7 Days To Die
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Duriel7

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Duriel7

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About this mod

Another simple modlet that disconnects perks from skill branches.

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Welcome fellow RP player !


This is a really simple one, once more. Just disconnects the perks from the skills. You won't have to max Strength to take all Miner 69'er and Mother Lode levels, you won't have to max Fortitude to take all Living of The Land levels. This for all perks.
You still have to invest 2 points for levels 6,7 and 8, and 3 points for levels 9 and 10 of the attributes. This mod does not touch this part.

Reasons :

I always thought this was a shitty system to tie perks to skill levels. To tie perks to skills is not, though. But for example in Fallout, you can max your Guns skill and use a big ass Antimaterial Rifle with a strength of 4... you won't be able to shoot properly, but you can if you want.
I wanted the same thing in 7 Days. If I want more dismemberment chance and head damage, I'll level up the corresponding skill. But I want to be able to level up perks without skills. For me it's just logical. It's pratice and theory. You may know the theory but not the pratical part of a thing, and you could also know the practical part from being a genius (people know things without learning them at school/in books sometimes), without having heard about the theory. You can level skills and perks without relation, other than knowing both theory and pratice will enhance your whole utilization of this thing.

Updates History :

05/01/2021 : 1.0 - New file request by Coyboye : only non combat perks can be taken without investing in skills, combat perks still need to.
03/29/2021 : 1.0 - First Release

Simple description :


You can role play a character and level perks without first leveling skill branches. If you want more damage, or more crafting levels, then you can put points into the mother skill of the perk you have invested before. Simple as that.

Special recommendations :


I would recommend if you want to try, two mods :
- Custom Prestige Skills from Zuzul0l
- Perk Mastery from devon752
For havong played with both with two different worlds, I can tell they go well with my mods if you're targetting a more RPG like gameplay with builds and story for your character, but also just if you target optimization of your pure survival action build, solo, or multiplayer. You may want to give them some love.

Credits go to Fun Pimps as usual.

My Other mods :

Lethal Headshots
More eggs in nests
Less Attractive Torches
More Zombies and Larger Roaming Hordes
Random Zombies HP
Harvestable Work Stations (includes this mod so do not use both)
Harvestable Oil Lanterns
Craftable Fergit'n Elixir
Up to 5 max Land Claim Blocks
More lockpicks