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[MOD A17] Better Balance Mod

Nice job,

All work good but I have one error (picture)

i made clean install 2 times for be sure and same error again.

Someone have idea ? error.jpg

Write : WRN xml PATCH OFR RECEPES;XML FROM MOD BETTER BALANCE MOD did not apply :

set xpath="/recipes/recipe/ingredient[@name=resourceForgedSteel' and @count='16]/@count"

Only this line dont work...

 
Nice job,
All work good but I have one error (picture)

i made clean install 2 times for be sure and same error again.

Someone have idea ? View attachment 26667

Write : WRN xml PATCH OFR RECEPES;XML FROM MOD BETTER BALANCE MOD did not apply :

set xpath="/recipes/recipe/ingredient[@name=resourceForgedSteel' and @count='16]/@count"

Only this line dont work...
Hi,

Are you running v1.3 because that line is removed in v1.4?

The warning itself doesn't matter as such, it just means it couldn't find a recipe with 16 forged steel so didn't amend the value. That happened in B240 when the magnum and nailgun recipes both went from 16 forged steel to 20 in vanilla. Those two recipes were the only ones to use 16 forged steel.

 
Hi,
Are you running v1.3 because that line is removed in v1.4?

The warning itself doesn't matter as such, it just means it couldn't find a recipe with 16 forged steel so didn't amend the value. That happened in B240 when the magnum and nailgun recipes both went from 16 forged steel to 20 in vanilla. Those two recipes were the only ones to use 16 forged steel.
A ♥♥♥♥ yes sorry I didnt notice it was the old version.

Sorry, thanks now all work ^^

 
OP updated with v1.5

  • Gravel / sand tweaks (they were in before but added to the notes)
  • Player level gates removed from perks (skill requirements still need to be met)*
  • 60 / 96 slot bag files

*So for example you don't need to be player level 100 to unlock level 5 of Hammer & Forge but you do still need to be level 10 in Intellect.

** Can't stress it enough but back up existing saves prior to updating! Saves are located %appdata%\7DaysToDie\ on the PC **

 
survival you keep reading my mind with the backpack size the 60 coubt is perfect not to big and not to small :)
Thanks @Blazer it should really be directed towards @KhaineGB for his awesome BBM :)

 
Any chance you can upload a different version without the 60 slot backpack or tell us how to manually disable it through the XML? This is a great mod btw!

EDIT: Actually nevermind I just figured it out. If anyone needs to know how just delete loot.xml and windows.xml under XUI.

Also delete these lines in enityclasses.xml :

<!-- Bag mod -->

<set xpath="/entity_classes/entity_class[@name=playerMale]/effect_group/passive_effect[@name=CarryCapacity]/@value">60</set>

<set xpath="/entity_classes/entity_class[@name=playerMale]/effect_group/passive_effect[@name=BagSize]/@value">60</set>
 
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Thanks man for the 96 BBM, I ll test that 1.5 version ASAP :) wOOp wOOp
No worries at all! Even with 96 slots still have fun and games with inventory management :D

- - - Updated - - -

Bone is now a very difficult resource to come by :D
Too true, bone / duct tape more valuable than guns lol.

I feel a small tweak of bone drops coming on...

 
Any chance you can upload a different version without the 60 slot backpack or tell us how to manually disable it through the XML? This is a great mod btw!
EDIT: Actually nevermind I just figured it out. If anyone needs to know how just delete loot.xml and windows.xml under XUI.

Also delete these lines in enityclasses.xml :
Well done for having a poke around the XMLs. If you haven't already and depending what you want to do you might want to restore the Pack Mule perk too;

progression.xml

Code:
	<!-- removed perks -->
	<remove xpath="/progression/perks/perk[@name='perkPackMule']" />
Delete the <remove xpath line :)

 
OP updated with v1.6

  • Metal log spike tweaks
  • Iron bar balances
    -upgrade from wood bars to iron now 2 forged iron
  • Additional bones from corpses (inc body bags), roadkill and animals
    -when using harvesting tools
  • Chemistry sets can now be destroyed for loot (previously cosmetic only)
    -small - beaker (10%), scrap iron, metal pipe
    -medium - beaker (50%), forged iron, metal pipe
    -large - beaker (75%), forged iron, metal pipe

 
I love this mod, but I don't know if its the mod or something else, but twice now when my charactor has hot level 50 or so everything seems to go haywire. I get a failure to load character and it rolls back my charactor to level one. I lose my armor but keep my clothes, my dukes turn into a stack of aloe vera(growing) that if I try to transfer fills up whatever inventory I put it into due to a weird improper stack. My world stays fine, loot asnd structures all there, some storage box nonsense but don't think thats a mod thing. The only common trend is building in the barn in navesgane, did it both times. Kinda annoying though, as both times I made a nice hoard base that sucks if I have to reset.

Again, don't have a clue if it's your mod, never made it that far in a17 non modded, but figure I'd mention it. Great mod though, a17 is a little too hardcore for me in stock form, this mod makes the game so much fun, like WoW fun.

 
I love this mod, but I don't know if its the mod or something else, but twice now when my charactor has hot level 50 or so everything seems to go haywire. I get a failure to load character and it rolls back my charactor to level one. I lose my armor but keep my clothes, my dukes turn into a stack of aloe vera(growing) that if I try to transfer fills up whatever inventory I put it into due to a weird improper stack. My world stays fine, loot asnd structures all there, some storage box nonsense but don't think thats a mod thing. The only common trend is building in the barn in navesgane, did it both times. Kinda annoying though, as both times I made a nice hoard base that sucks if I have to reset.Again, don't have a clue if it's your mod, never made it that far in a17 non modded, but figure I'd mention it. Great mod though, a17 is a little too hardcore for me in stock form, this mod makes the game so much fun, like WoW fun.
Hey there and thanks for the great feedback :)

I can't see any reason why it might have caused an issue. In vanilla game terms there is a max player level of 300 and the only thing i've changed regarding progression is reduced xp required between player level ups and increased rewards points. Neither should break a character at level 50.

I've have checked and got a character up to level 49 then leveled to 50 and it seemed fine. I then took the character to level 97 with everything intact.

Sorry i couldn't help and curious if anyone else had a similar issue, modded or vanilla.

From 49 to 50

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Killing zombies being the only way to advance really kills this game for builders like myself when my friends are given the scavenger/killing roles.

Are you able to add this for the rest of us?:

-Drastic Xp increase for all non zombie-killing activities.

My friend can whack a few zombies and level up whilst i dig/mine/farm all day and dont even level up once. I dont just feel cheated, but i feel like my playstyle is being cut out of the game. Its like im being told to get lost when im doing vital and honestly choresome work.

To show the difference...he's hit level 22 and im still stuck at level 4, thats the massive disparity between us and it really doesnt feel fair.

 
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When I try to unlock Metal Forging or try to costruct The Motorcycle, I am barred from doing so until I rank up my intellect. I am at 10/10 for intellect, so I am not sure what the problem is... Hope you can help. Cheers.

 
Killing zombies being the only way to advance really kills this game for builders like myself when my friends are given the scavenger/killing roles.
Are you able to add this for the rest of us?:

-Drastic Xp increase for all non zombie-killing activities.

My friend can whack a few zombies and level up whilst i dig/mine/farm all day and dont even level up once. I dont just feel cheated, but i feel like my playstyle is being cut out of the game. Its like im being told to get lost when im doing vital and honestly choresome work.

To show the difference...he's hit level 22 and im still stuck at level 4, thats the massive disparity between us and it really doesnt feel fair.
Hey SnakeWildlife,

Firstly i feel your pain! I've spent a while thinking of a few ways this could be done and it's tricky not unbalancing gameplay. I have tried a couple of things and I think i've come up with a potential way of making 'working' more XP profitable. Not by a huge amount but certainly better than it is now.

The problem is any gain in mining and farming XP will have to be offsite with lower XP from Z's. That's because in MP games a Z slayers will go off and farm Z XP, come back to base then potentially mine or whatever so the divide will remain. It's tricky.

In an ideal world they'd be a class system, warrior, builder, miner etc. Each with similar equivalency in the potential to gain XP from their respective tasks. The problem is while that works in MP, in SP for someone who wants to be a jack of all trades it falls flat.

I'll try out a few ideas, i can't promise anything but i'll try.

 
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When I try to unlock Metal Forging or try to costruct The Motorcycle, I am barred from doing so until I rank up my intellect. I am at 10/10 for intellect, so I am not sure what the problem is... Hope you can help. Cheers.
Hi,

Double check you are using the latest build of the mod v1.6, up to v1.4 player level requirements were need as well as intellect level. From v1.5 those requirements were removed.

2018/12/30 - v1.6 (60 slot bag) or (96 slot bag)

 
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