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Forsaken Trail

Haidrgna

Tester
Forsaken Trail

Forsaken Trail is a complete overhaul of the game and is the successor of Gnamod. The mod focuses on wilderness survival, exploration and improving the overal survival experience. This mod changes most of the game systems in an attempt to create something unique and it does not try to hold the player's hand that much, making it quite challenging for anyone new to it. The world mostly decides the gamestage so going into higher level POIs or biomes may not be the wisest strategy because of this. You can find any item from the first day due to the unique way loot is generated where player level and gamestage only influence the amount you find.

The mod also comes with a unique character creation system where you select your attributes, skills and background before you spawn into the game. You will begin the game with gear and technology unlocked based on these choices. This gear in addition to a number of tutorial challenges will help you survive your first day and first week. 

The zombies and animals in the world are all randomized, their walk, abilities and sizes will be decided the moment they spawn and are further influence by their type. You will encounter zombies that can puke or walk on all four legs. In the more natural biomes animals are more prevalent, while near cities and destroyed areas you will see a lot more zombies. Be careful around buildings as zombies will be awake and roaming around and they have keen ears.

Download (also available on Sphereii's Mod Launcher)

Join the Discord
 

Features:

The main feature of the mod is a series of custom biomes (40 in total) that are divided into 5 climate zones (Temperate, Wet, Warm, Cold and Irradiated). These come with a totally overhauled RWG that adds these features. Vanilla maps will not work with the mod, create a new one before playing.

The mod focuses on wilderness survival, overhauling food and drink and making the world far more interesting to explore.

Zombies and animals are randomized in size and behavior. Zombies in the world will only spawn once and when killed not come back. There are no night spawns, but wandering hordes are fully gamestaged.

Zombies in POIs will start to wander when the player comes close and if alerted may break out. Biome and POI tier decide gamestage of most spawns.

New resource and crafting system with quality levels up to 120. Quality is not permanent and lowers on repair, items break when not repaired.

New progression system with 5 attributes chosen on spawn via a new spawn screen. You choose a background and starting skills as well there, which decide what gear you spawn into the world with.

Crafting skills can be obtained through magazines and research papers. The research papers are unlocked via the Research perk and allow you to turn blueprints into a chance to increase your skill without the need to loot.

All firearms and bows are made up of 5 parts (the weapon and 4 mod parts). These decide how strong your weapon is and can be replaced for better parts you loot, buy or take from other weapons.

There are new challenges that are a tutorial to replace the vanilla challenges. These guide new players and give a focus for survival.

Traders are scattered in the wilderness, they do not offer any quests, instead you find bounty notes that give you a quest that can be turned in at any trader for hard cash.

Building is mostly done via blueprint blocks crafted from blueprints. These blocks usually require multiple ingredients to upgrade. The construction perk allows easier and faster construction while reducing stamina and durability use.

Character weight and inventory system allows you to use more slots from the start but also adds weight to every item. You can carry a lot of small items, but only a few fridges before being weighed down.

Many blocks in the world can be harvested from, picked up or otherwise interacted with without the need to bash them. Produce can be harvested from plants, honey searched in stumps and water can be taken directly or added to containers.
 

Media:




(Will be updated further in the neat future)

 
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I have been playing this mod for three days and I can say that it is the one that has best achieved the post zombie apocalypse atmosphere. It has a lot of new content, although the crafting is a bit overwhelming due to the amount of things any item requires. I recommend trying it to everyone who wants a new experience. I have downloaded it from the mod launcher.

GJ Haidrgna this is the way.

 
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Whoa, this one looks cool in the video. I’ve been wanting to see more focus on survival than vanilla offers, and the world feels more interactive. The biggest thing I didn’t like was UI-related: having to tilt my head to read the quantity of collected items.

 
Whoa, this one looks cool in the video. I’ve been wanting to see more focus on survival than vanilla offers, and the world feels more interactive. The biggest thing I didn’t like was UI-related: having to tilt my head to read the quantity of collected items.
Yeah it's something I will have to improve, the way it's setup is to minimize the amount of hud space taken, like with buffs, but I need to find a way to do it better without needing to rotate the text.

 
Love it so far, Haidra - but I'm at a total loss when trying to find Berries!!!! Corn yields corn; cotton yields cotton, etc, but I have yet to whack, hit, press 'E' on any flower/plant thingy - that will give me a single berry.  A hint, please!

pj

 
Duh! Forget it. I found them. sigh.

(Just shake your head and go on to the next "problem".)
Seems to be a common issue, I will add a marker for them in the next version like the stones have, probably for all the gathering in tutorial. Show the player where to look.

There are two places where they can be collected, the red flowers in the fields and the juniper trees in the forests (sometimes POIs have these as well).

Good that you found it on your own, discovering things yourself is always the most fun!

 
The download from the mod launcher is failing.  Not sure if you were aware or not
You are the first that seems to experience issues. You can try the manual download link if the Mod Launcher link is not working for you. It could have been that the service was unavailable when you tried as well. If you experience more issues with the Mod Launcher you probably also should check the Mod Launcher help or reach out, as it could there is a setting wrong on your end that can be remedied.

 
So when I join my friend, it didnt let me pick a class or anything. It just put me in with 1 in every skill point and gave me some starting stuff. Is there a way to trigger getting a class?

 
So when I join my friend, it didnt let me pick a class or anything. It just put me in with 1 in every skill point and gave me some starting stuff. Is there a way to trigger getting a class?
I have heard others having this issues, the cause for them was using a world/savegame name that was used before. The way it works is that the mod tries to find if you connected before, this I can only do by looking if a save file exists on the client, if it does then the window is not shown.

Only way to fix is making a new game on the server. there could be other ways that completely reset a player on a server, but likely need both on server and client at the same time.

But if you are playing peer to peer and not on a server it could be a different issue. Unfortunately I cannot test peer to peer, so I do not really know if it even works there at all, but it should follow the same rules as a server.

 
New update is out on Mod Launcher and manual download link in first post.
 

Forsaken Trail 1.1.0.3 for 7 Days to Die v1.2
- Added: Markers for starter challenge collection (wildberries, eggs, honey etc)
- Fixed: Enemies would favor being large over small (size should be less extreme for most)
- Fixed: Stumps regrowing incorrectly, making the disappear the 2nd harvest
- Changed: Reduced amount of spitting zombies for normal enemies
- Changed: Slightly reduced the speed of snakes
- Changed: Removed undead animals from temperate and wet forests
- Fixed: Flashlight and laser sight not working correctly on all guns
- Fixed: Storage pack not increasing backpack slots
- Changed: Backpack mod adds at least 4 slots
- Changed: Rebalanced weight of ammo and components, adding weight to some ammo that had none
- Fixed: Some typo's and incorrect descriptions
- Changed: Improved loot found in police cars
- Changed: Rebalanced bounties to favor clears vs infested/restore power
- Fixed: Restored power tool recipes to Electronics and added missing Sawzall recipe
- Changed: Slightly increased max size of mountains in temperate zone
- Changed: Reduced undead animals in temperate / wet cities

 
I have heard others having this issues, the cause for them was using a world/savegame name that was used before. The way it works is that the mod tries to find if you connected before, this I can only do by looking if a save file exists on the client, if it does then the window is not shown.

Only way to fix is making a new game on the server. there could be other ways that completely reset a player on a server, but likely need both on server and client at the same time.

But if you are playing peer to peer and not on a server it could be a different issue. Unfortunately I cannot test peer to peer, so I do not really know if it even works there at all, but it should follow the same rules as a server.
i also had this bug. a complete reinstall of 7d2d fixed the issue for me. 

 
Worktable flops and breaks after placing and completing blueprint. (3 attempts in 3 dif areas) workbench worked fine still working up the resources for forge and oven, hope they work lol. the only other mod im running is craft from containers.

 
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