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1. Yes I am planning on adding Custom Icons and Localization Support for this mod, but will not happen during Experimental. Once out in full release I plan on starting to add in those featuresHey dwallorde,
I really love your mod and think you're doing an amazing job, keep it up man!
I have a question tho. Will you make custom icons for the mod? I think it would perfect the mod!![]()
Edit:
Also, could you by any chance give me the changes to windows.xml | controls.xml | styles.xml | xui.xml ? I want to use a different gui but I'm going to go ahead and guess it will mess some things up if I install it instead of your files.
1. Yes I am planning on adding Custom Icons and Localization Support for this mod, but will not happen during Experimental. Once out in full release I plan on starting to add in those featuresHey dwallorde,
I really love your mod and think you're doing an amazing job, keep it up man!
I have a question tho. Will you make custom icons for the mod? I think it would perfect the mod!![]()
Edit:
Also, could you by any chance give me the changes to windows.xml | controls.xml | styles.xml | xui.xml ? I want to use a different gui but I'm going to go ahead and guess it will mess some things up if I install it instead of your files.
Awesome! <31. Yes I am planning on adding Custom Icons and Localization Support for this mod, but will not happen during Experimental. Once out in full release I plan on starting to add in those features
2. I can but it won't be today. What you can do though is open up xui.xml from my mod and look for my workstations I have added (Like WeaponSmithStation, etc) they should all be right next to each other and those window groups will tell you what window code you need from windows.xml
In the next Update I will comment around all my mod stuff in those files. Some have it already but just to make it easier as I know a lot of people like other GUI Stuff
Edit: 2. Okay its done. Its in Version 4.0.2 B3 which is about to be released. So you will see in those files where my mod starts and ends
- - - Updated - - -
Version 4.0.2 B3 Released!
Right now I am currently porting over all my additions from my A14.7 Mod which is in the first post. But also have plans on adding new content as well. I would like to see if I can get bandits in and working. I know they dont have great animations yet but if they work as intended then I want them in. My zombie Bosses from A14.7 Mod are going to be updated into UMA Zombies so that they don't look like any current zombie in the game which i had no choice to do with A14. And probably more but haven't thought of it yet.This looks like an incredible mod. Thank you for your hard work!
Excuse my ignorance...I've read as much as I could find about this mod...but I haven't discovered your potential future additions to it...or any changes you may have made to zombie/ai behavior. Have there been any alterations? What's down the pipe?
I was originally stuck between Valmod and Spiders conversions (before Spider dissapeared) as I'm looking for a big time facelift for 7d2d in most aspects...but this has now caught my attention big time.
1. I'm not a animator or know how to merge in new guns like that. So all I can do myself is use a Existing Gun. When the game is released in gold by the TFP they plan on adding Modding Tools for the community to use so then is probably when I can do somethingThanks for the response!
I've been playing since just after I had originally posted, and so far it plays beautifully.
I fully understand what you mean with the localization. That would be a huge bonus.
Bandits would also be incredible. I'm completely unfamiliar with the source for 7d2d - and so I'm unsure of our limitations regarding what can and cannot be done...however new models/anims for your new weapons would be a wonderful thing - as currently they appear to be renamed/re-statted versions of the original weapons.
Also, upon adding the silenced versions of the weapons - I've noticed an audio bug that doesn't appear to have a sound for the reloading of these weapons. Bizarre!
Please keep up the good work, I'm really looking forward to seeing your progress and playing with all the new content. Wish I could offer some help!
1) Love to see what is possible with that but Can't in A15 as UMA Animals are not in current build as far as I know, but I do know bandits areAlso (and please don't think that I'm trying to put too much on your plate - more of a wishlist than anything) some ideas that I've seen/thought of that may or may not be possible/planned:
1) Mountable/Ridable creatures. I don't believe there's a horse model, but MM has explained that the new bear model (a16) is "saddle-able" and "backpack-able" in our next update. Would be glorious to see what you modding guru's could do with that.
2) UI update. I'm actually quite suprised that it's not a current thing in the mod yet. I'm assuming that it's a part of 14.7 that's being ported over (I'm on cellular right now so it's very difficult for me to read all of the bullet points in both threads).
3) UMA zombies...as you've already stated you'll be adding. Variety is the spice of life...and everything from reskins to size differences will add a LOT of flavor.
4) Class system? All of the "cool kids" seems to be playing with this...but I'm not quite sure if It´s better or worse than vanilla.
5) Pets? This could be a real b*tch - but I've also heard rumors of MM playing with this one as well.
6) NPC colonization. Maybe not necessarily just bandits...but neutral based survivors?
7) Carrying on with this...zombie interaction with various animals. I'm not sure if this is a thing yet.
8) More animals - although I feel that if modelling and animations were doable currently, someone with your experience would have already gone there.
9) Weather effects. Fires/Voxel damage being caused by lightning strikes, possibly wind storms doing some form of damage? Etc.
10) More weapons. This is another one that crutches on the animation/model capabilities.
Anyway...just a few random thoughts. Thanks!
1) This is the recipe from recipes.xmli see there is a small engine recipe added in with the mod (least i think the mod is adding it in, no mention of it in the base game that i've read)
but i've had all the required parts to craft it, it doesn't take a workbench or recipe to learn that i've seen, but i cannot craft it
also, with the recipes that require yeast, would it be possible to add a recipe in that allows us to make yeast? its extremely difficult to find a lot of
other than that the mod is great ^^
No that shouldn't happen. Not happening on my end can you tell me the exact Recipe name of that storage chest your placing. Is it SecureStorageChesthi there like the mod but is it intended for the secure chest to break every time you look into it or is that a bug?i put one down i'll open it put stuff inside then it breaks then open it up again and it completly breaks