7 Days To Die

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jayfusion

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jayfusion

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49 comments

  1. xKEJWIIx
    xKEJWIIx
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    I notice that zombies that appear on the map and in buildings are normally marked with this... but when executing POIs, they are not displayed (I would really like something like this to make missions easier)
    btw, is it possible to make the tracker active all the time and not when you crouch?
    1. jayfusion
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      So it will only show the marker for quest related poi zombies after they have been "activated" from sleeper status. This usually occurs when entering a specific room/floor of a building. This is just how 7dtd is hard codded for poi zombie spawns. Not all sleeper zombies wake up or aggro you when they are "activated" however the Nav Object will appear once they are "activated" even if the are still laying down or not moving. So this mod is still useful for finding the zombies per floor/room of a poi for quests it just doesn't show for the entire building all at once. Also, yes it is possible to set it up to have the tracker activated all the time, you would have to remove all of the crouch requirements from the buffs.xml and progression.xml files.
  2. JustBlackWolf
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    i like the mod but the glasses/cigar are mandatory to wear for me just for the extra attribute, i'll just put them in my inventory whenever i need to track animal zombies. 
    1. jayfusion
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      You can just delete the Items.xml file for my mod if you don't care for it, or change it to add whatever buff you want in place of it. It is not a required fix since the tracking will still function without it but it just won't show the icon if there is only 1 zombie around.
    2. JustBlackWolf
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      yes, that's what i did, thank you!
  3. xKEJWIIx
    xKEJWIIx
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    if you are doing the quest
    it doesn't "show zombies in POI area"
    I do not know how to write it
    shows zombies in map and compass
    but... in real time?
    1. jayfusion
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      It will only show the icons for sleeper zombies once they are activated. Meaning once you walk into the room/floor of the POI only that room/floors zombies are activated. And by activated that does not mean when they wake up and start moving, not all room/floors in a POI have the zombies wake up when activated but some do.
  4. calicochessa
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    Is the version without player tracking updated, and just to be sure but deleting the items.xml reverts the item changes but causes the bug somehow? Also does this add in extra skill points cause I think max level is just enough points to get all current skills unless that has changed with a21. Mostly inconsequential as it takes very long to reach 300, but curious.
    1. jayfusion
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      No I have not updated the version without player tracking yet. And yes, you can delete the items.xml to revert those changes but then anything that increases attribute points like the glasses do will cause the tracking icons to bug. Just a minor bug since all it does is not show the icon if only one of the tracked entity types is within range but it still triggers the tracking though.
    2. calicochessa
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      Dang but its the same just with 1 less rank in it right? Odd bug, but there was another mod like this that was somehow blocking bleedout XP. I just really want the dots on the compass that mark em like when on a clear quest. I'm not fully sure what varibles to change and no mod just does that. Either adds in their own stuff or removes compass markers. So which indicator doesn't show. Compass or in world one and do you mean like only 1 zombie type(norm, feral, rad) or just 1 actual zombie? Also is there any bug with it tracking animals?
    3. jayfusion
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      So the bug I'm talking about is a vanilla bug so it happens without the mod. For example if you were tracking a rabbit and only 1 rabbit was within 100m, and you were wearing nerdy glasses, you would not see the icon on screen, compass or map unless there were more than 1 rabbits nearby.
    4. calicochessa
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      Ah. Ive never used the skill myself cause its kinda useless as its not like animals are hard to find. so i wasn't aware it was a vanilla bug. Odd that removing stat boosts fixes it. Maybe the buffs conflict each other for some reason? Oh well. Atleast this makes the skill useful. Appreciate keeping it updated and replying
  5. 6shadow6
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    why this tracking wont work with NPC mod's ??? any way is strange why this tracker works with District Zero mod and works fine.

    One more thing i try figure out why none of this tracer not works with NPC mod's.

    if you guys have some idea im open for solution.
    1. jayfusion
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      Place the following code inside the buffs.xml in the mod files using a text editor like Notepad.
       
      <buff name="buffTrackNPC" hidden="true" remove_on_death="true">
              <stack_type value="ignore"/>
              <update_rate value=".1"/>

              <effect_group>
                  <requirements>
                      <requirement name="!EntityHasMovementTag" target="self" tags="idle"/>
                  </requirements>    
                      <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffEnemyTracking" target="selfAOE" target_tags="player" range="100"/>
              </effect_group>
      </buff>


      Place the following lines of code inside the entityclasses.xml in the mod files using a text editor like Notepad.

      <append xpath="/entity_classes/entity_class[contains(@name, 'CHANGE ME')]">
          <property name="Buffs" value="buffTrackNPC" />
      </append>


      Replace
      CHANGE ME with a tag that all of the modded npc's share (like "npc" for example)


      <append xpath="/entity_classes/entity_class/property[@name='Tags' and contains(@value, 'CHANGE ME') and not(contains(@value, 'trader'))]/@value">,perkAT05</append>

      <append xpath="/entity_classes/entity_class[contains(@name, 'CHANGE ME')]">
          <property name="NavObject" value="enemyplayer" />
          <effect_group>
          <triggered_effect trigger="onSelfEnteredGame" action="AddBuff" target="self" buff="buffTrackNPC"/>
          <triggered_effect trigger="onSelfRespawn" action="AddBuff" target="self" buff="buffTrackNPC"/>
          </effect_group>

      </append>


      Theoretically this should work, however every mod is different and might not be compatible. If this doesn't work then message me on discord with a link to the npc mods and I can work on a patch.
    2. 6shadow6
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      thanks man  

      edit:
      i add all the mod did not throw any error on console, all animals are tracked, zombie all. but zombies and npc-bandits and friendly NPC not tracked, i spawn some penguin animals and was tracked all Robots from District Zero tracked. only this zombies and npc are not traced from NPC mod here is link NPC-MOD so if you will have time please take a look in free time.
      DOWNLOAD SCore: (0-SCore) (41,9 MB)
      DOWNLOAD NPCCore: (0-XNPCCore) (75,4 MB)
      DOWNLOAD 1-DarksZombiez by DarkStarDragon (DarkStar’s first zombies, wasn’t gonna happen
  6. RyanFaeScotland
    RyanFaeScotland
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    (Any buff or item that increases any attribute points will cause this mod to not display an icon during tracking if there is only one entity being tracked. As a temp fix I removed attribute bonus from some items)


    Ahhh, so it was you that was doing it!

    I noticed in A20 my Nerd Glasses had stopped functioning, thought it was one of my own mods that had messed it up, you sneaky git!

    Although to be fair, I also thought this meant The Fun Pimps had fixed animal tracking since A19 when I noticed it stopped working, but I guess not, it was just your temp fix correcting it.

    Anyway, had a quick scan through the mod XML and that is a LOT of XML! Congrats on making such a great mod code free! This is one of my favourites.
    1. jayfusion
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      Yeah, lol. If you can always delete the items.xml file inside this mod's folder to revert all the googles back to normal or add your own changes to them. I put a lot of work making and testing this mod which was originally used for my server but figured I'd make it public and see if people like it.
    2. RyanFaeScotland
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      I might do, but I'm not really that bothered by it. Was kind of nice not worrying about switching glasses all the time!

      Well, I certainly appreciate your hard work and you making it public!
  7. YingSuHuaKai
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    looking forward for A21
    great work
    1. jayfusion
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      I have not tested this yet on A21. However, I'm going to wait until A21 is completely stable before updating this mod. It took a lot of work and testing to update it to A20 and there is bound to be multiple updates to both the experimental and stable builds for A21.
  8. CrossShot4
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    Is there a reason your mod removes the effects from all the glasses?
    1. swmeek
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      What version are you using ?
      I hadn't seen any changes like this since I've been playing with this mod.
    2. jayfusion
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      Yes, in an earlier version of 7dtd there was a bug with the original tracker perk where items that increased any of the attributes caused the Nav object icon to not appear correctly which was also affecting this mods icons to not show properly as well. I removed the attribute bonus for the glasses as a temp fix but this might not be the case anymore, i haven't had the time to test this to see if it was still affecting it. If you want to remove that just delete the items.xml file from the mod.
  9. Fitzwilliam
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    This is a lot of fun. I do not use the player tracking at all so I did not purchase that perk.

    The zombie tracking is great. And as it says on the tin, some entities will not show in certain circumstances... which just adds to the fun for me. I think I am more surprised at those times when using this mod than without. Zombies creeping up behind me can really get my blood pumping... especially those blasted screamers...
    1. jayfusion
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      Yeah glad you enjoy the mod. And yes I agree, I like the fact that in certain circumstances some zombies remain undetected (for example: sleeper zombies) it adds excitement by still being able to be surprised. The player tracker perk is obviously more for PVP and is not necessary for PVE. As of right now the player tracking version is the only one up to date. The Non player tracking version has now been updated.
  10. swmeek
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    Just out of curiosity did something change?
    1. jayfusion
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      A20 has effected the mod a bit. No change/effect on the zombie tracking part, but for the players NavObject (Visual Icon on screen/compass) has stopped showing for player tracking. Other than that mod still functions and will still detect player movement and give you an audible warning however it won't show you the player location. I can't seem to figure out why. I've been working on other mods but will take another crack at updating this one when I have time.
    2. swmeek
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      Thanks for the heads up .
    3. jayfusion
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      Mod has been fixed and updated, at least for the player tracking version.