Getting Started & Setup - 7 Days to Die A21 XML Modding Tutorial for Beginners [1]
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- Опубліковано 6 вер 2024
- Greetings everybody and welcome to a modding tutorial for 7 Days to Die A21! This series of tutorials is designed for a complete beginner to get into modding and by the end of this series, to be able to make modlets with custom items, blocks, recipes, loot and buffs.
In this episode:
I walk you through step by step how to clear your game files and create a handy shortcut, set up your modding environment with Notepad++. and how to set up a template modlet you can download from Gitlab. I show you how to check the modlet has loaded correctly, and give you some basic introductions to XML and XPath with a stripped down version of the recipes XML file.
DOWNLOADS:
Notepad++: notepad-plus-p...
Modlet Template A21: gitlab.com/max...
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Be sure to check out the Discord as well, you'll find me on there a ton!
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#modding #tutorial #7DaysToDie
Greetings guys! I have put a poll up for your input on how future episodes of this series are made. Please vote on this to help me help you learn modding better! ua-cam.com/users/postUgkx5aDOn8TRMVDsoVANHVx1D3Rh8K3SHnf1
Also! Thanks for everyone who let me know of the new Mods folder changes for future versions like Alha 22 and console! Since I have been banned from the 7 Days to Die forums, I wasn't able to locate this information and so I made a quick tutorial on how to get to the new location here: ua-cam.com/video/VpJn8TDGV0c/v-deo.html
If your mod is not working for any reason even if you followed everything here to a T, then this may be your solution.
please how to maker darker night en 1.0
Your tutorials have helped me for years. Just getting back into updating my mod for my friend group from the A19 days and, while the changes aren't drastic, it's great that I can just poke around in your videos to see what syntax has changed over time.
Great to know it's been useful for you for a while now :D I hope the updated ones have helped clear any gaps :D
This is a great video, thanx for the help, only problem I have is it is extremely repetitive, repeating the same thing for 10+ mins. I am a complete newbie with this and even I managed to understand 99% of the stuff on the first go around (anything I didn't understand I could go back in the video and listen again). Ignoring that it has helped me a ton to learn to do my own mods.
I'm glad it's helped you a lot :D I know the slower pace might be TOO slow for some modders as people learn at different rates. I tend to assume that a lot of people wanting to get into modding are from a purely gaming background and probably never investigate the file system of their PC apart from finding the game to play, so it's super beginner friendly. But if you know what you're doing a bit, its probaly easy to skip along a bit. Glad it helped though and I hope you enjoy the rest of the series.
Nice tutorial! Though I noticed something in your information xmls that I would like to point out. For color values in CustomIconTint AND TintColor you can use the both the Hex and RGB color coding ( 0AF/ 00AAFF/ 0,130,255) The Fun Pimps are also using both randomly. I too like consistency, but it makes it a lot easier to use either and stick with it in the whole mod. This way you can just copy paste the values from Icon Tint to Mesh Tint and not have to confuse newbies by making them trying to convert from one to another.
Nice! I will update it to reflect that :D
Thanks a bunch for starting an updated tutorial. I've been using your previous series as a reference for a personal mod and its been lots of fun. Looking forward to the rest of the series.
Awesome! I will be covering all the stuff in previous tutorials but hopefully in a bit more detail this go around, as well as covering more of the files and things too :D
So glad to see you're getting back into these! You helped me out with a personal mod via Twitter DM a while back and I've always appreciated it
Always glad to help out! :D Hope you've been doing well with other mods, if you're still working on them :)
I was considering the prospect, making a comprehensive Tiered Craftable Green Energy Bundle Modlet, which gives the Player access to recipes, for crafting the various types of IRL Photovoltaic Cell (PCell) configurations (To provide min/max efficiency in available Daylight, which can ultimately operate in tandem, and the Player's level of Engineering), their necessary Substrates, their respective unique Solar Banks, Battery Banks, Biofuel, Biofuel Engines, Biofuel Generator Bank (BGB), for which the fuel is made using Plant Fiber, Wind Turbine, a Smart Power Junction/Regulator Switch, with an LCD Monitor for displaying Power Loads and Feeds, which allocates Power to specific Battery Banks, based on their need for priority charging! The Smart Switch Regulator with Display, which has its own Power Supply Unit (PSU) and exclusive power requirement, can also turn on the Player's Biofuel Generator Bank, or use alternate Power sources like a Wind Turbine for augmented Power, to charge the Battery Banks, when the Bank levels get low enough, based on their specific load, during dark days/hours! This specific Mod adds a few very complex items, such as Circuitry, Capacitors, the various types of sub-crafted PCells, Substrates with their respective sub-crafts, PCell-type Solar Banks, Biofuel, Biofuel Engines, Biofuel Generator, and that crazy customizable Smart Switch, with its Display Monitor! I feel like this Power System Modlet, is way over the top better than the basic Modded efforts, that are currently available! It may, indeed, be the most advanced Base Power System, ever conceived, and quite possibly the most advanced System in TFP's Brainchild! I can go more advanced, but this Green Energy concept is already quite comprehensive! I would hope, that this type of refined technology would grow wings and take flight, metaphorically! Thanks for the read! 🤓
It does sound quite intricate, but it's definitely doable :D Go for it! :D
Oh i have been waiting for this
So glad you are making an updated modding tutorial.
I am finally getting round to it yaaaay lmao
Oh yes! I watched an old tutorial of yours and it was what made me understand the basics to make the recopies I wanted but it was already outdated then. I recently made a new server and am so happy to see a new one for A21. Perfect in prep for A22 and I can maybe finish this one and finish what I wanted! Many hours but was STILL the best tutorial out there. I don't know if you know how much this helped me then and will help me again! Life saver.
I'm glad the updated ones are about as well so hopefully it makes modding a bit easier. Not much has changed, but I hope later on to go into more details with things like buffs and stuff that weren't quite as fleshed out back in A18.
I'm very glad you've made this, I've been hoping to learn to make some mods. Also in the beginning an easier way to make the shortcut(if you have the option) is to right click, then click send to -> desktop(create shortcut)
That works too on shortcuts! I rarely use it, but I'll try and include it next run through for ease :D
Dont forget to like or leave a comment! Helps push this video out there and support Max it is also free! Thank you so much for taking the time to make this!! I Have been looking forward to this!!
Thanks dude :D I hope a lot of people find the following vids useful as well. Remember if you got a request for me to do a tutorial on, let me know.
@@MaxFox_Gaming I shared it on our Discord server. Hopefully some will become interested in making mods so I won't have to be one of the few that makes the mods for our servers :D
Best modding channel for 7 Days!
One question:
Does
in the item properties not work anymore?
CustomIconTint does work as far as I know, I used it as a demonstration in future episodes of this series :D
Thank you for these thorough tutorials, would be nice to also see about modding in-game UI or adding new models of weapons\vehicles and animation of models
Greetings! You're welcome :D
The UI is something that I haven't touched much on and I tend to stay away from (it's a HORRIBLE system to work with) but it may be something I can learn on and pass on. There will be some very light UI stuff in future videos but nothing too in depth.
For models, that would be outside the scope of the XML series, but Xyth has a Unity tutorial on making custom models and how to import them, and I think Khaine has a gun tutorial.
@@MaxFox_GamingThank you for the response!
25 years and a dollar short, but here I am getting started in the world of XML/modding. First I wanted to say thank you for these tutorials and you are the very first like and subscribe I have ever given. I am really only getting into this to make an attempt at making 7DTD better for my wife and I and a friend. As she likes decorating and being able to pick up props etc. Which leads me to one of I am sure many questions later. I am not even sure if it is doable but I have a simple pick-up items mod that the creator said feel free to add to etc. It is pretty much 300 lines of various items like this.
I would like to see if it's possible to give these a scrap value and perhaps a sell value. Probably a bit of an ambitious feat for never modding before.
Well, it's never too late to start! :D
Yes you can give it a sell value. That is under EconomicValue, so if it doesn't exist already you can just append that property.
For the scrapping part, what it scraps into depends on the material it's assigned to and the wildcard_forge_category recipe that the base material is given. If you're looking to scrap it into new things, you'll need to add a new scrap item with a new material, then make a wildcard_forge_recipe. Then any materials that derive from the same base material will scrap into it, provided it has a recipe. If not, use the Weight property on the item to determine how much scrap you get.
Thank you for the reply! I am going to start playing with it to see if i can get it work.@@MaxFox_Gaming
Looking forward to the rest of the series.
Looking to make changes to spawning of entities.
Good job man. Subbed.
I will be making more tutorials for stuff like that in the future, so hope you find what you need :D
Fox coming to help make game better! Awesome I was waiting for this bro👍
Hope you enjoy it! And if you need help with anything let me know :)
Yes a tutorial! now we just need a tutorial for non xml mods.
I am sure there is plenty out there, if not I may look at harmony mods and doing a tutorial on those someday.
Coool Max....TY for this. I have been fooling around with the .xml for my own games....I have made changes for things. Things like Zombies hunting Zombies, Chickens that hunt zombies and zombie eggs (gives rotting flesh @ random) that come from nests. The Goofy stuff that i wanted to see if I could do. But never actually made a modlet to use in a fresh vanilla 7d2d. Going to give this a try :).
You're welcome dude, I hope you find these helpful. I will be doing more of these in time as well which will go over blocks, progression, buffs, etc as well :D Hope you manage to get your first modlet made :D
Awesome, so been looking forward to this.
More episodes will be coming soon :)
Thanks so much for the tips! I worked with XML files all the time as a web developer and suspected It's child's play to modify the game's XML files without overwriting them, but had no idea how to do that until this very moment. I thought I might eventually look it up and take a stab at creating a few mods myself, if only for personal use to balance the game and make player actions feel more natural, but your tutorial came up in my recommended feed. Now, I won't have to. \o/
On a side note: "Stop! A head!" ~ Benny Hill :D
God, I sincerely hope this is taken in the spirit intended....I doubt you're aware, but the phrases "go ahead." and "gone ahead" appear excessively in the video instructions despite the lack of necessity for them. It's kind of like people saying, "um," every other breath in everyday speech. I wouldn't recommend reading off a script, though that's what most UA-camrs do to avoid that, because I rather appreciate the authenticity of coloquial speech. It's also far more difficult than it sounds to become aware of subconscious patterns in our speech, but I thought maybe bringing this one to your attention might help you be fully aware of it when narrating your videos. It's a little distracting.
You're welcome dude :) Hope this helps you do all the changes you want to when you're "going to go ahead and" do it :D lmfao
Honestly it's all good, I think saying it is my thinking phrase when I'm formulating what to say next. Better than umming, but not ideal. Poor social skills on my part I think. You're the first to notice but probably won't be the last lmao :D
@@MaxFox_Gaming Nah. Nothing to do with social skills. I'm sure those are just fine. In fact, I was following along with a different tutorial last night in which "basically" came across as the producer's 'thinking phrase'. :) I can't help it! We all do it in everyday speech. Just thought it might help polish up the presentation to be aware of it.
Thank you! Spot on as always Max!
TY TY i try my best! :)
Max, I thought Fun Pimps were doing away with the mod folder? Did they change their mind because a lot of people on the forums have been moving their mod directory, otherwise it gets put in app data and takes up C space. I mean it will be awesome if they brought the mod folder back.
Mod folder still works currently. I think for A22 it will change to the AppData folder though.
Please tell me! How can I make the Health and Stealth icons transparent in of the Undead Legacy mod? I especially want to make the tactile HUD transparent, because it is very convenient... But it is not yet possible to make it separately, nor all the status bars transparent (
UI is unfortunately not my specialty so I'm a bit out of my depth here, but perhaps it should be a feature of the UL mod itself - have you asked Subquake if he can implement it in his own mod?
Hy. thanks for this amazing video. Can you make a video on how to add a flag with personal logo like the one for Thicc44 or tell me if any of this videos covers the same idea on how to do it ? Thank you.
None of mine cover asset manipulation as that's outside the realms of XML. You're better off watching one of Xyths tutorials, here's one he did on flags :D ua-cam.com/video/YptlVAKykl8/v-deo.html
@@MaxFox_Gaming Thank you. i will check it.
how do u close a tag like u did in the video 21:59? I just write it manually, whats the key combination
also how do I space a tag forward like u did in 23:38?
Xpath helper is the plugin that you need to do the close tags thing.
I use the TAB key for indenting :D
Hi Max, with 1.0 now out are you going to provide a mod template for this version of the game? Thanks
Yup, I will be when I get around to updating it. Though I believe it should be the same as the A21 template, so it's probably just a name change at this point :D
what about certain xpath errors? I still have yet to append/do it actually. I want to create a custom bullet that has a different name from the default ammo that it is based on. I need to create its custom xpath, right?
I just want to test out a super version of a rocket frag ammo lol
Usually you'll get a yellow error if the command or xpath isn't recognised, and a red error if you reference a non-existing object within a block of xml itself, usually that happens with typos.
Adding a more powerful rocket frag is quite easy, just copy the original one, and put it between an
After that you just need to get the rocket launcher to accept the new ammo, you can use a csv operation to do that and I think I show that in my more arrows and bolts tutorial :D
Hi, i have only one question. I have changed all of the Robeloto Zombies to running in A21 it works pefectly, but i can not change the surface (skin). Is this not longer possible?
I think the property was removedcin early a21 unfortunately...
Oh thanks anyway. Your welcome
How does one take the existing file say the loot file and override it completely?
Use
Thank you
@@austinfrost6458 All good! :)
Hello can you Show how i can make a own zombie?
I can show you how you can give it the stats and things you want via XML, but making your own model and rigging it then importing it to 7 Days will be a bit harder and a lot more involved with things like Unity / Blender. But, I'd take a look at CreaturePack as it offers a way for you to take some existing models you can get free online and make them work with the game :D
Hey Max. I'm a totally mod illiterate. Can you teach me how to change the Hypo and Hyper values on the leather duster please? I have no clue how to get it to work.
You will need to use a setattribute like this in your items.xml file (between your opening and closing configs tags)
13.5,17.5
17.5,22.5
Just change those numbers to what you want, and it should work for the resistances :)
@@MaxFox_Gaming Thank you so so very much. I have been trying and trying, but it keeps coming up with 1 problem or another. I'd give you a big kiss if I could. You Da Man
Glad you got it to work :D Let me know if you have any other things you're trying to work on. I may even cover some stuff in videos in the future :D
@@MaxFox_Gaming Thank you again. It worked beautifully. I was so close, I was missing the effect_group part.
Awesome, I'm glad you managed to get it working! :D
i wanna mod alpha 12 into the perfect version 😭
I think A12 didn't have publicly exposed XML files. Back then you had to use a hex editor to unpack the data and repack it manually before they publicly exposed the XMLs for direct changes :D
hey man, id be willing to pay you to help me make a mod to mess with a friend lol love your stuff
I don't usually do comissions but if you let me know what you're looking to do I may even do a video on it :D
@@MaxFox_Gamingi just need to be able to make pictures customizable, i know that seems silly but i haven’t been able to find a good walkthrough on how.
Thank you so much, i would really appreciate it man!
In which way do you want them to be customizable? Not sure what sort of options you need, but I can help maybe :)
@@MaxFox_Gamingso really what I’m looking to do is just replace the front images of the pictures with my own pictures. I thought i could do that by just replacing a file but didn’t seem to work. I don’t know much about unity or blender or any of that.
King story short:
A buddy has been moving for a month or so since our friend group started our play through, we want to mess with him by building a “shrine” for him lol and we just want to be able to take picture of him from real life and put them on pictures (or add new pictures) into the game.
And thanks for the replies man!
You are correct, a simple file substitution will not work out so well for that. You will need to use unity and make your own textured canvas thing to import into 7 Days with a unity3d bundle. I would have a look at Xyth's Unity tutorials for 7 Days (Think his channel name is David Taylor if you can't find it with Xyth search). Try following along with his tutorial and try and get a new item into the game, and then you can try adding your own pictures in.
Yay!!!
Rivi!!!
@@MaxFox_Gaming I've always wanted to Mod 7dtd. If for nothing else other than the fact you can eat canned food without a can opener. The can opener needs to be a thing lol.
@@Rivi_Styx True grit survivors just bite the can open! Or use a hunting knife.
@@kdthehun lol I love that idea! " Why you missing teeth?" "Just eating." 😂
Teeth? Who needs em! :D lmao
Good looking out by suggesting file verification. I was missing a file....
Yup, sometimes they can go missing and it's hard to figure it out, Good thing on the verify feature though, usually helps save some issues you may run into later on :D
will this work for trying to mod the integration to work for chats other than Twitch?
Unfortunately not. The Twitch integration is the only supported platform. To do a UA-cam or Kick or Trovo integration you'd need to write a whole new library to do that then make it compatible via the XML, which is well beyond the scope of this series :D
10q
You're welcome :D
Hi, thanks for the video. Is it possible to create a mod that will replace the creepy sounds like when it changes to night to something silent or even stop them altogether. Thanks
I haven't seen anywhere in the XML where the night time sounds are referenced, but it might be possible by altering sounds.xml, if that is indeed where they're loaded from. Though I think they're hardcoded from what I've seen, so you may need to do something a bit more involved like a Harmony patch to find and silence them at runtime. But who knows - in 1.0 they may have exposed those sound bites, where you could change their volume to 0.
@@MaxFox_Gaming Thank you, I've done it now
Hey Max, thanks for the video. Unfortunately I am falling at the first hurdle.
My mod isnt loading due to errors such as:
WRN Unknown Element Found: Name (file
Everything in your XML does look right and you've not used spaces in your Name field. That's a little strange.
Maybe change the value of Name to "SevenDaysAutomated" instead? It may have a funny thing about looking at numbers as the first character in the name.
@@MaxFox_Gaming thanks Max, will give it a try
@@MaxFox_Gaming Got it working. I forgot I was playing DarknessFalls previously and had my 7DaysToDie forced in to an older version of the game.
Updated to 1.0 and all is good