lordneg said:Is there a website or something I can use to make mods? I know there was a similar site for Minecraft. I want to make zombies do more damage, so 2-3 hits will kill you. There are other things I would like to mess with also. any ideas or thoughts? thnks
I am not sure what it was called. I will do some google searching.Are you talking ModGen? I seem to recall Pseudo Posse (@psuedoposse) on YouTube talking about something that appeared to tap into game XML files, discover options, and then let you pick values that it would make into standalone modlets.
where do I find it at? Thanks I looked for advanced recipe editor 7 days to die.For basic tweaks I have been using this program from years ago.
It hasn't been updated in years but it still works, at least for me.
Not sure if it is still out there to be downloaded anymore.
As you can see by the text box it has been out for a while.
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For more complicated stuff I just check out mods others have made. There are plenty out there.
As I mentioned it hasn't been updated in years and I don't even know if it is out there anymore to be downloaded.I am not sure what it was called. I will do some google searching.![]()
where do I find it at? Thanks I looked for advanced recipe editor 7 days to die.
yeah I didn't see it in my google searches.As I mentioned it hasn't been updated in years and I don't even know if it is out there anymore to be downloaded.
Not even sure if there is a link for it anymore.
I sent you a DM but if you check my post you will see I edited it with some infoyeah I didn't see it in my google searches.![]()
thanks. I will have to DL some small mods and see what I can figure out. Its just so much and I have no idea what all the words and symbols all meanI just got started two or three weeks ago and I think I've done up 8 or so. How I got going is downloading a small mod that somehow was close to what I wanted to do, say make a new food recipe, and then I'd just look at the xml and see if I could tweak it to do what I wanted. I also used AI to help me understand XML and make sure I was getting the syntax right. So because I'm not a programmer, getting this syntax right would have melted by brain:
<set xpath="/entity_classes/entity_class[@name='animalZombieDog']/effect_group[@name='Base Effects']/passive_effect[@name='HealthMax']/@value">50</set>
But using Linux Mint file manager text search I could look through all the base 7DTD xml files in a couple of seconds looking for zombiedog. Then I could open that file and see what I wanted to change, in this case, I wanted zombie dogs not to be a Tier 2 POI death sentence. Once I identified the value I wanted to change I could go to the AI (I'm using ChatGPT) and ask it for the set statement syntax to set the health to 50.
NOTE: As far as I can tell most, but not all of the xml files are also the root pair of tags (I think this is called the root element?) -- so buffs.xml will have what you want to tinker with inside <buffs></buffs>. One exception that I know of is entityclasses.xml is inside <entity_classes></entity_classes> (the root element has an underscore in it but the filename does not) IIRC. Anyway, your modded XML points not to a file per se, it points to root elements and then subelements within the hierarchy.
For entity_classes that hierarchy looks something like this I believe:
└─ entity_classes
├─ entity_class
│ ├─ drop
│ ├─ effect_group
│ │ └─ passive_effect
│ │ └─ requirement
│ ├─ effect_group
│ │ └─ requirement
│ ├─ effect_group
│ │ └─ triggered_effect
│ │ └─ requirement
│ ├─ property
│ │ └─ property
With an hour of prompting ChatGPT I got it to write me a python3 script that probes through an xml file and returns the xml structure, but I haven't verified that it is working correctly. Just be careful with AI, it makes mistakes all of the time. Compare what it suggests you do to what you have seen other modders do, and that should get you pretty far. I've got stuck a couple of times and the forums here stepped in to help me.
Anyway that's about all this newbie can think of to help. I hope I made sense.
For me, just doing simpler things is preparing me to do the more complex tasks that I have in mind ahead.
thanks. I will have to DL some small mods and see what I can figure out. Its just so much and I have no idea what all the words and symbols all meanmost the stuff I am wanting to add to the game is in overhaul mods that are out. I can imagine trying to dig through all the files would be a mess. I guess I have to start somewhere. I like the idea of using chatgpt too. thanks
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That would be awesome. let me collect my thoughts about what it is I am looking for, I have more then one idea. mostly from over haul mods I have liked, but not everything in the mods. thanksHey Lordneg, if you want to, let's pick out a simple idea you have and if I can figure out how to do it, I'll walk you through each step right here of my process in forums and I'll answer your questions about it to the best of my ability. Just take everything I say with a grain of salt, but I'll make sure I can make the mod do what you want before taking you through my process.
How about only dropping lvl one anything in loot? an add on later would be only dropping stuff after a certain player lvl.Great just pick one small thing. Like getting acid out of lead batteries, or some other small annoyance. There's a lot of things I don't know how to do and there's a lot of things that are very laborious to do and I won't be a very good teacher if things are complex and large.![]()
How about only dropping lvl one anything in loot? an add on later would be only dropping stuff after a certain player lvl.
nods I understand. I feel the same. Once I have found a lvl 5 weapon now I never have to make a pistol for example. I want to get folks crafting instead of relying on luck to find weapons in the wild. On the other hand I was also thinking of just taking out crafting weapons, tool, armour. all together and just have to find that stuff out in the world. I too think the game becomes stale once you have lvl 5 everything. So I was thinking making it based on lvls of when you can have a lvl 5 you would have to be say lvl 50.Short answer: If I understand what you want that would be way too big of a project to cut my teeth on. I'm doing something similar but with toolboxes only right now and I'm stuck.
But I'm not 100% sure what you are asking for? You mean a level one player might get tier 6 auger, a tier 6 sniper rifle, just everything in the loot table is available to you no matter what level the player is? Oh I see I think you mean I should be able to get T1 auger and T1 sniper rifle at player level one? Yeah, that's still too big of a big project for my current skill set.
If that's what you are saying that is a mod that I would like to see. I mean for a certain player like myself, a tier 6 drop should be rare but available to everybody. Lots of people probably don't like that, but that's okay this is your mod. For myself, once I get tier 5 everything the playthrough starts to get stale and I think there has to be a better way to extend the freshness of a playthrough. Anyway, that's neither here nor there, just some thoughts on the topic.
Anyway, there may be a simple way to do something like what you are asking but I don't know a simple way. In my opinion the loot tables are probably some of the most complicated. There's lootgroups within lootgroups within lootgroups it seems. On top of that you have loot_tier_quality that has to be addressed, and not sure if you can just rip that out or you'd have to move everything into the same loot quality. There's a lot of items and you are talking, I think, about tweaking each one and tweaking one is not so easy. In fact, I'm working on just getting it so that handtools have a reasonable chance of spawning for toolchests. I don't understand TFP thinking on this, but you have a high probability of pulling cloth out of a tool chest and a very low probability of getting a handtool. Now, I've had a lot of toolchests, been in a lot of toolchests of other folks, heck I used to be the supply guy that filled the mechanics toolboxes and chests with tools for the Air Force, and I personally found it very likely to find wrenches, ratchets, impact drivers, and what not in a tool chest and very unlikely to find cloth, I don't know any mechanics that keep greasy rags in their toolchest. They might have some high quality paper towels and maybe some emery cloth... WHOOPS got off on another tangent. Sorry.
But yeah, my goal is to ease you into leaning how to mod, and this project while I think it's doable it would be big for me with my current skill set.
On the other hand I was also thinking of just taking out crafting weapons, tool, armour. all together and just have to find that stuff out in the world.