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(V1) Preppocalypse

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So I just realized I am launching the game on the Mod launcher and it still says it's version 1.0 for the base game, using the mod launcher how do you update the base game while playing Prepperpocalpyse? 

I realized I didn't participate in the Stable version

 
After updating in Steam to V1.1 (b14) Stable, it is possible the Mod Launcher will recognise the files have updated and simply use the default version in the main directory. That was my experience when updating from 1.0 to 1.1 experimental. However, if the Mod Launcher has cloned that V1.0 version, that will need to be purged. The Mod Launcher team are the experts on that.

 
Here is a small update for Preppocalypse:

1. Preppo Close Encounters Gun Store

This is a well known default POI given a Preppo variant. It is T5 and hooked up to all possible Quest types. To match the theme, it supports the Preppo Soldier Group of Mini Soldiers and their helpers. It is not recommended to visit the shooting range area until very well prepared as it can be quite an onslaught.

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2. Zombie Elimination Quest

A fake zombie has been added as the first entity for the zombie elimination quest. The first entity in the list of possible zombies is placed as the named zombie. Arlene is first in the list and renamed to Zombies, to allow 'Kill 10 Zombies' to appear. However, players using the HP and name mod would see Arlene as Zombies. This fake zombie cannot spawn and simply acts as a place marker.

3. Can Can Bat

Oakraven has kindly updated the Can Can Bat because it was not emitting light when the Burning Shaft Mod was installed. This update provides it a surrounding light source.

4. Preppocalypse (V1.0) to (V1)

Now that we have moved from V1.0 to V1.1, Preppocalypse will simply be called Preppocalypse (V1) to remain future compliant. It is possible we will see a V1.2 and V1.3 at some point. The mod launcher keeps a cache of data which will retain the V1.0 naming, and we have to delete the mods.json file in the Mod Launcher v1 folder as well as any reference to V1.0 files to purge it and allow it to show V1. The link to Github which the Mod Launcher downloads from remains the same with a V1.0 reference. Changing that can cause duplication issues and it will cause no problems remaining with that name.

 
This has become my new go to overhaul, followed by darkness falls and age of oblivion. Since it does not mess with the skills that much, it plays well with many of my other favorite mods. 

Now i wait for the hokoto no ken mod to update... 

 
@arramus Just started my game up this morning and I am getting this. Any thoughts? This doesn't look great for me 

image.png

Also, the game won't load now after seeing this. 

 
r.2.-2.7rg appears to have corrupted. Responses over the years in this forum suggest there is no recovery option beyond using a back up save.

You can delete that r.2.-2.7rg region from your game save 'Saves / West Xuyofu Territory / prepped / Region folder and see if it allows you to load the world. Hopefully this is the only corrupt region, but there is a chance for more. Deleting that region will wipe everything that was in it though and is something to consider. This is a game specific issue that can occur on any play through.

 
r.2.-2.7rg appears to have corrupted. Responses over the years in this forum suggest there is no recovery option beyond using a back up save.

You can delete that r.2.-2.7rg region from your game save 'Saves / West Xuyofu Territory / prepped / Region folder and see if it allows you to load the world. Hopefully this is the only corrupt region, but there is a chance for more. Deleting that region will wipe everything that was in it though and is something to consider. This is a game specific issue that can occur on any play through.




Thanks man, and guess what my entire Prepper game is completely F'ed now. A good 3 weeks of this down the tubes- terrible.... just terrible. I love this mod and everything you've done with it. I guess I'll start over :(

 
Here is a small update for Preppocalypse:

1. Living off the Land - Player Planted Trees

In A21 trees in a high density were causing rendering issues and double spawning issues. V1 is much better, but still not perfect. As such, this small update provides some relief for server admin who find too many trees causes performance degradation.

When players plant trees, and they reach full maturity to 1200HP, they can drop extra seeds based on the skill level for Living off the Land.

For example:

Regular trees in the biome dropped 1-2 seeds depending on size.

Player placed trees drop as follows:

0 Skill in Living off the Land = 2 seeds

1 Skill in Living off the Land = 4 seeds

2 Skill in Living off the Land = 4-5 seeds (with 50% chance for bonus drop of 1)

3 Skill in Living off the Land = 6-7 seeds (with 50% chance for bonus drop of 1)

1 Skill in Living off the Land = 4 seeds. This allows 1 for replanting, and 3 spare to add to the cooking crate. For Skill 2 and if you get lucky and collect 5, that is your 1 replant and 4 to make some acorn flour. This will also assist party players who prefer a homesteading role and want to spend more time cooking and less time chopping.

pmzlmoz.jpeg


2. Living off the Land - Rice and Wheat

Rice and Wheat are already hooked into Living off the Land for Skill 1 and Skill 3. This small update now adds in the small Skill 2 benefit.

Players have the change to receive 1 extra bonus Rice or Wheat 50% of the time. Even if you don't get lucky with the 15% chance for a larger load, there'll be a token gesture addition as bonus. This makes Rice and Wheat fully compliant with Living off the Land.

 
@arramus Do you have any suggestions on how to backup the game and make saves periodically so I can't at least try and go back on this new play through if something corrupts? 

Also I tried using Izzys gun pack with the new play through and it completely breaks the game. I think the gun pack is what screwed me up on the other play through as I tried to add it in 

 
Also I tried using Izzys gun pack with the new play through and it completely breaks the game. I think the gun pack is what screwed me up on the other play through as I tried to add it in 


I don't believe Izayo has released v3.0 of the mod pack for v1.1.  If you are playing V1.1, the current version of Izayo will break the game as there were changes made between 1.0 and 1.1.

 
I don't believe Izayo has released v3.0 of the mod pack for v1.1.  If you are playing V1.1, the current version of Izayo will break the game as there were changes made between 1.0 and 1.1.




Man so this is definitely what borked my other game for sure, thanks so much. 

 
Here is an update for Preppocalypse:

1. Screamer I.V. Quest switched to Preppo Communication Tower - Utility Worker Quest

With the revision to how the Screamer Quest functions since the V1.0 (b316)ish update, it is being switched on the Toolbelt with the Preppo Tower - Utility Worker Quest.
The Preppo Communication Tower is randomly placed in the biomes. It has been updated to add a new entity. The Preppo Tower - Utility Worker. This entity can only appear in the Preppo Communication Tower in its Prepper form. Visit multiple towers and eliminate 25 of these Utility Workers to complete the Quest.

A3vTuVO.jpeg


They are easy to spot, since they carry a hammer and ratchet as their melee weapons.

PdVOERD.jpeg


The Screamer I.V. Quest is semi functional since even though the I.V. drip does trigger a heat amount to attract Screamers, it is not as instant as it used to be. As such, it is placed in the Starter Kit Pack as we can still complete the quest through regular heat production once we've accepted the Quest and placed the I.V. drip to start the Quest. We shall see if this changes in the future.

2. Preppo Hogzilla POI.

The default Hogzilla POI is a fun one, and has been given a variant for Preppocalypse that contains Prepper boss entities. It should be a fun one.

LC6aIkF.jpeg


3. Trader Tech-Trio and Prepper Old West Bob

Trader Tech-Trio and Prepper Old West Bob were removed since the V1 progression system has some strict sequencing. However, it is now possible to add these custom traders back in by ensuring they do not appear in the Pine Forest and break the initial Trader Rekt requirement. Here is how it works.

Step 1. We join the game for the first time and complete the initial challenge. We are pointed to Trader Rekt.
Step 2. Trader Rekt will point us to Trader Jen upon completing 10 Quests. This is the V1 pattern.

However, in the desert biome we can find the Prepper Trader Bob in the Old West Town. He can only appear in the desert biome and is set to appear once or twice depending on the size of the World and number of Old West Towns. Prepper Trader Bob cannot appear in other biomes.

We can also find one or two instances of the Preppo Tech-Trio which consists of Jen, Hugh, and Joel. This POI can only appear in the Burnt Forest, Snow, or Wasteland.

This compromise allows the custom traders to return without breaking the progression system for V1.

w0oiJjU.jpeg


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It is possible to find the Preppo Tower - Utility Worker Quest in loot and if you missed as you are currently in a play through, it can still be found.

However, the Prepper Old West Bob and Tech-Trio POIs need to be added to a new World or manually added through the World Editor.

The updated Comm Towers will update to the new type on regions which have not been opened and the new sleeper groups should be active...

There is also a Radiated variant of the Preppo Tower - Utility Worker and he does not count towards the Quest. However, he will be counted towards the Radiated Prepper Zombies Quest. He can also be found in the Wasteland and Boss type POIs.

 
Edit: After testing in V1, the updated sleeper groups are not working in an existing World. In past Alphas, sometimes they would refresh and sometimes they wouldn't. In V1, they do not and it will require a new World.

 
A sample 6K World has been added to the downloads area on Nexus.

It has all of the latest default and custom POIs for V1.1 (b14)

It also has some edits made in the World Editor to increase the fill ratio for Preppo POIs which didn't receive much coverage.

It contains 2 Tech-Trio POIs and 1 Old West Bob.

V1-Preppo6KOct2024 (V1.1 b14 Stable)

https://www.nexusmods.com/7daystodie/mods/5295?tab=files

 
Spartan-85 recently began a 2nd series of Preppocalypse and is methodically introducing the highlights and adapting to changes as they occur. Spartan-85 admits he doesn't always display the skills and strengths of hardcore streamers, but that is actually the thing a lot of us like about these streams because they are dynamic and spontaneous, and more often than not find a way. Spartan-85 is very well experienced with 7DTD from early Alpha and console release to the current V1 and excels in the systematic nature of things. well worth a watch for any first times to Preppocalypse who are considering a play through.



 
@arramus I noticed with other mods they put the Zombie health bars on top. Was there a particular reason why you never added it into this mod? I am sort of on the fence about it, I am used to it not showing in Vanilla, but I played the WarZUK mod or whatever it's name is and there are health bars on the Zombies. I guess I could add one into this mod, but I am not fully convinced I need it or even want it so to speak. 

 
@arramus I have a weird bug?  I hope it's a bug and not intentional..  anyway, I cannot USE anything while it is in my backpack.   I have to put it on my toolbar and "Eat" it for it to work.   This applies to Everything that you would use; IE: Food, Books, Meds, etc  I have 1.1 b14 stable.  Using the most recent download from nexus.

 
@arramus I noticed with other mods they put the Zombie health bars on top. Was there a particular reason why you never added it into this mod? I am sort of on the fence about it, I am used to it not showing in Vanilla, but I played the WarZUK mod or whatever it's name is and there are health bars on the Zombies. I guess I could add one into this mod, but I am not fully convinced I need it or even want it so to speak. 
It is easier to add than remove. It was as simple as that and left default as the community typically knows how to add it using other mods, including 0-Score.

 
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