7 Days to Die

7 Days to Die

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Valmar 3. okt. 2015 kl. 14.32
[MOD] Valmod Pack
Note: This Mod was built on A16

This is a relatively large mod pack I've gradually created over time. It's mainly a collaboration of all my smaller mods placed together into one larger file. Those individual mods you can find here: Valmar's Mod Collection[7daystodie.com]

The Valmod Pack comes in two different flavors. The Expansion pack and The Overhaul pack.

The Expansion pack is meant to be viewed, as the name implies, as an expansion pack for the game. What this means is that it adds a bunch of new features to the game without dramatically changing the overall vanilla gameplay experience. Great if you're happy with 7DTD but just want to have more stuff to do.

The Overhaul pack adds the same items and content to the game as the expansion with the key difference being that unlike the expansion the overhaul, as the name implies overhauls some basic aspects of the game. Mainly the recipe system is considerably locked down compared to vanilla. The overhaul is intended for those who want a new experience from the game.

Features:
Class System
Overhauled Progression Skill System (Overhaul Only)
Locked Down Vanilla Recipe System with Class Focus (Overhaul version Only)
Expanded Cooking Recipes
Survivor Notes: Recipe Perks
Working Electric Lights
Craftable Working Ovens and Sinks
New Workstations
New Plant Farming
New Storage Containers
New Weapons
New Tools
New Quests
Weapon Silencers and Shotgun Chokes
Animal Snares
Chicken Coops
New Weapons and Weapon Mods (Silencers, Shotgun Chokes, High Powered Scope)
New Ammo Types
Fire Traps
New Armors and Clothes
Expanded Vanilla Recipes
Tranquilizer Gun and Darts
Hidden Doors
Automatic Wall Building
More Dynamic Loot
Custom Icons for Modded Items/Blocks
Custom UI

UI Sample:
http://i.imgur.com/fLmDfMj.jpg

How to Install:
Right Click 7 Days To Die and select properties
Click the Local Files Tab
Click the Browse local files button.
Open the Valmod zip. Open the first folder inside. Inside is a Data and Mods folder. Drag and drop these folders into the game's directory, overwriting when prompted.

Example Install Photo:
http://i129.photobucket.com/albums/p216/frightfulactions/7DTD/Valmod/ValmodInstallPhoto_zps7pud2mao.png



Class System
When you start the game you will be given a Class Selection book and a Class Key note. With the Class Selection you able to craft/choose one of several classes. Search for “class” in the crafting menu to see the avalible options.

After you decide on a class you get a class briefcase that you then place on the ground and open either with your class key or by breaking it. This unlocks the case which then can be looted to get all the class-specific recipes along with a bundle of starting items related to the chosen class.

Note: Classes only determine your starting gear. They do not lock you out of learning anything else, you can still master everything.


Expanded Cooking Recipes

Now the bowl serves a purpose other than making decoration. All stew recipes now require a bowl of water instead of a jar of water and will return the bowl to you when you eat.
Food recipes will require bowls of water instead of bottled water.

Bowl's can be be used just like glass jars to gather water. Just like with the bottled water you'll have to boil the bowl of water to get a clean version before you can safely drink it or use it. (Bowl of Murky Water turns into Bowl of Water).

Boiled food now uses a bowl of water as the cooking tool instead of cooking pot.
Cornbread uses a bowl of water as the cooking tool instead of a cooking pot.

Empty cans now serve a purpose as you can now pour your stews into them to get canned variants that have no smell.

Pour your canned foods into bowls and warm them up for tasty wellness-providing variants.

Survivor Notes: Recipe Perks

You can find Survivor Notes on zombie loot and other various locations which can be read for skill points. You can also scrap recipe books you find in loot for survivor notes. These skill points can be used to unlock perks that unlock recipes or spent towards skills.

Corpses you find around the world can drop survivor notes or survivor combinations. This is a special item that can be used to unlock the Locked Survivor's Briefcase that is hidden in special loot containers called "Suspicious Stump". To unlock the briefcase after you have found it merely place it on the ground and "Upgrade" it with the Survivor's Combination.



New Weapons and Tools

The following weapons and tools have been added to the game:
Bolt Rifle*
Iron Bow
Iron Crossbow
Repeater Crossbow
Combat Axe
Boomstick
Weed Cleaver
Syche
Sniper High-Powered Scoped
Tranquilizer Gun and Darts**
Legendary Weapons

*The original hunting rifle now has a five magazine size before needing to reload. The bolt variant is a single-shot rifle but has a scope. The recipe for this is included in the vanilla hunting rifle schematic.

**You can find tranquilizer guns in loot now. You can use it to shoot Healing Darts, Infection Darts and Chemical Darts. Healing darts heal the target and infection darts give them stage 1 infection. The chemical darts act as a form of acid that burns the target.

You can craft healing darts using Healing Agent and Syringe. Infection darts require infected blood which you can get by using a syringe on one of corpse loot blocks you find scattered around. Chemical darts are crafted with a beaker in the campfire.


New Ammo Types

All the guns now have alternative ammo types that you can use. You unlock these by investing to perk level 2 in the relevant ammo perk.

New ammo includes:
9mm, 10mm, 762mm Hollow Point Rounds - The most damaging of rounds.
9mm, 10mm, 762mm Incendiary Rounds - These rounds deal a little extra damage and can set the enemy on fire.
Blunderbuss Shredder Ammo - Deals more damage and causes bleeding.
Incendiary Shell - Shotgun shells that set the enemy on fire.
Loki Shells – Shotgun shells similar to the incendiary shell.
Siege Shell - Shotgun shells that deal relatively little damage to enemies but a lot to blocks.
Crafting ammo also requires specific shell casings. Such as 9mm Casing or Shotgun Shell Casing.

Note: There is a bug where the gun will not accurately display the correct damage the gun deals when you swap ammo. Do not worry, this is just a visual bug.



Workstations
There are a few new workstations added to the game.

Armory – This workstation is required for crafting armors. Each tier of armor requires a different tool in the workbench to craft. Cloth and animal hide require a sewing kit, leather requires a tanning rack and iron and steel armors require a welding torch.

Artisan Decor Station – This workbench is used for crafting various decorative recipes.


Servers:
Valmod is compatible with servers however those who play on the server will have to install the mod locally to get the full experience.


For a list of servers please view here: Servers[7daystodie.com]

___________

Games4Kickz Let's Play Series



DOWNLOAD LINKS

DOWNLOAD Valmod Overhaul Pack[github.com]


DOWNLOAD Valmod Expansion Pack[github.com]




Valmod Overhaul A16 Experimental[github.com]


Keep yourself in-the-loop for future updates by joining the Valmod Steam Group

Donate to Author[paypal.me]
Sist redigert av Valmar; 13. aug. 2017 kl. 9.47
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Bob 25. mai 2017 kl. 8.22 
Hey, Valmar, i have a request. Is there any way you can mod in a pouch or something that you can have in your inventory, which acts like a storage container of its own? Similar to the minibike's shopping basket, but instead of being on the ground, it'd be in your inventory. I like to go out scavenging, but my limited inventory space is a problem. I know there's an expanded backpack mod somewhere, but there was a warning that it could mess up the game somewhere. I'm wondering if its possible to add in a backpack or a pouch or something to store items in while its in your inventory.

And since i'm on the topic of backpacks, is it possible to add in a special storage container that acts like a bank? I guess we can call the container "Bank", and all "Bank" containers we place would share the same inventory space connected to that one box. This way we can drop "Banks" all over the map and have access to it wherever we go.

Example: Imagine dropping a bank at your base (for sake of arguement, your base is located in a pine forest, Northeast end of map). Placing food, weapons, ammo, tools inside it. Then you decide to go travelling to the south end of the map to the snow biome. Then you realize you're low on ammo. You remember a while back, you built a small outpost in the middle of the snow biome with a bank. You go there and grab some of the ammo you put in the bank while you were at your base.

This way, you dont have to waste time going all the way back to your base to get your ammo. And the great thing about the bank, is the inventory is connected to your character. Meaning, if someone else interacts with the bank you placed, they'll only see their items they placed in their bank.

Is it possible to implement a mod like this?
Dragon 25. mai 2017 kl. 9.25 
I've been playing this MOD for months now and have thought of something that is missing from the game....where are the Molotov's? Simple and easy fire grenade. Jar+gas+cloth. Throw it like a pipe bomb, hits target and triggers flaming arrow effect =burning zombies mwuhahahaha!:steamhappy:
Valmar 25. mai 2017 kl. 10.00 
Opprinnelig skrevet av Dragonclaws:
[Snip]
Is it possible to implement a mod like this?

Portable inventory bag: not possible with XML alone, sadly. Though Valmod does have a "bigger backpack mod" version within its files. You'd have to die at least once after installing it and launch the game without EAC - but otherwise it causes no harm to your game.

Bank: Not possible with XML alone.



Opprinnelig skrevet av =S5A= Dragon:
I've been playing this MOD for months now and have thought of something that is missing from the game....where are the Molotov's? Simple and easy fire grenade. Jar+gas+cloth. Throw it like a pipe bomb, hits target and triggers flaming arrow effect =burning zombies mwuhahahaha!:steamhappy:

Not currently possible, at least not as intended. "Splash damage" from explosives cannot, currently, trigger buffs. Meaning you cant actually light a group of enemies on fire with it. It would be exactly the same as a pipe bomb, just iwth a different icon. No point in that.

A16, from what I've heard, will be bringing an official molotov to the game, however. So that is something to look forward to.
Ninja-454 25. mai 2017 kl. 12.36 
Opprinnelig skrevet av =S5A= Dragon:
I've been playing this MOD for months now and have thought of something that is missing from the game....where are the Molotov's? Simple and easy fire grenade. Jar+gas+cloth. Throw it like a pipe bomb, hits target and triggers flaming arrow effect =burning zombies mwuhahahaha!:steamhappy:
It SOUNDS good in theory, but in retrospect, now the Infected can maul you while being on fire... If the Zed doesn't kill you, now YOU are on fire... So it's much worse, when you put thought into it...
In PvP though, good idea. OR for instantly cooking bacon when you see a pig in the wild! :AAF:
Dragon 26. mai 2017 kl. 10.16 
Molotov in alpha 16 nice! Missed that one. I realize that a pack of burning undead might not be a good thing but like the fire arrow, I stay at range as much as I can, so if I see a pack of them I currently would pipe bomb them. Just want variety in killing zombies lol:steamhappy:
Dragon 26. mai 2017 kl. 10.16 
Also who doesn't like instant bacon?:steammocking:
Ninja-454 26. mai 2017 kl. 23.57 
Opprinnelig skrevet av =S5A= Dragon:
Molotov in alpha 16 nice! Missed that one. I realize that a pack of burning undead might not be a good thing but like the fire arrow, I stay at range as much as I can, so if I see a pack of them I currently would pipe bomb them. Just want variety in killing zombies lol:steamhappy:
I'm not trying to shoot down the idea entirely.
Even if it is a bad idea to light up an attacking group, a molotov could be used to mark a group or specific Zed for a marksman or combined fire, used to cover your back in hallways from smaller/weaker Infected (assuming the molotov has a lingering flame after the initial break), a makeshift light source if you're out of other means (this is desperation, people), destroy large sections of weak walls (such as boarded windows, the molotov could theoretically be used to bust through those while the rest of the concrete [common] foundation remains intact), & for those who like bugs, chances are the AoE of the molotov will reach Infected or players on other side of thin walls.
Sist redigert av Ninja-454; 27. mai 2017 kl. 0.03
Ninja-454 27. mai 2017 kl. 0.02 
Opprinnelig skrevet av =S5A= Dragon:
Also who doesn't like instant bacon?:steammocking:
True, but I still am surprised nobody (Developer-wise) thinks that medieval weaponry & kit would be a great idea. Realistically, it would make very sound sense to wear full knight armour, as zombie bites are not known (in 92% of cases) to be able to rip through solid iron. Since firearms could potentially be hard to find, as well as the thought of nearly every fight having a potential of being a CQB, crafting medieval weapons, such as a longsword or morningstar, makes even more sense. Valmar even thought it was a great idea, but this game seems to have many limitations...
Mr. n 27. mai 2017 kl. 2.51 
I don't think medieval weapons like longswords and morning stars are easy to use "out of a box" (not mentioning the trouble you had to go through to obtain/make them). About the heavy plate armour - these are heavy, you know. 50kg (~110 pounds). Unless you're a great, burly manbear, you're not going to be able to wear it and move. It restricted movement quite a lot, too. And if you tripped or fell, well, zombies could just smother you - literally - with numbers.

That being said, if there was a zombie outbreak in Europe, well... R.I.P. Basically no access to firearms, ammo or basically anything that could be used as a weapon against zeds.
/DarwinsSwagger 27. mai 2017 kl. 7.42 
I'm having a Mac issue where Overhaul works in SP, but says 4.3 in the upper right corner. I'm trying to play on a server and when I log in it says version 4.75, but there's some red ? in place of graphics. I've followed the Mac installation guide that I've seen Val post, and it's still happening. Again, only when I'm connecting to the server. In SP Overhaul works fine.

Am waiting on server admin to verify server side is up to date, but I'm fairly certain it is.
Warwick🐺 27. mai 2017 kl. 23.45 
cool beans
Ninja-454 28. mai 2017 kl. 9.11 
Opprinnelig skrevet av ⎠ That_Raider_✘αᏉier⎠:
cool beans
In regards to...?
Ninja-454 28. mai 2017 kl. 17.58 
Opprinnelig skrevet av bearhiderug:
I have a complaint with Valmod. Scrapping or smelting most tools give 3-5 scrap iron, it takes 200+ to make one though. This is awefull. I hope this gets looked at =[
Scrapping is very much different from smelting. Scrapping gives very little in returns, whereas smelting gives a much greater amount (compared to a backpack scrap.)
Sist redigert av Ninja-454; 28. mai 2017 kl. 17.58
stiofan63 28. mai 2017 kl. 21.48 
Opprinnelig skrevet av Mr. n:
I don't think medieval weapons like longswords and morning stars are easy to use "out of a box" (not mentioning the trouble you had to go through to obtain/make them). About the heavy plate armour - these are heavy, you know. 50kg (~110 pounds). Unless you're a great, burly manbear, you're not going to be able to wear it and move. It restricted movement quite a lot, too. And if you tripped or fell, well, zombies could just smother you - literally - with numbers.

This is from a wiki entry on plate armor:
A complete suit of plate armour made from well-tempered steel would weigh around 15–25 kg (33-55 pounds).[2] The wearer remained highly agile and could jump, run and otherwise move freely as the weight of the armour was spread evenly throughout the body.

The wiki is here:
https://en.wikipedia.org/wiki/Plate_armour

So plate mail would be viable but I think you'd need to know what you're doing to make it. Maybe a few levels of books or late game skill set.
Ninja-454 29. mai 2017 kl. 8.27 
Opprinnelig skrevet av stiofan63:
Opprinnelig skrevet av Mr. n:
I don't think medieval weapons like longswords and morning stars are easy to use "out of a box" (not mentioning the trouble you had to go through to obtain/make them). About the heavy plate armour - these are heavy, you know. 50kg (~110 pounds). Unless you're a great, burly manbear, you're not going to be able to wear it and move. It restricted movement quite a lot, too. And if you tripped or fell, well, zombies could just smother you - literally - with numbers.

This is from a wiki entry on plate armor:
A complete suit of plate armour made from well-tempered steel would weigh around 15–25 kg (33-55 pounds).[2] The wearer remained highly agile and could jump, run and otherwise move freely as the weight of the armour was spread evenly throughout the body.

The wiki is here:
https://en.wikipedia.org/wiki/Plate_armour

So plate mail would be viable but I think you'd need to know what you're doing to make it. Maybe a few levels of books or late game skill set.
There were plenty of wars where people wore full plated armour. There were no issues on weight or mobility. However, creating the armour was not only a skillful task, but also a long one to do. If people really want a sense of realism, expect quite a bit of time in front of the forge, for just one piece.
Still, chainmail would also be quite effective in term of being somewhat bite-proof. Also another viable option.
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