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[1.0] khzmusik's Mods (survival, NPCs, add-ons)

khzmusik

Well-known member
7D2D mods by khzmusik

This thread is for my mods that are compatible with version 1.0 of 7 Days to Die.

This is the link to the Git repo for these mods:

https://gitlab.com/karlgiesing/7d2d-1.0-mods

Each mod has its own individual README file. These files can be read on the Web by going to the mod's directory in the GitLab repo; I have provided a link for each modlet.

The README files have many details about installation and usage, including whether it is recommended to create a new game world, as well as technical details about the creation of the modlet and how to modify its behavior.

Feel free to download them, modify them, learn from them, use the code in your own mods/modlets, and in general do whatever you like with them. Credit is appreciated but not required.

These modlets should be available in the Mod Launcher as well. I highly recommend using that to install and manage your mods and modlets. It is available from 7d2dmodlauncher.org.

How this thread is organized

In this thread, I will be making different posts for each category of mod:

  • Survival: Survival-related mods, or mods that make the game more challenging
  • Additions: New items, quality of life features, etc.
  • NPC: Mods related to NPCs (human or otherwise)



The short description of each mod should display whether it is server-side (needs to only be installed on the server in multiplayer games), and whether it can be run with EAC (Easy Anti-Cheat) disabled.

ZIP file downloads

I am also including a link to a ZIP file for each modlet. These files are automatically generated by GitLab when you visit the URL, so you should get the latest version each time.

Important: GitLab automatically wraps the mod in a folder called "7d2d-1.0-mods-main-[mod name]".

This is not the folder to put into the game's Mods directory. The folder inside this folder should be put into your Mods directory.

If you want to download the modlet in a different compression format:

  1. Go to the mod's directory in the repo (follow the "Repo" link).
  2. Click on the button with the "download" icon (next to the "Clone" button) in the upper-right hand corner of the page.
  3. Under "Download this directory," click on the format you want. In addition to .zip format, GitLab supports .tar, .tar.gz, and .tar.bz2.
 
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Survival mods

These mods make the survival aspect of the game more difficult.

Bad Medicine

You have to feel it to heal it.

  • ❌Not server side only (clients do need to install the mod locally)
  • ✔️EAC compatible (clients and servers do not need to disable Easy Anti-Cheat)



Features:

  • "Glass Jaw" effect: Whenever you get damaged (by anything), there is a subtle camera shake effect. This effect gets slightly worse when you are lower than half health.
  • "Soft hands" effect: Punching solid objects with your bare fists is a bad idea. Standard attacks will do one HP damage, and cause you to yelp a little. Power attacks will do five HP damage, and cause you to scream in pain.
  • You can only craft dirty bandages using cloth. Dirty bandages can be sterilized (to "vanilla" bandages) by boiling with clean water in a cooking pot.
  • Dirty bandages have a chance to cause infection. Treating lacerations (as opposed to just bleeding) will always cause infection.
  • To make up for the increased chance of infection, first aid items now have a very small antiseptic effect (less than honey).
  • You can also drink gasoline. Don't drink gasoline.
  • If you are on fire, don't douse yourself with flammable liquids.
  • You're not Rambo. Stitch up a wound using a sewing kit, and you'll make pain sounds for everyone to hear. Unless you're drunk.
  • The negative effects from a concussion occur much more frequently (though still randomly).



Repo: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/khzmusik_Bad_Medicine 

Download: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=khzmusik_Bad_Medicine




Food Spoilage and Preserved Foods

Introduces food spoilage to the game, and adds recipes for canned and preserved foods that don't spoil.

Requires SCore version1.0.15.1402 or above.

  • ❌Not server side only (clients do need to install the mod locally)
  • ❌Not EAC compatible (clients and servers do need to disable Easy Anti-Cheat)



Features:

  • Most foods that are not canned or otherwise preserved can now spoil.
  • Prepared drinks (such as teas) can now spoil.
  • Battery-powered refrigerators and beverage coolers can be crafted. Recipes are unlocked in the same perk and level as battery banks.
  • New canned/preserved foods:


    IPA (India Pale Ale). Beer that takes more hops to craft and doesn't spoil. Recipe unlocked in the same perk and level as the vanilla beer recipe.
  • Canned corn, mushrooms, potato, and pumpkin. Recipes unlocked in the same perk and level as blueberry pie.
  • Preserved blueberries. Recipe unlocked in the same perk and level as blueberry pie.
  • "Shamway Fruit Pie" (in box, similar to Hostess or Drake's). Loot only, cannot be crafted.
  • Smoked/cured meat. Recipe unlocked in the same perk and level as grilled meat.

[*]Advanced recipes (stews, pies, etc.) have additional recipes that use the new canned vegetables and preserved blueberries.

[*]Spoilable foods are removed from (non-Twitch) loot groups, and replaced with canned/preserved equivalents.





See the README.md for details.

You must start a new game after installing this mod! If you try to load an existing game, it will corrupt your game save.

It requires the 1.0 version of the 0-SCore modlet. Earlier versions will not work!

Repo: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/khzmusik_Food_Spoilage 

Download: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=khzmusik_Food_Spoilage




Gas Shortage

Makes gasoline scarce, and more difficult to craft.

  • ✔️Server side only (clients do not need to install the mod locally)
  • ✔️EAC compatible (clients and servers do not need to disable Easy Anti-Cheat)



Features:

  • Gasoline cannot be harvested from vehicles, gas pumps, or anything else. (It can still be looted from vehicles, gas pumps, or other containers.)
  • Each oil shale yields one can of gas (not 2).
  • Stacks of gasoline hold 1000 cans of gas (not 5000), and cost 800 cans of gas to produce (not 2000).
  • Gasoline, and stacks of gasoline, are twice as expensive to buy (and sell for twice as much).
  • The economic bundle size for gasoline is halved (50 instead of 100).
  • Traders stock 500 - 1000 can of gas at a time (not 5,000 - 10,000).

There is also XML code to have players spawn with the 4x4 when they enter the game, but that is commented out by default. See the README if you want to enable that.

Repo: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/khzmusik_Gas_Shortage 

Download: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=khzmusik_Gas_Shortage 




No XP from killing

Players do not get any experience points from killing zombies or any other entity.

  • ✔️Server side only (clients do not need to install the mod locally)
  • ✔️EAC compatible (clients and servers do not need to disable Easy Anti-Cheat)



Players do not get any experience points from killing zombies or any other entity.

As a result, the XP notification will not display when a zombie is killed. You can no longer use that notification to determine if a zombie is really dead.

To make up for this, the amount of XP gained from all other sources is doubled. During my test playthroughs, I found that roughly half of the XP that I gained was from killing, so this should make progression roughly the same as it would be otherwise.

I created this mod to lessen the incentive for killing dangerous enemies, so players will have as munc incentive to avoid them instead. (It does not entirely remove the incentive for killing enemies; zombies still drop loot bags, and animals can be harvested.)

This steers the game away from being a first-person shooter, and closer to being a survival game.

Features:

  • No XP from killing.
  • No XP notification when entities die.
  • New loading screen tip.
  • The Night Stalker "Twilight Thief" book gives double XP at night, for any source of XP (previously only from killing).

Repo: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/khzmusik_No_XP_From_Killing 

Download: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=khzmusik_No_XP_From_Killing 




Polluted Water

All water from natural sources is polluted and must be purified.

  • ❌Not server side only (clients do need to install the mod locally)
  • ✔️EAC compatible (clients and servers do not need to disable Easy Anti-Cheat)



Features:

  • All natural water sources yield polluted water instead of murky water. Polluted water takes away 15 health, and has a near-certain chance of giving you dysentery. Polluted water can not be boiled, and must be purified to murky water.
  • Adds water purification tablets. Tablets can be crafted in either a campfire with a beaker, or a chemistry station. The recipe unlocks with the recipe for herbal antibiotics. They are also a rare find in medical loot.
  • Purification tablets require bleach, which is new to the game. Bleach cannot be crafted, but can be found in loot in the same places as acid, with higher probabilities in places like sinks and janitor carts.
  • Glass jars are back, but can only be filled with polluted water. Jars can be looted and crafted, but are not returned when liquids are consumed. This is for compatibility with other consumables in A21, and for balance reasons.
  • Snowballs can be turned into polluted water using a glass jar at a campfire.
  • Dew collectors do not produce heat.

Repo: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/khzmusik_Polluted_Water 

Download: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=khzmusik_Polluted_Water 




Rain Collector

Turns the dew collector into something more like a rain collector.

  • ❌Not server side only (clients do need to install the mod locally)
  • ❌Not EAC compatible (clients and servers do need to disable Easy Anti-Cheat)



Features:

  • The dew collector fills more rapidly when it is foggy.
  • The dew collector fills much more rapidly when it is raining.
  • The dew collector will not do anything if the outside temperature is below the freezing point of water.
  • To make up for the fog and rain boost, the dew collector takes longer to fill up overall.
  • Adds the ability to increase the number of "slots" in the dew collector. The XML changes are in windows.xml but are commented out. See the README for instructions. Note: This feature has been rewritten for version 1.0 and is significantly safer than it was in A21.

This is all configurable in the XML. See the README.md for details.

Repo: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/khzmusik_Rain_Collector 

Download: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=khzmusik_Rain_Collector 




Slow Build

Slows down building, and to a lesser extent crafting.

  • ✔️Server side only (clients do not need to install the mod locally)
  • ✔️EAC compatible (clients and servers do not need to disable Easy Anti-Cheat)



This encourages renovating prefabs rather than building structures from scratch, for both horde bases and personal dwellings. It also makes inventory management more challenging. The fact that wood items take nails to craft will also discourage nerd poling.

Features:

  • Wood frames, shapes, and ladders now require nails to craft. To adjust for this, players are now given a small stack of nails when starting, and the amount of nails in loot has been increased.
  • Wooden furniture and containers have a chance to produce nails when destroyed with a tool. Any tool will do; the tool does not need to be a harvesting tool (like a wrench). Scrapping furniture (like wooden chairs) will not produce nails.
  • Full boxes of nails (100 count) have been added to the game. These boxes can be found in loot, or bought from traders. Players can also craft boxes from loose nails (and they do not need to be unlocked).
  • The stack sizes for all frames have been reduced to 100 (from 500).
  • The stack sizes for natural resources (such as iron or clay) have been reduced from 6000 to 500. Stack sizes for cobblestone, cement, and concrete have been reduced from 1000 to 100. Bundles of resources have been updated to reflect the new stack sizes.
  • Trees now take twice as long to grow, and yield at most one seed.

Repo: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/khzmusik_Slow_Build 

Download: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=khzmusik_Slow_Build 



 
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Add-on mods

These are mods that add new items or recipes, quality of life mods, etc. They add features to the game, but are not meant to make it more difficult.

This is also a kind of "catch-all" category for mods that do not fit into the "survival" or "NPC" categories.

Quality of Life

A collection of small modifications that should make your in-game life more convenient. The mod is designed to be uncontroversial and safe, so should be appropriate regardless of play style.

  • ✔️Server side only (clients do not need to install the mod locally)
  • ✔️EAC compatible (clients and servers do not need to disable Easy Anti-Cheat)

Features:

  • The "already read book" icon is now a semi-translucent green check mark. Inspired by this post on the forums: Mod that lets you know you've already read a book?
  • The time it takes to scrap or smelt brass is reduced by half.
  • If you have the required knowledge to craft ammo bundles, you can craft them from loose ammo (not just from raw materials).
  • Dropped loot bags stick around for 60 (real-time) minutes before despawning.
  • Anvils can be scrapped for iron, or smelted in the forge.
  • The wood resource no longer makes the wood "grab" or "place" sounds when dragged and dropped. No other UI sounds are affected. (New for v1.0.1.0)
  • The backpack's lock icon colors have slightly more contrast, and the lock and unlock sounds are different. (New for v1.0.1.1)
  • Miscellaneous small balancing and bug fixes.



Repohttps://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/khzmusik_Quality_Of_Life 

Downloadhttps://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip 




Snowberry Love

Snowberries were removed from the game in A20. This mod restores them to the game, and adds new uses for them.

  • ❌Not server side only (clients do need to install the mod locally)
  • ✔️EAC compatible (clients and servers do not need to disable Easy Anti-Cheat)

In the real world, snowberries were used mostly for medicinal purposes by Native American tribes. They also taste like wintergreen (reportedly - I have not eaten them). I based the in-game uses on these facts. (See the README for references.)

Features:

  • Snowberries can be grown from seeds and harvested. The seed recipe is unlocked from the same Living Off The Land perk level as blueberry seeds.
  • Snowberry tea can be crafted in a campfire with a cooking pot. The tea gives 24 water and cures dysentery 10%.
  • Snowberry paste can be used the same as medical aloe cream, and can be used instead of aloe cream when crafting first aid bandages. The paste takes five snowberries to craft.
  • Snowberries may be used instead of blueberries in herbal antibiotics recipes.
  • Grandma's Gin: "How intelligent people get drunk and belligerent." It provides the buffs of beer, combined with 10% faster crafting time, an additional 1 point of intelligence, and 10% more experience gained. (The latter three used to be granted by nerdy glasses, which were removed in 1.0.) The gin recipe is unlocked at the same crafting level as Grandpa's Moonshine.
  • To preserve balance, snowberries spawn less often.



Repohttps://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/khzmusik_Snowberry_Love 

Downloadhttps://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=khzmusik_Snowberry_Love 




 Trader Progression

Reworks the trader progression. Traders aren't locked to one biome, but players still progress through biomes.

  • ✔️Server side only (clients do not need to install the mod locally)
  • ✔️EAC compatible (clients and servers do not need to disable Easy Anti-Cheat)

About the trader POIs in this mod:

Without modification to the XML files for the trader POIs, different traders would tend to spawn next to each other. (Jen wouldn't spawn with Jen, but she might spawn next to Rekt.) This is the only change made to the POIs. But I can't distribute just the XML for the POIs, I have to distribute all the files.

However, these files are only used for world generation. Once the world is generated, the custom POIs are no longer needed, and the vanilla files can be used. This is why the mod is server side only - clients already have the vanilla files and the rest is pushed from the server.

Features:

  • Traders are no longer locked to one specific biome. However, there are still some biome limitations - not every trader will spawn in every biome.
  • The "Opening Trade Routes" quests still send players to progressively more difficult biomes. The biome progression is the same as vanilla.



All of this is configurable in the XML. See the README for details.

Repohttps://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/khzmusik_Trader_Progression 

Downloadhttps://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=khzmusik_Trader_Progression



 
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NPC mods

These are mods relating to non-player characters, human or otherwise. They may provide new characters, alter the character of existing characters, or provide more character lore.

Trader Lore

Adds unofficial lore and history to the trader dialogs.

  • ✔️Server side only (clients do not need to install the mod locally)
  • ✔️EAC compatible (clients and servers do not need to disable Easy Anti-Cheat)

This lore is definitely not the official lore of The Fun Pimps. It is, however, based in Arizona reality.

Features:

  • Fleshed-out lore and backstory for the Duke, Noah, Whiteriver, and the Cassadores.
  • Different traders have different relationships with each group or leader, and have different opinions or amounts of knowledge about them,
  • The vanilla dialog window is larger, to make room for more text,

Repo: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/khzmusik_Trader_Lore 

Download: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=khzmusik_Trader_Lore 


Zombies

Adds new zombies to the game. Screenshots are in the spoiler.

  • ❌Not server side only (clients do need to install the mod locally)
  • ✔️EAC compatible (clients and servers do not need to disable Easy Anti-Cheat)

New Zombies:

  • zombieBurntKhz - a new burnt zombie 
    zombieBurntKhz.jpg

  • zombieBusinessmanKhz - an older businessman zombie 
    zombieBusinessmanKhz.jpg

  • zombieBusinesswomanKhz - an older businesswoman zombie 
    zombieBusinesswomanKhz.jpg

  • zombieCowgirlKhz - a skinny cowgirl zombie 
    zombieCowgirlKhz.jpg

  • zombieFemaleKhz - a generic, but skinny, female zombie 
    zombieFemaleKhz.jpg

  • zombieFemaleLumberjackKhz - a female lumberjack zombie 
    zombieFemaleLumberjackKhz.jpg

  • zombieFemaleOfficeKhz - a female office worker zombie 
    zombieFemaleOfficeKhz.jpg

  • zombieFirefighterKhz - a male firefighter zombie 
    zombieFirefighterKhz.jpg

  • zombieMaleKhz - a generic, but skinny, male zombie 
    zombieMaleKhz.jpg

  • zombiePolicewomanKhz - a large policewoman zombie. New for 1.0: be careful, she spits! 
    zombiePolicewomanKhz.jpg

  • New for 1.0: zombieMaleScrubsKhz - A male health care worker zombie in medical scrubs. This zombie can randomly spawn with three different colors of scrubs. 
    zombieMaleScrubsKhz.jpg

  • New for 1.0: zombieFemaleSoldierKhz - A female soldier zombie. 
    zombieFemaleSoldierKhz.jpg

  • New for 1.0: zombieFemzombieMaleSoldierKhzaleSoldierKhz - A new male soldier zombie. 
    zombieMaleSoldierKhz.jpg


There are feral and radiated versions of each zombie.

The new zombies should spawn with the appropriate vanilla zombies.

Repohttps://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/khzmusik_Zombies 

Downloadhttps://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=khzmusik_Zombies 


NPC Core mods



  • ❌Not server side only (clients do need to install the mods locally)
  • ❌Not EAC compatible (clients and servers do need to disable Easy Anti-Cheat)



These are mods that are designed to be used with the NPC Mod system. All mods require both SCore and NPC Core to be installed - visit the NPC Mod And Addons thread for the latest download links.

A big thank you to Xyth, SphereII, and the entire community who helped make this happen!

Civilians Pack for NPC Core

Adds "Civilian" human NPCs to the game.

V1.0_2024-09-07_22-09-54.jpg


V1.0_2024-09-07_22-20-19.jpg


A21.0_2023-08-08_21-59-28.jpg


All of them are in the Whiteriver faction, and can be hired.

Almost every character can wield all supported NPC weapons. The only exception is "Female Young 2" (with the blue spiky hair). She has problems with the rocket launcher, so she can't wield that.

All characters were created by me (khzmusik), using assets that are either free for re-use or CC-BY. There should not be any issues if you want to include these characters in your overhaul or mod pack, provided you give the appropriate credit. See the README.md file for details.

Civilian Bandits: The pack also includes XML that will enable bandit versions of the civilian characters, and add them to the proper entity groups. This XML is in separate files, and is disabled by default. Detailed instructions about enabling them are in the README.

Repo: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/1-khzmusik_NPC_Civilians 

Download: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=1-khzmusik_NPC_Civilians 


 Psychos Pack for NPC Core

Adds "Psycho" human NPCs to the game.

Psychos.jpg

All of them are in the Bandit faction.

Almost every character can wield all supported NPC weapons. The exception is the Male Psycho Brute. He does not wield:

  • Spear
  • Bat
  • M60
  • Pipe Pistol
  • Pistol
  • Desert Vulture
  • Hunting Rifle
  • Sniper Rifle
  • Bow



The characters come in two flavors: "basic" and "advanced." The "basic" versions can be spawned into horde spawners, but cannot be interacted with or hired. The "advanced" versions cannot be spawned into hordes (the game will throw errors), but they can be interacted with and hired, provided your standing with the Bandits faction is good enough. By default it is not; the "advanced" versions are meant to be used with mods/modlets that can dynamically change the player's relationship with factions.

The "advanced" version also contains extra dialog options (if your faction standing is good enough to talk with them). These dialog options add personal lore for that character - they do not affect gameplay at all. What they reveal to you will change, depending upon your faction standing, and whether they are hired or not.

I am assuming most players want the "basic" versions, so that is what spawns by default. But this can be changed through XML, and there is commented-out code that will do so.

The Psychos pack also includes custom wandering horde groups, but they are not enabled by default. See the README or the XML comments for instructions about enabling these groups. Note that "advanced" NPCs cannot spawn into any horde groups, so only the "basic" versions can be spawned into these groups.

Also note that Psychos do not spawn into the NPC Core prefab groups, so if you have a POI or prefab that uses these groups, you will not see Psychos spawn into those.

However, the pack does contain custom prefab groups if you want prefabs (POIs) to spawn in only Psychos. The mod contains prefabs that are biome decorations which only spawn in Psychos. These can be used as learning aids to see how the Psycho-only prefabs can be created, or you can also remove the prefabs completely if desired. Instructions are in the README and XML comments.

All characters were created by me (khzmusik), using assets that are either free for re-use or CC-BY. There should not be any issues if you want to include these characters in your overhaul or mod pack, provided you give the appropriate credit. See the README.md file for details.

Repo: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/1-khzmusik_NPC_Psychos 

Download: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=1-khzmusik_NPC_Psychos 


Rogues Pack for NPC Core

Adds "Rogue" human NPCs to the game.

Rogues.jpg

All of them are in the Bandit faction.

The characters come in two flavors: "basic" and "advanced." The "basic" versions can be spawned into horde spawners, but cannot be interacted with or hired. The "advanced" versions cannot be spawned into hordes (the game will throw errors), but they can be interacted with and hired, provided your standing with the Bandits faction is good enough. By default it is not; the "advanced" versions are meant to be used with mods/modlets that can dynamically change the player's relationship with factions.

The "advanced" version also contains extra dialog options (if your faction standing is good enough to talk with them). These dialog options add personal lore for that character - they do not affect gameplay at all. What they reveal to you will change, depending upon your faction standing, and whether they are hired or not.

I am assuming most players want the "basic" versions, so that is what spawns by default. But this can be changed through XML, and there is commented-out code that will do so.

The pack also creates custom Rogue and Psycho sleeper volume groups, which can be used to create POIs that are specific to only Rogues or only Psychos. If you create POIs with these groups, then either distribute this pack with those POIs, or make it clear to users that they will need to install this pack themselves.

The Rogues pack also includes custom wandering horde groups, but they are not enabled by default. See the README or the XML comments for instructions about enabling these groups. Note that "advanced" NPCs cannot spawn into any horde groups, so only the "basic" versions can be spawned into these groups.

Rogues do spawn into the "bandit" sleeper volume groups provided by NPC Core. However, the pack also contains custom prefab groups if you want prefabs (POIs) to spawn in only Rogues. The mod contains prefabs that are biome decorations which only spawn in Rogues. These can be used as learning aids to see how the Rogue-only prefabs can be created, or you can also remove the prefabs completely if desired. Instructions are in the README and XML comments.

It is also possible to add "civilian" Rogues to the game. These are Rogue characters that are part of the friendly Whiteriver faction. This is disabled by default, but adding them involves only simple XML edits to existing files (using XML commands new to 1.0). Instructions are in the README and the XML files themselves.

All characters were created by me (khzmusik), using assets that are either free for re-use or CC-BY. There should not be any issues if you want to include these characters in your overhaul or mod pack, provided you give the appropriate credit. See the README.md file for details.

Repo: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/1-khzmusik_NPC_Rogues 

Download: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=1-khzmusik_NPC_Rogues






Lazarists Pack for NPC Core

Adds "Lazarist" human NPCs to the game. (Inspired by the "Whisperers" from The Walking Dead, but with different motivations and history.)

Coming soon! Stay tuned...

NPC Core Tools and Mods

These are mods that change NPC Core behavior; or are tools for developers who use NPC Core (like the authors of NPC Packs, or overhauls that use NPCs).

NPC Probabilator

A mod for developers. It adds a console command to calculate probabilities for NPCs to spawn into biomes and POI groups, and writes them to XML files which you can include in your NPC Pack (or overhaul). Once it has generated the files, it can be uninstalled.

This mod creates an in-game console command that generates NPC entity group probabilities and spawners, and writes them to XML files.

It is designed for NPC Pack authors, and modders that use those packs (like overhaul authors). It probably will not be of much use to end users (players).

Once the probabilities are calculated, and the XML files are generated, the job of this mod is over. So, there is no point keeping it installed afterwards.

Typical usage:

Code:
generatenpcprobabilities [prefix] [name template]
...where:

  • [prefix] is a prefix to add to the entity groups, spawn groups, and generated XML files
  • [name template] is a string to match against the entity class names of the NPCs (any name that contains the string will match)

Spaces are not allowed in either the prefix or template.

It will also take into account certain tags on each entity class - the biomes the entity should spawn into (including none), whether the entity is a boss, etc. See the README for details.

Repo: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/2-khzmusik_NPC_Probabilator 

Download: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=2-khzmusik_NPC_Probabilator 

 
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Just wondering on your Food Spoilage and Preserved Foods

How long does regular meat usually last in a basic storage? 

And when we craft your fridge etc, will it ever spoil or just last a lot longer? 

 
Just wondering on your Food Spoilage and Preserved Foods

How long does regular meat usually last in a basic storage? 

And when we craft your fridge etc, will it ever spoil or just last a lot longer? 


Raw meat should be set up to spoil at a rate of 5 every 24 hours, if it's in a container (6 if it's in your inventory, 7 if it's in your toolbelt).

Fridges won't totally eliminate food spoilage, but it will make food last much longer. For example, raw meat in a powered fridge should spoil at a rate of 1 every 24 hours.

Also, different foods are affected more by refrigeration. For example, corn still lasts longer when refrigerated, but not five times as long. It goes from 7 spoiling in 5 days, to 3 spoiling in 5 days.

 
eh.....i have the Food Spoilage and Preserved Foods ...well I took a few pieces of raw meat and kept getting a lot of RottingFlesh....Then the quantity of RottingFlesh kept increasing.....No red line no nothing....

 
eh.....i have the Food Spoilage and Preserved Foods ...well I took a few pieces of raw meat and kept getting a lot of RottingFlesh....Then the quantity of RottingFlesh kept increasing.....No red line no nothing....


I saw this same behavior early in testing.

I think this was an issue with previous versions of SCore. It should be fixed if you get the latest.

If it's not, let me know. EDIT: Also tell me if you've done anything for testing, that wouldn't be done in a standard game - like go into debug mode and move the time back or forward.

 
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This is my SCore mod Version: 1.0.32.940......I think it‘s the New one...that 's weird....And i start a new game but still have the same problem- -🤐 Is it my SCore Version is too high?...I will try other Version to test...

 
eh.....i have the Food Spoilage and Preserved Foods ...well I took a few pieces of raw meat and kept getting a lot of RottingFlesh....Then the quantity of RottingFlesh kept increasing.....No red line no nothing....


I found the cause. It has to do with a bug "fix" that SphereII put into food spoilage, called "UseAlternateItemValue".

The result of using that fix is that any item that spoils in your backpack will generate new spoiled items, continuously, for as long as the backpack is open. It only happens in your backpack, not in other containers.

I disabled that bug fix, and pushed a new patch version of Food Spoilage. I recommend that everyone download the new version.

Unfortunately, that change was put in to fix a bug, and without it the bug still exists.

According to SphereII, the bug is that if you split a stack, then all the stacks use the same spoilage. I have tested it, and I think I can see the issue. If you split a stack and keep half in your backpack and half in a container, then open the container later, the items in your backpack use the container's spoilage rate.

It does not affect moving an entire stack into storage, just splitting stacks.

Of course, having your backpack fill with rotting flesh is far more bothersome, so I felt OK about living with the "split stack" bug.

SphereII knows about it, so hopefully SCore will have a fix for it soon.

 
Just added the Trader Progression mod.

Don't like the fact that traders are locked into one biome, but still want the "Opening Trade Routes" quests to progress through the biomes? Then this is the mod for you.

There are still some biome limitations on traders, both for thematic reasons (Jen isn't dressed for the snow) and because there should be some variety as you progress through the biomes. But this is configurable in the XML, and there are commented-out examples.

Additionally, I released a patch update for the Quality of Life mod. It is mainly small fixes and updates, but it also includes an update to both the icon colors and sounds used when locking items in your backpack.

Enjoy!

 
Does the Trader Progression mod require a new game?
OR will it just force a restart of quests line
OR is it safe to add mid game and it will pickup where ever you are in hierarchy?

And Thanks!!

 
Does the Trader Progression mod require a new game?
OR will it just force a restart of quests line
OR is it safe to add mid game and it will pickup where ever you are in hierarchy?

And Thanks!!
I would assume you would need to generate a new world if you want them to be placed in different biomes.  Any worlds generated before you add this mod would follow the vanilla settings.

 
Quick dumb question, For the food spoilage mod... I understand I need to instal SCore... does installing SCore change anything within the game? (I just want to add food spoilage but dont want additional changes).

Thank you! :)

 
Does the Trader Progression mod require a new game?
OR will it just force a restart of quests line
OR is it safe to add mid game and it will pickup where ever you are in hierarchy?

And Thanks!!


tl;dr: The mod was designed assuming people would create a new map.

The details:

The traders are placed when the world is generated, so any existing worlds will have the traders in the same spots.

You can still install the mod, but it won't really do anything in that case. It'll modify the quests to send you to the next biome, but since the world is already generated with the traders in specific biomes, it'll send you to the same traders that vanilla would. So there's not much point.

EDIT: During testing, I did notice that if you change anything about the quests while you are still inside the trader protected area, it will kick you out with a message saying the trader is closed. (The change itself really doesn't matter, any change will do it.) But it's only if you are already in the trader protected area, and despite the "closed" message, you can immediately go back into the trader without issue.

I have not tested the situation where you have an "Opening Trade Routes" quest active and then install the mod. I would imagine that would mess things up, but that's just a guess. I still wouldn't try it.

Quick dumb question, For the food spoilage mod... I understand I need to instal SCore... does installing SCore change anything within the game? (I just want to add food spoilage but dont want additional changes).

Thank you! :)


Installing food spoilage into an existing game save is very much not recommended. Last alpha it corrupted your game save. I think it's better in 1.0 but I still wouldn't push your luck. Start a new game.

Other than that, it's designed to not do stuff on its own. I have noticed that the "one block crouch" seems to be enabled by default, but that's really inoffensive, and it's easy to turn off by modifying one line of XML in the SCore blocks.xml. (EDIT: It's called "OneBlockCrouch" and it's in the "AdvancedPlayerFeatures" property of the config feature block in SCore's blocks.xml file. Just set the value to "false".)

On that subject: It looks like SphereII fixed the bug with Food Spoilage where it keeps spawning raw meat. So, if you download the very latest SCore, you should be able to install the original 1.0.1.0 version of my mod and it should work. But I am still testing, so take that with a grain of salt.

 
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Just added the Trader Progression mod.

Don't like the fact that traders are locked into one biome, but still want the "Opening Trade Routes" quests to progress through the biomes? Then this is the mod for you.

There are still some biome limitations on traders, both for thematic reasons (Jen isn't dressed for the snow) and because there should be some variety as you progress through the biomes. But this is configurable in the XML, and there are commented-out examples.

Additionally, I released a patch update for the Quality of Life mod. It is mainly small fixes and updates, but it also includes an update to both the icon colors and sounds used when locking items in your backpack.

Enjoy!
Any way to have the trader progression but always start in Forest cause I'm using a mod that has penalties in other biomes and can't start there. I created a new game for testing and started me in burnt forest? Maybe it's a bug?

 
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