TheStoryteller01

Materials for RPG Maker XP/VX/MV, 7 Days To Die, FPS Creator and Neverwinter Nights 2

Born To Be Wild: A Quest Mod for 7 Days To Die (Alpha 16.4)

General Mod Info:
This quest mod is designed for SP and consists of a new main quest chain in 11 steps with another 3 sidequests.

It is meant to provide an alternative start for experienced players and also an alternative endgame than to just delay the inevitable death by the horde. It provides the opportunity to end the game upon having acquired the means to cross the radiation zone and escape to another area where there is no horde (at least yet). It also tells a little story along the way. It introduces another survivior called Alex who provides the player with motivation and tips. There is no mentioning of Alex’s gender throughout the whole quest so it should work for any player character.

The quest descriptions and journal entries hold a lot of additional information to what appears on screen so reading them will not only help solving the quests but also add to the immersion.

Pop-ups:
This mod makes extensive use of pop-ups and journal entries, to make sure one doesn’t miss any pop-ups, the engine should be given a little time to process after finishing a quest. It should be avoided pressing ESC to close a window right after finishing a quest, that might kill a pop-up. Of course with zombies and such around somtimes one is in a hurry so every pop-up that is supressed or shot down is still a journal entry and therefore missing a pop-up is not gamebreaking, just less fun. The Mod has been tested with the lowest resolution being 1600 x 1024 where no pop-up windows had text bleeding out. It could happen with even lower resolutions.

Multiple quests:
Sometimes multiple quests are given at once but everything is coded so that the main quest chain should always being shown on screen. Certain circumstances can prevent that, so if the quest on screen appears oddly unrelated, the quest window should still include the next main quest step.

Walkthrough:
The journal will automatically contain a walktrough (at least to some extent)

The mod can be downloaded at the Nexus: https://www.nexusmods.com/7daystodie/mods/134

Advertisements

Crossroads: Custom Hubs for 7 Days To Die (Alpha 16.4)

Crossroads01A possible spawn from this hub type

This is an expansion for the rwgmixer.xml file that adds a new type of hub: the crossroads. Instead of a settlement it inserts a short road into a crossroads that always spawns a gas station and possibly up to one diner, one Motel, one or more bars/stripclubs/saloons/etc and some filler prefabs.

How to set it up: (It is recommended to first make a backup of every file you are going to alter!)
You need to open your rwgmixer.xml with one of the better editors, I use the free notepad++ which works perfectly for my needs. If you copy any of the lines here into your rwgmixer.xml, they should automatically have the right format, if they are too wide on the left, keep the whole paste selected and use the TAB key to move the whole block to the right until it fits.

1.
Add this line
<hub_rule name=”crossroads” prob=”??”/>
to the other hub rules in
<cell_rules>
 <cell_rule name=”default”>
(you’ll have to change the prob=”??” to something that matches the other hubs)

2.
Then add these lines
<hub_rule name=”crossroads”>
   <hub_type value=”town”/>
   <width value=”200, 250″ />
   <height value=”200, 250″ />
   <path_material value=”asphalt” />
   <path_radius value=”10″ />

   <prefab_rule name=”crossroadsGroup”/>

   <street_gen level=”5″ length_multiplier=”5″>
    <axiom value=”[FFFF]”/>
   </street_gen>
 </hub_rule>

to the other hub rules in <hub_rules>

3.
And finally add these lines

<prefab_rule name=”crossroadsGroup”>
   <prefab rule=”crossroadsGasGroup” min_count=”1″ max_count=”1″/>
   <prefab rule=”crossroadsDinerGroup” prob=”1″ max_count=”1″/>
   <prefab rule=”crossroadsMotelGroup” prob=”100″ max_count=”1″/>
   <prefab rule=”crossroadsExtraGroup” prob=”50″ max_count=”3″/>
   <prefab rule=”crossroadsFillerGroup” prob=”50″ max_count=”1″/>
 </prefab_rule>
  
 <prefab_rule name=”crossroadsGasGroup”>
   <prefab name=”gas_station1″ prob=”1″ max_count=”1″/>
   <prefab name=”gas_station2″ prob=”5″ max_count=”1″/>
   <prefab name=”gas_station3″ prob=”10″ max_count=”1″/>
   <prefab name=”gas_station4″ prob=”50″  max_count=”1″/>
   <prefab name=”gas_station5″ prob=”100″  max_count=”1″/>
 </prefab_rule>
  
 <prefab_rule name=”crossroadsDinerGroup”>
   <prefab name=”diner_01″  prob=”1″ max_count=”1″/>
   <prefab name=”diner_02″  prob=”5″ max_count=”1″/>
   <prefab name=”fastfood_01″ prob=”10″ max_count=”1″/>
   <prefab name=”fastfood_02″ prob=”50″ max_count=”1″/>
   <prefab name=”fastfood_03″ prob=”100″ max_count=”1″/>
 </prefab_rule>
  
 <prefab_rule name=”crossroadsMotelGroup”>
   <prefab name=”hotel_roadside_01″ prob=”1″ max_count=”1″/>
   <prefab name=”hotel_roadside_02″ prob=”5″ max_count=”1″/>
 </prefab_rule>
    
 <prefab_rule name=”crossroadsExtraGroup”>    
   <prefab name=”bar_sm_01″ prob=”1″ max_count=”1″/>
   <prefab name=”bar_stripclub_01″ prob=”10″ max_count=”1″/>
   <prefab name=”store_salon” prob=”50″ max_count=”1″ />
 </prefab_rule>
  
 <prefab_rule name=”crossroadsFillerGroup”>    
   <prefab name=”vacant_lot_med_01″ prob=”1″ max_count=”1″/>
   <prefab name=”vacant_lot_med_02″ prob=”5″ max_count=”1″/>
   <prefab name=”vacant_lot_sm_01″ prob=”10″ max_count=”1″/>
   <prefab name=”vacant_lot_sm_02″ prob=”50″ max_count=”1″/>
   <prefab name=”water_tower_01″  prob=”100″ max_count=”1″/>
 </prefab_rule>

somewhere into <prefab_rules>

This hub is a town hub so every prefab in this list (as well as those you want to add) needs to have “town” in their
property name=”AllowedTownships” value=
line and any entry besides “any” in
property name=”Zoning” value=
At least in 16.4  <property name=”Zoning” value=”any”> does not work although it’s found in several Vanilla prefabs (Any, all or All doesn’t work either)

These new hubs will appear depending on the place in the row of hub rules and the prob=”?? ”  of each entry so you’ll have to experiment with the Random Gen World Previewer until you get to a number that fits your playstyle. Personally I have tweaked it so on average 2 in 9 hubs spawn as crossroads but my rwgmixer.xml is 80% customized so I can offer no probablities that will get the same result in a Vanilla game.

BTW, I am aware that prob=”??” is usually in the 0.0001 to 1 range but a 1 to 100 range works too and at least in my testing produces better results.

 

Orc Sprites 3 for RPG Maker XP

OrcAssassin02OrcAssassin03These are Orc Assassin sprites for RPG Maker XP. The sprites are entirely created in Paint Shop (with a lot of post editing) from a recoloured VX Ace orc head and XP RTP media parts from the original French version of Fusion Maker by Sebastien Bini.

To download simply right-click the pics and use the option “save picture as…”.

All credit for the artwork goes to Enterbrain. Feel free to use them for your RPG Maker projects but please don’t commercially use or redistribute this content without proper crediting Enterbrain.

You can find out everything about Sebastien Bini’s character generator at his own website: Game Character Hub

Faceset matching stock sprite SF_People1_7 from RPG Maker MV (includes version for XP/VX)

This is a faceset for SF_People1_7 from the RPG Maker MV “base resource” characters that can be used for any modern, scifi, shadowrun or horror settings.  The sprite 7 from the sheet SF_People1 has no stock portrait so I created one in a 16-layer paint shop file using the MV generator parts. To support the appearance of an old man I set the head lower onto the neck and also tilted it slightly for most expressions. The clothes are tinkered togther from various generator parts.

The following emotes are displayed (from left to right, top row first): neutral, friendly, roguish, happy, surprised, angry, sad, doubtful

sf_people1_7a-mv

In addition there is a downsized version usable for XP and VX.

sf_people1_7a-mv-for-vx

To download first click the pics then right-click and use the option “save picture as…”.

No redistribution of the originals or of any edits  allowed –  if you want to share these ressources, please link to this site.

Since the artwork is all stock graphics from RPG Maker MV, the use of these facesets is restricted to RPG Maker projects (non-commercial only). Please give credit to Kadokawa/Enterbrain and TheStoryteller01 if you use them.

Merken

Faceset matching stock sprite SF_Monster_8 from RPG Maker MV (includes version for XP/VX)

This is a faceset for SF_Monster_8 from the RPG Maker MV “base resource” characters that can be used for any modern, scifi, shadowrun or horror settings.  It’s not an edit of the stock portrait but a recreation which I made in a 14-layer paint shop file using the MV generator parts. My faceset shows the whole suit including tie in the color matching the sprites

The following emotes are displayed (from left to right, top row first): neutral, friendly, roguish, happy, surprised, angry, sad, frowning

sf_monster_8-mv

In addition there is a downsized version usable for XP and VX.

sf_monster_8-mv-for-vx

To download first click the pics then right-click and use the option “save picture as…”.

No redistribution of the originals or of any edits  allowed –  if you want to share these ressources, please link to this site.

Since the artwork is all stock graphics from RPG Maker MV, the use of these facesets is restricted to RPG Maker projects (non-commercial only). Please give credit to Kadokawa/Enterbrain and TheStoryteller01 if you use them.

Faceset matching stock sprite SF_Actor3_3 from RPG Maker MV (includes version for XP/VX)

This is a faceset for SF_Actor3_3 from the RPG Maker MV “base resource” characters that can be used for any modern, scifi, shadowrun or horror settings.  It’s not an edit of the stock portrait but a recreation which I made in a 15-layer paint shop file using the MV generator parts. The clothes have been taken from the stock portait and edited. The hair tone is slightly different from the stock portrait to match the sprites better.

The following emotes are displayed (from left to right, top row first): neutral, friendly, roguish, happy, surprised, angry, sad, guilty

SF_Actor3_3 MV

In addition there is a downsized version usable for XP and VX.

SF_Actor3_3 MV for VX

To download first click the pics then right-click and use the option “save picture as…”.

No redistribution of the originals or of any edits  allowed –  if you want to share these ressources, please link to this site.

Since the artwork is all stock graphics from RPG Maker MV, the use of these facesets is restricted to RPG Maker projects (non-commercial only). Please give credit to Kadokawa/Enterbrain and TheStoryteller01 if you use them.

Faceset matching stock sprite SF_People2_5 from RPG Maker MV (includes version for XP/VX)

This is a faceset for SF_People2_5 from the RPG Maker MV “base resource” characters that can be used for any modern, scifi, shadowrun or horror settings.  It’s not an edit of the stock portrait but a recreation which I made in a 20-layer paint shop file using the MV generator parts. The round glasses are tinkered together from stock parts. The faceset differs a bit from the stock portrait but matches the sprites very well.

The following emotes are displayed (from left to right, top row first): neutral, friendly, roguish, happy, surprised, angry, sad, contrite

SF_People2_5 MV

In addition there is a downsized version usable for XP and VX.

SF_People2_5 MV for VX

To download first click the pics then right-click and use the option “save picture as…”.

No redistribution of the originals or of any edits  allowed –  if you want to share these ressources, please link to this site.

Since the artwork is all stock graphics from RPG Maker MV, the use of these facesets is restricted to RPG Maker projects (non-commercial only). Please give credit to Kadokawa/Enterbrain and TheStoryteller01 if you use them.

Faceset matching stock sprite SF_Actor3_2 from RPG Maker MV (includes version for XP/VX)

This is a faceset for SF_Actor3_2 from the RPG Maker MV “base resource” characters that can be used for any modern, scifi, shadowrun or horror settings.  It’s not an edit of the stock portrait but a recreation which I made in a 16-layer paint shop file using  MV generator parts and elements from the stock portrait.  The stock portrait is showing a masculine women (or an androgynous character), so I used a lot of male generator parts to retain the appearance of the stock portrait. The hair tone is in between the darker game sprite and lighter battle sprite.

SF_Actor3_2a MV

In addition there is a downsized version usable for XP and VX.
SF_Actor3_2a MV for VX

While the stock portrait is very similar to the above faceset, the sprite’s appearance is that of a regular female character, so I made an alternative version that fits the sprite actually better. I used only female generator parts for this one but made sure to keep the ‘badass’ character from the stock portrait.

The following emotes are displayed (from left to right, top row first): neutral, friendly, roguish, happy, surprised, angry, sad, hostile
SF_Actor3_2b MV

In addition there is a downsized version usable for XP and VX.
SF_Actor3_2b MV for VX

To download first click the pics then right-click and use the option “save picture as…”.

No redistribution of the originals or of any edits  allowed –  if you want to share these ressources, please link to this site.

Since the artwork is all stock graphics from RPG Maker MV, the use of these facesets is restricted to RPG Maker projects (non-commercial only). Please give credit to Kadokawa/Enterbrain and TheStoryteller01 if you use them.

Faceset matching stock sprite SF_People3_8 from RPG Maker MV (includes version for XP/VX)

This is a faceset for SF_People3_8 from the RPG Maker MV “base resource” characters that can be used for any modern, scifi, shadowrun or horror settings.  It’s not made with the MV character generator but made in a 13-layer paint shop file using the MV generator parts and elements from stock facesets. The character is a nurse from a sprite sheet with no existing stock faceset so everything is based on the sprite. In addition to the color pattern from the sprite I also made 2 versions with traditional white and blue clothing and different hair/eye colors.

The following emotes are displayed (from left to right, top row first): neutral, friendly, roguish, happy, surprised, angry, sad, embarrased

SF_People3_8a MVSF_People3_8b MVSF_People3_8c MV

In addition there are downsized versions usable for XP and VX.

SF_People3_8a MV for VXSF_People3_8b MV for VXSF_People3_8c MV for VX

To download first click the pics then right-click and use the option “save picture as…”.

No redistribution of the originals or of any edits  allowed –  if you want to share these ressources, please link to this site.

Since the artwork is all stock graphics from RPG Maker MV, the use of these facesets is restricted to RPG Maker projects (non-commercial only). Please give credit to Kadokawa/Enterbrain and TheStoryteller01 if you use them.

Faceset matching stock sprite Evil_3 from RPG Maker MV (includes version for XP/VX)

This is a faceset for Evil_3 from the RPG Maker MV stock characters.  It’s not an edit of the stock portrait but a recreation which I made in an 18-layer paint shop file using the MV generator parts. I took a lot of inspiration from the stock portrait but I used different clothes and eyebrows to match the sprites better.

The following emotes are displayed (from left to right, top row first): neutral, friendly, roguish, happy, surprised, angry, sad, annoyed

Evil_2 MV

In addition there is a downsized version usable for XP and VX.

Evil_2 MV for VX

To download first click the pics then right-click and use the option “save picture as…”.

No redistribution of the originals or of any edits  allowed –  if you want to share these ressources, please link to this site.

Since the artwork is all stock graphics from RPG Maker MV, the use of these facesets is restricted to RPG Maker projects (non-commercial only). Please give credit to Kadokawa/Enterbrain and TheStoryteller01 if you use them.