Page 1 of 20 12311 ... LastLast
Results 1 to 15 of 298

Thread: 0XP RolMod

  1. #1
    Super Moderator Roland's Avatar
    Join Date
    Feb 2014
    Location
    On a Zipline
    Posts
    15,865
    Rep Power
    2

    0XP RolMod



    Current Features (100% compatible with gfx pp enable 0)

    1) Simplified Starter Quest

    The Starter quest is shorter and you may do all tasks in any order you choose.

    1) Craft Stone Axe
    2) Craft Club
    3) Craft Bow and Arrows
    4) Craft Pants and Shirt

    The trader finding quest starts once all tasks are completed.

    2) Zero Experience For Actions

    Actions in the game are now only valuable for helping you survive and accomplish your goals. There are no xp bonuses attached to individual actions that make killing zombies more valuable than farming or mining or scavenging or building. Zombies are now an obstacle to your objectives instead of a source of xp income tempting you hunt them down and kill them. Use stealth to avoid or weapons to destroy and as long as you survive the day you will get rewarded either way.

    3) Daily Skillpoint For Surviving

    Gain skillpoints simply for surviving according the following schedule:

    After your first and second days of survival you will gain one skillpoint each day.
    On your third and fourth days of survival you will earn two skillpoints each day.
    After your fifth day of survival and thereafter you will earn 3 skillpoints per day.

    If you die your penalty will be having to start over with earning 1 then 2 and then 3 skillpoints AND the timer begins fresh from when you respawn so it will take 5 full days of no deaths to regain the highest level of skillpoint generation.

    Costs of attribute and perk progression have been increased to compensate for the increase in skillpoint gains.

    Attribute costs for levels 2-10 are: 1, 1, 2, 2, 2, 3, 4, 5, 6
    Perk costs for levels 1-5 are: 1, 1, 2, 3, 5

    4) Training In Return For Jobs

    Completing jobs for the trader will result in him training you in those areas of your choice. Challenge, Tier 1, and Tier 2 quests will be rewarded with 1 skillpoint. Tier 3 and Tier 4 quests will be rewarded 2 skillpoints. Tier 5 quests will be rewarded with 3 skillpoints. This puts an incentive on doing quests in order to progress.

    5) Gamestages Based on Time Instead of Actions

    Gamestages will now progress daily instead of as a result of player actions gaining xp. Each game day that the player does not suffer a death they will automatically level up which will in turn advance the gamestage. The gamestages multipliers have been modified to help compensate for this slower pace of gamestage advancement as follows:

    Scavenger: 1.5
    Adventurer: 1.8
    Nomad: 2.2
    Warrior: 2.5
    Survivalist: 3.0
    Insane: 3.5

    These are higher rates than vanilla but leveling up now happens once a day at a regular pace which is slower than most players of the vanilla game. Please note that the ONLY function leveling up has is to advance gamestages. Gaining skillpoints for player progression advancement is completely separate from player level now and there are no experience points in the game at all.

    6) Level Gates Removed from Crafting Perks

    You still must meet attribute requirements but will enjoy more freedom in how you spend your points.

    7) Improved Death Ambiguity

    Because there is no xp there is no xp popout which means no giveaway clue that a zombie died with that last hit. But I took it several steps further by removing death animations from all zombies, replacing the death sound from all zombies with their stun sound, and increasing the range of time they will utilize to recover from a stun. So now when they die it looks and sounds exactly like it does when they are stunned. The only remaining clue is that big yellow bag that sometimes appears....

    8) Increased Zombie Loot Drops

    Since there is no longer xp for killing zombies I increased the loot drop across the board to 9%. This may be adjusted as I get feedback and continue to play with it myself.

    9) Increased Zombie Biome Spawns

    With jrbarrio's permission I have included his modlet JRB_MoreZombiesBiome_x4 to the mix for increased zombie activity. If you find that you want more zombie density or that there are now too many zombies for good performance please go visit barrio's modlets thread and you'll see that you can replace my selection with a x2, x8, or x16 version.

    10) Nerdpoling Ability Removed

    With sphereii's permission I have included his modlet AntiNerdPole to the mix which prevents the player from placing a block whenever their feet are not planted. This modlet is completely separate from the rest so if you don't want it as part of this pack simply remove the folder after you download the pack.

    11) Trader Finder Quests

    All of the treasure map quests will now chain into the White River Settlement Quest from the beginning of the game giving the player a chance to find a new trader. The quest finds the nearest trader to your location which might be a trader you already know but if you are lucky you may get a new trader's location after digging up that treasure chest. How exciting!!!

    12) No Newbie Protection

    You are subject to the full fury of the elements from the very start of the game. Be prepared for your usual start of game routine to be seriously disrupted and for you to have to adapt. Did the Duke leave you for dead in the middle of the snow biome? He may very well succeed if you can't get out in time. Way way better than the bland vanilla start where no biome is a barrier and every game beginning is virtually the same. If you enjoy bland then you can easily remove this enhancement by going into the 0xp Progression modlet in your mods folder and removing the buffs.xml file.

    13) No Trader POI Protection

    Trader POI's are now vulnerable to zombie and player block destruction. Players can place blocks within Trader POIs. Replace broken workstations, harvest crops, break into safes, upgrade and beef up defenses, stay the night,....lots of new gameplay options are now available. Keeping the area cleared of zombies is now an important task for worry free trading and workstation crafting.

    14) Trader POI Quests
    Since the Trader POI can now be altered I have added some quests for improving the Trader POI. Presently there is only a quest to improve the walls with brick blocks, a quest to add a campfire workstation, and a quest to add a forge workstation. More will be coming. These quests are more on the roleplaying side as they can be cheated easily. If you don't want them then go to the Trader Finder Quest Modlet in your mods folder and open the quests xml file. Keep the first quest as that is the trader finder quest. The rest of the quests can be deleted.

    15) Get off your Brass NEW
    Added a random 0-3 scrap brass drop to destroyed stone. Need brass? Find the ruins of the old world and start digging through it all for that precious metal. This modlet is completely standalone so can be used alone or deleted without causing any issues.

    Thanks and Credits

    Thanks to Guppycur, Stompy, Sphereii, and all others who have helped me and continue to help me. Guppycur and Sphereii are responsible for the SDX script and dual timer that makes the daily skill point possible. Sphereii also came up with the script to make this mod truly zero xp. Several others gave me pointers and ran through xpath lines of code with me to help me see what I was missing. Obviously my improved Ambiguous Death mod was inspired by Guppy's own random zombie get back up mod. Special thanks goes to Royal Deluxe who provided me with a simple morning quest in the early development of this idea so I could try it out and see if it was worth pursuing. And Rewtgr....thanks for keeping me sane when nothing I tried would remove the damn level gates on the last night when I was trying to get this pushed out. Thanks to jrbarrio for allowing me to use his work for more outdoor zombies roaming the world. Thanks to sphereii for allowing me to use his work disabling nerdpoling.

    If you feel I should have given you credit in any of this work please let me know. I don't mean to slight anyone and want to make sure to give full credit where it is due. Please feel free to use any part of this compilation for your own projects. I tried to keep things clear so parts could be easily separated out but feel free to ask me if you want to know where the stuff is that does the thing.
    Last edited by Roland; 07-24-2019 at 03:18 AM.

  2. #2
    Super Moderator Roland's Avatar
    Join Date
    Feb 2014
    Location
    On a Zipline
    Posts
    15,865
    Rep Power
    2

    Instructions

    Please note: You must select 0% in the options menu for the xp multiplier. If you have a saved game using the old version where you selected 2% you will unfortunately have to start a new game because for some reason the saved world remembers and you will start earning xp even though you select 0%. If you play at 100% you are showing a lack of understanding about the point of this mod....

    So

    Step 1: Use Sphereii's mod launcher to load my mod.

    Step 2: Remember to select 0% in the main menu options before playing.




    If you are interested in looking at the files or do not wish to use the mod launcher, they are here. You can download the mods folder and replace it with the one in your 7 days to die folder if you want the entire package. Otherwise you can pick and choose the files you wish to use. The skillpoint generator and the AntiNerdpole modlets are SDX and so must be compiled. If you don't know how to do this using the SDX launcher then it's best to simply use Sphereii's mod launcher which will do it for you automatically.


    Please Note: If for any reason you are not sure how to do this because you are new to modding but wanted to try out my mod, please send me a pm and I will give step by step instructions to help you get my mod into your computer. People helped spoon feed me as I tried to wrap my brain around xpath and so now it's my turn to pay it forward. I've got a spoon and a big jar of Creamy Pears in my hands just for you.
    Last edited by Roland; 05-04-2019 at 08:43 AM.

  3. #3
    Super Moderator Roland's Avatar
    Join Date
    Feb 2014
    Location
    On a Zipline
    Posts
    15,865
    Rep Power
    2

    For Servers

    Iím not knowledgeable about how to set up servers but here are what others have done to get this mod up and running on a server. Thanks to them for taking the time to explain.

    For Windows:
    Quote Originally Posted by meganoth View Post
    These are the steps to create a (windows or linux) headless server with 0XP-mod using SDX. (SDX is on the way out and will probably be replaced by DMT. Also Mod Launcher could possibly be used to generate the files for the headless server. Wine might be used to do all of this without windows, but this has not been tried yet)

    First time tasks:
    1) Load SDX 0.7.3 from https://7daystodie.com/forums/showth...0-7-3-Alpha-17 and unzip it
    2) Start SDX and klick "Settings" and point the "Game Directory" to a directory where you want to store your headless server image
    3) If you get a runtime exception on startup of SDX, edit SDX7DTD.exe.config and insert the line "<loadFromRemoteSources enabled="true"/>" after the line "<runtime>"
    4) Enable or install Microsoft .net framework 3.5 (google for "enable .net framework 3.5" or "install .net framework 3.5" for instructions).

    Tasks whenever a new version of mod or 7D2D is available:
    1) Load newest 0xpmod from https://github.com/Roland7dtd/0XP-Rolmod (green "Clone or Download" button)
    copy the contents of the Mods Folder of 0XP-Rolmod into [SDX DIR]/Targets/7DaysToDie/Mods
    2) Download newest 7D2D headless server image from steam, instructions here: https://developer.valvesoftware.com/...dicated_Server
    For login to steam you can use "login anonymous"
    3) Start SDX
    4) If everything is correct, SDX should show you a list consisting of (currently) "Anti Nerd Poling" and "Skillpoint Generator". Klick "Build" and wait for it to finish
    4a) If you point "Game Directory" to your local copy of 7D2D you can build the libraries for the client too, they will be in [local client]\7DaysToDie_Data\Managed\
    5) Look into [headless server image]\7DaysToDieServer_Data\Managed\. There should be 5 new files: Assembly-CSharp.dll, Mods.dll, Mods.pdb, SDX.Payload.dll, SDX.Core.dll
    6) Copy those 5 files to the respective directory on the server, i.e. 7DaysToDieServer_Data/Managed
    7) Extract 0XP-Rolmod into the server image on the server.
    For Linux
    Quote Originally Posted by DaimyoOgata View Post
    On a related note, I was able to get this working on a dedicated Linux server but I just used your Mod Launcher and the resulting files to get it working. I can post the details tonight if people are interested.
    Quote Originally Posted by DaimyoOgata View Post
    Since I needed to update the server to the latest 0XP mod as well as 17.4, I decided to test Sphereii's theory. I pulled the files I uploaded to the server with the exception of the mod itself and gave it a run through. And sure enough, just having the 0XP stuff in the mod folder on the server was enough to get it to run - even made sure I got a skill point for lasting a whole hour!

    So just so long as the client is configured with SDX properly - works just fine.

    As an aside, by NOT uploading the pre-fabs, I was able to keep trader protection in place even though the client is running them.
    Last edited by Roland; 06-02-2019 at 03:27 PM.

  4. #4
    Colony Founder Odetta's Avatar
    Join Date
    Jan 2015
    Location
    The Wonka Factory
    Posts
    1,052
    Rep Power
    1
    Congrats.

    Is the "every 60 minute skill point" affected by 24 cycle setting? Like if you set it to 120min days?

  5. #5
    Guppycurian Forum Whore Guppycur's Avatar
    Join Date
    Apr 2014
    Location
    Enemy for life
    Posts
    22,046
    Rep Power
    1
    Yeh it'll be 60 mins regardless of day length.

  6. #6
    Community Moderator xyth's Avatar
    Join Date
    Dec 2016
    Location
    Florida, USA
    Posts
    1,810
    Rep Power
    1
    Yeah boss! Nice work and welcome to the dark side!

  7. #7
    Colony Founder
    Join Date
    Feb 2014
    Posts
    1,240
    Rep Power
    1
    I'm disappointed. Where are the ziplines?

  8. #8
    Super Moderator Roland's Avatar
    Join Date
    Feb 2014
    Location
    On a Zipline
    Posts
    15,865
    Rep Power
    2
    Iím just a beginner. Maybe someday. Iíve decided this modding stuff is pretty fun.

  9. #9
    Colony Founder JaxTeller718's Avatar
    Join Date
    Aug 2015
    Location
    Ravenhearst
    Posts
    4,359
    Rep Power
    1
    Quote Originally Posted by Roland View Post
    I’m just a beginner. Maybe someday. I’ve decided this modding stuff is pretty fun.
    Oh it will creep up on you. Just when you thought you were out, it will pull you back IN! Welcome to the club, avoid the lemonade Gup is serving. No reason, just avoid it, trust me.

    Good luck on this new venture. Looks real good too. I will give it a spin.

  10. #10
    Super Moderator Roland's Avatar
    Join Date
    Feb 2014
    Location
    On a Zipline
    Posts
    15,865
    Rep Power
    2
    Thanks Jax.

    (I already avoid his Snicker bars so no problem)
    Last edited by Roland; 04-07-2019 at 12:50 AM.

  11. #11
    Refugee
    Join Date
    Feb 2019
    Posts
    4
    Rep Power
    0
    Holy cow! Walking into this modlet was a brain twist. I like it, totally changed my play style. The only thing more I'd want is more quests/npcs that can give quests. Haha maybe a quest to find/save npcs! This mod opens the game up not only from the sandbox, but for the inspired rpg modders.

  12. #12
    Super Moderator Roland's Avatar
    Join Date
    Feb 2014
    Location
    On a Zipline
    Posts
    15,865
    Rep Power
    2
    Quote Originally Posted by Morphan View Post
    Holy cow! Walking into this modlet was a brain twist. I like it, totally changed my play style. The only thing more I'd want is more quests/npcs that can give quests. Haha maybe a quest to find/save npcs! This mod opens the game up not only from the sandbox, but for the inspired rpg modders.

    I know for sure Prime has a few more quest types planned but I don't know if they will make it in for A18 or not. But agreed, a ton of quests with great variety will really help this particular mod.

    I remember when I first started playing I kept forgetting that I didn't NEED to kill every zombie. Amazing how the last few alphas have conditioned us to not miss out on any and all possible kills...lol.

    Thanks for trying it out!
    Last edited by Roland; 04-07-2019 at 12:52 AM.

  13. #13
    Refugee
    Join Date
    Nov 2018
    Posts
    20
    Rep Power
    0
    Nice work! I've always wanted to make a daily skill point system but had no idea how to do it. A survival game should be about surviving I like every other features too, but the quests are a bit of a downside to me (at this state). With more variiety it could be awesome tho! Will definitely give it a try!

  14. #14
    Colony Founder
    Join Date
    Feb 2014
    Posts
    1,240
    Rep Power
    1
    Quote Originally Posted by Roland View Post
    I’m just a beginner. Maybe someday. I’ve decided this modding stuff is pretty fun.
    I was just joking. Congratulations, every little mod counts!

  15. #15
    Survivor
    Join Date
    May 2017
    Posts
    85
    Rep Power
    1
    Quote Originally Posted by Roland View Post
    Please Note: If for any reason you are not sure how to do this because you are new to modding but wanted to try out my mod, please send me a pm and I will give step by step instructions to help you get my mod into your computer. People helped spoon feed me as I tried to wrap my brain around xpath and so now it's my turn to pay it forward. I've got a spoon and a big jar of Creamy Pears in my hands just for you.
    LOL I prefer dutch apple please

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •