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  1. #1
    Ranger Devrix's Avatar
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    Post Sorcery A18 is coming SOON!








    Features

    • Play 7D2D as a balanced post apocalyptic zombie vanquishing Sorcerer. Through training and discovery, you'll learn how to deport the undead straight back to hell casting elemental spells of Fire, Ice and Lightning.
    • Unique animations, art, effects and sounds for spells and items
    • Pure Spellcaster playstyle
    • Spellcrafting: 5 unique abilities for each unique spell
    • Spell Ammo Crafting: Fire, Ice, Lightning, Omni
    • Alchemy Crafting: Potions, Elixirs, Potion Bombs
    • Armor Crafting: Fire, Ice, Lightning Armor Sets
    • Rune Crafting: Fire, Ice, Lightning Rune Mods
    • Spell Weapon Abilities: primary, secondary, passive, charge
    • New Attribute: Sorcery
    • New Dual Skill Tree and Perks
    • Fire, Ice, Lightning Mastery: learn how to craft and augment spells
    • Spellcast Mastery: primary, secondary, passive and charge abilities
    • Rune Mastery: harness the power of Runes to augment your spells
    • Essence Mastery: demystify and awaken the elemental essence of the world to extract and craft spells and weapons with essence.
    • Fire, Ice, Lightning Spells: upgrade each spell with five alterations


    Latest Version: 0.85 - The Awakening

    Sorcery, The Awakening (v0.85) is now LIVE and FULLY PLAYABLE!


    Download Sorcery

    MANUAL: Modlet, Pure XML
    You install Sorcery just as you would any other pure XML Modlet. However, I cannot stress enough how horrible your experience will be (no text in-game) if you do not follow these steps of adding the (Localization Text):

    Spoiler: 

    1. Download: Sorcery-master.zip (latest version)
    2. Unzip: Sorcery-master.zip
    3. Drag-n-Drop: The Sorcery folder only, found within the unzipped Sorcery-master folder, directly into your Mods folder (\7 Days To Die\Mods). Create the Mods folder here if it doesn't already exist.
    4. Verify Mod Path: (\7 Days To Die\Mods\Sorcery)
    5. Open Localizations: (\7 Days To Die\Mods\Sorcery\Localization.txt) & (Localization - Quest.txt)
    6. Copy All Text: CTRL+A then CTRL+C (or right-click: Select All then Copy)
    7. Open Game Localizations: (\7 Days To Die\Data\Config\Localization.txt) & (Localization - Quest.txt)
    8. DELETE OLD SORCERY LOCALIZATION TEXT (if updating from older version): Found at the very bottom of the Localization file, you'll delete the OLD Sorcery Localization Text that you previously pasted in the last update. You can easily detect the start of the text as it is separated by many blank lines and starts with the following text: "SORCERY_START,,LOCALIZATION,,START,,,,,".
    9. Paste Localization: Scroll to the very bottom/end of the main game Localization.txt you just opened. Ensure there is no more text, just blank space. Now create one new blank line by pressing Enter. Then Paste the Sorcery Localization you Copied earlier: CTRL+V (or right-click blank space at the very bottom/end, then: Paste)
    10. Verify & Save: If everything looks good, Save the Localization.txt file: CTRL+S
    11. AWAKEN ESSENCE: You're ready to play as a post-apocalyptic harbinger of the elements... may your training commence!


    LAUNCHER: Mod, SDX
    Sorcery is fully integrated into the 7D2D Mod Launcher, as an SDX Mod, with automatic Localization handling... praise The Gods (and @sphereii)! If you already have the latest version of the Mod Launcher, simply run it and install Sorcery there. Otherwise, follow these steps to get started:
    Spoiler: 


    1. Steam Sync: Open Steam, right-click 7 Days to Die, select Properties, select Local Files, select Verify Integrity of Game Files. This will ensure you're using a clean version of the game, which is required for use with the Mod Launcher.
    2. Download Launcher: 7D2D Mod Launcher
    3. Install Launcher: Run the launcher installer SetupInstaller.msi
    4. Run Launcher: Locate and select Sorcery within the mods list.
    5. Install Sorcery: With Sorcery selected, click Install Game Copy.
    6. Delete Mods Folder: You may be prompted to delete a detected Mods Folder; I recommend selecting "Yes". You can install additional Mods with Sorcery later, if desired.
    7. Pre-Sync Mod: Finally, select Pre-Sync Mod, then "Yes" you would like to download it.
    8. AWAKEN ESSENCE: Play Mod and you're ready to play as a post-apocalyptic harbinger of the elements... may your training commence!


    ** Game Updates: You must Uninstall and Reinstall Sorcery through the launcher when new game updates are released. Don't worry, your saves are safe and will be retained. If you experience any errors, repeat step #1.

    ** Visit @sphereii's 7D2D Mod Launcher Thread for more info regarding it




    Credit
    TFP for creating and improving this ridiculously awesome game, while also providing the ability to making this type of modding available.

    Supporters make ongoing development possible!


    Last edited by Devrix; 1 Week Ago at 02:32 PM. Reason: Sorcery A18 is coming SOON!

  2. #2
    Ranger Devrix's Avatar
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    Sorcery Beginner Tips and Guides


    Essence Guide
    One of the most challenging, and funnest, aspects of playing as a Sorcerer is awakening, demystifying and harvesting Essence. Essence is believed by The Elders to be Life and Creation itself. Essence fuels the creation of your Sorcery:

    Essence Tree Boulder Ore Transmutation
    Fire Burnt, Oak All Coal, Oil Shale Fire Ritual
    Ice Winter Pine All Potassium Nitrate Ice Ritual
    Lightning Forest Pine All Lead Lightning Ritual

    ** Essence Mastery and [Element] Mastery are the only perks that directly affect harvesting of Essence






    CONVERT SAVE GAME TO MOD LAUNCHER

    If you'd like to convert completely to the Mod Launcher SDX version of Sorcery to enjoy the automatic updates and Localization handling, follow these quick instructions:
    Spoiler: 


    1. Install Sorcery: Follow the Mod Launcher Install steps for Sorcery.
    2. Locate Saves: (C:\Users\NAME\AppData\Roaming\7DaysToDie\Saves)
    3. Copy Saves: Select and copy Navezgane and any other Save Folders.
    4. Paste Saves: Into launcher saves folder (C:\7D2D\Saves\Sorcery\Sorcery)
    5. Play: That's it, you're converted to the Launcher version of Sorcery!


    ** Game Updates: You must Uninstall and Reinstall Sorcery through the launcher when new game updates are released. Don't worry, your saves are safe and will be retained. If you experience any errors, repeat step #1.


    Mod Launcher Error (Resolution)
    Most Mod Launcher errors come from not having a specific version of Microsoft .NET Framework installed, as determined by @sphereii (the developer). It's been discovered by various users that installing .NET Framework 3.5 SP1 resolves their issues.
    You can find the official versions of .NET at Microsoft: Microsoft .NET Frameworks
    Last edited by Devrix; 07-22-2019 at 11:00 AM. Reason: Sorcery Beginner Tips and Guides

  3. #3
    Ranger Devrix's Avatar
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    (WotW) War of The Walkers added to Compatible Mods!

    Feedback, Ideas, Bug Reporting
    Constructive feedback is welcome and encouraged. Specifically, it's very helpful to hear from those wanting and willing to play a cheat-free normal playthrough. If you cheat everything in, you aren't getting the experience or progression intended... nor will you properly understand the perks, skills and functions unless you learn and grow into them while playing.

    Although there's A LOT more planned for Sorcery, further ideas and suggestions are always welcome in the
    Sorcery Discord!





    Compatible Mods
    As compatible mods are reported here, the compatible mod/modlet will be added to the list:





    Last edited by Devrix; 09-13-2019 at 08:07 PM. Reason: (WotW) War of The Walkers added to Compatible Mods!

  4. #4
    Leader Royal Deluxe's Avatar
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    XD

    Had the same idea some time ago, i like it
    Last edited by Crater Creator; 02-05-2019 at 09:30 AM.

  5. #5
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    Very very excited! Beautiful avatar btw.

  6. #6
    Inventor Alphado-Jaki's Avatar
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    Looks cool. Waiting for video/pics. =D

  7. #7
    Colony Founder DUST2DEATH's Avatar
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    Quote Originally Posted by Alphado-Jaki View Post
    Looks cool. Waiting for video/pics. =D
    This.


  8. #8
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    OOOOHHHH YEAH. I'm am gonna make this mod my homepage for a while.
    I think I might get to work on some Shouts so I can be a true DoZEDkiin!

  9. #9
    Hunter dutchplayers's Avatar
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    Interesting, waiting for more pics

  10. #10
    Ranger Devrix's Avatar
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    7d2d-sorcery-thumbnail.jpg
    Added a rough teaser vid of the Fireball upgraded and base Firenado spell in action
    . Pardon the unfinished fx and polish. I'll get a video of the upgraded Firenado in action.. I think you'll approve!

  11. #11
    Ranger Necrodemus's Avatar
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    This is incredible to see in 7 days. When I first started playing many years ago, what really drew me into the game, was the subtle supernatural feel I got from It. It felt unique; with it's creepy ambient music, slow shambling zombies, their night filled rage, and the terrifying emergence of bloodmoon asaults.

    I was inspired to begin writing a back story for it. However, while it has improved dramatically from those first fledgling versions, I feel it has lost it's way, in becoming all things that encompass it in the periphery, instead of staying true to itself; building, upon what made it such a best seller.

    This mod has giving me hope of a ressurection of that initial ambience. And while I won't be playing with it just yet, I will definatly set up a second install to experience it the way you present it. It looks awesome thus far.

    What is the performance impact of those particles? It will be interesting to see how you impliment these spells, and perhaps you may inspire others.

    Best of luck to you and thank you for presenting it to the community. You modders rock!

  12. #12
    Ranger Devrix's Avatar
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    Quote Originally Posted by Necrodemus View Post
    This is incredible to see in 7 days. When I first started playing many years ago, what really drew me into the game, was the subtle supernatural feel I got from It. It felt unique; with it's creepy ambient music, slow shambling zombies, their night filled rage, and the terrifying emergence of bloodmoon asaults.

    I was inspired to begin writing a back story for it. However, while it has improved dramatically from those first fledgling versions, I feel it has lost it's way, in becoming all things that encompass it in the periphery, instead of staying true to itself; building, upon what made it such a best seller.

    This mod has giving me hope of a ressurection of that initial ambience. And while I won't be playing with it just yet, I will definatly set up a second install to experience it the way you present it. It looks awesome thus far.

    What is the performance impact of those particles? It will be interesting to see how you impliment these spells, and perhaps you may inspire others.

    Best of luck to you and thank you for presenting it to the community. You modders rock!
    Thanks for the feedback and sharing your story. I've detailed, and will be keeping in, many code comments to help guide others as to what's going on behind the scenes to make this all possible. It'd be my pleasure to help anyone interested in learning.

    To answer the particle performance question, it's very good so far with no noticeable issues.
    I've kept the particle emission count low to help with this. If it becomes an issues, we can always lower particle count further and/or come up with a "low quality" option. I think casting Firenado on a group of 10 zombs caused an interesting effect, however LOL.

    Keeping your Shader quality lower will help a lot too if it becomes an issue. Though, I've been able to use Ultra+ with a base 2080 and older i7 processor.

    Quote Originally Posted by Russiandood View Post
    Awe man! I saw this and thought SWEET MAGIC, then I see its still a WIP :/
    Can't wait for this to come out and to see how much you do with this.
    Oh, and let me know if you want me to make another Batch script for you ;P
    Nice work so far! Looks Amazing!
    haha sorry to disappoint! ...soon my friend, soon!
    I know it's unlikely to happen right this moment, but I'm hoooooooping by a miracle that TFP blesses us with allowing for Localization.txt modifications through xpath (would have to convert and all that). Sorcery has a loooooooot of text that needs to be added there.
    I'd also like to tap into the quest localization, which would make that a millenia easier.
    Anyway, until then, yes... a batch would be much appreciated, for all our sake!
    Last edited by Devrix; 02-06-2019 at 11:03 AM.

  13. #13
    Hunter Russiandood's Avatar
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    haha sorry to disappoint! ...soon my friend, soon!
    I know it's unlikely to happen right this moment, but I'm hoooooooping by a miracle that TFP blesses us with allowing for Localization.txt modifications through xpath (would have to convert and all that). Sorcery has a loooooooot of text that needs to be added there.
    I'd also like to tap into the quest localization, which would make that a millenia easier.
    Anyway, until then, yes... a batch would be much appreciated, for all our sake!
    Lol no worries my friend!

    I've used the batch method for both Localization and Quest Localization. So it's more than doable Just let me know!

  14. #14
    Tracker CrypticGirl's Avatar
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    This looks like it'd be an awesome addition to the Medieval Mod. I definitely have to try this out sometime...

  15. #15
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    Wonderful mod. I'm looking forward to it.

    If I may give some critique: the current location of the hand is in the way a bit. I wouldn't want to walk around with my spell out all the time if my fist was taking up the screen. Especially when holding the fire tornado on top of it.

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