7 Days To Die
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ghussak

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ghussak

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35 comments

  1. undeadmemes
    undeadmemes
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    is this working with a18?
    1. ghussak
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      no, see the updated description, I put a link to a mod that can even be further and much easier tweaked in case you want more damage, but I think it is well balanced and really simple to understand it's code.

      now you dont "have to play hoodwink Houdini in order to install it" neither will have to "require solving the mysteries of Gaza in order to play", read more at https://www.reddit.com/r/7daystodie/comments/b3vtd4/looking_for_headshot_insta_kill_mod/ej2lf6g/
      xD

      have fun!
  2. Greyhawk3
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    I followed your instructions. It did not work. Is the mod outdated due to changes with the updates or did I do something wrong?

    https://pasteboard.co/HO44R4w.png
    1. ghussak
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      sorry bro, I was away for a long time...
      yes, the xml structure changed and required updating this mod indeed...
      try this, still pre-alpha, just a scratch that actually works:
      https://gist.github.com/Gussak/65e5ece1cdd8870e8ae8b317fb79c5b3#file-modlethalhs-sh
  3. ghussak
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    a17
    new simple code (pre alpha test) at:
    https://gist.github.com/Gussak/65e5ece1cdd8870e8ae8b317fb79c5b3#file-modlethalhs-sh

    it basically adds a "DamageModifier" if there is already "EntityDamage", so some items may still feel weird and need specific tweaks.

    place it at same folder containing items.xml file before running it as: ./ModLethalHS.sh

    I will improve it when I have time and do a proper release here :>

    ps.: this is still version independent, as much as possible of course ;)
  4. the9trances
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    I'm a developer and I love Linux, but I see a lot of people asking for a less complicated way to make these changes. Here it is.

    This is for people who wish for a much much slower, less frustrating, and less technical solution can go open "/7 days to die/Data/Config/items.xml" and then find whatever items they'd like to buff.

    Find:
    <item id="X" name="NAME">
    => <property class="Action0">
    ==> <property name=" DamageBonus.head" value="Y">

    NAME will equal the weapon's name (like machete). Update the value="Y" to a much higher number. If you want a 100% perfect kill on headshot, make it something really really high like 99999, otherwise you can double or triple the value to make headshots have more punch.

    For SOME ranged weapons, you'll need to update the ammunition itself, not the weapon. ("arrow" not "woodenBow" ) But guns can be updated directly. ("shotgun" not "shotgunShell" )
    1. ghussak
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      Not only that, some items require to be pached (copy the properties) because they inherit from other items and are missing the required properties. And you will have to do that for every release and after installing any other mods that replace the items.xml file. But it is completely doable, and I think you will spend more time than trying to use this patch xD, not sure tho..

      In the other hand, trying to apply this patch may be a nice way to promote ppl getting more geeky ;), mostly if they try to run the commands this patcher creates manually, everything is in the run log for easy reviewing what was done, so they can learn xmlstarlet and create their own patchers!

      I dont have access to a windows machine (well, I dont want to have anyway), if some developer could help on making a windows front-end to easily setup the options I provide thru command line (so the front end would provide fields to set the values to use as input to this patcher), feel free to do so, you can even release your mod that would just depend on this mod, just make it sure to be a painless process otherwise it will be pointless xD.

      EDIT: oh btw! you just gave me an idea,
      using a regex or a macro on notepad++ you can make any single shot be an insta kill in a few seconds, but that will turn any cotton bullet into a BFG10K hehe.
  5. Slickcharms
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    This thing is crazy confusing, isn't there some other way to do it that doesn't require an engineering degree. Can't we just replace a file with a modified one and save an hour or more of breaking the game? I like the idea but am just too afraid of how complicated this is. Maybe someday when this is no longer a proof of concept but an actual playable mod then I'll give it a try. But not as it is. Sorry
    1. ghussak
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      well, it is playable already

      The proof of concept:
      concerns automatically merging mods solely. So end users would not have to wait developers to update their mods, we could just merge everything that is automatically mergeable (like this mod), and many mods concepts would also be (somewhat) independent of the game version.

      To put away the fear of breaking things:
      basically, if you have enough free space on your HD, just backup the whole game folder so you will be sure nothing will break.
      even better, use unison (or other synchronization tool) https://www.irif.fr/~vouillon/unison/ (btw, I only use the linux version of it, and I just found that link), so you can be sure you will always have something that works when you are in a hurry to have some fun :)

      I appreciate anyone willing to help on decreasing the confuseness of my installation instructions, if it is possible of course :)

      I believe a .bat windows script could transform all the installation instructions into an automatic download/install/execution painless procedure, but... I have no idea how to code windows .bat files other than the very basics of it :(
    2. ghussak
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      mmm... cygwin setup seems to support command line installation of packages, that could be put on a .bat script.
      see http://stackoverflow.com/a/14986916/1422630
      can someone test it?
  6. ravemaster99
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    Well, if cygwin just modifies a file, cant someone just upload their version of the modified file?
    1. ghussak
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      Their version can be a file from another mod that you are not using.
      Their version can also be from an older or newer 7dtd version than yours.

      It probably would only work for you if the uploaded was of the same 7dtd version of yours and if you are using the vanilla one.

      And if you dont like some configuration, you can always re-run this script and individually modify each weapon with a multiplier (over the vanilla value), or an override.

      And whenever a new version of 7dtd comes, I dont have to update this script unless something extreme is modified and breaks it's functionality.
      And it also support the configuration of new weapons (or the removal of any default ones) by the end user, you :), In case I have not added them by default.

      But a front-end, one-click, to do the initial installation of this mod/script automatically could be welcome I guess :)
  7. Tassadar2186
    Tassadar2186
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    ...I have no idea if what I did actually worked... I tried to follow your directions exactly as you said... This is what I got.

    http://pasteboard.co/xI03bdynf.png

    I have no idea what I did wrong. Mostly because I have no idea what I'm doing. Most of my modding experience involves using GUI's, Nexus Mod Manager, and everything else that entails. Using something involving text and/or code like this has never entered the picture before, and as I stated earlier: I have no idea what I'm doing, other than trying to follow the directions you gave, to the letter.

    Addendum: Scratch that. I see where I @#$%ed up. Let me fix it and see if it works now.

    Addendum 2: No, nevermind. I fixed the string to add in the \common\ part in the location string, and suddenly it was treating 'common' like it was the start of a command or something, then spitting back an error about 'days' 'to' 'die' being bad or something. I closed the entire thing and I'm about to reinput the commands, hoping it'll actually stop pulling this BS now.

    Addendum 3:

    ...

    http://pasteboard.co/xIFv1SEX9.png
    1. ghussak
      ghussak
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      run just:
      ./modHeadShotsAreLethal.sh -A
      as you are already on the correct directory, it will guess and find the 7DTD installation path automatically.

      but... my instructions are wrong indeed, I dont use windows at all (and cygwin is a windows application), so you ppl ends helping me on that, sry, I will fix the command.

      If you could try this command and see if it works, it will help me fix the instructions:
      ./modHeadShotsAreLethal.sh --cfg strGameInstallPathUCFG "/cygdrive/f/Steam/steamapps/common/7 Days To Die/"
      or (this should work too, not sure tho)
      ./modHeadShotsAreLethal.sh --cfg strGameInstallPathUCFG "F:/Steam/steamapps/common/7 Days To Die/"
      and this could work but it is just a bet
      ./modHeadShotsAreLethal.sh --cfg strGameInstallPathUCFG 'F:\Steam\steamapps\common\7 Days To Die\'
      thx!

      Explanation:
      '\' is a escape character when used inside double quotes.
      so, ending the line with "\" will make the closing double quotes be escaped, so that is why you can continue typing the continuation of the command on the next line, but being wrong the command line I provided, it would be pointless to try to type anything there...
      and, I believe when used inside single quotes (3rd command option I provided) it could work too, not sure tho.
      http://stackoverflow.com/a/30491243/1422630
  8. RohtehPro
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    Hey, does this mod work for A15? I followed the instructions, but when I go into the game on insane, the zombies aren't until they take a couple of headshots first. I don't know whether I have screwed up the patching process at some point or not.

    I have added some pictures of the Cygwin Terminal. If possible, could you take a look and tell me if I've done something wrong?

    http://puu.sh/rDQzS/390e510615.png
    http://puu.sh/rDQBw/d7571303a7.png
    1. ghussak
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      There seems to have some bug (my fault?), on the second picture, I will check it..
      The few last lines are usually the important ones (well, any error or warning messages).
      But a full text log would be better, I will implement it for easy posting.

      For now, you can try a previous version, they are less complex therefore less prone to bugs.

      Btw, after a successful patch apply (after I fix it), if headshots are still too hard, you can try to increase the multiplier from 10 (default) to ex.:
      ./modHeadShotsAreLethal.sh -x 20 -a
    2. ghussak
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      I couldn't recreate the problem sorry, that failure is unexpectable.
      Try the new version EDIT: 0.7.1beta, if it fails, provide me the debug log, you can put it on pastebin site and link here.
    3. RohtehPro
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      Thanks.
      I tried to install 0.7.1, but that didn't work either and this is what I got from cygwin
      http://pastebin.com/qKkHYsjV

      I'm gonna try one of the older versions now.
    4. ghussak
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      Quite puzzling this problem, I released v0.7.2beta, no fix for the problem yet tho, just more debug info.

      If it still did not work with older versions, try to restore a vanilla backup of items.xml and run again to see the results.
      But that will be pointless if you are using some other mod (this patcher is intended to work with all other mods).
      If so, what other mod would that be so I can test here too?

      Being unable to reproduce the problem, I would need the debug log file (there is a big one uncompressed that you can read if you want, but you can send me the compressed one "modHeadShotsAreLethal.sh.log.tar.gz" as private message if you like). Not sure but may be the debug log last 100 lines could suffice also I guess.
    5. ghussak
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      Check if version 0.7.5beta fixes it? also try the cygwin's xmlstarlet (installed from within it), may be more compatible.
  9. apex087
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    Hi, I'm sorry to bug you, but I'm having a hell of a time getting this installed. I'm on A15, although i had the same result on A14 as well. I'm pretty sure I followed all the instructions. Here is my log

    http://pastebin.com/iLJyx1yU

    I have it installed in the same directory as my items.xml as shown

    http://i.imgur.com/296Zc4s.png

    I am completely out of ideas. Can you help me?

    Update: I used the second most updated version and it worked perfectly. Does that help at all?
    1. ghussak
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      The log helped a lot, thx!
      So the version 0.7.2beta worked fine? I will compare them.
    2. Kitsame1
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      Hello, I'm having the same issue as Apex is. Mine is also installed in the same directory as items.xml; Ive tried running the 2nd most updated version as well, and its not launching. Am I doing something wrong?

      http://prntscr.com/ctwwi9
    3. ghussak
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      @lXRAWRXl it looks like the script was extracted as an empty file, could you check it? I added that info to the troubleshutting section.
      EDIT: Also the new version 0.7.4beta should have all other bugs fixed too.
    4. ghussak
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      @apex087
      I saw the bug clearly on the report, expectedly fixed on the new version 0.7.4beta.
      Instructions now refer to cygwin's xmlstarlet, what may possibly work better related to linux text files.
  10. javiefe
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    I cant install it, when i instal cygwin i didnt found a the ''C:\cygwin\bin'' directory.


    Edit:Finally made it
    1. aster44
      aster44
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      How did you do please?
    2. ghussak
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  11. ghussak
    ghussak
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    a16

    (see full change log for more tips)

    Currently the best install option is:
    ./modHeadShotsAreLethal.sh -A

    The mirror snapshot contains the latest bugfixes and improvements, but was not fully tested and may contain new bugs too.

    _
    Obs.: after adding an item, if you change your mind and want to remove it from the list, you can just recover the vanilla backup or you have to do 2 steps, ex.:

    ./modHeadShotsAreLethal.sh -a -x 1 -- clubWood #will restore the original vanilla values, including the item you now want to remove, otherwise such item would remain with a high value

    ./modHeadShotsAreLethal.sh -a #will apply the patch again, you can use any multiplier you want now too

    PS.: I've coded some validations to prevent problems. If you use the script as expected (correct item IDs, valid positive multipliers), it will most probably work well.

    PS.2: some files will be created to store cached values (to speed up or to grant robustness), just let it sit there, will cause no problems, you can read them with Notepad++ (preferably). You can also remove them, after restoring the original 7DTD xml file(s), by using this option --clearCache.

    PS.3: BACKUP ALWAYS before applying patchs!!! despite this script will auto create backup files every time you run it!

    PS.4: The dependencies on my linux machine have these versions. They dont need to be identical (will probably not be), but if what you downloaded is too old, may be the cause of the some problems:
    DependencyFound: 'bash' version 'GNU bash, version 4.3.11(1)-release (x86_64-pc-linux-gnu)'
    DependencyFound: 'grep' version 'grep (GNU grep) 2.16'
    DependencyFound: 'bc' version 'bc 1.06.95'
    DependencyFound: 'tee' version 'tee (GNU coreutils) 8.21'
    DependencyFound: 'sed' version 'sed (GNU sed) 4.2.2'
    DependencyFound: 'xmlstarlet' version '1.5.0'

    From @apex087 report (thx!), I got these deps at windows:
    DependencyFound: 'bash' version 'GNU bash, version 4.3.46(7)-release (i686-pc-cygwin)'
    DependencyFound: 'grep' version 'grep (GNU grep) 2.25'
    DependencyFound: 'bc' version 'bc 1.06.95'
    DependencyFound: 'tee' version 'tee (GNU coreutils) 8.25'
    DependencyFound: 'sed' version 'sed (GNU sed) 4.2.2'
    DependencyFound: 'xmlstarlet' version '1.6.1