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Not Medieval Mod - A Fantasy Modpack

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One of the POIs from @Laz Man (Medieval_Blacksmith_01) was replaced by its updated A20 version, and the additional level of polish will be noticeable. Apart from adding the custom forge to the outside area, a wheelbarrow near the blacksmith resources, an old rustic well, and loot switch where appropriate, it remains practically untouched and deservedly so. Much appreciated.

This serves as a Tier 1 Quest location (fetch/clear), but also makes for a cosy starter base with a functional forge and well.

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This update also brings the Joust Arena in a friendly and hostile format. The friendly format contains the 'Royals' and a couple of their trusted guards that can be hired. The towers also contain ranged characters in a locked 'turret' state which is a nice feature sphereii and Xyth introduced to the NPCMod to expand available functions. The hostile version is T4 and also with locked ranged entities up in the towers with their crossbows and bows. It is reminiscent of The Wasteland Mod Prison but possibly a little more forgiving.

This one is getting attacked by a dragon.

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There's a bit of tinkering in the background to consider a viable and appropriate light source beyond the burning shaft mod which is quite limited. Since there are no headlamps or weapon lights, it can get quite dark in there.

I'll be asking Oakraven for assistance on this option as it's something we use in the Snufkin weapons whereby a 'mod' is added as a dye to a player's headwear to provide beneficial buffs. The default models work just fine but these lit ones (The Firefly Jar and Orange Flower) do not want to play along very well.

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A new test World has been uploaded to accommodate this update here.

It is the same generation as before but with subtle changes here and there.

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The Main Menu has 6 possible images shown randomly. Thank you to @closer_ex for this very practical mod.

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And @magejosh added a loading screen.

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and an 'Escape' feature which brings up an interactive scroll that has a hyperlink back to this thread. ^^

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Darkstardragon's new entities and decorations are very decent and will add that additional variety and challenge is some rather unexpected places.

 
Just a small update for a critical thing and a few quality of life updates.

The Fish Starter Kit required old money to 'craft' and has been changed to Silver Coins since old money no longer exists.

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The Fungus entities are added to BM.

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And for testing purposes, a BM variant of the Giant Rat.

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The Rad Mod has been renamed and given a new icon, since it was since hooked up to loot and is necessary for certain entities.

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And since those nights and POIs can get very dark in there, a 'Mage Light Mod' has been added to the Trader inventory.

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And a slight update to the 'Escape Menu' image.

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As these are all minimal .xml updates to existing assests, it is not necessary to start a new world.

 
Uploading update with various fixes/balancing, horde nights will now have almost all hostiles instead of just undead, should be save game safe.

 
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With the A20.4 update how would one actually install this modpack or any mods from here on, TFP didnt explain it very well. 

 
карта с современными домами и зомби все сделал и установил как написано....выбирал разные карты при создании игры не помогло!

 
With the A20.4 update how would one actually install this modpack or any mods from here on, TFP didnt explain it very well. 
We currently have two ways to install Mods.

1. The way we have become accustomed to and which still remains valid for the time being.

a) Make a 'Mods' folder in the main game directly.

b) Add the contents of this modpack inside the Mods folder.

And that's it.

I use this first way because I can run two duplicate instances of 7D2D with this mod pack in one, and The Wasteland Mod in the other, without needing to configure where the game looks for the files I want to use.

2. The new way is to make a Mods folder in the

C:\Users\arramus\AppData\Roaming\7DaysToDie type location. This is where GeneratedWorlds, Saves, SavesLocal and some things like that are stored. There have been reports of this method causing issues such as duplication or errors. I tried it when A20.4 first hit and didn't have any issues, but prefer method 1. for the time being as it's easy going.

A20.5 shared this about the new Mods set up. I'll switch over, only when I have to.

Mods folder
Due to restrictions from Microsoft, FUTURE updates may change the location of the Mods folder.These restrictions make it so that the Mods folder can longer be in the same installation folder as 7 Days to Die.You can specify the location of the UserDataFolder in the game launcher. The Mods folder can then be placed in that folder.

Add the following to the command line:Format:-UserDataFolder=<YOUR_DRIVE_LOCATION><YOUR_FOLDER_LOCATION> Example:-UserDataFolder=C:\MyUserDataThe UserDataFolder can also be set in the serverconfig.xml file.Format:<property name="UserDataFolder" value="<YOUR_SERVER_DRIVE_LOCATION><YOUR_SERVER_FOLDER_PATH><YOUR_FOLDER_LOCATION>" />Example:<property name="UserDataFolder" value="C:\MyServer\Users\TFP\123456\MyDediSaves" />

 
Had to use google translate:  @polkillo

Code:
Чтобы создать свою собственную RWG, временно удалите данные > Prefabs > POI.
NMM поставляется со всеми необходимыми POI для создания мира. Если вы предпочитаете временно не удалять папку POI, в вашем мире будут только плитки города/города/деревни NMM, а в пустыне будут обычные здания по умолчанию.
 
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Smittys armors and helmets offset values adjusted by magejosh, thanks again bud, changes included with some balancing updates from arramus:

Small update: - XP for Mythical Beasts

- Smitty Armor rebalancing with +10% on equivalent Steel version

- Added all weapons to Trader loot at appropriate prob and level range for Tier Earlier upload with:

- Flintlock Masai rifle (3 shot magazine) as it's a 5 second reloader

- Hand Cannon to double barrel type as it's another 5 second reloader. Rest are OK.

- Rebalancing custom bolt price to about +10% regular version but -10% damage since the weapons are semi-auto. - First Aid bandage can heal lacerations since needle/thread are very limited.

- Recipes for Blunderbuss need iron and Flintlock steel to reflect reloading speed and benefits. Ammo needs 1 extra gunpowder for flintlock and all need paper.

Treasure update coming soon, lots more lootcontainers and of course loot. Gold/platinum/silver coins, ingots, jewels, jewelry for the loot goblins.

Mod pack specific quests to come after that, main quest with 3 very large dungeons courtesy of mplogue.

 
content finished and will be included whenever next update is:

1. Gold/Platinum/Silver ingots blocks can pick up and/or harvest

2. Gold/Silver coin piles can pick up and/or harvest

3. Dwarven Throne/Forge/Treasure Chest

4. Medieval wood table

5. 6 total pouches/bags

6. broken barrel

7. green crystal

8. jewelry box

9. 3 maps/3 books/2 scrolls

10. urn

added emerald/sapphire/ruby gemstones, approx 8 rings/necklaces and gold/platinum coins to loot mostly to the jewelry box(made a new group) and buried treasure loot groups added medical loot to the pouch with medical cross on it otherwise they loot like backpacks urn has junk loot green crystal can harvest for a couple emeralds and stone for now map/scroll/book have book loot for now

entities:

1. 3 unique companions for a total of 5, sounds included

2. 2 mounted knight variants

 
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The updated Wilderness Caves are a lot of fun and a resource bonus as well.

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I'm interested to see how the jewels, treasure chests, and scrolls are going to play into the lore.

 
Been playing this MOD for a while now and having a lot of fun. I tried to remove the POI folder and create a new random map but it hangs at 30% on making paths to wilderness POI's every time. Currently I have the Medieval towns but modern/medieval wilderness mix. Kinda breaks the immersion sad to say.. Any advise on correcting this?

 
Been playing this MOD for a while now and having a lot of fun. I tried to remove the POI folder and create a new random map but it hangs at 30% on making paths to wilderness POI's every time. Currently I have the Medieval towns but modern/medieval wilderness mix. Kinda breaks the immersion sad to say.. Any advise on correcting this?
We had this issue before finalizing the vanilla pois and parts we could keep in the mod. Ive had a couple reports of this still when trying rwg, but the issues cleared up and the players were able to rwg after restarting the game from what i recall. Havent had this issue lately and i believed it was resolved. Let us know if otherwise.

I was just able to generate a new rwg on first attempt with no errors on latest mod version 14.

 
We had this issue before finalizing the vanilla pois and parts we could keep in the mod. Ive had a couple reports of this still when trying rwg, but the issues cleared up and the players were able to rwg after restarting the game from what i recall. Havent had this issue lately and i believed it was resolved. Let us know if otherwise.

I was just able to generate a new rwg on first attempt with no errors on latest mod version 14.
Last time I tried was with vs 4. I did a new install of the game, removed the POI's folder and added the Medieval MOD with nothing else ..  yeah I play with a few other MODs, don't judge (Haha). Still crashed at the pathing of wilderness POI's at 30%.

I'll try again tonight with vs 14. Am I correct in that I just remove the POI folder? Is there more than 1 POI folder and maybe I'm removing the wrong one? Apologies' as I am at work and can not check for More than the 1 POI folder I found before.

 
Last time I tried was with vs 4. I did a new install of the game, removed the POI's folder and added the Medieval MOD with nothing else ..  yeah I play with a few other MODs, don't judge (Haha). Still crashed at the pathing of wilderness POI's at 30%.

I'll try again tonight with vs 14. Am I correct in that I just remove the POI folder? Is there more than 1 POI folder and maybe I'm removing the wrong one? Apologies' as I am at work and can not check for More than the 1 POI folder I found before.
just the poi folder from the vanilla prefabs folder needs to be removed to generate a rwg world

 
Last time I tried was with vs 4. I did a new install of the game, removed the POI's folder and added the Medieval MOD with nothing else ..  yeah I play with a few other MODs, don't judge (Haha). Still crashed at the pathing of wilderness POI's at 30%.

I'll try again tonight with vs 14. Am I correct in that I just remove the POI folder? Is there more than 1 POI folder and maybe I'm removing the wrong one? Apologies' as I am at work and can not check for More than the 1 POI folder I found before.
I totally removed the 'POIs' folder from the main NMM game. This is my second install of 7D2D and I can use the original as back up if needed.

SteamLibrary\steamapps\common\7 Days To Die\Data\Prefabs\POIs

The necessary files from this folder are built into the NMM and stored here:

SteamLibrary\steamapps\common\7 Days To Die NMM\Mods\1-NMMCore\Prefabs\NMM Vanilla POIs

It contains things like blueberry fields and iron ore blocks.

There is occasionally an error which warns about too many paths for not enough POIs, or something of that nature. At that point, trying a new RWG seed typically brings success.

 
We started a game based on the mid-May version, so I'm assuming that's 15.

Do you think that we should be able to replace 15 with 16 without breaking the game?

btw we are enjoying the mod so far!

edit: if you'd like feeback on a certain subject, LMK and I will ask everyone the next time that we play

 
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We started a game based on the mid-May version, so I'm assuming that's 15.

Do you think that we should be able to replace 15 with 16 without breaking the game?

btw we are enjoying the mod so far!

edit: if you'd like feeback on a certain subject, LMK and I will ask everyone the next time that we play
Glad youre enjoying it, we are as well. Might want to hold off on updating if youre playing with friends on a server, lots of content and changes coming. Horde nights have been revamped, quests are incoming, more pois and a main quest.

 
Glad youre enjoying it, we are as well. Might want to hold off on updating if youre playing with friends on a server, lots of content and changes coming. Horde nights have been revamped, quests are incoming, more pois and a main quest.
Do you think there's an update risk?  We are a private server of 3 people, so as long as the game doesn't break, we're fine with taking 5-10 minutes to replace files.

 
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