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Posts posted by khzmusik
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Here's an unusual modlet that some of you might be interested in.
No Crafting
Removes all crafting from the game. This includes cooking, so farming is also removed.
This mod was inspired by the Lucky Looter series from Glock9.
Features:
- The only items the player can craft are the bedroll and land claim.
- Removed all Basics of Survival quests except for crafting a bedroll. (After completion, players still get the skill points and Whiteriver Citizen quest.)
- Most player-crafted workstations are removed from the game (destroyed versions are still in game). The exception is campfires, which cannot be crafted, but can be used for warmth if found in the wild.
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Reworked perks:
- Crafting recipes and bonuses are removed from all perks.
- Master Chef, Living Off The Land, and Grease Monkey are removed completely.
- Schematics, workstations, recipes, and parts for assembled weapons, tools, and vehicles are removed from loot containers, trader stashes, quest rewards, and Twitch actions.
- Removed perk books that only give crafting recipes (e.g. Needle and Thread books). Completion bonuses that only unlock recipes (e.g. stacks of ammo) now give experience buffs instead.
- Items or mods which could only be crafted (e.g. Fireman's Helmet) are added to loot containers and trader stashes.
- Crafting-related loading screen tips are removed.
- Localizations are updated to remove any mention of crafting, cooking, or forging (where possible, I'm sure I missed a lot).
Repo: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/khzmusik_No_Crafting
I might make a variation of this modlet, which keeps cooking and farming in the game.
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1 hour ago, Guppycur said:
Change the faction of the horse to one that the NPCs don't attack?
This is indeed the issue, but it is caused by NPC Core.
Telric's horses extend "animalTemplateHostile". In vanilla, that template uses the "animals" faction, which has a "neutral" relationship to everything (including the player). However, NPC Core changes the faction of "animalTemplateHostile" to the NPC Core faction "aggressiveanimalsmedium", and that has a "hate" relationship with all non-animals except traders (including the player).
When your NPCs are hired, they use your faction rather than their own. So they look at the horse's faction, see that it is hostile to their leader (you), and attack it. (They should attack if not hired as well, since all human factions have a "hate" relationship with "aggressiveanimalsmedium" too.)
If you want to make the horses once again use the vanilla "animals" faction, add this XML to the horse entity classes:
<property name="Faction" value="animals"/>
You could also use one of the NPC Core animal factions, probably "passiveanimalslarge".
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Hey, I wanted to alert you to something. You can't install the Green Zone if you're in the middle of a game.
The issue isn't with the Green Zone code itself. The issue is with NPC Core, and specifically with its new factions. Any mod that adds new factions to the game will screw up the game save.
The thing players will usually notice is that they're being attacked by all the NPCs, even the "friendly" ones.
I wanted to let you know, because I just had a user install this mod, and they were asking about this same issue in my thread.
If you want to make a mod that is save-game safe, then you need to release a version that doesn't use NPC Core or its NPC Packs. Which is certainly do-able, but not as much fun.
EDIT: Also saw the notes about moving to Git. I use both GitHub and GitLab (the latter in my day job), so if you need help with any of that, feel free to message me.
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2 hours ago, vonerich said:
Apologies if this has already been asked - I installed Green Zone Quest (mod) that utilizes a few of your NPC packs. Every single NPC (civilian, raider, soldier, etc.) attacks me regardless of what I do. I found a section in your read me file (below) about resetting my reputation (this does not happen when I die in game). Could you explain this a bit more in-depth? I cannot locate the commented-out code in buffs.xml to confirm my reputation is supposed to be resetting.
The "Reset Reputation On Death" feature is part of my Human Faction Reputation and Quests modlet, which is not part of the Green Zone Quest mod. You would need to install my modlet, and then uncomment the code in that modlet.
But that probably won't solve your problem.
Others have asked about that same thing happening, and in all those cases, the user didn't start a new game after installing the NPC Core mod (which is part of the Green Zone Quest mod). That won't work. You must start a new game after installing it.
The tl;dr version is that adding factions to the game screws up game saves.
The long version: Here's what I believe is happening.
To make variable faction relationships work with individual players, TFP made it so each player has their own faction. In the game's C# code, factions are kept in an array. The faction ID of all entities, including players, is the index of their faction in this array. That faction ID is saved with the game.
When the game restarts, it reloads the factions from the XML files and puts them in this array. So when factions are added to the game - as NPC Core does - new factions (like, say, "whisperers") will now be in the places where, previously, there was the ID of a player. When the game loads the player ID, the player no longer has their own faction, they're using one of the added ones.
EDIT: Since you mentioned the Green Zone, I went to that thread and alerted people about it. I don't think that mod author knew about the issue. (Their own XML is save-game safe, so they probably thought NPC Core was too.)
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On 3/18/2023 at 6:57 PM, MarissaX said:
Hi - This looks like a great mod so I tried it out. I already had the NPC Mod files that you listed in my Mods folder, so I just put in the Green Zone folder and started a new game. While loading, I got a red error message that entity.group.xml from the Green Zone mod failed. Do you know if that will interfere with playing your mod and if so, could there be a fix for this? I think this is the part of the log about this error (no clue what any of this stuff means other than there was an error of some sort) --
2023-03-18T07:33:26 449.579 ERR XML loader: Loading XML patch file 'entitygroups.xml' from mod 'Green Zone Quest Powered by Score and NPCcore' failed:
2023-03-18T07:33:26 449.585 EXC There are multiple root elements. Line 35, position 2.
at System.Xml.XmlTextReaderImpl.Throw (System.Exception e) [0x00027] in <0f9699188f0c414ea6fb5557f5c16d15>:0
at System.Xml.XmlTextReaderImpl.Throw (System.String res, System.String arg) [0x00029] in <0f9699188f0c414ea6fb5557f5c16d15>:0
at System.Xml.XmlTextReaderImpl.Throw (System.Int32 pos, System.String res) [0x0000c] in <0f9699188f0c414ea6fb5557f5c16d15>:0
at System.Xml.XmlTextReaderImpl.ParseDocumentContent () [0x001e5] in <0f9699188f0c414ea6fb5557f5c16d15>:0
at System.Xml.XmlTextReaderImpl.Read () [0x0008c] in <0f9699188f0c414ea6fb5557f5c16d15>:0
at System.Xml.XmlLoader.LoadDocSequence (System.Xml.XmlDocument parentDoc) [0x0000d] in <0f9699188f0c414ea6fb5557f5c16d15>:0
at System.Xml.XmlLoader.Load (System.Xml.XmlDocument doc, System.Xml.XmlReader reader, System.Boolean preserveWhitespace) [0x000b4] in <0f9699188f0c414ea6fb5557f5c16d15>:0
at System.Xml.XmlDocument.Load (System.Xml.XmlReader reader) [0x0002e] in <0f9699188f0c414ea6fb5557f5c16d15>:0
at ICSharpCode.WpfDesign.XamlDom.PositionXmlDocument.Load (System.Xml.XmlReader reader) [0x0000c] in <ffc99a688d2b435db53bb46aed82ca49>:0
at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00018] in <0f9699188f0c414ea6fb5557f5c16d15>:0
at XmlFile.toXml (System.String _data, System.String _filename, System.Boolean _throwExc) [0x0002c] in <ffc99a688d2b435db53bb46aed82ca49>:0
at XmlFile..ctor (System.String _text, System.String _directory, System.String _filename, System.Boolean _throwExc) [0x00014] in <ffc99a688d2b435db53bb46aed82ca49>:0
at XmlPatcher+<LoadAndPatchConfig>d__0.MoveNext () [0x001b9] in <ffc99a688d2b435db53bb46aed82ca49>:0
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<LoadAndPatchConfig>d__0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)Either way, thanks for working on this mod.
@work22 I just downloaded the mod from the Dropbox link to take a look at it. I can confirm that this error is caused by your "Green Zone Quest March 17 2023 Version 1" modlet.
In entitygroups.xml, there are two <append> tags, and they're not inside a single root XML tag (like <configs> or whatever). That's malformed XML.
EDIT: I also don't understand what the XPath is supposed to be doing. It's adding entities to entity groups called "GreenZoneSantaFeFemale" and "GreenZoneSantaFeMixed" but those entity groups don't exist.
Also, you have a ModInfo.xml file inside the Configs folder, which does no harm but is useless (it matches the one in the modlet's root directory, which is necessary). And, the ModInfo.xml's "Name" value does not match the modlet's folder name (which I actually thought was necessary, but maybe TFP changed that).
Is it possible that this is an older version of the mod? If not, those are pretty easy fixes.
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Since you don't want to touch the vanilla files (which is a good idea), I assume you want to use XPath in your own modlet - either the one you have now, or a new one.
There are two solutions you could use:
- Insert the items from the other mod, into the vanilla "shamwayProduce" loot list.
- Change the vanilla produce basket blocks (the ones that start with "cntStoreProduceBasket") so they use a different loot group - either from the other mod, or from your own.
I would personally go with the first option since it's easier. (But there are some limitations - see below.)
Let's say the other mod had items named "foodApple", "foodGourd", "foodLettuce", and "foodMelon". Here's how you would add it to the existing, vanilla loot list.
<!-- loot.xml --> <append xpath="//lootgroup[@name='groupShamwayProduce01']"> <!-- Use whatever counts and probability templates you think are reasonable --> <item name="foodApple" count="2,4" loot_prob_template="low" /> <item name="foodGourd" count="2,4" loot_prob_template="low" /> <item name="foodLettuce" count="2,4" loot_prob_template="low" /> <item name="foodMelon" count="2,4" loot_prob_template="low" /> </append>
But, remember that I said there were some limitations. And from the foods I chose, you can probably guess what it is.
In vanilla, all the produce baskets use the same loot group - even though they ostensibly contained different kinds of produce. So if you want to put the other mod's foods into only some kinds of produce basket, then you're out of luck with this solution.
If that doesn't bother you, then you should probably use this solution, since it's easier.
If it's not what you want, you would have to go with the second solution. But instead of assigning each basket to the same loot group, you would create different loot groups for each kind of produce basket.
<!-- in loot.xml --> <!-- Loot groups --> <insertAfter xpath="//lootgroup[last()]"> <lootgroup name="groupProduceBasketApples" count="all"> <!-- Include the vanilla produce basket group --> <item group="groupShamwayProduce01" loot_prob_template="high" /> <item name="foodApple" count="2,4" loot_prob_template="low" /> </lootgroup> <lootgroup name="groupProduceBasketGourds" count="all"> <item group="groupShamwayProduce01" loot_prob_template="high" /> <item name="foodGourd" count="2,4" loot_prob_template="low" /> </lootgroup> <lootgroup name="groupProduceBasketLettuce" count="all"> <item group="groupShamwayProduce01" loot_prob_template="high" /> <item name="foodLettuce" count="2,4" loot_prob_template="low" /> </lootgroup> <lootgroup name="groupProduceBasketMelons" count="all"> <item group="groupShamwayProduce01" loot_prob_template="high" /> <item name="foodMelon" count="2,4" loot_prob_template="low" /> </lootgroup> </insertAfter> <!-- Loot containers - starting at ID 271 to not conflict with vanilla (but as long as they don't conflict it doesn't matter, they're not used) --> <insertAfter xpath="//lootcontainer[last()]"> <!-- cntStoreProduceBasketApples --> <lootcontainer id="271" name="produceBasketApples" count="1" size="6,2" sound_open="UseActions/open_shopping_basket" sound_close="UseActions/close_shopping_basket" loot_quality_template="qualBaseTemplate"> <item group="groupProduceBasketApples" /> </lootcontainer> <!-- cntStoreProduceBasketGourds --> <lootcontainer id="272" name="produceBasketGourds" count="1" size="6,2" sound_open="UseActions/open_shopping_basket" sound_close="UseActions/close_shopping_basket" loot_quality_template="qualBaseTemplate"> <item group="groupProduceBasketGourds" /> </lootcontainer> <!-- cntStoreProduceBasketLettuce --> <lootcontainer id="273" name="produceBasketLettuce" count="1" size="6,2" sound_open="UseActions/open_shopping_basket" sound_close="UseActions/close_shopping_basket" loot_quality_template="qualBaseTemplate"> <item group="groupProduceBasketLettuce" /> </lootcontainer> <!-- cntStoreProduceBasketMelons --> <lootcontainer id="274" name="produceBasketMelons" count="1" size="6,2" sound_open="UseActions/open_shopping_basket" sound_close="UseActions/close_shopping_basket" loot_quality_template="qualBaseTemplate"> <item group="groupProduceBasketMelons" /> </lootcontainer> </insertAfter> <!-- In blocks.xml --> <set xpath="//block[contains(@name, 'cntStoreProduceBasketApples')]/property[@name='LootList']/@value">produceBasketApples</set> <set xpath="//block[contains(@name, 'cntStoreProduceBasketGourds')]/property[@name='LootList']/@value">produceBasketGourds</set> <set xpath="//block[contains(@name, 'cntStoreProduceBasketLettuce')]/property[@name='LootList']/@value">produceBasketLettuce</set> <set xpath="//block[contains(@name, 'cntStoreProduceBasketMelons')]/property[@name='LootList']/@value">produceBasketMelons</set>
That should be enough to get you going, I hope.
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On 1/20/2023 at 4:41 PM, Roland said:
Soon AIs will use predictive algorithms to judge people before the crime is committed and Tom Cruise will have to sprint somewhere to save us all...
Already happens.
https://daily.jstor.org/what-happens-when-police-use-ai-to-predict-and-prevent-crime/
(Sorry for the necro post, was searching for Glock9 on the forums and it brought me here. )
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2 minutes ago, BFT2020 said:
I personally like them separate as I have interest in a few but not all. Like the food spoilage one, but not the gas one as I have gone a different route on that. However, I know enough that if you were to release it as a package, I can prune the elements I don’t want.
That's good to know. I figured that people who were interested in one, were probably interested in all of them. If that's not right, then I should keep them separate.
As for the gas shortage - what is the other route that you went? I looked to see if there was another modlet like it, but didn't see one.
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New modlet added:
Gas Shortage
Makes gasoline scarce, and more difficult to craft.
- Gasoline cannot be harvested from vehicles. (It can still be looted from vehicles.)
- Each oil shale yields one can of gas (not 10).
- Stacks of gasoline hold 1000 cans (not 10,000).
...And a question for you all:
I have a few modlets that adjust the game to make the survival aspects harder and/or more "realistic." Aside from the Gas Shortage modlet, I also have the Slow Build modlet, the Bad Medicine modlet, and the Food Spoilage and Preserved Foods mod (which requires C# code).
If possible, I am going to port those to A21 (whenever that comes out). When I do, should these be combined into a single "survival" mod?
I could also combine only the mods that don't require C# if that would make people happier. Or I can just keep them separate, as they are now.
Let me know what you think.
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On 3/11/2023 at 3:42 PM, Jessy said:
Hello, I have a question about entitygroups
What are the functions of these different groups?
1/ wanderingHordeStageGS
2/ FwanderingHordeStageGS
3/ sleeperHordeStageGS
4/ badassOnlyHordeStageGS
5/ scoutHordeStageGS
6/ feralHordeStageGSI don't know if you figured this out already, but most of this can be answered by looking in gamestages.xml.
1/ and 2/ - These are used for wandering hordes. See the "WanderingHordes" spawner.
3/ - These are some of the groups used for sleeper volumes in POIs. See the "SleeperGSList" spawner, which is used by the "S_-Group_Generic_Zombie" group.
4/ - These are more groups used for sleeper volumes. See the "ZombieBadassOnlyHorde" spawner, which is used by the "S_-_Group_Zom_Badass_Only" group.
5/ - These groups are used to spawn entities that respond to a screamer. See the "ScoutGSList" spawner.
6/ - These are the groups used for blood moon hordes. See the "BloodMoonHorde" spawner.
Hope that helps.
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I believe that you can't add textures using that mod, you can only replace textures.
The reason is because the index into the texture array is kept in the block data. The number of bits used for the texture array index is not enough to reference more textures than is already in the game. So even if you add textures to the array, the block can't display them, because the index will be too large to fit.
However - I'm basing this purely off of what someone in TFP said in one of the developer diaries (I think it was Faatal but don't remember for sure). Perhaps I misunderstood them, or things has changed since they said that, or maybe my memory is flat-out false.
@ocbMaurice You are the author of that mod. Can you answer this? I looked at your code, but I don't have enough knowledge about the game's texture code to know the answer.
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@faatal Apologies, I looked back through the thread and didn't find it, but I believe you said you were working on some kind of "decal" system for things like bullet holes? Or am I imagining things?
If you are - is there any chance this same technology could be used to make footprints in snow? (I've been watching playthroughs of Sons of the Forest and really like how that game does it.)
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15 minutes ago, zztong said:
Oh! Oh! I'm sorry. I should have realized it was a modded game. Sorry for the confusion.
I didn't actually know if it's a modded game. I just assumed it was since they posted here. But that just reinforces why people should say whether it is or not.
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The root cause is this error:
QuoteUnable to read header from archive file: C:/Users/JRVI/Desktop/7 Days To Die/7DaysToDie_Data/../Mods/1-NPCCreatures/Resources/zombieTank.unity3d
It is probably caused by an incompatible version of Unity. You're using 2021.3 and the game is running on 2020.3. I personally use 2020.3.25f1 for my characters.
If you try using that version of Unity, and it doesn't help, then I don't know the cause. If you figure it out, let us know here.
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18 hours ago, zztong said:
This kind of thing is usually handled in the "General Support" part of the forums. I think you'll find instructions there as to where to find those log files.
The log file location is also in the page which is linked in the red "report a bug" banner at the top of the forums. Just in case it's easier to go there than the general support forum.
Also, the general support forum isn't appropriate for modded games. If the game is modded, then here is appropriate, or in the thread started by the mod author.
If you do ask here, make sure you say which mods are installed.
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1 hour ago, Mikez841 said:
Windows, using wordpad
You sure it's actually a text file? WordPad normally doesn't save plain text, it saves in a format that has formatting and layout information (like Word does).
If it's not that, then check the text encoding using some other tool. I don't know if Notepad does it or not, but most code editors would (Notepad++, VS Code, etc).
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1 hour ago, Guppycur said:
You can also just make "evil" copies for the bloodmoons, or find a way to disable them entirely. That way, it appears the npc's turn viscous during the horde night.
They don't even need to be "evil." "EntityEnemy" is just the name of the C# class, the entities themselves could be of any faction.
For example, let's say you want to have versions of Darkstar Dragon's SoldierPack that can spawn into wandering hordes. You can create a new entity that extends the "basic" SoldierPack entity, but use the SCore "EntityEnemySDX" class. Like so:
<entity_class name="survivorBMSoldier1RocketL" extends="survivorSoldier1RocketL"> <!-- Tags don't extend, but everything else should --> <property name="Tags" value="UMA2,entity,male,npc,ranged" /> <property name="Class" value="EntityEnemySDX, SCore" /> </entity_class>
If you're doing this with an "advanced" NPC (like the nurse) then you'll also need to change the entity class to not use any of the advanced features:
<entity_class name="npcBMNurseClub" extends="npcNurseClub"> <!-- Tags don't extend, but everything else should --> <property name="Tags" value="entity,female,npc,melee,cp,DRMid" /> <property name="Class" value="EntityEnemySDX, SCore" /> <!-- "Advanced" features to turn off --> <property name="Hirable" value="false" /> <property name="LootListAlive" value="" /> <property name="NPCID" value="" /> <!-- The second AI package is determined by weapon type - see line 4240 in NPC Core entityclasses.xml --> <property name="AIPackages" value="NPCModBasicMeleeNoChat, NPCModNPCMeleeBasic" /> </entity_class>
I might have missed a couple properties, but you get the general idea. Those new entities will still be of the same faction, so they won't be hostile to players, but they'll still spawn into hordes.
Of course... you can also make them "evil." Just set their "Faction" property to "bandits" (or another hostile faction like "whisperers" - or even "undead"). Those factions are in npc.xml - "bandits" and "undead" are vanilla factions, "whisperers" is from NPC Core.
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2 hours ago, MandyCMoore said:
I currently have 2 7DTD series I am working on, both of which have the NPCs & all enemies on. I want to start a series that's a little different though. In this one I only want NPCs, no zombies & such. More of a situation where let's say the zombies have died off & the only threats left are the people & of course hunger & such. Is there a way to have the NPCs spawn with zombies turned off? Thanks!
It can be done, but it is a long process. If you're not interested in learning how to create your own modlet, and spending a couple of days (or more) to create it, then the rest of this post probably won't interest you.
It's basically a two step process:
- Spawn human NPCs into all the entity groups used for zombies
- Remove the zombies from those same entity groups
But there are a number of catches.
The first issue is hordes (blood moon hordes, wandering hordes). The horde spawner can only spawn entities that descend from the C# EntityEnemy class. If you try to spawn other entities, the game will spam red errors in the console and nothing will spawn.
There are templates in NPC Core which use a custom SCore C# class that descends from EntityEnemy. But most NPC Pack authors don't use them, because that class lacks all but the most basic features. To my knowledge, my Whisperers and Rogues and Psychos packs are the only ones that do use those templates. So you would need to put only those entities into the entity groups used for hordes.
This doesn't apply to the entity groups used to spawn entities into biomes, nor to the entity groups used to spawn entities into POIs. All of those should be able to support all NPCs.
I don't know if this applies to "scout" spawn groups - the ones that spawn entities in response to a screamer. And that brings us to the next catch. If you want to get rid of screamers, I think that you can replace the screamer entity in the "zombieScreamer", "zombieScreamerFeral", and "zombieScreamerRadiated" entity groups with this:
<entity name="none" />
But I haven't tried it myself. It's possible that screamers are hard-coded to spawn when the heat map reaches a certain point. (Hopefully not but I don't know.)
The next issue is balance. If you just add in NPCs without any probabilities, things will be completely unbalanced. You want to spawn tougher NPCs with probabilities that increase with gamestage, and weaker NPCs with probabilities that decrease with gamestage.
There are a number of ways you could do this:
- Match NPCs to vanilla zombies in terms of "difficulty," then insert the NPCs after those zombies at the same probability level (so, target probabilities containing "0.1", probabilities containing "0.2", etc.) and remove the zombies afterwards.
- Look in my NPC packs, and copy what is there for entity groups used to spawn NPCs into NPC POIs ("npcBanditsAll", etc). For other packs I would recommend my "Progression" series of modlets (since the ones in the other NPC packs aren't gamestaged). But there are only six group stages used in NPC POIs, and vanilla uses a lot more than that (e.g. blood moons use over 300 gamestaged entity groups).
- In each of my NPC packs (and also the "Progression" modlets), there is a "Scripts" directory, containing JavaScript files that I used to populate the entity groups. If you know how to code, you could modify those to automatically generate other entity group lists. (If you need help feel free to PM me.)
...Like I said, it is not easy. But if you still want to do it, I hope this helps.
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1 hour ago, sphereii said:
Thanks, I'll get that for the V5 launch.
You can also see if your hosting provider can create one for free. Most do nowadays. That's probably better because you won't have to manage it.
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If you just want to run XPath queries, to see which nodes are returned, I recommend BaseX:
It's free and open source.
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If anyone wants this for A20, I just finished a mod that will do it:
The C# code was simple. The hard part was translating the names of POIs. I tried my best, but since I used automatic translation services, I'm sure I got a few things wrong.
Even so, it should work with the English language, so hopefully folks will find it useful.
EDIT: I realize that thread has a lot of mods. Here's a direct link to it on GitHub:
modlet folder: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/khzmusik_Localize_Prefabs
download: https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/archive/main/7d2d-a20-modlets-main.zip?path=khzmusik_Localize_Prefabs
This should also work with custom POIs, by the way.0 -
I just added a mod that will use Localization.txt entries to display POI names for quests. It includes Localization.txt entries for all vanilla POIs that accept quests.
Download the mod here:
https://gitlab.com/karlgiesing/7d2d-a20-modlets/-/tree/main/khzmusik_Localize_Prefabs
(It turns out the hardest part was translating the POI names, and I'm sure I didn't get it completely right.)
It required C# changes, so must be installed on clients and servers. In theory it should be save-game safe, but you never know. You might be able to load this in an existing game, but it will be safer to start a new game.
Hope this is helpful to people.
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This works for me, and I'm on Chrome:
You're probably trying to reach it through HTTPS rather than through HTTP. That protocol isn't supported, I guess maybe SphereII didn't pony up for an SSL certificate or something? I agree it's dumb but what can you do.
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On 3/2/2023 at 3:15 PM, Guppycur said:
...that then crashes, leaving you naked and alone on a deserted road, where you wake up with just a few supplies in your inventory... and a concussion that made you lose your memories... 😃
7 Groundhog Days To Die
1
Git for 7D2D mod authors
in Tutorials & Guides
Posted · Edited by khzmusik
Added link to Markdown cheat sheet (see edit history)