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War3zuk/Tallon Alpha 18.1 Stable Modlets GitHub

Is there a way to separately remove the 20k Stack Limit from the AIO to provide challenge for inventory management of players? If so, then how? I'm currently using the War3zuk AIO Overhaul from 7D2D Mod Launcher.

 
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Those lines are in the items.xml file... just open it with notepad++ look for the lines that say 25000 at the top... remove & save

 
Those lines are in the items.xml file... just open it with notepad++ look for the lines that say 25000 at the top... remove & save
Will the other players have to do it or is it entirely server side that affects everyone?

Seems like I have to look for everything that has 25k in it

 
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Heya, in having issues with HD Guns and AMMO, I decided to attempt to upgrade to v3.50 through the launcher, I am seeing error "The XML response contains invalid XML", so I then went to the GH and it seems it's only v2.50, and I thought wth I'll try and re-install it, and it gets part way through then ended with a network error (probably on my end) however, I'd like to know how to d/l the individual modlets from GH, as opposed to grabbing the entire thing, if at all possible.

 
The bigger modlets are quite out of date & need working on, the paintings that appear in the world are craftable as far as i remember using the picsbench

 
Yes, I realize they are out of date, but that is my only recourse atm, as I get that error whilst using the launcher.

Believe me, I would prefer v3.50 LOL.

 
Hi i was just wondering with the advanced junk turret could you make it so that you can put a drum mag on them the normal junkies can have them.

 
Start of Modlet Rebuilds.... ONLY the more complicated Modlets will need rebuilding..

Starter Class Modlet rebuilt with custom Model like the AIO.... (Vanilla Tools as that had to be written so it would work with vanilla items)

Advanced Junk Turrets Rebuilt 9mm Turret & 7.62mm Turret 2 max active at Perk L5 at 50m

Tiros I shall do the JunkTurrets now....

 
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Any one have any idea on how to fix that error "The XML response contains invalid XML" I had through the launcher, while trying to d/l a modlet?

There is one other issue w/ the launcher. Some modlets still show "Update" after clicking to update, and the bottom shows it as downloading.

Before one asks, yes I did install a new copy of the launcher.

 
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nice turret mod, looking good, then it occurred to me... rocket turrets... now Ive looked at your script, duplicated what you have done, added a 3rd turret, changed some bits and have managed to get it to make a rocket turret, which loads up rockets and fires them when held, just cant seem to get it to do it when deployed.. (also would it be possible to do a flame turret??, your mods get my creative brain thinking)

<item name="HD Junk Turret Rocket Launcher">

<property name="Tags" value="turret,weapon,ranged,reloadPenalty,attIntel lect,perkTurrets,canHaveCosmetic"/>

<property name="CustomIcon" value="Adv Junk Turret" />

<property name="DisplayType" value="rangedGun"/>

<property name="HoldType" value="67"/>

<property name="Meshfile" value="#Other/Items?Weapons/Ranged/JunkTurret/junkTurret_Prefab.prefab"/>

<property name="HandMeshfile" value="#Other/Items?Weapons/Ranged/JunkTurret/junkTurretHeld_Prefab.prefab"/>

<property name="DropMeshfile" value="#Other/Items?Weapons/Ranged/JunkTurret/junkTurret_Prefab.prefab"/>

<property name="Material" value="MJunkTurretParts"/> <property name="Weight" value="4"/>

<property name="DegradationBreaksAfter" value="false"/>

<property name="SoundJammed" value="weapon_jam"/>

<property name="RepairTools" value="resourceRepairKit"/>

<property name="Group" value="Ammo/Weapons"/>

<property name="Stacknumber" value="1"/>

<property name="EconomicValue" value="950"/>

<property name="SellableToTrader" value="true"/>

<property name="RequiredPower" value="15"/>

<property name="ShowQuality" value="true"/>

<property class="Action0">

<property name="Class" value="Launcher"/>

<property name="Delay" value=".8"/>

<property name="Magazine_items" value="ammoRocketHE,ammoRocketFrag"/>

<property name="Reload_time" value="2"/>

<property name="Sound_start" value="m136_fire"/>

<property name="Sound_repeat" value=""/>

<property name="Sound_end" value=""/>

<property name="Sound_empty" value="dryfire"/>

<property name="Sound_reload" value="m136_reload"/>

<property name="Particles_muzzle_fire" value="rocketLauncherFire"/>

<property name="Particles_muzzle_smoke" value="nozzlesmoke_m136"/>

<property name="ScopeOffset" value="0,0,0"/>

<property name="SideOffset" value="0,0,0"/>

<property name="BarrelOffset" value="0,0,0"/>

<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>

</property>

<property class="Action1">

<property name="Class" value="SpawnTurret"/>

<property name="Turret" value="turretJunk"/>

</property>

<effect_group name="gunJunkTurret">

<passive_effect name="MaxRange" operation="base_set" value="20"/>

<passive_effect name="DamageFalloffRange" operation="base_set" value="70"/>

<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->

<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->

<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->

<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->

<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkTurrets"/>

<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/>

<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkTurrets"/>

<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.1,.1"/>

<passive_effect name="MagazineSize" operation="base_set" value="1"/>

<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/>

<passive_effect name="BlockDamage" operation="base_set" value="1"/>

<passive_effect name="RoundsPerMinute" operation="base_set" value="30"/>

<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>

<passive_effect name="MagazineSize" operation="base_set" value="6"/>

<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/>

<passive_effect name="SpreadDegreesVertical" operation="base_set" value="7"/>

<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="7"/>

<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".15"/>

<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>

<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>

<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2"/>

<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="10"/>

<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="10"/>

<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.5"/>

<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".5"/>

<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="0"/>

<passive_effect name="WeaponHandling" operation="base_set" value="1"/>

<passive_effect name="JunkTurretActiveRange" operation="base_set" value="30"/>

<passive_effect name="DegradationMax" operation="base_set" value="100,600" tier="1,6" tags="perkTurrets"/>

<passive_effect name="DegradationPerUse" operation="base_set" value="0.5" tags="perkTurrets"/>

<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>

<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage"/>

<passive_effect name="ModPowerBonus" operation="base_add" value="200" tags="EconomicValue"/>

</effect_group>

</item>

 
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Start of Modlet Rebuilds.... ONLY the more complicated Modlets will need rebuilding..
Starter Class Modlet rebuilt with custom Model like the AIO.... (Vanilla Tools as that had to be written so it would work with vanilla items)

Advanced Junk Turrets Rebuilt 9mm Turret & 7.62mm Turret 2 max active at Perk L5 at 50m

Tiros I shall do the JunkTurrets now....
Thank you man :) )))

 
Hi, I just wanted to note that I'm still on version 2.83 because the new version has bugs in the game, A: the map map seems to be messed up, the roads are not where they should be, one by one, B: Items are no longer displayed correctly, they occupy a slot but are no longer displayed.

Since I'm a German, I watch the videos of @Hirnsturz, and here the errors are commented.

I love this mod, and yes I know there's a lot of work in it, but please fix it, otherwise you'll break more than you did :D

Best wishes

(Hirnsturz )
 
Hi, I just wanted to note that I'm still on version 2.83 because the new version has bugs in the game, A: the map map seems to be messed up, the roads are not where they should be, one by one, B: Items are no longer displayed correctly, they occupy a slot but are no longer displayed.Since I'm a German, I watch the videos of @Hirnsturz, and here the errors are commented.

I love this mod, and yes I know there's a lot of work in it, but please fix it, otherwise you'll break more than you did :D

Best wishes

Because your not in my Discord & neither is he he will have missed an important convo about my Repo crashing the version before his so after the update you end up with 2 maps merged into 1, it was stated that after that version you needed to delete everything including the Mods folder & Warz3uk folder & then resync fresh & start a new world. jhe obviously hasnt done this as he has no way of knowing, nothing I can do about that as im not german but I did mention it on one of his streams as I did all the people at the tie saying an update would mean starting again but that was in English....

The mod runs without errors as it always has but with quirks in the game & simple mistakes plus the repo going down it will appear asthough its quite buggy....when its not

 
I just noticed that by rarity/grade of certain vanilla weapons, the stats stay the same instead of RNG based just like how it is in vanilla 7D2D. Is this supposed to be on purpose or is something making the coding of weapon stats look linear?

 
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Thats On Purpose all stats for all things in my Mod are absolute from crafting...

Rebuilt Modlets....

War3zuk HD Penthrox Injection

War3zuk HD Xcalibur

War3zuk Insane Quests

War3zuk Lootable Animals

War3zuk ReGrow Boulders

War3zuk ReGrow Safes

War3zuk Zombies Infections

War3zuk HD Katanas

War3zuk HD Mega Vault

War3zuk HD Mixer

War3zuk ReGrow Vehicles

War3zuk Starter Classes

War3zuk HD Generator

War3zuk Extended Farming

War3zuk Giant Animals

War3zuk HD PumpJack (Full added To Dev ONLY)

 
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Hey War3zuk, when/if you redo the pump jack, can you peruse it for any reasons it may interfere with DF?

I installed it to check it out, and spawned one in, as some people were saying there is no interaction with it...which is what I am seeing. The barrel does appear, but I get no prompt, no matter what side I face.

If I simply cannot use it, then so be it, but I don't want it to be because of my lack of trying lol.

 
There Not designed to be spawned in, There are 2 versions 1 empty which is what the player crafts & 1 FULL which is what the game spawns with loot so if you spawn in the full version that game isnt going to know whats suppose to be there as its not meant to be spawned in... But seeing as lots of people dont seem to understand the coding & how it works ill set the full version to None or Dev so it doesnt show up that way no more confusion.. :)

Once it spawns the barrel its lootable from either the front or the rear as thats what the game says is its facing face for interaction

In the next update PumpJackF will be dev mode only ill also update the modelt too

 
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Modlets Rebuilt Continued

War3zuk HD Guns & Ammo (Completely Rebuilt to add everything from the AIO so item replacements may happen)

 
Yeah, in testing the pump jack out I spawned both versions, empty and full, which neither had a prompt to collect.

I'll give building one a shot and see how that one responds.

As a side note there was an alternate version I was using last year, that when constructed showed only a thin steel barrel (the texture with a ribbed side and slotted top), which would enlarge when there were resources to collect. I don't remember who made that modlet, nor the name, but it was working for a18 + DF...for all I remember it could have been part of DF but I've recently looked through all the blocks/items and cannot find it.

Which ultimately persuaded me to d/l your pump jack lol.

Edit: On the HD Guns and Ammo topic, I'm assuming you are referring to rebuilding the GH repo correct? If so, how does one only d/l specific modlets as opposed to d/l the entire repo? For me it's like 45 mins later lmao.

 
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