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HAL9000

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Everything posted by HAL9000

  1. HAL9000

    DMT Modding Tool

    Hi Chuckiewokie, To reset your game files head to steam and verify the integrity of the install (right click the game -> Properties -> local files). This will replace any vanilla game file. If you're on the latest Alpha then DMT isn't needed as they've built in harmony support now. You'll need an A20 compatible version of the mod and just drop it in the mods folder. DMT is only for people wanting to run mods on the older alphas now. Cheers, Hal
  2. HAL9000

    DMT Modding Tool

    Hi finaphar, In A20 the Pimps added Harmony support into the game so DMT shouldn't be needed if the mod has been updated to use the built-in modding tools now. A lot of DMT features are disabled in A20. Check with each mod post and there's usually a "how to install" section explaining what to do. For earlier versions and from your picture you don't have any of the mods enabled (the checkboxes on the left)
  3. HAL9000

    DMT Modding Tool

    Do you have .net 4.7.2 installed? If you're playing Alpha 20 then DMT is no longer needed for modding. Check with the mod maker to see if they've converted their mod to the new A20 method (A20 has native mod support for Harmony now) Cheers, Hal
  4. It's not an issue. It's just a log of what's being used to replace doors in the dymesh system. The "INF" part tells you the level of the message "Information" level is just FYI items, not a Warning or Error
  5. HAL9000

    DMT Modding Tool

    Version 2.3 will work but a lot of features are disabled in A20+ Now we have Harmony support built in to the game by default it's time to phase out DMT and move to the new system. I think SphereII is working on an example project that modders can download to start understanding the new layout and workflow Existing mods will need to be updated and if you get stuck or have questions there's a lot of stuff available on Guppy's discord: https://discord.gg/cN8fQ6N7Js Cheers, Hal
  6. HAL9000

    DMT Modding Tool

    Yeah you have to have the DMT mod folder outside of the game folder. Then DMT copies the enabled mods into the games mod folder. it's the only way to have an enabled/disabled system atm So put the DMT mods in something like C:\Games\7DaysMods and you should be good to go
  7. HAL9000

    DMT Modding Tool

    It looks like you've not got the correct folder path in the settings area for DMT. Make sure you have the games folder name in it e.g. C:\Program Files (x86)\Steam\steamapps\common\7 Days to die Not just C:\Program Files (x86)\Steam\steamapps\common
  8. HAL9000

    DMT Modding Tool

    You only need to build the first time, rebuild when you add more mods or the game releases an update Alas no, I meant the game used to use code in the Assembly-CSharp.dll to make the builds. It doesn't do that any more so it doesn't need to be there.
  9. HAL9000

    DMT Modding Tool

    Its doable but you'd need to manually edit dlls and stitch it all together yourself so you'd need to know your way around c# and modding the game in general. All the mods would need to be compatible with the game version though (or you need to edit them to make them compatible)
  10. HAL9000

    DMT Modding Tool

    The Assembly-CSharp.dll file is an exact copy of the game's A19.0 release. You can verify that by going to steam and downloading A19.0 to compare for your self. They're byte-for-byte identical. So unless the whole game's a virus I wouldn't worry about it. Unless "Downloaded The dll file from a verified DLL distributing site" is Steam (or however you bought a copy of the game) I would delete that file. DLL download sites are more likely to be a source of viruses. The good news is that DLL doesn't even need to be in the release any more. DMT stopped relying on the game's DLL a while ago, I just need to update my code for building a release. Next time try leading with a question rather than an accusation because if I were you I'd be feeling quite embarrassed around now but well done for trying to protect people, you just happen to be wrong.
  11. HAL9000

    DMT Modding Tool

    It looks like some XML in your files isn't valid and it's trying to parse it, whichever xml contains "ShowRaycastHitName" should be the culprit Jinx
  12. HAL9000

    DMT Modding Tool

    Hello wyldehart, Your best bets are just googling "harmony modding" and reading up on the matter, checking out other modders work and head to Guppy's discord server https://discord.gg/vMxCrYf there's a DMT channel where a lot of the modders hang out and answer questions if you get stuck If you haven't coded for a while or haven't used c# before I'd do some reading around it to get familiar with the syntax
  13. HAL9000

    DMT Modding Tool

    Thanks guys, I think I forgot a config file on the release. Should be a new one to grab that fixes it
  14. HAL9000

    DMT Modding Tool

    Have you given the layers admin level permissions? You add them to the permissions file or through the console if you're an admin. If you have set them set the log file on the server for errors
  15. HAL9000

    DMT Modding Tool

    It depends on the mod. If it's a server only mod then the clients don't need it but anything that has changes on the client (new assets, code or xml changes) then the players also need to apply the mod
  16. HAL9000

    DMT Modding Tool

    Hey guys, DMT v2 is now released. The major change is it now uses Harmony v2 instead of v1. This is a breaking change so I've bumped the DMT release to v2 as well. There are some upgrade processes you'll need to do for your mod. A lot of them can be done by DMT by using the "Attempt Hamony Auto Update" checkbox when building Further details of the updates required can be found here: https://stardewvalleywiki.com/Modding:Migrate_to_Harmony_2.0 We've also removed the requirement for the mod.xml. Now both vanilla and DMT uses the ModInfo.xml file. Again, there is an auto-update function built in that should serve most cases. Once the update is done you should delete the mod.xml file to remove any warnings that are generated in DMT. Cheers, Hal
  17. HAL9000

    DMT Modding Tool

    Post your log file from the server that's erroring There's definitely something strange in your setup. IPatcherMod is used by DMT and shouldn't be in the server files. They are used during the DMT build rather than runtime of the game. Cecil should not be included with the dlls that end up in the server folders. You don't need to change the field accessor type, you can get the value in the Harmony patch using reflection Cheers, Hal
  18. HAL9000

    DMT Modding Tool

    Hi Umbrella, I think this is where you're going wrong: The IHarmony interface isn't for each patch, it's for a patch manager class. So you'd define and implement the interface once for the mod (usually, though more complicated patching can use it multiple times) and that then controls how the patches are applied (usually with a PatchAll or something more complicated if needed). That's what I meant by the modder being responsible for how the patching is applied. Then when the game starts each mod's IHarmony interface is called and that's what drives your changes. DMT makes no assumptions on how you're going to do that. Does that make sense? Cheers, Hal
  19. HAL9000

    DMT Modding Tool

    Hi Umbrella, It's up to the modder to implement the patch call, each mod is split into it's own dll for this reason. You wouldn't want DMT making assumptions about running the patches as the modder may want to do something unusual / bespoke. If you're in control of the mod you can just remove the other two patchall calls. Each patch doesn't require a patchall call, one call grabs all the patches in the given assembly (dll file). Have a look at the bootstraping section on Harmony for how to run individual patches and for detecting already run patches. https://github.com/pardeike/Harmony/wiki/Bootstrapping Cheers, Hal
  20. HAL9000

    DMT Modding Tool

    Hey Morte ^^ good to see you. How's things? If you get some time come hang out on Guppy's discord server. I'm usually lurking in the DMT section
  21. HAL9000

    DMT Modding Tool

    Yes that's normal. Once you build with DMT the DLL gets rewritten so EAC (the anticheat engine) sees it as changed and doesn't let you load the game. You can start the game through steam without EAC and play as normal, start the game through DMT which uses the non-eac version or verify your game files in steam and it will reset the game back to vanilla.
  22. HAL9000

    DMT Modding Tool

    Hi Umbrella, 1) The source (and releases) can be found on the GitHub page linked in the OP 2) The versions of DMT built after A18 released should ignore localisation (you'll see a warning in the output along those lines) 3) No, don't delete the backup folder. If you do then verify the game files in steam. When DMT runs a build and it doesn't have a backup it copies the vanilla files into the backup so it always has them available. Once you do a build the Assembly-CSharp.dll is replaced and can't be used as a backup. 4) There's no documentation, it's just having a look at the code and figuring things out. dnSpy is a good one to dig through the DLL. Guppy's Discord is where a lot of the modders hang out and can answer questions. 5) Visual Studio or Visual Studio code as an IDE for when you're creating scripts. Cheers, Hal
  23. HAL9000

    DMT Modding Tool

    Hi 7DaysToTry, It's hard to tell from that screenshot (forum pics get their size reduced, it's usually better to put it on a image sharing site and post the link) but it sounds like one of your mods is referencing Cecil. Have a look in the Scripts folder for your mods and in each file at the top you'll see something like using System.Collections.Generic; using UnityEngine; See if one has using Mono.Cecil; And remove it (mod scripts shouldn't need to reference Cecil) Or you can put the Mono.Cecil.dll file into your games Managed folder (the same place Assembly-CSharp.dll lives). So the game can load it. You can find Mono.Cecil.dll in the DMT folder. Cheers, Hal
  24. HAL9000

    DMT Modding Tool

    There's a pretty easy way to find out: try it. The hooks for DMT are pretty small and low level. There's a chance that it will break but it's unlikely. And if after 24 hours of release no one else has posted it's likely to be ok. Mods are more likely to break from version to version but the framework is usually stable, at least during major builds (A16.x, A17.x etc). Cheers, Hal
  25. HAL9000

    DMT Modding Tool

    Are you compiling from the repo? If you're in debug mode then drag and drop events don't fire through visual studio. Just download the dnSpy release from the GitHub page (or click the open icon and choose the dll that way)
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