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Sirillion

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Posts posted by Sirillion

  1. On 6/6/2023 at 11:13 AM, Flavours said:

    Hello! I recently returned to 7 Days To Die, and I've been loving all the mods you made! Most of the mods have been working just fine, and I'm especially enjoying the large backpack space mods you've made.

     

    However, I'm having some issues with the Skill UI, since the upgrades for attributes seem to have been shifted down off-screen, to the point where I can't level up my attribute past lvl 7. I noticed you had a changelog for r20.rc8 that said "FIXED: several small bugs with the skills window" on the 7DaysToDieMods website, which is where I downloaded it from. But I'm still encountering this issue, and am not sure if I installed it wrong or something. Most of the mods seem to work fine, and I followed the same installation process for everything. 

     

    Skill UI for upgrading perks: https://pasteboard.co/8XOh7M8AmY3Z.png

     

    Skill UI for upgrading attributes: https://pasteboard.co/4nq5Q4hkXOcJ.png

    Well, it shouldn’t look like that. Are you running any other mods that might interfere?

  2. 3 hours ago, Strickove said:

    Hey, back again with an actual question this time :)

    Is there a chance to get a compatibility patch for "Mining Mod With Copper, Zinc & Excavators" by MeanCloud? It touches the forge by adding a 3rd forge slot and also smelted Copper and Zinc storages inside of it.

    No, we do not make compatibility patches for other mods anymore. It takes to much time, we have to create it then we have to maintain it which means keeping up with the other mods. Mods that we don’t even use ourselves.
     

    If mod makers want their mod compatible with SMX they can make those patches themselves and we do even assist with that if needed.

     

    It is better that 20 mod makers make one patch each than us having to maintain 20 patches if you understand what I mean.

    1 hour ago, Iris Sakura said:

    Hi thank you for your reply. As an alternative manner I've tried start the team game using a dedicated server without mods and then join it manually with a mod enabled client, while actually the core UI cannot be loaded. Is it possible that the client may load the mod UI individually, even with an incompleted version is also acceptable (cause some data cannot be loaded without server support)? I love the mod UI and hope it can be always enabled for my client.

    You can try using LocalUI, created by Laydor one of the SMX coders. It should allow you to do that.

     

    https://www.nexusmods.com/7daystodie/mods/1863

  3. 14 hours ago, Iris Sakura said:

    HI, I love this mod much, however when I played a team game with friends, some of them perfer the original game UI. Currently the mod should be installed on every client and it is force enabled, and you will get massive error messages if you do not install it when the host uses it. Is it possible that the mod can be enabled client-only, or at least clients can disable the new UI manually?

    No, mod configuration is governed by the host so what the host has all the clients also might need if the mods contain more than just xml changes.

  4. 2 hours ago, Strickove said:

    Hello, I really like the aesthetic of your UI, but there is no button to edit mods on armor that is unequipped. Please add this so I do not have to equip each piece of armor to remove/prep their mod slots. I have a mod that adds more armor mods but some of them grant buffs, which to work correctly equipping multiple must be equipped to the item while itself is unequipped from the player. Thank you for your time reading this.

    We do not change the action menus. If the button is not there in SMX it shouldn't be there in vanilla either. We only change the looks, not the function.

    That said, we are only human and can make mistakes so please share a comparing screenshot if it exists in vanilla I will look at it again.

  5. On 5/24/2023 at 8:21 PM, Dumb@%$#OrSomething said:

    hey so I have been struggling with this mod a very long time, installing using Vortex mod manager simply doesn't work, when I manually downloaded and installed and individually tested which mods worked and which didn't, I got the mod to mainly work, however in the main menu the mod claims that SMXUi, SMXHud and SMXMenu isn't installed, not only that but when I go in-game it mainly works, however when I click on the skills tab in my inventory it takes me to the console and writes "InvalidCastException: Specified cast is not valid" 

    Well, the mod does work.

     

    We've always stated that using Vortex does not work, so we advise against it.

     

    You have followed the installation instructions to a T?

     

    You should join the discord and talk to us there, it is a lot easier.

  6. 12 hours ago, hron84 said:

     

    Exactly what was in the archive I downloaded and extracted to them. All folders has ModInfo.xml and some dll files like SMXcore.dll, GearsAPI.dll in SMX core, a lot of them contains a Config folder, SMXcore has a lot of textures and stuffs. Basically what I see, everything seems correct, but I can't provide you a complete filelist, because it is too long. I re-extracted the archives, it asked me a lot of files to overwrite, I let it do, still no change.

     

    I do not know how to prove you I just followed the instructions for the mods... I downloaded the corresponding archives and extracted them with Total Commander to my Mods folder next to the 7daystodie.exe. If we assume the files are correct, what else could be wrong?

    Nothing else can be wrong actually. 
     

    If you’ve installed the mods correctly then it would’ve shown up on your client.

     

    The only other explanation I can think of is that you could have multiple instances of the game and then install the mods on another instance than the one you launch. But then again that won’t explain the change of certain elements.

     

    But to recap. The mods must be on both the server and the client. On both places it needs to be installed in a Mods folder directly in the game folder.

     

    The hierarchy must be …\7 Days to Die\Mods\SMX(modletname)\ModInfo.xml

     

    Any other hierarchy, for instance …\7 Days to Die\Mods\Mods\SMX(modletname)\ModInfo.xml, will be wrong.

     

    Also, the folder names and load order should not be changed. Like using Vortex for instance does change the names and can mess with the load order.

  7. On 4/10/2023 at 8:49 PM, hron84 said:

    Sorry for the late response, I was able to check it right now. I am pretty sure I am installed correctly, since, as I mentioned it, some of the modifications of the mod DOES work, but basically I copied to the Mods folder next to the 7DaysToDie.exe the following folders:

     

    Quartz

    SMXcore

    SMXhud

    SMXui

    ZMXhudCP

    ZMXuiCP

     

    See the screenshot. The 7days installation folder is one folder up.

     

    But what is inside of those folders? If you do not see a ModInfo.xml file when entering the different folders then it is installed incorrectly. Please check that and then get back to me.

    6 hours ago, brew said:

    Any planes on updating this mod that makes the meancloud mining mod compatible with your UI mod? 

     

    ZMX UI MeanCloud CP for A18 – 7 Days to Die Mods

    No plans for that.

  8. 4 hours ago, hron84 said:

     

    No, I only installed it on the client, but I expected to see the main menu changes regardless of the server, since the main menu - in therory - should be independent for what is installed on the server. This is why I mentioned this specifically.

    Well it needs to be on both client and server and yes, it should show the menu regardless and if it doesn’t show for you then you’ve likely installed it wrong. Take a look at the installation instructions and check if it is located in the correct location.

  9. 12 hours ago, hron84 said:

    Hi! I installed SMXcore, SMXhud and SMXui to A20.6b9, but I cannot see the HUD itself. I can see some changes in textures, e.g. hunger icon or party member display is different, however the big hud change is not visible.

    Other than these I only have FarmLife installed in the instance so I don't think it interferes with other mods.

     

    I also disabled EAC both on Server and client, but I don't see the main menu changes either.

    Did you install it on both the server and the client?

  10. 1 hour ago, kinsem said:

    The issue is still persisting after I removed everything but the SMX/ZMX mods, attached is a quick and dirty screen shot of my mods folder.

    SMX-ZMX mods.jpg

    Thank you for the screenshot, I notice you have SMXlib, that’s likely the conflict. SMXlib was turned into SMXcore a good while ago.

  11. 1 hour ago, kinsem said:

    I have "Always Open Traders", Donovan's "Mega Lootbags", & "More Perks", Stallionsden's "Stack Size Increaser", JaxTeller718's "Increased Mod Slots" that I have modified for my own use along with Ivan's "Tactical Action" with the Main menu stripped out. 

    I have the following Oakraven Mods installed: Bee Hives, Chicken Coops, Cooking Stations, Drawbridges, Fish Farm, Hydroponic Underground Farming, Torches & Lights, Water Wells, Work Stations, Rock Drills, Power Things, On/Off Lights, and Sign Cupboards

    I al;so have Donovan's "Better Spears", JaxTeller718's "Eggs In Fridges", "Charcoal", "Jars of Honey", & "Zombie Reach", Bladestorm Game's "BSG Rings", Magedaddy's "Improved RWG", Ragsy's "Find Bicycles", "Find Bicycle Parts", & "Vehicle Parts in Airdrops", Relxix's "Eagle Eye Shades and Night Vision", Éric Beaudon's "More Containers" Saminal's "Sam's Car and Truck Respawner" Stallionsden's "Supply Crates", Arramus's "Egg Hunt", Valmar's "Buffed Supply Crate Drops", and your 100 slot scrollable backpack addon for SMXui.

    Ok, that’s a lot of mods. Can you disable all but the SMX mods and then try and see if the issue still persists?

     

    You can disable mods without deleting them by just renaming the ModInfo.xml file, that way it won’t load into the game. And use a new save when testing so you don’t wreck your save.

     

    If the issue is gone when you do that then it is not an SMX bug but a compatibility issue.

  12. 5 hours ago, kinsem said:

    I have ran into a weird bug with the SMX menu to where when I go into the options for the game or the skills menu the fields for changing the various options or selecting the skills to upgrade are overlapped with the other options for said screen, IE if I wanted to change any of my settings under the Video settings such as Display there are multiple copies of the options layered over one another and if I scroll the options on the bottom layer will scroll up and down while the top layer stays static, or if I go into the skills menu and want to look at the different upgrades say for Strength the first 5 levels are available but I am unable to scroll down to the other levels and have to use the W key to purchase the skill upgrade. I am on Alpha 20.6 and using versions r20.rc5 for the SMXmenu, r20.rc13 for SMXcore ,  A20-v1.5.0 for Quartz, r20.rc8 for both SMXui and ZMXuiCP

    20230210205137_1.jpg

    Hi, sorry to hear you’re experiencing issues. We will try to reproduce the issue from your description but first we need to know which mods you run, and not only SMX mods, all of the mods you have.

  13. 2 hours ago, Kalex said:

    I still have the files for A19 release 4 if mod's author does not object to me sending them to you.

    Not at all as long as it doesn’t generate a stream of questions towards me for how to make it work. If the recipient promise to receive and not bother me with it we’re good. 😛

  14. Pushed updates for: SMXcore and SMXui.

     

    ChangeLog - SMXcore - r20.rc13:

    • CHANGE: Updated back end code for the new skills window to allow for better compatibility. Should now allow the use of mods that adds attributes, perks and books with no need for extra patches.

     

    ChangeLog - SMXui - r20.rc8:

    • FIXED: Several small bugs with the skills window.
    • FIXED: A bug with the map window.
  15. 23 hours ago, scm1893 said:

    TY, kind sir. And thank you for SMX. It really sets a mood for the game.

     

    On a different topic:

    What you have on permitted use is pretty clear but I want to be sure I understood it correctly. I have an overhaul/scenario I'd like to do. I started it in A16 and set it aside in A18 until Beta. (which should be near) It would be available to the public. I'd like to include SMX in the project. Vanilla is functional and load free but SMX is superior and seems tailored to my project. I've no intention to mod it in any way nor distribute it other than as a part of the entire package.  It won't be monetized in any way; just a free DL of, what I hope, is a challenging and rewarding experience.

    We still need to discuss the content of the project before you give permission. At this point, I'm only asking if that would be an acceptable use of SMX, so I can leave it in my list.

     

    As described that would be within acceptable use as long as the Terms of Use are followed. And before we give permission we need to know more about the project so hit us up on Discord and we can discuss it further when you get back into the project.

  16. 1 hour ago, scm1893 said:

    I'm putting together a group of mods to use on a server for my friends.

    This is more a question about Harmony conflicts. Harmony mods are new to me. They come with a few extra files. The config folder is one layer deeper, meaning 0-Quartz and other files are also placed in the Mods folder. In trying to install SMX Core, my immediate conflict was the 0-Quartz folder had a few duplicate files that were not identical to the current files. The two Harmony mods already installed are both vehicles by the same author and all files had identical sizes, so I overwrote the first. Seems okay, so far.

    Is it safe to overwrite or does that disable the existing mods? Are they merged somehow? Do I change the number on the Quartz folder to 1-Quartz instead of 0-Quartz?

    I gotta be doing something wrong. Surely Harmony mods aren't limited to last one loaded.

     

    Quartz is a framework and it updates as anything else by removing the old and installing the new. Quartz added by one mod and updated by another can be tricky if the one you add last is older but just check the ModInfo.xml file and install the one with the highest version number. The one added by todays SMXcore is the latest version of Quartz.

  17. Pushed updates for: SMXcore and SMXui.

     

    ChangeLog - SMXcore - r20.rc12:

    • CHANGE: Added back end code for the new skills window.
    • UPDATE: Quartz has been updated to 1.5.0. (Can be updated independently if needed)

     

    ChangeLog - SMXui - r20.rc7:

    • ADDED: The new design for the skills window.

    A20.6_2023-02-03_14-40-26.thumb.jpg.1b1a46d693236aa4f67544a0cef22e8f.jpg

     

  18. 1 hour ago, M1cromanagement said:

    sorry but my last hope is to write here

     

    First; With this Code:

      Reveal hidden contents
    	<insertBefore xpath="/quests/quest[@id='quest_BasicSurvival1']">
    		<quest id="quest_Test">
    			<property name="group_name_key" value="quest_Test"/>
    			<property name="name_key" value="quest_Test"/>
    			<property name="subtitle_key" value="quest_Test_subtitle"/>
    			<property name="description_key" value="quest_Test_description"/>
    			<property name="icon" value="ui_game_symbol_map_bed"/>
    			<property name="category_key" value="Challenge"/>
    			<property name="difficulty" value="veryeasy"/>
    			<property name="offer_key" value="quest_Test_offer"/>
    			<property name="shareable" value="false"/>
    			<action type="ShowTip" value="tutorialTipQuest02"/>
    			<!-- Phase 1 -->
    			<objective type="FetchKeep" id="resourceYuccaFibers" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceRockSmall" value="1" phase="1"/>
    			<objective type="FetchKeep" id="resourceWood" value="1" phase="1"/>				
    			<objective type="FetchKeep" id="resourceBrokenGlass" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceBone" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceLeather" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceFishingWeight" value="1" phase="1"/>					
    			<objective type="FetchKeep" id="resourceFeather" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceScrapIron" value="1" phase="1"/>			
    			<objective type="FetchKeep" id="drinkJarEmpty" value="1" phase="1"/>		
    			<objective type="FetchKeep" id="drinkCanEmpty" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="drinkJarRiverWater" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceTrophy1" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceTrophy2" value="1" phase="1"/>
    			<objective type="FetchKeep" id="resourceCloth" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourcePaper" value="1" phase="1"/>
    			<objective type="FetchKeep" id="resourceAnimalFat" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceCobblestones" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceMetalPipe" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceScrapPolymers" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceGlue" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceNail" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceScrapBrass" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="foodRottingFlesh" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceCandleStick" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceRadiator" value="1" phase="1"/>			
    			<objective type="FetchKeep" id="foodEgg" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="foodShamSandwich" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="foodCropBlueberries" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="foodCropCorn" value="1" phase="1"/>			
    			<objective type="FetchKeep" id="foodCropGraceCorn" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="foodCropPotato" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="foodCropMushrooms" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="foodCropYuccaFruit" value="1" phase="1"/>			
    			<objective type="FetchKeep" id="foodCropPumpkin" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceCropHopsFlower" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceCropAloeLeaf" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceCropChrysanthemumPlant" value="1" phase="1"/>
    			<objective type="FetchKeep" id="resourceCropCottonPlant" value="1" phase="1"/>
    			<objective type="FetchKeep" id="resourceCropGoldenrodPlant" value="1" phase="1"/>
    			<objective type="FetchKeep" id="resourceCropCoffeeBeans" value="1" phase="1"/>
    			<objective type="FetchKeep" id="resourceScrapLead" value="1" phase="1"/>
    			<objective type="FetchKeep" id="resourceForgedIron" value="1" phase="1"/>
    			<objective type="FetchKeep" id="resourceForgedSteel" value="1" phase="1"/>
    			<objective type="FetchKeep" id="resourceSnowBall" value="1" phase="1"/>
    			<objective type="FetchKeep" id="resourceDoorKnob" value="1" phase="1"/>
    			<objective type="FetchKeep" id="resourceAcid" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceSewingKit" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceTestosteroneExtract" value="1" phase="1"/>			
    			<objective type="FetchKeep" id="resourceMilitaryFiber" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceElectricParts" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceMechanicalParts" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceArrowHeadIron" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceArrowHeadSteelAP" value="1" phase="1"/>		
    			<objective type="FetchKeep" id="resourceCoal" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourcePotassiumNitratePowder" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceGunPowder" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceOil" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourcePaint" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceRepairKit" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceBuckshot" value="1" phase="1"/>		
    			<objective type="FetchKeep" id="resourceBulletCasing" value="1" phase="1"/>		
    			<objective type="FetchKeep" id="resourceBulletTip" value="1" phase="1"/>		
    			<objective type="FetchKeep" id="resourceRocketTip" value="1" phase="1"/>
    			<objective type="FetchKeep" id="resourceRocketCasing" value="1" phase="1"/>		
    			<objective type="FetchKeep" id="resourceHubcap" value="1" phase="1"/>		
    			<objective type="FetchKeep" id="resourceAirFilter" value="1" phase="1"/>		
    			<objective type="FetchKeep" id="resourceCandyTin" value="1" phase="1"/>	
    			<objective type="FetchKeep" id="resourceHeadlight" value="1" phase="1"/>		
    			<objective type="FetchKeep" id="resourceLockPick" value="1" phase="1"/>		
    			<objective type="FetchKeep" id="resourceSpring" value="1" phase="1"/>	
    <!-- last food id,Weapon,Ammo,Etc -->			
    			<reward type="Exp" value="0"/>
    		</quest>
    	</insertBefore>

     

     

    HUD looks like:

    https://ibb.co/PWkJGrz

     

    Thats What i wanted at the end, because i was trying to make a quest from begin the game, the reward here i would change but thats actually not necessary actually.

     

    But the HUD looks like Crap

     

    Can anyone help me here?

    This is not related to SMX and as such it is not on topic for this thread. Make a thread of your own and ask the question there or visit the modding discord.

  19. On 11/30/2022 at 9:48 PM, TripodGG said:

    Hi guys.  Im hoping someone here can help me.  I have periodically been trying to get SMX working in A20 since its release with no success.  All previous builds of SMX have worked flawlessly.  Here's what's happening:

     

    I run my own server in house.  I have a Dell VRTX with 3 blades installed being used as a VM Cluster.  I built a VM for the server, installed Ubuntu 20.04 LTS, and installed 7 Days to Die via LGSM.  I then copy over the mods I want to use (in this case, the base SMX mods (core, hud, menu, ui) and a couple of the ZMX compatibility mods.  When I load into the game and connect to the server, an absolute ton of errors will run in the console.  Im then prompted to connect (My server welcome message) and I load into the game.  Loading just about anything in the UI is broken.  Inventory, Skills, Map, etc.  Additionally, if I attempt to interact with any object, I receive an error in the console that says theres nothing associated to the instance of the object.  I then cannot interact with ANYTHING else in the game.  I made a short 3m video showing this:

     

    Here is a list of the mods installed on the server (server is right column)

    spacer.png

     

    Anyone that can help, I would appreciate it.  Ive been using SMX since A16 or A17 (I forget) and I absolutely love this mod.

    We will need to see your log file.

  20. On 11/7/2022 at 4:42 PM, t1slam said:

    Hey, dudes, how is it going! I'm loving this mod, but i have an inssue - the items on a inventory and storage grids are too small!

     

    I can't play for too long, because inventory becomes a hard to read mess when there is a lot of stuff - items are small and hard to recognize - you have to take closer looks all the time.

     

    I have tried to change that myself by changing modlets, but it's pretty hard to figure out many of ui's elemets.

     

    I managed to enlarge items on the inventory grid and the inventory itself, and it looks great on inventory screen - but other things "break".

     

    For example - storages are too wide so combined with widened inventory results in them getting out of screen. 

     

    Besides that - i am unable to figure out how to increase size of storage items - in the windows.xml i only managed to find how to increase grid itself, but not items that are in the grids.

     

    There is a lot of unused space on the screen that could support increased inventory items, but i fail to implement such change. Also the middle container (item descriptions) between storage/trading/crafting and inventory can be shortened - it doesn't need to be this wide, so inventory could use that space.

     

    Personally i found that perfect size is: 98x98 pixels.

     

    Either way - i want to ask - can i requiest the mod to be adapted to such change? I don't know if that is purely my problem, but playing on large resolution (1920x1080) is very uncomfortable for the eyes and having a version with increased inventory items would be very much appreciated!

     

    We have no plans to make any such changes. But I do have some new designs on the drawing board for the crafting/info/inventory windows but that is a long way out and there might not be changes to this extent.

  21. Pushed an update for: SMXcore

    ChangeLog - SMXcore - r20.rc11:

    • FIXED: Fixed a bug with the collection list when entering a vehicle.

     

    Released a new compatibility patch for SCore

     

    ChangeLog - ZMXuiCPSCBC - r20.rc1:

    • ADDED: New compatibility patch to enable broadcast crafting in SCore.
    • DEPENDENCY: Requires SCore 20.6.285.831 to be installed (Not Included).

     

    22-1665729719-1674952787.jpeg

  22. Pushed updates for: SMXhud, SMXcore, SMXmenu and SMXui.

    ChangeLog - SMXhud - r20.rc7:

    • ADDED: Block damage display for tools.
    • ADDED: Entity damage display for melee weapons.
    • CHANGE: Moved elevation to active tools display. (Shows when tools are held)
    • CHANGE: Moved back end code to SMXcore.
    • ADDED: Bloodmoon indicator under compass. Gradually shows when bloodmoon is near.

     

    ChangeLog - SMXcore - r20.rc10:

    • CHANGE: Back end code has migrated from all other modlets to SMXcore.
    • UPDATE: Quartz has been updated to 1.4.1. (Can be updated independently if needed)

     

    ChangeLog - SMXui - r20.rc6:

    • CHANGE: Moved back end code to SMXcore.
    • ADDED: Quartz lockable slots system. (Use ALT + Click to lock) (Old system still works too)
    • (Quartz lockable slots system allows for locking of individual container/vehicle/backpack slots and saves between sessions.)

     

    ChangeLog - SMXmenu - r20.rc5:

    • ADDED: Video Options Window.
    • ADDED: Audio Options Window.
    • ADDED: Control Options Window.
    • ADDED: News Window.
    • ADDED: Animated Background (By Mumpfy).

     

     

  23. On 9/24/2022 at 6:04 AM, CocaineMan said:

    Soo uh i have a massive issue for me that is a game breaking onee soo. the thing is when i launch the game with the HUD it launches a @%$# ton of errors saying "Could not load texture" and other @%$# i have it downloaded in /Steam/steamapps/common/7daystodie/mods/(Another)mods/(And all the smx stuff, core,hud,menu,xui,hudCP,huiCP,xuiCPBBMxxl and xuiCPTFS. maybei downloaded it wrong i spent alot of time reading and installing maybe im just THAT @%$#ed to download it but idk whats the reason, help me please with this issue.

    Well, there shouldn’t be two Mods folders, only one. It must be /Mods/modname/ModInfo.xml as is described in the instructions.


    Are you playing locally or on a server?

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