Valmar Posted October 14, 2015 Share Posted October 14, 2015 Someone requested I separate the class system out of my Valmod Pack so here it is. How it works: When you start the game (must be your first time in the game) you will be given a Class Selection book and a Class Key note. You use the selection book to craft the class suitcase you want in the crafting menu. The available classes are Hunter, Builder, Rifleman, Gunman, Veteran, Miner, Survivor, Bruiser, and Medic. After you decide on a class you get a Class briefcase that you then place on the ground and open either with your class key or breaking it. This unlocks the case which then can be looted to get all the class-specific recipes along with a bundle of starting items. If for some reason the briefcase doesn't unlock with the key you can break it open. Hunter Class: Items: Random shirt, pants, hat and boots. Canned food, bottled water Painkillers, Bandage Animal Hide Armor Bow and Arrows Stone Axe Hunting Knife Recipes: Hunting Rifle Builder Class: Items: Random shirt, pants, hat and boots. Canned food, bottled water Painkillers, Bandage Hammer Sledgehammer, Fireaxe wood and wood frames. Hunting Knife Recipes: hammer Rifleman Class: Items: Random shirt, pants, Swat Helmet and boots. Canned food, bottled water Painkillers, Bandage Stone Axe, Hunting Knife, Hunting Rifle 762mm bullets 2 Repair kits Recipes: Hunting Rifle Gunman Class: Items: Random shirt, pants, cowboy hat and boots. Canned food, bottled water Painkillers, Bandage Stone Axe, Pistol 9mm Bullets 2 Repair kits Recipes: Pistol Veteran Class: Items: Army clothes Canned food, bottled water Painkillers, Bandage Stone Axe, Hunting Knife, AK47 762 bullets 4 Repair kits Recipes: AK47 Miner Class: Items: Random shirt, pants, mining helmet and boots Canned food, bottled water Painkillers, Bandage Stone Axe, Steel Pickaxe 15 Forged Iron 4 Torches Forge Survivor Class: Items: Random shirt, pants, cloth hat and boots 6 Canned food, bottled water 6 Painkillers and bandages 6 Torches 8 Seeds Stone Axe, Hunting Knife Flashlight, First-Aid Kit, Crossbow and bolts Cooking Pot, campfire, First-Aid Kit, bed roll Recipes: Crossbow Bruiser Class: Random shirt and pants Canned food, Bottled Water 2 Painkillers and Anti-Biotics 6 First-Aid Bandages Stone Axe, Spiked Club Scrap Iron Armor Sawed Off Shotgun, 30 Shotgun Shells 2 Repair Kits Recipes: Sawed Off Shotgun Scrap Iron Armor Medic Class: Items: Random shirt, pants, hat and boots 2 Canned food 8 Painkillers 6 Purified Water 10 First-Aid Bandage 6 First-Aid Kits Stone Axe, Beaker, Flashlight 6 Herbal Antibiotics Hunting Knife Recipes: First Aid Kit, Herbal Antibiotics _____________________________ Items Blocks Loot Recipes entityclasses: Adjust the "itemsonentergame" properties manually for the male character: <property name="ItemsOnEnterGame.GameModeSurvivalSP" value="classKey, classSelection" /> <property name="ItemsOnEnterGame.GameModeSurvivalMP" value="classKey, classSelection, keystoneBlock" /> If you have questions or need any help let me know. Link to comment Share on other sites More sharing options...
DieTillDay7 Posted October 14, 2015 Share Posted October 14, 2015 You can also just right click the Class Selection book and follow the menu to the class you want to have. Link to comment Share on other sites More sharing options...
Valmar Posted October 14, 2015 Author Share Posted October 14, 2015 Wasn't aware of that. I never use the context menu. Good to know! Link to comment Share on other sites More sharing options...
DieTillDay7 Posted October 14, 2015 Share Posted October 14, 2015 Not a problem! Usually easier for people to find it that way then trying to explain what you do with the item in the craft menu. Link to comment Share on other sites More sharing options...
KorruptkSwades Posted December 28, 2015 Share Posted December 28, 2015 How does one install this mod ? Link to comment Share on other sites More sharing options...
Valmar Posted December 29, 2015 Author Share Posted December 29, 2015 Add the items code to your items.xml Add the blocks code to your blocks.xml Add the loot code to your loot.xml Add the recipes code to your recipes.xml Modify the enityclasses.xml to have the changes detailed in the OP. Honestly, If this is your first mod you might be better off getting something smaller first to get yourself more comfortable with the process. Its easy to do but it can be intimidating with all the steps. There are a few video guides on youtube that illustrate the basics of 7DTD xml modding - I'd recommend watching some of those first to get yourself prepared. If you're willing to put in the effort though I'll help you wherever I can. Link to comment Share on other sites More sharing options...
KorruptkSwades Posted December 29, 2015 Share Posted December 29, 2015 Add the items code to your items.xml Add the blocks code to your blocks.xml Add the loot code to your loot.xml Add the recipes code to your recipes.xml Modify the enityclasses.xml to have the changes detailed in the OP. Honestly, If this is your first mod you might be better off getting something smaller first to get yourself more comfortable with the process. Its easy to do but it can be intimidating with all the steps. There are a few video guides on youtube that illustrate the basics of 7DTD xml modding - I'd recommend watching some of those first to get yourself prepared. If you're willing to put in the effort though I'll help you wherever I can. Thanks, everything seems to work fine. Link to comment Share on other sites More sharing options...
Thelonous Posted December 30, 2015 Share Posted December 30, 2015 Are the class-specific items only available for the class in this version? Or can they be found outside of the class selection? Link to comment Share on other sites More sharing options...
KorruptkSwades Posted December 31, 2015 Share Posted December 31, 2015 I've been trying to re-mod one of the class's to add/switch certain items, quantity and quality values... I've screwed up somewhere because when I unlock a briefcase eg; Builder Class, i cannot open it, i get redlines saying "Not an Object..." & breaking it, once unlocked, only obliterates everything instead of dropping the included items... I am wondering if it is because of a limited space capacity inside the briefcases? Here is my modification of the Builder Class.... <lootgroup name="BuilderClass" count="all"> <item group="Survival Shirts" /> <item group="Survival Pants" /> <item group="Survival Hats" /> <item group="vegetableStew" count="10" /> <item name="herbalAntibiotics" count="3" /> <item name="bottledWater" count="15" /> <item name="firstAidBandage" count="5" /> <item name="wornBoots" count="1" quality="470,470" /> <item name="Builder Class Knowledge" count="1" /> <item name="wrench" count="1" quality="470,470" /> <item name="pickaxeIron" count="1" quality="470,470" /> <item name="fireaxe" count="1" quality="470,470" /> <item name="shovel" count="1" quality="470,470" /> <item name="clubSpiked" count="1" quality="470,470" /> <item name="wood" count="1000" /> <item name="woodFrame" count="100" /> <item name="AutoWall_Wood" count="50" /> </lootgroup> I'm very noob to codings ^^ Link to comment Share on other sites More sharing options...
DieTillDay7 Posted January 1, 2016 Share Posted January 1, 2016 the code you show above is not for dropping items - its for opening up the chest - - - Updated - - - if you have a issue with trying to open it and you get an error - unless one of the items you listed does not exist - then your dhowing the wrong code to us - instead show the blocks that are chests - - - Updated - - - to make something drop from a block the code would look like this <block id="8" name="sand"> <property name="Material" value="sand" /> <property name="Shape" value="Terrain" /> <property name="Mesh" value="terrain" /> <property name="Texture" value="185" /> <property name="DropScale" value="2" /> <property name="Map.Color" value="167,136,107" /> <drop event="Harvest" name="sand" count="7" /> [color="#FF8C00"]<drop event="Destroy" name="sand" count="3" prob="1.0" />[/color] </block> the color code will drop that item once the item is destroyed! - - - Updated - - - And you can add that code as many times as you want to a single block with all different items! Link to comment Share on other sites More sharing options...
Valmar Posted January 1, 2016 Author Share Posted January 1, 2016 Are the class-specific items only available for the class in this version? Or can they be found outside of the class selection? Sorry for the delayed response. They can be found outside of the class selection. All this mod does is let classes start off already knowing certain recipes. Nothing is "exclusive" to the classes. Is that what you were asking I've been trying to re-mod one of the class's to add/switch certain items, quantity and quality values... I've screwed up somewhere because when I unlock a briefcase eg; Builder Class, i cannot open it, i get redlines saying "Not an Object..." & breaking it, once unlocked, only obliterates everything instead of dropping the included items... I am wondering if it is because of a limited space capacity inside the briefcases? Here is my modification of the Builder Class.... <lootgroup name="BuilderClass" count="all"> <item group="Survival Shirts" /> <item group="Survival Pants" /> <item group="Survival Hats" /> <item group="vegetableStew" count="10" /> <item name="herbalAntibiotics" count="3" /> <item name="bottledWater" count="15" /> <item name="firstAidBandage" count="5" /> <item name="wornBoots" count="1" quality="470,470" /> <item name="Builder Class Knowledge" count="1" /> <item name="wrench" count="1" quality="470,470" /> <item name="pickaxeIron" count="1" quality="470,470" /> <item name="fireaxe" count="1" quality="470,470" /> <item name="shovel" count="1" quality="470,470" /> <item name="clubSpiked" count="1" quality="470,470" /> <item name="wood" count="1000" /> <item name="woodFrame" count="100" /> <item name="AutoWall_Wood" count="50" /> </lootgroup> I'm very noob to codings ^^ If I had to guess I'd say the problem is this: <item group="vegetableStew" count="10" /> If I had a nickle for every time I've made this mistake! Change that to item name and it should work. Let me know if it doesn't and I'll look again. Link to comment Share on other sites More sharing options...
KorruptkSwades Posted January 1, 2016 Share Posted January 1, 2016 [...] to make something drop from a block the code would look like this <block id="8" name="sand"> <property name="Material" value="sand" /> <property name="Shape" value="Terrain" /> <property name="Mesh" value="terrain" /> <property name="Texture" value="185" /> <property name="DropScale" value="2" /> <property name="Map.Color" value="167,136,107" /> <drop event="Harvest" name="sand" count="7" /> [color="#FF8C00"]<drop event="Destroy" name="sand" count="3" prob="1.0" />[/color] </block> the color code will drop that item once the item is destroyed! - - - Updated - - - And you can add that code as many times as you want to a single block with all different items! Thanks ! [...] If I had to guess I'd say the problem is this: <item group="vegetableStew" count="10" /> If I had a nickle for every time I've made this mistake! Change that to item name and it should work. Let me know if it doesn't and I'll look again. *facepalm* Thanks !!! Link to comment Share on other sites More sharing options...
KorruptkSwades Posted January 2, 2016 Share Posted January 2, 2016 I've tried again with the modding of the "builder class" with these codes; <lootgroup name="BuilderClass" count="all"> <item name="scrapiron" count="500" /> <item name="scrapiron" count="500" /> <item name="scrapiron" count="500" /> <item name="forgediron" count="50" /> <item name="Builder Class Knowledge" count="1" /> <item name="SeagraveFireaxeSchematic" count="1" /> <item name="wrench" count="1" quality="300,300" /> <item name="SeagraveFireaxe" count="1" quality="300,300" /> <item name="wood" count="1000" /> <item name="wood" count="1000" /> <item name="wood" count="1000" /> <item name="torch" count="10" /> <item name="woodFrame" count="225" /> <item name="AutoWall_ScrapMetal" count="50" /> <item name="shovel" count="1" quality="300,300" /> <item name="pickaxeSteel" count="1" quality="200,200" /> <item name="pickaxeIron" count="1" quality="300,300" /> </lootgroup> (SeagraveFireaxe is from a mod) so i am able to craft the suitcase via the book. place it on the ground. but when i use the "key", paper, it unlocks but then i have no option to loot it. and this is what appears in my console: Link to comment Share on other sites More sharing options...
Valmar Posted January 2, 2016 Author Share Posted January 2, 2016 Try renaming scrapiron and forgediron. I believe its scrapIron and forgedIron. Yes, the files really are THAT picky about spelling. Link to comment Share on other sites More sharing options...
KorruptkSwades Posted January 2, 2016 Share Posted January 2, 2016 Try renaming scrapiron and forgediron. I believe its scrapIron and forgedIron. Yes, the files really are THAT picky about spelling. -_- will test it out Link to comment Share on other sites More sharing options...
KorruptkSwades Posted January 2, 2016 Share Posted January 2, 2016 *-update-* all works fine now from now on i'mma check my item spelling :^^ Link to comment Share on other sites More sharing options...
Valmar Posted January 3, 2016 Author Share Posted January 3, 2016 Congrats. Link to comment Share on other sites More sharing options...
Khurune Posted January 7, 2016 Share Posted January 7, 2016 Just logged in to say, very nice mod, I hope TFP's look at adding something similar to the vanilla game, I mean after all, it maybe zombieland, but everyones gonna have some sort of skill set to fight them with . Again, nice mod, thankyou. Link to comment Share on other sites More sharing options...
tinboye Posted January 16, 2016 Share Posted January 16, 2016 So i am using the valmod lite pack on my server, when i start i have the clipboard and key in my belt, i cannot interact with either item though to select which class I want. any ideas? Link to comment Share on other sites More sharing options...
Valmar Posted January 16, 2016 Author Share Posted January 16, 2016 @Tin Search for "Class" in your recipe crafting list. You should see all the class briefcases. Pick the class you want and then craft it. This uses the clipboard. Now place your briefcase on the ground and unlock with with the key. Link to comment Share on other sites More sharing options...
DRSICKNESS Posted July 26, 2016 Share Posted July 26, 2016 Doesn't seem to work for me I just get an endless building world screen and no null reference errors. The game seems to go on but I am stuck on the load in screen. Link to comment Share on other sites More sharing options...
Valmar Posted July 26, 2016 Author Share Posted July 26, 2016 Just added it to a fresh vanilla game of 14.7 and it loaded up fine. Retrace your steps and ensure all the code was added correctly in the right locations. Link to comment Share on other sites More sharing options...
stallionsden Posted July 26, 2016 Share Posted July 26, 2016 Doesn't seem to work for me I just get an endless building world screen and no null reference errors. The game seems to go on but I am stuck on the load in screen. Check for double id numbers being used in blocks. Loot.xml make sure the group being referenced is above the section referencing those groups. - - - Updated - - - Upload output.log and maybe config folder can also help find the error Link to comment Share on other sites More sharing options...
DRSICKNESS Posted July 28, 2016 Share Posted July 28, 2016 It took a while but I got it. Then I seen the Valmar pack and had a major derp since I could have just gone there from the get go. Link to comment Share on other sites More sharing options...
BoxFullOfBoxes Posted August 27, 2016 Share Posted August 27, 2016 Add the items code to your items.xml Add the blocks code to your blocks.xml Add the loot code to your loot.xml Add the recipes code to your recipes.xml Modify the enityclasses.xml to have the changes detailed in the OP. Honestly, If this is your first mod you might be better off getting something smaller first to get yourself more comfortable with the process. Its easy to do but it can be intimidating with all the steps. There are a few video guides on youtube that illustrate the basics of 7DTD xml modding - I'd recommend watching some of those first to get yourself prepared. If you're willing to put in the effort though I'll help you wherever I can. So we aren't replacing anything in the xml's, just adding to the end? Link to comment Share on other sites More sharing options...
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