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7 Years To DIE Survivor (Desolate Interloper Exile Survivor) v1.16 (A19.4) *Twitch Integration not supported*

does this mod need to be installed on the client and on the server?
Just the server side.

I'll be updating in a day or 2, which changes the Charismatic Nature perk. The perk will no longer be a party buff and will only affect the character that perks into it.

 
did I say you that I can't play solo game without your rules ?

trying to convince my mate to put it on our server ;)

👍👍👍👍
Glad you're enjoying yourself!
The mod is on the mod launcher now.
Although only the Survivalist version, but I have the files here for download if you wish to use Charismatic Nature instead :)

 
What do I need to add to my files from this if all I want from this is where debuffs and infections don't get removed on death? I don't wanna overhaul my entire xml file just for a couple lines of code.

 
IrishManJMo said:
What do I need to add to my files from this if all I want from this is where debuffs and infections don't get removed on death? I don't wanna overhaul my entire xml file just for a couple lines of code.
You need to add remove_on_death="false" for each opening of each debuff.
For example: <buff name="buffInjuryAbrasion" name_key="buffInjuryAbrasionName" description_key="buffInjuryAbrasionDesc" tooltip_key="buffInjuryAbrasionTooltip" icon="ui_game_symbol_abrasion" remove_on_death="false" icon_color="255,128,0">

For the final stage of infection, the one that causes instant death, you'll need to add all of the previous stages to avoid the infinite death loop.

 

    <buff name="buffInfection04" tooltip_key="buffInfection04Tooltip" icon="ui_game_symbol_infection" icon_color="255,0,0">
        <damage_type value="Infection"/>
        <stack_type value="ignore"/>
        <duration value=".1"/>
        <effect_group>
            <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection01Untreated"/>
            <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection01GetBetter"/>
            <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection02Untreated"/>
            <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection02GetBetter"/>
            <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection03Untreated"/>
            <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection04"/>
            <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfectionMain"/>
            <triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="Health" operation="subtract" value="99999999"/>

        </effect_group>
    </buff>
Use the buffs xml in this overhaul download as a guide.

 
You need to add remove_on_death="false" for each opening of each debuff.
For example: <buff name="buffInjuryAbrasion" name_key="buffInjuryAbrasionName" description_key="buffInjuryAbrasionDesc" tooltip_key="buffInjuryAbrasionTooltip" icon="ui_game_symbol_abrasion" remove_on_death="false" icon_color="255,128,0">

For the final stage of infection, the one that causes instant death, you'll need to add all of the previous stages to avoid the infinite death loop.

 

    <buff name="buffInfection04" tooltip_key="buffInfection04Tooltip" icon="ui_game_symbol_infection" icon_color="255,0,0">
        <damage_type value="Infection"/>
        <stack_type value="ignore"/>
        <duration value=".1"/>
        <effect_group>
            <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection01Untreated"/>
            <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection01GetBetter"/>
            <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection02Untreated"/>
            <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection02GetBetter"/>
            <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection03Untreated"/>
            <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfection04"/>
            <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" buff="buffInfectionMain"/>
            <triggered_effect trigger="onSelfBuffStart" action="ModifyStats" stat="Health" operation="subtract" value="99999999"/>

        </effect_group>
    </buff>
Use the buffs xml in this overhaul download as a guide.


Thanks a lot for saving me the trouble of doing a side by side comparison of the overhaul and vanilla trying to find all of the changes

 
Any chance you can turn this in to a modlet?
Because there's so many changes to multiple files, the mod is classified as an overhaul. I've added the mod to the mod launcher for simplification.
I still need to learn how to make xpath files.

I've just released v1.16, which adds my very own prefab as a tier 6 quest.

 
I've expanded on the original mod and have made a harder version called Just Die Already Edition.

It also adds some Quality of Life changes.

It's available on the mod launcher. Enjoy!

 
we will start a multiplayer streaming session, but my server does not have mod launcher and require manual config. do you confirm that the only thing I need to do is to copy the config folder of a local release (the one with all the xml and txt files) to the config server folder ?

A simple question about stay inside remove restriction. Does the quest still in case of death or not ? (I don't try)

 
The only file everyone will need is the localization for the modified descriptions, as long as the server has the mod files.
The quest is still lost if you die.
Also, Tier 6 quests CAN be shared but only the owner of the quest will get rewarded.

 
another post here to let you know that we play on it since several month for now, and we asking ourself how we made the return to vanilla when a20 come....

and be glad that we stream your mod every week (if you want to take a look, every friday and saturday night (19-0h france time) and sometimes on daytime, solo and server, look for my nickname on twitch).

we play at 50% loot and it's really good.

keep the job and hope this mod will continue on a20 ^^

 
another post here to let you know that we play on it since several month for now, and we asking ourself how we made the return to vanilla when a20 come....

and be glad that we stream your mod every week (if you want to take a look, every friday and saturday night (19-0h france time) and sometimes on daytime, solo and server, look for my nickname on twitch).

we play at 50% loot and it's really good.

keep the job and hope this mod will continue on a20 ^^
If you're looking for a harder version, I made a second version called 'Just Die Already', which nerfs everything even further. You do however start with a weapon of your choice to get a little boost in the beginning.

I'll look you up on twitch :)
I plan on releasing both this mod and my challenge mod for A20

 
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