-
Posts
94 -
Joined
-
Last visited
Nexus Mods Profile
About ghowriter

Profile Fields
-
Country
United States
Recent Profile Visitors
2919 profile views
ghowriter's Achievements
Enthusiast (6/14)
9
Reputation
-
mine was size related, the prefab started showing up in the downtown areas when i adjusted length and width, but i am still a noob myself concerning this part... i have no idea how to make a specific prefab be selected and another not and a third prefab which was an underground bunker is always placed witht he bottom of the bunker at ground level despide my specifically putting ground level higher in the editor... i'f given up and deleted most of my POIs, though, due to the serious lack of community for this game (the people are out there, but they're not sharing what they know and learn); all i can do is shrug and shake my head to that
-
I still need help here with progression.xml and my armor... i've reread the entries in the original file and i have a better understanding of what's being done there, but still have no idea how to add my own armor to unlock each tier when a specific set of circumstances are met... specifically, i want my armor tiers to unlock based on character level, not book skill level, but i cannot ascertain how to accomplish this in progression.xml since it's entirely based on the reading of books to gauge what's crafteable and what isnt ANY help would be appreciated... as for the custom xui i requested, i've dropped that part of the mod, due to the lack of community here, i've given that up as impossible due to the 'programmatic' nature of this feature and my lack of understanding of that aspect of 7DtD...
-
for the persons expert at doing models in the game, i have a request: center the following walls: shapeLogsWall01 shapeLogsWall02 shapeLogsHalfCorner i would be indebted to whomever posts such a mod
-
More loot abundance options (menu)
ghowriter replied to KopovKrieger's topic in 7 Days To Die's Discussion
i can't answer directly, but there is a mod with more options that does work, that mod's files may answer it for you? i believe it was this one: Extended Game Options at 7 Days to Die Nexus - Mods and community -
please delete this, i solved it, my changed to entity damage didnt account for the fact that there were three entries (base and 2 % increases) same with range my mod changed all of them to the value so it added 43% to entity damage twice
-
I edited the lever action tomake it .44 here's my XML: <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/property[@class='Action0']/property[@name='Magazine_items']" name="value">ammo44MagnumBulletBall,ammo44MagnumBulletHP,ammo44MagnumBulletAP</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/property[@class='Action0']/property[@name='Reload_time']" name="value">3.0</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/effect_group[@name='gunRifleT2LeverActionRifle']/passive_effect[@name='MagazineSize']" name="value">9</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/effect_group[@name='gunRifleT2LeverActionRifle']/passive_effect[@name='EntityDamage']" name="value">43</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/effect_group[@name='gunRifleT2LeverActionRifle']/passive_effect[@name='MaxRange']" name="value">125</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/effect_group[@name='gunRifleT2LeverActionRifle']/passive_effect[@name='DamageFalloffRange']" name="value">85</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/effect_group[@name='gunRifleT2LeverActionRifle']/passive_effect[@name='KickDegreesVerticalMin']" name="value">2.0</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/effect_group[@name='gunRifleT2LeverActionRifle']/passive_effect[@name='KickDegreesVerticalMax']" name="value">3.5</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/effect_group[@name='gunRifleT2LeverActionRifle']/passive_effect[@name='KickDegreesHorizontalMin']" name="value">-.3</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/effect_group[@name='gunRifleT2LeverActionRifle']/passive_effect[@name='KickDegreesHorizontalMax']" name="value">.3</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/effect_group[@name='gunRifleT2LeverActionRifle']/passive_effect[@name='DamageModifier']" name="value">150</setattribute> <!-- End --> in the pic is the weapon (took three days to find one, but the damage is WAY above what it should be. I mean, 4972 is a bit excessive, shoild be 49.72 i think... also, the range is also incorrect... an effective range of 7310 is bigger than most maps please help?
-
I have two items i need help with for my mod: (1) i have a custom armor set which is essentially a modified version of two pieces of the assassins and 2 of the rogues, i need to add them to progression.xml and, to be honest, that's one XML I dont understand in the slightest. Anyone want to create that using a generic term for each armor piece (helm, outfit, gloves, and boots), i can sub in my gear names and run with it... i do want my tier's altered, but that's not required at this time (2) i need a customized XUI, i think it's called so when my 'collector' is filling up it doesnt open and show 'dew collector' with slots for those tools; i was not able to discern how XUI works any help would be appreciated and, i am still hoping to find a way to make a specific workbench
-
I've created a mod that enhanced gatering wood... when chopping the trees, the game drops logs instead of resourceWood, the # of logs depends on the height of the tree... the player can place the log in the world and harvest it for resourceWood and i've created a recipe for the workbench to also handle it, but ideally i would request a new 'log splitter' workbench that can process the volume of logs they will get this bench would have to give the player a premade 'bundle' to open so i can give them resourceWood and sawdust or my new resourceFirewood als with sawdust (the sawdust is included for the crafting of firelogs, those fancy long burning artificial logs) anyone want to tackle making the model for this workbench?
-
I have been searching for a few days, trying to find a way to add base materials to smelting but thus far either no one had done it or it cannot be done... any thoughts?
-
I still cannot get it to work (yet) i did get the prefab to be selected by only by making it a wilderness one and, of course, it shows up in game in the wilderness which kind of defeats the purpose of the prefab (it's a small community garden plot with no quest, but six sleepers could spawn)
-
As someone who procrastinates large projects, this seems like something i would definately procrastinate and never do. That said, in this instance, i would backup biomes.xml to biomes.xml.bak, then edit the file drectly and call it good rather than make such a large project a mod... i did something similar to blocks.xml, to remove upgrading blocks and their harvest outputs...
-
While not directly modding related, I created three POIs now and the random map generator refuses to include them when making a map and I cannot figure out why, i have tweaked the properties and tags for them to the point that i am ready to uninstall 7 and forget the entire game. I could place them in the map, of course, but then i would know where they are -- what would be the point? any advice would be much appreciated
-
A Dissatisfactory Ending To A Rescue...
ghowriter replied to DirebearCoat's topic in Skyrim's Skyrim SE
just another unfinished, unpolished quest... i loved the 'brute force and slaughtered the Thalmor'... i go in using stealth and backstab everyone (seldom caught), but i can see your method working too... -
This is an idea that's been simmering in the back of my mind. I seek ideas for uses for these items. I'd expect the talons to remain with the skeleton and recoverable. I need some ideas on the community thought on this. I am already considering a 'dragon claw weapon" similar in shape to a kukri, but i would need someone to create the models for it since i am unlikely to be able to. Any other ideas?