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Everything posted by sphereii

  1. [HarmonyPatch(typeof(XUiC_CollectedItemList))] [HarmonyPatch("AddIconNotification")] public class SphereII_XPIconRemover { static bool Prefix() { return false; } } You could create your own Harmony Modlet with this code.
  2. Log File? Did you do an update of the latest 0-SphereIICore?
  3. Its the 0-SphereIICore causing the issue. You could still include the Legacy Distant Terrain mod on your clients, and turn off EAC, and have it work for you.
  4. The 0-SphereIICore isn't save-game safe, so if you include it, or remove it, you'll need a new world
  5. Was this on a brand new world?
  6. It should compile and run even with it. I'd have to see your full log to even make a guess on what the issue will be. It's been awhile since I was on A18.4, but it all worked last time.
  7. Which version of the Core are you running? The Legacy Distant Terrain is a client-side only mod; it does not need to be on the server.
  8. There seems to be something up with your PC then. Check your anti-virus and any security programs, make sure you have all your updates applied, and reboot your PC so its fresh.
  9. I don't think you are stupid 1) In your web browser, create a free account on GitHub.com 2) In your web browser, create a New Repository. Initialize with a ReadMe.md (it'll be an option). 3) Download and install GitHub Desktop 4) In your web browser, click on Clone... in your Repo. 5) Pick a folder where it'll download through Github Desktop. It should be an empty folder. 6) Copy your Mods folder into it the same folder. 7) In Github Desktop, click on Summary text, and enter in a description: "First upload" 😎 Submit. 9) In Github Desktop, click on "Push origin" Edit: The smiley with the sun glasses is unintentional, but it is an exciting moment when you submit your changes.
  10. Yup, Mods folder, plus all the mods you want to use. The github should reflect the install folder.
  11. The game is expecting a number, and you are giving it a string. It probably fails, on loading the rest of the entityclasses.xml. Probably a pretty boring playthrough with just the player
  12. XPath can only find nodes and values and allow changes to them; But it cannot read in the original value enough to do any kind of math on them, so your current path won't result in what you want done.
  13. New Update: 2.1.22 - Fixed issue with some modlets not being installed - Fixed where Navezgane world files were being over-written Not difficult at all. Upload your mod with the correct folder structure. You can create an XML file to add your description and link. Here's an example of mine: https://github.com/SphereII/7D2DConfig/blob/master/Alpha19/sphereiimental.xml Let me know the link to the xml when you are ready
  14. Do you have a mod pack hosted somewhere on github or gitlab?
  15. I appreciate it. I don't use the tool (or even understand it). I just make it compile for xyth
  16. The original code is very old, I was only letting it limp along. However, based on the changes to the game staged loot, we may need to put in more effort into it, if it still has users.
  17. Updated the link for A19 b173: https://github.com/SphereII/7DtD-LootViewer/releases/tag/A19b173
  18. I think you are missing the <effect_group> node, which contains the passive_effect <set xpath="/items/item[@name='apparelNerdGlasses']/effect_group/passive_effect[@name='PlayerExpGain']/@value">0.25</set>
  19. Added a new set of features for the hired NPCs for modders. A new buff template exists now in the 0-SphereIICore that allows you to simulate looting missions for NPCs. Meant to be fired via a buff delivered by a NPC conversation, you can send the NPC out to gather resources for you. The mission is a buff, with the duration of the buff the duration of the mission, and will return when the buff expires. The NPC is not accessible during this time. When the NPC reappears, it'll have some random loot, defined by the specified lootgroup. I added a new cvar which will allow the NPC to gain loot experience, meaning it can find more loot the more times you use it. <!-- Template Buff for an NPC to go gather random loot items for you --> <buff name="buffGatherResources" hidden="true"> <stack_type value="ignore" /> <duration value="600 "/> <!-- Make the NPC disappear for the duration of the buff --> <effect_group name="Start"> <triggered_effect trigger="onSelfBuffStart" action="HideNPCSDX, Mods" hide="true" /> </effect_group> <!-- Put items in its containers, make it appear, and give a boost to its loot experience--> <effect_group name="End"> <!-- Grab items from the brassResource group --> <triggered_effect trigger="onSelfBuffRemove" action="RandomLootSDX, Mods" lootgroup="brassResource" /> <!-- This cvar is used to determine both the amount of items to retrieve from the lootgroup, plus the quality tier, if applicable.--> <!-- This gets reounded, so once it hits 2, it'll start pulling in two items from the brassResource group, up to a max of 5.--> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="spLootExperience" operation="add" value="0.1" /> <!-- Make the NPC visible! --> <triggered_effect trigger="onSelfBuffRemove" action="HideNPCSDX, Mods" hide="false" /> </effect_group> </buff>
  20. So glad you got it working, and sorry for the trouble you were having.
  21. It looks like you uploaded the Client Assembly-CSharp.dll to the server. The server has its own unique DLL.
  22. Yes. In my original post, I forgot that you need to copy the DMT.dll from the Managed folder.
  23. It looks like DMT is getting confused about which files are the dedicated files. DMT looks for either startdedicated.bat or 7DaysToDieServer.exe to determine if its a client. Does your "7 Days To Die" folder have either of those?
  24. In my steam folder, the client is called "7 Days To Die" and the ded is called "7 Days To Die Dedicated Server"
  25. For the Client side, you can go into DMT's settings and add a new Game Locations to point to the client. You can build multiple targets, dedi and clients, at the same time. The Dedi's Assembly-CSharp.dll is different than the client, so you can't just re-use the same DLL on both. If you want to copy your pre-build client unto another PC, you'll need the follow files copied over: 7DaysToDie_Data\Managed\Assembly-CSharp.dll 7DaysToDie_Data\Managed\Mods.dll 7DaysToDie_Data\Managed\0-Harmony.dll Mods\* Always try to match the same mods on the client and server. It's not always needed, but it can help sort out confusion.
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