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0XP RolMod A18

Okay, I have recommitted the entire mod folder with the updates. It works locally so if I made a mistake when I tried to only add the changed files it should be fixed now that I simply replaced the entire mods folder. Let me know if it still doesn't work.

 
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.
800px_COLOURBOX1227596.jpg

I am not sure this is enough. Will start building tomorrow. Maybe if it were 50 feet tall :D

 
I completely uninstalled my mod and then reinstalled via the Mod Launcher and it worked. So hopefully it will work for others now as well.

 
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.
yes, i read that as you removed the sound. I am against silent anything, there are a million reasons zombies make some sort off sound, anyone with intelligence enough can figure out a bunch off those reasons without effort. They made the game so players cant be 100% silent....nvm.

EDIT:When I get time, I will be trying this mod out.

 
Okay, I have recommitted the entire mod folder with the updates. It works locally so if I made a mistake when I tried to only add the changed files it should be fixed now that I simply replaced the entire mods folder. Let me know if it still doesn't work.
Thanks. But unfortunately the exact same log comes back when reinstalling. Deleted all before that. And forgot to mention yesterdayt a message box saying "file not found" pops up at the end. It comes up in my language and not English if that helps anyway.

Thought I try to play and see if I'm just misunderstanding. So do the following starter quests.

*Bedroll

*Stone axe

*Club

*Bow and arrows

*craft 3 frames

*Find trader

Some missing from vanilla but thought there was to many for the mod.

Dodging all Z's on my way to the trader. Get 6 points and think it might be right Still dodging all Z's finding a place to put a chest and the roll down. Kill my first Z then and gets 825XP. Obviously not working.

Dont bother to much as said before, just wanted you to know.

Shin

 
Thanks. But unfortunately the exact same log comes back when reinstalling. Deleted all before that. And forgot to mention yesterdayt a message box saying "file not found" pops up at the end. It comes up in my language and not English if that helps anyway.
Thought I try to play and see if I'm just misunderstanding. So do the following starter quests.

*Bedroll

*Stone axe

*Club

*Bow and arrows

*craft 3 frames

*Find trader

Some missing from vanilla but thought there was to many for the mod.

Dodging all Z's on my way to the trader. Get 6 points and think it might be right Still dodging all Z's finding a place to put a chest and the roll down. Kill my first Z then and gets 825XP. Obviously not working.

Dont bother to much as said before, just wanted you to know.

Shin
Those are the six quests for the starter quest. The mod removes the 2 clothing quests and the campfire quest and also simplifies the frames so that you don't have to place and upgrade them. You should have 6 skillpoints to spend to start. That sounds like it was working properly.

Did you select 0% for your xp modifier in the main options menu? You have to do that step. Sounds like you had it at 100% (Default)

qsgWTYa.png


Also was there a purple XP icon in the bottom left side of the screen? That should be your timer until your first skillpoint.

Another thing to test is to see if you can nerdpole.

 
For those wanting additional changes:

After the game folder has been created (when using 7DTD Launcher to make a copy of the game) you can copy mods into the "Mods" folder there and it will use them as normal with the original "Mods" folder. Through this way i am using my own modlets that redoes zombies (HP and some other stats), damage detriments, reworks weapons and tools, along with some modlets from other people.

HERE is the link to my own thread for modlets and HERE you will find Xajar's modlet list, among which there is "Item Tiers", making tools and weapons have higher damage on higher quality tiers. Remember that not everything might work smoothly with what Roland has in his mod ;)

My comments on using the mod so far? Play really great, especially with the huge amount of Zs all around ;)

 
Those are the six quests for the starter quest. The mod removes the 2 clothing quests and the campfire quest and also simplifies the frames so that you don't have to place and upgrade them. You should have 6 skillpoints to spend to start. That sounds like it was working properly.
It is.

Did you select 0% for your xp modifier in the main options menu? You have to do that step. Sounds like you had it at 100% (Default)
0% chosen for sure. Checked it again just now.

Also was there a purple XP icon in the bottom left side of the screen? That should be your timer until your first skillpoint.
It's there.

Another thing to test is to see if you can nerdpole.
Cant nerdpole.

Playing 120 min days on nav. Just played a short while and killed a few Z's (there is a bunch to chose from, love it). But still getting XP for every kill and XP from harvesting. Pretty sure I lvld up and am at lvl 2 at 1600 hours on day one. I'm not to good on screens shots but I'll try to get one with the +XP icon bottom right. Also, if you want me to check the files for something just let me know what to look for and where.

Shin

 
I’ve noticed that if I am playing on a previous save the game “remembers” the xp settings from before. Try starting a brand new game with the xp already set to 0% and see if that one also gives xp.

 
I’ve noticed that if I am playing on a previous save the game “remembers” the xp settings from before. Try starting a brand new game with the xp already set to 0% and see if that one also gives xp.
When I select New game it's alreay selected 0XP as default. So all the games I started has been on O XP. But I have nothing better to do so I'll try again :smile-new:

 
Tried a few things with no luck, was still bugged. In the end I wiped any trace of 7d2d from my PC. All vanilla, mods and saves. Then downloaded... and it worked. So something was messing this up and I havent got a clue what it was.

Then I tried 3 different newly generated RWG maps.... remembered why I quit in the first place (not only due to maps) and gave up. Sry, your mod might be great but vanilla keeps my away.

 
Glad you got it sorted and sorry the game doesn't hold the magic for you any longer.

A17.3 just dropped and it does have improved RWG and my mod is fully compatible with it as far as I have seen. (I cheated and tested it last night for a couple of hours ;) )

 
A17.3 just dropped and it does have improved RWG and my mod is fully compatible with it as far as I have seen. (I cheated and tested it last night for a couple of hours ;) )
Cheeky ! Think I woulda done the same rofl

From now on any update stage I expect your mod to be 100% compatible and fully working before we even see the update. we will be watching ;)

 
select 0% for your xp modifier in the main options menu not working in 17.3 ?
It is for me but you might have to clean your files as some residue xp code seems to mess with the option. Shin reported he couldn't get the 0xp to work until he cleaned his save games. I had one instance where it didn't work for one of my saves but starting a new game fixed it.

 
Hey! I did something clever...

ADDED: Trader Finder Quests Modlet

All of the treasure quests have appended to them the white river settlement quest extension so that after you dig up the chest and open the treasure it starts the same start of game trader quest which looks for the closest trader. I tested this and if you get far enough away from the trader you already know the quest will direct you to a new trader you didn't know about. However, there is always a chance it could take you back to the trader you already know....

Even though I'm proud of this addition to the treasure chests for the chance of finding new traders, I don't know how to possibly make it so the game ignores traders you've already found so that you are guaranteed a quest to a new trader. If anyone thinks they know the answer to this and wants to lend a hand for equal glory please let me know.

In the meantime hopefully this will make those treasure maps a bit more exciting as they will now lead you to a treasure AND quite possibly a new trader if you are close enough to one. If you already are using my mod the easiest is to just go to my github and copy and past the Trader Finder Quests folder to your mods folder. This modlet is purely xml edits via xpath.

 
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