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sphereii

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Everything posted by sphereii

  1. sphereii

    A19 NPCs DMT Mod

    According to the log SteelBlood provided, the resources.assets file was corrupted. That, I believe, is causing the issue. I am not sure what to do to get it working, as the mod does not touch that file. Some people have told me that once you validate your files, you should run the game at least once, before using it as a mod target, but that seems to be hit or miss on whether it helps or not.
  2. If you have it checked, does it to do the same? If you click on Direct Download, does it work then?
  3. A Full Clone for Darkness Falls is probably around 3G. If you click on the button with the three Dots, it'll open up the folder. Can you check the size of the TempMods folder? Do you have SSL checked? If so, you may want to uncheck it, and try a full clone again.
  4. I have no issue with that. You do whatever works for you
  5. It makes sense to have that problem with multiple instances running. one would try to download the database, while another one would have it open. It's not a very big file, so it shouldn't take very long to download. But I suppose that probably depends on a lot of factors, like bandwidth, congestion, filtering, etc
  6. Sorry for the delay in answering. Maybe there was a corrupted file in the TMP that was causing the issue. I'm glad you got it sorted. SSL is enabled for the downloads, so toggling it on or off won't have an effect on when the app starts. If you have trouble downloading mods, it's probably worth unchecking it and trying it again.
  7. Thank you. Seems like it can't open the database, or the database is empty. Is the size of ModLauncher.sqlite 0 bytes?
  8. This seems like steamdcmd is caching something. A full re-install of the mod launcher didn't work? If you uninstalled, and looked in the folder ( C:\Program Files (x86)\, does the SphereII Software folder still exist? if so, delete, and re-try. maybe the mod launcher needs to clean up after itself better.
  9. Okay, let's grab the file manually. In the same folder as you had copied the database into, %TMP%, there should be a 7D2DLauncher.txt That's the log file. You can try to attach it to a post.
  10. After reproducing the error, can you click on View Log, then click on Upload Log file in the new screen? This should give you a pastebin.com link to share with me.
  11. Sorry for the confusion. The download link points to a file that the mod launcher downloads every time it starts. It contains all the mod information you need. it sounds like the VPN may be blocking it, but I'm not sure why. Download the file, but you won't be able to open it. That is fine. Click on your Start menu, or hit your Windows key, and type in %tmp% This should open up an Explorer window. Copy the downloaded file here, and then re-start the mod launcher.
  12. I'm wondering if the VPN is filtering out its connection. Try this and see if it helps: 1) Download directly: https://github.com/7D2DModLauncher/Database/blob/master/ModLauncher.sqlite?raw=true 2) Open up explorer to %TMP%, and save the file there. Re-open the mod launcher.
  13. The selected index error means it could not download the database to display mod information. I imagine without that database, the entire application would be unstable. Are you running any firewall or anti-virus that may prevent it?
  14. It downloaded 16.4? I see in the Darkness Falls Configuration that Darkness Falls needs 17.4, while the experimental needs the latest version.
  15. Thank you. It's a never ending struggle. The mod launcher downloads stuff for you, which can contain DLLs, so it's no surprise that anti-virus programs don't like it. Unfortunately, it's the nature of the beast.
  16. The build machines for the mod launcher is safe and secure. I'm guessing this is a false positive; I have never seen anything triggered.
  17. Your append is too deep. You are telling it to append the CustomIcon lin to HoldType, so it looks like this: <property name="HoldType" value="45" > <property name="CustomIcon" value="iron" /> </property> You want this: <append xpath="/items/item[@name='resourceScrapIron']"> <property name="CustomIcon" value="iron"/> </append>
  18. It depends on what kind of DMT mods you are applying. However, in most cases, the DMT mods will have to have an entry in the mods folder. In addition to copying over the DMT mods' files into the Mods folder, it also modifies Assembly-CSharp.dll, and adds 0-Harmony.dll and DMT.dll. Once you've built DMT against a target, then you don't need to rebuild again unless the target changes, or you want to add more DMT mods.
  19. If you want to generous with words, yes
  20. Next release, in the next 15 minutes, should get you going again.
  21. Fixing that bug too Seems like it was only turning off EAC on successful compile, rather than something more intelligent.
  22. I'll push a fix to get around this. However, the issue is that you have EAC still on. If you turn off EAC, then try, it should work.
  23. You can. DMT Launcher reads from a mod.xml, instead of ModInfo.xml. They won't show up in DMT to copy over unless you have a mod.xml, but you can manually copy them over into your target 7 Days to Die folder and the game will find them.
  24. Try making a shortcut, and adding -configfile= as a parameter, and have it point to the SaveConfig.xml in the modded folder.
  25. Looking at the hosting site, the mod is about 3G in size. It looks like it was updated a few days ago.
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