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TSBX Collection

The headshot one...
I'm interested in this one...

Because I like to play on insane but hate the bullet sponge effect.

This would help since it would make it easier to kill the zeds if you're aim is on point.

Does this also include melee like spears or only bows and guns?

Also... what have you found is a good balance for playing on insane for instance without it being too OP.
The headshot mod affects anything the player uses. Tools, weapons, melee, ranged; it's all covered as if affects the player and not individual items.

As far as balancing against difficulty, it's not something I accounted for, nor did I really go that deep into testing that aspect.

 
The headshot mod affects anything the player uses. Tools, weapons, melee, ranged; it's all covered as if affects the player and not individual items.
As far as balancing against difficulty, it's not something I accounted for, nor did I really go that deep into testing that aspect.
Alrighty. No problem. Thank you for the explanation

 
Maybe I'm missing something here or applying it incorrectly.

But without the 100% headshot bonus on insane level 1 pistol killed a cheerleader with 4 headshots. With the modlet in, it took 4 headshots.

it was the same?

 
Start a new game, enable the debug menu with "dm". Press "0" on the numpad to see their health. Try it again and compare the numbers and let me know. I can take at look at balancing for Insane after work.

 
I also quite curious about the head♥♥♥♥ multi from your mod that im using the 50%, does it apply onto the 200% from perception skill to 250% or its only ater to 50% flat itself?

 
I also quite curious about the head♥♥♥♥ multi from your mod that im using the 50%, does it apply onto the 200% from perception skill to 250% or its only ater to 50% flat itself?
It does not account for any perks or skills, so it would be 250%. In my grand scheme I plan on yanking out the current progression system and implementing something that makes more sense (and I like better) but that will be sometime after gold most likely.

 
Start a new game, enable the debug menu with "dm". Press "0" on the numpad to see their health. Try it again and compare the numbers and let me know. I can take at look at balancing for Insane after work.
I will check that.

But, I don't have a number pad on my keyboard (short keyboard). Any other way to bring up the health?

 
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It does not account for any perks or skills, so it would be 250%. In my grand scheme I plan on yanking out the current progression system and implementing something that makes more sense (and I like better) but that will be sometime after gold most likely.
Okay thanks for the explanation and the mods. ^^ now headshot is deadly

 
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Visible Bleeding




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Adds a visual effect to the "buffInjuryBleeding" buff



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1.1




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A18 B152




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October 19th, 2019




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Visible Bleeding




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Adds a visual effect to the "buffInjuryBleeding" buff



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1.1




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A18 B152




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October 19th, 2019




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Updated Visible Bleeding: Re-aligned the particle effect to the torso instead of the head

 
Hey TSBX, just tested your headshot multiplier, For 100% with the stats on. Was the same damage with it on and off for Insane. Just to let you know.

 
One other thing, I love the no crosshair setting. Only issue is tho, the way TFP set up the guys is the bullet is coming out above the barrel. So you can't really use the iron sights on the pistol and crossbow etc. Since the bullet will be too high usually.

 
Updated OP to add: Snow Zombie Variety.

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Snow Zombie Variety


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Adds normal zombie spawns to the snow biome


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One other thing, I love the no crosshair setting. Only issue is tho, the way TFP set up the guys is the bullet is coming out above the barrel. So you can't really use the iron sights on the pistol and crossbow etc. Since the bullet will be too high usually.
Hey man, sorry it took so long but life is a fickle creature!

I tested both your issues and was not able to reproduce either one. I may have forgotten to post an update so try redownloading and see if that helps.

With the Headshot 100% mod, I was able to kill an Arlene with a single shot on Insane. As for the iron sight issue, that's a vanilla problem that would require a ton of work to correct properly.

If you're willing to add the crosshair back to those, open the items.xml inside 7 Days to Die/Mods/noADScroshair/Config and replace the contents with:

Code:
<configs>
<set xpath="/items/item[contains(@name,'gun')]/property[@name='CrosshairOnAim']/@value">false</set>
<set xpath="/items/item[@name='gunBowPrimitive']/property[@name='CrosshairOnAim']/@value">true</set>
<set xpath="/items/item[@name='gunBowWooden']/property[@name='CrosshairOnAim']/@value">true</set>	
<set xpath="/items/item[@name='gunBowCompound']/property[@name='CrosshairOnAim']/@value">true</set>	
<set xpath="/items/item[@name='gunCrossbowIron']/property[@name='CrosshairOnAim']/@value">true</set>	
       <set xpath="/items/item[@name='gunPistol']/property[@name='CrosshairOnAim']/@value">true</set>	

</configs>
To add any other weapons, simply copy one one those lines above and replace 'gunX' with whatever the weapon is called in items.xml . Hope this helps, thanks for the feedback!

 
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