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sphereii

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Posts posted by sphereii

  1. 8 minutes ago, Gouki said:

    Thank you very much Sphereii and Xyth, for this great modification for the game, I would play it but my pc does not meet the requirements, in low it would do it but it would not be the same because the new textures are lost, just have to watch videos of some youtuber playing it, Thank you very much for your hard work.

    I am sorry that you are missing out exploring the mod. Maybe in the future :)

  2. 3 hours ago, Briston574 said:

    Not to be "that guy" but do you have any clearer instructions for installation?  I want to play this with friends, but installing through the mod launcher isn't letting us run multiplayer, and if we extract it to our 7 days to die folder the mod doesn't work.

    Could you explain what your troubles are and what's not working exactly?

    1 hour ago, JanoGames said:

    Hey sphereii, one question my friend, is sorcery compatible with winterween?

    I am not sure. We have not tested it against anything but itself.

  3. spacer.png

    Welcome to the Winterween Project by sphereii and xyth, the unholy combination of Winter Project and the ancient spirit of Valoween!

     

    Not wanting to miss an alpha, we've combined two of the most dramatic mods into a single mod for Alpha 19 for a special Halloween treat.

     

    Steel your nerves. Steady your hands. Keep your wits about you, and you just may survive Winterween...

     

    We invite you to explore Winterween and challenge yourself to find all of its dark secrets.

     

    Keeping with the spirit of the discovery of the sphereii-mentals, please be mindful of posting potential spoilers.

     

    Thank you to the following Modlet creators who helped shape out the world with their modlets:

     

    JaxTeller718 for his increased biome zombies, and wandering hordes.    
    Riles for Riles' HUD Plus UI
    Ragsy for the custom vehicle.

     

    Recommended: 12G of RAM or higher.

    Required: Alpha 19.2

     

    Special thanks goes to Mumpfy for his texturing work.

     

    Installation Instructions:

     

    For the 7D2D Mod Launcher (Recommended):

    Click on sphereii-mental, then Winterween.

     

    For manual installation and Dedicated Servers:

     

    Download https://github.com/SphereII/Winter-Project-A19/archive/master.zip and extract in-place, over writing what is there.

     

    Clients can ignore the 7DaysToDieServer_Data folder. Likewise, Servers can ignore the 7DaysToDie_Data folder.

     


    For players with less than 12G of RAM, a work around is possible by removing the following folders (or deleting their ModInfo.xml:

     

    Mods\winter zeds blue
    Mods\winter zeds white
    Mods\WinterSkins
        
    Those will reduce memory consumption, but you will not get the special re-texturing.

     

     

    NOTE: We are currently investigating and issue with RWG not generating worlds correctly. Prefabs are either sunk too deep and not filled to terrain, or giant mountains of snow instead of prefabs.   

     

    Navezgane, Pregen Worlds, and Nitrogen worlds seem to work.

  4. 3 hours ago, xxx73 said:

    Really stunning work.

    A few questions about SphereII A Better Life.
    The fish is really great, I just wonder about the spawning. There seem to be a lot of fish even if I try to add invisibleanimal and reduce probability. So I wonder how large area does the spawning cover, is it the whole body of water or just a few blocks?
    Also I see the fish sometimes is out of water swimming on land, they get back into water again after looking a little confused, but it think this happen if I move fast on a vehicle close to water. Any plans to improve this, or is it just my heavy modded game?

    The spawn hook is pretty old, and should definitely be revisited. I thought there was a natural throttle on it, but maybe its failing. I'll try to look at it again.

     

    I haven't noticed them swimming on land, but I would assume its possible. Their fear of air is the only thing that keeps them in water.

  5. 1 hour ago, doughphunghus said:

    Question: Is there a link/docs that describe what files needs to exist to get a modlet in a "launcher compatible format"? I'm thinking of requesting some be listed in the launcher.

     

    Details:

    I've looked around and I've found several different formats/explanations for launcher compatible mods and I'm not sure what's "current". There's this link How to make a Mod Launcher Configuration File but I've also seen references to people making a "mod.xml" file inside their modlet that has a different format than "ModInfo.xml" (they use both files?) and they don't have a mod launcher configuration file in their repo, and some people seem to be just using "ModInfo.xml"?

     

    Note: I have all my modlets in different Github repos, if that changes anything. I make a github "release" for every version that is compatible with the game, so if someone wants to play game version, say, a18.2 they can (in theory) manually clone a specific modlet release for a18.2 if I have one.  I feel this setup means I should probably make a repository for just the single mod launcher Configuration File that points to all the modlets I want to list (and in each listing for the modlet, I can put the last supported game version of each modlet?). Do I have to do anything special inside each modlet's folder, like make changes to ModInfo.xml, or have another xml file just for the launcher in each modlet?

     

    I feel like I'm making things too complicated, but I also don't want to break anything if people start using my modlets in the launcher and I start making updates to my modlets

     

     

     

    The mod launcher isn't that fancy.  What it does for modlet is index github or gitlab repos. It doesn't look for releases, but you could have a different repo for each Alpha18, Alpha 19, etc. 

     

    For example, here's one of my smaller ones: https://github.com/7D2DMods/Mods

     

    The mod launcher has that path, and finds all the ModInfo.xmls for that. 

  6. 1 hour ago, PuppyShad said:

    oh ok good to know thank you. 

     

    on another note...i am also using SMXUI. how would i know that your mods are working? would there be anything different about the start game? in the first look...i dont see anything different about things. before i got rid of the tower mod the first quest was "Show your worth" but now it is just the normal quests.

     

    Thanks again

    The UI should look a lot different if you are using SMXUI.  If you have the Clear UI enabled, then I'd expect things to look different.

  7. 13 minutes ago, PuppyShad said:

    lol WOW...cool ok. thank you so much :) do you plan on fixing that in the future? great work by the way :)

    Dishong Tower Challenge is actually a standalone modlet that's just hosted in the same repo. It'll clear the world and only generate a single tower.

  8. On 10/19/2020 at 12:13 AM, MandyCMoore said:

    There was a thread somewhere about how to install DMT mods on a server such as a PingPerfect server. I can't seem to find it now. Does anyone possibly have a link to it? If I remember correctly, just build a dedi server on my pc & then just replace the PP server files with the dedi server files. Is that right?

    Sorry for the delay, yes, that's how you do it. You'd have to upload the Mods folder, then a few files from your7DaysToDieServer_Data/Managed folder, such as the ASsembly_CSharp.dll, Mods.dll, 0-Harmony.dll, and DMT.dll

    42 minutes ago, Gouki said:

    Hi Sphereii


    There is some update for A19.2 stable or it will no longer be necessary due to the changes that have been made.

    Because sphereii core and legacy distain terrain has been very helpful for performance.
    Regards

    There should be no necessary changes for A19.2. I've been using it on the latest_experimental. Let me know if you see anything.

  9. 2 minutes ago, strummer_92 said:

     

    Not sure if I did something wrong, but the error persists:

     

    ************** Texto de Exceção **************
    System.NullReferenceException: Referência de objeto não definida para uma instância de um objeto.
       em _7D2DLauncher.frmModDownloader.ReadLocalModInfo(String strReadFile, String Filter) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 849
       em _7D2DLauncher.frmModDownloader.FindLocalUnlistedMods(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 269
       em _7D2DLauncher.frmModDownloader.SetDataTableToGrid(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 204
       em _7D2DLauncher.frmModDownloader.RefreshGrid() na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 190
       em _7D2DLauncher.frmModDownloader.frmModDownloader_Shown(Object sender, EventArgs e) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 104
       em System.Windows.Forms.Form.OnShown(EventArgs e)
       em System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
       em System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
       em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
       em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
       em System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
       em System.Windows.Forms.Control.InvokeMarshaledCallbacks()

     

    Also, made the change as said:

     

    image.thumb.png.3fdf436c7012810d362477cf39fab585.png

    YOu change looks fine. There's probably another modlet in there with a similar problem

  10. 20 hours ago, vyrank said:

    So that would entail a delete downloads and then a reinstall?  I assume since I have SAVE ALL GAMES LOCAL TO MOD I don't want to do a delete complete.  So if I just delete downloads and then reinstall the latest experimental I just be updated and my save game should still be there?

     

    Thanks for the help and a great tool.

    Sorry for the delay. Save games are in the game folder, but outside of it, so you should be safe.

    29 minutes ago, strummer_92 said:

    @sphereii, after installing Ravenhearst from the Launcher, I'm having the following issue after clicking on "manage modlets":

     

    System.NullReferenceException: Referência de objeto não definida para uma instância de um objeto.
       em _7D2DLauncher.frmModDownloader.ReadLocalModInfo(String strReadFile, String Filter) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 849
       em _7D2DLauncher.frmModDownloader.FindLocalUnlistedMods(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 269
       em _7D2DLauncher.frmModDownloader.SetDataTableToGrid(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 204
       em _7D2DLauncher.frmModDownloader.RefreshGrid() na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 190
       em _7D2DLauncher.frmModDownloader.frmModDownloader_Shown(Object sender, EventArgs e) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 104
       em System.Windows.Forms.Form.OnShown(EventArgs e)
       em System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
       em System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
       em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
       em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
       em System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
       em System.Windows.Forms.Control.InvokeMarshaledCallbacks()

     

     

    image.thumb.png.518d338a6023acccdc241d72b13498ff.png

    Where you read "linha" means "line"

     

    Can you help me to fix it ?

     

     

    obs: I've already tried to run as admin

    tks

    There's a non-standard modlet in Ravenhearst with upper nodes. Take a look in the Mods/0-Ravenhearst_BookRemoval's ModInfo.xml, and change the <Robobear> to <xml>, with a matching </xml>

  11. 14 hours ago, minersdreams said:

    I am mainly just want to be able to run alpha 19 mods but it doesn't show up.

    I am not familiar with all that is installed on your PC, but the error message indicates something is still blocking the mod launcher.

    8 hours ago, vyrank said:

    Probably a basic question but I read through many pages and didn't see an easy answer. I use 7d2d mod launcher for many mods and it is awesome. I want to use it for playing a game with a friend on a19 experimental.  It doesn't seem to autoupdate when experimental updates.  What do I need to do to update to latest experimental? (I am also hosting the game) I thought about redownloading but I don't want to wipe save games. 

     

    Thanks

    You would need to re-install and re-download the latest experimental. Part of the feature of the mod launcher is that it preserves the state of your game + mod version, without getting auto-updates from the base game. Unfortunately, that works against playing latest_experimental, where we actually want to see the updates.

  12. 10 hours ago, minersdreams said:

    no, i don't have the option to run it as an Administrator when i right click it.

    yes i just ran it as an administrator and i still get the error.

    Something is still blocking it. If I had to guess, Avast was still trying to get its fingers involved and blocking that path.

    6 hours ago, n2n1 said:

    Hi Sphereii!

    I plan to return to the Launcher after 19.2 stable.

    Now i have to finish the English localization, then i will upload the files.

    I prepared my gitlab and xml-file: https://gitlab.com/n2n1/Classic-Style-Hardcore-MOD

     

    As i understand it, i can adjust the description for the mod myself at any time via this xml ?

    Looking forward to your return! Your configuration looks great. I would suggest a change to the Version. This is meant to help users know which version of the game to use. 

     

    <Version>Latest</Version>  will tell the mod launcher use to the latest version from Steam download.   <Version>alpha19.0</Version> will tell it use that version.

  13. 7 minutes ago, minersdreams said:

    I have avast that could be blocking it, and I have tried rebooting and reinstalling the launcher completley and still get the error.

    Also when I go to install and run the launchersetup installer Microsoft defender smartscreen tries and prevents it but i run it anyway.

    Do you feel comfortable adding it to avast's white list to see if that helps?

  14. 4 minutes ago, minersdreams said:

    I am getting the SQL database error when I launch the launcher and there is no option to go to alpha 19 mods only alpha16-18.

    This means it had trouble downloading the database.

     

    A few things to check:

     

    1) Any anti-virus or firewall software that may be blocking it?

    2) Have you tried rebooting? (helps if the lock on the database isn't released properly)

     

  15. 7 hours ago, Marculus said:

    I am h aving some truble every time i load up the mod launcher i keep getting an error

    7D2DLauncher.txt 33.3 kB · 0 downloads

    I see two potential issues. Here's the first fix:

     

    1) Close the Mod Launcher, if it's open

    2) Click on your Start menu, then copy and paste this:     %APPDATA%\7D2DModLauncher\ModLauncher.txt

    3) Look for RemoteServers=, and remove   D:\7D2D Mod\System.Data.SQLite.xml   and <SubscriptionLink>https://raw.githubusercontent.com/7D2DMods/Profiles/master/MyTestProfile.txt</SubscriptionLink>

    4) Save the file

    5) Re-open the mod launcher.

     

     

    The other error you are getting is Could not create SSL/TLS Secure channel. What version of windows are you running? 

  16. 4 minutes ago, MandyCMoore said:

    Out of curiosity, with the updated version of SC that was put up a few days ago, what would cause these:

    C:\Users\mandy\Desktop\A19 Updated DMT Mods/0-SphereIICore/Scripts\EAI\EAIMaslowLevel1SDX.cs(219,34): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)'
    C:\Users\mandy\Desktop\A19 Updated DMT Mods/0-SphereIICore/Scripts\EAI\EAIApproachAndFollowTargetSDX.cs(274,30): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)'
    C:\Users\mandy\Desktop\A19 Updated DMT Mods/0-SphereIICore/Scripts\EAI\EAILootLocationSDX.cs(465,34): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)'
    Failed to compile Mods.dll
    Build failed

    process exited with error code -1

     

    Any thoughts on how I could possible fix this so it builds properly? Keep in mind, I am using it with 19.0 since Steam doesn't have any other 19 version except 19.2 exp, & if I understood right, the newest version of SC has to be used with a stable update, right? Sorry to be such a pain.

    Between 19.0 and 19.1, The EntityMoveHelper in the base game changed. The Core you are using now probably is supporting 19.1 and not 19.0.

     

    19.1 should be "Opt out of Beta". 19.2 should ba latest_experimental. 

  17. 2 hours ago, BigC27 said:

    What others mods to i need? 

    7 days to die.jpg

    The Mods folder looks a bit off. what kind of top level are do you have specified for the mod launcher? You may want to shorten the path and take it out of the program files folder.

  18. 1 hour ago, MandyCMoore said:

    Posted this in NPCs as well as here since I was installing SphereiiCore partially for NPCs. Hoping I can get a little guidance. I've used this mod previously & love it, however, whenever I try to build in DMT now, I get this:

     

    warning CS1701: Assuming assembly reference 'mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' used by 'UnityEngine.CoreModule' matches identity 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' of 'mscorlib', you may need to supply runtime policy
    C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\Blocks\BlockLockedLoot.cs(11,20): warning CS0649: Field 'BlockLockedLoot.lockpick' is never assigned to, and will always have its default value null
    C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\Blocks\BlockLockedLoot.cs(4,7): error CS0246: The type or namespace name 'Lockpicking' could not be found (are you missing a using directive or an assembly reference?)
    C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\Blocks\BlockLockedLoot.cs(13,12): error CS0246: The type or namespace name 'Keyhole' could not be found (are you missing a using directive or an assembly reference?)
    C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\Blocks\BlockLockedLoot.cs(11,12): error CS0246: The type or namespace name 'Keyhole' could not be found (are you missing a using directive or an assembly reference?)
    C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\EAI\EAIMaslowLevel1SDX.cs(219,34): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)'
    C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\EAI\EAILootLocationSDX.cs(465,34): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)'
    C:\Users\mandy\Desktop\A19 DMT Mods/0-SphereIICore/Scripts\EAI\EAIApproachAndFollowTargetSDX.cs(274,30): error CS7036: There is no argument given that corresponds to the required formal parameter 'pos' of 'EntityMoveHelper.CalcIfUnreachablePos(Vector3)'
    Failed to compile Mods.dll
    Build failed
    process exited with error code -1

     

    I did make sure I had the newest version of DMT as well & did it on a clean A19 install. I have been trying to learn more about the game files & paths & such, but still a noob. Lol. Thanks so much in advance for any & all advice anyone can offer.

    Some of your errors were my fault. I updated https://github.com/SphereII/SphereII.ModsA19

     

    The CalcIfUnreachablePos() error is a mismatching between the 0-SphereIIMods and Alpha 19.0. If you are using Alpha 19.1, it should work.

     

    However, if you have an older version of 0-SphereII, then you'd get a similar error when building on 19.1

  19. New 0-SphereIICore update pushed ( 19.1.1.213) . It is only compatible with 19.1, and not previous versions.

     

    Generate code quality improvements were done

    A bad null check fixed in music box logic

    Slightly refactored other null checks to be cleaner

    (hopefully) improved cave generation speed and performance

    Changed CaveAir back to Air. Let me know if this causes any stability issues.

    Added in cave biome spawning. Check our spawning.xml for new entries Cave and DeepDave ( used when y < 30 ).

    Added in DeepCavePrefabs for deep-only prefab spawning.

     

     

  20. 40 minutes ago, nickuk01 said:

    Slightly off piste but as this is the place for DMT is there any possibility of having a no sleeper respawn option for alpha 19 as ones used in past upto alpha 18 rely on harmony code but cant find anything for current alpha build. Have 5 zombie dogs respawn regularly in hut next to my base which drives me crazy. If not anyone know of current mod which does this for alpha 19 pleaseeee? Just want to be able to clear a building and it  stays clear

    From what I remember, it should be fairly straight forward fix. It should work. You may have to click on the "Attempt Harmony Auto Update" to convert it over to the new DMT format.

  21. On 9/20/2020 at 7:34 AM, AmethystLainey said:

    Hey Sphereii, I know the Modlet isnt listed here but Im using your Peace of Mind but Im noticing yellow text with 19 Stable , Havent Teleported to any POI in question to see if it still works despite. BUt the Yellow Text mentions something about DMT

    Do you remember what it is? It could just be warning about an unsupported tag in the ModInfo.xml, and can be ignored.

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