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kic

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kic

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About this mod

ReapersMod, the update to the old RangerMod (pre 1.0) adds a bunch of weapons, new armor and mods, and quests to the game. This is a single-player mod designed to add to the end-game content, add some fun lore and story elements, and generally give you new toys to play with. For version 1.2 of the game (but probably works with any 1.0 or later).

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# ReapersMod by kic (for 7 Days to Die 1.2)
## [License: CC BY-NC-ND](https://creativecommons.org/licenses/by-nc-nd/4.0/). This license enables reusers to copy and distribute the material in any medium or format in unadapted form only, for noncommercial purposes only, and only so long as attribution is given to the creator. CC BY-NC-ND includes the following elements:
**BY: credit must be given to the creator.
NC: Only noncommercial uses of the work are permitted.
ND: No derivatives or adaptations of the work are permitted.**

### Disclosure: This is a personal project and is designed for my enjoyment and use on my [YT channel](https://youtube.com/kic). I'm releasing it to the public in case someone is interested in it. Because it's a personal project, that's the primary lens through which I view balancing, features, etc., but I welcome constructive feedback.

### Download and Installation

Installing? Unzip the ReapersMod.zip file and put the resulting ReapersMod-kic folder (see note below) into your 7DaystoDie/Mods folder. It's the same as pretty much every other XML-based modlet. If you're putting it on a server, it needs to be on both server and client machines. If you're installing on a Mac or Linux, go search for a guide to install mods on those systems.

**NOTE**: If you’re running any other mods that add arrows or shotgun shells to the game, I can’t promise everything will work correctly. In the event of not seeing ReapersMods ammunition in the ammo wheel, I’d suggest renaming your ReapersMod folder to zzzReapersMod and try loading the game. If everything works, then great. If not, then you’ll need to decide which mods you want to play with.

Also, backup any game saves. This is general advice you should adhere to, but it’s a mod, and who knows what it might do if it conflicts with other mods? For best results and intended progression, start a new file with the mod.

**Lastly, this is meant to be a single-player mod. Multiplayer use is unsupported and I can not help you.**

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### Version history
1.01 Hotfix for the kabar doing way too much damage.
1.0 First release of ReapersMod. Previously known as RangerMod for older versions of the game.

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### Thanks and stuff
Thanks to everyone who has downloaded and endorsed the previous iteration of this mod on Nexus. I appreciate it. Thanks as well to everyone who has provided constructive feedback.

Also, particular thanks to:
* XRedMillenniumX for the code to let me use more arrows (no longer needed in 1.0, but never would have made it this far otherwise)
* AuroraGiggleFairy also for the code to let me use more arrows (same as above)
* FletchSlade for playtesting, brainstorming, and keeping me honest
* Everyone who has reported bugs
* So many modders in the 7 Days scene whose mods I looked at to help figure this stuff out that I can’t possibly remember them all. Even if I never talked to them, they've been immensely helpful.
* [OpenClipart-Vectors](https://pixabay.com/users/openclipart-vectors-30363/) on PixaBay for the Reaper silhouette
* [T-Art](https://sketchfab.com/person-x) on Sketchfab for the katana
* [havelther0ck](https://sketchfab.com/havelther0ck) on Sketchfab for the warhammer
* [Julian Blane](https://sketchfab.com/neohl) on Sketchfab for the sword/glaive (“The Spit”)
* [garten-gg](https://pixabay.com/users/garten-gg-201217/) on PixaBay for the old book
* [Skowster](https://sketchfab.com/skow367) on Sketchfab for the sledge
* [ferrarif340](https://sketchfab.com/ferrarif340) on Sketchfab for the kabar


 
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### Author's mindless babbling
As noted in the disclosure, this is a personal project that spawned from a desire to improve archery in the game. From there, it’s grown exponentially into the “light overhaul” it is now. If time allows, I still have a laundry list of things I’d like to do which fall more into the “overhaul” than the “new stuff” category, but that takes so much more time due to testing and all the hooks in the base XML. I would expect bug fixes, but not much else, at least for a while. This has been months in the making due to limited time and understanding. I’m also running up against the wall of what I can do with only XML, and I don’t have much interest in venturing in C# land to figure out how to do more complex things.

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### ReapersMod briefly contains:
* New ammunition
* New weapons
* A bunch of mods
* New armor
* Miscellaneous resources
* Gobs of schematics
* Some quests (one’s a doozy)
* Lore
Many of the new items are recycled meshes from the vanilla game’s content with colors added to differentiate them. Others are brand new meshes (see the “Thanks and stuff” section).

Please see the README.txt in the mod for the complete (minus an easter egg or two you'll find in game) list of everything added. Everything from a new knife and sword, grenade launcher, sledgehammer, still more weapons, and a completely different approach to armor than the Fun Pimps, along with a questline that'll test both your skill and your computer's ability to keep up, are contained within.