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FennecMod - Deadly Ferals, Rad Zeds, Specializations, Ore Processing and More

Hopefully Max won't mind me assisting with this.

That will give you core temp, stamina, health, food and water bars on the left bottom corner of the screen. :)

Max, if you wanna nick that code and include it into FennecMod as standard, please feel free. It's the old code I was using for Darkness Falls, but I'm completely changing the UI. Will poke you on twitter as I want your feedback on that anyway. :)

Thanks for the reply.

That doesn't seem to work. Temp never displays and the food and water fade out just as they always have done right after the startup. I've verified the code is in place. Could that HUD element be coming from some other location?

 
No, that is definitely the correct HUD element.

It sounds like you modified the windows.xml in your base game and it's getting overwritten with the one from FennecMod (since everyone apparently uses the launcher and the launcher loads the mod files on the fly).

Make sure you're modifying the one for FennecMod, not the one in your 7 Days to Die/Data/Config/XUi folder.

EDIT: If you are using the launcher, it'll be on whatever drive you installed the launcher to, 7D2D/MaxFoxGaming/FennecMod/7 Days to Die/TempMods/Data/Config/XUi

Wow, that's a long path. :D

 
Last edited by a moderator:
Anvil requires Anvil

I finally got to the building the forge quest. Built it. Took the skills required to craft the Anvil. Building an Anvil requires an Anvil.

Is that as intended?

- - - Updated - - -

No, that is definitely the correct HUD element.
It sounds like you modified the windows.xml in your base game and it's getting overwritten with the one from FennecMod (since everyone apparently uses the launcher and the launcher loads the mod files on the fly).

Make sure you're modifying the one for FennecMod, not the one in your 7 Days to Die/Data/Config/XUi folder.

EDIT: If you are using the launcher, it'll be on whatever drive you installed the launcher to, 7D2D/MaxFoxGaming/FennecMod/7 Days to Die/TempMods/Data/Config/XUi

Wow, that's a long path. :D

Yup, using the launcher. That is the one I changed. Went and pulled down the windows..xml from his site to make sure I have the unaltered file. Modified as above. Still not working. And still thanks for the effort.

 
I finally got to the building the forge quest. Built it. Took the skills required to craft the Anvil. Building an Anvil requires an Anvil.
Is that as intended?.
Yes. I asked that before and the developer appeared pretty firm on that one and said you have a pretty good chance finding anvils in broken forges (which I never did, I recommend visiting as many traders as you can - you will need some funds to buy one).

 
More Fixes

- Poncho no longer causes nullrefs (I think this is now sorted)

- Anvil in forge recipe can now be crafted without an anvil but is more expensive until you get your first anvil, then it's normal price again.

- Levelling fixed up a bit - slower initial progression but curve exponent not so steep.

- Trader pricing rebalanced - barter skill now has a huge impact on prices from 1 to 100.

Secondary Classes

You guys really wanted to unlock ALL the things! So, now that we have the classes in I have made secondary classes that you can now unlock and take.

What's a secondary class and how does it differ to the first 3 you get?

- Secondary classes are unlocked later on in the game. There are 20 secondary classes just like the normal ones.

- Secondary classes have the exact same questline as the first classes, however they are more demanding to complete.

- Secondary classes give you 'class mastery' which is what all perks at higher levels are behind.

- Secondary classes do not give you the other buffs and debuffs.

So in a direct comparison, here's the difference between taking the builder class as a primary and secondary role:

- Primary:

Builder will gain class mastery 1 when the note is read.

Builder will gain the additional tool damage and starting health boost.

Builder will gain the debuffs.

Builder will get mastery 2 when completing the quests and unlock the quick dry concrete.

Builder will get the second tier of additional tool damage and health boost when completing the quest.

Builder will get less debuffs when completing the quest.

- Secondary

Builder will gain class mastery 1 when the note is read.

Builder will NOT gain the additional tool damage and starting health boost.

Builder will NOT gain the debuffs.

Builder will get mastery 2 when completing the quests and unlock the quick dry concrete.

Builder will NOT get the second tier of additional tool damage and health boost when completing the quest.

Builder will NOT get less debuffs when completing the quest.

Why does secondary classes not give buffs and debuffs?

This is partially for balance reasons (taking all 20 sets of buffs and debuffs will cause serious imbalance) and also partially to make your starting choices still feel relevant.

How to unlock secondary classes?

I'm not going to make it that easy... ;)

- Whilst you play through the game you will encounter research notes in some containers. Killing feral zombies and radiated zombies also give you a good chance of getting research notes as well. Get hoarding!

- If you need more research notes, you can scrap schematics for them. The amount of research notes you get depends on the rarity of the schematic.

- Complete all three of your primary class quests. Each time you complete one, you will gain 'Overall Class Mastery' You will need to get it to 3/3 in order to proceed.

- Getting Class Mastery 3/3 will unlock the research desk. Build it and place it in the world just like any other workstation.

- You can then craft your research notes into a new class paper. It will take 1000 notes to craft a secondary class.

- Read the class paper, and let your quest continue!

 
Hopefully Max won't mind me assisting with this.
Go to Data/Config/XUi and BACKUP your windows.xml file somewhere.

Then open the original one. Find this (it's right at the top).

Code:
	<window name="HUDLeftStatBars">
	<grid name="hud" pos="9,98" rows="2" cols="1" width="168" cell_width="168" cell_height="46" repeat_content="false" side="left" >
		<rect width="168" height="43" controller="HUDStatBar" stat_type="Stamina" visible="{statvisible}">
			<sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced"/>
			<sprite depth="2" pos="3,-3"  name="background" height="37" width="162" color="64,64,64,100" type="sliced" />
			<sprite depth="3" pos="3,-3"  name="BarContent" sprite="{statimage|once}" type="filled" height="37" width="162" fill="0"  />
			<sprite depth="4" name="Icon" atlas="{staticonatlas|once}" sprite="{staticon|once}" size="32,32" pos="8,-6" foregroundlayer="true"/>
			<label depth="6" name="TextContent" pos="0,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{statcurrentwithmax}" height="30"/>
		</rect>

		<rect width="168" height="43" controller="HUDStatBar" stat_type="Health" visible="{statvisible}">
			<sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced" />
			<sprite depth="2" pos="3,-3"  name="background" height="37" width="162" color="64,64,64,100" type="sliced" />
			<sprite depth="3" pos="3,-3"  name="BarContent" sprite="{statimage|once}" type="filled" height="37" width="162" fill="0" />
			<sprite depth="4" name="Icon" atlas="{staticonatlas|once}" sprite="{staticon|once}" size="32,32" pos="8,-6" foregroundlayer="true"/>
			<label depth="6" name="TextContent" pos="0,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{statcurrentwithmax}" height="30"/>
		</rect>
	</grid>

	<rect name="hud" pos="93,124" side="left" controller="BuffPopoutList" pivot="BottomLeft" >
		<panel width="168" height="43" name="item" visible="false" pivot="right" disableautobackground="true" pos="70, 0" >
			<sprite depth="3" pos="0,0"  name="Background" sprite="ui_game_popup" height="43" width="162" pivot="center" flip="Horizontally" color="[transparent]" />
			<sprite depth="4" name="Icon" size="36,32" pos="-58,0" pivot="center" color="[transparent]"/>
			<label depth="6" name="TextContent" pos="0,0" font_size="28" color="[white]" justify="center" height="30" pivot="center"/>
		</panel>
	</rect>
</window>
Replace with this.

Code:
	<window name="HUDLeftStatBars">
	<grid name="hud" pos="9,183" rows="3" cols="1" width="188" cell_width="188" cell_height="46" repeat_content="false" side="left" >
		<rect width="188" height="43" controller="HUDStatBar" stat_type="Stamina" visible="{statvisible}">
			<sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced"/>
			<sprite depth="2" pos="3,-3"  name="background" height="37" width="182" color="64,64,64,100" type="sliced" />
			<sprite depth="4" name="Icon" sprite="ui_game_symbol_temperature" size="32,32" pos="8,-6" foregroundlayer="true"/>
			<label depth="6" name="TextContent" pos="0,-10" font_size="28" color="[white]" justify="center" pivot="topleft" text="{playercoretemp}" height="30" controller="PlayerStatsWindow" effect="outline" />
		</rect>

		<rect width="188" height="43" controller="HUDStatBar" stat_type="Stamina" visible="{statvisible}">
			<sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced"/>
			<sprite depth="2" pos="3,-3"  name="background" height="37" width="182" color="64,64,64,100" type="sliced" />
			<sprite depth="3" pos="3,-3"  name="BarContent" sprite="{statimage|once}" type="filled" height="37" width="182" fill="0"  />
			<sprite depth="4" name="Icon" atlas="{staticonatlas|once}" sprite="{staticon|once}" size="32,32" pos="8,-6" foregroundlayer="true"/>
			<label depth="6" name="TextContent" pos="0,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{statcurrentwithmax}" height="30"/>
		</rect>

		<rect width="188" height="43" controller="HUDStatBar" stat_type="Health" visible="{statvisible}">
			<sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced" />
			<sprite depth="2" pos="3,-3"  name="background" height="37" width="182" color="64,64,64,100" type="sliced" />
			<sprite depth="3" pos="3,-3"  name="BarContent" sprite="{statimage|once}" type="filled" height="37" width="182" fill="0" />
			<sprite depth="4" name="Icon" atlas="{staticonatlas|once}" sprite="{staticon|once}" size="32,32" pos="8,-6" foregroundlayer="true"/>
			<label depth="6" name="TextContent" pos="0,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{statcurrentwithmax}" height="30"/>
		</rect>
	</grid>

	<grid name="hud" pos="9,45" rows="1" cols="2" width="188" cell_width="94" cell_height="46" repeat_content="false" side="left" >
		<rect width="93" height="43" controller="HUDStatBar" stat_type="Food" visible="{statvisible}">
			<sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced"/>
			<sprite depth="2" pos="3,-3"  name="background" height="37" width="90" color="64,64,64,100" type="sliced" />
			<sprite depth="3" pos="3,-3"  color="0,128,0,150" type="filled" height="37" width="87" fill="{playerfoodfill}" controller="PlayerStatsWindow" />
			<sprite depth="4" name="Icon" sprite="ui_game_symbol_hunger" size="32,32" pos="4,-6" foregroundlayer="true"/>
			<label depth="6" name="TextContent" pos="15,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{statcurrent}%" height="30"/>
		</rect>

		<rect width="93" height="43" controller="HUDStatBar" stat_type="Water" visible="{statvisible}">
			<sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced" />
			<sprite depth="2" pos="3,-3"  name="background" height="37" width="90" color="64,64,64,100" type="sliced" />
			<sprite depth="3" pos="3,-3"  color="64,164,223,150" type="filled" height="37" width="87" fill="{playerwaterfill}" controller="PlayerStatsWindow" />
			<sprite depth="4" name="Icon" sprite="ui_game_symbol_water" size="32,32" pos="4,-6" foregroundlayer="true"/>
			<label depth="6" name="TextContent" pos="15,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{statcurrent}%" height="30"/>
		</rect>
	</grid>

	<rect name="hud" pos="93,210" side="left" controller="BuffPopoutList" pivot="BottomLeft" >			
		<panel width="168" height="43" name="item" visible="false" pivot="right" disableautobackground="true" pos="70, 0" >
			<sprite depth="3" pos="0,0"  name="Background" sprite="ui_game_popup" height="43" width="162" pivot="center" flip="Horizontally" color="[transparent]" />
			<sprite depth="4" name="Icon" size="36,32" pos="-58,0" pivot="center" color="[transparent]"/>
			<label depth="6" name="TextContent" pos="0,0" font_size="28" color="[white]" justify="center" height="30" pivot="center"/>
		</panel>
	</rect>

</window>
That will give you core temp, stamina, health, food and water bars on the left bottom corner of the screen. :)

Max, if you wanna nick that code and include it into FennecMod as standard, please feel free. It's the old code I was using for Darkness Falls, but I'm completely changing the UI. Will poke you on twitter as I want your feedback on that anyway. :)
Saw your tweet dude and it's definitely blind-bugger friendly :D

And yep I think I might just grab this to add. Since my mod adds new workstation windows and things, SMX won't work without patching it.

 
More Fixes- Poncho no longer causes nullrefs (I think this is now sorted)

- Anvil in forge recipe can now be crafted without an anvil but is more expensive until you get your first anvil, then it's normal price again.

- Levelling fixed up a bit - slower initial progression but curve exponent not so steep.

- Trader pricing rebalanced - barter skill now has a huge impact on prices from 1 to 100.

Secondary Classes

You guys really wanted to unlock ALL the things! So, now that we have the classes in I have made secondary classes that you can now unlock and take.

What's a secondary class and how does it differ to the first 3 you get?

- Secondary classes are unlocked later on in the game. There are 20 secondary classes just like the normal ones.

- Secondary classes have the exact same questline as the first classes, however they are more demanding to complete.

- Secondary classes give you 'class mastery' which is what all perks at higher levels are behind.

- Secondary classes do not give you the other buffs and debuffs.

So in a direct comparison, here's the difference between taking the builder class as a primary and secondary role:

- Primary:

Builder will gain class mastery 1 when the note is read.

Builder will gain the additional tool damage and starting health boost.

Builder will gain the debuffs.

Builder will get mastery 2 when completing the quests and unlock the quick dry concrete.

Builder will get the second tier of additional tool damage and health boost when completing the quest.

Builder will get less debuffs when completing the quest.

- Secondary

Builder will gain class mastery 1 when the note is read.

Builder will NOT gain the additional tool damage and starting health boost.

Builder will NOT gain the debuffs.

Builder will get mastery 2 when completing the quests and unlock the quick dry concrete.

Builder will NOT get the second tier of additional tool damage and health boost when completing the quest.

Builder will NOT get less debuffs when completing the quest.

Why does secondary classes not give buffs and debuffs?

This is partially for balance reasons (taking all 20 sets of buffs and debuffs will cause serious imbalance) and also partially to make your starting choices still feel relevant.

How to unlock secondary classes?

I'm not going to make it that easy... ;)

- Whilst you play through the game you will encounter research notes in some containers. Killing feral zombies and radiated zombies also give you a good chance of getting research notes as well. Get hoarding!

- If you need more research notes, you can scrap schematics for them. The amount of research notes you get depends on the rarity of the schematic.

- Complete all three of your primary class quests. Each time you complete one, you will gain 'Overall Class Mastery' You will need to get it to 3/3 in order to proceed.

- Getting Class Mastery 3/3 will unlock the research desk. Build it and place it in the world just like any other workstation.

- You can then craft your research notes into a new class paper. It will take 1000 notes to craft a secondary class.

- Read the class paper, and let your quest continue!
Hi Max, So are these fixes and secondary classes live? In Dev Branch or stable?

 
Hi Max, So are these fixes and secondary classes live? In Dev Branch or stable?
Greetings :D Not yet - it's coming soon :) Trying to finalise a lot of things over here so hopefully this next iteration of DevBranch will be the last one, minus any bugs.

 
Greetings :D Not yet - it's coming soon :) Trying to finalise a lot of things over here so hopefully this next iteration of DevBranch will be the last one, minus any bugs.
Glad to know .. I was waiting for them to become live either way .. But playing stable still .. Have a great day … the Old Gamer .. :02.47-tranquillity:

 
More Fixes- Poncho no longer causes nullrefs (I think this is now sorted)
Yay! That's good news. I enjoy spending time in the desert (despite all these vultures) and having the poncho back is great.

- Anvil in forge recipe can now be crafted without an anvil but is more expensive until you get your first anvil, then it's normal price again.
You DID say that earlier. I totally forgot about that, when the guy asked, so I'm sorry for not mentioning that.

- Levelling fixed up a bit - slower initial progression but curve exponent not so steep.
This sounds good.

Why does secondary classes not give buffs and debuffs?
It's because the developer obviously puts a lot of thought into what he's doing. This is such a surprising and clever way to handle that. You're keeping the best from having different classes and from rewarding players that put in effort to unlock things they'd like to have, based partially on schematics that are one of the best trade articles in the game right now, which makes decisions impactful. Kudos, really.

 
It is an interesting way to handle class unlocks. Although it shifts the balance of them a bit. Things like Plunderer and Scientist become less attractive as primary picks, since you mostly want them for the skills they unlock rather than the perks. Weapon classes with their huge damage modifiers become much higher priorities.

Also I don't know what the droprates will be like, but 1000 research notes per class sounds awful steep. Ravenhearst asks for 300 and that takes most players weeks.

Having played a little more on devbranch I'm really getting worried about this mod descending into a unplayable grind. There's great stuff here, and pacing it out makes sense, but there's a line where it stops being a fun challenge and turns into mindless busy-work.

It's very popular. It does come with drawbacks though. Inventory management is not only a hassle and a quality of life thing as you describe it, it genuinely adds a layer of challenge and make player decisions important. Fennec Mod doesn't (so far!) add a huge amount of items that drop very often and need to be hauled home like UL or WotW do for example. Many of the extra items (new food, upgrade kits, crafting steps like the water filter) only exist inside of your base while you transport them from a workbench or container to the other and don't really count for loot management. Bigger backpack also means bigger inventory lag. I liked your idea with the stack sizes for coins, which would be a less invasive way to address inventory issues and Fennec mod already increased the stack sizes of some common items.
I'd argue it doesn't force important decisions, it forces mundane ones. Dropping wood/stone/plantfibers just means I have to go gather more later. Scrapping items just means a get less money from the trader when I sell the iron instead of the item. If something is truly valuable it just goes in a drop chest and forces a second trip - Something I consider firmly in the realm of "busy-work". It's a lot of inconvenience for a very dubious upside.

Perhaps a half measure could be making extra inventory space a Plunderer perk, since they're losing exclusivity on Quality Joe. (Not sure how feasible that is to implement)

 
It is an interesting way to handle class unlocks. Although it shifts the balance of them a bit. Things like Plunderer and Scientist become less attractive as primary picks, since you mostly want them for the skills they unlock rather than the perks. Weapon classes with their huge damage modifiers become much higher priorities.
It all depends - having weapon damage as a secondary class isn't always a bad thing, since a lot of guns have been buffed a little bit and having access to the military grade rounds on each class on mastery will also allow you to up the damage the guns do. The rounds the gun uses have more of a damage impact than the gun itself. I intend to add more traps and things at a later point in time, which will also mitigate some of the gun damage requirements if you're prepared to build. I'm intending to try making each perk a good choice to have at the start.

Also I don't know what the droprates will be like, but 1000 research notes per class sounds awful steep. Ravenhearst asks for 300 and that takes most players weeks.
I intend normal zombies to drop 1 research note about 5% of the time. Ferals 1-3 about 10% of the time, and radiated 1-10 about 30% of the time. Special zombies like cops will also have a better chance to drop them too, the rad wight and rad cops having the highest chance of all zeds to drop them, about 40% of the time.

Later on in 1.2 when bosses start showing up, they will guarantee at least 10 research notes upon killing them.

I also plan to add them to more containers than just crack-a-book boxes - desks, safes, lab boxes, stashes, cupboards, junk, suitcases, sports bags, lockers... You won't have to seek out crack-a-book POIs for them always, though scrapping schematics will be a way to get some. Small houses will hopefully be as viable late game as they are early game, since they will have containers with chances of having these research items.

Having played a little more on devbranch I'm really getting worried about this mod descending into a unplayable grind. There's great stuff here, and pacing it out makes sense, but there's a line where it stops being a fun challenge and turns into mindless busy-work.
I'm addressing that with level progression. I intend to not make it grindy where possible :) I will be lowering iron tool unlocks to level 30 instead of 45 for example since level progression is slowed down, other perks will also be lowered a little to compensate.

Perhaps a half measure could be making extra inventory space a Plunderer perk, since they're losing exclusivity on Quality Joe. (Not sure how feasible that is to implement)
I'd love to be able to have this as a perk, though that would be more than just XML changes and I don't think there has ever been an SDX mod that can do that yet since it relies on dynamically loading a UI based on a perk, which I don't think happens in the base game nor any mod I have seen - we'll be pushing boundaries :D I will have to see if it's possible, but that would indeed be a nice thing for plunderers to have.

 
Hi I just downloaded the game and have been playing it for a bit, but I encountered a bug. I built the fire pit but I can not interact with it at all. Any clue behind this?

 
Hi I just downloaded the game and have been playing it for a bit, but I encountered a bug. I built the fire pit but I can not interact with it at all. Any clue behind this?
Hmmmm, I can help on that... just let me know

- Which version - 1.0 or DevBranch?

- Did you install a UI mod over the top of this one?

 
I'm addressing that with level progression. I intend to not make it grindy where possible :) I will be lowering iron tool unlocks to level 30 instead of 45 for example since level progression is slowed down, other perks will also be lowered a little to compensate.
I don't mind it so much since I mostly play a scavenger/trader style. On day six I had a minibike and quality 300+ tools and weapons. Not being able to craft anything is a minor inconvenience when I can just find or buy low quality stuff to repair my main tools with. The problem is that what used to be a preference is now the only viable way to play. Being a stay at home miner/builder/farmer type is just untenable without a group. Your tools are too awful to level with and you need a ton of levels to get better tools. You're forced to venture out into the world, but punished for not taking classes that support that.

Perhaps quests could be used as an alternative form of gating? At present there's not much urgency to them since if you can't complete step 4 there's little benefit to working on steps 1-3. Unlocking workstations or crafting skills as you go would make those intermediate steps much more appealing, and would put support playstyles on a more even playing field. It also makes your primary specialization choices all the more impactful. If you want the benefits of being a scavenger or combat specialist you're stuck taking the slower route when it comes to infrastructure and base building.

Edit

First impressions of new update:

Loving the class changes. Particularly the speed boost for athlete, makes it feel like a much more substantial pick.

Food seems more rounded. Still not sure splitting up meat by animal is a good idea. It's one more thing to clog up your limited inventory space and most don't have any unique recipes associated with them yet.

The poncho bug still seems to be a thing.

I've also noticed my waypoints disappearing. Not sure what triggers it.

Some POIs have been spawning with a wall missing, including traders.

The price modifiers from barter are insane now. At higher levels you can empty a vending machine, turn around and sell it back to the trader for a profit. One foxium ore sells for over 20k

In 1.0 I thought a good factory pickaxe with all the mining perks had the edge over an auger. With the new power tools skill that just sounds quaint. A 300% modifier is going to be crazy in the lategame.

Still a little salty about getting chain killed by a feral horde on day 4. With the extra speed and aggro range there's literally no way to avoid them. Guess I just have to chalk that one up to bad luck.

Haven't seen any forges or workbenches on sale at traders. If that's a deliberate change I guess it does help keep the trader class from being too OP.

Worldgen has been a little janky. Roads dropping off suddenly, POIs on stilts etc. Nothing we haven't seen in vanilla updates but I figure it bears mentioning.

Edit2:

So how do the foodgroup buffs & debuffs work? In the early game when I was eating raw fruit, boiled meat etc. I'd get the buffs fairly consistently. But now that I have access to proper meals I'm having to eat less often and running into trouble just avoiding the debuffs.

 
Last edited by a moderator:
Good day .. mdf25

Quick question on DevBranch update … Is there a version number and has it been update on the Mod Launcher ??

Thank you … the Old Gamer .. :02.47-tranquillity:

 
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