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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.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.
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.What's the deal with the timer?
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)?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.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.
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.Well hello there Roland![]()
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?
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.Can you randomize getup timers for zombies? So some get up after 2 sec some only after 10-20?
Maybe...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".