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0XP RolMod A18

Sphereii uploaded the modlets to his modlauncher. So I was able to just use the modlauncher. I still can't figure out how to get the SDX program to work. I keep getting the same error that assembly c-sharp dlls are missing. So I suggest to others to just use sphereii's modlauncher for my mod as soon as it is added especially if they don't know how to use the SDX launcher like me.

Or they can just forego using those modlets. I'm already not including the ClearUI and simply pointing people to it as a suggestion to try if they want to play the game differently.

 
Roland the daily skill points are not applying. I see I have 3 XP notifications on my equipment screen, but no skill points were rewarded.

 
Roland the daily skill points are not applying. I see I have 3 XP notifications on my equipment screen, but no skill points were rewarded.
It means the sdx part isn't compiling. Use sphereii's mod launcher to load the mod and it will automatically help the sdx parts of the mod to work. I went back and edited the post detailing the instructions for how to load the mod to STRONGLY suggest that people use Sphereii's mod launcher. It is the best way to get it done correctly.

 
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Update: Made some slight adjustments. Changed the timer slightly again to get it closer to resolving at the same time each day based on 60 minute days. I also changed the exponential growth factor on the attributes downward so that the increase in skillpoints wouldn't grow quite so large so fast. The new progression is

Level 2 Skillpoints needed: 1

Level 3 Skillpoints needed: 1

Level 4 Skillpoints needed: 2

Level 5 Skillpoints needed: 2

Level 6 Skillpoints needed: 2

Level 7 Skillpoints needed: 3

Level 8 Skillpoints needed: 4

Level 9 Skillpoints needed: 5

Level 10 Skillpoints needed: 6

Perks remain the same at:

Level 1 Skillpoints needed: 1

Level 2 Skillpoints needed: 1

Level 3 Skillpoints needed: 2

Level 4 Skillpoints needed: 3

Level 5 Skillpoints needed: 5

So the very first Tier 5 Perk will require 11 skillpoints (level 10 attribute + level 5 perk costs) which would take 4 days to accumulate assuming no quests were done and no deaths.

 
What's the deal with the timer?
The deal is that the timer is actually 60 minutes of real time but the day length is not. It is actually longer than 60 minutes. That means that the time of day when you get your skillpoints gets noticeably earlier each day. Technically, its not a huge deal because it really is 60 minutes of real time that you wait but it gives the feeling of not being a full day of survival. So I am making small adjustments to the timer so that it gets as close as possible to the actual day length. I overshot it on my last adjustment so lowered it a bit.

 
Big Update:

Changed: All xp points officially removed from the game. It is 0xp Rolmod in truth and not just in name.

Changed: Quests no longer give level ups. They still give skillpoints.

Changed: The player now levels up once per day as long as there was no death.

Changed: Gamestages multipliers have been increased to keep the world challenge moving.

Implications

Thanks to a wonderful script provided by Sphereii the largest and final missing piece finally fell into place. No longer is it 2% of xp hidden from the player's view as much as possible. Now it truly is 0xp. It is gone from the game completely. In addition leveling up is now completely separated from gaining skillpoints. Leveling up in this version of the game is solely used as a timer to keep gamestages progressing. The upside of this is that gamestages no longer is a function of player action. It doesn't matter what you do in the world. The world challenge will progress day to day towards the things that gamestages provides: better loot and tougher enemies and larger hordes.

Now you can do quests to gain skills faster if you wish but it won't speed up or slow down gamestages. You as a player have no control over it other than dying causing a slight reduction as in the regular version of the game. The good news is that if you are fine with the pace of gaining skillpoints to spend on your perks then you once again do not have to mess with traders and quests. They are optional once again instead of necessary as they were in the earlier version of this mod.

In testing this it really feels like a return to classic 7 Days to Die before experience points were introduced. I am very pleased with the outcome of this mod and am so grateful to all the great modders who have helped me out. This would not be in existence without the support of others.

There is still some polishing to do and I have a couple of ideas I'm rolling around in my head related to zombie behavior. I would like to get the localization done for this mod so that the timer for skillpoints doesn't say "Bleeding" and so that my starter quest chain actually shows as 1-5. I would love to hear thoughts from those who have tried it to help me dial in on the loot drop rate. It is at 9% right now and I like that. It results in something dropping daily and usually 3+ bags during bloodmoon hordes and yet I never feel compelled to hunt and kill zombies to try and farm loot.

Please note: That if you downloaded a previous version of this mod and would like to try the newest version you will have to start a new game with the new version. Your saved game will "remember" the 2% xp setting even if you change it to 0%. Sorry.

 
Althought I have not tried yet, I already disagree with removing the death sounds. I wouldnt mind seeing what a random delay of the death sound might have on things, maybe even go as far as replacing the current death sound to keep it separated from the "stunned" sound as logically the two sounds would be different in my mind.

 
Althought I have not tried yet, I already disagree with removing the death sounds. I wouldnt mind seeing what a random delay of the death sound might have on things, maybe even go as far as replacing the current death sound to keep it separated from the "stunned" sound as logically the two sounds would be different in my mind.
Interesting. The death sound and the death animation are both clear signs that the zombie is dead. After playing for 5 minutes you can always tell with 100% success that they are dead. Ambiguity is impossible to achieve leaving the death sound in. Delaying it might be okay but to what end (and how)?

Why exactly are you against removing it? You didn’t mention that.

EDIT: I should be clear that I did not just remove the death sound. I replaced it with the stun sound. So there is a sound at the time of death but it is indistinguishable from the sound of being stunned. After thinking about what possible objections you might have I realized that maybe you thought I just removed the sound so that they were silent when they died. That isn't the case.

I changed the description in the OP to be more clear on that count.

 
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Tnx for doing this.. the entire lvl sistem Is not inmersive. For me the idea of apocaliptic survival is something like the book of Eli meets"the Road" with viggo mortensen. Desease..short amount of bullets and food. Less meta Game to think about It and Just play

This mod goes in that direction. :)

Sorry for the inglish

 
Althought I have not tried yet, I already disagree with removing the death sounds. I wouldnt mind seeing what a random delay of the death sound might have on things, maybe even go as far as replacing the current death sound to keep it separated from the "stunned" sound as logically the two sounds would be different in my mind.
Still waiting to play the newest version, but I don't think the lack of death sounds changed in the newest version (still on a cruise at the moment, so trying to avoid significant downloads). I did find after a couple hours of playing I could be very confident when they were dead unless I one-shot them, it's just not as glaringly obvious without the death sounds.

 
Well hello there Roland :D

After years of arguing lets be on good terms ^^

As this mod fixes loads of what I am criticising on A17, I am inclined to try it.

I dont ever use github or have ever modded 7d2d before. So is there anything I need to do other than download the launcher and use your mod?

I wont be able to play before the 16th but I would really like to set up a server with friends. Anything I need to do other than them having the mod too?

And thanks from me for doing this. It doesnt fix the perksystem, but it does fix a lot of other issues I have with the game and I might actually have fun with the game now :)

Suggestions:

make guns rarer.

Its not really an xp thing but the droprate of guns is insane.

also if you can make quality effect damage.

BC I generally have a good weapon day 1 and a shotgun or ak day 7 and have already scrapped 20 weapons for parts on day 14.

It doesnt feel like a wasteland where everyone is after guns and ammunition. It rather feels like guns rained from the skies and zombies were just a sideeffect of a hit chemlab :D

Can you randomize getup timers for zombies? So some get up after 2 sec some only after 10-20?

Also could you remove the "bar" of dead zombies when you hit them? They are nearly indestructible anyways and giving them a bar makes them "checkable".

Thank you for your time. :) Much appreciated.

 
Was curious to try this mod. It fixes some of my issues with the vanilla game, and it's made by the defender of the game... No offence there Roland. Anyways, mod wont start. Using modlauncher and ends up with a vanilla game. No biggie since I probably woudnt play much cause all of the remaining vanilla issues.

Chose new download and automatic refresh, tried 4 times. Heres the log.

This is a modlet pack that changes the vanilla 7 Days to Die game to de-emphasize xp incentives. Roland's Improved Death Ambiguity Mod removes the death sound, death animation, and increases the range for the get up animation. Roland's zero-xp Progression removes xp from actions and awards levels and skillpoints for completing quests. The Skillpoint Generator provides an automatic skillpoint award every day (based on default 60 minute days) as long as you don't die. The Skillpoint Generator requires SDX and the script folder contains the required file for the generator.

The following downloads will occur to install the mods for this server:

- https://github.com/Roland7dtd/0XP-Rolmod/archive/master.zip

Syncing https://github.com/Roland7dtd/0XP-Rolmod

Total Download Time: 00:00:01.12

Copying folder \TempMods\Roland7dtd\0XP-Rolmod\Mods ...

Copying is done.

Copying \TempMods\Roland7dtd\0XP-Rolmod\README.md to \Roland7dtd\0XP-Rolmod\README.md

Copying is Done.

Checking for SDX...

SDX Scripts Detected.

Downloading SDX...

SDX Downloaded. Checking SDX Dependencies.

Starting SDX Launcher: C:\7D2D\Alpha17\Roland\0XPMod\SDXRepos\Latest\SDX7DTD.exe /scriptonly /silent /gamepath ../.. /location ../..

Overriding location: ../..

EVENT: Begin task: Backup game files

EVENT: Begin task: Import UnityEngine.dll

EVENT: Begin task: Deobfuscate Assembly Strings

INFO: Skipping string deobfuscation as it already exists

EVENT: Begin task: Patch game code

INFO: Inject: System.Void GameManager::Awake() into type(SDX.Payload.Entry, SDX.Payload).Setup at start

INFO: Inject: System.Void GameManager::StartGame() into type(SDX.Payload.ModEngine, SDX.Payload).StartupModScripts at start

Saving...

Done.

EVENT: Begin task: Deobfuscate game code

De-obfuscator has been disabled

EVENT: Begin task: Compile mod patcher scripts

Dir not found: ../..\Mods\Skill Point Generator\PatchScripts

Compiling PatchScripts assembly...

Dir not found: ../..\Mods\Skill Point Generator\PatchScripts

Loading References...

INFO: Built in 554ms

PatchMods compile successful

Found patcher mods: 1

- AntiNerdPole

INFO: AntiNerdPole: === AntiNerdPole ===

Saving...

Done.

EVENT: Begin task: Copy payload dlls

Copy file: C:\7D2D\Alpha17\Roland\0XPMod\SDXRepos\Latest\SDX.Core.dll to ../../7DaysToDie_Data/Managed\SDX.Core.dll

Copy file: C:\7D2D\Alpha17\Roland\0XPMod\SDXRepos\Latest\SDX.Payload.dll to ../../7DaysToDie_Data/Managed\SDX.Payload.dll

EVENT: Begin task: Compile mod scripts

Compiling Mods.dll...

INFO: Built in 269ms

Mods.dll compile successful

EVENT: Begin task: Link modules

DLL Load attempt: C:\7D2D\Alpha17\Roland\0XPMod\SDXRepos\Latest\Backups\7 Days To Die\7DaysToDie_Data\Managed/Assembly-CSharp.dll

Saving to ../../7DaysToDie_Data/Managed/Assembly-CSharp.dll

Done.

EVENT: Begin task: Apply mod config patches

EVENT: Run sub task: Run Xml Patcher mod scripts

Save config files to: ../../Data/Config

EVENT: Begin task: Patch localization

WARN: C:\7D2D\Alpha17\Roland\0XPMod\SDXRepos\Latest\Backups\7 Days To Die\Data/Config/Localization.txt detected BOM in file

Save text file: ../../Data/Config/Localization.txt

Save text file: ../../Data/Config/Localization - Quest.txt

EVENT: Begin task: Create native mods

Script only flag set. Skipping CreateNativeModTask

EVENT: Begin task: Copy Assets to game directory

EVENT: Action completed at: 2019-05-05 19:44:30 and took 6,76 seconds

Remote build complete

SDX Exit Code: 0

SDX Successfully compiled.

Launching \7DaysToDie.exe -logfile 7DaysToDie_Data\output_log.txt -configfile=\SaveConfig.xml

Game Started

 
I hope I didn’t make a mistake in updating. I did it piecemeal. When I get home tonight I’ll redo and just copy my whole mod folder over to replace the old one. I played about 3 hours last night so I know my local copy works for sure.

 
Well hello there Roland :D
After years of arguing lets be on good terms ^^

As this mod fixes loads of what I am criticising on A17, I am inclined to try it.

I dont ever use github or have ever modded 7d2d before. So is there anything I need to do other than download the launcher and use your mod?

I wont be able to play before the 16th but I would really like to set up a server with friends. Anything I need to do other than them having the mod too?
I think that everyone playing needs to have the mod but I’m not sure. Maybe someone could chime in about how this mod would work for servers and if there is something I need to do to make it easy.

Can you randomize getup timers for zombies? So some get up after 2 sec some only after 10-20?
Already done. That was my starting point a la Guppy and then I went further and removed the death animations and replaced the death scream with the normal stun zombie sound.

Also could you remove the "bar" of dead zombies when you hit them? They are nearly indestructible anyways and giving them a bar makes them "checkable".
Maybe...

 
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