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[A19] khzmusik's modlets

on the seasonal weather, is actual new weather added or can it be added, i.e. thunder storms, blizzards, torrential down pours, possible rad storms, etc? Which bring to my mind the question of if the sky box can be changed with the varying weathers to something custom?

I'd like to add in multiple things along the above lines once I figure it all out. 


Since you're in the A19 thread, I guess you're asking about how it worked in Alpha 19?

In A19, there was global weather, and a global temperature. That global temperature was modified by biome (so for example it would always be 20 degrees hotter in the desert biome). The weather in each biome had a complex calculation (number of days without rain, fog, etc.) but it was all dependent on the global temperature.

All my seasonal weather mod did, was set the global temperature according to the number of in-game days that had passed. It used a sine wave, where the upper peak was the summer, and the lower peak was the winter. A seasonal year was one cycle of that sine wave.

I didn't do much more than that. The biome calculations for fog, rain, snow, etc. basically took care of themselves.

All of this changed in A20. In that update the entire weather system was rewritten. There is no more global temperature, and each biome's weather is independent of other biomes. For that reason I can't update the seasonal weather modlet.

That's most of what I know. Once I knew that I couldn't update my modlet, I didn't look very closely at the new weather system to see how it could be modded.

If you want to research it yourself, the class is called WeatherManager in the game's C# code. You'll have to decompile assembly-csharp.dll to see it.

 
Since you're in the A19 thread, I guess you're asking about how it worked in Alpha 19?

In A19, there was global weather, and a global temperature. That global temperature was modified by biome (so for example it would always be 20 degrees hotter in the desert biome). The weather in each biome had a complex calculation (number of days without rain, fog, etc.) but it was all dependent on the global temperature.

All my seasonal weather mod did, was set the global temperature according to the number of in-game days that had passed. It used a sine wave, where the upper peak was the summer, and the lower peak was the winter. A seasonal year was one cycle of that sine wave.

I didn't do much more than that. The biome calculations for fog, rain, snow, etc. basically took care of themselves.

All of this changed in A20. In that update the entire weather system was rewritten. There is no more global temperature, and each biome's weather is independent of other biomes. For that reason I can't update the seasonal weather modlet.

That's most of what I know. Once I knew that I couldn't update my modlet, I didn't look very closely at the new weather system to see how it could be modded.

If you want to research it yourself, the class is called WeatherManager in the game's C# code. You'll have to decompile assembly-csharp.dll to see it.
I was considering trying to do something like some of the fo4 mods for seasonal weather, but then I considered the fact that going indoors (so to speak) doesn't actually change anything with rain or snow or even radiation. So I might be tabling my research on the ideas of doing an actual weather system. 

 
@khzmusik Bro, All the mods created by you and been mentioned in this thread, are they a part of Npcmod now ?


Some are, but most are not. The main reason is because NPCs changed significantly in A20.

For example, most NPCs are distributed in packs, not as part of NPC Core itself, and it is the responsibility of pack authors to adjust their characters how they like. Some of the changes in A19 (like removing the tracking icons) aren't necessary in A20. And some changes simply weren't wanted by the other people on the NPC Core team.

However, the sleeper volumes for NPC POIs are in A20 NPC Core, and the core NPCs (baker, nurse, Harley) are added to them. This is so anyone with NPC Core can create POIs for NPCs, and users or overhaul authors can pick-and-choose which NPC packs to use.

If you have a specific mod or feature in mind, then I can tell you if there's an A20 equivalent or not (or if it's needed).

Though I left the NPC Core team, I am still working on my own NPCs in A20, and I have done some modlets that make adjustments to the A20 NPCs written by other people. You can read my A20 thread for details:





 
@khzmusik Bro, The kind of packs you are creating are attracting prople like me who has been playing 7dtd for a while now

eg.human faction reputation and quests, variable NPC sleepers, psychos and rouges, whisperers and pretty much all the NPC related packs.

The thing is, it gets really confusing now a days with lot of overhaul mods. All of them uses some or all of the NPC features. If a player like me wants to play all thesse packs (Related to NPC), it becomes really difficult to choose a mod. Thats why I asked you if all of these are there in the NPC mod or not.

What do you suggest to players like us ?

 
@khzmusik Bro, The kind of packs you are creating are attracting prople like me who has been playing 7dtd for a while now

eg.human faction reputation and quests, variable NPC sleepers, psychos and rouges, whisperers and pretty much all the NPC related packs.

The thing is, it gets really confusing now a days with lot of overhaul mods. All of them uses some or all of the NPC features. If a player like me wants to play all thesse packs (Related to NPC), it becomes really difficult to choose a mod. Thats why I asked you if all of these are there in the NPC mod or not.

What do you suggest to players like us ?


The NPC Mod itself is meant to be a kind of "base" for other modders to work off of. It's in a lot of things, so it isn't intended to be "opinionated" about how it's used. 

If you're asking which mods of mine I recommend, then basically all of them. :)  

Unfortunately the NPC faction quests probably aren't ready for prime time yet, but that's because there aren't enough POIs in A20 to support them. I am still working on the NPC POIs, since those also had to be redone for A20. (Others will eventually get involved - I've been talking with some of the Compo Pack folks about creating an NPC POI pack - but it looks like that won't happen until A21.) I am working on them a little bit every day though, so hopefully they'll be done "soon."

If I can actually get all of them done before A21 drops, then I am planning to put out some kind of "mod pack" that has everything together and set up. That's a big "if" though.

If you're asking how to get them into an overhaul - like Darkness Falls or Undead Legacy - then the answer is probably "you can't." Overhauls like that are not meant to be modded. If you want any of my NPCs to be in them, then you would be better off asking the creators of those overhauls, politely, if they could add them.

 
Thanks for the response and advice.

I want to make a suggestion here. As you are in a process of making NPC POIs, please do not make them like the Z POIS where the player can easily break and enter. Assuming its their BASE and they also need to protect it, it should be a little stronger and should contain better loot. No one should be able to break one in early gamestages.

Thanks and really appreciate your and the teams work. Puts new life in the game.

 
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