Dead Air – V3

Dead Air – V3

DeadAir V3 is a harsher surv...

MOD ID: 10511作者: Steevsyカテゴリ: Gameplayバージョン: 3.0.0更新日: 2026-07-12(今日更新)用途: 汎用人気スコア: 0
#大型改変#クラフト#武器#ゾンビ#バランス調整

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🔑 Nexus連携(高評価・追跡)

🏷 タグ

GameplayUser InterfaceUtilities for PlayersQuestsSkills/PerksWeaponsOverhaulItems - FoodCraftingQuality of Life

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メイン Dead Air - V3 - Full_Bundle v8
⬇️ 5
更新履歴(changelog)
Version 3.0.11 hotfix - 2026-07-11
- Suppressed menu/title background music once the local player is in-world so title music cannot leak into active gameplay.
- Fixed IZY FPV glove state so vanilla hands/body are restored when switching away from IZY weapons, preventing invisible hands while holding non-IZY items.
Version 3.0.10 hotfix - 2026-07-09
- Fixed broken flush valves by moving them off the non-scrappable mechanical-parts base item and onto a private salvage material that scraps into mechanical parts.
- Increased ethanol loot weights by 10% across the DeadAir beer/liquor/medical ethanol inserts.
- Reworked armor loot staging so light, medium, and heavy armor sets use tiered loot gates and DeadAir quality pacing instead of one mixed vanilla armor pool, preventing early Q6 Assassin/heavy armor from ordinary containers.
- Increased tier 3+ regular POI/clear-quest extra wanderer pressure by roughly 15%.
- Reduced coyote lead-spawn pressure by roughly 10% in desert/burnt biome animal rows and dedicated coyote pack rows.
- Fixed congealed kitchen grease scrapping by moving it to a private salvage material category so vanilla animal fat is no longer made self-scrappable.
- Fixed immersive junk loot loader order by inserting the custom junk lootgroups before the vanilla groups that reference them.
- Reworked immersive junk loot from hard replacements into additive contextual rolls so vanilla loot remains intact and small containers no longer collapse into one odd prop-only result.
- Raised immersive junk scrap weights so single found items return at least one normal resource, with bulk paper/rag objects yielding more, and added broken-pipe salvage back into a normal short iron pipe.
- Expanded immersive junk placement into cars, police/fire/army/farm trucks, garage/toolbox/workbench/work-cart loot, laundry/clothing material rolls, general garbage, dumpsters, cardboard boxes, and broader paper/book/mail sources.
- Fixed immersive junk item loading by converting reso…
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旧バージョン(7件)を表示
旧バージョン DeadAir 7LongDarkDays V2.6.0 FullBundle Nexus v1
📦 3.5 GB ⬇️ 93
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旧バージョン DeadAir 7LongDarkDays V2.6.0 FullBundle Nexus v2
📦 3.5 GB ⬇️ 9
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旧バージョン DeadAir 7LongDarkDays V2.6.0 FullBundle Nexus v3
📦 3.5 GB ⬇️ 162
更新履歴(changelog)
- Added missed-contact retries for wandering hordes that fail to reach a player.
- Added game-stage-scaled wandering-horde compositions.
- Added soldiers, feral wights, zombie dogs, runner groups, and rare running-soldier groups.
- Fixed wandering-horde frequency and player-bias hooks.
- Improved regular POI wanderers. Tier-scaled quotas now search progressively wider areas up to 22 blocks and retry any remaining quota as later sleeper volumes activate.
- Improved POI spawn logging so delivered totals, planned totals, tier minimums, and pending retries are visible in the console.
- Expanded height-cheese rage detection. Nearby zombies with no usable navigation path can now contribute to the trigger even before they start breaking blocks.
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旧バージョン Dead Air - V3 - Full_Bundle v4
⬇️ 1
更新履歴(changelog)
Dead Air V3
CHANGELOG
Version: 3.0.0
Game Version: 7 Days to Die V3.0.0
Version 3.0.0 hotfix - 2026-06-29
- Increased wasteland ambient street density in non-downtown/non-commercial chunks so residential city edges no longer fall back to near-empty biome pressure.
- Added lighter wasteland street-fill zombie groups for ambient density without making every extra spawn a high-tier threat.
- Reduced ambient wasteland zombie bear weighting so bears remain dangerous but stop dominating city pressure.
- Added biome-only spawn safety that relocates or suppresses ambient biome spawns that would appear too close to, or directly in view of, players; POI sleeper and infested spawn multipliers are unchanged.
Version 3.0.0 - Nexus deployment build
- Repackaged DeadAir as five V3 modules:
- DeadAirV3_00_Core
- DeadAirV3_10_IZY_Arsenal
- DeadAirV3_20_WorldLoot
- DeadAirV3_30_Survival
- DeadAirV3_40_Threat
- Reinstated general AI anti-lineup movement behavior:
- zombies use tighter direct chase behavior in close line-of-sight situations
- fleeing players trigger a harder close-in goal in the near band
- attackers receive stable lateral spread and small radial jitter
- spread is toned down when direct chase or hard-close behavior is active
- eating-target behavior is left alone
- Restored height exploit rage behavior:
- only visible, close, below-player zombies can qualify
- zombies with a usable path, or currently climbing/jumping, do not qualify
- sustained unreachable height pressure warns first, then enrages qualifying zombies and spawned responders into hard-hitting runners
- Added Parkour restrictions:
- Parkour remains useful for jump stamina and controlled vaulting
- jump height is capped just over practical two-block movement, with the top rank eased slightly for reliable two-block vaults
- fall forgiveness is limited to short drops
- high falls can still sprain, break legs, or kill at every Parkour rank
- Retained and updated wandering horde pressure systems:
- randomized…
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旧バージョン Dead Air - V3 - Full_Bundle v5
⬇️ 6
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旧バージョン Dead Air - V3 - Full_Bundle v6
⬇️ 22
更新履歴(changelog)
Version 3.0.6 hotfix - 2026-07-01
- Rebalanced outdoor biome density tiers so pine forest has a real grass/town baseline and burnt forest, desert, snow, and wasteland scale up clearly above it.
- Increased wasteland ambient zombie-first street pressure so regular wandering zombies, not dogs, provide most of the wasteland city fill.
- Reduced wasteland zombie dog and dire wolf weighting so predators remain present without dominating ambient street encounters.
- Tuned biome respawn delays to better hold outdoor density even when Biome Zombie Respawn is set slower; POI sleeper and infested spawn multipliers are unchanged.
- Added explicit commercial/industrial and downtown urban street-fill layers for burnt forest, desert, snow, and wasteland so harder-biome cities keep extra ambient bodies above the green-biome baseline.
- Added biome-specific hard-urban zombie pools for those layers, with night pressure scaling up without increasing predator animal rows.
- Registered DeadAir-added POI clear-quest extras as active clear sleepers so they can appear on the compass and remain tied to the triggering sleeper volume.
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旧バージョン Dead Air - V3 - Full_Bundle v7
⬇️ 24
更新履歴(changelog)
Version 3.0.9 hotfix - 2026-07-08
- Nudged the MMR M1 red-dot camera alignment upward after the 3.0.8 pass landed slightly low.
- Extended DeadAir loot-quality pacing to T2/T3 weapons and tools so hard-biome day-13 loot can find advanced gear without jumping straight to quality 6 motor tools.
- Fixed biome-scaled contaminated water collection so liquid sources resolve nearby land biomes and vanilla murky fills can be converted to contaminated water.
- Tuned jar-fill pacing: contaminated outdoor water now completes after a short fill beat, while water cooler and coffee maker jar fills complete immediately on the quick jar-action path.
Version 3.0.8 hotfix - 2026-07-08
- Added second-pass IZY red-dot alignment fixes: raised the Hellion VHS-2 sight picture, lowered the MMR M1 sight picture, and added a strong HKG3/G3 red-dot camera override.
- Added a Hellion-specific red-dot iron-sight hide fallback to reduce built-in sight clutter through the reflex window.
- Expanded the AK optic visual fallback to activate likely IZY internal red-dot and scope transforms when the standard external optic mount does not appear.
Version 3.0.7 hotfix - 2026-07-06
- Added IZY Arsenal red-dot camera overrides for the reported high/blocked ADS weapons, including the Tactical Assault Rifle, pipe SMG, MAC-10, Mosin Nagant, Hellion, HK PSG-1, HK416, MMR, USP, Kriss variants, and CZ Scorpion.
- Restored the red-dot aim marker while reflex sights are equipped so transparent or missing internal red-dot reticles still have a usable center point.
- Added a Tactical Assault Rifle red-dot fallback that hides likely front/rear iron-sight transforms while the reflex sight is installed.
- Added an AK-only external optic fallback so red dot, 2x, 4x, and 8x scope models visibly mount on the IZY AK replacement.
- Added a chemistry-station-only ethanol recipe using acid, beer, honey, and boiled water as costly conversion ingredients.
- Added biome-scaled outdoor water contamination: pine forest 20%, burn…
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MOD 解説

DeadAir V3は、『7 Days to Die V3』向けの、より過酷なサバイバル要素と脅威を刷新したモッドです。食料、水、気温、病気、戦利品、武器のメンテナンス、動物、ゾンビ、POI(注目地点)、徘徊するホードによる脅威などがより深く掘り下げられており、感染したPOIは実際に感染状態となっており、さらに

原文(英語)を表示

DeadAir V3 is a harsher survival and threat overhaul for 7 Days to Die V3, with deeper food, water, temperature, illness, loot, weapon maintenance, animal, zombie, POI, wandering horde pressure, infested POIs are actually infested, and

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