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War of the Walkers mod

A question and a little feedback, if you care:
The rest system doesn't work (my char stays well rested/lvl 20 permanently) and as it stands, it's a huge cheat - due to the high stamina regeneration, I can run around nonstop. If I had known, I would've refrained from activating it. Is there any way to deactivate it via console?

I started with the 50% loot setting and after 2-3 game days was already swimming in loot - most of all I have way too much honey, guns, food and stacks of various building frames. I'm guessing your additional loot crates have quite a bit to do with it, but I have a feeling that tree stumps and backpacks maybe give more than normal too? This certainly could use a little tweaking.

I couldn't find any description of the starting class skills, this should be added either ingame or in the description post here. There also needs to be a warning that reading magazines without meeting the requirements will forfeit the magazine.

Curious to see what you did with the crafting workbenches, quite a bit to check out there :)
Resting system has a bug right now. Still trying to track it down but I know after a death it fixes it.

 
Thanks for your quick answer! Guess I'll have to sacrifice myself to the next dog horde (totally intentionally of course) ;)

 
Thanks for your quick answer! Guess I'll have to sacrifice myself to the next dog horde (totally intentionally of course) ;)
I actually just thought of a possible fix for what might be happening. If you hold on I may have a fix out real fast. Not guaranteed though.

 
V4.3.4 Released-Possible fix for Rest Buff Staying Maxed Out

*Need Feedback to make sure that his can fix it.
You caught me before I tried to kill myself ;) Unfortunately it didn't quite work for my existing character - it seemed to re-initialize (counted up the rest level intervals to 20 when I started up the game), but then during the day didn't degrade either, still stuck at 20.

 
You caught me before I tried to kill myself ;) Unfortunately it didn't quite work for my existing character - it seemed to re-initialize (counted up the rest level intervals to 20 when I started up the game), but then during the day didn't degrade either, still stuck at 20.
That's weird. Dying worked for me.

 
Sorry I wasn't clear - I meant that I just re-started the game after updating and did *not* kill myself yet, I thought the new version was able to fix it without dying. That'll be my next try though.

 
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Sorry I wasn't clear - I meant that I just re-started the game after updating and did *not* kill myself yet, I thought the new version was able to fix it without dying. That'll be my next try though.
Oh ok. So the fix didn't do it. Good to know

 
I don't know if its a problem with my copy of the mod/game but wandering Survivors don't attack AT ALL if you attack them. :apathy:

 
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Hey, just wanted to ask a question if you had any prefab houses included into the files or was it all the vanilla ones. If they are all the vanilla prefabs, my friends and i can just keep using the prefabs we have on top of this mod. We have tried a great many mods for 7d2d but none have really stuck.

 
Hey, just wanted to ask a question if you had any prefab houses included into the files or was it all the vanilla ones. If they are all the vanilla prefabs, my friends and i can just keep using the prefabs we have on top of this mod. We have tried a great many mods for 7d2d but none have really stuck.
No, this is using the prefab pack by Magoli.

You can add the prefabs that you would like to keep if it is not part of the pack, you will just need to include it in the rwgmixer.xml.

 
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Dying worked - I noticed that when I respawned afetr death, I immediately got the debuff tired/exhausted for the first time ever, that hadn't happened when I spawned at the start of the game and took your activation pills. Maybe that helps you track the bug?

 
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No, this is using the prefab pack by Magoli. You can add the prefabs that you would like to keep if it is not part of the pack, you will just need to include it in the rwgmixer.xml.
we can probably do that later then, i forget where we got the one we have now, it added many many prefabs. It probably has close to 300 something in this folder i have for screenshots. (which has 715 total, some with duplicates because they are large, other has only one.)

Editing aside, we shall play his mod as is. vanilla 7d2d lacks flavor, and this mod looks great. Time to dine in.

 
we can probably do that later then, i forget where we got the one we have now, it added many many prefabs. It probably has close to 300 something in this folder i have for screenshots. (which has 715 total, some with duplicates because they are large, other has only one.)
Editing aside, we shall play his mod as is. vanilla 7d2d lacks flavor, and this mod looks great. Time to dine in.
It might be the Magoli pack you are talking about. I'm not 100% sure how many of the prefabs Dwallorde has included in the rwgmixer file, but there are 908 in the prefab folder (1816 in total).

The mod is really great. I've been using it as the base, but then extending it with some of the ideas from other mods that I enjoyed.

Have fun!

 
It might be the Magoli pack you are talking about. I'm not 100% sure how many of the prefabs Dwallorde has included in the rwgmixer file, but there are 908 in the prefab folder (1816 in total).The mod is really great. I've been using it as the base, but then extending it with some of the ideas from other mods that I enjoyed.

Have fun!
What features do you like from other mods? I'm curious.

 
I can confirm too that dying resets your character to Rest Level 0 and the Exhausted debuff.But as soon as you get to Well Rested and Rest Level 20,it stays there forever.

Wouldn't putting each of the Rest Levels on a buff timer solve the problem with the buff temporarily? As in : Rest Level 20 on a 2 min timer(for example),when that expires,apply Rest Level 19 on the same timer and so on and so on until you reach the Rest Level that changes the Well Rested buff to the Rested buff,then continue the same way until there are no rest levels left and the Exhausted debuff is applied?

Also,why don't the survivors attack you if you attack them?

 
Wouldn't putting each of the Rest Levels on a buff timer solve the problem with the buff temporarily?
In this post I did exactly that. You can use that code and tweak the timer to your needs if you want.

 
What features do you like from other mods? I'm curious.
I used the random generation code from GNAMOD as a base and then played around with some of my own settings as well. It mainly affects the terrain and biome generation, in the sense of how even or uneven the terrain is. Mostly it generates less water and extreme mountains.

I also surrounded the center city with a forest biome, because I like to build just outside the center city, but then I surrounded the forest circle with burnt forest and wasteland rings to make it a challenge to get to the center city.

From the True Survival mod, I added fiber rope, purification tablets and sticks. The rope and sticks I use in various recipes like the bow and arrows, stone pickaxe, etc.

I changed locked doors to not be destroyed when damaged, but rather downgrade to an unlocked door. Sort of like breaking the lock instead of breaking down the door. It can then be upgraded with a doorknob if you wanted to. I still want to merge in lockpicks as well, so that you can either damage locked blocks, or lockpick them.

From the ComSenMod I used a few loot balancing ideas like having certain loot only showing up where you would normally expect to find it. Like never finding guns or ammo in trash, but rather in shotgun messiah crates, gun safes, etc. I also merged in some of the recipe ideas like using cloth and cotton for the sleeping bag and using the sticks from true survival with plant fibre, stones and a torch to craft a campfire. It also changes the biome generation by decreasing birds nests and the big rocks that gives stone, iron and nitrate powder.

I also made the wasteland and burnt forest biomes spawn more loot and surface resources than the other biomes. It gives me a reason to go there :)

Then I still want to merge in the skinning knife and butchers knife from valmod. I think the lockpicks are from Project Z, and I think from the same mod there are sewing needles, which together with thread can be used to sew up deep wounds that doesn't heal with band aids or med kits.

That would about cover everything I can remember from other mods so far.

I might remember some other stuff later and implement those as well.

For now these will be the added features I will play with and then start tweaking the balancing of harvested resources and loot until I find a balance that I like.

I can share the Xml files with you to check out later down the line when I feel "happy" with the changes if you want.

I just copy the stuff the authors of those mods did, so I cannot claim it as my own, except for the small little changes I make.

Sorry for the long reply.

I hope you didn't fall asleep reading that! :p

 
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In this post I did exactly that. You can use that code and tweak the timer to your needs if you want.
Oh damn,thanks man! Exactly what I had in mind! Had to die for it to actually work but I guess it's worth it.

 
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