Description
28 Alphas Later – now for v2
Will you survive?
The idea behind this mod is to slow progression, make traders less powerful, and generally extend the time for a playthrough, while keeping the vanilla look and feel.
FEATURES
GENERAL GAMEPLAY
Player starts with a new debuff, Despair.
As your despair increases, so will your abilities be negatively affected. If despair reaches 100%, you’ll be seconds from death.
Conversely, if you can manage your despair well, you’ll receive buffs for remaining positive.
The despair indicator on the HUD will fill as your despair grows, and will change colour to indicate the level of your despair.
If you’re able to manage your despair and adopt a more positive outlook, the icon on the HUD will change, along with the fill colour to indicate your levels of positivity.
Despair can also be checked from the player information screen.
Despair is dynamically affected by various factors, including:
- Darkness. Too dark, and your Despair will increase dramatically. Torches, helmet lights and flashlights will mitigate this. Use these in conjunction with a campfire for the best effect.
- Temperature. If you’re freezing or sweltering, your Despair will also increase dramatically. Find shelter!
- Environment: Varying degrees of “wetness” will change how Despair affects you, as will your shelter. If you’re warm, dry, sheltered, well-lit or resting on a bed or bedroll, AND near an operating campfire, forge or chem station, you can effectively “treat” Despair.
- Hunger and thirst affect how quickly your despair increases. Starvation/dehydration will drastically increase the rate at which you become affected by despair.
- Injuries will affect how quickly your despair increases.
- There is medication in trader stock and rare medical loot to treat your despair.
- There is also lavender growing wild, which can be collected to make your own lavender seeds, and is also used to make Lavender Oil in a cooking pot at a campfire. Treats 3% Despair.
- All food has a positive effect. The better the food, the more effective the treatment.
- Killing zombies and animals will reduce your overall despair. Conversely, getting hit by enemies will increase it.
- Being in close proximity to zombies increases your Despair. The tougher the zombie, the worse the effect. The effect is compounded, so the more zombies there are, the worse it’ll be.
- Player “wellness”. Your maximum health will also slow down the effects of despair. Every 10 additional health slows down the rate at which Despair affects you.
- The morale booster from the drone will decrease the rate at which despair affects you.
- The trader has an effect. Being close to a trader will slow down and/or reduce your Despair.
- The perk “From the Shadows” also affects the way Despair affects you at NIGHT. The more points in the perk, the less Despair affects you at night.
Headshots! Zombies take maximum damage from headshots; however, they do take small damage if you miss the head.
Zombies DON’T bleed. Nothing undead takes bleed damage.
There are more zombies in the world. Biomes are game-staged, which means zombies get tougher and their number increases as you level up.
Nights are dangerous and a lot darker; downtown is much more dangerous.
BLOCKS/WORKSTATIONS
The workbench now has slots for a wrench, hammer, ratchet, impact driver, nail gun, and ammo press. These tools are needed to craft a lot of items, and some items have been moved from inventory crafting to workbench crafting.
The workbench ammo press tool is required for crafting ammunition.
The workbench now has its ‘combine’ function restored. Combine identical items in your workbench to repair them, and if they’re durable enough, improve their quality. Remove mods from items before combining so as not to lose them.
The cement mixer now requires gasoline to work.
The sawmill. Unlocked at the same level as the forge, use this workbench to craft wood logs into wood planks. Wrench a tablesaw for a sawblade, or purchase a sawblade from a trader.
If you have the required book, existing ammo can be crafted into stacks.
Glue and mineral water require a beaker to craft in the campfire.
BUFFS/DEBUFFS
Snakes and Spider zombies will envenom you when they attack. Kill snakes to extract their venom, which can be used to make antivenom. Antivenom crafting is unlocked by default, and it can appear in loot and trader stock.
The Wasteland biome is very, VERY dangerous. Filled with all manner of new enemies, and a lot of them.
Despair medication (Lavender, St. John’s Wort and Lithium) can be found in medical loot, and in trader stock. Lavender oil can be crafted from lavender flowers and used to treat despair.
Hot, cold and wetness are back, as are insulated liner and cooling mesh mods for armour. Armour has very little weather protection now, so for permanent resistance to hot and cold, these armour mods will be essential.
You can also use the Well Insulated perk, or temporarily use coffee and Blackstrap coffee to keep you warm, and yucca juice and yucca smoothies to keep you cool.
NOTE: If you have biome progression enabled, you won’t see any ‘legacy’ weather effects. Disable biome progression in your main menu settings to play with legacy weather.
ZOMBIES/ENEMIES
Bears and wolves are back in the forest.
Hazmat zombies are now immune to burning.
New Bunker Buster zombie. Only appears during bloodmoon(s), and can appear from the very first Bloodmoon. You’ll want to take it out quickly … think of it as a ‘light’ demolition zombie.
Demolition zombies appear at a much earlier game stage.
New Frozen zombie variant. Slightly tougher, slightly slower, slightly more XP, and take slightly more damage than their “normal” counterparts. If they touch you, you’ll be freezing! You can negate this by maxing out the Well Insulated perk. Found in the snow biome.
New Rotting zombie variant. They have lower HP, lower XP reward, and they take more damage. Found in the forest biome.
New Cowboy zombie variant. Similar to “normal” zombies, these enemies are exclusive to the desert biome, identifiable by their cowboy hats. They are hot to the touch, and getting hit by them will overheat you briefly.
All “fatties” (Big Mama, tourist etc.) explode, and are filled with a substance that’s irresistible to all zombies. If you are within range when they explode, they’ll cover you in this stuff and attract other zombies. Cop and vulture vomit also has this effect.
All zombies now have lootable corpses, with certain zombies having loot specific to that zombie. Cops, for example, have a chance to be looted for basic quality firearms.
FOOD/FARMING
All canned food found in loot, vending machines, and trader stock is uncooked. Cook it to make it safe to eat, or eat it and run the risk of food poisoning …
Uncooked cans don’t replenish health, just food and water.
Farming rework. You need a hoe to till the ground to plant seeds. Use the hoe with at least 10 fertiliser IN YOUR INVENTORY to upgrade the tilled ground. Fertilized terrain yields the same amount of crops as a farmplot.
Farm Plots require fertiliser and nails to craft, are crafted in the workbench with a hammer, and are the same fertile level as fertilised ground.
Fertiliser is craftable in the cement mixer and chem station, and is in some trader stock. It can also be obtained by shovelling pallets of fertiliser bags.
Wild plants can be picked uppress ‘E’ by default to pick them up. Picking up crops now respects Living off the Land bonuses, as well as equipped Farmer gear.
New plant, lavender. Purple flower found growing in the wild and in some POIs. Seeds crafted from lavender flowers, no unlock required. Lavender flowers can be found in loot and trader stock, and Lavender seeds in trader stock.
All plants and crops in POIs are dead, except the Wasteland, where some corn has mutated into Super Corn. For a plentiful supply of crops, you’ll need to grow your own.
Wellness. Your player’s max health and stamina are directly affected by the food and drink you consume. The better the food or drink, the more your max health increases. Conversely, receiving critical injuries or debuffs will lower your wellness.
Empty jars are back!! Fill them from a water source, or use them in certain recipes. They are non-craftable, but do appear in loot.
Hobo Stew requires canned cat food or dog food.
Red tea, Goldenrod tea and mineral water require a higher ingredient count.
All candy has been removed.
Smell from food. Check the information window on the respective food item, which will tell you how many of that food you can safely carry without the smell attracting nearby zombies.
PROGRESSION
All tool and weapon skills are now governed by action skills. It’s a hybrid system, so 50% of your weapon or tool skill comes from the action skill, the other 50% from the relevant perk.
All attribute masteries have been removed, and some skills from books, like Bar Brawling, have been re-worked.
RESOURCES
Trees no longer give wood; they give wood logs, scraps, and branches. Logs can be placed and then chopped with an axe for wood, or use the sawmill to do it quicker and better.
Primitive weapons and ammo are now made from wood scraps, branches, plant fibres, and/or stone.
GEAR
All portable light sources have a fuel requirement. Electrical devices like helmet lights and flashlights require batteries, while torches and burning shafts require gasoline. You need a battery or fuel in your inventory to activate these items, and when the battery or fuel expires, it will need to be replaced.
The helmet purifier mod has changed. It is now a housing unit for a craftable water filter, which has limited uses. As with the portable light sources, you’ll need a water filter in your inventory to activate it, and once it expires, it will need replacing.
VEHICLES
All vehicles CANNOT be picked up once placed, so choose your placement carefully.
Two new vehicles, the Ruin Runner and the Hornet.
The Ruin Runner is a dirt bike with a similar speed to the motorcycle, but the inventory capacity of the minibike. The Hornet is an off-road dune buggy. As fast as a 4×4, but with the inventory capacity of a motorcycle.
TRADERS
Traders are now unprotected and can be fully destroyed. You can also build in trader compounds, including placing bedrolls and land claims.
Traders are open 24/7
There are NO trader quests. Traders still exist in the world, but they can only be bought from or sold to.
Contributors:
Particle systems/Unity edits – Author: redbeardt
60 slot backpack – Author: Khaine
Khelldon Custom Menu – Author: Khelldon
Custom Menu Music – Author: Khaine
Logical Loot (XML code) – Author: izPreBuilt
Hybrid Action skills – Author: JoeSloMo
Also, a huge thanks to Frantic_Dan and redbeardt for the custom HUD base code and main menu localisation changes, to Tormented Emu for retexturing of weapons, Frantic_Dan for XML contributions, and to YubiNashi and Frantic_Dan for ideas/balancing and playtesting, and to you, for giving the mod a try 🙂
Install / Usage Instructions
Extract the downloaded Mods folder to your base game’s Mods folder
Changelogs
Update 2.3.0.1
- Plague Spitters’ spawn frequency, movement speed, health, and ranged attack cooldown all lowered
- Reduced the wellness penalty for sham sandwiches to -1 (was -5)
- Added stats window in the UI for despair meds
- Added correct eating meshes and animations for cooked cans and honeycomb
- increased duration for Yucca Smoothie buffs (doubled in duration)
- changed the screen effect for envenomed debuff
- lowered loot probabilities for soldiers to drop weapons
- Added antivenom as a rare medical item in loot
- removed Lumberjacks from ‘general’ entity spawns
- Added a buff check for boiled water while a helmet filter is equipped
- increased hyperthermal resistance from Yucca Juice (was 5, is now 10)
- Re-added the Better Barter perk, including trader stock bonus from Daring Adventurer
- Dirt bike now unlocks correctly
- changed unlock level for the sawmill so it unlocks with the workbench
- Removed wasteland zombies from biome night spawns
- changed spawn cooldown between biome spawns for biome spawns during the day
Previous Updates
Update 2.3.0.0
- Updated for v2.3 of 7 Days to Die
Download
DOWNLOAD (650 MB)
If you appreciate HellsJanitor’s work and you want to show support, use this donate link.
The forum topic of the mod is here.
Credits: HellsJanitor
If you have any questions or have any problems/bugs, please use the support link (Discord, Forum Topic, GitHub Issues, etc.) in the post. If there is no support link in the post, please use the comments section.
“The sawmill. Unlocked at the same level as the forge, use this workbench to craft wood logs into wood planks. Wrench a tablesaw for a sawblade, or purchase a sawblade from a trader.”
The sawmill unlocks with the workbench.
I just installed the mod and trying it for the first time. The description says “Nights are dangerous and a lot darker”, The nights seem to have the same bringhtness as without this mod. I see no reason to use lights
Hey there, thank you for the mod, but is there a possibility to only use the despair-mechanic? It sounds awsome but I don’t want to play the full overhaul… please help!
Nice work!
v2 is live now. I don’t check this page very often, so my apologies if I miss any comments about bugs or feedback. You’re encouraged to comment on the forum post – I read that more often than I read this 🙂
Any updates for v2?
This is a great mod, i hope Hells continue to update it for new versions…One of the most realistic mods i’ve played so far, thank you!
glad you’re enjoying it – hope you play it for v2 🙂
I’ll play this mod any day, tried v2 version but currently is missing degradation, food smell etc…still i prefer it over anything else. 😉
yup – the new version of the mod for v2 is live now 🙂
Trader Nancy is throwing red errors and her store its not working, she’s supposed to be a core npc for this mod…
I’m not using any other mods than alter traders in any way
Nvm i found out trader nancy works correctly, its just another mod i’m using than its not compatible but i still need to figure out which, i guess something like new items added
Can this be played with modlets or should I just use this?
where can i find feldspar? i need to make concrete and this stopped me 🙁
the backpacks zombies carry and drop. how do i get this on its own to apply to vanilla. can we get a stand alone mod for this please?
does this mod have companions npc? when hitting esc i see options to remove footsteps?
How do you turn on the headlight? F does not work. Does it need batteries maby? How do you make it work?
Have a yellow battery in your inventory, and then equip the light or get on the bike and you should see a red power icon meaning its using the battery. The same applies with torches and gasoline.
Hi, have a issue with the mod, the moment i talk to the trader and accept his first reward a error start and i cant talk to him without no stop error, the dialog window no longer opens
I think I had that issue when playing on version 1.1. This is only supports up to 1.0 right now.
Played this mod from day 1 a few times now. Then I cheated and went to late game to test a few things. Why is it that no amount of spotlights or player lights will give me a Well Lit buff? Why is the only way I can lower my despair through consumables or standing by a campfire for a very long amount of time? If it’s about feeling confident in survival, why doesn’t getting better outfits, weapons or defenses help? Despair makes the game more about “how many lavender oils and I make and consume each day?” I like the tougher challenge and appreciate the direction this is headed. Just hope there’s still got some updates coming.
And another question. Why does despair rise faster at night than lavender oil treatment? At the beginning of the game, with a time of 1:30, it is IMPOSSIBLE to survive in the Blood Moon! Debuff is gaining MUCH faster than the medicine works! How to survive in such conditions?
There is also a problem with chemical protection. You get into the car – you need to take off the armor and put it back on so that the protection works. When exiting the car, you need to do the above again.
The problem with dealing damage to zombies. When fired from any weapon, a bullet or arrow often flies through zombies and does no damage. It’s very annoying.
The idea is good but in game it is much too restrictive, when your game is set to a cycle of 24 hours and 120 minutes you have to stay all night next to a merchant, for too much time IRL, at the end of the night you are at more than 50% contagion and without being able to do anything, I am not having fun at all, I am moving on, good luck to the others LOOOOL!
Skill issue because right not i was able to remove the despair debuff (yes you can if it reach 0%) and now i have 100% HOPE buff and i’m only on day 9
You are using other mods to make a ton of lavender oil. Just shows the mod needs some adjustments.
I have all four Radiation Protection mods on my gear but when I go into the Wasteland, I still take damage. Am I doing something wrong or is this a glitch?
I noticed the protection does’t work if you’re on a vehicle, need to go on foot but that’s must be a glitch
New version does’t work, it gets stuck on loading screen forever. Tried with new game and all, still nothing, only the old version works.
This mod just feels like it’s actively trying to screw you over way too much.
If you play this modpack alone yeah it gets really hard and kinda unfair, i use several other mods to help me overcome this mod better
I don’t know if the goal of the update was to turn off the light mode so that it works based on darkness. if so, then I have to admit that the mission was successful )))))))))
Hey i love this mod but i dont know if thats possible to do as a little QoL thing…
With the lavender to treat despair i know it works but i would love having it on the lower side as like a “buff” to see how much of the 3% is left getting treated for the despair meter. I crafted a big bunch and used them but i couldnt tell without checking beforehand how much despair will be treated. But so far love the mod 🙂
+1, i actually want this too
On another note, why we can’t farm coal from burned forest/wasteland’s trees? coal nodes are so scarse, its so hard to make gunpower because of that, literally all of my ammo comes form loot, need more..
Is there any way to display health bars?
I think its possible to install any health bar mod now, i’m gonna try it on a bit
Yes i can confirm now with the new version its possible to install enemy health bars mods now
When the player has 33.3% of the “hope buff” the indicator on the UI won’t go up anymore tho you can see on the player’s status screen the buff its still going up, so i believe the indicator its glitched somehow, this din’t happen on the older version of the mod
Don’t worry we had a conflicting mod. All good now
Any idea why I can’t build? I can build the wooden blocks that for some reason can’t be upgraded but I also can’t build cobblestone blocks. Any ideas would be appreciated. Thanks
Sounds like you don’t have the wood for upgrading. I had that issue as well. Have to make wood planks out of stumps for wood blocks that can then be upgraded to cobblestone.
Great mod , but not for everyone…You just can’t loot all day and night or build/mine. More sim ,less Arcade with despair 😉
install the mod “give me seeds” and “ice to water” so you don’t have much of a trouble to craft levander meds, i was able to “completely” heal despair and now i have a buff called HOPE.
Weird – i can’t paste the Code here!
I just removed the complete Dew-Coll-Quest and added it complete new with xpath-commands.
I’ve not updated the Mod and fixed the broken AdvancedDewCollector-Challenge in the challenges.xml-File 🙂
Can’t seem to upgrade blocks not with axe or hammer? When you right click it does the action as if it will upgrade but just keeps going round and round…
Probably you have a mod like crafting from containers or something, not all mods are compatible with this mod pack
Where can you find feldspar? in which biome?
Also, can you add a health bar for enemies? i tried to install the ones we have around here but none of em works with your custom UI
nevermind i noticed you just need to change “godmode” to “always” on your config files to activate the hp bars
how to get the table saw? i can’t find it on the craft menu, it is only available on a trader?
I saw them in house basements or in barns, they are usually sitting on a table or box or something, just go up to it and loot it like its any other loot.
Be careful though, once you place it, you can not pick it up again and can only destroy it for iron scrap.
Thanks for the info! legit was unable to find it lol
why in 1.0 have problem with .dll files?
i downloaded the right version for modpack
Fun mod but the Despair mechanic is way too strict to the point where this mod looses its appeal. Staying inside with light and in front of a campfire all night and when roaming in the day it fills faster then you can recover. Even with the lavender meds its just way too strict.
did u play in 1.0?
just tried with a new save for me on 1.0. died the first night due to despair. there is no easy way to reduce it as it accumulates super fast. should either be reduced by 90% accumulation rate, or make all actions that reduce despair more potent at least by 50%.
I was held up in a secure room, with a torch, and not starving or anything, but my despair just kept shooting up.
I LOVE the idea of batteries for flashlights and torches having durability, this mod is awesome, just wish despair wasnt soo bad, or at least wouldnt outright kill you. Maybe make it so at 100% all your stats are down 90% and your max health/stam is cut really bad as well. but just dont make despair kill you.
how do u downloaded without errors with .dll files? I have problem with them
Despair its only “unfair” at night it raises super fast, you can’t really do anything outside of your base at night but after you get the headlight mod that problem its solved, if you want to explore poi’s at night just use the headlight and use the lavender meds, it won’t go up unless you get hit by zeds
Al l POIs dont spawn zombies, only street have a zombie!
exactly this, i just started my first game and no zombies in ANY houses. Is this a bug?
when i start the game has red errors for mod assets and i can’t play
how can i fix that?
Check the version and how are you installing them?
I cannot get the game to load past “Loading UI”.
I had just reinstalled 7 Days after completely uninstalling and deleting it from my computer, as my boxes/houses kept disappearing. I have no other mods installed, and I even uninstalled and reinstalled everything again today, solely to try loading a new world without the mod (worked fine) and then adding the mod (stuck on “Loading UI” again). I sat there loading UI for 3 hours last night, does it really take that long or am I doing it wrong?
I love the idea of the mod, but I’m not ready to adopt it wholecloth. That said, I have been desperate for a mod that does what this does with glasses (get rid of the static bonus and adds different mods you can add). Is there is anyway to pull and use just that part of it?
Cant seem to craft anything in the inventory? is this intended do i have to search for a working workstation or something or is a mod conflicting? (i only have 16slot toolbelt mod & craft from containers)
fixed it, it was an issue with some weapon packs (forgot i had them installed still)
Is there a way to play this mod without headshot only? and what does despair do?
Despain is a build-up status that when full it will give you a heart attack (and drain your HP till you die), it’s a better motivation to stay alive, not get hit by zombies, keep well fed and hydrated, warm and good lighting when inside or at night time and all in all Survive
I edited the ‘buffs.xml’ file and commented out the headshots only section. I can now shoot the zombies anywhere. It also really prevents turrets from being any good as they mostly hit zombies in the body. I had to google how to comment out a section of an xml file for the record. I did get some red errors on load but haven’t had any difficulties as a result of the edit that I can find after about 30 game days in.
i found headshot only in a buffs file but how can i change it? i don’t understand why headshot only in this game have collision only in headshot like other games have collision even u can kill them only in head
It’s well put together but the Despair system is a bit too harsh, is there an ini file that we could modify to make it go down a tad faster, camping constantly is quite tedious. Also, i’ve spent
a bunch of hours testing out to see if killing zombies decreases despair, it’s not very noticeable. There was a mod (A19) =Stressed Out=, that added smoking and drinking of alcoholic drinks as a way to decrease the Stress meter, maybe you could add something similar in future updates?
i like the mod but despair mechanic is unmanageable ( infenction mod was better) despair raises to fast compared to how much u can treat it . ended day 1 with 38% dispair and light is the only thing that keep it at bay .u gonna stay all night infront of a campfire holding a torch and eating food u dont have . cos once u move away despair skyrocket …also despair meds ( st john and lithium ) should not be gated byond rng trader but craftable endgame meds at least this is my point of wiew after testing this mod .
Vultures are a torment in this fashion. It is impossible to kill them, and they appear in the first locations where there are lvl 1 quests. It was enough that the vultures could be killed by any means, not just headshot. I just pressed ALT + F4 and will never return to this pack.