Top 10 Mods for an Enhanced Vanilla Experience - 7 Days to Die
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- Опубліковано 21 лип 2024
- How To Install Mods:
➡️ • How To Install Mods fo...
Mod List:
0:00 Intro
0:16 Enhanced HUD: www.nexusmods.com/7daystodie/...
0:39 Auto Claim Challenges: www.nexusmods.com/7daystodie/...
1:04 Double-G Zombie Pack: 7daystodiemods.com/double-g-z...
1:57 Enemy Health Bar: www.nexusmods.com/7daystodie/...
2:19 Lootbag Increase Timer: www.nexusmods.com/7daystodie/...
2:35 Craft From Containers: www.nexusmods.com/7daystodie/...
3:09 Quickstack: www.nexusmods.com/7daystodie/...
3:47 Stop Fuel Waste: www.nexusmods.com/7daystodie/...
4:09 Elevators: www.nexusmods.com/7daystodie/...
5:18 Voltralux POI Pack: www.nexusmods.com/7daystodie/...
6:32 GNS Beautiful Bases: www.nexusmods.com/7daystodie/...
7:50 GNS 2x2 Dew Collector: www.nexusmods.com/7daystodie/...
8:18 GNS Warm Weather: www.nexusmods.com/7daystodie/...
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#survivalgames #7daystodie - Ігри
LOVE THE FACT that you included the inventory management mods. Been using them for years and can't play without them once you use them. Great job!
Just a FYI on the auto-claim challenges. Wearing any form of XP boosting item affects the XP gained from these. So for some of you, you might like to not claim them and wait for nerdy hat and whatever other buffs you can get your hands on and then mass claim
Interesting, thanks for pointing this out!
banger tip 👍
@@GunsNerdsandSteel I had 17,000xp to gain from unclaimed challenges, tier 6 nerdy headgear, treasure hunter mod and grandpa's learning elixir, that increased to 22,100xp in total.
Another point about those challenges is that the double rewards perk in intelligence also applies to those when you turn them in to the traders, so you might actually want to hold off on completing them until you have that perk active, with a much higher loot stage to boot.
i would have thought that the earlier you get your skill points the faster you can reap the benefits from them. eg., getting an extra point into a skill before finding books in the first town is pretty huge. but good to know all the same.
All mods worked together without conflicts.
Links in the description.
Shout out to the modders that take this game to the next level 🤘
I'm really a fan of your Beautiful Bases mod.
@@coreyperez8817 I gotta have my candy posters 😊
vllc
@@GunsNerdsandSteel Would it be possible for you to make a reverse weather mod that instead is 90% rain, storm and misery? I like rain.
@@GunsNerdsandSteel myself and Dragonwolf1982 are working on a Dye, Bedroll, Storage boxes and More Modlet Which adds Different colored bedrolls,Dyes to Loot and Changes the color on the boxes but the text stays that color once upgraded It was originally Dragonwolf's Intention to keep this modlet going We've also got a Fallout Version of it that We wrote for another content creator that turned into an Overhaul mod which I'm currently working on As i type this message, I also Like the Unlimited Party Mod (its an a17 mod that still works in 1.0) That Removes the party cap of 8 people to a party so Everyone on a Multiplayer server can be in one party I figured you'd want to Check out the Unlimited Party mod to help others That Play 7 days to die Multiplayer
@GunsNerdsandSteel Thank you so much for liking my Enhanced HUD mod and featuring it in your video. Beside the HUD enhancement, I have also added some QoL improvement features in the Inventory/Player info screens, just to make life easier for all players. 😊
Ok maybe a dumb question, but Can I add these mods to regular 7 days and play multiplayer with friends OR do I still need to make a copy of my 7 days file and put the mods in there as if I was playing say Darkness Falls? so we would all have to mod up a 7 days to all play?
@@richardbrewer4466 Yes, you can just add the mods to the mod folder of your existing game, and they should work without needing to copy the game or starting over. For multiplayers, many of them should only need to be loaded getting the server only, but some may need each player upload to the games too (my HUD mod is server side only). It is best to check out each mod page to confirm the requirements
Really have enjoyed the Beautiful Bases and Dew Collector mods in earlier versions. Glad to see they made it to 1.0. I've tried other weather mods with mixed success, so I'll give this one a try on my next run. Thanks for all you do.
You're a great content producer. You provide interesting content, you link things well in your description, your pacing is good. You can tell you've put a lot into your channel.
A decent chunk of these are my staple mods too. Well done man!
Quickstack and craft from containers are the best mods for 7 days and I will die on that hill 🤣
definitely going to use that Craft from Containers mod, it's 2024 we don't have enough time left on earth to be rooting around in 30 friggin storage containers to make a hobo stew
Great list of mods Tem! Did not realise QuickStack was already updated for 1.0! Its a must have for me!
That said, OCB's Stop Fuel Waste was probably working for 1.0 (B309), but since the minor update to 1.0 (B313), its been kinda broken now. Pops up a continuous line of error messages. Will probably need to wait for it to be updated.
I came here to say the same thing. I had to take it back out because the game was unplayable with all the errors from that mod.
Two more I really appreciate: 'Lootable Zombies'--because their bodies just magically disappearing is just... wrong, and 'Reduced Zombie Reach'/'Zombie Reach Adjustment' to keep them from slapping you from out of spear range, because that is just... wrong.
Cheers!
Khaine has one I think GNS should check out
My favourites from your list are: Weather mod, craft from container, and Stop Fuel Waste. If I change the duration of day/night I find the Lootbag Increase Timer necessary.
One that I hope will arrive at version 1.0 is either the Picture In Picture Scopes or DLX Weapons Fix.
Who's that handsome guy in the thumbnail? My friend, I am honored that you chose to include my zombies. Very much appreciated!!! 🙏 More to come.
@@YTDoubleG they are awesome! I love how they fit in the game with other zombies, keep up the amazing work
@@ropuchamexicka5358 Thank you very much! I just finished making a very zombie-centric POI which will be out very soon and then I'm moving on to finishing Double G Zombies 2 along with Double G Zombies 1 Remastered with updated textures, alternate skins and some special effects for the Feral FireFighter.
Was really excited to see OCB Stop fuel waste on the list. It's one of my favs and I've been waiting for it's update. Unfortunately it does NOT seem to be updated for A22 (1.0). They updated the code for A21 the day before 1.0 came out, but I'm still getting errors from it after reloading a game with that version of the mod loaded.
Yea just had bunch errors pop up in my game so removed 1/2 mods and retried did it several time till I found it was this mod. Seems it works as long as don't have fire running when log out or go out of render distance and come back...Which kinda of defeats the purpose of mod it works as long as don't leave base...
Thank you for doing the work. I installed 3 mods and was getting the console constantly popping with errors. Was about to start putzing with it but figured someone else had to have had an issue.
@@gwhitty12 Yeah. When the mod is working I ALWAYS have fires running. :)
Yeah I get errors too with this mod. Have had to remove it until it is fixed.
You cant have eac activated if you want to use this mod just so yous know
Nice taste in mods. I've been waiting to start my 1.0 journey but will get, probably, every mod you listed and start playing this weekend. Thanks dude!
Thanks Tem! I'll be using some of these for sure. Your weather mod for one, and beautiful bases for another. I still build big boxes for bases but there's no reason they can't be decorated big boxes.
Really enjoy the content you produce Tem! Videos like this especially are helpful to see what mods might be available I was completely unaware of to add into my own game (currently doing another Wasteland mod playthrough with some additional mods).
thats great, thank you very much. was waiting for those! quickstack is my absolute favorite, alongside with your weather mod.
How to install mods: ua-cam.com/video/lxectlQYLwQ/v-deo.html
sos un capo! vllc
Curious if this works for dedicated servers or if you would consider a server mod video at some point in the future? Thanks for the consideration!
@@malguskerensky On this note, are the mods listed client and server side install, or client side only?
@@robertmorris412 That is what I have been wondering.
could you make an updated mod video? the launcher looks a bit different now
Thanks for trailblazing mate! Very helpful.
Glad DoubleG’s zombie mod is getting some love, adds some variation in terms of emergency services I think was really needed
I downloaded your beautiful bases mod a couple of days ago, great work mate! Thanks for putting it together
No problem! Let me know if you run into any issues or see something that should be added in :)
Were you able to use it in your current game or was needed to create new world?
@@GunsNerdsandSteel I used to have a mod where you could take lights from POI's like ceiling fans and industrial lights and reuse them, can you do that?
@@p.torezani9425 i installed it just before starting a new game so i cant confirm, but i dont see why it would break anything
@@p.torezani9425 In previous versions I could add and remove the Beautiful Bases mod to games already started with no issues. Didn't try in 1.0 yet, but I have no reason to believe that's changed. For the Dew Collector mod, I'd recommend picking them up to place them again after adding or removing the mod.
I thought Id been religously checking new mods but the restock one had missed me. DEFINITELY will download that one.
Thanks so much for sharing these mods! I'm a crazy 'modder' and not in that I create mods but, I use QoL mods quite often. Love the content, Love the series you create! Please do keep up the good work. One of my favorite creators of all time. :D
Very cool, thanks for showcasing bro 👍
Thnx man for this I just searched about this topic and let's just say you are the king, love your videos keep them coming pls. 😃
You covered all my must haves and pointed me to a couple new ones. Tusen takk!
I would add regrowing seeds by simon hollow. Still works in 1.0
Keep the awesome content and *mods* coming my man!!
I had no idea you had a few mods out. Really great ones, too!
I love your presentations, clear and easy to understand. A great example to the gaming community. Mods are great. I always put a like after a view. Keep it upas always
Thanks for this! I almost immediately looked for craft from containers and quick stack. Those are a must have! Don't like playing without
AMAZING MODS... I was waiting for the video since the release,,, I pitched the video to the group and hoping they would agree to add some of them in our server... thank you for this video.
Really enjoyed this Top 10! Will this become a series, perhaps? I'd love a new. fresh look from someone so deeply engrained in the game to cover new, updated, and interesting mods for V1.0.
thanks ! gonna try these today !
Awesome thanks! I love just the simple QoLs that tweak rather than change the vanilla game and these definitely fit the bill. Can you please do a vid when overhauls are updated for 1.0? I’ve been eyeing off UDL, DF, Wasteland but want to make sure they’re full release ready
Thank you GNS for this Vid!!! great Content and I totally agree with every mod😉
Was wondering why you could pick up posters around the world i couldn't. Now i know
Same here. I was trying to pick up every poster I saw and never could.
You can also make them my guy look into the game. Its like 4 cloth and some paint
@derigel7662 oh okay thanks
Great video TEM!
Nice, thanks for the great info.
Definitely adding some of these to my game play, thanks for this list.
Now if someone could bring back the old clothing and armour system with the enhanced character models and details I would be so happy.
Great list staying true to vanilla
Quickstack and stop fuel waste are my default must have mods. Been experimenting with mods in the appdata folder recently, some play nice, others not so much. I started using SyncThing to sync my saves/worlds between two machines and syncing the mods folder is next on my todo list, since I switch between two machines often, this saves me the effort of managing both manually.
Amazing collection! The only thing I see missing is a way to move storages after they've been placed down inside a claim block.
Nice bro thks, these mods are vital while waiting on 1.0 overhaul mods on mod launcher.
Sweet,,, thank you GNS 👏👏
Thanks for this! I’ve been hoping you’d make this type of video. Are you updating your “Hellish Hordes” mod? That one is my favorite mod of yours.
Your mod that adds the ability to build with stuff already in the game like the HESCO walls and being able to pick up furniture is something I’ve been wanting for a LONG time. Can’t wait to play with it when the new update is fully out. Also, Don’t think we didn’t notice you homing in on the new modded zombies cleavage… hahahahaha
I use the UI you are giving us here but I've change it a bit (XP bar close to the belt, this one without numbers, and a bit taller) and changed the QuickSwap icon to another icon in red color and just in the middle-bottom of the items at bell.
Other mods I use are (Ocb Crooked Deco, Color contained states by Scomar, KHV1-Wandering Horde Frequency, KHV1-Zombie Fall Damage for tall bases, Quest List By Distance, a must for me like Sneak Attack Standing Up, Danzo No Crosshair, 0xSteel-ReplaceZombieKnockdown for zombies not hitting you after falling back... and some other small QoL).
Nice. I'm currently using your Beautiful Bases mod and Double G's zombies. I don't remember which elevator mod I tried in the past but it had major issues with the motorcycle. It would frequently clip or fling it off. Randomly even just one shotting the motorcycle. I have found that Teragon "sort of" works with 1.0 too
Awesome stuff!!!
Thanks for the recommendations!
Tried the enhanced HUD when I saw it a couple of days ago, but I still prefer the feel of AGF's HUD mod, which comes with an enemy health bar and other stuff as an add-on.
Lootbag Increase Timer, Craft From Containers (outdated now but there are new mods adapted from this like "Craft from containers 1.0" and "1.0 Beyond Storage"), Quickstack, and ocb mods are mainstays for all of my runs even prior to 1.0
There's also a No Zombie Rage mod which removes the DestroyArea behavior of zombies, so we can be free from the chains of using the meta of high rise horde bases (I swear every content creator I watch are using those kinds of bases) and just build however we really want.
Sadly this 1.0 update had me lagging on the new Tier 5 PoIs (7 Days Suites had me on 25-30 fps regardless of graphic setting), while I'm getting good fps everywhere else (90-120 on medium-high settings with FSR on) as long as I'm not looking directly at those new PoIs.
Love the QOL mods. thank you for the vi.
Now don't get me wrong, I'm super happy for TFP to have put in all this time and have their project still have such a loyal and passionate fanbase. It shows that people (myself included) really believe in this project and want to see it succeed. But it's wild to me that a company can take 12 years to cobble together a cohesive zombie survival crafting experience, only for handful of modders to go ahead and crank out additional content and quality of life improvements in a fraction of the time. Honestly maybe if TFP hire a few more of these guys, their next project won't take more than a decade to complete.
Creating mods, though difficult in their own right, are child's play when compared to the complexities of a full-fledged game that must work with hundreds of PC configurations. Day and night difference. Large game studios take 3 to 4 years to develop games with a team of hundreds. TFP started very small and have grown their team since.
@@mrurquhart9138 7 days is made to be extremely easy to mod and add / expand / reuse already existing items and systems for new content. Nowhere nearly as hard as it is to design and develop such systems in a first place.
@@shawn4990it's made much easier when you use a predetermined game engine.
TFP are just not great developers, being totally honest. Their productivity is very poor, and their ability to stay on track with any plans is even worse.
@@kerpackie And yet nobody in the world have done a game like this, with as many freedom for creativity, destruction and survival with such graphics. TFP created it, modders use it to add or change things they want, because they have time, they set priorities by themselves under nobody's supervision, that's why it seems fast. After 12 years, they still developing it, not abandoning and it went a long way to look really well with resources they had. Sure I don't agree with all changes TFP do and there are things to improve, like anywhere else, but most people's default nature is always to remember bad things and forget good, positives ones.
There is no better time than now, with all the software, with all the opportunities, with all computing power we have, to create a game you want and desire.
That's true in any game though; modding inherently takes less time when any one mod is (usually) only dedicated to changing one small aspect of the game because the devs have to test every single part of the game, engine, etc. every time something's added to the base game just to get to that base game.
Of course you can mod a small part of the game much faster when you're already given the stable game, engine, etc. to start with. You'll notice though that any of the "complete overhaul" mods that completely change games similarly take months or years of development like the much hyped Fallout London mod for Fallout 4 that got delayed indefinitely as soon as Bethesda announced the Next Generation update.
Modders also have little or no red tape to deal with or creative differences amongst the team; they can just create whatever they want when they want how they want. Devs have to deal with all of that.
I'm so happy to see craft from containers and stop fuel waste have been updated. I figured yours were updated too since I watch you pick up stuff left and right in Vanguard. Question: Do I need to pick up my dew collectors before installing your 2x2 mod?
I use all three of your mods.
It took a couple days of lazy play to get most of my load order confirmed working in 1.0. The parts that were too much were what you expect, things like NPCs and locks and armor. But for example, it took 10 minutes to set the new armor sets' mod slots to the same as quality, just cut/paste/edit for nodes. A lot of other stuff needed no change at all.
I will say that - frames notwithstanding - the game does seem to be a little smoother than the last Alpha. I also really like the RWG performance and motifs, though I wonder at how trader progression breaks for tweaking the settings.
I was wondering if you could make a video on what you need to do to make a modded game playable in multiplayer mode. I have looked for videos on what you need to, and most are hard to follow or are just very unclear. You make great, very informative content that is easy to follow. Just a thought for a future video. Thank you, GNS, for all the great content. Keep going strong 💪.
can't wait for the next video hope is long :D
Awesome list. My wife and I used to use many of these in alpha 21 and we definitely have been missing them in 1.0. Any idea if you can just install these and continue playing, or would we have to generate a new map and start over?
Picked up 3 of them thanks.
I made a very simple sleep mod, called it "Long Rest".
The main points of it where i wanted it to be multiplayer friendly, so it does not pass in game time.
The other is if someone on a server doesn't want to use it, or doesn't know it's on the server, neither player will be penalized for not using it.
The mod only rewards people who actively want to use it with an XP boost.
Can't wait for those weapon mods to come out!
New series idea! Reverse the clear weather mod so its always stormy :P
I wish!
My top mod recommendation reverts the learn by RNG back to the original learn by doing model.
Yip Yar, thanks cobber, cheers.
Ive played with a few of these mods on some of the 7DTD overhaul packs, but never outside of them on the vanilla game. But I think i will give the Lootbag, Craft from container, health bar, and definitely the stop fuel waste packs a try. As someone who tends to measures out the fuel need to craft so that i can "set it and forget it" while im off adventuring without worrying about wasting it while im away, the Fuel saver addon is the one im most interested in.especially on the cooking stations where even if your fuel time matches your crafting time, it still runs out like half a second short of completling, and you need to throw in one plant fiber to finish it!😑
Stop Fuel Waste hasn't been updated to 1.0 as of 7/3/24
Ive been keeping up to date with all the mods, I have like 78 mods already in my folder lol.
I would check out Black Wolf’s Better Perks and Flogi's Perk Mod. Very cool. Can use together or seperate.
Quickstack also gives the ability to lock specific slots with alt+click, similar to the Undead Leagacy locking style. Very useful when you want to keep some items in the inventory before a quick dump, for example.
Isnt this already a feature in the game? theres a number that says 0 and you change it to the amount you want to lock in the slot order; or does this not work with this mod?
can't wait for the first modded playthru
I'm holding out on jumping into 1.0 til Izayo updates their modern firearms mod
I like it. You should build a collection on the Nexus for Vortex.
i use your mods i love them thank you for them
Thank you and thank you to all the moders that will make my 7DtD life easier/harder/funner. Cheers.
I definitely need the craft from containers mod. Not sure how it could be considered cheating. You still have to gather all the resources. Literally all it does is cut out the tedious running back and forth between storage containers and workbenches.
Which cuts on time spent, giving you an edge
your mods are great. will get them if i ever install mods.
subbed btw
Thanks very helpful
Thanks Tem!
Nice, thank you. Have a happy, please and thank you
QOL mods are always great. some of these should definitely be implemented into vanilla.
Nice to see a new elevator, my last one I turned into bedrock to avoid destruction by vehicle lol
Great list indeed, however, I'd like to know how do u get the feral zombies with special names like the ones in your vanguard series??
Thank you
Thanks GNS ❤
Man It would be fun if there where a mod that made a city landclaim block, meaning it would have a very large area of no spawning of zombies with a city wall and gate that can be upgraded, it would be a very very costly block to make and it would make team games more fun.
also if it could work you could make warehouses, miningsites, factories and powerplant, as a blueprint building that can only be built in the claimed area.
I would like to see at least 3 tiers of the claim blocks each tier bigger than the one before. also you cant upgrade the tier of the city landclaim block, but as I said you can upgrade the walls and gates by inputting a large amount of materials into the claim block and it can also work as a repair tool for the walls.
Mods already is wild. But also I would like to see more vanilla before we dive deep into mods :)
Question will the POI mod replace existing POIs or will they be moved to new place to make space for the new POIs of the mod?
Yeah glad they added craft from storage in Nightingale :P
Also elevator 3x2 the regular elevator the cargo elevator 3x5 or perhaps 4x5 they ( fun pimps or any mod since I dont know if exists), also exploring water sub a gear diving suit with yellow lantern wich is common o tables and o the floor on some houses it can be used to give light under water ( copy paste the 4x4 light into yellow lantern used to explore underwater) the oxigen tanks is used to explore underwater and to explore radiated biome and radiated Poi ( example random parking loot, because any player can explore any City and there isnt even just one radiated poi).
I will DEFINITELY use some when 1.0 goes stable
Wondering what inventory UI you're using. I am in love with the red boxes around locked items.
Any plans on updating hellish hordes? Love that one :)
FYI if anyone is getting an error after installing the mods:
The StopFuelWaste mod is erroring out after the 2nd day so I had to remove it.
thank the gods for the modding community!
Does your hellish hordes mod work on 1.0? And would you consider please making the same mod again except with more extreme zombie numbers? Or higher chance of runners during the day? That'd really spice things up.
Thank you I was looking for base wifi crafting yesterday and couldn't find it
Something I would like to see (although I doubt it's possible to do) is to create a "bait" system which affects how mobs approach your base.
As someone who likes to go bunker mode in to a mountain and roleplay as a "last bastion of humanity", it's always annoying that, no matter how much effort you make a tunnel entrance the best way in to your bunker, they'll always dig their way in from every other direction. Even when I go in creative mode and do several layers of steel or titanium (DF) to make the entrance the best option they'll still dig down and around.
The only dependable option is to not recess your bunker too far in but then it's less of a bunker and more like a closet and even if you go too far down within that footprint then they'll just dig down to the bottom like usual anyway.
Ha I literally got mods last night.. forgot to ask: if I alrdy installed another poi prefab, will I have to generate another map for the poi prefab mentioned here for it to show?
Have you ever looked into how magazines bundle work as me and my friend been wondering if it based on when and who picks it up as a. Reward or on the person who opens the crate on the posable magazine point modification
craft from containers is so good. I haaate having to go searching through my containers for ingredients.
No Ambushes (1.0) on nexus is great too and all ServerSide mods. Like ServerSideweapons and serversidezombies PLUS. (I remove all zombies who have projectile or flying stuff).
I like your mods, but one thing I wish was in the Base mods pack was the option to get all the world's falgs, especially the Danish one. :)