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rev678

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Everything posted by rev678

  1. The latest version of this modlet is fully compatible with and has successfully passed testing for the latest STABLE version of 7DTD, Alpha 18.1 b7 Stable. 1. Updated the extended version number within the modlet (which is visible in the console output as the modlet loads), to help users know at a glance which version(s) they have installed. 2. Updated the System Requirements/Fine Print section of the original post. 3. Renamed the attached zip file in the original post, corresponding to the version of 7DTD this modlet requires. Hope this helps, and cheers! REV6:7-8
  2. Thanks again for your continued support! While I was still troubleshooting the sporadic invalid cast exception errors some players were getting on some horde nights in some biomes, that's when I noticed that many animal and/or zombie types are limited to only auto-spawning in certain biomes and/or on certain horde nights and/or certain game stages. [ SIDEBAR: Even with these modlets installed, people can still MANUALLY spawn in any of the animals or zombies in the game, using F6 once DM is activated ] zombieMoe ended up being a "safe" pick, in that he didn't seem to be "banned" from any times or places. And who doesn't like killin' a few extra Edgars (from Men in Black)? Cheers, REV6:7-8
  3. The latest versions of these modlets are fully compatible with and have successfully passed testing for the latest STABLE version of 7DTD, Alpha 18 b155 Stable. 1. Added a new modlet: NO COYOTES - Replace coyotes with zombieMoe 2. Added a new modlet: NO DEMOLITIONS - Replace demolitions with zombieMoe 3. Added a new modlet: NO MOUNTAIN LIONS - Replace mountain lions with zombieMoe 4. Updated the extended version numbers within the modlets (which are visible in the console output as the modlets load), to help users know at a glance which version(s) they have installed. 5. Updated the System Requirements/Fine Print section of the original post. 6. Renamed the attached zip file in the original post, corresponding to the version of 7DTD these modlets require. Hope this helps, and cheers! REV6:7-8
  4. The latest version of this modlet is fully compatible with and has successfully passed testing for the latest STABLE version of 7DTD, Alpha 18 b155 Stable. 1. This modlet does NOT grant any points under any of the various Book Perks titles, nor are there any plans to implement such functionality. 2. In Alpha 17, it took 315 skill points as a brand new player to max out all skills and perks as far as possible before level restrictions. In Alpha 18, that changed to 304 skill points, so the ADMIN POINTS 315 item and corresponding quest has been adjusted accordingly. 3. Adjusted the Stacknumber on the quest items from 50 down to 1, to reduce inventory clutter. 4. Updated the extended version number within the modlet (which is visible in the console output as the modlet loads), to help users know at a glance which version(s) they have installed. 5. Updated the System Requirements/Fine Print section of the original post. 6. Renamed the attached zip file in the original post, corresponding to the version of 7DTD this modlet requires. Hope this helps, and cheers! REV6:7-8
  5. The REALITY CHECK modlets package (and also my ADMIN SKILL POINTS modlet) will be updated for Alpha 18 STABLE. "Real Life" puts constraints on the amount of time I can dedicate to 7DTD, so my modlet focus is limited to stable/non-experimental releases. I'll be including additional modlet options for the new animals (coyotes and mountain lions) and zombie (the demolition zombie, as Ragsy 2145 mentioned). In the meantime, I too have been playing around with Alpha 18 EXPERIMENTAL... using my existing modlet packages... and have not run into any issues with any of the modlets themselves. As mentioned though in the original post of this thread, your mileage may vary, as these modlets are not officially supported with non-stable game releases. Hope this clarifies, and cheers! REV6:7-8
  6. You bet. And thanks for stopping by!
  7. Me too. LOL ZombieMoe (think Vincent D'Onofrio's Edgar character from Men in Black) ended up being a "safe" replacement, as he's able to spawn in any biome type, while deer aren't always. Considered it a bonus that his height and size add to his in-game visibility. Thanks! Yours are looking good these days too! Cheers, REV6:7-8
  8. The latest versions of these modlets are fully compatible with and have successfully passed testing for the latest STABLE version of 7DTD, Alpha 17.4 Stable B4. 1. I cleaned my profile (7dLauncher/Tools/Clean game data/Player profiles), started a BRAND NEW game save, and have been using ALL of these modlets without any errors for the past two weeks. 2. My game save has been using the default 60 minutes for the 24 hour game cycle, the default daylight length of 18 hours, but the blood moon frequency set to every 1 game day, to allow me to test these modlets over a large number of sequential blood moon hordes. 3. I'm also running ALL of the following modlets, at the same time... Red Eagle LXIX's DropOnDeathNothing https://7daystodie.com/forums/showthread.php?94219-Red-Eagle-LXIX-s-A17-Modlet-Collection-(UI-Blocks-Quests) stedman420's SimpleUI 4DigitCraft stedman420's SimpleUI BiggerBackpack120-PlayerBuiltStorage stedman420's SimpleUI Compass stedman420's SimpleUI CraftingQueue stedman420's SimpleUI ForgeInput stedman420's SimpleUI LeftHUD-BuffTimers stedman420's SimpleUI Toolbelt stedman420's SimpleUI VehicleStorage https://7daystodie.com/forums/showthread.php?94502-A17-Simple-UI-Modlets ... without any conflicts or errors. 4. If you try any or all of these modlets and get errors about casting from source type to destination type, please see item #1 above. 5. Renamed the attached zip file in the original post, corresponding to the version of 7DTD these modlets require. Hope this helps, and cheers! REV6:7-8
  9. I now have an EXPERIMENTAL release of the REALITY CHECK modlets package available, if anyone wants to give it a try. Download link in the original post has been updated. This release replaces all of the specified animals and/or zombies with zombieMoe, instead of animalStag. The previous stag replacements for those animals and/or zombies seemed to be contributing to the "InvalidCastException: Cannot cast from source type to destination type" errors that SOME people were experiencing on SOME horde nights... IF they were in SPECIFIC biome types at the time. THAT was the missing piece of the puzzle. Since changing the mob replacements from animalStag to zombieMoe, I have NOT been able to reproduce conditions that generate that particular error any more, regardless of how many times I advance or regress the in-game time, nor which biome I am currently located in. Hope this helps, and cheers! REV6:7-8
  10. After conducting extensive testing involving (among other things) advancing and regressing the in-game time using the SETTIME command from the console... ... I'm FINALLY able to CONSISTENTLY reproduce conditions that generate the "InvalidCastException: Cannot cast from source type to destination type" errors that SOME people have seen during SOME horde nights. While I think I may have figured out WHAT exactly is "breaking," I don't have an ETA on the fix as of yet, as I'm still experimenting with a few different work-arounds for this particular problem. It's kind of like knowing when I'll find my lost or misplaced car keys. I'll find them when I find them. In the meantime, I have TEMPORARILY removed the modlet package download link from the original post. When I have a fix ready for release, I'll re-add a corrected download link to the original post, and then post again here so everyone knows we're back in business. Hope this clarifies, REV6:7-8
  11. The latest version of this modlet is fully compatible with and has successfully passed testing for the latest STABLE version of 7DTD, Alpha 17.4 B4 Stable. 1. Updated the extended version number within the modlet (which is visible in the console output as the modlet loads), to help users know at a glance which version(s) they have installed. 2. Updated the System Requirements/Fine Print section of the original post. 3. Renamed the attached zip file in the original post, corresponding to the version of 7DTD this modlet requires. Hope this helps, and cheers! REV6:7-8
  12. IMPORTANT REMINDER (copied from the Best Practices/Troubleshooting/Errors section of the original post in this thread): 1. I strongly advise you to start a NEW game/save AFTER installing but BEFORE running these modlets. Failure to do so will likely result in an "Invalid Cast Exception" error. If you don't start a NEW game/save AFTER installing but BEFORE running these modlets, and get that error, I'm going to tell you to start a NEW game/save. Hope this helps, REV6:7-8
  13. At this point, I would recommend doing BOTH of these TWO (2) things, in this SPECIFIC order... 1. "Clean" your player profile, using the tool from the 7DTD launcher. 2. After fixing your player profile, start a new game/save. The first two Best Practices/Troubleshooting/Errors items under the first post in this thread are specifically related to "Invalid Cast Exception" errors. I too have personally seen those errors when I've failed to follow my own advice. Yes, it's a PITA having to start a new game/save. But it's more of a pain trying to troubleshoot errors every horde night if you don't. And once a game/save starts throwing "Invalid Cast Exception" errors, you're only going to have continued issues with it. I've occasionally been able to temporarily repair a game/save using only the player profile fix above, only to have further problems with that game/save during the very next horde night. Kludges are only as good as your patience troubleshooting the next failure. ON A RELATED NOTE... It's probably wise to start a new game/save ANY time you install ANY mod or modlet or overhaul from ANY author. Hope this helps, REV6:7-8
  14. ... in ALL THREE (3) of the scenarios listed above, it's imperative to start a new game/save after performing the specified corrective measures. Especially once a game/save starts throwing "InvalidCastException" errors, that particular game/save should be considered suspect/pooched, and beyond repair (by most people). Hope this clarifies, REV6:7-8
  15. Wacko, I've seen that particular error (Cannot cast from source type to destination type) in a few situations: 1. Someone tries launching an old/previous save game after updating their 7DTD game to a newer version. Starting a new game usually solves that particular issue. 2. Someone updates their 7DTD game to a newer version, but some files don't successfully/fully update for whatever reason. Selecting VERIFY INTEGRITY OF GAME FILES on the LOCAL FILES tab of the 7 Days to Die - Properties window in the Steam client usually solves that particular issue. 3. Someone has a "corrupted" (as far as the 7DTD game program is concerned) player profile. Sometimes an "Invalid Cast Exception" error can be corrected by "cleaning" your player profile (either using the cleaning tool in the 7DTD Launcher, or changing and/or deleting your player profile from the in-game menus). If you start a new game/save, and verifying the integrity of game files doesn't report any errors, then I'm guessing the third scenario is the one you're dealing with. Please try "cleaning" your player profile, followed immediately by then re-starting a new game/save, and see if that corrects the issue. Thanks much, REV6:7-8
  16. MageBlade, If you're wanting to use any or all of these modlets in "server mode"... - running a dedicated server, or... - sharing your own game with friends, and they connect into your computer which is essentially acting as a server... ... you're correct in that you only need to install the modlet(s) on whichever device is acting as the server. Hope this clarifies, and cheers! REV6:7-8
  17. Just kidding, of course 😎 Lately, I've been playing Guild Wars 2. In an attempt to preempt any questions other GW2 players might have... 1. I did not play GW1. 2. I only started playing GW2 very recently, in February of this calendar year to be more specific. 3. I'm currently playing on the Gates of Madness world. 4. I'm currently only playing the free-to-play content. I don't have any of the expansion content as of yet, but plan on acquiring one or both of the expansions soon(ish). 5. I'm currently playing primarily open world PvE, mainly map completion (hearts, waypoints, POI's, hero challenges, vistas), events, and world bosses. 6. I've only recently started dipping my toes into WvW. 7. I'm not playing sPVP, nor am I interested in doing so. I don't always play well with other kids on the playground, so being expected to "do something" by others irritates me when I'm simply wanting to play a game my way. 8. I'm not interested in joining anyone's guild. Please see item number seven. 9. My ranger is level 80 and has 100% F2P map completion. No, she's not interested in joining anyone's guild. No, she's not interested in being anyone's in-game friend, nor joining anyone's party, group, nor raid. Please see item number seven. 10. My necromancer is level 34 and has 23% F2P map completion. No, she's not interested in joining anyone's guild. No, she's not interested in being anyone's in-game friend, nor joining anyone's party, group, nor raid. Please see item number seven. 11. My in-game friends are people I know and actually like "in real life." Seven and a half billion people on this big ball of mud, and I just barely tolerate most of them. So I won't subject myself to ignorant or obnoxious people more than I have to, especially not while trying to enjoy myself. Please see item number seven. 12. Yes, I play female characters. I'm an adult heterosexual male, playing a third-person point of view game. I'd prefer not to stare at male posteriors for extended game sessions. To each their own, but that's my personal choice. BACK ON TOPIC... I'd sort of "back burnered" 7DTD until my Steam client recently downloaded the update. Then I dusted off TextWrangler to make a few minor changes to my modlets, and spent some time re-testing them. Honestly, the "old" modlet versions worked just fine when I ran them under 17.3, but I've been wanting to add better versioning for some time and just finally crossed it off my list. Tonight, I'm thinking about doing brats on the grill, then maybe binge watching the latest season of Lucifer on Netflix over the rest of the weekend. Cheers! REV6:7-8
  18. The latest versions of these modlets are fully compatible with and have successfully passed testing for the latest STABLE version of 7DTD, Alpha 17.3 Stable B18. 1. Added extended version numbers within the modlets (which are visible in the console output as the modlets load), to help users know at a glance which version(s) they have installed. 2. Updated the System Requirements/Fine Print section of the original post. 3. Renamed the attached zip files in the original post, corresponding to the version of 7DTD these modlets require. Hope this helps, and cheers! REV6:7-8
  19. The latest version of this modlet is fully compatible with and has successfully passed testing for the latest STABLE version of 7DTD, Alpha 17.3 Stable B18. 1. Added an extended version number within the modlet (which is visible in the console output as the modlet loads), to help users know at a glance which version(s) they have installed. 2. Updated the System Requirements/Fine Print section of the original post. 3. Renamed the attached zip file in the original post, corresponding to the version of 7DTD this modlet requires. Hope this helps, and cheers! REV6:7-8
  20. Ragsy2145 was able to disable zombie ladder climbing using modlets because the file \Data\Config\entityclasses.xml references a property named CanClimbLadders: <property name="CanClimbLadders" value="false"/> That's essentially how modlets work: adding, changing, or removing XPATH statements or functions in the existing/vanilla game files using "do this to these files" type statements in other files. The beauty of modlets is that they don't get overwritten whenever the base game gets updated, and a properly written modlet may continue to work without modifications even after said updates. I'm not sure the same can be done as easily (using only modlets) for zombie digging, as I haven't found any reference to zombie digging anywhere in the XML files. Along those lines, I was also looking for ways to disable zombies attacking trees, so people could live in treehouses again (which always felt like something I personally might do in a "real life" apocalyptic scenario). Yes, I can add "special" trees to the game, using a modlet, that zombies can't destroy. But I was hoping to avoid zombies attacking trees in the first place... rather than hearing the annoying CLANG of zombies beating on "god" trees similar to trading post protections. As both of those zombie behaviors are likely hard-coded into files that aren't easily alterable by end-users, neither of those are likely things that can be remedied with XPATH modlets. Sorry to be the bearer of bad news, REV6:7-8
  21. I couldn't fly the gyrocopter to save my life. And I have yet to successfully GRACEFULLY land the thing. The 4x4 would be an *okay* vehicle if I played well with others (I don't like to share my toys with other boys). Merely for the extra storage, I don't find the jeep necessary as I run Stedman420's Bigger Backpack 120 + Player Built Storage and Vehicle Storage SimpleUI modlets (https://7daystodie.com/forums/showthread.php?94502-A17-Simple-UI-Modlets). The motorcycle... that's one toy I DO rip up the countryside with. Always makes me feel like I'm in a Mad Max movie... minus the anti-semitism and misogyny. But I try to avoid video game content that makes me motion sick ever since playing original Doom... while wearing headphones... in a dark computer classroom... using a projector to display my screen 12' x 10' on the wall. I'd get so immersed in the game that (1) the janitor would startle the crap out of me as he came into that classroom (also wearing headphones) to empty the trashcan and vacuum, and (2) I'd be so nauseous after an evening of killing alien demons that I often couldn't eat anything for a day or so.
  22. You bet. And thanks for the referral. Glad to see your idea "seeds" have sprouted nicely. Well done indeed! There may be as many "perfect" ways to play 7DTD as there are people who play the game. But with everyone (who can) contributing their ideas in the form of modlets, we can all find some combination of the game that is perfect... for us. Thanks for joining the community of folks adding positive value to what would only be a medium quality game otherwise. Cheers! REV6:7-8
  23. As a reminder... I strongly advise you to start a NEW game/save AFTER installing but BEFORE running these modlets. Failure to do so will likely result in an "Invalid Cast Exception" error. If you don't start a NEW game/save AFTER installing but BEFORE running these modlets, and get that error, I'm going to tell you to start a NEW game/save. ... every single time you install or update any of these modlets. Hope this helps, and cheers! REV6:7-8
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