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quality of life config file cheats for 7 Days To Die

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Jun 18th, 2018
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  1. Some quality of life config file cheats/edits for 7 Days To Die.
  2.  
  3. 1. Add food & water status bars to the UI.
  4. as per this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1314630771
  5. go to: SteamApps\common\7 Days To Die\Data\Config\XUi\
  6. make a backup copy of windows.xml
  7. open windows.xml & look for the tag <window name="HUDLeftStatBars">
  8. comment out that block by adding !-- like this:
  9. <!-- window name="HUDLeftStatBars">
  10. put the end comment at the next instance of </window>
  11. like this: </window -->
  12.  
  13. now that you've got the old code commented out, paste in this shiny new block of code:
  14.  
  15. <window name="HUDLeftStatBars">
  16. <grid name="hud" pos="9,190" rows="4" cols="1" width="168" cell_width="168" cell_height="46" repeat_content="false" side="left" >
  17. <rect width="168" height="43" controller="HUDStatBar" stat_type="Health" visible="{statvisible}">
  18. <sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced" />
  19. <sprite depth="2" pos="3,-3" name="background" height="37" width="162" color="64,64,64,100" type="sliced" />
  20. <sprite depth="3" pos="3,-3" name="BarContent" sprite="{statimage|once}" type="filled" height="37" width="162" fill="0" />
  21. <sprite depth="4" name="Icon" atlas="{staticonatlas|once}" sprite="{staticon|once}" size="32,32" pos="8,-6" foregroundlayer="true"/>
  22. <label depth="6" name="TextContent" pos="0,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{statcurrentwithmax}" height="30"/>
  23. </rect>
  24.  
  25. <rect width="168" height="43" controller="HUDStatBar" stat_type="Stamina" visible="{statvisible}">
  26. <sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced"/>
  27. <sprite depth="2" pos="3,-3" name="background" height="37" width="162" color="64,64,64,100" type="sliced" />
  28. <sprite depth="3" pos="3,-3" name="BarContent" type="filled" height="37" width="162" color= "0,128,0,100" fill="0" />
  29. <sprite depth="4" name="Icon" atlas="{staticonatlas|once}" sprite="{staticon|once}" size="32,32" pos="8,-6" foregroundlayer="true"/>
  30. <label depth="6" name="TextContent" pos="0,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{statcurrentwithmax}" height="30"/>
  31. </rect>
  32. <!-- Begin Food & Water Mod -->
  33.  
  34. <rect width="168" height="43" controller="HUDStatBar" stat_type="Food" visible="{statvisible}">
  35. <sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced"/>
  36. <sprite depth="2" pos="3,-3" name="background" height="37" width="162" color="64,64,64,100" type="sliced" />
  37. <sprite depth="3" pos="3,-3" name="BarContent" type="filled" height="37" width="162" color="[tan]" fill="0" />
  38. <sprite depth="4" name="Icon" atlas="{staticonatlas|once}" sprite="{staticon|once}" size="32,32" pos="8,-6" foregroundlayer="true"/>
  39. <label depth="6" name="TextContent" pos="0,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{statcurrentwithmax}" height="30"/>
  40. </rect>
  41.  
  42. <rect width="168" height="43" controller="HUDStatBar" stat_type="Water" visible="{statvisible}">
  43. <sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced"/>
  44. <sprite depth="2" pos="3,-3" name="background" height="37" width="162" color="64,64,64,100" type="sliced" />
  45. <sprite depth="3" pos="3,-3" name="BarContent" type="filled" height="37" width="162" color="0,153,255,100" fill="0" />
  46. <sprite depth="4" name="Icon" atlas="{staticonatlas|once}" sprite="{staticon|once}" size="32,32" pos="8,-6" foregroundlayer="true"/>
  47. <label depth="6" name="TextContent" pos="0,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{statcurrentwithmax}" height="30"/>
  48. </rect>
  49.  
  50.  
  51. <!-- End Food & Water Mod -->
  52. </grid>
  53.  
  54. <!-- Begin Player Core Temp Mod -->
  55.  
  56. <grid name="hud" pos="187,52" rows="1" cols="1" width="168" cell_width="168" cell_height="46" repeat_content="false" side="left" >
  57. <rect width="168" height="43" controller="PlayerStatsWindow">
  58. <sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced"/>
  59. <sprite depth="2" pos="3,-3" name="background" height="37" width="162" color="64,64,64,100" type="sliced"/>
  60. <sprite depth="3" pos="3,-3" color="50,50,50" type="filled" height="37" width="162" fill="100" />
  61. <sprite depth="4" name="Icon" sprite="ui_game_symbol_temperature" size="32,32" pos="8,-6" foregroundlayer="true"/>
  62. <label depth="6" name="TextContent" pos="0,-10" font_size="24" color="[beige]" justify="center" pivot="topleft" text="{playercoretemp}" height="30" />
  63. </rect>
  64. </grid>
  65.  
  66. <!-- End Player Core Temp Mod -->
  67. <rect name="hud" pos="93,300" side="left" controller="BuffPopoutList" pivot="BottomLeft" >
  68. <panel width="168" height="43" name="item" visible="false" pivot="right" disableautobackground="true" pos="70, 0" >
  69. <sprite depth="3" pos="0,0" name="Background" sprite="ui_game_popup" height="43" width="162" pivot="center" flip="Horizontally" color="[transparent]" />
  70. <sprite depth="4" name="Icon" size="36,32" pos="-58,0" pivot="center" color="[transparent]"/>
  71. <label depth="6" name="TextContent" pos="0,0" font_size="28" color="[white]" justify="center" height="30" pivot="center"/>
  72. </panel>
  73. </rect>
  74. </window>
  75.  
  76.  
  77. 2. Increase headshot damage. Zoms are bullet sponges in this game, so lets make accuracy rewarding and pistols at least a little bit useful.
  78. make a backup copy and edit: SteamApps\common\7 Days To Die\Data\Config\items.xml
  79. search for 'DamageBonus.head' and add a zero after whatever value is in the 'value=' tag
  80. example:
  81. starting value: <property name="DamageBonus.head" value="6"/>
  82. ending value: <property name="DamageBonus.head" value="60"/>
  83.  
  84. you can either do it for everything or limit it to just the ranged weapons.
  85. in my experience the melee damage is OK as is but it might be funny to head splode zoms by punching or clubbing them
  86.  
  87. 3. Add higher top levels for skills. It would be nice of some of the skills continued past their current max levels, so let's lengthen the skill tree.
  88. make a backup copy and edit: Steamapps\common\7 Days To Die\Data\Config\progression.xml
  89.  
  90. 1 - Health Nut - makes your min health upgradeable to 200
  91. replace the block that starts with '<perk name="Health Nut" ' with the following text:
  92.  
  93. <perk name="Health Nut" icon="run" description_key="healthNutDesc" title_key="healthNut" max_level="10" skill_point_cost_multiplier="1.43" skill_point_cost_per_level="5" always_fire="true" group="health">
  94. <requirement perk_level="1" required_skill_name="Athletics" required_skill_level="1"/>
  95. <requirement perk_level="2" required_skill_name="Athletics" required_skill_level="10"/>
  96. <requirement perk_level="3" required_skill_name="Athletics" required_skill_level="20"/>
  97. <requirement perk_level="4" required_skill_name="Athletics" required_skill_level="40"/>
  98. <requirement perk_level="5" required_skill_name="Athletics" required_skill_level="60"/>
  99. <requirement perk_level="6" required_skill_name="Athletics" required_skill_level="61"/>
  100. <requirement perk_level="7" required_skill_name="Athletics" required_skill_level="62"/>
  101. <requirement perk_level="8" required_skill_name="Athletics" required_skill_level="63"/>
  102. <requirement perk_level="9" required_skill_name="Athletics" required_skill_level="64"/>
  103. <requirement perk_level="10" required_skill_name="Athletics" required_skill_level="65"/>
  104. <effect name="MinWellness">
  105. <add perk_level="0" value="0"/>
  106. <add perk_level="1" value="5"/>
  107. <add perk_level="2" value="10"/>
  108. <add perk_level="3" value="20"/>
  109. <add perk_level="4" value="30"/>
  110. <add perk_level="5" value="50"/>
  111. <add perk_level="6" value="60"/>
  112. <add perk_level="7" value="75"/>
  113. <add perk_level="8" value="90"/>
  114. <add perk_level="9" value="110"/>
  115. <add perk_level="10" value="130"/>
  116. </effect>
  117. <effect name="MaxWellness">
  118. <add perk_level="0" value="0"/>
  119. <add perk_level="1" value="5"/>
  120. <add perk_level="2" value="10"/>
  121. <add perk_level="3" value="20"/>
  122. <add perk_level="4" value="30"/>
  123. <add perk_level="5" value="50"/>
  124. <add perk_level="6" value="60"/>
  125. <add perk_level="7" value="75"/>
  126. <add perk_level="8" value="90"/>
  127. <add perk_level="9" value="110"/>
  128. <add perk_level="10" value="130"/>
  129. </effect>
  130. </perk>
  131.  
  132. 2 - Sexual Tyranosaurus - Aww yea.
  133. replace the block that starts with '<perk name="Sexual Tyranosaurus" ' with the following text:
  134.  
  135. <perk name="Sexual Tyranosaurus" icon="run" description_key="sexualTyranosaurusDesc" title_key="sexualTyranosaurus" max_level="10" skill_point_cost_multiplier="1.43" skill_point_cost_per_level="5" always_fire="true" group="health">
  136. <requirement perk_level="1" required_skill_name="Athletics" required_skill_level="1"/>
  137. <requirement perk_level="2" required_skill_name="Athletics" required_skill_level="10"/>
  138. <requirement perk_level="3" required_skill_name="Athletics" required_skill_level="20"/>
  139. <requirement perk_level="4" required_skill_name="Athletics" required_skill_level="40"/>
  140. <requirement perk_level="5" required_skill_name="Athletics" required_skill_level="60"/>
  141. <requirement perk_level="6" required_skill_name="Athletics" required_skill_level="61"/>
  142. <requirement perk_level="7" required_skill_name="Athletics" required_skill_level="62"/>
  143. <requirement perk_level="8" required_skill_name="Athletics" required_skill_level="63"/>
  144. <requirement perk_level="9" required_skill_name="Athletics" required_skill_level="64"/>
  145. <requirement perk_level="10" required_skill_name="Athletics" required_skill_level="65"/>
  146. <effect name="StaminaGain">
  147. <add perk_level="0" value="0"/>
  148. <add perk_level="1" value="0.1"/>
  149. <add perk_level="2" value="0.2"/>
  150. <add perk_level="3" value="0.4"/>
  151. <add perk_level="4" value="0.6"/>
  152. <add perk_level="5" value="1.0"/>
  153. <add perk_level="6" value="1.2"/>
  154. <add perk_level="7" value="1.4"/>
  155. <add perk_level="8" value="1.6"/>
  156. <add perk_level="9" value="1.8"/>
  157. <add perk_level="10" value="2.0"/>
  158. </effect>
  159. </perk>
  160.  
  161. 3 - The Fixer - every time you repair something the overall quality degrades. This skill lets you repair stuff with less quality loss.
  162. replace the block that starts with '<perk name="The Fixer" ' with the following text:
  163.  
  164. <perk name="The Fixer" icon="wrench" description_key="theFixerDesc" title_key="theFixer" max_level="9" skill_point_cost_multiplier="1.58" skill_point_cost_per_level="3" passive_effect="true" always_fire="true" group="crafting">
  165. <requirement perk_level="1" required_player_level="1"/>
  166. <requirement perk_level="2" required_player_level="10"/>
  167. <requirement perk_level="3" required_player_level="20"/>
  168. <requirement perk_level="4" required_player_level="40"/>
  169. <requirement perk_level="5" required_player_level="41"/>
  170. <requirement perk_level="6" required_player_level="42"/>
  171. <requirement perk_level="7" required_player_level="43"/>
  172. <requirement perk_level="8" required_player_level="44"/>
  173. <requirement perk_level="9" required_player_level="45"/>
  174. <effect name="RepairTime">
  175. <multiply perk_level="0" value="1"/>
  176. <multiply perk_level="1" value="0.95"/>
  177. <multiply perk_level="2" value="0.9"/>
  178. <multiply perk_level="3" value="0.8"/>
  179. <multiply perk_level="4" value="0.7"/>
  180. <multiply perk_level="5" value="0.6"/>
  181. <multiply perk_level="6" value="0.5"/>
  182. <multiply perk_level="7" value="0.4"/>
  183. <multiply perk_level="8" value="0.3"/>
  184. <multiply perk_level="9" value="0.2"/>
  185. </effect>
  186. <effect name="RepairAmount">
  187. <multiply perk_level="0" value="1"/>
  188. <multiply skill_level="1" value="1.05"/>
  189. <multiply skill_level="2" value="1.1"/>
  190. <multiply skill_level="3" value="1.2"/>
  191. <multiply skill_level="4" value="1.3"/>
  192. <multiply skill_level="5" value="1.4"/>
  193. <multiply skill_level="6" value="1.5"/>
  194. <multiply skill_level="7" value="1.6"/>
  195. <multiply skill_level="8" value="1.7"/>
  196. <multiply skill_level="9" value="2.0"/>
  197. </effect>
  198. <effect name="RepairQualityLoss">
  199. <multiply perk_level="0" value="1"/>
  200. <multiply perk_level="1" value="0.944"/>
  201. <multiply perk_level="2" value="0.888"/>
  202. <multiply perk_level="3" value="0.777"/>
  203. <multiply perk_level="4" value="0.666"/>
  204. <multiply perk_level="4" value="0.555"/>
  205. <multiply perk_level="4" value="0.444"/>
  206. <multiply perk_level="4" value="0.333"/>
  207. <multiply perk_level="4" value="0.222"/>
  208. <multiply perk_level="4" value="0.111"/>
  209. </effect>
  210. </perk>
  211.  
  212.  
  213. 4. Add higher char levels so you have enough skill points to get all
  214. the crafting recipe unlocks without having to do stupid quests.
  215.  
  216. make a backup copy and edit: SteamApps\common\7 Days To Die\Data\Config\progression.xml
  217. at the top of the file, inside the '<player' tag make these changes:
  218. max_level="400"
  219. exp_to_level="8000"
  220. skill_points_per_level="8"
  221.  
  222. 5. increase drop rate/potential for car batteries
  223. Lead is hard to come by and severely limits your access to bullets. Also, lead car batteries
  224. are super useful and very rare and you can melt them down for lead if you somehow had too many of them.
  225. It would be nice to have too many of them.
  226.  
  227. 1 - make a backup copy then edit: SteamApps\common\7 Days To Die\Data\Config\loot.xml
  228. 2 - inside each of the following loot groups add the line <item name="carBattery" prob="2"/>
  229.  
  230. <lootgroup name="electricalDevices">
  231. <lootgroup name="cupboard">
  232. <lootgroup name="junk">
  233. <lootgroup name="rareAutomotive">
  234. <lootgroup name="hats">
  235. <lootgroup name="lightArmor">
  236. <lootgroup name="heavyArmor">
  237. <lootgroup name="tools" count="1">
  238. <lootgroup name="workingStiffs" count="1">
  239. <lootcontainer id="22" count="0,2" size="5,4" sound_open="UseActions/open_cardboard" sound_close="UseActions/close_cardboard" loot_quality_template="baseTemplate">
  240. <lootcontainer id="61" count="0,2" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate">
  241. <lootcontainer id="87" count="0,2" size="5,4" sound_open="UseActions/open_cardboard" sound_close="UseActions/close_cardboard" loot_quality_template="baseTemplate">
  242.  
  243.  
  244. 3 - inside the tag <lootgroup name="automotive">
  245. change: <item name="carBattery"/>
  246. to: <item name="carBattery" prob="2"/>
  247.  
  248. 6. increase nitrate powder drop rate. Nitrate powder is required for ammunition, explosives, and
  249. fertilizer, and in reality it's quite common. For some reason in the game it's slightly more
  250. rare than lead. It would be nice to have more of it.
  251.  
  252. 1 - make a backup copy then edit: SteamApps\common\7 Days To Die\Data\Config\blocks.xml
  253. 2 - search for each instance of 'name="potassiumNitratePowder"' and change the count value to
  254. something friendlier like count="100"
  255.  
  256. 7. increase spawn rate for edible animals
  257. make a backup copy and edit SteamApps\common\7 Days To Die\Data\Config\entitygroups.xml
  258. search for <entity name="invisibleAnimal"
  259. change prob="#" in each instance to prob="0.1"
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