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Xajar's Mod Collection

Are you using other modlets? If so it's likely caused by 2 modlets accessing the same setting. Its checking for a default value of the setting, that may have been changed. You can open the following file:

P:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\Xajar_KillRewards\Config\entityclasses.xml




Remove this part of the text near the end of line 4,

@value='0.02'

This should make it set the value, regardless of the current value. If you want the other modlet to override mine, just remove or comment out that entire line.

 
Are you using other modlets? If so it's likely caused by 2 modlets accessing the same setting. Its checking for a default value of the setting, that may have been changed. You can open the following file:
P:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\Xajar_KillRewards\Config\entityclasses.xml




Remove this part of the text near the end of line 4,

@value='0.02'

This should make it set the value, regardless of the current value. If you want the other modlet to override mine, just remove or comment out that entire line.
Fixed it! Thank you! Great work and loving the game now with your modlets! :D

 
So for this one:

Xajar_DamageControl v1.02

Allows for easy setup of all damage done by zombies, animals, and vomit to both blocks and entities.

I'd have to go in and change it if I wanted to?

Getting error:

WRN XML patch for "items.xxml" from mod "xDamageControl" did not apply:

<set xpath="/items/item[@name=meleeHandAnimalZombieVulture]/property[@class=Action0]/property[@name=DamageEntity' and @value='8]/@value"

But line reads:

<set xpath="/items/item[@name=meleeHandAnimalZombieVulture]/property[@class=Action0]/property[@name=DamageEntity' and @value='8]/@value">8</set> <!-- Zombie Vulture -->

It's like it reached its limit lol But other lines are much longer lol

So I'm wondering if I wanted to change, then I would include and edit the values at the end? So if I don't want to change I can leave this mod out?

OH! I have JaxTeller's Nicer vultures!

Vulture.jpg

 
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So for this one:Xajar_DamageControl v1.02

Allows for easy setup of all damage done by zombies, animals, and vomit to both blocks and entities.

I'd have to go in and change it if I wanted to?

Getting error:

WRN XML patch for "items.xxml" from mod "xDamageControl" did not apply:

<set xpath="/items/item[@name=meleeHandAnimalZombieVulture]/property[@class=Action0]/property[@name=DamageEntity' and @value='8]/@value"

But line reads:

<set xpath="/items/item[@name=meleeHandAnimalZombieVulture]/property[@class=Action0]/property[@name=DamageEntity' and @value='8]/@value">8</set> <!-- Zombie Vulture -->

It's like it reached its limit lol But other lines are much longer lol

So I'm wondering if I wanted to change, then I would include and edit the values at the end? So if I don't want to change I can leave this mod out?

OH! I have JaxTeller's Nicer vultures!
Looks like Jax's mod and my DamageControl modlet are both trying to set the damage done to entities by the vulture. This is an easy adjustment if you open

C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\Xajar_DamageControl\Config\items.xml

and scroll down to line 58.

If you want my DamageControl mod to override the same setting in Jax's mod then remove

and @value='8'

from the line. This will set their damage regardless of the current value.

If you want Jax's mod to override mine, just comment out or remove the entire line (58). Then Jax's mod will set the vulture damage.

I started doing this because mods are loaded in alphabetical order, and with my modlets starting with "Xajar_", could possible override someone else's modlets creating mystery settings to track down.

 
Hello, i have problem with multitool mod. Price of multitool on trader is more than 200k and selling it give you maks lvl. How to change it?

 
Hello, i have problem with multitool mod. Price of multitool on trader is more than 200k and selling it give you maks lvl. How to change it?
Thanks for pointing that out. A miss placed tier attribute jacked the price way up. It was not intended to be that expensive and has been fixed. I also took this time to upload a few other things.

Xajar_ReducedStaminaLoss, now reduces run, jump and swim stamina.

Xajar_BeakersFromMedicalPiles, Get a beaker from breaking the glass Medical Piles.

Xajar_HaybaleFallDamage, Increases the safe falling distance of hay bales.

Xajar_KillAndQuestRewards, An easily configurable modlet for setting all quest/kill xp, animal/loot durations, and zombie loot percentage.

Xajar_ArrowRecipes, Converts arrows/bolts. Use polymer instead of feathers.

 
Xajar_BeakersFromMedicalPiles, Get a beaker from breaking the glass Medical Piles.
It might be better if it was just a chance to drop a beaker. I looked at the code, haven't had a chance to try it in game yet, but it looks like it will drop every time you break them. Maybe a five percent chance or less would be good as I find them all over the place.

 
It might be better if it was just a chance to drop a beaker. I looked at the code, haven't had a chance to try it in game yet, but it looks like it will drop every time you break them. Maybe a five percent chance or less would be good as I find them all over the place.
That is a good idea, it has been added. As well as

Xajar_NoLevelGatesAndOnePointPerks

Removes level gates and makes all skills cost 1 point.

Xajar_ItemTiers v1.0

Creates a tiered system making higher level tools, weapons, and armor better then lower tiers.

I credit Elucidus for this idea, I just needed some changes to better fit with my modlets.

The MultiTool modlet now uses a built in tiered system that matches the tiers in ItemTiers modlet.

 
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Updated modlets to work with A17.1 B9

Added

Xajar_ZombieSightRange

Limits the distant zombie see you from to 30 blocks.

 
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Thanks for pointing that out. A miss placed tier attribute jacked the price way up. It was not intended to be that expensive and has been fixed. I also took this time to upload a few other things.
Xajar_ReducedStaminaLoss, now reduces run, jump and swim stamina.

Xajar_BeakersFromMedicalPiles, Get a beaker from breaking the glass Medical Piles.

Xajar_HaybaleFallDamage, Increases the safe falling distance of hay bales.

Xajar_KillAndQuestRewards, An easily configurable modlet for setting all quest/kill xp, animal/loot durations, and zombie loot percentage.

Xajar_ArrowRecipes, Converts arrows/bolts. Use polymer instead of feathers.
Still saleable at 13814 for me without mods. Is there a way for me to modify the file to make it unsaleable? I tried setting EconomicValue to 0 and removing the property altogether but it had no effect.

 
Hi and thaks for your great effort. i only want o use the bloodmoon zombie horde switch.. how can i do..

Iىm new to modlet..LOL

i knowi need to put the mods i want inot the Mods folder in the game root.. but

how can i set the switch to be enabled or disabled??

can ido that into game options sameway or i nned to modify the xml itself?

 
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Here is what the xml looks for the blood moon horde toggle. It is set as on by default.

Code:
<!-- Bloodmoon Horde Switch. Use either on or off, not both. -->

<!-- No Bloodmoon Horde, still see the Bloodmoon though -->
<!-- <set xpath="/gamestages/spawner[@name='BloodMoonHorde']/gamestage/spawn/@maxAlive">0</set> -->
<!-- <set xpath="/gamestages/spawner[@name='BloodMoonHorde']/gamestage/spawn/@num">0</set> -->

<!-- Bloodmoon Horde On, Guppycur's Trickle Fix -->
<append xpath="/gamestages/spawner[@name='BloodMoonHorde']/gamestage[@stage > 23]"><spawn 
           group="ZombiesNight" num="100" maxAlive="8" /></append>
To switch off, you need to uncomment the first part and comment out the second part. It will look like this.

Code:
<!-- Bloodmoon Horde Switch. Use either on or off, not both. -->

<!-- No Bloodmoon Horde, still see the Bloodmoon though -->
<set xpath="/gamestages/spawner[@name='BloodMoonHorde']/gamestage/spawn/@maxAlive">0</set> 
       <set xpath="/gamestages/spawner[@name='BloodMoonHorde']/gamestage/spawn/@num">0</set> 

<!-- Bloodmoon Horde On, Guppycur's Trickle Fix -->
<!-- <append xpath="/gamestages/spawner[@name='BloodMoonHorde']/gamestage[@stage > 23]"><spawn 
       group="ZombiesNight" num="100" maxAlive="8" /></append>-->
 
Here is what the xml looks for the blood moon horde toggle. It is set as on by default.
Code:
<!-- Bloodmoon Horde Switch. Use either on or off, not both. -->

<!-- No Bloodmoon Horde, still see the Bloodmoon though -->
<!-- <set xpath="/gamestages/spawner[@name='BloodMoonHorde']/gamestage/spawn/@maxAlive">0</set> -->
<!-- <set xpath="/gamestages/spawner[@name='BloodMoonHorde']/gamestage/spawn/@num">0</set> -->

<!-- Bloodmoon Horde On, Guppycur's Trickle Fix -->
<append xpath="/gamestages/spawner[@name='BloodMoonHorde']/gamestage[@stage > 23]"><spawn 
           group="ZombiesNight" num="100" maxAlive="8" /></append>
To switch off, you need to uncomment the first part and comment out the second part. It will look like this.

Code:
<!-- Bloodmoon Horde Switch. Use either on or off, not both. -->

<!-- No Bloodmoon Horde, still see the Bloodmoon though -->
<set xpath="/gamestages/spawner[@name='BloodMoonHorde']/gamestage/spawn/@maxAlive">0</set> 
       <set xpath="/gamestages/spawner[@name='BloodMoonHorde']/gamestage/spawn/@num">0</set> 

<!-- Bloodmoon Horde On, Guppycur's Trickle Fix -->
<!-- <append xpath="/gamestages/spawner[@name='BloodMoonHorde']/gamestage[@stage > 23]"><spawn 
       group="ZombiesNight" num="100" maxAlive="8" /></append>-->

ahh ok... undesrstood.... many thanks

can you or someone else try to give a look at cartzilla working beds mod

https://7daystodie.com/forums/showthread.php?42131-MOD-Working-Beds-and-Sleep

to make it to work on a17..??

i asked in the official topic of the mod but i think cartzilla is not an active member now

 
ahh ok... undesrstood.... many thanks
can you or someone else try to give a look at cartzilla working beds mod

https://7daystodie.com/forums/showthread.php?42131-MOD-Working-Beds-and-Sleep

to make it to work on a17..??

i asked in the official topic of the mod but i think cartzilla is not an active member now
Looks pretty straight forward. There is a mod on here which heals you slowly when on a bed. All you would have to do is make buffs with interaction to the bed. And also to make custom buffs where you get the ailments stated in the post.

 
Looks pretty straight forward. There is a mod on here which heals you slowly when on a bed. All you would have to do is make buffs with interaction to the bed. And also to make custom buffs where you get the ailments stated in the post.
hi and many thakns for your reply... but sincerly i dont have any xml known so it's very impossible to me to work on it..

i only asked if is there a simple way to asapt that mod t owork on a 17..LOL

 
hi and many thakns for your reply... but sincerly i dont have any xml known so it's very impossible to me to work on it..
i only asked if is there a simple way to asapt that mod t owork on a 17..LOL
and whichis the mod which heal player slowly when on a bed?? i didnt find it

 
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