Preppocalypse

7 days to die preppocalypse, 7 days to die overhaul mods

Preppocalypse is an expansion for 7 Days to Die, from the perspective of a Prepper. In the context of 7 Days to Die, a Prepper is a survivor who prepared in advance for adverse situations and made it through the initial ‘event’ stage and aftermath. Preppocalypse places the player in the subsequent afterwards.

Due to vigilance from before the initial ‘event’, a Prepper already has some features in place. These include increased inventory capacity, enhanced skill potential and choice, and access to other benefits considered helpful for survival.

Preppocalypse recognizes a Prepper has an increased chance to thrive. As a tradeoff, in addition to the grunt, feral, and radiated hostile classes, there are ‘others’ out there to provide a more challenging and hostile environment. They will mostly be seen as game stage progresses, but be prepared for some surprises during Horde Night or in the biomes.

This expansion builds on the post-apocalyptic theme of 7 Days to Die through an additive approach. As such, the majority of features will be very familiar. Additions are intuitive, enhancing, immersive, in context, supportive, and appropriately more threatening. While there will be periods of extremes, considered choices can restore balance.

Players can expect the following:

  • Upgraded default zombies in the biomes, hordes, and Game Stage linked POIs
  • A greater abundance of Prepper style quest POIs (custom and TFP conversions) for A21
  • Additional recipes that accommodate Prepper/Survivalist/Bushcrafter traits
  • Upgraded and custom items to facilitate survival against stronger hostiles
  • Custom questing opportunities

as well as other game play features that are in context with a Prepper’s experience of the afterwards.

This image shows the Quest Note icons that can be found in safes, except for the Zombie Teddy Bear which is an Animal Hunting Quest that appears in the players toolbelt when first joining a World. Track down these special Zombies to earn a completion reward. Preppers are required to eliminate them with specific weapons. In most cases it is with exactly the same weapon they are using. The Soldier carries an Assault Rifle and must be eliminated with an Assault Rifle to rack up kills for the Quest. In the case of the Gliding Spiders and the Nurse, the weapon shows in the icon or Quest requirements. You will be rewarded with 1 Skill for 25 eliminations using the appropriate weapon. More Quests can be found in secure loot.

7 days to die preppocalypse additional screenshot 1

This image shows Machete Party Girl. She will appear in POIs as a Prepper’s Game Stage increases. She will also appear in the Biomes (with a low chance unless you visit the Wasteland) and Horde Nights. She is tougher than a Radiated Party Girl.

7 days to die preppocalypse additional screenshot 2

Some interactions will be reasonable while others can get tough, especially if a few ranged zombies appear at the same time.

7 days to die preppocalypse additional screenshot 3

As a Prepper, the Strengths attribute provides a ‘Prepper Strength’ Skill for XP, an extra Skill Rank 4 for Cardio, and a few other tweaks here and there. Having access to 3 Robotic devices at Skill 5 is one of those tweaks.

7 days to die preppocalypse additional screenshot 4

8K Sample World

Here is an of 8K sample World; Preppo8K02. It features a custom biome and 15 Traders of which there is an instance of the ‘Trader Preppo-Tech Trio’ consisting of Jen, Hugh, and Joel in a multi-Trader compound. Preppo8K02 has only 1 player starting spawn point in the far North West and will offer a greater initial challenge to reach the first Trader.

A spoiler for anyone who would like a peak of the ‘maps’.

Preppo8K02 with a single starting point in the far North West Pine Forest.

7 days to die preppocalypse additional screenshot 6

Here is an introductory video primarily for new players switching from Vanilla to Mods.

Here is a nice introductory series of play through streams from BunnyNZ. It’s not just decent to introduce Preppocalypse, but the A21 update as well.

And from Hirnsturz with narrative in mostly German, although his English is clearly very strong as well as he translates for his viewers.

Credits

arramus takes guardianship of the concept, compilation, and distribution of Preppocalypse.

However, the following community additions and know-how equally add value to the experience.

From Z – A:

  • TFP – Providing the 7 Days base game, as well as the means for the modding community to expand.
  • Tallman Brad Gaming – The Tallman Brad Gaming Community are known for the Wild West Mod. Influence comes in many forms, and Tallman Brad, Medusa, and other community members will see they have left their mark in one way or another.
  • Syco54645 – A19 Farming. Brings back seedlings upon harvesting for sustainability and positive returns.
  • Oakraven – Quality of Life additions such as Bee Hives, Chicken Coops, and the Rock Drill. Oakraven always goes far and beyond to assist mods and overhauls, and it has been a positive partnership on many levels.
  • KhaineGB – Kind use of lockable and expanded inventory mods, including extra forge slots.
  • JaxTeller718 – Expanded Wandering Hordes Mod with a little further tweaking here and there.
  • Haidr’Gna – Invisible Dye mod to assist with hiding armor or clothing.
  • Guppycur et al – Provides a hub for development and sharing. Too many individuals to mention.
  • Gazz – Provided the Gazz-MutedAuger for the community to do with as they wish.
  • EndZ Devs – Thee Legion and May Red for bringing the Preppocalyptic Car from Unity to game.
  • Darkstardragon – Comprehensive one on one support.
  • Briston Gaming – Showcasing everything 7 Days to the community. (His YouTube Channel)
  • bdubyah – Template code advice and support.

Compatibility With Other Mods

There are far too many mods in the 7D2D community for a comprehensive overview. Preppocalypse is light, but it is an overhaul in its own right and makes some aggressive changes in a few areas that will not play well with certain mods. However, one area that remains untouched is the vehicles, beyond direct changes to how default vehicles handle. As such, the follow Vehicle Mods have been tested and verified as compatible with Preppocalypse based on the following:

  • No console errors on load out.
  • Unlocking and progression worked appropriately when testing Vehicle Crafting Skills Books
  • Appeared on the Workbench, or in the case of Vehicle Madness, Vehicle Workbench

In alphabetical order:

Not only are they compatible with Preppocalypse, based on the tests, they are also compatible with each other and all 3 Mods can be used at exactly the same time. Now that is vehicle madness extreme. There will be a couple of things you will notice such as Vehicle Madness icons, and the ability to craft Acorn Flour on the Vehicle Madness Auto Workbench. ^^

CAUTION

Updating to a newer version of Preppocalypse or A21 has the potential to cause player saves to corrupt. Before attempting an update, make a backup of your World/Player saves just in case it is necessary to roll back to an earlier version. If you decide to take the risk, lose your player level and skills, but wish to continue anyway, it is possible to use the ‘giveselfxp ###’ for XP in debugmenu through the console, and any Skills, Perk Books, Crafting Books, etc through the creativemenu. If you don’t want to take the risk, stick to your current build until the play through is complete.

Permission is not given to redistribute any part of Preppocalypse. This includes as a complete mod, or any of the assets contained within. Redistributing Preppocalypse will cause licensing issues for assets that are paid for, and increases the potential for a file mismatch. For more information, read the TFP Guidelines on Modding Policy.

Changelog

arramus just pushed a new update for Preppocalypse that will allow more Preppocalypse POIs to appear. They have a higher chance that default POIs.

If you want even more follow these instructions:

  1. Open the Config / rwgmixer.xml file in the A21-Preppocalypse folder.
  2. At the bottom you will see:
    <prefab_spawn_adjust partial_name="carlot_02_prepper" min_count="5" max_count="10" bias="5"/>
    <prefab_spawn_adjust partial_name="evildeadcabin01_prepper" min_count="8" max_count="12" bias="5"/>
    <prefab_spawn_adjust partial_name="prepper_bunker80_01" min_count="8" max_count="12" bias="5"/>
    <prefab_spawn_adjust partial_name="prepper_countryresidentialbunker01" min_count="5" max_count="10" bias="5"/>
    <prefab_spawn_adjust partial_name="prepper_Floppy_Games_Workshop_Medusa" min_count="5" max_count="10" bias="5"/>
    <prefab_spawn_adjust partial_name="prepper_mine80_01" min_count="8" max_count="12" bias="5"/>
    <prefab_spawn_adjust partial_name="prepper_preppo_bunker42_01" min_count="5" max_count="10" bias="5"/>
    <prefab_spawn_adjust partial_name="prepper_stonecave_01_arramus" min_count="5" max_count="10" bias="5"/>
    <prefab_spawn_adjust partial_name="prepper_wildernesscabin01" min_count="8" max_count="12" bias="5"/>
    <prefab_spawn_adjust partial_name="preppo_gas_station_09" min_count="5" max_count="10" bias="5"/>    
    <prefab_spawn_adjust partial_name="preppo_gas_station_10" min_count="5" max_count="10" bias="5"/>
    <prefab_spawn_adjust partial_name="preppo_skyscraper_04" min_count="5" max_count="10" bias="5"/>
    <prefab_spawn_adjust partial_name="preppo_TheCompound" min_count="8" max_count="12" bias="5"/>
    <prefab_spawn_adjust partial_name="preppo_store_hardware_02" min_count="5" max_count="10" bias="5"/>
    <prefab_spawn_adjust partial_name="store_book_01_prepper" min_count="5" max_count="10" bias="5"/>
    <prefab_spawn_adjust partial_name="store_clothing_02_prepper" min_count="5" max_count="10" bias="5"/>    
    <prefab_spawn_adjust partial_name="store_clothing_02_prepper" min_count="5" max_count="10" bias="5"/>
    <prefab_spawn_adjust partial_name="trader_jen_hugh_joel_tech" min_count="3" bias="15"/>

These are all of the specific Preppocalypse POIs being given a minimum and maximum weighting along with a bias. In a test World, many of those maximum counts were applied. This is particularly in the Wilderness area. In some locations, it doesn’t reach the Maximum but does exceed the Minimum. One example is the Stone Cave POI. The Preppocalypse Trio Trader allowed 2 to appear. However, he was expected that to occur sometimes because there is so much competition with other traders and these are just weighting recommendations based on available space and balance.

To increase these further, simply increase the min_count and max_count to your own preferences. Each regular POI has a bias of 1. Adding 5 gives it more probability, but within reason. Increasing that higher will also give it more chance to reach its Maximum.

He did not change the Old West towns. They have a huge amount of custom POIs but only 1 is a Preppocalypse type. It already appears enough since the Old West towns are much larger than usual. See how you get on with this update when making Worlds, and toggle the settings as needed.

Alpha 21 Versions
DOWNLOAD Preppocalypse for A21 (189 MB)
DOWNLOAD Optional Mods for A21 (96 Slot Inventory, up from current 60, Always Open Trader, and Fast Forge Fill And Empty) (6 KB)
DOWNLOAD Preppo8K02 for A21 (93,6 MB)
Alpha 20 Versions
DOWNLOAD Preppocalypse for A20 (135,2 MB)
DOWNLOAD 8K Sample World for A20 (73,2 MB)

The forum topic of the mod is here.

Credits: arramus and community

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25 thoughts on “Preppocalypse

  1. looks like this mod break part of Izayos 7.62 pack, specifically it makes the snipers uncraftable. im thinking this is because preppo adds another tier to the rifles category and it doesnt jive with other gun mods because of it

  2. Do the following mods work with Preppocalypse:
    – Khaine 15 slot toolbelt
    – Izayo 5.56 Gun Pack
    – Izayo Shotgun Pack
    – Izayo 7.62 Gun Pack
    – Izayo .45 ACP Weapons Pack
    – Izayo Vanilla Weapons Expantion Pack
    – Pant’s Weapons Pack
    – Cornl3read Server side starter kit
    – Deadlee6 Increase item stack size limit

  3. Has anyone else had a problem finding Shale? Has the locations changed from the desert? I’ve hiked my fingers off and haven’t found one shale node. Hints please or some insight would be greatly appreciated

    1. Shale continues to be in the Desert. A21 has really made Shale a more difficult resource to find. This is by design. It costs more, requires more to refine fuel, and is specific to a certain type of area in the desert. The desert is split into separate desert sub-biomes, with each sub-biome specialising in a different resource. It means it can take time to find a shale ‘nugget’ on the surface. However, once you do, that area will generally give a lot. Preppocalypse hasn’t made any changes to how often, or where you’ll find shale, and it’s just something the developers decided to make more difficult for A21.

    1. This is not by design. In testing on a new World using RWG, with the latest build of A21 Preppocalypse, it was not possible to verify this issue. The Claw Hammer and Nailgun were able to repair and upgrade.

    1. Im Ordner A21-Preppocalypse gibt es einen Ordner namens Config.
      Darin befindet sich eine Datei namens Localization.txt.
      Wenn Sie bereit sind, das Englische ins Deutsche zu übersetzen, kann ich es hinzufügen.

    1. There sure is.

      Go to A21-Preppocalypse / Config / XUi / windows.xml and delete from Line 82 down to 297. I can’t be specific as code is not accepted in this comment area. Don’t delete the last Preppocalypse code tag though as it is needed for things from the start.

  4. Is there any way to add Khaine’s 96 slot backpack and other of their modlets?

    So I need to add a number to the folders to ensure the modlets are loaded after Preppocalypse?

    1. Correct Drakox.

      Since Preppocalypse is called ‘A21-Preppocalypse’, anything you would like to load after Preppocalypse can be renamed if it begins with a letter/number combination of lower than A21 for ordering since Mods are loaded in numerical and alphabetical order. If you want to load a mod called ‘A21-Apples’ it would need to be renamed to load after to something like ‘ZA21-Apples’. Adding the Z is common for such purposes.

      Preppocalypse already uses Khaines 60 slot backpack. To use the 96 slot backpack it should not really require any changes.

      KHA21-96BBM (Khaine’s 96 backpack) will load after A21-Preppocalypse due to the ordering, and should be accepted in place of the 60 backpack.

        1. Never mind, I edited the mod files to match the XML’s from the KHA21-96BBM XML’s and it now works properly, also the Scale on the XML’s was missing

  5. So either this was listed in A21 by accident or someone didn’t notice the pathing issue. When adding this into your mods folder it creates additional paths inside the mods folder to other folders. Instead of 7D2D – Mods – Preppocalypse main and all the modlets it lists it this way 7D2D – Mods – A21Preppocalypse main – Mods – A21 Preppocalypse. Nothing from the mod is being picked up and don’t see any of the modlets and game info that should be in the mods folder. This is not working at all.

  6. This is not currently ready as is for a21. I’m not sure why it was posted here as a21 ready because it throws a BUNCH of red missing poi errors. Not cool.. 0/10 lol

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