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sphereii

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Posts posted by sphereii

  1. Thanks for the log. This is the error you are getting:

     

    Unable to open archive file: E:/Program_Files/Steam/SteamApps/common/7_Days_To_Die/7DTD_M_Launcher/7Days2Mod/7Days2Mod/Valmod_Overhaul/7DaysToDie_Data/../Data/Bundles/BlockTextureAtlasesD

     

    Can you confirm that path actually exists for you? I notice there's two 7Days2Mod/7Days2Mod folders, which seems a bit unusual.

  2. Hi Ive been using the launcher for a while to play Valmod Overhaul.. but for some reason tonight it wont let me play the mod.

     

    Im pressing play on the launcher as I have always done, as the game starts up it shows on the taskbar for a few seconds then closes.

     

    Ive deleted the mod and re-downloaded but cant seem to get it to run..

     

    I tried bypassing the launcher and clicking on the 7dtd application in the folder that the launcher installed the mod too but same result, the game shows for a few seconds then closes..

     

    Any ideas ?

     

    EDIT: Ive just seen the update for Valmod, for some reason the mod wont load for me as 7dtd starts for a few secs then closes..

     

    Hey TempusFugit.

     

    After the game fails, would you mind posting the log file? You can go to the View menu, click on Log files, then select the 7 Days To Die folder. It'll give you a pastebin.com link. If you share that, I'll take a look at it.

     

    Are you trying to run the mod on A15, or the experimental A15.1? I don't think Valmar supports A15.1 yet, but I could be wrong.

  3. Spider, the downloads I'm seeing are compo mod, and then the bad company mod. If I'm ready by things right, the bad company mod install will over write the compo rwgmixer.

     

    If it does, then the only poi's that will show up are the ones included in and listed in the bad company rwgmixer.

     

    If that's the case, then you really don't need the compo mod, since many of its buildings are included in bad company.

     

    Or do you have a custom new rwgmixer for random gen that is based off bad company and includes the additions from compo?

     

    I stripped out the animal zombies and bandits from bad co, and wanted to add in the additional compo buildings, but that's a lot of adding to the mixer, and I still havent really modded it at all yet

     

    Some mods play well with CompoPack and MegaCity packs, while others do not, which is why I usually ask the modders if they want that support or not. True Survival does have its own prefabs and mixer, and so mixing it with CompoPack is unnecessary.

     

    Some modders, such as Valmar, only modify the other XML files, leaving the prefabs either vanilla or compopack, at the discretion of the player.

     

    Other modders include their own prefabs to customize the experience for their players, like Bad Company and True Survival do. They typically remove prefabs that don't really match the vision of their mod (like a perfect mansion, which includes a bunker and 5+ forges). If you find that prefab, then you are well ahead of the game, and make it a lot easier.

  4. Hay Sphereii can you put me a download in your launcher again? Heres the link -

     

    https://github.com/SpiderJZMOD/True-Survial-A15-JZMOD.git

     

    It's the full mod. Good for SP, Mp, Lan and Dedi

     

    Thanks

     

    Nice! No problem. Should we give the option to pair with Compo Pack?

     

    Edit: Done. File -> Load Defaults to see it. Next launch of the Mod Launcher should let the users see it as well.

  5. When you hit the Play button in the Launcher, it will download the links, and extract the contents in a folder called TempMods, under your new game folder. You can view the files in that folder and see if that's what you'd expect.

     

    When you say you made changes to Bad Company, and replace it... how exactly are you doing this? Are you modifying the files in TempMods? They would get over-written when you click on the Play button again, if the "Refresh Mods Automatically" is enabled.

  6. There's two versions of 7 Days To Die: Client and Dedicated Server (available through Steam Tools menu). Dedicated Server does not require a 7 Days License, and can run without a GUI.

     

    You can manually make the copies of Steam for the clients, and apply the mods manually. That's what the Mod Launcher does automatically for you though. The Mod Launcher will keep a separate folder containing a copy of the game, plus its mods. This way, you can switch to playing vanilla and mods, without having to delete, re-download from steam, or the likes.

  7. Sounds like the eaiest way is to justmake a backup of the install folder manually, and then drop the additions created by the mod manager into the original install folder.. and thn wipe it and replace it with the original if I need to go back to vanilla.

     

    I'm prety sure the homegroup and network are all sharing properly now, so it should be easy to do.t

     

    Sorry for the delay in answer.

     

    Maybe I'm not following what you are trying to accomplish. The Mod Launcher will install the mods for client side, so that it can connect to a modded server easily, or just play in single player.

     

    Were you having trouble creating a mod pack to share between computers? For that, I would recommend using a tool like Beyond Compare to check for differences between a vanilla clean version of 7 Days To Die, and your modded version. There's an option for "Copy Differences to Folder" that would copy all the changes to a different folder, so you can zip it up as your download link.

  8. So the Mod Launcher is useful only for the client install, and not the server.

     

    For the server, you would install the mods manually. Quite a few of the XML files from the server actually get pushed to the client, but having a local copy won't hurt either. You can actually modified the server's Config XML directly, in most cases, without updating your downloadable zip file.

  9. Question: to replicate what I have on one local system on our network here to the two other systems, what all needs to be relocated? (Keeping in mind I have a new mymod that uses my own changes of the badco zombie only mod)

     

    I'd like to be able to start the server on one system, and then conect to that with the other two systems.. I can do that now with the server launcher, but I've never tried it with mods.

     

    Do you have all your changes in the downloadable zip file? Or is there still a combination of download of Bad Company, plus your own local changes?

  10. Yeah @sphereii, thats the exact process I did, and got the older style 12.5 7 icon in the folder...

     

    I clicked play on the launcher and 12.5 started up with the old style screen menu ingame ect...

    The only problem I was getting after entering a seed name was just as the world was about to load I would get constant null refs...

     

    Just curious if you tried to start a 12.5 world to see if it loads for you ok ?

     

    Yup. I started a new world, and was able to log into it. Was your game world name unique from all others on your computer? The older alphas used a different path, I think, for saved games.

  11. The rumors of my death are false. I LIVE!!!! lol

     

    Had some crap happen but I'm back now. Doesn't look like much has changed(unfortunately). Might get some time this weekend to find my back up files and see about packaging them up. Good to be back.

     

    Is SDX updated anyone know?

     

    Rumours are SDX is very close. SDX Team has been working with a test version.

  12. Hi again, I chose Download From Steam.

     

    Okay, I just tested, and seems to be working on my end. So let's try to figure out what's going on. Here are the steps of what you should expect to see. Let me know which step doesn't sound right:

     

    After you enter in your username and password for Steam, in the Download From Steam option, and click on the Copy button, a message box saying that Steam will be restarted will pop up.

     

    After that, a DOS box will pop up, and do a little update for the SteamCMD, then try to log you in. At this point, if this is the first time you are doing it, it will ask you for your Steam Guard code. This should be found in your email that you used to register for Steam. If you do not have Steam Guard, then you should enable it.

     

    After successfully entering in the Steam Guard code, the download should begin. Depending on your download speed, this could take anywhere from 5 to 15 minutes.

     

    If you look at the new folder after that, you should see something like this:

     

    IeqL6hZl.png

     

    Notice the Green 7 icon, while the newer ones is Red.

  13. Hi again, I installed to E:\7Days but unfortunately still get null ref's, Im thinking I should uninstall valmod and try again, then reinstall valmod ?

     

    Here is the latest logfile just incase theres something in it in the meantime.

     

    E:\7Days

     

    http://pastebin.com/LC5UMcxk

     

    Thanks for the log file. Same results out of that one.

     

    When you created your new Alpha 12.5 version, did you choose Download From Steam or did you Copy From Local?

  14. Gotcha.

     

    Looks like you installed the Mod under: E:\Program_Files\Steam\SteamApps\common\7_Days_To_Die\7DTD_M_Launcher\7Days2Mod\The_Fun_Pimps\Alpha_12.5\

     

    That should be fine, but maybe try changing your Destination Folder for Mods: to something a little shorter, like E:\7Days\ or the likes, and try to re-sync. It looks like the game is getting confused between the two different versions of the game.

  15. Hi, Im new at this, hopefully this is what you need, and thanks for attempting to help me with this issue !

     

    http://pastebin.com/GaUDSiw5

     

    No problem for the attempts to help. And that's exactly what I wanted.

     

    SlotLibrary: Unable to find: unisex_hair_dreads loaded slot count: 89

    at SlotLibrary.InstantiateSlot (System.String name) [0x00000] in <filename unknown>:0 at EModelUMA.DefineBaseSlots (.EntityClass _ec) [0x00000] in <filename unknown>:0 at EModelUMA.DefineSlots (.EntityClass _ec) [0x00000] in <filename unknown>:0 at EModelUMA.GenerateOneUMA (.EntityClass _ec) [0x00000] in <filename unknown>:0 at EModelUMA.createModel (.World _world, .EntityClass _ec) [0x00000] in <filename unknown>:0 at EModelBase.Init (.World _world, .Entity _entity) [0x00000] in <filename unknown>:0 at Entity.createEModel () [0x00000] in <filename unknown>:0 at Entity.Init (Int32 _entityClass) [0x00000] in <filename unknown>:0 at EntityAlive.Init (Int32 _entityClass) [0x00000] in <filename unknown>:0 at EntityPlayer.Init (Int32 _entityClass) [0x00000] in <filename unknown>:0 at EntityPlayerLocal.Init (Int32 _entityClass) [0x00000] in <filename unknown>:0 at EntityFactory.CreateEntity (.EntityCreationData _ecd) [0x00000] in <filename unknown>:0 at GameManager.FG () [0x00000] in <filename unknown>:0 at GameManager.StartGame () [0x00000] in <filename unknown>:0 at ConnectionManager.Net_ServerInitialized () [0x00000] in <filename unknown>:0 at NetworkCommon.StartServers (System.String _password) [0x00000] in <filename unknown>:0 at NGuiWdwNewGame.NGuiButtonOnClick (UnityEngine.Transform _t) [0x00000] in <filename unknown>:0 at NGuiButtonOnClickHandler.OnClick () [0x00000] in <filename unknown>:0

    UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)

    UICamera:Notify(GameObject, String, Object)

    UICamera:ProcessTouch(Boolean, Boolean)

    UICamera:ProcessMouse()

    UICamera:ProcessTouches()

    UICamera:Update()

     

    That's the error message you are getting. Looks like some UMA zombie cannot find its dreadlocks.

     

    Which Mod were you trying to get installed?

  16. I must not be understanding how to make these work together properly.

     

    Lets say I want to play with the valmod/compo combo, and bad company. Once the mod is green, it has a folder created. If I create a folder for another mod thats also green, are they merged together so when you start a game both are activated? I *thought* thats what was going on, but I just tried it again and didn't see the additional zombies in the bad company mod.

     

    I've been messing with this since about 9am today, and I'm going to give it a rest for remainer of today. I can get one mod working but not two together for some reason.

     

    The new bad company zombies only mod he added yesterday also has 3x the number of zombies, and it slowed my system down to 1 fps... I'm trying to adjust that as well, and pretty much trying to do way too much at a time.

     

     

    Its not the tools or methods, its trying to learn too many at once.

     

    Sorry, I missed your first post on this.

     

    So using the Advanced mode, the Launcher will create a new folder for each individual Mod you want to play. This means the Launcher will either Download From Steam (useful for getting clean installs, older alphas, etc), or copy from Local, which would just make a copy of your existing Steam install. Once the Launcher creates this copy, then your icon will turn Green, indicating that it found 7DaysToDie.exe.

     

    From there, it'll download the corresponding file(s) for each mod you want to play. So if you are doing a valmod + Compo pack, you'll have a separate copy of the game. If you just roll with Valmod, then it'll be a new folder.

     

    Now, if you are trying to mix the three mods together, you could get conflicts. Things like you'll have the CompoPack downloaded, but it may use Bad Company's rwgmixer (used to populate the world), but using valmar's spawning.xml. This could cause it to be confused.

  17. Cool, and makes sense. If I want to change a mod and use that, I assumed I could load a local zip file, but that doesn't appear to work. Do I need to upload it to github and then use that link?

     

    (I *think* I removed the additional zombie animals from badCompanys new xzombie addition mod, but Am still too new using the mod launcher to figure out how to add a local folder or zip as a mod I can load along with other mods)

     

    Sorry if this is redundant info you've already repeated 50 times for others.. LOL!

     

    No worries. It does require a remote download link. A free account at github.com, or mediafire.com will work for you.

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