I'm using SMX UI and mod doesn't seem to be working. Am wondering if this is why since you had to change for the steelUI? Any thoughts would be appreciated. Also had a thought, if could just disable the POI's on the compass would be good work around for the guy who asked for a craft-able compass.
Hi, I really like the idea of this mod, it's very realistic that the character doesn't have a compass and a watch. But I have an interesting idea for this mod, that if we can find a compass or watch somewhere in the world, make separate 2 boxes (like for armour) in the character interface, so we could put on a compass or watch, and when we would put on these items, the compass and watch interface would reappear. Same idea for the game map, if you ever decide to make a mod that hides it.
I can definitely handle the hide map, re-enable these hidden HUD elements. However, I would definitelty need help, or work together with other developers to create the models for the watch and compass. Although chances are we can import some existing open source asset. As well as handling spawning across the world. That is, on order to deploy the mvp of this mod in a less than a week.
Having said, I have seen some mods that do a very similar thing, for example https://www.nexusmods.com/7daystodie/mods/3628 adds lootable custom weapons. Meaning it has a LegendaryWeaponsMeleeV2.unity3d, to use an example to create the watch & compass models. And the mod describes itself as balanced, which means we could use the corresponding xml to find a similar balance in how difficult would be for players to find it. Definitly doable on my own, but it will take longer; which I don't mind, I love learning new things.
P.S. I actually already tried last night to hide the map; someone had suggested this idea on the No GPS mod. But I couldn't find the corresponding XML to hide it safely; when I fully removed it all other HUD elements broke. I'll give it another go, and if that fails I'll have to use coding/c#/Harmony to inject code directly into the game.
Thank you for your reply. I think 3D models are optional in my idea. I think I saw something similar in the "afterlife" mod, there compass and watch are just items without 3d models, they are added put on in special separate slots for them in the character window. I think that the main difficulty in implementing this idea is to create these slots and make the interface dependent on the worn item:
Compass is not worn on the character - the compass interface is not displayed.
Watch not worn by the character - no time and day displayed (let's say it's some cool electronic watch with date).
Map not worn - map not displayed (but it is possible to have the map in the player's hand, like how it is done in minecraft, I know there used to be a super old mod that added a tablet with a map to the game that worked just like this. But it seems like a complicated option to me.
6 comments
Resolved in v1.1.0
I can definitely handle the hide map, re-enable these hidden HUD elements. However, I would definitelty need help, or work together with other developers to create the models for the watch and compass. Although chances are we can import some existing open source asset. As well as handling spawning across the world. That is, on order to deploy the mvp of this mod in a less than a week.
Having said, I have seen some mods that do a very similar thing, for example https://www.nexusmods.com/7daystodie/mods/3628 adds lootable custom weapons. Meaning it has a LegendaryWeaponsMeleeV2.unity3d, to use an example to create the watch & compass models. And the mod describes itself as balanced, which means we could use the corresponding xml to find a similar balance in how difficult would be for players to find it. Definitly doable on my own, but it will take longer; which I don't mind, I love learning new things.
P.S. I actually already tried last night to hide the map; someone had suggested this idea on the No GPS mod. But I couldn't find the corresponding XML to hide it safely; when I fully removed it all other HUD elements broke. I'll give it another go, and if that fails I'll have to use coding/c#/Harmony to inject code directly into the game.
Thanks again for your thoughts!
Compass is not worn on the character - the compass interface is not displayed.
Watch not worn by the character - no time and day displayed (let's say it's some cool electronic watch with date).
Map not worn - map not displayed (but it is possible to have the map in the player's hand, like how it is done in minecraft, I know there used to be a super old mod that added a tablet with a map to the game that worked just like this. But it seems like a complicated option to me.