar Up Top -->

<set xpath="/windows/window[@name='windowSkillList']/panel[@name='content']/rect[@name='categoryHeader']/panel[@width='200']/@pos">160,47</set>

<!-- REDISTRIBUTION: The XML code of the Sorcery Mod may solely be redistributed within the 7 Days to Die community. Conditions of redistribution require this notice to remain in full, unmodified, and a direct link, with credit stated, to the original Mod and Author. You may not redistribute the digital Assets or works, aside from XML Code, of the Sorcery Mod. The Sorcery Mod itself should not be redistributed outside of its original distribution channels. -->
That's all thanks to Devrix and the Sorcery crew and how they set theirs up.
This also uses Dewtas 10 Perk Rows (for the info section on right).
Perks are:
CPPS-Perk Mastery (Combined)
Bobbleheads
Fallout Perks
Flogi's Perk Mod
Perk Plus v1.3
Zombie Hunter by Murlu
Jakmeister999's Mining Fury
Medic Perk
Juggernaut Perk 1.0a
EHQoL - Advanced Engineering Tweaks Omega
Black Wolf's Better Perks 6.0
HybridLearnByUse
CTVI_PARKOUR_1.0.0
Charismatic Nature Lord Edition
Martial Master Fist Perk Books
and some of Warezuk's incoporated stuff (I use his mods as the base of my mod set and add CTVI's packs). Only had to edit out CTVI's toolbelt from their "Slots" mod because I use SteelUI's 15 slot toolbelt.  Really liking SteelUI atm.

I do intend to add more perks and skills and see how they play out but looking good so far.

 
Last edited by a moderator:
Here, I'll show some examples of what I have while testing mods together.



Edit (sorry) I use a config file with the edited windows.xml (in the Config-XUI folder) at the end of my load list (named alpha-numerically to load last).
Currently using this code:

<!-- This is from Devrix and the Sorcery Mod crew. Its slightly changed in numbers but roughly the same -->

<!-- Perks Section -->

<set xpath="/windows/window[@name='windowSkillList']/panel[@name='content']/rect[@name='categoryHeader']/panel/grid[@name='categories' and @cols='8']/@cols">16</set>

<!-- Perk Search Bar Up Top -->

<set xpath="/windows/window[@name='windowSkillList']/panel[@name='content']/rect[@name='categoryHeader']/panel[@width='200']/@pos">160,47</set>

<!-- REDISTRIBUTION: The XML code of the Sorcery Mod may solely be redistributed within the 7 Days to Die community. Conditions of redistribution require this notice to remain in full, unmodified, and a direct link, with credit stated, to the original Mod and Author. You may not redistribute the digital Assets or works, aside from XML Code, of the Sorcery Mod. The Sorcery Mod itself should not be redistributed outside of its original distribution channels. -->
That's all thanks to Devrix and the Sorcery crew and how they set theirs up.
This also uses Dewtas 10 Perk Rows (for the info section on right).
Perks are:
CPPS-Perk Mastery (Combined)
Bobbleheads
Fallout Perks
Flogi's Perk Mod
Perk Plus v1.3
Zombie Hunter by Murlu
Jakmeister999's Mining Fury
Medic Perk
Juggernaut Perk 1.0a
EHQoL - Advanced Engineering Tweaks Omega
Black Wolf's Better Perks 6.0
HybridLearnByUse
CTVI_PARKOUR_1.0.0
Charismatic Nature Lord Edition
Martial Master Fist Perk Books
and some of Warezuk's incoporated stuff (I use his mods as the base of my mod set and add CTVI's packs). Only had to edit out CTVI's toolbelt from their "Slots" mod because I use SteelUI's 15 slot toolbelt.  Really liking SteelUI atm.

I do intend to add more perks and skills and see how they play out but looking good so far.
I see this now, would it be possible for you to upload your config file here? 

 
Last edited by a moderator:
I see this now, would it be possible for you to upload your config file here? 
For future reference, you can simply add those lines to the Config\XUi\windows.xml yourself for whatever file you have loading last OR...
Simply create your own. It's very small so it's real easy to copy/paste the above like so:

<configs>

<!-- This is from Devrix and the Sorcery Mod crew. Its slightly changed in numbers but roughly the same -->

<!-- Perks Section --> <set xpath="/windows/window[@name='windowSkillList']/panel[@name='content']/rect[@name='categoryHeader']/panel/grid[@name='categories' and @cols='8']/@cols">16</set>

<!-- Perk Search Bar Up Top --> <set xpath="/windows/window[@name='windowSkillList']/panel[@name='content']/rect[@name='categoryHeader']/panel[@width='200']/@pos">160,47</set>

<!-- REDISTRIBUTION: The XML code of the Sorcery Mod may solely be redistributed within the 7 Days to Die community. Conditions of redistribution require this notice to remain in full, unmodified, and a direct link, with credit stated, to the original Mod and Author. You may not redistribute the digital Assets or works, aside from XML Code, of the Sorcery Mod. The Sorcery Mod itself should not be redistributed outside of its original distribution channels. -->

</configs>


You can create a modlet like that and name it in alpha-numeric fashion to load last.  Then make the name of it whatever you want with the alpha-numeric prefix to load last (zzz my mod, zz 99 my mod, zzz_22-MyMod, etc). 
Have inside that mod folder a modinfo.xml in this format (use a text file, copy/paste and fill in info then rename file and type from text.txt to Modinfo.xml) :

 

<?xml version="1.0" encoding="UTF-8" ?> <!-- no lines of space up top, have this or the <xml> at top or it causes issues -->

<xml>

<Name value=" " /> <!-- Give it a name, no spacing other than like underscore _ or it won't load right when checking modinfo files -->

<DisplayName value=" " /> <!-- I just copy/paste the name value here to avoid issues -->

<Description value=" " /> <!-- expanded details about the mod -->

<Author value=" " /> <!-- name of mod author or authors and contributors -->

<Version value="1.0.0.1" /> <!-- new format wants versions to look like this.. not strings of numbers between the dots or letters, 1.1 -->

<Website value=" " /> <!-- use website to check on mod or for tools like Gears to show mod info and give links to the mods to check sites -->

</xml>


Then have a folder for Config (make one). Then make one for XUi inside that Config folder.  Then make a text file inside that XUi. Open it and copy/paste the above code about Perks and Perk sections. Save and then rename the text file to windows.xml (make sure the file association suffix changes from .txt to .xml... you may have to enable viewing known file association in windows explorer to see file endings if you dont see it).

After that you should have your own little modlet to use.
(Or you can simply copy/paste to an existing Config\XUi\windows.xml file loading last (or near last) and put it right above the ending code line)

EDIT - give me  minute to fix edits, drinking coffee and waking up lol

<configs>

<!-- all the other code of existing windows.xml file you are copy/pasting on to

*********************************************************

*********************************************************

*********************************************************

end of all the code from existing windows.xml file before the end line -->

<!-- Paste the info right above the ending configs line but BELOW the last bits of other code above it -->

</configs> <!-- ending line, will match the very first one up top of file. The name may be different but functions the same. It coudld be named johnsfile or systemspecs or w/e -->
Edit 2 - See if this makes sense. Tried to fix some anomalies with pasting to forum.

 
Last edited by a moderator:
So I made my own mod and it didn't work out. 

Probably cause I'm also using Steels UI which changes it a lot too. 

So idk if it can be done 😕

 
Do you have that in a ModFolderName\Config\XUi\windows.xml? And not as windows.txt? Hard to zoom in and see, but it looks right.
That's what I use and and I use War3zuks AIO packs (Main files plus Farm Life packs. Only one left out is zmx patch and the extra backpack options).
I then load Steel UI after it and it's optionals (like toolbelt).
I then have other mods in between and at the very end I have a combo mod of a bunch of single and tiny lines of xml edits put together that includes the same folders and file I listed above with those lines of code at the end.

Do you have anything else that affects HUDs and UI? Is that the very last file loading?

 
здравствуете скачал ваш мод и он не хочет работать, даже не отображается на панели с перками, подскажите пожалуйста в чем может быть проблема 

 
Brugas said:
Do you have that in a ModFolderName\Config\XUi\windows.xml? And not as windows.txt? Hard to zoom in and see, but it looks right.
That's what I use and and I use War3zuks AIO packs (Main files plus Farm Life packs. Only one left out is zmx patch and the extra backpack options).
I then load Steel UI after it and it's optionals (like toolbelt).
I then have other mods in between and at the very end I have a combo mod of a bunch of single and tiny lines of xml edits put together that includes the same folders and file I listed above with those lines of code at the end.

Do you have anything else that affects HUDs and UI? Is that the very last file loading?
I dont have anything else effecting it just STEELs stuff. And I had it loading last. and it was a windows.xml. I'm not sure. It's okay!

 
Just want to comment that I've not had internet access for the last week so have not seen these posts, I would have responded had I known.

Lots of good comments and will I'll sort it out. My first thought was to compress the search field but that would probably only add one more slot. The raised Search field is a better idea and I'll incorporate that into the mod very soon.  Also for the next release, I've added functionality where the more you use a tool/weapon the better you become at maintaining it. Each level of a perk decreases tool/weapon degradation rate by 1% (total 50%).

cheers

 
Last edited by a moderator:
I've fixed the issue. Underneath it all, it was just moving some ui elements around and fairly straightforward.

I will release the modified code this weekend after I perform a final test on the degradation code I previously added.

Pic of the ui changes - There are 5 additional tabs in the pic, the learn-by-use tab plus 4 dummy ones - there can now be a max 6 additional tabs in total (only 5 shown).  Pic shows testing the search for the word 'skill' and shows the pagination.

7dtdPerklist.png

cheers

 
Released the 1.1.1 version.

   - Fixed bug that affected Perk Tree bonuses for Harvest/Damage amounts.   

   - The more experienced you are with a tool/weapon the more you know how to maintain it. Each level of a LBU perk decreases associated tool/weapon degradation rate by 1% (total 50%).  Doesn't apply to the Hidden Strike or Demolition perks.  
   - Changed the layout of the Perk List Window. Moved the Search Field above the Perk Tabs. The tabs row now holds up to 6 additional tabs for compatibility with other mods that add tabs.

 
I been working with the creator of this mod https://www.nexusmods.com/7daystodie/mods/5425

To get it to work with yours you have to add his code for all 6 of his book classes. 







  • <effect_group> <!--Element appended by: "BR_Master_Skills"--> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="5,5" value="1" tags="MasterBowsSkillMagazine" /> </effect_group>









into each of his 6 perks to craft the magazines, they are incompatible, sucks cause I enjoy both. With your mod it doesn't allow the Master books to be crafted. 

 
So the mod need to work by myself? cuz when I download it and open the game, there actually still the same as normal version.

 
I been working with the creator of this mod https://www.nexusmods.com/7daystodie/mods/5425

To get it to work with yours you have to add his code for all 6 of his book classes. 







  • <effect_group> <!--Element appended by: "BR_Master_Skills"--> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="5,5" value="1" tags="MasterBowsSkillMagazine" /> </effect_group>







into each of his 6 perks to craft the magazines, they are incompatible, sucks cause I enjoy both. With your mod it doesn't allow the Master books to be crafted. 


In progression.xml everything below line 1000 is the code that changes the damage, stamina costs etc. for the Perks in the game's Perk Tree. This balances the Learn By Use perks with the games Perks (they each contribute 50%).

You can add the <passive_effect> code for the books into that code, add just before the other <passive-effects> Do that for each Book/Perk pair (perkArchery is on line 1820 in progression.xml.)

cheers

Code:
<perk name="perkArchery" parent="skillAgilityCombat" name_key="perkArcheryName" desc_key="perkArcheryDesc" icon="ui_game_symbol_archery">
			<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="1" desc_key="reqAgilityLevel01"/></level_requirements>
			<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="3" desc_key="reqAgilityLevel03"/></level_requirements>
			<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="5" desc_key="reqAgilityLevel05"/></level_requirements>
			<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="7" desc_key="reqAgilityLevel07"/></level_requirements>
			<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="10" desc_key="reqAgilityLevel10"/></level_requirements>

			<effect_group>
                <!--ADD BOOKS CODE HERE FOR EACH PERK THE BOOKS RELATE TO-->
				<!--Element appended by: "BR_Master_Skills"--> 
                <passive_effect name="RecipeTagUnlocked" operation="base_set" level="5,5" value="1" tags="MasterBowsSkillMagazine" /> 
                <!--rest of the existing code-->
				<passive_effect name="BlockDamage" operation="perc_add" level="1,5" value=".1,0.5" tags="perkArchery"/>
				<passive_effect name="EntityDamage" operation="perc_add" level="1,5" value=".05,.25" tags="perkArchery"/>
 
Last edited by a moderator:
So the mod need to work by myself? cuz when I download it and open the game, there actually still the same as normal version.
Hi Alabasca,

Is the mod installed correctly? There should be a HybridLearnByUse directory in the mods folder:

<drive>:\Users\<username>\AppData\Roaming\7DaysToDie\Mods\HybridLearnByUse

and there should be a ModInfo.xml file in that directory:

<drive>:\Users\<username>\AppData\Roaming\7DaysToDie\Mods\HybridLearnByUse\ModInfo.xml

sometimes the install goes wrong and you get a double directory:

<drive>:\Users\<username>\AppData\Roaming\7DaysToDie\Mods\HybridLearnByUse\HybridLearnByUse\ModInfo.xml   <!--incorrect install-->

There is an image on the first post of this mod thread that shows what the mod (mostly) looks like when you open the Skills Window.

cheers

 
In progression.xml everything below line 1000 is the code that changes the damage, stamina costs etc. for the Perks in the game's Perk Tree. This balances the Learn By Use perks with the games Perks (they each contribute 50%).

You can add the <passive_effect> code for the books into that code, add just before the other <passive-effects> Do that for each Book/Perk pair (perkArchery is on line 1820 in progression.xml.)

cheers

<perk name="perkArchery" parent="skillAgilityCombat" name_key="perkArcheryName" desc_key="perkArcheryDesc" icon="ui_game_symbol_archery">
<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="1" desc_key="reqAgilityLevel01"/></level_requirements>
<level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="3" desc_key="reqAgilityLevel03"/></level_requirements>
<level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="5" desc_key="reqAgilityLevel05"/></level_requirements>
<level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="7" desc_key="reqAgilityLevel07"/></level_requirements>
<level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attAgility" operation="GTE" value="10" desc_key="reqAgilityLevel10"/></level_requirements>

<effect_group>
<!--ADD BOOKS CODE HERE FOR EACH PERK THE BOOKS RELATE TO-->
<!--Element appended by: "BR_Master_Skills"-->
<passive_effect name="RecipeTagUnlocked" operation="base_set" level="5,5" value="1" tags="MasterBowsSkillMagazine" />
<!--rest of the existing code-->
<passive_effect name="BlockDamage" operation="perc_add" level="1,5" value=".1,0.5" tags="perkArchery"/>
<passive_effect name="EntityDamage" operation="perc_add" level="1,5" value=".05,.25" tags="perkArchery"/>

I'm not very good with code, but I will try and figure it out. 

Thank you. 

 
Back
Top