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7 Days to Die - Unique Relics - Game Version 1.0

So happy to see the update! I checked earlier and couldn't access the thread and was concerned, but glad to see I was worried for nothing. Thank you for your work!

 
Hello, I would like to know how I could use the relics in other parts of the armor and add the buffs of each relic to each part of the armor.

 
Any chance we'll see an update to this for 1.0? I understand that it's in experimental right now, but I'm just curious about the possibility to have it during proper release. Got very used to playing with this mod.

 
I have an odd question based on something I have off-and-on been trying to figure out how to configure myself: Is there a way to make a mod that enables the AoE shock from the candy item at all times? I know there are relics that give effects to all weapons in various circumstances, but I mostly just want the baton's shock to always be AoE without having to chow candy for it, and I figured you might be the best person I know to ask.

 
The relics seem to inconsistently apply their affects in 1.0

I've added the Master Key, Shadow Sight, and Badge of Force to my chest armor, while Badge of Force activates, I don't seem to get any affects from the other two

 
I have an odd question based on something I have off-and-on been trying to figure out how to configure myself: Is there a way to make a mod that enables the AoE shock from the candy item at all times? I know there are relics that give effects to all weapons in various circumstances, but I mostly just want the baton's shock to always be AoE without having to chow candy for it, and I figured you might be the best person I know to ask.
Untested, but try this:

https://drive.google.com/file/d/1siNlodA6PPPl87WuJqeRvZ98DCLZ4AQP/view

The relics seem to inconsistently apply their affects in 1.0

I've added the Master Key, Shadow Sight, and Badge of Force to my chest armor, while Badge of Force activates, I don't seem to get any affects from the other two
Thanks for the notice, I will take a look at these issues and make a fix.

 
Untested, but try this:

https://drive.google.com/file/d/1siNlodA6PPPl87WuJqeRvZ98DCLZ4AQP/view

Thanks for the notice, I will take a look at these issues and make a fix.


Results of testing are... somewhat inconclusive. I noticed that it seems to depend on having the repulsor mod installed to take effect, at least if I read the config right, so I got that done and while it seems to trigger AoE launch, it doesn't seem to shock in an area. Even without the shock, though, I still count this as a win because it's hilarious.

Good on ya.

 
The relics seem to inconsistently apply their affects in 1.0

I've added the Master Key, Shadow Sight, and Badge of Force to my chest armor, while Badge of Force activates, I don't seem to get any affects from the other two


I've just got done testing Master Key and Shadow Sight.
Master Key works for me, note that every 10 Player Levels the effect gets stronger / more noticeable.
Shadow Sight works for me, though the only thing not working is the TEXT when you Crit and enemy, but Damage, Crouch Speed, and EXP works on my end.

Results of testing are... somewhat inconclusive. I noticed that it seems to depend on having the repulsor mod installed to take effect, at least if I read the config right, so I got that done and while it seems to trigger AoE launch, it doesn't seem to shock in an area. Even without the shock, though, I still count this as a win because it's hilarious.

Good on ya.
Oh, did you want the AoE Shock & Knockback just a default effect on Stun Baton? Like ignore that Charge-up building, ignore having to have the repulser mod?
If so replace everything in the mod's item.xml with:
(note I reduced the force value from 350 to 200)

Code:
<Config>
	<append xpath="/items/item[@name='meleeWpnBatonT2StunBaton']">
		<effect_group name="always_proc">
			<!-- Knockback Proc -->
			<triggered_effect trigger="onSelfPrimaryActionRayHit" action="Ragdoll" target="otherAOE" range="1.3" duration="@stunBatonDuration" force="200" target_tags="zombie,animal"/>
			<triggered_effect trigger="onSelfSecondaryActionRayHit" action="Ragdoll" target="otherAOE" range="1.3" duration="@stunBatonDuration" force="200" target_tags="zombie,animal"/>
			
			<!-- Shock Proc -->
			<triggered_effect trigger="onSelfPrimaryActionRayHit" action="AddBuff" target="otherAOE" range="1.3" target_tags="zombie,animal" buff="buffShocked" duration="@stunBatonDuration"/>
			<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="otherAOE" range="1.3" target_tags="zombie,animal" buff="buffShocked" duration="@stunBatonDuration"/>
		</effect_group>
	</append>
</Config>
 
I've just got done testing Master Key and Shadow Sight.
Master Key works for me, note that every 10 Player Levels the effect gets stronger / more noticeable.
Shadow Sight works for me, though the only thing not working is the TEXT when you Crit and enemy, but Damage, Crouch Speed, and EXP works on my end.

Oh, did you want the AoE Shock & Knockback just a default effect on Stun Baton? Like ignore that Charge-up building, ignore having to have the repulser mod?
If so replace everything in the mod's item.xml with:
(note I reduced the force value from 350 to 200)

<Config>
<append xpath="/items/item[@name='meleeWpnBatonT2StunBaton']">
<effect_group name="always_proc">
<!-- Knockback Proc -->
<triggered_effect trigger="onSelfPrimaryActionRayHit" action="Ragdoll" target="otherAOE" range="1.3" duration="@stunBatonDuration" force="200" target_tags="zombie,animal"/>
<triggered_effect trigger="onSelfSecondaryActionRayHit" action="Ragdoll" target="otherAOE" range="1.3" duration="@stunBatonDuration" force="200" target_tags="zombie,animal"/>

<!-- Shock Proc -->
<triggered_effect trigger="onSelfPrimaryActionRayHit" action="AddBuff" target="otherAOE" range="1.3" target_tags="zombie,animal" buff="buffShocked" duration="@stunBatonDuration"/>
<triggered_effect trigger="onSelfSecondaryActionRayHit" action="AddBuff" target="otherAOE" range="1.3" target_tags="zombie,animal" buff="buffShocked" duration="@stunBatonDuration"/>
</effect_group>
</append>
</Config>



Testing is positive. The baton is now a warcrime. :D

 
Your mods are fantastic and I love playing with them greatly.

There is a slight issue for me trying to lower the chances of finding them in a zombie loot bag.

I've tweaked the loot xml's drastiacally but to no apparent effect. Am I doing something wrong as  I'm also playing with loot at 67%? Cheers.

N.B just remove the zombie reg drop from the xml so will see if that makes things better.

 
Last edited by a moderator:
Hey, spotted a modpack on Nexus that by the name, I'm guessing is using your mods. Are you aware of this one? https://www.nexusmods.com/7daystodie/mods/5429


He stole many people's mods and released it as an Overhaul mod. Report it.
Thanks for the notice & report.
I was out for a bit so I missed it.
Looks like on the Nexus Mods page, there is a credits/links section.
image.png

Your mods are fantastic and I love playing with them greatly.

There is a slight issue for me trying to lower the chances of finding them in a zombie loot bag.

I've tweaked the loot xml's drastiacally but to no apparent effect. Am I doing something wrong as  I'm also playing with loot at 67%? Cheers.

N.B just remove the zombie reg drop from the xml so will see if that makes things better.


Next update for the Rings and Relics mod will contain a folder with Loot Chance strictness.
But here is a link for the Relic's loot chance strictness:

https://drive.google.com/file/d/1Z_q0jI_KTT8-dfmNkm4j1wapK2tR-3Ja/view?usp=sharing

Please let me know if changing to a more strict loot.xml actually makes them more rare in loot, thanks!

 
I feel like crediting you is literally the least a person could do. Did they even ask first? I assume not.


Doubt it.  If you click on the permissions area, they have it checked off stating that the uploader owns all assets in the file.

 
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