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Chambers Mods

Do note for those making use of the sneak peek of the Additional Bows mod, the bows are currently pulled straight out of the Overhaul mod as is, with no attempt yet made to rebalance them for the vanilla game. The only major issue I see is the Reverse is T2 and the Lever is T3 in the overhaul, so those two aren't exactly paired as they should be. Not exactly game breaking, but there you are. 

Which brings up a larger point. If you have any interest in how the Overhaul effects use of archery, it's early days yet, but here are the first results.

T0: Primitive tools are craft only. Archery is Composite Bow (AA) and Shortbow (AA). Available guns are a six-shooter, the double-barrel, and the hunting rifle. And that is all. 

-Archery sees much more use than guns.

T1/2: Wood Bow (vanilla) and Wood Crossbow (vanilla). Available guns are lever action rifles (including *cough* a .45 70), a revolver, and the 686.

-Archery use drops a little, but way less than before.

T1: Takedown Bow (mod) and Compound Crossbow (vanilla). This is where automatics are first introduced. And T1 is where the first major change occurs, because the Compound Crossbow is seen by playtesters as way more competitive at this stage than it is at T2.

T2: Compound Bow (vanilla) and Reverse Crossbow (AA). Archery use starts to drop here, as you might expect. But usually by this point it is nonexistent to anyone not specifically going archery.

T3: Magbow (mod) and Lever Bow (AA). Archery perks right back up with the magbow. I purchased and did up my own version of the magbow, and it only does 6 shots, but that seems to be plenty to keep people interested, particularly since I made it quieter.

 
Heyya, I got a question about your Demolisher Zombies mod. Do you by chance know if it would work with the Darkness Falls mod? It adds a couple of boosted zombie modifiers and don't know if that mod would work with yours.

 
Heyya, I got a question about your Demolisher Zombies mod. Do you by chance know if it would work with the Darkness Falls mod? It adds a couple of boosted zombie modifiers and don't know if that mod would work with yours.
Unfortunately, I don't know. But I suspect what would happen is (assuming my mod was later in your mod install list) my Demolisher mod would replace the DF version of the Demolisher. So, since what my mod does is replace the existing Demolisher stat block with a new set of stats, my guess is the DF Demolisher would replace the vanilla Demolisher, and then my Demolisher would replace the DF Demolisher.

That said, my mod is really simple, so you could easily make the same change to the DF Demolisher. So if you are willing to edit the DF entityclasses file in Notebook++, you just do the following.

- in the Darkness Falls Config folder (whichever folder edits the zombies), the file 'entityclasses'

- Search for zombieDemolition

- cut the following lines, all located in the attack section about halfway down

    <property name="Explosion.ParticleIndex" value="2"/>
    <property name="Explosion.RadiusBlocks" value="5"/>
    <property name="Explosion.RadiusEntities" value="6"/>
    <property name="Explosion.BlockDamage" value="5000"/>
    <property name="Explosion.EntityDamage" value="800"/>
    <property name="Explosion.DamageBonus.earth" value=".1"/>

    <property name="ExplodeDelay" value="2"/>
    <property name="ExplodeHealthThreshold" value="0"/> <!-- Disable Health explosion -->

    <property name="SoundExplodeWarn" value="demolitionzexplodewarning"/>
    <property name="SoundTick" value="demolitionz_beep,.5,.9"/>

- and Save, and that's it. Though I also doubled the hp and boosted the Hand damage, to compensate for the lost explosion. But since you mentioned DF already boosts the Zombies, that's probably already taken care of.
 
Unfortunately, I don't know. But I suspect what would happen is (assuming my mod was later in your mod install list) my Demolisher mod would replace the DF version of the Demolisher. So, since what my mod does is replace the existing Demolisher stat block with a new set of stats, my guess is the DF Demolisher would replace the vanilla Demolisher, and then my Demolisher would replace the DF Demolisher.

That said, my mod is really simple, so you could easily make the same change to the DF Demolisher. So if you are willing to edit the DF entityclasses file in Notebook++, you just do the following.


Khaine uses the same name as the vanilla zombie so the weaker version would be changed by your mod (as you stated, assuming your mod is loaded in last).

@TheOne2246

If I were you, I would copy and paste another set of code for the demolition zombie, but change it to zombieDemolitionMutated from zombieDemolition, that would also change the upgraded version that Khaine introduced for Darkness falls.  I would also recommend just modifying Chamber's modlet to work with the DF mod, rather than changing out the code in DF.  That way, this modlet should always work if you download new versions of DF (unless Khaine or the TFP change something along the way).  Even then, the 7D2D modding community is pretty helpful and can talk you through what changes you need to make.

Another route you can do is to make up a simple modlet and insert the code below that will take care of both (which is what I would do if I wanted to change the demos in my game):

<remove xpath="/entity_classes/entity_class[contains(@name,'Demolition')]/property[contains(@name,'Explosion')]"/>

<remove xpath="/entity_classes/entity_class[contains(@name,'Demolition')]/property[contains(@name,'Explode')]"/>

<remove xpath="/entity_classes/entity_class[contains(@name,'Demolition')]/property[contains(@name,'SoundTick')]"/>




If I didn't mess up the syntax, those 3 lines should remove all 13 lines in any Demolition entity in DF (the 10 that Chambers showed in his example plus the extra 3 dealing with bonus damage modifier for wood, stone, and metal).

 
Hi Chambers I have your Better Arrows mod installed and noticed that your borrwed mesh assets for the fiberglass bow don't match the icon. So I've been made a mesh that more closely matches it. If you are interested in porting this to 7D2D I'm willing to work with you. Please contact me if you're interested.
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Hi Chambers I have your Better Arrows mod installed and noticed that your borrwed mesh assets for the fiberglass bow don't match the icon. So I've been made a mesh that more closely matches it. If you are interested in porting this to 7D2D I'm willing to work with you. Please contact me if you're interested.



So, the funny thing -- not funny ha ha, funny sad -- is the arrowhead from the package I got is almost the exact same color as the 7dtd background. Painfully invisible when in inventory. After spending way too much time nosing around the store for alternatives, the other available arrowheads are all terribly similar to the vanilla arrows, and I gave up and got a 2d substitute image.

In other words, I would be pleased to have any arrowhead that is not dark gray and that is visually distinct at a glance from the vanillas. Yours looks ideal. So, if you would like to move forwards, let me know your terms.

 
So, the funny thing -- not funny ha ha, funny sad -- is the arrowhead from the package I got is almost the exact same color as the 7dtd background. Painfully invisible when in inventory. After spending way too much time nosing around the store for alternatives, the other available arrowheads are all terribly similar to the vanilla arrows, and I gave up and got a 2d substitute image.

In other words, I would be pleased to have any arrowhead that is not dark gray and that is visually distinct at a glance from the vanillas. Yours looks ideal. So, if you would like to move forwards, let me know your terms.
My terms are reasonable... 1 MILLION DOLLARS AND A MOON BASE!!! (jk) but really I can design the mesh and the textures, but I do not know 7D2D modding architecture. So 1.) What format the mesh/textures need to be in, and 2.) leave it up to you to integrate it into your mod 3.) Just a credit for my contribution. Once I have that info, we can go back and forth on size dimensions and other kinks to work out.

 
My terms are reasonable... 1 MILLION DOLLARS AND A MOON BASE!!! (jk) but really I can design the mesh and the textures, but I do not know 7D2D modding architecture. So 1.) What format the mesh/textures need to be in, and 2.) leave it up to you to integrate it into your mod 3.) Just a credit for my contribution. Once I have that info, we can go back and forth on size dimensions and other kinks to work out.
Cool! That's great.

Mesh Format: Unity FBX or OBJ definitely work, and probably other Unity-friendly formats as well, but those are the ones I've definitely imported to 7dtd. Anything that works in Unity will probably work, but the 7dtd game engine has a few quirks, so you never know.

Texture Format: I believe any common file types work. Most of the objects I have imported comes in png. From what I hear, the only problem files are restricted types, like 3dsMax, but my knowledge of the matter is very limited.

Sizing and other kinks: 7dtd treats arrows as a simple box, so you shouldn't need to do anything else. But fyi should you ever do an object that 7dtd considers complex, like a car, very different story.

Credit You: Gladly. Let me know what name you want to go by, plus any artist contact info you want to include.

 
I've finished UV unwrapping it, and exported all the individual parts in one FBX file. but should be acceptable to play around with in whatever modeling program you use. I'm curious how they mirror like specular translates over to the metal portions. https://file.io/bVlA3qS7Seph

 
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It's done. At least for A20. The post will go live on the mod website in due time. An early link is in the spoiler area below.

The A21 version will be a bit longer before release. I have the mod up and running in A21, but I still need to set things to working with A21's new loot and trader systems.

Updated version of Additional Arrows, containing the excellent new model from momoe!

https://drive.google.com/file/d/1C6OVj50h2PKUGJj11QxJkbhZPYOaBp1B/view?usp=drive_link

ZvpRPRZm.jpg
QB2AXAMm.jpg
v1EyCN9m.jpg
momoe said:
I've finished UV unwrapping it, and exported all the individual parts in one FBX file. but should be acceptable to play around with in whatever modeling program you use. I'm curious how they mirror like specular translates over to the metal portions. https://file.io/bVlA3qS7Seph
So, I'm more coder and animator than artist, so my knowledge in this area is very limited. Mostly all I use is the 7dtd exporter to take models straight out of Unity and into the game. From what I hear, though, the 7dtd engine is a heavily restricted version of Unity that doesn't allow for a lot of effects, such as metallic reflections. In my experience, it also tends to "muddy" up one's textures quite a bit, though bump maps seem to make it across the export pretty well.

 
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It's done. At least for A20. The post will go live on the mod website in due time. An early link is in the spoiler area below.

The A21 version will be a bit longer before release. I have the mod up and running in A21, but I still need to set things to working with A21's new loot and trader systems.

Updated version of Additional Arrows, containing the excellent new model from momoe!

https://drive.google.com/file/d/1C6OVj50h2PKUGJj11QxJkbhZPYOaBp1B/view?usp=drive_link

So, I'm more coder and animator than artist, so my knowledge in this area is very limited. Mostly all I use is the 7dtd exporter to take models straight out of Unity and into the game. From what I hear, though, the 7dtd engine is a heavily restricted version of Unity that doesn't allow for a lot of effects, such as metallic reflections. In my experience, it also tends to "muddy" up one's textures quite a bit, though bump maps seem to make it across the export pretty well.
Glad to hear it, I'll give it a once over, before baking out the textures. For now this was just about fixing the size and pieces to fit in game proportions, so texture baking doesn't look warped.

Also I *might* have a glass arrowhead in the works, if I can get the sculpted mesh to come out with the fine chisel detail for baking a glass texture too. But this one will be taking ab it longer.

 
The A21 version of Additional Arrows is done.  It (and all future A21 mods) will be in the A21 thread.

But since this one mods has also been discussed here, here is the early file link. The website will have it up in due time.

Just want to follow up real quick.

I've rolled out a copy of a20 to try out your mod, it looks like it fits for the most part, small alignment issues but nothing to crow about.

As I've said before this is only a rough draft. while we fit scaling, and implementation stuff.

I'm Currently getting a crash course in materials and texturing going from GLSL>PBR standards, so once I have a fundamental grasp of these things I will resubmit the mesh with all the proper baked textures. It's just going to take some time until I get this under my belt.

 
Wanted to say love the idea and presentation of the additional arrows mod, came across a few issues with it though, something about removing/changing the vanilla bows makes you get frozen when trying to view them to craft in the workbench, and an extra piece is need the ability to scrap the arrows and heads, like scrap/glass arrows to broken glass, fiberglass to military fiber or plastics

 
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