Hybrid Learn by Use (Action Skills) – XML mod

7 days to die hybrid learn by use action skills xml mod

Description

Special thanks to FranticDan and Hells_Janitor for feedback, debugging and suggestions. Arramus for facilitating Better Barter and Daring Adventurer as well as extensive multiplayer testing.

Recommend starting a new game.

Currently applies to the following Perks:
General: Lucky Looter
Perception: DeadEye, Demolition Expert, SpearMaster, Salvage
Strength: Boomstick, PummelPete, SkullCrusher, Miner69r/Motherload.
Fortitude: Brawler, MachineGunner
Agility: Archery, Gunslinger, DeepCuts, Hidden Strike
Intellect: Electrocutioner, Robotics, Physician, Better Barter, Daring Adventurer

Mod Functionality: (Configurable in buffs.xml)

  • Receive a bonus skill point when you max out each Perk Skill (level 50)
  • Each Point invested in the game’s Perk Tree gives 20% more Learn-By-Use (lbu) skill progression xp on kills. e.g The default for the lbu_archery skill is each archery kill gives 24 lbu progression xp. With 2 points in the Archery Perk (perkArchery) the lbu_archery skill progression xp is 28.8 (40% increase) per kill.
  • The more Experience you have using a tool or weapon, the more you know how to maintain it. Each level of a Learn-By-Use skill decreases associated tool/weapon degradation rate by 1% (total 50%). Doesn’t apply to the Hidden Strike, Demolition or other such perks.
  • For the Learn By Use Physician Skill, at max level Splints & Casts will heal sprains in addition to giving a bonus skill point. (redundant if the the game’s Physician Perk level is 1 or more)
  • Hardcore mode (see config settings). Default is off, when turned on all Learn By Use progress is reset to 0 on death.

WHY ARE THERE ONLY 50 LEVELS?
The mod is using 100 levels, it only calculates and displays every second level to avoid possible rounding errors. So there are only 50 levels displayed in the UI. For a detailed explanation, see the comment line “NOTES on the level cap of 50” in buffs.xml. (see also: Spinal Tap 1979 – My amp goes to 11. )

Config Options:
There are many Global Config Variables available to control the Learn-By-Use functionality and progression curve. E.g. You can control the progression speed of each individual Learn By Use Perk to suit your game. See buffs.xml, look for the comment line: “PLAYER CONFIG VARIABLES…” for the options and further information.

Multiplayer Notes:

  • Tested in multiplayer (courtesy Arramus) with the caveat noted below.
  • Learn By Use for Ranged Turrets doesn’t work in multiplayer. Please see the comment line [START Multiplayer Turret Notes] in progression.xml to remove Turrets from Learn-By-Use for multiplayer if needed.

Changelogs

2.0.4

  • Added Harcore mode config option. When set, all Learn By Use progress is reset to 0 on death.
  • Amended OnSelfRespawn code for DaysAlive calculation.

Update can be installed on existing game

Previous Updates

Version 2.0.2

  • Fixed localization error
  • Fixed Daring Adventure, now has 5 levels instead of 4.

Version 2.0.1

  • 7DTD 2.0 compatible release
  • Added Better Barter
  • Added Daring Adventurer
  • Fixed Molotovs in multiplayer
  • Fixed Lucky Looter in multiplayer
  • Minor adjustments for balancing
  • Added additional descriptive text

Version 1.1.4

  • Added Lucky Looter skill
  • Added Physician skill
  • Code refactoring in preparation for 7DTD V1.3 release.

Notes:

  • Recommend new game.
  • For the Learn By Use Physician Skill, at max level Splints & Casts will heal sprains in addition to giving a bonus skill point. (redundant if the the game’s Physician Perk level >=1)
  • 7DTD V1.3 introduces a number of additions to the Perk system. This update (1.1.4) is the most likely the last substantial update of this mod before the V1.3 compatible version is out.

Version 1.1.3

  • Added config variables (Multipliers) to adjust the progression speed of all Learn By Use Perks individually

Progression speeds can be fully adjustable to suit different playstyles and builds.
See buffs.xml, look for the line: “<!–PLAYER CONFIG VARIABLES…” for the options and further information.

Can install over existing 1.1.2 version in any current games. The default 1.1.3 latest settings dont change any existing progression speeds, it just adds the variables for additional player control. Recommend to start a new game if the previous version not already installed.
Cheers

Version 1.1.1

  • Fixed bug that affected Perk Tree bonuses for Harvest/Damage amounts.
  • Each level of a LBU perk decreases associated tool/weapon degradation rate by 1% (total 50%). Doesn’t apply to the Hidden Strike or Demolition perks.
  • Changed the layout of the Perk List Window. Moved the Search Field above the Perk Tabs. The tabs row now holds up to 6 additional tabs for compatibility with other mods that add tabs.

Version 1.1.0

  • Points invested in the default Perk give 20% more lbu_perk progression xp for each point.
    • e.g Default for lbu_archery is each archery kill gives 24 progression xp. With 2 points in the Archery Perk (perkArchery) the progression xp is 28.8 (40% increase).
  • Config additions:
    • >lbu_Kill_Bonus: when true, points in a default Perk will give extra progression xp per level.
    • >lbu_Kill_Bonus_Percent: the amount of additional xp given per level invested in the Perk.
    • >lbu_XP_Multiplier: A multiplier for ALL progression xp gained. Increase or decrease if overall progression for Learn By Use skills is too slow/fast

Version 1.0.9

  • Full review of DemolitionExpert levelling code. Fixed levelling discrepancies between Molotovs, Grenades, Timed Charges, Explosive Arrows and Bolts.
  • Slightly reduced Boomstick levelling progression.

Version 1.0.8

  • Linux pathing comparability fix

Version 1.0.7 (Bug Fix Update)

Potential fix for Multiplayer code initialisation.

Version 1.0.6 (Balancing update)

  • Added config setting to turn off giving a free skill point when each Perk’s Progress is maxed. (On by default)
  • Changes to perk level progression speeds:
    • Increased Hidden Strike progression speed.
    • Increased Dead Eye progression speed.
    • Slightly increased Archery progression speed.
    • Slightly decreased Miner69r progression speed.
    • Decreased for Boomstick as each pellet adds experience.

Version 1.0.5

  • Optimised the Learn By Use Perks initialisation code. Initialisation now only depends on a single variable rather than the synchronisation of 3 different variables.
  • Added Hidden Strike to the Learn By Use Perk Tree.
  • Fixed issue where the Miner69r/Motherload Perk allowed the harvesting rate to be applied to plants/farming (e.g. shovels could get extra food when used on farm plot plants)
  • Slightly reduced Learn By Use Boomstick xp gain per target hit (shotty can hit multiple targets with a single shell).

Version 1.0.4

  • Fixed syntax error in Localisation file.
  • Aded Global Config variables so anyone can easily control the Learn-By-Use leveling curve for all Perks.
    • See buffs.xml, look for the line: “<!–change the values below to change the levelling curve….” for information.
  • Added Demolitions Expert to the Learn By Use tree. Molotovs & Timed Charges are slow at increasing level.
    • The best way to increase the Demolitions LBU perk is using grenades/rockets on large groups of zombies.
    • Nade should hit a zombie, not land next to it for max level xp.
  • Fixed Learn By Use progress error after using Grandpa’s Fergit’n Elixir.
    • After using the Elixir, use any tool or weapon and a buff will restore all Learn By Use Perks’ progress over a short period.
    • Progress Level will also be restored when there are any other Perk Level changes e.g. infection side effects.
    • If you install this version over an existing install/game, you will see a message indicating the progress level is being verified, this is just your local variables being updated to the latest version.

Version 1.0.3 (Single Bug Fix)

  • Fixed: gameevents.xml file was missing from the release package.

Version 1.0.2

  • Fixed Learn By Use damage progression bug for Gunslinger.

Download

DOWNLOAD (47 KB)

The forum topic of the mod is here.

Credits: JoeSloeMoe

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22 Comments
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Pride
Pride
August 30, 2025 4:17 am

Is there a way that you can make the learn by doing required to actually unlock the melee and guns too? I totally get having the system make the melee and weapons better after use, but it seems like you would want to level up the weapon to UNLOCK the next tier of weapons too right?

Seems way more fun than the vanilla magazine system

joesloemoe
joesloemoe
August 31, 2025 4:37 pm
Reply to  Pride

Am working on a full Learn By Use version, it takes a fair amount of time to code & test – am not sure about the magazines. Am considering 2 different implementations:

1st version is a full version of this hybrid mod that keeps the magazines. The more you progress in a skill the more magazines become available. This might also be that the more you progress in a skill, e,g in SkullCrusher, the greater the chance of getting a free skill point from reading a SkullCrusher magazine rather than increasing the number of SkullCrusher magazines in loot (in the game currently increasing the number of SkullCrusher skill magazine reduces the chance of other magazines e.g PummerPete) – am currently testing this bit of functionality.

The 2nd version is a full version of this hybrid mod that incorporates the magazines progression into Learn By Use the same as your suggestion. Removing magazines would require rebalancing whatever magazines are left (not part of Learn By Use) so it can get pretty involved.

I may end up with 2 different full versions.
cheers

james
james
August 31, 2025 9:17 pm
Reply to  joesloemoe

What about a full action skill system to completely remove perks? This would be the dream for me.

Also for crafting progression I would love to see the return of quality 600, recipes are unlocked only by finding / buying / quest reward schematics. Magazines could be repurposed to reward you crafting quality for the corresponding tool / weapon. Maybe 10-20 points per magazine read.

Caat
Caat
June 6, 2025 2:41 pm

Would love it if you made a full action skill system and removed the vanilla perks entirely <3

JoeSloeMoe
JoeSloeMoe
July 11, 2025 4:46 am
Reply to  Caat

Am mulling over doing some kind of full conversion. Currently working on converting the Survival No Trader mod to 2.0 so it will be a while before I dive into it.
cheers

shrader971
shrader971
May 2, 2025 6:46 am

can i use this in my overhaul.

JoeSloeMoe
JoeSloeMoe
July 11, 2025 3:32 am
Reply to  shrader971

Very late reply, I apologise. Yes you can use it no worries.
cheers

Rhadamanthus
Rhadamanthus
January 5, 2025 8:33 pm

is this a server side only?

JoeSloeMoe
JoeSloeMoe
July 11, 2025 4:44 am
Reply to  Rhadamanthus

Yes, no client install needed for servers.

Vallrain
Vallrain
December 1, 2024 4:54 am

For me in 1.1 b14 i only get depuff no extra section in skill menu much sad, probably a conflict with silent hill mod or another mod.

Duncanois
Duncanois
September 18, 2024 11:07 am

Hey, does the Salvage Operation Skills skill decrease the time it takes to craft something? I see it says so in the description of the LBU skill, but I’m not seeing a reduction

angry admin
angry admin
September 15, 2024 3:10 am

Fergettin Elixir completely wipes out Learn By Use progress… do not install this mod on your server!

Duncanois
Duncanois
September 18, 2024 11:08 am
Reply to  angry admin

It does not. Upon doing any action related to any of the LBU skills after using the elixir, the LBU section will automatically repopulate accordingly.

KeyMAP
KeyMAP
August 27, 2024 5:14 pm

Hi,
would it be possible to create a potion to increase overall experience
from skills?

In my playthrough, I’ve lowered lbu_XP_Multiplier to 0.5

But some drink/jelly would be nice
to increase it a bit.

Thanks for your system!

xXMatriXx01
xXMatriXx01
August 22, 2024 3:07 pm

Server side?

Thomas
Thomas
April 21, 2024 1:57 am

Are you planning to adding more lbu skills here? I don’t know how some of them would get xp, but better barter for example should be possible.

madezio2
madezio2
April 14, 2024 7:13 am

Hi, i like the idea of this mod. I’m thinking that to upgrade the actual skills to higher levels you should need some points in this “learn by use” system. For example, if i want to upgrade the Brawler skill to level 3, i would need to have “brawling LearnByUse skill” to lv 10 (in addition to the fortitude level that is already needed). I made up that number, but you get the idea.
Is there a way to do that? If there is a way, can you do it or tell me how to do it?
Thanks for making this mod!

Chris
Chris
March 11, 2024 9:35 pm

getting a bug…. when playing local with my gf the mining skill is leveling up extremely fast.. maxxed on day 1… but only for one of us.. who ever uses a mining tool first…. wierd.. multiple world multiple tries.. its only the mining skill.. but im fine with it as im maxed now on day 2 =)

James
James
February 23, 2024 11:04 pm

installed the mod on its own started a new game doesnt work at all tried uninstalling and reinstalling still nothing. extracted the files into the 7 days to die mods folder am i doing something wrong here?

Z87
Z87
February 14, 2024 2:37 am

Hi, i can’t seem to apply any points? i can only see the learn by using.
Are points redundant in this mod or am i suffering a glitch?

Thanks

Chris
Chris
February 15, 2024 4:00 pm
Reply to  Z87

you get the points by doing things associated with each skill.. i.e salvaging things puts xp into salvage skill.. after enough xp it will reward a point in the skill and you will be granted the bonus without spending skill points… hence learn by use/ action skills is the name of the mod

Andy
Andy
February 15, 2024 5:16 pm
Reply to  Z87

Hi, You don’t apply points to the LBU skill tree, you spend your points as you would normally in the other skill trees.