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sphereii

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Everything posted by sphereii

  1. All the SDX components are compiled into it. You won't need the SDX Launcher yourself Just install like you would normally install a mod, and off you go.
  2. That's by design - - - Updated - - - I will look into it, but not make any promises. The mod launcher encourages standards, and I don't want to get into writing custom code to support individual modder's personal preferences for their download location. I understanding tracking is an important goal for you. - - - Updated - - - I'd give what Gnomaana suggested. I've never done tried through the Steam Link before. Let me know how you make out with that suggestion.
  3. I am qualified to answer Thanks for the help though, KingRizla Did you press the Play button, or Test Mod Sync? The log file just shows that you created the folder, but didn't actually try to play.
  4. New version pushed out. Let's see if that improves your luck
  5. This is going to be a theoretical fix, as the saving code is just two lines long
  6. I'm going to be pushing out a new release soon. Let me know if it changes anything. I've changed the logic slightly. - - - Updated - - - It's closed source atm, since I have a security certificate assigned to it. I'll keep you mind when I decide to retire the certificate
  7. The wife uses the Steam Controller. She adds the 7d2dmodlauncher.exe to steam as a non-Steam game, launches Steam in Big Picture, and starts the Mod Launcher that way. The game will use her settings then.
  8. Bigger backs may not be updated, but the XML mods are good. You had mentioned you aren't using any anti-virus or anything? That's usually what blocks the saving. On the first post of this thread, there's a Release.zip download option. You could give that a try.
  9. There's two ways you can do it: 1) Downgrade the version in Steam, then get the Mod Launcher to create it. Then, change the Steam version back to normal. -or- 2) Use the Download From Steam option in the Mod Launcher. You will need to enter in your Steam username and password, plus your Steam Guard code. Then it'll sync directly from steam, at the right version.
  10. Sorry for the trouble. It's a known bug. Make sure you select your Steam folder from the drop down button, right above the Install mod. It's probably blank right now.
  11. Okay, so it sounds like it didn't download the mod. Be sure to have Refresh Mods Automatically checked. That could indicate a few issues: Click on Disable SSL, restart the Mod Launcher, and try again If that fails, click on Direct Download, and press Test Mod Sync. Then play.
  12. This is a very unusual issue. Let's see if we can figure it out. Re-trigger the problem through the Mod Launcher. Then, go to the View Menu, and click on Log Files. You'll see two options in the drop down box, one for 7d2dlauncher.txt and output_log.txt. Click on the output_log.txt, and then Upload Log button. It will give you a pastebin.com link. If you can copy that link here, I'll take a look for you.
  13. There's a few things you can do: 1) Click on Disable SSL, and restart the Mod Launcher, and try again if that completely fails, and if you have no anti-virus that maybe blocking it, you can click on the Direct Download, and press Test mod Sync. After that, uncheck the Refresh Mods Automatically. Then press the Play button.
  14. Test Mod Sync downloads the Mods into the TempMods folder. The Play button does the same thing, but launches the game right after. Since some people have been having trouble downloading from Github, I recommend pressing Test Mod Sync first, so that they can see the errors, if there are any, before just starting the game. The Refresh Mod Automatically skips re-downloading. This is for people who want to make changes to the mod, without re-downloading fresh ones. If you are limited on bandwidth, or want a consistent play base (streamers, Let's Plays, etc), then you'd also disable this. The Excludes function is hooked into the Play's Copy task, rather than the download task. So while it will download the excluded files under TempMods, it just won't copy them over.
  15. They are almost all updated to Alpha 16.4, except True Survival, which is on Alpha 16.2. Try to play one of the mods, and see if there's just weird delay in writing the settings to disk (it is getting saved as soon as you hit the Okay button when you change the Destination.
  16. Gotcha. Here's the link the exe: https://7d2dlauncher.blob.core.windows.net/installer/7D2DModLauncher.exe This just calls the application's OneClick program, and will allow you to add it to Steam, and run as Administrator. Give that a try. You can copy the file anywhere, and run it. It'll use your previously installed 7D2DLauncher.application too.
  17. Yes, it re-verifies the files, and copies them over again, just in case of any potential corruption.
  18. You could run the 7daystodie.exe directly in the new folder that the Mod Launcher creates. So after the first time you hit Play, you could just run the exe itself. It won't disable UNET, or update any of your files. However, the Mod Launcher is not significantly slowing down your loading. It does a check to see if there's new files, and will download new ones as it needs. Some mods, like Starvation, are slow to load because of all the new content they added, and there's no way around it. Starvation adds over 700 megs of content to the game, and it takes time to load it all up. As soon as you hit the Play button, and the black screen starts showing, then it's all game, and does not involve the Launcher at all. I understand the frustration with slow loading times; I experienced them as well, even when I'm using a solid state drive.
  19. You have three options: Option #1: The Mod Launcher will keep you up to date, and over-write any changes you make. However, you can disable the Refresh Mods Automatically, and make all your changes in the "TempMods" folder instead. This will make more sense when you install the mod. Option #2: You could use the Mod Launcher once, to create the folder, download and install the game (needs to hit Play once). Then make your changes as you normally would, and just launch 7daystodie.exe in the new folder, rather than using the Mod Launcher. Option #3: (more advanced) Edit the XML that you normally do to remove the bears. Then host the file somewhere, like pastebin.com (never expire). We can than make you a personal configuration, that only you see, that will keep all your files up to date with dwallorde puts out, but your change in that other file will overwrite his, every time. So if you remove the entries in entityclasses.xml, you'll use your own entityclasses.xml, but all his other files. This would be using the "My Mod" functionality in the launcher. For the steam controller, I'd recommend adding the 7d2dmodlauncher.exe to steam, as a non-steam game. Then, launch Steam in Big Picture mod, and start the Mod Launcher. Your modded games will use your Steam controller (wife uses one).
  20. To change files, you have two options: 1) Disable Refresh Mods Automatically, and make your changes in the TempMods folder. or 2) Make your changes in Data\Config, and just run the 7daystodie.exe, skipping the Mod Launcher itself. Mod Launcher was designed to keep your files up to date and stable, so to make changes yourself, you have to be a bit sneaky with it
  21. I'm really not sure. I haven't heard of this particular problem before. Re-making the mods shouldn't affect your saves or characters, but may be able to recover them? Grasping at straws here...
  22. Can you try to run the 7d2dmodlauncher.exe as an Administrator, and seeing if that helps?
  23. Strange. Any fire wall software, or anti-spyware? IOBit, etc?
  24. I've seen that happen where an anti-virus program stops it from saving. What kind of anti-virus do you have?
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