The Mod I've Been WAITING FOR Is Finally Here and READY - 7 Days To Die
Summary
TLDRIn this video, the creator introduces their new action skills mod for '7 Days to Die,' now available for download. The mod enhances the game by adding new skills, perks, and crafting systems across combat, utility, and mental abilities. Players can level up skills like mining, salvaging, and archery, with added depth to armor, crafting, and explosives. The mod aims to improve gameplay realism and difficulty while offering extensive customization. The creator also discusses compatibility issues with other mods and future updates, promising in-depth tutorials and playthroughs to fine-tune the balance.
Takeaways
- đ The mod introduces a wide range of new skills and perks, including combat and utility skills like melee weapon proficiency, survivalism, and mining.
- đ Each skill has a leveling system, with actions like salvaging, eating, and reading books directly affecting skill progression.
- đ The mod includes detailed changes to combat perks, with separate perks for different weapon types like rifles, archery, and melee combat.
- đ The armor system is made more distinct, with different armor types providing unique benefits such as resistance to specific damage types or increased carry capacity.
- đ The mod rebalances stamina, removing stamina on kill and instead offering more immersive, grounded gameplay mechanics.
- đ Crafting skills now play a significant role in determining the quality of weapons and tools, with certain perks unlocking new crafting options.
- đ Speech skill currently doesn't work as intended, but it's being patched, with an interim solution based on trading and buying magazines.
- đ The mod requires careful planning with skill investments since thereâs no âforget elixirâ option, meaning your decisions are permanent.
- đ Compatibility with other mods may be limited, especially those relying on the 'learn by reading' mechanic, which has been removed.
- đ Future updates will include additional mod functionality, including fixes for better water and food integration, and more in-depth balancing based on player feedback.
- đ Playtesting has led to adjustments in XP gain rates for certain skills, ensuring a more balanced experience for players right from the start of the game.
Q & A
What is the main focus of the Action Skills mod for *7 Days to Die*?
-The main focus of the Action Skills mod is to overhaul and expand the skill system in *7 Days to Die*, introducing new skills, perks, and crafting options that aim to make the gameplay more immersive, challenging, and customizable.
What does the 'Blunt' skill include, and how is it leveled up?
-'Blunt' includes skills for clubs, knuckles, sledgehammers, and salvage tools. It is leveled up by using these items in combat and also through salvaging, which will benefit from this skill as well.
How do utility skills like 'Scavenging' and 'Salvaging' work in the mod?
-'Scavenging' increases loot stage and looting time, and is leveled up by looting containers. 'Salvaging' improves the efficiency of salvaging materials and is leveled up by actually performing salvage actions.
How does the 'Survivalism' skill function in this mod, and are there future updates planned for it?
-'Survivalism' is leveled up by eating and drinking. Future updates are planned to expand it by adding functionality for farming and harvesting corpses, though these features will require additional scripting.
What changes were made to the 'Speech' skill in the mod?
-The 'Speech' skill doesn't work in the traditional 'learn by doing' manner yet. Currently, it levels up through reading 'Business Secrets' magazines, which are primarily obtained by trading. A full functional update is planned but will require additional scripts to enable speech-based quests and transactions.
Can you explain how the 'Brutal Strikes' perk works?
-'Brutal Strikes' is a melee combat perk that boosts headshots and decapitations. It is based on player level rather than a specific weapon skill and requires two levels worth of skill points to unlock.
What changes were made to stamina on kill effects in this mod?
-All stamina on kill effects have been removed from the mod, in favor of making the game more grounded and immersive. This change replaces those effects with other bonuses, and the mod aims to make stamina management more strategic.
How does armor function differently in the mod compared to the base game?
-Armor skills now provide benefits based on the type of armor worn. For example, light armor increases carry capacity, medium armor gives resistance to various debuffs (like bleeding), and heavy armor offers stun resistance and melee damage boosts. The system is designed to make armor types more distinct and impactful in gameplay.
What are some important crafting-related changes in this mod?
-Crafting skills now govern the quality of tools, weapons, and ammo. For example, 'Advanced Engineering' unlocks advanced crafting stations, and 'Blacksmithing' governs melee weapon quality. Crafting skills are blended for certain types of items, like bows and melee weapons, to streamline the crafting process.
What is the compatibility situation with other mods?
-The mod is not compatible with any mods that rely on the 'learn by reading' system, as it alters that mechanic. However, it works fine with mods like 'Improved Zombie Threat.' Users must either create patches or wait for updates for compatibility with other mods.
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