• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Is There a Way to Modify XP Multipliers in 7 Days to Die

Since that mod is has so many folders and they all have the windows.xml file, you'll need to check all of them for the remove line and take that out from each.  The same line you have marked and that ZZTong showed.  That should give you your XP Multiplier option back.

 
Could you tell me if I delete that line and also where I could modify the value to make it higher than 300%, for example 1000%? Thanks :D

 
Could you tell me if I delete that line and also where I could modify the value to make it higher than 300%, for example 1000%? Thanks :D
Yes, you delete it.  To add additional percentages, you'd need to do a "set xpath" command to change the values to something other than default.  I'll let someone else explain that as I'm not too skilled at xpath stuff.  I don't think you really want to make it that high, though.  Even at 300%, the game stage increases very quickly, making it harder to keep up with being able to defend against the horde because you'll get a harder horde much sooner in the game before you have the resources to build a decent base.  But that's up to you.

 
It would appear that "Hide XP multiplier option since we aren't using it" doesn't mean anything to anyone 🤦‍♂️

There are two possible outcomes from increasing the XP value, 1) it does nothing at all, 2) your gamestage will go up faster while your rate of skills remains the same

 
It would appear that "Hide XP multiplier option since we aren't using it" doesn't mean anything to anyone 🤦‍♂️

There are two possible outcomes from increasing the XP value, 1) it does nothing at all, 2) your gamestage will go up faster while your rate of skills remains the same


I also saw that and was wary of if removing that line would do anything to hurt the game.

So I will show where I found the example I saw and leave it up to the poster if they want to try anything with it or not.

That was my way of saying I am not responsible...

This is where it was in the copy of the mod I have...

image.png

And this is the line in Notepad++

image.png

If you do try I hope it works but no guarentee that you won't have to start from scratch and reinstall everything to original.

Edit:

Not sure if they just try to comment out the line instead of deleting it so if they have a problem they could just put it back to original will work but if so could just try it

image.png

So that instead of removing so it could be reversed. Again not sure if that will work.

 
Last edited by a moderator:
The XPMultipler is for the vanilla progression system.  For this mod, the creator went to a LDB type system which means the XP is added through actions.  Since you have different skills and different actions, each progression tree would have a different XP variable to keep track of so you don't get credit for Pistols if you mine rocks.

The only way adding XPMultiplier back to the game and it would make a difference is if the mod creator coded in where they take that value and multiply it to the action skill XP variable.  Since they went through the trouble of removing that option altogether, I am 99% certain what was not done.

As Dan mentioned previously, if you want to advance the skills a lot faster, you have to modify the action skills xp gains.  One way you can try is by adding in lines of code into the entityclasses.xml file as passive effects that would boost the action skill damage or XP gain

        <passive_effect name="DamageModifier" operation="perc_add" value="1" tags="head"/>




In the example above, you would need to find the tags you need to apply to the equipment being used.  Note that this would be a straight damage boost so it will also make the game easier overall.

This is the vanilla game XP modifier

        <passive_effect name="PlayerExpGain" operation="perc_add" value="5" tags="Upgrading"/>




Another way would be to add code like this for each XP variable that is tracked to boost it without increasing damage output.

Both ways would take a lot of reverse coding to figure out the mod creator's variables and adding each one individually.  Not an easy task.

 
Thanks for explaining what the mod did.  Without that info, any suggestions were just based on hiding or showing the option. 

This is why I don't use any overhaul mods.  There are great ones out there, but they all come with a bunch of things that I don't like or want and changing them is too much work.  I'd rather stick to a variety of smaller mods that each change only a small number of things so I can more easily customize things the way I like.  Of course, that is just me.

 
I am very pleased with the help provided by you. I joined the mod's Discord, and they didn’t help me at all; in fact, they ignored me. You took the time to help me and explain things properly. Once again, thank you for your time :D

 
Back
Top