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Tristam's a20 mod release thread.

From what I've seen, the crosshairs are removed when using the sights.

Quick question, would it be possible to remove the main screen change? I've seen a couple mods that do this now, but honestly I'm just after the starter class system, which is requiring me to make other weird changes to the game by adding Tact, and requiring a main screen change. I'd honestly just like to have the class system without any other changes, but I can understand if some of the starting classes have weapons from Tact in them, thus requiring Tact to be included in my mod order.

Thank you!
7 Days To Die\Mods\TacticalAction\Config\XUi_Menu

Delete that Xui_Menu folder to get rid of the main menu screen change.

As for the start class system, I'm looking into making a new one, that will completely replace this one.  I imagine you'll like it better, and it'll be much more balanced, so I haven't been giving much thought to the current one.

I can't believe you got TA working so quickly! I love the weapons this mod adds. Personally I'm glad you stripped out the other changes to Tactical Action and left just the guns. I actually do like many of the other features that were in it, but I think it makes more sense leaving them separated from the guns themselves, especially since changing zombie behavior and world generation can lead to more conflicts. If you do decide to add those features back at some point I would like to request making them independent modlets, if that is possible or reasonably simple of course. I can't wait to give this a try now. Are the gun sights so far off as to require the standard game crosshair or do I just need to aim a little high?
Yeah, it was a high priority for me since I didn't want to play a20 without it.  And yes, I'll tryhard to make the changes separate, if I can.  I'm working on fixing the aim sights as best I can, but they are REALLY high compared to where the sights are.  I've got a partially done bit rn, but it takes a while.  I basically have to make adjustments to the file, load in from the main menu, and then try again and again and again.  I wised up and made 10 entries for each gun, and screencaps to compare my changes, but it still takes a while.  I've also ran into issues with some guns like the UMP, which worked fine in 19, but now I can't get the sights to line up.  It's like the gun is leaning backwards a bit.  So I've compromised by zooming in on the gun , but that means you can only use the far end scope, instead of both as it was meant to be.  Better than nothing, though.

Some of the guns translated just fine.  Seems like anything that zooms, worked fine.  It's the pistols, revolvers, and shotguns that needed the most work, with the smgs and half the assault rifles needing less.  I'm on it though, hold tight.

 
Take your time. I figured you'd have to align them manually like that. Grueling. I know TFP had issues with the weapons becoming misaligned themselves. I wish you luck!

 
Will the ammo and weapon mods work on vanilla weapons as well? 
The new ammo only works on the new guns.  Same with the mods.  The new guns that work with vanilla ammo... work with vanilla ammo.  I tried to stay true to IvanDX's design, out of respect for the original author.  And I didn't want to use the new mods with the old guns without them showing up cosmetically.

 
The new ammo only works on the new guns.  Same with the mods.  The new guns that work with vanilla ammo... work with vanilla ammo.  I tried to stay true to IvanDX's design, out of respect for the original author.  And I didn't want to use the new mods with the old guns without them showing up cosmetically.
Ohh okay, so the new guns will work on vanilla ammo but just the new ammo only work with new gun, understood.

 
For TA, do the mods work like normal vanilla mods? like do they increase the weapon stats at all or are they basically just cosmetic? I had found a few pistol suppressor that i could not attach to any pistols, only the MP5N, but it didnt have any effect on the sound, like the normal vanilla one does.

 
For TA, do the mods work like normal vanilla mods? like do they increase the weapon stats at all or are they basically just cosmetic? I had found a few pistol suppressor that i could not attach to any pistols, only the MP5N, but it didnt have any effect on the sound, like the normal vanilla one does.
Yeah, they all do things. Not all of them have custom sounds, but the zombies should react differently regardless.  Unless  I did something to it in a19 that I don't remember, but I highly doubt it.  TA mods only work with TA weapons.  Some vanilla mods work with TA mods though, so experiment.

 
Yeah, they all do things. Not all of them have custom sounds, but the zombies should react differently regardless.  Unless  I did something to it in a19 that I don't remember, but I highly doubt it.  TA mods only work with TA weapons.  Some vanilla mods work with TA mods though, so experiment.
right, but i could not attach the suppressor to the 1911, P99 or the UMP9 (i think that was the name of the other one i found)

 
right, but i could not attach the suppressor to the 1911, P99 or the UMP9 (i think that was the name of the other one i found)
Not every mod is going to work with every weapon, by design.  IvanDX wanted it that way and I'm honoring it.  Especially because I couldn't put a silencer model on it.

 
Tristam said:
I'm working on fixing the aim sights as best I can, but they are REALLY high compared to where the sights are. 
Here you go, bro! I've killed half a day on just two damned red sights! Couldn't complete in a weekend :(
Half of Eotech or Aimpoint mark is value of 2 of the 3rd number after dot.

item_modifiers.xml

HoloEOTech558Mod
        <item_property_overrides name="gunShotgunT3Saiga12K">
            <!--<property name="ScopeCameraOffset" value="0,-0.013,0.24"/>-->
            <property name="ScopeCameraOffset" value="0,-0.015,0.24"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3MP5N">
            <!--<property name="ScopeCameraOffset" value="0,-0.0284,0.15"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0205,0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3MP5SD">
            <!--<property name="ScopeCameraOffset" value="0,-0.0284,0.15"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0205,0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT2UMP">
            <!--<property name="ScopeCameraOffset" value="0,-0.0443,0.15"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0364,0.15"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3M4A1">
            <!--<property name="ScopeCameraOffset" value="0,-0.0337,-0.05"/> +-->
            <property name="ScopeCameraOffset" value="-0.001,-0.0337,-0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT2HK416">
            <property name="Meshfile" value="#@modfolder:Resources/alt?hk416FSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.03,-0.05"/> +-->
            <property name="ScopeCameraOffset" value="-0.001,-0.03,-0.05"/>
        </item_property_overrides>

        <item_property_overrides name="gunMGT2ACR">
            <property name="Meshfile" value="#@modfolder:Resources/alt?acrFSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.022,0.28"/>-->
            <property name="ScopeCameraOffset" value="0,-0.024,0.38"/>
        </item_property_overrides>

        <item_property_overrides name="gunMGT3AUG_A3">
            <property name="Meshfile" value="#@modfolder:Resources/alt?AUGA3FSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.0357,0.37"/> +-->
            <property name="ScopeCameraOffset" value="0,-0.0375,0.37"/>
        </item_property_overrides>

        <item_property_overrides name="gunMGT3M16A4">
            <property name="Meshfile" value="#@modfolder:Resources/alt?M16FSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.0347,-0.05"/> +-->
            <property name="ScopeCameraOffset" value="-0.001,-0.0347,-0.05"/>
        </item_property_overrides>

        <item_property_overrides name="gunMGT3SA58OSW">
            <!--<property name="ScopeCameraOffset" value="0,-0.0102,0.31"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0121,0.31"/>
        </item_property_overrides>

        <item_property_overrides name="gunMGT3M14EBR">
            <!--<property name="ScopeCameraOffset" value="0,-0.0223,0.12"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0253,0.12"/>
        </item_property_overrides>


HoloAimpointCompM3Mod

        <item_property_overrides name="gunShotgunT3Saiga12K">
            <!--<property name="ScopeCameraOffset" value="0,-0.013,0.24"/>-->
            <property name="ScopeCameraOffset" value="0,-0.015,0.24"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3MP5N">
            <!--<property name="ScopeCameraOffset" value="0,-0.0284,0.15"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0195,0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT3MP5SD">
            <!--<property name="ScopeCameraOffset" value="0,-0.0284,0.15"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0195,0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunHandgunT2UMP">
            <!--<property name="ScopeCameraOffset" value="0,-0.0443,0.15"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0354,0.15"/>
        </item_property_overrides>

        <item_property_overrides name="gunMGT3M4A1">
            <!--<property name="ScopeCameraOffset" value="0,-0.0335,-0.05"/>-->
            <property name="ScopeCameraOffset" value="-0.001,-0.0335,-0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT2HK416">
            <property name="Meshfile" value="#@modfolder:Resources/alt?hk416FSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.03,-0.05"/>-->
            <property name="ScopeCameraOffset" value="-0.001,-0.03,-0.05"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT2ACR">
            <property name="Meshfile" value="#@modfolder:Resources/alt?acrFSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.022,0.28"/>-->
            <property name="ScopeCameraOffset" value="0,-0.024,0.38"/>
        </item_property_overrides>
        <item_property_overrides name="gunMGT3AUG_A3">
            <property name="Meshfile" value="#@modfolder:Resources/alt?AUGA3FSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.0356,0.37"/>-->
            <property name="ScopeCameraOffset" value="0,-0.0376,0.37"/>
        </item_property_overrides>

        <item_property_overrides name="gunMGT3M16A4">
            <property name="Meshfile" value="#@modfolder:Resources/alt?M16FSPrefab"/>
            <!--<property name="ScopeCameraOffset" value="0,-0.0347,-0.05"/>-->
            <property name="ScopeCameraOffset" value="-0.001,-0.0347,-0.05"/>
        </item_property_overrides>

        <item_property_overrides name="gunMGT3SA58OSW">
            <!--<property name="ScopeCameraOffset" value="0,-0.01,0.31"/>-->
            <property name="ScopeCameraOffset" value="0,-0.012,0.31"/>
        </item_property_overrides>

 
I love the class system but, for my own personal game, i added my own class to the system, The Rogue. Considering how long it takes to get the supplies to get a gyrocopter, The Rogue is a post-apocalyptic "Han Solo" with his own ride. No, it's not the Millenium Falcon, but it's got it where it counts. Because he's ex-military he dresses part military but has how own sense of dress, not being hard core military. I also put him together with a small scope and a silencer since he's a an infiltrator as well and needs to keep silent but not unbelievable silent. I really suggest if you make your own Rogue, make him part of a group.

I added in the Gyrocopter 3-seat, Magbow, and Gynacher's Bright Goggles mods so "The Rogue" could have some specialist weapons and equipment and his ride can be shared. It's good to have one guy, in the air, keeping an eye on things and scouting ahead, especially if the game is set to higher levels.

I love this game but it takes FAR too long, with all that's out there, to get all those benches put together and i enjoy grinding but i don't want it to be my character's primary way of life. 

Personally, and this is just me talking about my take, i disabled the 7 day attack and just added mods for more "roaming" groups of zombies, it makes the game interesting.

Again, this is just me.

 
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I can't wait to try this out. I was addicted to Vanilla Extended in A19 and now this is a fresh chance to dig into a different set of weapons. I like variety.

 
I installed both TacticalAction and ReQuests. I crafted the board, placed it, opened it, purchased couple of quests and tried them all and... none of them worked... Read option is grayed out and when I try to press the key to read it anyway, the game tells me "You cannot accept this quest at this time".

Just to be clear up front, I know that you've mentioned that some quests don't work and you suggest to cancel them, but the issue I have here is that I cannot accept them in the first place.

 
I installed both TacticalAction and ReQuests. I crafted the board, placed it, opened it, purchased couple of quests and tried them all and... none of them worked... Read option is grayed out and when I try to press the key to read it anyway, the game tells me "You cannot accept this quest at this time".

Just to be clear up front, I know that you've mentioned that some quests don't work and you suggest to cancel them, but the issue I have here is that I cannot accept them in the first place.
Rename your mod folder to Mod1 or something random, make a fresh new mod folder with just Tactical Action and Requests.  Make sure your game is verified and you launch without EAC by using the .exe in the game folder.  Start a new game so you don't wipe your old one, and use creative menu to see if it works this time.

Sounds like some interference or something with another mod atm.

 
Rename your mod folder to Mod1 or something random, make a fresh new mod folder with just Tactical Action and Requests.  Make sure your game is verified and you launch without EAC by using the .exe in the game folder.  Start a new game so you don't wipe your old one, and use creative menu to see if it works this time.

Sounds like some interference or something with another mod atm.


Damn, looks like a false alarm again lol. This is the second time in a week I reported a bug in a mod and it turned out the problem was elsewhere, I apologize!

So the problem is kinda weird one, but I'll try to explain because I have a feeling that many people could run into the same problem. The problem is that I'm playing with disabled enemy spawning. Now, I know this sounds silly, but I'll explain. There's this mod called WalkerSim. It's a mod that completely replaces zombie spawning in the game, so settings vanilla enemy spawning to OFF here just means that you're SWITCHING from vanilla system to that one from the mod. Unfortunately, with enemy spawnings disabled, the game doesn't let me activate your quest items. As soon as I turned enemy spawnings ON, it allowed me to activate your quest items. It's weird and it's already a second issue I have with WalkerSim mod. The first issue was that it completely ignores vanilla zombie spawning events (ie. when you're digging out buried treasure).

 
Last edited by a moderator:
Damn, looks like a false alarm again lol. This is the second time in a week I reported a bug in a mod and it turned out the problem was elsewhere, I apologize!

So the problem is kinda weird one, but I'll try to explain because I have a feeling that many people could run into the same problem. The problem is that I'm playing with disabled enemy spawning. Now, I know this sounds silly, but I'll explain. There's this mod called WalkerSim. It's a mod that completely replaces zombie spawning in the game, so settings vanilla enemy spawning to OFF here just means that you're SWITCHING from vanilla system to that one from the mod. Unfortunately, with enemy spawnings disabled, the game doesn't let me activate your quest items. As soon as I turned enemy spawnings ON, it allowed me to activate your quest items. It's weird and it's already a second issue I have with WalkerSim mod. The first issue was that it completely ignores vanilla zombie spawning events (ie. when you're digging out buried treasure).
Probably because quests usually involve killing zombies or something.  Glad it worked out for you, so to speak.

 
Probably because quests usually involve killing zombies or something.  Glad it worked out for you, so to speak.
Yeah, well it works, but doesn't really make me happy, if you understand what I mean. I wanted both, turns out I can't have them both. Tough decision, but I did remove WalkerSim back in A19 for different problems that I ran into and it looks like none of it was fixed and now this... I think I will go back to vanilla zombie spawning system. :(

 
Last edited by a moderator:
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