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Thread: CHS - Classic Horde Survival

  1. #1
    Colony Founder Valmar's Avatar
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    CHS - Classic Horde Survival




    Welcome to CHS - Classic Horde Survival. This mod aims to offer a completely different experience from vanilla. If you want a mod that adds more farming, crafting, building or expands the game to last for hundreds of days this is NOT the mod for you. This mod is intended to be more towards having a few hours of fun in a horde mode rather than spending weeks building cities. If you just want to kill hordes of zombies while scavenging for food and ammo, this mod might be for you.

    Warning: If you have a below average computer you may experience FPS issues when playing this mod due to the large number of zombie spawns. You can lower your games spawn settings in the game options to try to dial it back some but your millage may vary.


    Install Instructions:
    Right Click 7 Days To Die and select properties
    Click the Local Files Tab
    Click the Browse local files button.
    Open the Classic Horde Survival 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.


    Classic Zombies:

    Zombies in CHS do not run, climb ladders, vomit or absorb hundreds of bullets to the head to die. There are no zombie animals or giant mutant bees. What you get are many slow lumbering hordes that try to overwhelm you with numbers. You will not take them down with two arrows in the knee or a pistol in the hip. The combat is centered around the philosophy that the best and most effective way to kill a zombie is to destroy the brain.

    Zombies also deal considerably less block damage (1 point of damage). So you will no longer have a zombie eating through concrete or wood like it was tissue paper.

    NOTE: If you have zombies running set to "normal" they will still run at night. Turn off zombie running in the game settings if you want it off completely. I do this to give the player a choice. In vanilla some zombies always run at daytime, meaning you could never truly disable it. Now you can.


    Starting Classes:

    When you start the game you will have a Class Selection item in your inventory. With this you can craft one of several classes to start the game with a specific focus and advantage.

    Classes:


    Basic Supplies (all classes start with these) -
    Random Shirt+Pants with boots
    1 Can of food
    1 Painkiller
    1 Bottled Water
    1 Bandage
    1 Flashlight
    100 relevant ammo

    Hunter Class -
    Hunting Rifle
    Skinning Knife (More Hide from Skinning)
    Animal Feed (Used for Animal Snares and Chicken Coops)
    Repair kits

    Hunter Skills/Perks-
    Rifles: 20
    762mm Round Crafting: 10
    Leatherworking: 10
    Animal Traps: 10


    Gunman Class -
    Pistol
    Leather Duster
    Cigar
    Cowboy Hat
    50 Casino Coins (used to purchase items from the Merchant Delivery Box)
    Repair Kits

    Gunman Skills/Perks-
    9mm Round Crafting: 10
    Pistols: 20
    Bartering: 10
    The Outlaw: 1


    Bruiser Class -
    Football Helmet
    Iron Club
    Pump Shotgun
    Repair Kits
    2 Painkillers
    2 FirstAid Bandages

    Bruiser Skills/Perks-
    Shotgun Shell Crafting: 5
    Blunt Weapons: 20
    Blade Weapons: 10
    Shotguns: 10
    Improvised Armor: 5


    Survivor Class -
    Cloth Hood
    Bandana
    Led Goggles
    Crossbow
    Blunderbuss
    Wrench
    1 Can Meat Stew
    1 Bottled Water
    2 Bandage

    Survivor Skills/Perks-
    Archery: 10
    Scavenging: 20
    The Survivor: 1
    Tool Smithing: 10


    Medic Class -
    Skull Cap
    Pistol
    Repair Kits
    1 Military Ration
    1 Purified Water
    1 First Aid Bandage
    1 Herbal Antibiotic

    Medic Skills/Perks -
    Medicine: 20
    Science: 20
    Pistols: 10

    Limited Crafting:

    Crafting in CHS is greatly reduced from vanilla. You cannot craft iron or steel tools, wood frames or anything particularly complex in regards to tools or blocks. You cannot grow a farm and mining tunnels is not only made more irrelevant but also much more tedious as as stone takes far longer to mine.

    To eat you will need to loot. To get tools you will need to loot. To get ammo you will need to loot. To get someplace safe to will need to take over prefabs. You can still reinforce buildings and make repairs. Woodframes can even be found in working stiffs if you want to work on a small repair project.

    Tool and weapon repairs are simplified down. You no longer need a bunch of forged steel or iron to repair multiple tools - you can now use whetstones which are simple to get early on by mining the boulders you find in the wild or by stone (though stone takes much longer). Everything made in a way to encourage a more fast-paced playstyle with less emphasis on grinding and more on just playing and killing hordes of zombies.


    New Weapons+Mods:

    There are a few new weapons in the players arsenal. A combat axe and scythe are added to the loot table. Along with several "legendary" melee weapons ranging from a chainsaw to a wrench. There is also a boomstick for those who really want to live out the Ash fantasy.

    The guns themselves now have more individual focus. The SMG, Magnum, Assault Rifle and Sniper are now no longer found in loot. The three guns you find and use are Shotguns, Hunting Rifle and Pistol. However to compensate for the lack of gun variety these guns now can be modified.

    Pistols can be modded to have a silencer and an extended clip.

    Hunting Rifles can be modded to have an extended clip and a scope (essentially filling the sniper rifle role).

    Shotguns can be modded to be sawed off or choked.

    With these changes you now will no longer be finding "useless" ammo that you are likely to never need or use as much as you might in Vanilla (9mm ammo).



    Rebalanced Loot:

    In CHS you find less "trash" loot. While there will still be junk items you may not particularly need most of the loot tables have been streamlined a great deal to focus more on useful items and less on crap. This mod aims to be faster paced and is not necessarily designed for players who like to go several weeks into the game and want a slower grind.

    You do not find gun parts in loot anymore - though you can find gun mod parts such as a silencer, scope or extended clips. Now instead of gun parts you will find complete guns - of which there are now only THREE (pistol, shotgun, hunting rifle). Supply crates now drop a nicer supply of resources that make them worthwhile to find. Even the treasure chests are slightly more lucrative.

    Different zombies drop different loot. If you want to focus more on food the female zombies make a good target. Nurses are good for medical supplies. Cops are good for weapons.

    You no longer find weapon casings and tips. Now instead you find bullets. The only way to get bullet casings or tips is to dismantle your ammo.

    All zombies have a chance to drop ammo, armor or weapons.

    You can also find generic "ammo boxes" in certain loot such as the supply drop or military munition crates. These ammo boxes can be whatever one of the three ammo types you prefer.


    New Perk System:

    In CHS there are no more recipe books you need to find and read to learn how to assemble or craft weapons or various items. Everything in CHS is now made into Perks that you have to purchase with skill points. Books you find in loot are now "skill books" that will give you points in certain skills depending on the book.

    Many perks are now multi-layered. Meaning instead of spending 10 points to unlock level 1 of a perk to get a recipe you will now need 10 levels in a perk to get the recipe with each level costing one point. This means reading multiple skill books can potentially unlock new recipes.

    Some recipes, such as clubs, are now locked behind your actual skill level. So for example you will unlock more club recipes by leveling your Blunt Weapons skill.

    You can also find Survivor Notes off of zombies or in loot that can be read to gain a skill point.


    New Combat System:

    Other than headshots being one-hit-kills for nearly every weapon some of the melee weapon ranges have also been adjusted - including the melee range of zombies. This should help reduce the chance of a zombie being able to hit you from what seems like several blocks away.

    Getting hit by a zombie will drain your stamina a little so be on guard.

    Certain melee weapons (wooden club not included) can be used as a guard. To do this right-click while holding the weapon. When you guard you have a brief window of immunity to certain buffs such as bleeding, infection and stun. You also for this short window have a faster movement speed so you can dodge out of combat. Just be careful not to get too arrogant - dodging/blocking consumes stamina and the immunity window only lasts for half a second.

    Bleeding is also no longer fatal. You don't have to worry about bleeding to death from a small cut just because you were a few seconds too slow to apply the bandage.


    Custom UI to show food/thirst levels and temperature based off of Red Eagles great UI mod.

    UI Sample:
    Spoiler: 


    Gamez4Kickz CHS Mod Showcase Video




    Last edited by Valmar; 11-24-2016 at 12:32 PM. Reason: Updated UI

  2. #2
    Colony Founder Valmar's Avatar
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    Credits

    A big thanks of credit goes toward LokitheWeaver for his very indepth and useful support and feedback which made this mod possible. Cannot overstate how helpful it was and I hope the end result provides a fun enough experience to be worth the effort you put into it.

    Another big thanks to StompNZ for always helping me with much needed buff and rwgmixer-related support and just being a generally awesome guy to know. Thanks Stomps, I owe you.

    Thanks to those who participated in the earlier "WIP" version of this mod that helped me balance things out and find bugs I otherwise might had no noticed. Thank you.


    Additional Notes

    Is the mod perfectly balanced and without any oversights or bugs? No, Im sure it isn't. That doesn't mean I wont strive to remedy any issues people bring to my attention, however. If you have any issues or thoughts please feel free to share them below and I will take them into consideration.

    Please remember that this mod is NOT for everyone. It doesn't try to be, either. If you have a fun couple days in the mod fighting off hordes and boarding up windows then I feel like I've succeeded in what I wanted to accomplished. I had a somewhat simplistic goal to achieve with this mod and I think I've roughly done just that. It isn't focused around the long-term 100 hour end goal. Its meant to give you a couple hours of entertainment. Then after that maybe after day 7 or 14 try out a different class and see how that experience goes with a different playstyle.

    If you plan to run this on a server do be warned that I don't know how well it will perform. Even on single player the spawn setting can be pretty demanding and eat up framerates. Servers with multiple players add other levels of variables that this mod wasn't necessarily centered around. Also note that players who join the server will need to have the mod installed locally on their side too to get the full experience.


    The mod supports and is compatible with Sphereii's 7 Days to Die Mod Launcher.
    Last edited by Valmar; 08-26-2016 at 05:02 PM.

  3. #3
    Reconstructionist Alphado-Jaki's Avatar
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    Oh.... my......goodness....
    Awesome work......., Valmar.
    You finally bring brand-new wind into 7dtd modding.

  4. #4
    Colony Founder JaxTeller718's Avatar
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    popping this up on my server like we discussed under our Forum Fanatics Umbrella of servers.

    Server is 75.127.5.186:26430

    Pass is thedeadshallriseagain

    not up just yet waiting on recommended settings and whether to use the vanilla spawn or regular prefab folder

  5. #5
    Colony Founder n2n1's Avatar
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    Did I understand correctly - you recreate the game mode ?


    PS: What would I be in the subject:
    - what is Alpha is the best new introduction in the source - Horde Mode ?
    (what Alpha I check to understand what is Horde Mode ?)

    sorry about my english...
    Last edited by n2n1; 06-22-2016 at 08:09 AM.

  6. #6
    Colony Founder Valmar's Avatar
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    Hello N2N1. I believe I understand the general idea of what you're asking.


    I have not personally played the "Horde Mode" that was in 7 Days to Die in the past. I have only heard of it. I do at times, however, WANT to play a horde mode. While this mod surely does not replicate what they had originally I do believe it does reasonable job at filling the role given what we have. Or at least what I want from a horde mode.

    I do not know what Alpha had the horde mode as it was before my time with 7 Days to Die. Though I doubt it is still an option in the betas tab as they have a tendency to remove old alphas from the list.

  7. #7
    Colony Founder n2n1's Avatar
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    Quote Originally Posted by Valmar View Post
    Hello N2N1. I believe I understand the general idea of what you're asking.


    I have not personally played the "Horde Mode" that was in 7 Days to Die in the past. I have only heard of it. I do at times, however, WANT to play a horde mode. While this mod surely does not replicate what they had originally I do believe it does reasonable job at filling the role given what we have. Or at least what I want from a horde mode.

    I do not know what Alpha had the horde mode as it was before my time with 7 Days to Die. Though I doubt it is still an option in the betas tab as they have a tendency to remove old alphas from the list.
    I also have not played in Horde Mode, but heard about it. Because people are asked to return it.
    I completely agree with You that accurate reproduction is not necessary, for some reason.
    (and not fun for a Modder )

  8. #8
    Reconstructionist Alphado-Jaki's Avatar
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    First, this is one of the best MOD I've ever played.
    Nicely balanced, and cool stuff from your other MODs gave me so amazing time, thanks Valmar, and LokitheWeaver (I don't know who he is but should have incredible imagination.)
    I'll be playing even at A15 release, maybe

    But I met a little problem.


    Your cool belt is moved in 4:3 resolution.
    It'll be fixed using anchor="CenterBottom" and re-matching pos/position on Line24 in windows.xml.

    Keep makin' amazing work, Legendary Modder.

  9. #9
    Colony Founder Valmar's Avatar
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    I appreciate the praise and am pleased you're enjoying it.

    The toolbelt issue is sadly nothing new with my mods. It doesn't ever seem to want to position itself correctly on resolutions that aren't 16:9.

    I've not that savvy with the xui modding so I didn't know if there was a universal fix to it. Tomorrow I will investigate this "centerbottom" approach. If that works out it will have saved me much frustration as this bug has been a thorn in my side since A13. Thanks for the tip!

  10. #10
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    I've spent quite some time away from this game but this mod might just revitalise my z killing. Thanks Valmar and Loki

  11. #11
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    Blocks

    (BAD ENGLISH)

    cant you maybe to so you can pick up blocks to build a base with no door and what i mean to pick up block take it from the other houses

    (OTHER THINGS)
    and to storage and forge mine it you get it can take it with you all time

  12. #12
    Colony Founder Valmar's Avatar
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    Quote Originally Posted by Bobojohhansen View Post
    (BAD ENGLISH)

    cant you maybe to so you can pick up blocks to build a base with no door and what i mean to pick up block take it from the other houses

    (OTHER THINGS)
    and to storage and forge mine it you get it can take it with you all time
    That would be possible but would require a lot of effort to get done correctly when factoring in all the different blocks and balancing it out. Besides that I dont want building to be something you can reliably do in this mod.


    Same with the forge. I dont want players having a forge wherever they want. Storage is a bit different. You actually can pickup backpacks and such for extra storage if you break them.

  13. #13
    Colony Founder StompyNZ's Avatar
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  14. #14
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    Quote Originally Posted by Valmar View Post
    That would be possible but would require a lot of effort to get done correctly when factoring in all the different blocks and balancing it out. Besides that I dont want building to be something you can reliably do in this mod.


    Same with the forge. I dont want players having a forge wherever they want. Storage is a bit different. You actually can pickup backpacks and such for extra storage if you break them.
    yes it will take a lot of my time if i do it. you know what i du it i will see if it looks good and balanced with you mod
    i will remember you features with the forge and storage

    PS" english is not my main language) Link: http://www.filedropper.com/block (not complete)
    may be a lot of bugs. you need CHS mod intall. work like this mine house frames get fragments to craft frames only wood upgrade
    Last edited by Bobojohhansen; 06-23-2016 at 11:43 AM.

  15. #15
    Ranger Markezzz's Avatar
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    Hey Valmar,
    on which oven can i use the oven repair kit? I cant use it on the wall oven. :/

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