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ダウンロードは Nexus Mods 上で行われます(当サイトではファイルを配布しません)。対応バージョンは各ファイルの記載をご確認ください。
メイン Area 7 Challenge (V2.6) v2.2.161
⬇️ Nexus でダウンロードメイン Area 7 Challenge (V3.1.7) for v3.2 v3.1.7
更新履歴(changelog)
Fixed: players who saved and quit could not continue their run. Clicking Play Game and then Continue did nothing. Reported by Mr Dinkles.
旧バージョン(31件)を表示
アーカイブ Area 7 Challenge v2.1.0 (V2.6) vv2.1.0
⬇️ Nexus でダウンロードアーカイブ Change it to Area 7 Challenge v2.1.1 (V2.6) vv2.1.1
⬇️ Nexus でダウンロードアーカイブ Change it to Area 7 Challenge v2.1.1 (V2.6) vv2.1.1
⬇️ Nexus でダウンロードアーカイブ Area 7 Challenge (V2.6) vv2.1.2
⬇️ Nexus でダウンロードアーカイブ Area 7 Challenge (V2.6) vv2.1.3
⬇️ Nexus でダウンロードアーカイブ Area 7 Challenge (V2.6) vv2.1.4
⬇️ Nexus でダウンロードアーカイブ Area 7 Challenge (V2.6) vv2.1.5
⬇️ Nexus でダウンロードアーカイブ Area 7 Challenge (V2.6) vv2.2.0
⬇️ Nexus でダウンロード旧バージョン Area 7 Challenge (V2.6) vv2.2.1
⬇️ Nexus でダウンロードアーカイブ Area 7 Challenge (V2.6) vv2.2.2
⬇️ Nexus でダウンロード旧バージョン Area 7 Challenge (V2.6) vv2.2.3
⬇️ Nexus でダウンロード旧バージョン Area 7 Challenge (V2.6) vv2.2.5
⬇️ Nexus でダウンロード旧バージョン Area 7 Challenge (V2.6) vv2.2.6
⬇️ Nexus でダウンロード旧バージョン Area 7 Challenge (V2.6) vv2.2.7
⬇️ Nexus でダウンロード旧バージョン Area 7 Challenge (V2.6) vv2.2.8
⬇️ Nexus でダウンロード旧バージョン Area 7 Challenge (V2.6) vv2.2.9
⬇️ Nexus でダウンロード旧バージョン Area 7 Challenge (V2.6) vv2.2.11
⬇️ Nexus でダウンロード旧バージョン Area 7 Challenge (V2.6) vv2.2.12
⬇️ Nexus でダウンロード旧バージョン Area 7 Challenge (V2.6) vv2.2.13
⬇️ Nexus でダウンロード旧バージョン Area 7 Challenge (V2.6) vv2.2.13
⬇️ Nexus でダウンロード旧バージョン Area 7 Challenge (V2.6) v2.2.14
更新履歴(changelog)
⚠️ Always start a fresh run after updating. Do not update mid-run. Cinematic extraction sequence added to the Area 7 Challenge Mod. When you take your Extraction Order from Trader Hugh and complete the challenge, Northern Command dispatches a UH-60 Black Hawk to extract you. The helicopter descends from altitude to a preset landing zone near your location, rotors spinning. Board it and it takes off, climbing clear of the area before flying you out. A mission complete message fires once you're airborne. Features: UH-60 spawns and descends automatically on challenge completion All zombies cleared on extraction trigger Player is invulnerable during the sequence Helicopter waits as long as it takes for you to board 6 preset landing zones matched to each possible Hugh spawn location Credits: UH-60 vehicle mod by bdubyah. Used with permission. https://www.nexusmods.com/7daystodie/mods/755
旧バージョン Area 7 Challenge (V2.6) v2.2.15
更新履歴(changelog)
Fixed progression.xml so the Generator Bank now unlocks after reading 5 books
旧バージョン Area 7 Challenge (V2.6) v2.2.16
更新履歴(changelog)
v2.2.16 — Bug Fixes Two fixes in this release, both surfaced by player feedback. Big thanks to Tycapanic on Discord for the bug report and for sharing the log files that pinned both down. Mission Complete debrief now stays intact after escape. Previously, if you died after completing the escape — typically by letting the extraction helicopter crash at the end of its departure flight — the Mission Complete HTML got silently overwritten with Mission Failed. You won the challenge but your debrief said otherwise. The mod now marks the save as completed on successful escape and ignores any deaths after that point. Your Mission Complete page stays exactly as it was when you triggered the escape. Blood moon now fires reliably regardless of when you deploy the transmitter. If you placed the transmitter after 10pm, the blood moon was being scheduled for the next night's 10pm while the airdrop still arrived at 4am the same morning — so the supply drop landed long before the horde ever started. The blood moon and airdrop are now locked together: blood moon at the next 10pm, airdrop arriving 6 hours later at the end of the horde. Deploy whenever you like — the sequence is always horde first, then drop. The deploy tooltip has also been updated from "Airdrop ETA: 4am tomorrow" to "Airdrop arrives at the end of the blood moon" so it stays accurate whatever time you deployed.
旧バージョン Area 7 Challenge (V3.1.0) v3.1.0
⬇️ Nexus でダウンロード旧バージョン Area 7 Challenge (V3.1.0) v3.1.1
更新履歴(changelog)
[size=4][b]⚠️ Heads up: difficulty is now locked once a run starts[/b][/size] Sandbox settings are greyed out on the [b]Continue Game[/b] screen, so a run keeps the difficulty it started on and the debrief reports what you actually played. [b]This is deliberate, not a bug.[/b] It also means the other sandbox options are fixed for the life of that save, so set everything the way you want it [i]before[/i] you start, including the recommended settings. Starting a new game is unaffected. [size=4][b]Added[/b][/size] [list] [*][b]Difficulty shown on the mission debrief[/b], as a single coloured value naming the preset you played. [*][b]Airdrop contents are recorded again[/b] on the debrief. This had read "Not opened" on every run since the 3.0 migration. [/list] [size=4][b]Fixed[/b][/size] [list] [*][b]Named zombies now work in every language.[/b] They previously matched on the translated zombie name, so they never appeared for German, French or Spanish players. [*][b]Chemistry station appears in the Tier 2 workstation list.[/b] Four progression patches had been failing silently, though the unlock itself always worked. [*][b]Player-crafted storage no longer claims it will restock.[/b] POI containers and cars still show their restock day as before. [*][b]The world selector can no longer come up empty[/b] on a first New Game. [*][b]The extraction song now pauses the game music[/b] instead of playing over it. [*][b]The menu video no longer keeps switching feeds while you are in game.[/b] [/list] [size=4][b]Changed[/b][/size] [list] [*]Named zombies are spread across a room instead of possibly repeating, so a group of sleepers gets different names. [*]Stat bar and HUD refresh: full-width food and water, XP and level moved to the left stack, elevation and core temperature added, top-right location readout removed. [*]Ragdoll floor fix rebuilt for 3.x. Knocked-down zombies no longer get up a block below the floor. [/list]
旧バージョン Area 7 Challenge (V3.1.2) v3.1.2
更新履歴(changelog)
FIXED Workstations were unlockable later than the perk screen promised. 17 of 20 workstations and one trap tier advertised a lower level than the one that actually granted the recipe. The workbench said 10 and granted at 12. Three recipes could never be crafted at all - the apiary smoker, forge crucible and M60 turret needed levels above their own skill's cap. Container restock notices were a day early. Looted on Day 1 with a 5 day respawn, the notice said Day 5 while the loot actually returned on Day 6. Dying after a permadeath respawn no longer looks broken. The health bar used to bounce between full and half for several seconds. You still get the same window to quit to the menu. Non-English players were missing text. Several survival guide panels and loading tips were blank, and a denied vehicle request gave no explanation. All four languages now carry the full text. The mod's own name is no longer translated. It is "Area 7" everywhere. ADDED Insane Nightmare difficulty preset. Honey now stocks in the drinks vending machines at 300 dukes, restocking on the same odds as the other drinks. A Biome row on the mission debrief, coloured to match the world. CHANGED The Mission Timeline is now a record of your run through the facility rather than a list of when you happened to redeem challenges. It tracks Surface & Station, Med Bay, Hydroponics, Car Park, the transmitter and the extraction, in the order they happened, with minutes rather than whole hours. The debrief shows your difficulty correctly for multi-word presets, and a custom setup now reports simply "User". A denied vehicle request now tells you to continue to Camp Frilsville on foot.
旧バージョン Area 7 Challenge v3.1.3
⬇️ Nexus でダウンロード旧バージョン Mods v3.1.4
更新履歴(changelog)
Do Not Update Mid Game Fixed: challenges never redeemed themselves, so a player who did everything right but never opened the journal got no signal, no horde, no airdrop and no Hugh. Reward events fire on Redeem, not on objective completion. All nine Area 7 challenges now redeem automatically. Fixed: holding the Radiation Respirator granted full radiation immunity without wearing it. In 7 Days "equip" includes held in hand, so the item's onSelfEquipStart fired when it became the held item. Present in every release to date. The triggers are now gated on the badge actually being worn and the DLL reconciles the buff against the worn state once a second. Fixed: the respirator can now be equipped with right-click Wear. The vanilla CanEquip gate blocks badge slots whenever Biome Progression is off. Added: zombie walk animations now vary per individual, from the six gaits vanilla ships. Each one also carries its own pace, so a group no longer advances as a block. Added: full translations for Italian, Polish, Brazilian Portuguese, Russian and Turkish, across the challenge mod and the ESC guide. Nine languages total. Fixed: Feral named zombies read "Feral <name>" rather than the bare name, using the game's own translated modifier. Fixed: the escape challenge said finding Hugh completes the run and mentioned gates that no longer exist. It now describes the four real steps and tells the player a helicopter is coming. Fixed: the challenge category title was hardcoded English. Removed four dead duplicate poster rows and eleven orphan fragments from the localisation file.
アーカイブ Area 7 Challenge v3.1.4
更新履歴(changelog)
Do Not Update Mid Game Fixed: challenges never redeemed themselves, so a player who did everything right but never opened the journal got no signal, no horde, no airdrop and no Hugh. Reward events fire on Redeem, not on objective completion. All nine Area 7 challenges now redeem automatically. Fixed: holding the Radiation Respirator granted full radiation immunity without wearing it. In 7 Days "equip" includes held in hand, so the item's onSelfEquipStart fired when it became the held item. Present in every release to date. The triggers are now gated on the badge actually being worn and the DLL reconciles the buff against the worn state once a second. Fixed: the respirator can now be equipped with right-click Wear. The vanilla CanEquip gate blocks badge slots whenever Biome Progression is off. Added: zombie walk animations now vary per individual, from the six gaits vanilla ships. Each one also carries its own pace, so a group no longer advances as a block. Added: full translations for Italian, Polish, Brazilian Portuguese, Russian and Turkish, across the challenge mod and the ESC guide. Nine languages total. Fixed: Feral named zombies read "Feral <name>" rather than the bare name, using the game's own translated modifier. Fixed: the escape challenge said finding Hugh completes the run and mentioned gates that no longer exist. It now describes the four real steps and tells the player a helicopter is coming. Fixed: the challenge category title was hardcoded English. Removed four dead duplicate poster rows and eleven orphan fragments from the localisation file.
旧バージョン Area 7 Challenge (V3.1.5) for v3.2 v3.1.5
更新履歴(changelog)
Version 3.1.5 DO NOT UPDATE MID GAME. Requires 7 Days to Die V3.2. Also runs on V3.0 and V3.1. If you play on V3.2, you need this update. In v3.1.4 and earlier, reading the Extraction Order on V3.2 did nothing at all: no helicopter, no completion, no way to finish the run. FIXED - Extraction broken on 7 Days V3.2 V3.2 changed one of the game methods the mod calls when you read the Extraction Order, so the call failed and the whole escape sequence stopped there. Hugh handed over the order, and then nothing happened. Area 7 now uses a method that is unchanged across V3.0, V3.1 and V3.2, so a single build works on all three. Thanks to Humble Donkey, who completed the challenge twice with no rescue and reported it rather than assuming it was his end. FIXED - Airdrop contents doubled at high Loot Abundance The supply drop is meant to contain exactly one Radiation Respirator and one vehicle or IOU. With Loot Abundance above 100% the game was doubling that, so players could receive two respirators and two vehicles. The airdrop now ignores the Loot Abundance setting and always delivers exactly what it should. Other loot in the mod is unaffected. FIXED - Version number v3.1.4 shipped reporting itself as 3.1.3 in the mod list and in logs. Corrected. Existing saves are unaffected. As always, do not update in the middle of a run: delete your existing Mods\FrilArea7Challenge folder before extracting rather than merging over the top.
旧バージョン Area 7 Challenge (V3.1.6) for v3.2 v3.1.6
⬇️ Nexus でダウンロード📦 このMODを含むコレクション (全1件)
このMODが採用されている Nexus コレクション(人気順)。まとめて導入したい人の入口に。
- V2.6 with Laila by jaeschle
MOD 解説
あなたは、致死的な放射線に囲まれた極秘の軍事研究施設の中で目を覚ます。あなたの唯一の目標は、緊急用送信機を製作し、ブラッドムーンの群れを生き延び、施設に命を奪われる前にキャンプ・フリルズビルへ脱出することだ。バニラ
原文(英語)を表示
You wake up inside a top-secret military research facility surrounded by lethal radiation. Your only goal: build an emergency transmitter, survive a blood moon horde, and escape to Camp Frilsville before the facility kills you. Vanilla
導入前チェック(前提 / 競合 MOD)
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