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Thread: Tin'sMod: The Dying Lands.

  1. #1
    Leader Tin's Avatar
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    Tin'sMod: The Dying Lands.

    Welcome to:
    The Dying Lands


    (Very small back story to account for the vast amounts of dilapidated homes and bldgs)
    It's was a 150 years since the Zombies first appeared. At 50 yrs in, People were finally starting to band together to counter the threat. 50yrs later humanity was finally starting to make a comeback..or so we thought!
    It was about that time strange occurrences began happening, A new threat was emerging and coming out of the shadows! No one really knows why or how the Ghouls appeared! Ghouls.. heh Just another word for Monster but that's what we call them. So now, a 150 years since this madness began, humanity is once again struggling just to survive...

    D/L Link --> The Dying Lands v0.1.1 Feb19 2018 <--
    ***Important*** Highly suggest you complete the first beginner quest!

    D/L Link --> The Dying Lands: Body Parts (edition) <--
    ** The Dying Lands: Body Parts Desc link ***

    **Note** v0.1.1 is in the launcher ty sphereii!!.

    Giving a shout out to: Skippy0330 and his YouTube channel for doing a "First Look" video of the mod.
    Skippy0330: "First Look of The Dying Lands"


    Giving a shout out to: GameEdge and his YouTube channel for doing a "First Look" video of the mod.
    GameEdge: "First Look of The Dying Lands"


    They Just do a better and more entertaining job of it then anything I can write about. So stop in and give him some love.


    Giving a shout out to: Lost Soul and allowing me to use this link. And you thought you were safe
    Underground is not safe!

    Now I don't know if this will happen every time, since I never tested the AI tweaks with underground structures. Either way it can happen.

    As of Jan 28th 2018...
    Unofficial and requires the use of the launcher: Concerning the SMX UI with the Bigger backpack and merging other mods with this through the launcher..

    Quote Originally Posted by sphereii View Post
    I added unofficial support for SMX with Bigger back pack in the mod launcher. If it breaks your game, come see me, not Tin

    Definitely do not mix this mod with any other mod (aside from the previously mentioned Bigger Back Pack mod I spun up. ).

    Contrary to some, it cannot be merged with any other mod.
    Sphereii also added

    Quote Originally Posted by sphereii View Post
    Mod launcher is updated to the latest version

    Bigger Back Pack / SMX is also updated.

    Also snuck in Guppycur's WastelandUI as a non-biggerback option for a custom UI.


    First things first.
    This is just (imo) enhancing whats already in the game itself. You won't find complex crafting or progressions etc,. here. You won't need a wiki or complex in game instructions in order to play this since it's still basically the same in most areas.

    Biomes:
    Have been redone top to bottom to give a different feel than the vanilla game. Iv'e hand made some new prefabs as well to help change it up (hopefully for the better).
    You'll also notice that the dithering between biomes will give a much smoother transition than before.
    The biomes themselves are in general much larger and will take more time to get through them.
    One thing that will become pretty clear early on is there's no standalone "Snow" biome but snow covered mountains instead.
    Water is also drastically reduced but there's still plenty. The water biome itself also has increased spawning.

    The weather:
    Has been tweaked in such a way to actually be a more pleasant gaming experience and less psychotic in 'temperature' fluctuations. In certain biomes you will get cold at times and other you will get hot at times but it'll be bit more fluid and not quite as jarring.

    The terrain has totally been revamped as well and closer to how I want it (still may tweak it here and there).
    *Note* Roads are still an issue and do not always lead to Cities/Towns and just end at times. I have tried everything I can think of to counter this from happening with no success. It is what it is and I have no control over it.


    AI:
    I have spent a couple months on trying to find a work around to get the pathing of entities better. I think I have succeeded! but it's at a cost.
    During the day sneaking will be mostly unattainable. Losing the zeds actual line of sight for a period of time is the key. At night you can still sneak, it's more difficult but you can still do it. Sleepers are more prone to wake up! So I would prepare before entering.

    Zed's: Are a lot more aggressive in nature now. Once they see you, they will go into a frenzy swiping and swatting at the air and anything around them but ever walking closer and closer to you anticipating their next meal.
    Not all zeds are created equal. Some will attack more often others won't. Some hit harder some lighter Etc,. Variety is the spice of life and all that.
    The majority of zeds are walkers 24/7 but there are other types that are faster day or night.

    ***If you want to change them to more a vanilla attacking goto this link and it explains how to do so (really easy):https://7daystodie.com/forums/showth...l=1#post775309***

    Wandering hordes: Have been toned down quite a bit to almost be a rare occurrence. Mostly what you'll find is boars/snakes or vultures rolling into your area and every so often a group of zeds to follow.
    To counter the toned down wandering hordes there are more zeds in the biomes in general and they will spawn back faster than the vanilla 5 days. So just a little warning. Don't get complacent that your area will be free of zeds for 5days.
    Ware the Vultures! Wandering horde or not. These aren't you typical Vultures They are A LOT more aggressive than normal.

    The Screamers: Are deadly and close to on par with the bloodmoon hordes in the later gamestages. So be careful and don't let them get the better of you.
    *In return for making them more deadly* The heat map has been toned down on some item's so it should give you a touch more breathing room but not a ton

    Bloodmoon Hordes: Will last, on average, till 4-5am every time they occur.

    Forest: Forest are Forest whether they are mostly Pine or Maple. Trees trees trees galore! I've decorated those biomes in such a way to hopefully (for the majority of players) not drop the fps.

    Hubs (Town/Cities): Will vary in a variety of sizes but they CAN get pretty big!
    All Trader pois: Are located in Towns/Cities and no longer in the wilderness. Want to find a trader? Locate a town or city! The Trader quest has also been removed from the beginner quest chain.

    High Value prefabs: Have had their spawns re tweaked. Bookstores, Gun stores, Apartment bldgs, Diners and Fast food, Pharmacies, Hospitals, Police stations and many more.. to help make the world more alive...er undead?! This has been done to make prefabs matter a bit more and increased the threat at places that would likely see high population counts.
    Last edited by Tin; 03-05-2018 at 03:08 PM.

  2. #2
    Leader Tin's Avatar
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    Additions for v0.1.1:
    • Unified times for zeds to convert to gore blocks.
    • Roads fixed and will mostly not dead end now. Thanks Dracos99 for showing me the fix
    • Change some of the meats (grilled no longer requires 2 raw meat to make)
    • Tools/Weapons Are now = to vanilla 300 Quality in damage.
    • Quality now only increases durability instead of damage.
    • Melee weapon Damage increases are based Types and skill level and certain perks. Spiked Club is greater than Iron Club which is greater than Club in damage etc,.
    • Readjusted loot from gore blocks (again)
    • Knife Guy Perk now give a 10% harvest increase at lvl1
    • Melee/ Mining/ Construction skills: now lower stamina drain as you level, up to 25% @max skill level.
    • The rest of the 25% you gain from perks to be most efficient.
    • You now get 6 perk point upon completing the beginner quest instead of 5.
    • 'Clay' redone in biomes to be less resource intensive. Now more like ore deposits.
    • BloodMoon horde redone GL!
    • Ghoul and zed biome spawn tweaked.
    • Redid some of the ghoul textures to be less resource intensive *Clients must have the uma texture folder to get the results*
    • Many other adjustments done.


    *Special Thanks to: ConZ for bringing to my attention the oops! on the quest AND for providing the fixed file TYVM and a TY as well goes to zootal for keeping me informed about the Linux naming issues

    • My personal TY list: (in no particular order)
    • Sphereii
    • Guppycur
    • StompyNZ
    • Darkstartdragon
    • Conz
    • zootal
    • Xyth
    • and to All the people trying this mod out TYM!




    Note: The quest Fixes are now in the Launcher (current with dl link) TYVM sphereii

    Tips,Tips,Tips and more Beginner Tips!

    • Use the beginning safe time to finish your beginner quests and get the 5 perk point upon completion.
    • Don't move far from the starting point in the beginning to collect beginning resources.
    • The initial safe time will end at 12noon (game time) unless you travel to far away from the starting point then it's "Game On!"
    • It's Not a good idea to enter cities until you're ready to throw down and fight.
    • Use the wilderness pois to build up supplies till you're ready (ware the ranger station pois).
    • V0.0.8 Don't eat canned goods unless you really need to and are willing to take the risk of taking a wellness hit.
    • The only way to 'Sneak' during the day is to loos the zed's LoS for more than 30seconds.
    • You Can 'Sneak' during the night but is much more difficult than vanilla.
    • *Vultures* Do Not register if you're in 'Sneak' mode (vanilla thing, can't control it).
    • Blood Moon nights.. make sure you have at least a stack of arrow ready to go.



    Files that have been altered:
    *Lots of new comments. Some comments may not be 100% accurate in my way of describing or thinking but just giving a little insight on how I went and thought about it. So, srry if they are not..*
    biome.xml - Major overhaul
    blocks.xml - Minor tweaks
    buffs.xml - Minor tweaks
    entitygroups.xml - Moderate overhaul
    entityclasses.xml - Major overhaul
    gamestages.xml - Major overhaul
    items.xml - Minor tweaks
    localization.txt - Very minor tweaks
    rwgmixer.xml - Major overhaul
    weathersurvival - Minor tweaks
    xui.xml - Very minor tweaks
    Prefab Folder - Minor addition and tweaks to existing and new prefabs.

    *This Mod was developed and tested using*
    i7- 5820k CPU @ 3.3ghz 6cores 12 logical.
    32gb Ram
    1070 GTX gpu
    Nothing was OC'd

    This is all a xml driven mod.

    So forgive me if I made it a touch demanding for some as I don't really have a smaller rig to test it on.
    Pretty sure I got it OK for most ppl though.

    Adding to servers:
    Just copy/past the config and prefab folder and done!
    Just an FYI the Clients will need to do the same in order to get and see everything like it should be as well.
    If the clients don't it's nothing major as you can still play just fine. The server just doesn't carry over all the extra effects I've added.

    The fine print stuff:
    Things I will not do to this Mod:
    I will not be adding any other additional mods.
    This is just for me personally and I thought I would let you know. I don't have the extra time to do so and keep track of every other mod addition and every time they update it etc,.

    'IF' you want to add in the "compo pack" or the "Bigger back pack" or the "X" mod to this! You are more than welcome to do so. I like playing those mods as well so it's not about not liking any particular mod.

    'IF' you want to take portions of this mod and put it into other mods Knock yourself out!
    'IF' you do end up taking portions of this mod and adding it to your mod just a friendly tip of the cap mention is all I ask... If you remember
    Last edited by Tin; 02-19-2018 at 04:24 PM.

  3. #3
    Leader Tin's Avatar
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    Oh and sometimes the town/City has been so forgotten by time that it's completely over grown even the streets are gone. So have fun exploring and stumbling upon them.
    20171224163946_1.jpgScenicView.jpgScenicView2.jpgsnowCap.jpgTradersInTows.jpg
    Last edited by Tin; 12-25-2017 at 02:17 AM.

  4. #4
    Colony Founder The-Walking-Dad's Avatar
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    Looks good!

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    Nice work. Going to give this a try....

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    Tracker bigstep70's Avatar
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    I guess my xmas day is gonna be the 26th
    I so look forward to this release Tin... this sounds/looks awesome.
    I'll try to play it out-of-box... before I mod your mod
    Last edited by bigstep70; 12-24-2017 at 10:16 PM.

  7. #7
    Zombie Hunter
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    sounds awesome tin and i have a counter to the reduced heat map 8 forges and 2 chem stations running non stop

  8. #8
    Leader Tin's Avatar
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    One more image:
    20171225121544_1.jpg
    Ha! Just realized I didn't put Orange = plains
    Yes. Some areas don't have hubs, that's by design but they do have more stand alone poi's in them.
    Last edited by Tin; 12-26-2017 at 01:27 AM.

  9. #9
    Leader Tin's Avatar
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    The Dying Land Now available.

    Download link in opening post. Dec 26th 2017

  10. #10
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    tin is it ok with you if i challenge ur reduced heat map to see what it takes to break it?

  11. #11
    Guppycurian Forum Whore Guppycur's Avatar
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    About time, slacker. =)

  12. #12
    Leader Tin's Avatar
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    Quote Originally Posted by Blazer777 View Post
    tin is it ok with you if i challenge ur reduced heat map to see what it takes to break it?
    Knock yourself out! GL edit: Oh I did tone them down a bit in the early game but once you get a higher gamestage it'll be right as rain

    Quote Originally Posted by Guppycur View Post
    About time, slacker. =)
    Had to be done. Still have a lot of stuff I want to do with it but that'll need to wait for A17.

    More for others who read this but..

    Don't expect all the bells a whistles that Starvation and Rave have but it's not slacken in other areas to make good game play
    Last edited by Tin; 12-26-2017 at 06:04 AM.

  13. #13
    Tracker bigstep70's Avatar
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    Quote Originally Posted by Tin View Post
    The Dying Land Now available.

    Download link in opening post. Dec 26th 2017
    Woo-Hoo... some late night reading and then come morning, after this is all loaded up with Compo I'm probly gonna die many glorious deaths.
    Thanx a bunch Tin.

  14. #14
    Leader Tin's Avatar
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    Quote Originally Posted by bigstep70 View Post
    Woo-Hoo... some late night reading and then come morning, after this is all loaded up with Compo I'm probly gonna die many glorious deaths.
    Thanx a bunch Tin.
    Hope you enjoy it!

  15. #15
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    tin check ur GS xml's coz 60 of my first 88 Z kills have been ferals lol not complaining tho just find it rather odd that early on

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