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Removing xp

It's chat; very few do voice, and that's only on the server. Hell your questions will probably take several hours to get a response to. No pressure homie.

 
Okay okay I’ll join it next opportunity. It’s a bit intimidating to talk live about stuff I know so little about.
I thought that myself when I got invited on ... me being old skool Teamspeak and Ventrillo and as Guppy says sometimes question can take a while to get answered.

 
Update:

I finally asked a question on Guppy's discord and got an answer fairly quickly but the answer was basically that if I want to do it cleanly and easily then I need to wait for the devs to finishing hooking up the triggers. The onDayStart trigger is not yet hooked up but once it is, it should be pretty simple to do what I want using that trigger.

Also, for anyone wanting to try this manually like I have here are the current changes that I have done:

1) Starter quest gives 1 skill point for each leg for a total of 8 points once done. The find the trader quest also gives one point so you begin with 9 points to spend.

2) All quests give skill points instead of xp. Challenge quests give 1 point. Tier 1/2 give 1 point. Tier 3/4 give 2 points and Tier 5 gives 3 points.

3) Changed the 25% xp modifier in the options menu to 0% and then selected that to remove all xp gains in the game.

4) Changed the player progression to be 100 xp per level with the growth factor changed to 1.0 so it will never change. Every morning I open the console and type giveselfxp 100 and that advances me a level and grants a daily skill point provided I didn't die at all during the previous day.

5) Changed zombie loot drop chances to 6%, 9%, and 12% for regular, feral, and radiated respectively (8,12,16 turned out to be too generous).

6) Removed all level gates from the perks.

Notes: I was using a quest that Royale kindly provided for me but the problem was that I was not progressing in levels at all so my gamestage was always in the dumpster. In A17.2 the devs changed the command "giveselfxp" so that it would work without being modified by the options menu selection. So now I don't need the quest. I can just give myself 100 xp and that raises me a level and grants me a skill point all at once. I really have been enjoying these changes.

I definitely want to eventually create a mod that will handle all these things automatically and am going to start looking for tutorials that can help me understand the cvars and buffs and doing more with xml than the very little I now know.

 
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The second answer you got was the cvar that tracked time, so waiting on the devs to hook up that feature isn't the only method, fyi

 
The second answer you got was the cvar that tracked time, so waiting on the devs to hook up that feature isn't the only method, fyi
Yes, thanks. I just went and got caught up. That does sound promising.

 
I'll be posting an sdx version of this soon. It works, but cannot be done in vanilla silently. I bugged a dev and was told he might look into the specific issue why, so for now, sdx.

Roland, if you're willing to share your edits that prevent points from everything else, I'll include it.

 
I'll be posting an sdx version of this soon. It works, but cannot be done in vanilla silently. I bugged a dev and was told he might look into the specific issue why, so for now, sdx.
Roland, if you're willing to share your edits that prevent points from everything else, I'll include it.
That’s awesome. While I am interested in experimenting and figuring out how it all works it is taking a long time. So I’m just as happy playing someone else’s mod for this as I am trying to do it myself.

I just went into the window xml inside the XUI folder and searched all references of the xpmodifiers of 25, 50, 100, 125, 150, 200 and changed the 25 into a 0. I think there are three different lines of that you need to change and once done you won’t earn xp for anything.

Of course you have to then select 0% in the menu options to enable it after launching the game. It is a very simple way to get rid of all xp but it also makes it difficult to gain levels since levels are based on xp. Using giveselfxp was the only way I could do it and only since 17.2.

I’ll keep plugging away at figuring out cvars and buffs just because I’m interested now but I will definitely use your sdx version once you have it going. I have no idea whether anyone else will even think this way of playing is fun or not. My other passion of playing with invisible HUD never seemed to gain any popularity.

 
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So the general gist of WHY it doesn't work in vanilla boils down to a disconnect between buffs and quests.

Buffs can track time and do exactly what I want, except there is NO event that works to assign a skillpoint.

Quests do NOTHING with time anymore and CAN assign skillpoints.

The only "hook" between the two is using a "Requirement" in quests that a buff is running at the time, which is fine and works great...

...except that the "Requirement" property requires an "Objective" property (else the requirement gets ignored), and that's where we run into problems.

There are very few "Objective" options, NONE of them are passive... you can kill a zombie, go to a trader, fetch and item, etc. "Optional = 'true'" no longer works in a17, so I couldn't defeat the objectives that way. Setting a "fetchKeep" to 0 didn't work either.

The closet I came was using the "random goto" objective, and making the goto distance really small and your proximity larger, so that it "automatically" said "you're there".

Sounds great, right?

Nope!

The spot it picks HAS to be the same spot during the perk assignment, so you would have to, at midnight, go back and stand in the same spot at the right time (when the new day buff kicks in) in order to meet the objective.

So instead, Sphereii just wrote an sdx mod that allows buffs to assign skillpoints. =)

The way I saw it, there were a few things that the devs can do to allow this.

One, finish buffs so that they allow skill point assignments.

Two, add back in the "optional = 'true'" property.

Three, remove the objective requirement when re-using the requirement objective.

The dev in question went with option four, which I'm not going to discuss since it's some real golden circle stuff. =)

(or because it might not make it in so why stir crap up, but pick your favorite reason! It's not like anyone reads my longer posts anyway!).

tldr; it ain't working right yet, but might be fixed.

 
So my only burning question is....will Sphereii include it in his mod launcher since that's the only way I know how to play sdx mods?

Lie

Can he also write a mod that changes leveling up so that it is based on gaining skill points instead of gaining xp? That is another huge hurdle. The only way around it is to change the gamestage multiplier to make it ramp up a lot faster and then just not worry about levels at all. But it would be more natural to have the player progress in levels and then the multiplier can be adjusted slightly to tune the pacing as it is now instead of being used as a hammer to make gamestages progress at all.

 
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I dunno, ask him. :)

...but I'd assume the answer lies in how many skill points equals a level? Do you only want skill points increasing levels, nothing else?

...things you'll want to think about before commissioning a project. :)

 
I'll ask him. It'll also give me a chance to ask about the future of his invisible HUD mod as well. :)

As to the question, I'm thinking 1 skill point earned increases player level by one as well. That is how it is in the vanilla game albeit in reverse causality but the general progression of gamestage should be close to the same and actually somewhat controllable by the player. Do little to no quests and your level will rise by one daily which is slower than the current pacing for most people. Do lots of quests and your levels will rise much more rapidly.

 
I was digging around in this too to my mod which is similar to your idea.

The way im planning on controlling GS is editing Gazz's spreadsheet and then bluntly just pasting it in to gamestage.xml.

(Link to Gazz's GS can be found here: https://7daystodie.com/forums/showthread.php?56533-Gamestage-Blood-Moon-Horde-generator)

In there you can change some values in the "Type_" tabs.

for example:

A6: Gamestage Exp: 1 (GS multiplier gives 1+ to every gamestage so you get 1,2,3,4....)

A8: Random Start: 7 (When more dangerous zombies like feral starts to spawn. At day 7 seems ok?)

A9: Random End: 28 (When most dangerous zombies like Rad starts to spawn. Set when you want endgame to start)

And then just export the "GroupOutput" tab and paste it into gamestage.xml

And then you have to do the math on the player GS multiplier.

gameStage = ( playerLevel + daysSurvived ) * gameDifficultyMultiplier

ex:

gameStage = ( pL(0 never gain level) + daysSurvived ) * gDM(1)

I don't know if all is hardcoded but there is a refrence to daysAliveChangeWhenKilled and gameDifficultyMultiplier in gamestage.xml.

And you all ready know where to modify the xp= player level.

 
Sphereii said he has a player class that should be easy to modify so that levels are gained when skill points are earned instead of when xp milestones are reached. Thank goodness for Sphereii!

 
Yeh we say that alot about him.

Other stuff too, but it involves cows and is a golden circle thing. You're barely an initiate.

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But kidding aside how is it playing?

 
I have been incredibly busy this week but tonight I finally went on and found your message to me that it was done. So I scrolled back to Saturday and downloaded it and it is fantastic.

So to catch everyone else up who is interested:

Guppy created an sdx mod for me that would initiate two buffs with a timer. One buff was 5 seconds long and would give me a skill point. The other buff was 59 minutes and 55 seconds long and it would countdown until the next time the first buff would be triggered and give me a skill point.

Genius. So I was very curious about what he had done and while I couldn't open the sdx file I did look at the xml files to try and understand how his little skill point generating engine worked and I was able to understand it!

There were a couple of problems that I found as I played but I was able to solve each one and I felt really proud even though all the heavy lifting was already done for me. But still...it was exciting for me at the level I'm at and once again...all due to Guppy

Problem 1: Blinking Icons

I couldn't handle them but the solution was as simple as typing false for each icon. I didn't feel especially proud of this achievement.

Problem 2: It didn't initiate after spawning from a death

This one I was very proud of myself. I noticed in the entityclasses xml that Guppy provided that the buffs were only set to trigger at gamestart but not after respawning so I did a search in the game xml file for entityclasses for "neardeath" and found a line that was just like the line Guppy used to trigger the buffs at game start except it was for triggering buffs onSelfRespawn. So I copied that line into the mod right after the line that started the whole thing going on game start and it worked like a charm. I turned from the computer with a big smile on my face but my family was already in bed so nobody saw my triumph.

Problem 3: The xp giving buff triggered first which meant starting the game with 1 skill point and respawning after death gave 1 skill point

This stumped me. I tried switching the order that the two buffs were listed but that did nothing. Then I noticed that in entityclasses it was the giveselfxp buff that was being triggered on gamestart and respawn and then the waiting buff would then be triggered by that buff. So I reversed it and made it so that the waiting buff would be triggered by the spawn events and the skill point giving buff would be triggered by the waiting buff. It worked! That one felt good.

So long story short, thanks to Guppy I have a small little perpetual engine that generates a skillpoint every 60 minutes of real time. When I first envisioned this I thought it would be good to get the point each morning if I hadn't died the previous day. The way this works is that if I die it resets the 60 minute timer before I can get another skill point so if I want to get that skill point I have to stay alive. Very exciting!!!

I don't know how he did it but Guppy also removed all xp from the game. Before adding his mod I returned my game to pure vanilla so I thought I would be getting some experience until I could go back and change it again. But even though my options says 25% I am not earning any experience points whatsoever. So I am curious but grateful that that part is handled as well.

I do think I am almost ready to put a rough version of this together that won't be pretty but could be downloaded and tested by interested people. I have been enjoying it greatly.

 
Problem 1 was something I inadvertently left in to test to make sure it worked. I think I may have left in a 2k bonus of casino tokens too, but I noticed you didn't mention that. =)

Problem 2 is weird; I thought buffs persisted after death but it's something I'll look into. The second part of Problem 2 is directly due to you not having your family line up against a wall watching and praising your achievements. That's just poor parenting, and frankly, you not keeping your spouse in line. Shame, but the Council Of Men In Charge will deal with you separately on that.

Problem 3 seems like you handled it like a true modder. You dug in and changed something to fit your wants. Welcome.

I looked into the sdx code, there is nothing that removes XP that I could see (it's a very small script) so I'm guessing that there is still something on your end? I dunno. Not a coder, maybe his script does remove it. <shrug> =)

Either way, you should do a youtube series on this.

Sounds kinda nifty.

 
Problem 1 was something I inadvertently left in to test to make sure it worked. I think I may have left in a 2k bonus of casino tokens too, but I noticed you didn't mention that. =)
Problem 2 is weird; I thought buffs persisted after death but it's something I'll look into. The second part of Problem 2 is directly due to you not having your family line up against a wall watching and praising your achievements. That's just poor parenting, and frankly, you not keeping your spouse in line. Shame, but the Council Of Men In Charge will deal with you separately on that.

Problem 3 seems like you handled it like a true modder. You dug in and changed something to fit your wants. Welcome.

I looked into the sdx code, there is nothing that removes XP that I could see (it's a very small script) so I'm guessing that there is still something on your end? I dunno. Not a coder, maybe his script does remove it. <shrug> =)

Either way, you should do a youtube series on this.

Sounds kinda nifty.
I still have a long way to go but if one of the symptoms of being a modder is startling awake to see you've typed 500 'f"s after dozing off because you stayed up way longer than you intended to then perhaps I do feel "something coming on".... ;)

I'll have to go through and check. I'm pretty sure I reversed all the changes I made so I don't understand how it was that I was getting no experience from anything. It's great but I want to know why. Once sphereii has a chance to help me gain a level for each skill point I think I'll be ready to show it off with a let's play and maybe start a thread in the mod subforum with downloads for those who are interested.

I'm not exactly sure how best to make files available for others to download so I'm happy to hear preferred methods from others. Also I want to try to see if I can do an xpath modlet for the quest changes I made and the zombie loot drop changes I made. But that will take time so for starters I'll just provide the replacement files for quests

 
You can either get a git account or I can host it, doesn't matter, then the link goes to Sphereii and it goes on the mod launcher.

I prefer gitlab.com over github.com but either way there will be a steep learning curve.

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And yeh you've definitely got the bug. :)

 
Yeh we say that alot about him.
Other stuff too, but it involves cows and is a golden circle thing. You're barely an initiate.

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But kidding aside how is it playing?
If I know about the cow does that mean IM in the inner circle?

This changes EVERYTHING!

 
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