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JaxTeller718 Modlet Collection

Anyway to add zombies to towns and buildings? I find version 18 and the lack of zombies in towns and buildings makes it WAY to easy.
A18.2_2019-11-25_01-37-53.jpg

There is yes but its a complex dll edit requiring coding. WookieNookie, our coder for Ravenhearst, has added options to RH that will actually spawn zombies dependent on how many pois are within a certain area, giving cities massive hordes. All configurable in our new ui that wookie has designed.

Unfortunately that wont be released separately as it is a feature for RH but once we release our mod im certain someone will probably look at it and release it on their own.

 
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There is yes but its a complex dll edit requiring coding. WookieNookie, our coder for Ravenhearst, has added options to RH that will actually spawn zombies dependent on how many pois are within a certain area, giving cities massive hordes. All configurable in our new ui that wookie has designed.

Unfortunately that wont be released separately as it is a feature for RH but once we release our mod im certain someone will probably look at it and release it on their own.
You make me very sad Jax. :( I feel version 18 is broken because of this issue and have decided to pass until a future patch or the next version.

 
Heads up guys that modlets have changed in 18.2 b5 Exp. I will be archiving all current modlets to 18.2b2 and no longer updating them. I will create new links for 18.2b5 modlets shortly for the new format

 
Thanks for the heads up regarding the change on the latest build, and the quick update to your modlets.

That'll make me consider other modlets I use.

 
"Gimme Back my Iron" -> loot.xml:

<set xpath="/lootcontainers/lootgroup[@name=forgeLoot]/item[@name=resourceScrapIron]/@name">resourceIronFragment</set>

Would it not make sense to remove this? I mean finding Scrap Iron in a forge would not be that surprising...

EDIT: I got problems getting the modlet to work it seems.

I started a new game, got a stone axe and destroyed one boulder. Not a single iron.

EDIT2: Oh nvm, this was a different issue with bolders having removed iron drops.

 
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@ JaxTeller718

I love your Action Skills (Deceptive Adaptation) modlet, thanks for sharing :D

One issue:

When leveling up, the levels I have leveled can still be bought.

If possible either:

1. Disable possibility to buy levels (my preferred option)

2. If keeping possibility to buy levels, make sure that buying levels start after what level I have reached.

One request for another action skill:

Athletics (jumping height, running speed, stamina drain)

This was in Deceptive Pastry's mod for A17, as you probably know :)

Keep up the awesome work.

 
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@ JaxTeller718
I love your Action Skills (Deceptive Adaptation) modlet, thanks for sharing :D

One issue:

When leveling up, the levels I have leveled can still be bought.

If possible either:

1. Disable possibility to buy levels (my preferred option)

2. If keeping possibility to buy levels, make sure that buying levels start after what level I have reached.

One request for another action skill:

Athletics (jumping height, running speed, stamina drain)

This was in Deceptive Pastry's mod for A17, as you probably know :)

Keep up the awesome work.
Thank you. I was keeping with the spirit of Deceptive, which i believe allowed both LBD and buying but I agree, when I get some time I will sort that out so it has better logic. And I will also look into adding some more skills like you mentioned as well. Im deep in Ravenhearst testing so once that is out of the way I plan ti make some more modlets including a new overhaul that uses modlets only.

 
Hey Jax,

Apprecieate all your mods!

You mentioned that modlets have changed in 18.2 b5 Exp, but I am not finding any info on how/what that change is so I can start preping mine own mods as well. do you have a link taht describes the changes coming?

Thanks agian for all you do!

 
Hey Jax, Apprecieate all your mods!

You mentioned that modlets have changed in 18.2 b5 Exp, but I am not finding any info on how/what that change is so I can start preping mine own mods as well. do you have a link taht describes the changes coming?

Thanks agian for all you do!
The localization-quest.txt has been removed for 1 and it all is in localisation.txt now

 
Would anyone know how i would install the "Reduced Zombie Hand Reaches" onto a server? Im assuming I cant replace the Items.xml file cuz that would break everything else.

Thanks

 
Hi Jax, a quick question about modlets.

Do modlets work on existing saves? I know some of the modlets explicitly stated that they require new saves, but most of modlets I've seen do not have that information.

I see that in C:\Users\[user]\AppData\Roaming\7DaysToDie\Saves\[MapName]\[saveName]\ConfigsDump there are XML files similar to the base game. I wonder if using modlets will replace those files (virtually I mean)?

Thanks for the help!

 
Would anyone know how i would install the "Reduced Zombie Hand Reaches" onto a server? Im assuming I cant replace the Items.xml file cuz that would break everything else.
Thanks
It shouldnt break anything. That one can be loaded to an existing save

- - - Updated - - -

Hi Jax, a quick question about modlets.
Do modlets work on existing saves? I know some of the modlets explicitly stated that they require new saves, but most of modlets I've seen do not have that information.

I see that in C:\Users\[user]\AppData\Roaming\7DaysToDie\Saves\[MapName]\[saveName]\ConfigsDump there are XML files similar to the base game. I wonder if using modlets will replace those files (virtually I mean)?

Thanks for the help!
The only ones that would break a game save are ones that add to or change progression.xml or quests.xml. Stuff like the zombie increases and loot balances etc should be able to be added to an existing save with no issues

 
The only ones that would break a game save are ones that add to or change progression.xml or quests.xml. Stuff like the zombie increases and loot balances etc should be able to be added to an existing save with no issues
Does it mean modlets that add new items, weapons, and blocks can also installed and uninstalled at any time?

 
installed yes, uninstalled obviously you would lose those items and blocks so if you built with them etc they would just be gone. but yes it should be ok

 
Hey, love your working stoves mod. Is there any chance you could make a working faucets one too? Maybe even a water cooler that dispenses clean drinking water?

 
View attachment 5279

JaxTeller718 .. Good day

I'm get an issue with 1 of the modlets for A18.2 b5 .. even started a new:

( Birds Nest and Trash Bag Destroy Upon Loot _ Here _ 1.1 _ Causes birds nests and trash bags to destroy after you loot them. )

I keep get an error .. Duplicate file 125

 
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View attachment 30902
JaxTeller718 .. Good day

I'm get an issue with 1 of the modlets for A18.2 b5 .. even started a new:

Birds Nest and Trash Bag Destroy Upon Loot Here 1.1 Causes birds nests and trash bags to destroy after you loot them.

I keep get an error .. Duplicate file 125
It means you have another mod which also uses lootlist 125. Solution is to change the number in one of them to an unused one.

 
It means you have another mod which also uses lootlist 125. Solution is to change the number in one of them to an unused one.
OK .. Easy to say .. But which one .. I think I might have found it .. in " Lootableshelves " but it does Not read exactly the same ( just the numbers are the same ).

And it is Under a block.xml .. <property name="LootList" value="125"/>

Can you give a little help on this. Thank You .. the Old Gamer … :02.47-tranquillity:

PS: This is why I normally don't play with the .xml files and Let Mods do it for me … Lol … Normally it is easier, but I have, when I must.

PS: .. again .. I would think .. JaxTeller would be the easiest all the numbers are 125 .. But I Don't know for sure .. Still playing the mod and it works .. just get the error every time I load the game.

 
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