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Doughs modlets

  • Thread starter Thread starter doughphunghus
  • Start date Start date
any way that some days it can be sunny and clear (low prob) but crappy foggy days  mostly. Im trying to balance it out and have changed the following lines

<CloudThickness min="0" max="10" prob=".5"/>

 <Fog min="0" max="10" prob=".5"/>

was 0.05, would this work?

 
Thanks doughphunghus

A great weather-core punishing mod, I love the rain, the fog, everything, zero visibility, just like the movie the fog, you do not know where they will attack you.
Also thanks for the other mods (a great hit Darker Nights).

 
Poorly!
Let's do it! Where I live, minus 50 in the shade, and there is no sun for six months! Realism, I really want to cry!
Why is this nonsense? Now, when flying on a gyroplane, and nothing is visible because of the rain, fog!
It would be better to make a separate mod, changing the seasons, as in (in one major fashion, I forgot which one), only with a sharp change in temperature! A couple of dry winter, spring, summer!

Google translator
I would love to do seasons.  I could imagine setting each season to last... 7.3 days ;)   that way you get to battle the horde in each season for the first 4 horde nights, then after that it gets a little unpredictable when seasons change. Additionally. I would start day 1 in spring to give you time to build up for summer and winter. 
 

thr big problem I see with this is I have no idea how to control the weather like this in a plain xml modlet. The only way I can see it happening is via a DMT mod (which I cannot do but is likely a good option for someone with more skill than I have) or a server side process or mod to one of the server tools.  I might be able to pull that off but I don’t know how many people would want to go to the trouble installing it.  If I went this far, I’d likely put in some “random hellish weather” events, like rain for days, etc. or wherever the land claims are make it extreme weather for a day, etc. it would be a lot of work for me though.  I’ve looked into it just a little, and all of the tools are in languages I don’t use on a daily basis  :( .  
 

anyway, I might make some more override models to the core weather modlet for more rain, snow, wind, etc so you can tune it more to your liking without having to hand edit the xml.  I’ve looked a little into maybe making some biome mods to go along with it (like snow in all biomes.... or snow patches at least, for an “all cold world”, maybe like the Winter Project mod) but technically those are not “weather”. 

any way that some days it can be sunny and clear (low prob) but crappy foggy days  mostly. Im trying to balance it out and have changed the following lines

<CloudThickness min="0" max="10" prob=".5"/>

 <Fog min="0" max="10" prob=".5"/>

was 0.05, would this work?
I’ll check and see this weekend. Your changes might work (just guessing).  The last updates I did for a19 I tried to “standardize” all the settings so it would be easier to make and maintain override modlets for the core weather mod. I think I decided there would be a 5% chance of “nice weather setting” for each parameter, which is where the 0.05 comes from.  The o lot reason I’m not sure how well your changes would work is I made all the probabilities add up to 100%.  There are some notes in the xml the pimps made that indicate that it doesn’t have to be 100%, it can go over 100% (which your changes likely do, if the docs are right)  and that they do some calculations to figure out the final percentages/odds for that weather setting. So since you’re adding .5 (which is 50%) and taking away my 0.05 (5%) the total should add up to 145%.... and that’s where I’m frizzy as I don’t have their xml docs in front of me at this moment ;)   I do think it will work like you want, just not sure how well (will it be 10% like you set it or it will actually calculate out to be a lot higher percentage/odds which I suspect it is.  I’m guessing probably 30%?

 
Thanks doughphunghus

A great weather-core punishing mod, I love the rain, the fog, everything, zero visibility, just like the movie the fog, you do not know where they will attack you.
Also thanks for the other mods (a great hit Darker Nights).
Thanks! I love playing this game when it’s super dark and you don’t know what’s out there (well, the sounds usually give it away.  I tried making more zombie sounds that “fit” and it was a lot harder than I thought. I’m still chewing on that idea).  I also like that you can’t go into a POI or underground when it’s dark unless there’s lights in inside or you carry light as it can be pitch black at its darkest.  I wanted to do a “flashlight “ mod where there were batteries and “tiers” of flashlights so you mostly could only find weak/dim gun and helmet lighting (or parts), and would have to work up to crafting the flashlights that are the current brightness in the regular game.  It might be possible with a19.  When I first tried in a17? I couldn’t make it work, so I just didn’t use flashlights ;).  Also: Throw something like the community creature packs in near total darkness and it’s a lot of fun ;) .

 
any way that some days it can be sunny and clear (low prob) but crappy foggy days  mostly. Im trying to balance it out and have changed the following lines

<CloudThickness min="0" max="10" prob=".5"/>

 <Fog min="0" max="10" prob=".5"/>

was 0.05, would this work?
Update (see above post):

So, here's a chunk of documentation about the weather and how the "probabilities" work. Note that this documentation may be outdated (TFP seems to update it, but there's some really old documentation/notes floating around mixed in with the new stuff) but it's all I have to go on.

Example:
<weather>
<Fog min="0" max="0" prob="0.1"/>
<Fog min="20" max="30" prob="0.95"/>
<weather/>
"This would mean there's a total probability of 1.05,
by adding all the 'prob' values of the 'Fog' conditions.
There's a 9.5% chance there will be a 0 fog condition and
a 90.5% chance the fog condition will be between 20 and 30.
This is because 0.1, from the first line, is 9.5% of 1.05,
the total probability of the fog conditions; and 0.95, from
the second line, is 90.5% of the total fog condition
probability of 1.05."

Note: It may be easier to visuallize your control if you make
sure all your probability values for each condition add up to 1.


given this, my "core" modlet has this (a random biome CloudThickness section taken just as an example):

<CloudThickness min="0" max="10" prob=".05"/>
<CloudThickness min="10" max="40" prob=".1"/>
<CloudThickness min="40" max="70" prob=".2"/>
<CloudThickness min="70" max="80" prob=".45"/>
<CloudThickness min="80" max="100" prob=".2"/>


All the probabilities add up to "1", so as I read it the probability of the CloudThickness being between 40 and 70% "thick" is 20%. On a side note: It appears that the weather changes really slowly (on vanilla game time settings) so I don't know if the CloudThickness was 0%, and the game recalculated the probability and it landed on 100% CloudThickness, exactly how long this would take to go from 0% to 100%.  Based on some games I've played, I *feel* it would take several "real life minutes", like 5-10 minutes. I have no idea how often the weather is "recalculated"!

Anyway...If you changed the 0.05 line to to .5 (and did not add another line) we get this:

<CloudThickness min="0" max="10" prob=".5"/>
<CloudThickness min="10" max="40" prob=".1"/>
<CloudThickness min="40" max="70" prob=".2"/>
<CloudThickness min="70" max="80" prob=".45"/>
<CloudThickness min="80" max="100" prob=".2"/>


which means the probabilities add up to 1.45.  Doing the math above (warning: I could get this wrong!)  that's .5/1.45 = 0.3448.  This rounds to .34  which is 34% . So 34% of the time the CloudThickness will be between 1 and 10%. My guess in the above post of 30% appears close :) .

Honestly, I'd say try playing with the setting change you made and see if its close to what you want.  If the "clear days" are too many/often, simply drop the number of the line you changed until it feels right.  I didn't do a lot of testing to see how all the weather conditions "felt/played", I generally just took the "biome weather default" settings for each weather parameter and then worked around the average of that setting (for temperature for example), making the "nicest/cleanest looking" weather condition only a 5-10% chance of happening *for each metric*, so if there ever was "nice clear day with no wind and a nice temp" you could really appreciate it as the odds of that happening for all metrics combined are really, really low.  Likely only one of the weather metrics will hit the 5% "nice" probability at a time.

 
Modlets changed/updated:

Bugfix for Punishing Weather - Core - A few values were a little off in a biome. Not a big change

Added Punishing Weather Rain More - Overide modlet for "Punishing Weather Core" to add conditions to make it more likely to rain.

Added Punishing Weather Temp More In Burnt Forest - Overide modlet for "Punishing Weather Core" to make it much hotter in the burnt forest (hint: its because everything is on fire in the burnt forest. No effects/graphics changes :( just a temp bump).

Added Punishing World - Newbie Coat - Remove - Removed the Newbie Coat buff when first spawning into the world. Note: only works if you have spawned after this modlet is added.  If you already have spawned it does not remove the existing Newbie Coat buff.  I think some other people have written a modlet like this so if you know of them (or are them :)   , please let me know! I didn't steal their idea (well, I knew people have made mods to do it), I just wanted the modlet.  If someone already has a modlet that does *just only this thing* and they're maintaining their modlets for a19+, I'll happily deprecate this on my side.

Added Buff Ambiance - Darker Inside - An attempt to make it darker indoors.  It appears the brightness settings for nighttime apply differently to when you're indoors.  If you know of a better way, or something I'm doing badly/wrong, please let me know!

 
Modlets changed/updated:

Bugfix for Punishing Weather - Core - A few values were a little off in a biome. Not a big change

Added Punishing Weather Rain More - Overide modlet for "Punishing Weather Core" to add conditions to make it more likely to rain.

Added Punishing Weather Temp More In Burnt Forest - Overide modlet for "Punishing Weather Core" to make it much hotter in the burnt forest (hint: its because everything is on fire in the burnt forest. No effects/graphics changes :( just a temp bump).

Added Punishing World - Newbie Coat - Remove - Removed the Newbie Coat buff when first spawning into the world. Note: only works if you have spawned after this modlet is added.  If you already have spawned it does not remove the existing Newbie Coat buff.  I think some other people have written a modlet like this so if you know of them (or are them :)   , please let me know! I didn't steal their idea (well, I knew people have made mods to do it), I just wanted the modlet.  If someone already has a modlet that does *just only this thing* and they're maintaining their modlets for a19+, I'll happily deprecate this on my side.

Added Buff Ambiance - Darker Inside - An attempt to make it darker indoors.  It appears the brightness settings for nighttime apply differently to when you're indoors.  If you know of a better way, or something I'm doing badly/wrong, please let me know!


Thanks for the update

 
can the fog be time of day dependent. say foggy 21:00 - 07:00 mostly always but have random days where it will be clear (no fog)

I really like the fog and how it makes the game feel, just on the odd day or night I would like it clear

plus im testing this on all biomes this morning

 <Fog min="0" max="5" prob=".9"/>
    <Fog min="5" max="10" prob=".5"/>
    <Fog min="10" max="30" prob=".15"/>
    <Fog min="30" max="40" prob=".2"/>
    <Fog min="40" max="60" prob=".2"/>
    <Fog min="60" max="100" prob=".4"/>

 
can the fog be time of day dependent. say foggy 21:00 - 07:00 mostly always but have random days where it will be clear (no fog)
I don't know the answer, but I don't think so *unless* you were able to do it with modding that's deeper than basic XML modding (DMT or Harmony I believe are the main ones people use), or use a server manager, hook it up to your game, and code it into that so it sends the weather commands at the specific times. Both require more coding/knowledge expertise than I have time to figure out.  Also: I don't think anything that's at the "XML only mod" can perform actions based on the time of day.

Another terrible option, but sorta do-able and I'm not sure it would affect all players (just the person running the command?) would be:

- Have the fog mod run with the settings like you show/have, where its mostly *not foggy* all the time.

- When nighttime comes, pull up the command window, run "dm" to turn on debug mode, then run the weather commands you want to exist (there's a list of commands somewhere, and I think you can type "help" and a list of commands come up, sometimes with what options they need.  Basically whatever command "turns the fog on".  Then , if the fog doesn't dissipate in the morning, manually turn it off.  Kinda breaks the immersion though, especailly if it's just you playing in your own game without others.  With others playing it might be more fun as you'd be acting like an admin, so you're enjoying managing teh game for others, even though you'd also be in it. I've had some admins just start spawning hordes in when the game starts to feel "boring" to too many people (like the day after horde night, people shooting each other too much for fun, etc) and they start causing shenanegins, just to put focus back on playing the game.

 
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loving this weather stuff, im trying the dark mod now but dont want it pitch black, so just want it a glimmer of light, using the headlights stronger mod so this hopefully will work well with the right balance

 
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loving this weather stuff, im trying the dark mod now but dont want it pitch black, so just want it a glimmer of light, using the headlights stronger mod so this hopefully will work well with the right balance
The Doughs-Buff-Ambiance-DarkerInside mod is just 1 line of XML inside the /config/worldglobal.xml file.  The latest version is setting the ambientInsideThreshold value to: 2

<set xpath="/worldglobal/environment/property[@name='ambientInsideThreshold']/@value">2</set>


The default value in the game ( a19 , latest as of today) is: .2 ( notice the decimal!)

<property name="ambientInsideThreshold" value=".2"/>


This mod is an attempt to get it as dark as possible, but is still very "work in progress".  I'm not really even sure what this parameter "does" other than it seemed changing it to 2 made it a lot darker indoors.  For what it's worth, I've tested these settings and this is my memory of the results:

0 = seems to have no effect

1 = Seems to darken the inside considerably more, then at times it "brightens up" indoors and then slowly darkens again. then "brightens up", etc

2 = Seems to darken the inside considerably more, and appears to not have the weird effects as 1

10 = no different than 2?

20 = no different than 2, but FPS seems to be affected.

Anyway, I'm not really sure what the setting "really does" or how high/low the acceptable numbers are.  It seems reasonable since the default is "0.2" that the min-max is 0 to 1.  Setting it to 2 was just an experiment and it seems to work.  Its weird.  Anyway...

You ?may? be able to get the effect you want by setting it to something like .5 or .8?  If you want to try making changes to it on your system (just edit the line in my modlet) This modlet is hard to easily test for a couple of reasons:

1. It appears that the "indoor brightness" is heavily affected by the outside/outdoor/world lighting/weather. This appears to change slowly "while playing" but can change a lot when restarting the game (I think).   Basically I had a lot of issues testing as I'd restart and it would be "bright outside" and the next restart would have some clouds rolling in.  The clouds, moon/sun brightness has an effect, and the "phase of the moon" also has an effect at night, which changes every day.  Even my current modlet has varying darkness inside because of this.

2. The "starts to turn dark inside" effect isn't immediate when you go inside.  It takes a few seconds to start kicking in.  It also seems dependent on "how far inside you are".  For example: I tested with a house with an open garage door.  Outside it was "sorta dark" and I could see inside the entire garage.  When going into the garage...brightness didn't change.. When walking all the way to the back of the garage, it slowly got dark.

Anyway, if you want to mess around with it and find a setting you like (or a combination of things headlights, etc), please let me know!  I'm going for "full darkness" but if there's a nice balance it would be good to document it for others.

Also: The setting I have of "2" makes indoors on horde night "red darkness".  Just discovered that in my own games.  Its kinda neat, but not what I wanted ;)

 
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Added 7D2D-EntityRandomizer

Basically: I'd working on a script to clone existing game entities (currently just zombies) and give them some randomized properties, but still make them playable (e.g. no 2 story tall zombies). The script is not yet released, but I put out an example modlet that it generates that just clones the vanilla zombies in a19 b173 with some random properties.  There are 332 randomized vanilla zombies in the modlet (4 cloned copies of every vanilla zombie). These are not new skins or colors or anything, just randomized behaviours and some other properties so when you are approached by a zed you probably won't know specifically how its' going to attack/approach or how much health it has. It also may be just a vanilla zed ;)

The generated modlet (that I made) doesn't interfere/modify the game other than adding in the new cloned entities (zombies) and adding them to existing entity groups, so it should work with any modlets that don't remove zombies or entity groups.

If you're interested, read the docs on Github first before trying to load it!

Also: In theory, it could also be used against any other loaded zombies (like the Creature packs, overhauls like sorcery, anyone elses zed/animal packs, etc) but I'd like to get some of the animals cloned and randomized in a similar way before cleaning up and documenting how to do that with the script before making it available as to run it against anything but vanilla is going to need to be run on the client side.  Not sure if it will work on servers (would love if someone could test it for me :) but its pure XML and only 2 XML files so in theory it should work?

 
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Added 7D2D-EntityRandomizer

Basically: I'd working on a script to clone existing game entities (currently just zombies) and give them some randomized properties, but still make them playable (e.g. no 2 story tall zombies). The script is not yet released, but I put out an example modlet that it generates that just clones the vanilla zombies in a19 b173 with some random properties.  There are 332 randomized vanilla zombies in the modlet (4 cloned copies of every vanilla zombie). These are not new skins or colors or anything, just randomized behaviours and some other properties so when you are approached by a zed you probably won't know specifically how its' going to attack/approach or how much health it has. It also may be just a vanilla zed ;)

The generated modlet (that I made) doesn't interfere/modify the game other than adding in the new cloned entities (zombies) and adding them to existing entity groups, so it should work with any modlets that don't remove zombies or entity groups.

If you're interested, read the docs on Github first before trying to load it!

Also: In theory, it could also be used against any other loaded zombies (like the Creature packs, overhauls like sorcery, anyone elses zed/animal packs, etc) but I'd like to get some of the animals cloned and randomized in a similar way before cleaning up and documenting how to do that with the script before making it available as to run it against anything but vanilla is going to need to be run on the client side.  Not sure if it will work on servers (would love if someone could test it for me :) but its pure XML and only 2 XML files so in theory it should work?


Thank you very much Doughphunghus for the new mod, it is something similar to the random of sphereii, but without using DMT.

 
I'm not sure what Sphereii has made (have a link?  I think its the "Transmogrifier: Allow random walk types and sizes for zombies to break up the monotony ") but whatever his is it's likely better as a general rule ;) .  Mine doesn't use DMT and randomizes more properties than the Transmogrifier appears to, and I may add more.

The best way to think of it is: Imagine you wanted to make zombies more "random".  You *could* hand write a modlet that changes/replaces attributes of existing zombies (or do something with modding deeper than XML offers, DMT, etc) or you could do what I did and (have a script) write a modlet that just makes a copy of each vanilla zombie and then changes some specific properties (like run faster).  If you ran this script a few more times and put it all in 1 modlet, you'd have a similar modlet the script generates.

I'm on UNIX not Windows and I haven't found a way to get DMT modding tools to work yet.  Also: If others have good "randomizer" modlets ( Gupppycur has one for zeds randomly getting up) I'll happily leave those attributes out of my script/mod (or junk it altogether, unless UNIX people still need/want it) as I don't want to duplicate or create overlapping modlets with others if I can avoid it.

 
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It is not the same, yours can be better because it does not use DMT and many people do not understand DMT.
It comes integrated into sphereii-core, you can disable random and other things that I don't use yet.

 
FYI, Doughs Randomized Entities does work with modlet's which remove/replace  zombies/animals such as REV678 Reality Check modlets. It also works very well with all Creature Packs (Standard and DMT Versions), Stallionsden's Zombie Modifications 2 and Stallionsden's Invisible Animal Fix. It is now a must have in my game because as you say, every zombie acts differently and therefore their actions are unpredictable, scary and fun. I hope TFP pick up on it and add it as standard fare because imo this mod is a must have asset.

 
I downloaded the Holy Grenade mod as the description had me in tears of laughter and HOLY CRAP! damn near took down a whole church (and me) with a single grenade. Couldn't play after that, was laughing too much :)  

 
FYI, Doughs Randomized Entities does work with modlet's which remove/replace  zombies/animals such as REV678 Reality Check modlets. It also works very well with all Creature Packs (Standard and DMT Versions), Stallionsden's Zombie Modifications 2 and Stallionsden's Invisible Animal Fix. It is now a must have in my game because as you say, every zombie acts differently and therefore their actions are unpredictable, scary and fun. I hope TFP pick up on it and add it as standard fare because imo this mod is a must have asset.
Thanks, I'm glad you like it! 

Once I get some time to clean it up, add animals, and make it "user friendly" I plan on making the script that generates the modlet(s) available to everyone (its a perl script, so it might require installing perl, which might be a turn off for some people).  *In theory* it should be able to randomize any entity added to the game as long as you do a little work to point to the right files. The dilemma is that once you randomize against any non-vanilla entities, it starts becoming very version/install/client/server specific.  The current settings is an attempt to make the added zeds "playable, but mostly harder", but I'd like to add options so you could choose "easier" or "ridiculous" settings.  I agree that hopefully TFP will start making more settings/properties "randomizeable" in the XML so every time a zed spawns its random-er, and I can retire this! 

Also: Until I make the script available, I plan on generating a modlet for every update that comes out.  If anyone wants a specific one (or some a18 or possibly earlier versions... it might work?), or I miss one I'll happily generate a modlet for it to see if it will work.  I can't promise to generate any for DMT zeds because I'm not able to get DMT working on my system, so you'll have to wait for the script ( not sure if it can even handle DMT generated entities)

I downloaded the Holy Grenade mod as the description had me in tears of laughter and HOLY CRAP! damn near took down a whole church (and me) with a single grenade. Couldn't play after that, was laughing too much :)  
It is pretty awesome :) Khelldon (no longer on the forums I think) is the one that made the original mod and gets the credit.   I think I actually tweaked it to make the explosion radius *a tiny bit smaller* as it was originally causing extreme frame drops on my system (like the game would freeze for 10 seconds).  I laughed the first time I used it too, just for the sound it makes when you throw it!

 
I don't TFP will pick it up any time soon, they have to get their priorities straightened out and concentrate on things like animal AI and animation which really shows the age of the game. Such as animals raising on an angle to walk up a slope and leaping 5' in the air to jump over a small rock lol.

 
Modlets Added/Changed:

Aug 15 2020 - Added Nerf Backpack Carrying Capacity

Aug 14 2020 - Updated 7D2D-EntityRandomizer to add generated modlet for a19 b180

Aug 8 2020 - Updates for a19: A fork of KHelldons a17 modlets.

Notes:

A fork of KHelldons a17 modlets

- Added a little more documentation to most modlets

- Finally got KHelldon-GetFramed working, which is a pretty cool modlet. No more adding wood frames to make long horizontal runs in the air UNLESS you use nails to upgrade them first.  Made small change to the original modlet so you can build out 1 frame without nails.  Previously you could only build "up" with frames, not horizontally  This makes it a little more in style with the natural building style of the game.  If anyone liked the original style let me know and I'll release an override modlet to put it back.  See notes on this as there's a modlet by Guppycur to fix the initial quest progression that requires you to upgrade a wood frame.  I didn't add it to this modlet as I wasn't aware of the issue until I ran across it in the forums. Maybe I should...?

 
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