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Not Medieval Mod - A Fantasy Modpack

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Is there any chance that you could include the lockable inventory slots mod to NMM? It´s such a big QoL update. I am actually annoyed already on day 2 of not having it.

 
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Is there any chance that you could include the lockable inventory slots mod to NMM? It´s such a big QoL update. I am actually annoyed already on day 2 of not having it.
Yes, it will be included in the next build. Khaine's version unlocks it and terms of use allow it to be added with appropriate acknowledgement. The next version has been released and a post about it will follow below.

 
NMM has been updated to Mods.v.22. It can be download on Moddb here:

https://www.moddb.com/company/not-medieval-mod-developers/downloads/mods10

Alternatively, NMM can also be downloaded from Github here:

https://github.com/drkstardragon/NMM

There are a number of changes in the background and some changes that will be noticeable as follows:

- The NMM is growing quite large at almost 2GB. Uploading the whole Mods.zip folder to Moddb takes 40 - 60 minutes even for one small file change. Unfortunately, it does not provide a dynamic way to integrate small updates. As such the NMM has been added to Github.

Github allows just updated files to be pushed to the storage repository which allows updates to be added in 2-5 minutes depending on size.

For this update though, NMM will be added to Moddb as well just for this last occasion. After that, the transition to Github will be the only way to download the mod as the Moddb version will be removed. The same will apply for the NMM01 World in time.

One other benefit of this is that it is possible to clone what is kept on Github on your own PC so that you can always be kept up to date and not need to make large downloads each time as the small updates will sync to your current content. If you would like to integrate this system, please share your intention.

In addition, this will allow the latest version to be added to the 7D2D Mod Launcher application.

The Github version will show the version in the Readme and 1-NMMCore ModInfo.xml

It will simply show the date, such as: 2022May30

This will be an easy way to keep track of the version.

- The NMM mod is powered by Score and XNPCMod. Score also powers a lockpicking mod which changes the current version to a skill based version where players can open locked safes by finding the 'pick point'. As you attempt to pick a lock clear instructions are given on how to do it.

- KhaineGB's Lockable Inventory Slots has been added to the NMM. This allows players to lock their inventory so that it is easier to automatically place looted items into storage. The items placed in the locked slots will remain where they are. It is necessary to assign the locked slots each time you log into a game but this is a small trade off for the benefit.

- A few more POIs saw small updates such as replacing an inappropriate item (something with electronics or plastic) with an alternative. This will not cause the World any issues as these are all default items and they will update if your start a quest on those buildings.

 
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  • Getting shot from outside of one of the POIs (I think it's a castle) and losing like half health with each hit on day one is maybe a little much, though it did lead to angry laughter by all of us.
Stay away from the walls as it'll trigger them to spawn/wake up. Even if you don't breach the invisible spawn volume, these NPCs are very sensitive. This is governed by Score/XNPCCore and discussions are ongoing.
Hey I just wanted to comment on this part.  During the mid-May version of NMM (unsure of version number), both the trigger range and the attack range of those ranged NPCs was well beyond the POI we think they were coming from.  We also think that the problem is gone with the update just before this one.  Sorry I can't give more specific details than that.

Update 20,
Would you point me to the exact document/webpage that has the current best intro/FAQ/description of the mod?  I'm asking so that I don't start from an out-of-date version.  From there what I would  do is suggest a new format (if applicable) here or via PM.  And then after your feedback on that I would try a rewrite/edit, and we'll see if you dig it.

 
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Hey I just wanted to comment on this part.  During the mid-May version of NMM (unsure of version number), both the trigger range and the attack range of those ranged NPCs was well beyond the POI we think they were coming from.  We also think that the problem is gone with the update just before this one.  Sorry I can't give more specific details than that.

Would you point me to the exact document/webpage that has the current best intro/FAQ/description of the mod?  I'm asking so that I don't start from an out-of-date version.  From there what I would  do is suggest a new format (if applicable) here or via PM.  And then after your feedback on that I would try a rewrite/edit, and we'll see if you dig it.
the joust arena has 2 versions, one with friendly npcs and one with goblinoids, if you get too close to the one with orcs and goblins etc you may come under fire from the towers, there are static archers up there

Is this the big update such that it might make sense for us to restart?

@everyone

if you're looking for the SCore lockpicking mod, I believe it's here:

https://7daystodiemods.com/skyrim-style-lockpicking-minigame/

I believe that the newest map is 1.4 which is listed here alongside the newest version:

https://7daystodiemods.com/not-medieval-mod-a-fantasy-modpack/

Cheers,

BasicallyACat
yes, v22 has lots of additions if you havent updated in a while, and we have included the xyth/sphere lockpicking mod in the files already

 
Is this the big update such that it might make sense for us to restart

Cheers,

BasicallyACat

The 7daystodiemods.com website visits this thread to make its updates directly from the first post. The first post has a link to the newest sample map which is compatible. That link for the map never changes either as newer versions matching the current NMM build overwrite previous versions.

 
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This looks badass and what a great concept to put this together. Can't wait to try it out.
Thanks, was just missing the original medieval mod from a16 by gup and the gang and also fantasy mod from a17 by lichti, both of which i had the pleasure to be minimally involved in. Wasnt going to do an overhaul type pack, but a couple other modders (arramus and oak) chipped in and there we have it. Then a few others helped out, zilox and magejosh and the ball really got rolling. Hope you enjoy! We are when we get a chance to play lol.

 
drkstardragon said:
Please keep in mind this is an "alpha" release, and we are looking for bugs and balancing issues as well as things that look out of place in this setting. Any feedback will be appreciated. Also, build is for A 20.5 exp.
Oh man....the friends who play my Dedi server barely know how to create a windows sub-directory...they are never gonna go for installing an exp version of 7D2D...

 
- KhaineGB's Lockable Inventory Slots has been added to the NMM. This allows players to lock their inventory so that it is easier to automatically place looted items into storage. The items placed in the locked slots will remain where they are. It is necessary to assign the locked slots each time you log into a game but this is a small trade off for the benefit.
Subquake got a better way for the inventory lock for his Undead legacy. And the lock's remain locked after a relog.

Maybe you should speak to him about it.

 
Here is a new update for the NMM.

This is specifically for the Github development push with the very latest content.

https://github.com/drkstardragon/NMM

And here is a new World for the Github development push which includes the very latest content.

https://github.com/drkstardragon/NMMWorlds

Both will show 2022June01 in the readme for the NMM and the name for the World to show compatibility.

The Moddb versions will remain as they are for the benefit of some community servers. This Moddb v.22 build and accompanying World are decent builds. They don't incorporate all of the updated features, but will serve communities well since a new version can require a new World, especially where POIs are added.

Updates to the new version include:

- Mushroom blocks received collision update. Somewhat critical as they were impeding (in some cases trapping which could be seen as a fun feature for some) player movement.

- Update to a few POIs for the continual checks for inappropriate assets.

- Two new T1 POIs Bric-a-Brac (A 25x25 store with a mix of the undead) NMM_remant_building_04 (A burnt out TFP building given some aging and a stable for the horses)

- A few small localisation updates here and there for the Wood Bow which had been buffed a little and called Archery Bow. The localisation updates are to change Wooden Bow to Archery Bow in the perk Archery skill descriptions.

Undead entities with some burned ones out back who are caring for the mini crematorium.

20220601151956_1.jpg

Remnant House with burned in the building and Undead in the stable.

20220601152133_1.jpg

 
Hi

Please upload this mod in nexus mod 

I have problem when i download this mod from github
Sorry, wont be putting the files on nexus, the mod db version will remain for download at version 22 but will receive no further updates. Github will have dev updates and eventually be linked to the modlauncher.

 
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Hi

Please upload this mod in nexus mod 

I have problem when i download this mod from github
Here's the current Moddb version.

https://www.moddb.com/company/not-medieval-mod-developers/downloads/mods10

And a World to go with it.

https://www.moddb.com/company/not-medieval-mod-developers/downloads/nmm01

This Moddb version won't be updated for a little while for sure. Version 22 includes a +1, as the original was 0 version, and all that equated to about 40gb of uploading and it got a bit too frequent. Once a batch of new POIs has been tested in the development version then it'll be good for another Moddb upload. Adding to Nexus as well will just be upload overload. I appreciate the Nexus installer is useful for many players but adding a few mods to a Mods folder is quite an elementary task. For those who are unfamiliar with this process though here are instructions. I'll add them to the opening post as well.

============
INSTALLATION
============
For Players and Server Admin/Hosts who have never installed a mod before, here are some simple step by step instructions:

1. If you've never installed a mod before, it is necessary to create a Mods folder in the main directory, typically inside :\SteamLibrary\steamapps\common\7 Days To Die. In the future, this location may change and we'll update instructions at that time.
If you have a custom install or your server host has modified the installation location, then you may have to explore.

2. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature) in your '7 Days To Die' main directory folder.

3. You can now drag all of the mod folders directly out of the zipped file, and it can be placed directly into the Mods folder. It should look like the list of folders and file in the image earlier in this post.

Does this Mod need to be installed in the server/client host? = YES
Do players also need to install this Mod? = YES (because it contains custom content that cannot be downloaded from the server).

 
@Shemasheko kindly shared a medieval house for both the CP49 and NMM mod.

It is a T2 Questable house with a high Undead count potential spread around the building.

It brings additional variety to the Medieval Town and lower Tier Quests.

The house fits the context perfectly and has its own unique features such as the stylish chimney, compact use of space to maximise room count and routing, and a few touches that will stand out as unique to this POI. It has been bundled into the Github Development build and the World for this build has also been updated.

20220601235705_1.jpg

 
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