7 Days to Die

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D.A.R.K. May 11, 2023 @ 2:25pm
How to Mod Weapon Upgrades?
Most important thing, modifying a game means "modding" a game with "mods", but the upgrade that you add to your weapon is also called "mods" because it modify the weapon, because of this it is a little bit hard to search that on google. For now one I'm gonna refer game modification as Mod and weapon modification as Upgrade.

Ok... With that out of the way, do you know how to mod weapon upgrades? The way the game is now we have some upgrades that goes to some weapons, I was looking for to remove this limitation for the majority of upgrades and allow all sort of upgrades to all weapons (maybe only limiting melee type and gun type).

For example, there are upgrades that only goes to blade melee weapons, and some upgrades that only goes to blunt melee weapons, I want to make all weapons accept all upgrades, no restriction. I'm also looking for add more upgrades by modding an already existing upgrade to create a new one...

Do you remember when our night vision was blue and yellow? Yeah... Back at that time I made a night vision glasses with the flash light light, so we could wear helmet and night vision without harming our eye sight, this was a long time ago, we didn't even have the flash light armor upgrade (following the rule) back at that time.

So... My idea is basically that. I want to allow all melee upgrades to go to all melees, and then create some new upgrades. Any idea how to start?
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Showing 1-4 of 4 comments
fjrehazard May 11, 2023 @ 2:50pm 
Look into item_modifiers.xml. I added the fire upgrade to the stun baton there. You have to add the installable tag (installable_tags="longShaft,perkElectrocutioner"), and add the baton to the list of items that can be modified.
seven May 11, 2023 @ 2:51pm 
In general, you would look in item_modifiers.xml at a mod, find the "installable_tags" value and then add that to the weapon in items.xml.

Example: adding the burning shaft mod to stun batons. In item_modifiers you'll see that the installable_tag for "modMeleeClubBurningShaft" is "longShaft". Just add that value to the tags field for the stun baton in items.xml

<property name="Tags" value="melee,grunting,light,perkFlurryOfBlows,weapon,meleeWeapon,attIntellect,perkElectrocutioner,canHaveCosmetic,longShaft"/>

That's a start. Not all things make sense though, and some may not work, or only work partly. For the above, you don't get the flame animation except when striking, but it will set zombies on fire.

Edit: I was too wordy, got ninja'd
Last edited by seven; May 11, 2023 @ 2:52pm
D.A.R.K. May 11, 2023 @ 3:10pm 
Originally posted by fjrehazard:
Look into item_modifiers.xml. I added the fire upgrade to the stun baton there. You have to add the installable tag (installable_tags="longShaft,perkElectrocutioner"), and add the baton to the list of items that can be modified.
Thanks, I think this is what I was missing. I added the the weapon in the list, but not the installable tag.
D.A.R.K. May 11, 2023 @ 3:11pm 
Originally posted by seven:
In general, you would look in item_modifiers.xml at a mod, find the "installable_tags" value and then add that to the weapon in items.xml.

Example: adding the burning shaft mod to stun batons. In item_modifiers you'll see that the installable_tag for "modMeleeClubBurningShaft" is "longShaft". Just add that value to the tags field for the stun baton in items.xml

<property name="Tags" value="melee,grunting,light,perkFlurryOfBlows,weapon,meleeWeapon,attIntellect,perkElectrocutioner,canHaveCosmetic,longShaft"/>

That's a start. Not all things make sense though, and some may not work, or only work partly. For the above, you don't get the flame animation except when striking, but it will set zombies on fire.

Edit: I was too wordy, got ninja'd
Nice, good to know, thanks.
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Date Posted: May 11, 2023 @ 2:25pm
Posts: 4