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Claymore's Modlets

These mods sound awesome, I've got "MORE OPTIONS" Mod installed but I don't see the additional options, does it need patching for the latest version of 7 Days To Die? or am I missing something?

 
These mods sound awesome, I've got "MORE OPTIONS" Mod installed but I don't see the additional options, does it need patching for the latest version of 7 Days To Die? or am I missing something?
Nope still works. Simply when filling in the options prior to launching game keep pressing the right facing or left facing arrows

 
Nope still works. Simply when filling in the options prior to launching game keep pressing the right facing or left facing arrows
The "MORE OPTIONS" mod works very well, the bad thing is that it is not compatible with the "SMXmenu" mod. I take this opportunity to thank you for your effort and work and share all your mods.

 
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Took a look at SMXMenu: Yeah... no chance to make my mod compatible to his mod. He completely removes the vanilla hud and replaces it with his own menu. No altering. Understandable, because by simply altering value for value, it would take a lot more effort. And to be honest: Sirillion spends hella lot of time for it anyways.

Not even comparable to any of my released mods. So I just give a simple advice: If you want those options: Take my mod, grab the values and replace it in SMXMenu :) .

Thanks for the kind words. Appreciate it :) .

 
Added:

• BETTER ATTRIBUTES: INTELLECT

• BETTER ATTRIBUTES: FORTITUDE

• BETTER ATTRIBUTES: AGILITY

• BETTER PERKS: LUCKY LOOTER

 
Better perks Lucky Looter sounds like it could be a great combo with the No Traders mod, and thanks for sharing these very nice modlets Claymore :smile-new:

Going to do a new seed with those two mods and Modslot Equals Item Level too for a pre-A15 normad playthrough. Not sure which other of your mods would suit this and open to suggestions.

I totally understand the frustrations of weight in the game, can't say much but a big mod will add realistic carry weight and that includes stacks. Adding it is far from easy to implement and more difficult to balance especially if you're aiming for realism. You'd end up unable to carry much at all, as it's just a game you have to give the player some slack. Not saying you can't do it, you can it just takes ages sorting out code for every item.

 
Agreed. Balancing is the very last thing of a final state of a game you'll do. Weight should be finally a thing, so stack-sizes are balanced automatically.

Example: If I start a game, there should be more classes to pick. Like some of the big mods have. One runs faster, one is good as mechanics, another one is a beast and has the power of "The Mountain".

And muscular power is the key in carrying something. If you picked a char that is good at running, you have to train power. If you picked a more muscular type: You have to train other things. RPG-style :) .

So to not stress the player with real life weight: Divide real life weight by a value, a player might be fine with. Make him slower and more exhausted, like we have now. And balancing might be done better than we have now.

I decided to have really no balancing, when no balancing is the thing we have to deal with for now :) .

Besides that: BETTER PERKS: LUCKY LOOTER got an update. Some leftovers from splitting up to separate mods in the localization is now removed.

 
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Added:• BETTER ATTRIBUTES: INTELLECT

• BETTER ATTRIBUTES: FORTITUDE

• BETTER ATTRIBUTES: AGILITY

• BETTER PERKS: LUCKY LOOTER
You are my hero. The Lucky Looter modlet is awesome! I still have to try the other ones, but I'll do that tomorrow... XD

 
Took a look at SMXMenu: Yeah... no chance to make my mod compatible to his mod. He completely removes the vanilla hud and replaces it with his own menu. No altering. Understandable, because by simply altering value for value, it would take a lot more effort. And to be honest: Sirillion spends hella lot of time for it anyways.Not even comparable to any of my released mods. So I just give a simple advice: If you want those options: Take my mod, grab the values and replace it in SMXMenu :) .

Thanks for the kind words. Appreciate it :) .
Here you go...was a very quick and painless adaptation. Hope you all enjoy it :)

https://github.com/Sirillion/SMXmenuClaymoreOptions

 
Took a look at SMXMenu: Yeah... no chance to make my mod compatible to his mod. He completely removes the vanilla hud and replaces it with his own menu. No altering. Understandable, because by simply altering value for value, it would take a lot more effort. And to be honest: Sirillion spends hella lot of time for it anyways.Not even comparable to any of my released mods. So I just give a simple advice: If you want those options: Take my mod, grab the values and replace it in SMXMenu :) .

Thanks for the kind words. Appreciate it :) .

Here you go...was a very quick and painless adaptation. Hope you all enjoy it :)
https://github.com/Sirillion/SMXmenuClaymoreOptions
Much thanks to you both for the work you do! Having just loaded Claymores options and didn't get them in menu, I came to this thread and saw the answer.

Then, I saw Sirillions reply and wow perfect timing. What more can I say, except thank you very much.

I am having so much fun both playing and tweaking this game it should be a crime.

 
@Skrillion: Wow. That's really an honor to welcome you in my tiny thread. And then also the official including into your mod? Dunno what to say, but thanks :o

Added: LEGCRAWLERS ARE BACK

Added: DOUBLE BOLT MOD

 
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@Skrillion: Wow. That's really an honor to welcome you in my tiny thread. And then also the official including into your mod? Dunno what to say, but thanks :o
Added: LEGCRAWLERS ARE BACK

Added: DOUBLE BOLT MOD
I normally don’t do compatibility changes but this was so simple to do I figured it was worth it. I will probably not remember to maintain it though, so you are more than welcome to do a fork on GitHub and take it over as your own.

 
Awesome mods thank you Claymore !

I'm trying to reduce the chance of dead zombies dropping loot sacks which I think (hope) is controlled by the better_perks_lucky_looter mod.

The vanilla progression.xml just has one value for each attribute e.g. level = "1" value = ".2"

but the modlet sets two values per attribute e.g. level = "2,5" value = "1,4"

so I'm not quite sure what to adjust and how, I can't find any helpful comments in progression.xml and google hasn't come up with anything yet but I'm still looking ... any tips ?

Thanks :)

 
LootDropProb = Probability, a zombie drops loot.

LootQuantity = Amount of unstackable items, found in each container. Not only lootsacks.

It took me quite a while to figure out the values for 100%. So if you want to decrease it:

6.67 = 20%

33.33 = 100%

I think, the math isn't too hard anymore to do, is it? :)

Updated: SELLING MACHINES

Reason: Machines got no full reset after each day. Fixed.

Updated: LEGCRAWLERS ARE BACK

Reason: Script didn't apply for reasons. Fixed.

 
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LootDropProb = Probability, a zombie drops loot.It took me quite a while to figure out the values for 100%. So if you want to decrease it:

6.67 = 20%

33.33 = 100%

I think, the math isn't too hard anymore to do, is it? :)
So the line

Code:
<passive_effect name="LootDropProb" operation="perc_add" level="1,5" value="6.67,33.33"/>
sets the chance for a killed Z to drop a sack to 20%, and to change it I just have to change the 6.67 to something like 3.33 or even 1.66? I can do that, cheers :)

 
Oh is *THAT* why there are two numbers instead of one like the vanilla file, now it suddenly makes a lot more sense :cocksure:

 
Just a heads up that the 6k stack size modlet reduces stack sizes of gas cans(10k), dukes(20k) and old cash(10k).

while not really a big deal, it also reduces stack sizes of whats smelted in the forge(30k). that is kinda a big deal ;)

I'm a total xpath noob, but i see your checking for a value greater than 1 to avoid things that should never stack, is it possible to also check for values greater than 6k?

-edit-

i seem to have gotten it working :)

feel free to update the 6k stack size modlet with this if you want.

<set xpath="/items/item/property[@name=Stacknumber][@value>1][5999>@value]/@value">6000</set>

 
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Added: RESOURCEFUL TOP TERRAIN

@SingleSidedPCB: This was kinda intended. Whilst making it easier to store and carry stuff, at some point you have to deal with the other things. But for people wanting it really easy: There's a 30k variant out too :)

 
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