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Take a look in the transmogrifier's Config folder for the entityclasses.xmlHi Sphereii, loving all your work and use 'em all. It's only a small matter but I also love upping Zed spawns plus Barrio's headshot modlet and going on a noggin poppin lark - sadly I think that the transmogrifier negates the modlet. How difficult would it be (if at all) to make them play nice?
Cheers
<!-- Turn on head shots, and random speeds for entities-->
<append xpath="/entity_classes/entity_class[starts-with(@name, 'zombieTemplateMale')]" >
<property name="HeadShots" value="true" />
<property name="RandomSpeeds" value="true" />
<property name="RandomSize" value="true" />
haha I am not sure of the legend, but glad it worked for you.OMG! It works like a charm! Thanks so much - can't believe a true 'legend' has just made lil ol'me's day! Cheers
I came looking for this! Been wanting the headshots to work again!Take a look in the transmogrifier's Config folder for the entityclasses.xml
Set that HeadShots to false.Code:<!-- Turn on head shots, and random speeds for entities--> <append xpath="/entity_classes/entity_class[starts-with(@name, 'zombieTemplateMale')]" > <property name="HeadShots" value="true" /> <property name="RandomSpeeds" value="true" /> <property name="RandomSize" value="true" />
Use the experimental branch of the mods: https://github.com/7D2DMods/SDXMods/tree/17.2Experimentalok I am getting ERROR: System.InvalidOperationException: Sequence contains no matching elementat System.Linq.Enumerable.First[TSource](IEnumerable`1 source, Func`2 predicate)
at AnimationChange.Patch(ModuleDefinition module)
at SevenDaysToDiePlugin.BuildAndRunPatchModsTask.RunPatcherMods()
ERROR: Task Compile mod patcher scripts failed
when trying to build just the animation sdx for 17.2 what am I doing wrong?
that was it fantastic thank youUse the experimental branch of the mods: https://github.com/7D2DMods/SDXMods/tree/17.2Experimental
<triggered_effect trigger="onSelfBuffStart" action="AnimatorSpeedSDX, Mods" target="self" value="1" /> // normal speed
<triggered_effect trigger="onSelfBuffStart" action="AnimatorSpeedSDX, Mods" target="self" value="2" /> // twice the speed
<triggered_effect trigger="onSelfBuffRemove" action="CreateItemSDX, Mods" item="drinkJarCoffee" count="2"/>
<triggered_effect trigger="onSelfBuffStart" action="GiveQuestSDX, Mods" target="self" quest="myNewQuest" />
<triggered_effect trigger="onSelfBuffStart" action="ModifySkillSDX, Mods" tag="skill_name" operation="add" value="1" /> // levels up skill_name by 1
<triggered_effect trigger="onSelfBuffStart" action="PumpQuestSDX, Mods" target="self" />
<triggered_effect trigger="onSelfBuffStart" action="SkillPointSDX, Mods" target="self" value="2" /> // two Skill points
<triggered_effect trigger="onSelfBuffFinish" action="SpawnBabySDX, Mods" target="self" SpawnGroup="farmAnimalsCow" />
<requirement name="RequirementEveryXDaySDX, Mods" value="0"/> <!-- triggers on horde days -->
<requirement name="RequirementEveryXDaySDX, Mods" value="2"/> <!-- triggers every two days -->
<requirement name="RequirementEveryXHourSDX, Mods" value="22"/> <!-- triggers at 22:00 hours -->
<requirement name="RequirementOnSpecificBiomeSDX, Mods" biome="desert" />
<triggered_effect trigger="onSelfEnteredBiome" action="AddBuff" target="self" buff="bufffnamehere">
<requirement name="RequirementOnSpecificBiomeSDX, Mods" biome="desert" />
</triggered_effect>
<requirement name="RequirementSameFactionSDX, Mods" faction="animalsCows" /> <!-- Requirement will only pass if the entity belongs to this faction -->
<triggered_effect trigger = "onSelfBuffUpdate" action="AddBuffByFactionSDX, Mods" target="selfAOE" range="4" buff="buffAnimalFertility" /> <!-- Only affects the same faction -->
<triggered_effect trigger = "onSelfBuffUpdate" action="AddBuffByFactionSDX, Mods" target="selfAOE" range="4" mustmatch="true" buff="buffAnimalFertility" /> <!-- Only affects other factions, not its own -->
<objective type="BuffSDX, Mods">
<property name="phase" value="1" />
<property name="buff" value="buffAnimalAdult" />
</objective>
<objective type="GotoPOISDX, Mods" value="500-800" phase="1">
<property name="completion_distance" value="50" />
<property name="PrefabName" value="prefabName" />
</objective>
<action type="GiveBuff, Mods" value="buffAnimalPregnant" phase="3" />
<reward type="GiveNPCSDX, Mods" id="entityGroup" /> // Spawns in an entity from the group to be your NPC
<reward type="GiveNPCSDX, Mods" /> // Hires the current NPC
<reward type="ItemSDX, Mods" id="casinoCoin" value="10" />
<action type="SpawnEntitySDX, Mods" id="zombieBear" value="1" phase="3" /> <!-- This will spawn in an zombieBear entity during Phase 3 -->
<reward type="QuestSDX, Mods" id="Progression_Quest" />
<quest id="Progression_Quest">
<property name="name_key" value="Progression_Quest" />
<property name="subtitle_key" value="Progression_Quest" />
<property name="description_key" value="Progression_Quest" />
<property name="icon" value="ui_game_symbol_zombie" />
<property name="repeatable" value="true" />
<property name="category_key" value="challenge" />
<property name="offer_key" value="Progression_Quest" />
<property name="difficulty" value="veryeasy" />
<!-- Before progressing, make sure the entity is at infection1 -->
<objective type="BuffSDX, Mods">
<property name="phase" value="1" />
<property name="buff" value="buffIllInfection1" />
</objective>
<!-- Before progressing, make sure the entity is at infection2 -->
<objective type="BuffSDX, Mods">
<property name="phase" value="2" />
<property name="buff" value="buffIllInfection2" />
</objective>
<!-- Before progressing, make sure the entity is at infection3 -->
<objective type="BuffSDX, Mods">
<property name="phase" value="3" />
<property name="buff" value="buffIllInfection3" />
</objective>
<!-- This will spawn in an zombieBear entity during Phase 3 -->
<action type="SpawnEntitySDX, Mods" id="zombieBear" value="1" phase="3" />
<!-- Once the entity is spawned, give back the same quest, and give it a casino coin for a good job. -->
<reward type="QuestSDX, Mods" id="buffProgression_Quest" />
<reward type="ItemSDX, Mods" id="casinoCoin" value="1" />
</quest>
<buff name="buffInfectedAnimal1">
<stack_type value="ignore"/>
<duration value="50"/>
<effect_group name="Starting Effects">
<triggered_effect trigger="onSelfBuffStart" action="PumpQuestSDX, Mods" target="self" />
<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" target="self" buff="buffAnimalHarvestable" />
<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" target="self" buff="buffAnimalFertility" />
</effect_group>
<!-- Give the animal a chance to fight the infection -->
<effect_group name="Updates">
<triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" target="self" buff="buffInfectedAnimal1" >
<requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="1"/>
</triggered_effect>
</effect_group>
<!-- handles the buffs that we are adding and removing together-->
<effect_group name="General Matched buffs">
<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_onFire" local_offset="0,-.2,0" parent_transform="Hips"/>
<triggered_effect trigger="onSelfBuffFinish" action="RemoveParticleEffectFromEntity" particle="p_onFire"/>
<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_onFire"/>
</effect_group>
<effect_group name="Exit Buffs">
<triggered_effect trigger="onSelfBuffFinish" action="AddBuff" target="self" buff="buffInfectedAnimal2" />
<triggered_effect trigger="onSelfBuffRemove" action="AddBuff" target="self" buff="buffAnimalHarvestable" />
</effect_group>
</buff>
<response id="FollowMe" text="Follow me" >
<requirement type="HiredSDX, Mods" requirementtype="Hide"/>
<action type="ExecuteCommandSDX, Mods" id="FollowMe" />
</response>
<response id="Hire" text="I am interested in hiring you." >
<requirement type="HiredSDX, Mods" requirementtype="Hide" value="not"/>
<action type="OpenDialogSDX, Mods" id="Hire" />
</response>
<response id="FollowMe" text="Follow me" >
<requirement type="HiredSDX, Mods" requirementtype="Hide"/> <!-- This hides the entry if its not Hired. -->
<action type="ExecuteCommandSDX, Mods" id="FollowMe" />
</response>
<response id="Hire" text="I am interested in hiring you." >
<requirement type="HiredSDX, Mods" requirementtype="Hide" value="not"/> <!-- The value="not" flips the condition, so will only show if its not hired. -->
<action type="OpenDialogSDX, Mods" id="Hire" />
</response>
<response id="Patrol" text="Patrol your route" >
<requirement type="PatrolSDX, Mods" requirementtype="Hide" />
<action type="ExecuteCommandSDX, Mods" id="Patrol" />
</response>
<property name="HireCost" value="1000"/>
<property name="HireCurrency" value="casinoCoin"/>
<property name="HireCost" value="1"/>
<property name="HireCurrency" value="BloomsFamilyHeirloom_1"/>
ShowMe - This displays information about the entity in a tool tip window, and in the console. This will show you their health, name, and hunger levels.
ShowAffection - This just displays a tool tip. TODO: have it positively impact the entity
FollowMe - The entity will follow you, keeping a distance of 3 to 5 spaces behind you. They'll try to match your walk and run speed.
Stayhere - The entity will stay in place
GuardHere - The entity will stand in your place, facing your initial direction. This will set the GuardPosition, allow the guard to return to that spot after a fight.
Wander - The entity will walk around the area
SetPatrol - The entity will begin following your foot steps, recording them as Patrol Coordinates
Patrol - The entity, if it has Patrol Coordinates, will begin tracing the coordinates back and forth. This option only shows if it has Patrol Coordinates
Hire - If unhired, the entity will allow you to hire them. Their cost depends on their XML settings.
OpenInventory - This will open their inventory
Loot - This tells the entity to Loot the POI you are in now.
<response id="Hire" text="I am interested in hiring you." >
<requirement type="HiredSDX, Mods" requirementtype="Hide" value="not"/>
<action type="OpenDialogSDX, Mods" id="Hire" />
</response>
<response id="FollowMe" text="Follow me" >
<requirement type="HiredSDX, Mods" requirementtype="Hide"/>
<action type="ExecuteCommandSDX, Mods" id="FollowMe" />
</response>
<response id="ShowMe" text="Show Me your inventory" >
<requirement type="HiredSDX, Mods" requirementtype="Hide" />
<action type="ExecuteCommandSDX, Mods" id="OpenInventory" />
</response>
<response id="StayHere" text="Stay here" >
<requirement type="HiredSDX, Mods" requirementtype="Hide" />
<action type="ExecuteCommandSDX, Mods" id="StayHere" />
</response>
<property name="AITask-1" value="BreakBlock"/>
<property name="AITask-2" value="Territorial"/>
<property name="AITask-3" value="ApproachAndAttackSDX, Mods" param1="Entity,0" param2="" />
<property name="AITask-4" value="ApproachAndFollowTargetSDX, Mods" param1="Leader,foodCornOnTheCob"/>
<property name="AITask-5" value="PatrolSDX, Mods"/>
<property name="AITask-6" value="MaslowLevel1SDX, Mods"/>
<property name="AITask-7" value="Look"/>
<property name="AITask-8" value="WanderSDX, Mods"/>
<property name="AITask-9" value="" />
<property name="AITarget-1" value="SetAsTargetIfHurtSDX, Mods" param1="Entity"/>
<property name="AITarget-2" value="SetAsTargetIfLeaderAttackedSDX, Mods" param1="Entity"/>
<property name="AITarget-3" value="SetAsTargetNearestEnemySDX, Mods" param1="Entity,80"/>
<property name="AITarget-4" value="" />
<!-- which containers to look for food in -->
<property name="FoodBins" value="cntSecureStorageChest,cntStorageChest" />
<!-- what it can drink out of -->
<property name="WaterBins" value="water,waterMoving,waterStaticBucket,waterMovingBucket,terrWaterPOI" />
<!-- Default thirsty and hungry buffs -->
<property name="ThirstyBuffs" value="buffStatusThirsty1,buffStatusThirsty2" />
<property name="HungryBuffs" value="buffStatusHungry1,buffStatusHungry2" />
<!-- Food items and bins that this entity will eat, if using the right AI Task -->
<property name="FoodItems" value="hayBaleBlock,resourceYuccaFibers,foodCropYuccaFruit,foodCornBread,foodCornOnTheCob,foodCornMeal,foodCropCorn,foodCropGraceCorn"/>
<property name="ToiletBlocks" value="cntToilet01,cntToilet02,cntToilet03" />
<property name="SanitationBlock" value="terrDirt" /> <!-- Poop block. If ToiletBlocks is configured, it'll use those rather than generate this block. -->
<!-- This is the block it'll call home -->
<property name="HomeBlocks" value="cntCowHomeBlock,hayBaleBlock"/>
<!-- The starting buffs. Semi-colon delimited! Example for Animal Buffs -->
<property name="Buffs" value="buffAnimalStatusCheck;buffStatusCheck;buffAnimalBaby;buffSanitationStatusCheck;buffAnimalCow" />
<property name="Names" value="Bully,Duke,Hydro,Homer,Earl,Disel,Horns,Armor,Bob,Sampson,Tank,Kristof,Angus,Midnight,Nitrous,Red Bull,Moogan Freeman,Meatloaf,T-Bone,Mooshu,Leonardo DiCowprio,Cheeseburger,LovaBull,Hugh Heifer,Moossolini,Grassyella,Moo Rock,Rick Raws The Sause Bause,SteakHouse" />
<property name="AITask-4" value="ApproachAndFollowTargetSDX, Mods" param1="Mother,Leader,hayBaleBlock,foodCornOnTheCob"/>
<property name="AITask-3" value="PatrolSDX, Mods"/>
<property name="AITask-9" value="WanderSDX, Mods"/>
<property name="AITask-7" value="MaslowLevel1SDX, Mods"/>
<property name="AITarget-5" value="LootLocationSDX, Mods" />
<property name="AITarget-1" value="SetAsTargetIfHurtSDX, Mods" param1="Entity"/> <!-- Anything that attakcs it, can be attacked back -->
<property name="AITarget-3" value="SetAsTargetIfLeaderAttackedSDX, Mods" param1="Entity"/> <!-- Anything that attakcs the leader, can be attacked back -->
<property name="AITarget-4" value="SetAsTargetNearestEnemySDX, Mods" param1="Entity"/> <!-- It will attack anything it hates, as defined by the NPC factions -->
Leader: This specifies which entity will be the leader.
value: This is either a single entity name, or multiple ones, separated by commas. Note: There can only be one leader.
Followers: This specifies the follow entities in its value attribute. The value for follower may also be a single entitygroup reference, rather than entity class.
Param1: Param1 is used in the name="Follower-*" to determine how many entities to spawn
<entity_class name="invisibleCowHerdSpawner">
<property name="Mesh" value="Gore/gore_block1_bonesPrefab"/>
<property name="ModelType" value="Custom"/>
<property name="Prefab" value="Backpack"/>
<property name="Class" value="EntityAliveEventSpawnerSDX, Mods"/>
<property name="Parent" value="Animals"/>
<property name="TimeStayAfterDeath" value="1"/>
<property name="IsEnemyEntity" value="false"/>
<property name="LootListOnDeath" value="4"/>
<property name="Faction" value="animals"/>
<property class="SpawnSettings" >
<property name="Leader" value="animalBull" />
<property name="Followers" value="animalCow,animalCow,animalCow,animalCow" />
</property>
</entity_class>
<entity_class name="invisibleCowHerdSpawner2">
<property name="Mesh" value="Gore/gore_block1_bonesPrefab"/>
<property name="ModelType" value="Custom"/>
<property name="Prefab" value="Backpack"/>
<property name="Class" value="EntityAliveEventSpawnerSDX, Mods"/>
<property name="Parent" value="Animals"/>
<property name="TimeStayAfterDeath" value="1"/>
<property name="IsEnemyEntity" value="false"/>
<property name="LootListOnDeath" value="4"/>
<property name="Faction" value="animals"/>
<property class="SpawnSettings" >
<property name="Leader" value="animalBull" />
<property name="Followers" value="animalCow" param1="2,4"/> <!-- entity with a range -->
</property>
</entity_class>