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rev678

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Everything posted by rev678

  1. Oh, it does. OzzFreak > /dev/null 2>&1
  2. If you merely delete the dogs from all entity groups in entitygroups.xml using the NO DOGS modlet... <remove xpath="/entitygroups/entitygroup/entity[@name=animalZombieDog]" /> ... then it's possible to end up with empty entity groups, depending on what NPCs other modlets may be removing. Empty entity groups cause entitygroups.xml to fail to load properly, which can also cause issues with spawning.xml. If you then try deleting the empty entity groups, then spawning.xml ends up failing. If you remove all references to all of the empty entity groups from spawning.xml, it becomes a big PITA. By adding different NPCs into groups that might otherwise be emptied during the removal, we avoid all of those problems... <append xpath="/entitygroups/entitygroup[@name=EnemyAnimalsWasteland]"> <entity name="animalStag"/> </append> <append xpath="/entitygroups/entitygroup[@name=ZombieAnimalsGroup]"> <entity name="animalStag"/> </append> <append xpath="/entitygroups/entitygroup[@name=ZombieDogGroup]"> <entity name="animalStag"/> </append> It's not a pure replacement, as the animalStag NPC is only added into those entity groups at risk of becoming empty groups, given the very real possibility of people running any combination of my modlets. Hope this explains, and cheers! REV6:7-8
  3. In situations where everything was working before one thing was changed, I would start by removing that one thing and re-testing. If you've tried the troubleshooting steps I've outlined a couple of times now, without success, and are still having this particular issue, then perhaps this modlet package may not be a good fit within your existing setup. Maybe try stripping what you believe to be the offending modlets (i.e., my reality check modlet package) from your installation, and running the game for a similar period of time with a similar load (player logins) as you did when you encountered the issues. If removing my modlets from your server and running the game for an extended period of time does NOT produce similar error conditions, then my modlets were definitely to blame, and you should cease using them in your environment. THAT SAID, if removing my modlets from your server and running the game for an extended period of time DOES produce similar error conditions, then my modlets were definitely NOT to blame, and you should contact the author(s) of the other modlet(s) and/or customization(s). If you end up being the only person to have and/or report this particular error condition to me, then I may not be able to dedicate my time and energies to helping you troubleshoot this much further. In that case, it may be beneficial for you remove those modlets from your server, to ensure the continued accessibility and reliability of your server environment for your customer/player base. That's the beauty of free software. If it doesn't work as well for you as it does for other people, you can always remove it and try something else. Hope this helps, and cheers! REV6:7-8
  4. ... and what mods did you change yesterday? The devil is in the details. Please be as specific as you can. - - - Updated - - - After decades of providing IT support, one thing is pretty certain. When a customer tells me "it was working great, but I changed XYZ yesterday and now it's not," XYZ probably broke it.
  5. OzzFreak, I'm not doing a direct substitution of any NPCs in any of the modlets. Two (2) things are happening, speaking strictly about running the NO RADIATED and NO VULTURES modlets within the same game install... 1. I'm removing the NPCs specified from all entity groups in the entitygroups.xml file. In your examples, animalZombieVultureRadiated, (REMEMBER, modlets load ALPHABETICALLY)... NO RADIATED: <remove xpath="/entitygroups/entitygroup/entity[@name=animalZombieVultureRadiated]" /> SUCCESS NO VULTURES: <remove xpath="/entitygroups/entitygroup/entity[@name=animalZombieVultureRadiated]" /> THROWS A WARNING THAT THIS IS NOT APPLIED, AS IT'S ALREADY GONE PER NO RADIATED 2. I'm appending an animal only into those entity groups that would be otherwise left empty, because empty entity groups cause issues with entitygroups.xml (and sometimes spawning.xml). NO RADIATED: <append xpath="/entitygroups/entitygroup[@name=ZombieFeralRadiatedGroup]"> <entity name="animalChicken"/> </append> NO VULTURES: <append xpath="/entitygroups/entitygroup[@name=EnemyAnimalsWasteland]"> <entity name="animalDoe"/> </append> <append xpath="/entitygroups/entitygroup[@name=VultureGroup]"> <entity name="animalDoe"/> </append> I'm actually doing "step 2" before "step 1," to ensure that groups are not empty at any point in the load process. So, if you're running both NO VULTURES and NO RADIATED, the sequence of events is... 1. animalChicken gets appended into the ZombieFeralRadiatedGroup entity group (by NO RADIATED) 2. animalZombieVultureRadiated gets removed from all entity groups (by NO RADIATED) 3. animalDoe gets appended into the EnemyAnimalsWasteland and VultureGroup entity groups (by NO VULTURES) 4. animalZombieVultureRadiated is ATTEMPTED to be removed (by NO VULTURES), but throws a warning because it's already removed per NO RADIATED. That's it. That's as complicated as those two modlets get, including their interactions between them. In your particular situation, where you suspect modlets to be the culprit for your server crash(es), once again, I would advise you to go back through the troubleshooting steps I outlined for you previously (stopping the game/server, removing all mods/customizations, testing the base install for proper function and/or re-installing your base install, re-adding modlets one by one, re-starting the game, carefully watching the error console, checking for proper functionality, stopping the game, rinse and repeat). I can only speak with any authority about what MY modlets do and how they interact with the base/vanilla 7DTD Alpha 17 install, not about how other modlet(s) from other author(s) may cause unexpected situations. Maybe try running your game/server with only my modlets, no other modlets or customizations, and see if you get the same issues. If so, then my modlets may be culprit. If not, you'll want to take the issue up with the author(s) of the offending modlet(s). When in doubt, strip it out. Try to remove as many variables as you can while trying to troubleshoot this issue. Otherwise, I might be trying to troubleshoot someone else's mistakes, or vice versa. Hope this helps, and cheers! REV6:7-8
  6. @delukard, I may add a modlet to remove ferals at some point, but my modlet package does not currently have a modlet to address that at this time. THAT SAID... you can nerf them for yourself from the game options screens. A feral zombie runs day or night, and hits a bit harder. Take away the "running," and they're really not all that much harder to deal with than non-ferals. If you keep an eye on your stamina, non-running ferals are reasonably easy to kite with a bow, or hit and run with melee weapons. On the BASIC tab, change ZOMBIE FERAL SPEED to WALK, and you now have non-running feral zombies. Hope this helps, and cheers! REV6:7-8
  7. Thanks for your comments, Ragsy 2145, and Happy New Year to all!
  8. Rebooting your server alone may not really help me help you troubleshoot this. When dealing with a complicated equation in mathematics, for example, the first thing you want to do is try to distill the equation down into as few variables as possible. It's the same for technical problems with computer hardware and software. By first removing all of the modlets or customizations you currently have installed, and then re-launching your game, you can test your base install for proper functionality. Re-installing modlets or customizations one at a time, and watching for errors, you'll be able to determine what's really causing the problems.
  9. @OzzFreak, I'm seeing nothing in your latest error screenshot that really helps me troubleshoot if my modlet(s) are causing your error, or perhaps something else is (like someone else's modlets). Please try this... 1. Make sure 7DTD is not running. 2. Move all of your existing modlet folders out of your Mods folder, say to your Desktop (TEMPORARILY). 3. Restart the game, and see if you get the error you posted. 4. If so, your copy of 7DTD is pooched, and you'll want to re-install. 5. If not, try ONLY moving my modlet folder(s) back into your Mods folder. 6. Restart the game, and see if you get the error you posted. 7. If so, THEN my modlet(s) are causing your error. If that's the case, please report back here with more details (which modlets you have installed, what game version you're running, PC/MAC/Linux/console, etc), and I'll try to help you. 8. If not, someone else's product(s) are causing your error, and you'll want to pursue the issue further with them. Hope this helps, and cheers! REV6:7-8
  10. @OzzFreak, It's not really an error. It's a warning. Not everyone who downloads this modlet package installs all of the individual modlets, so I had to make sure that each modlet properly removed all of its type of creatures. So the NO SPIDERS modlet removes regular spiders, feral spiders, and radiated spiders, etc. What it means in your particular example is that those two items did not get applied (removing zombieSpiderRadiated and animalZombieVultureRadiated) when those two modlets (NO SPIDERS and NO VULTURES) ran, most likely because you also installed NO RADIATED and that modlet already ran before them, alphabetically. As the NO RADIATED modlet would have removed the zombieSpiderRadiated and animalZombieVultureRadiated previously, those lines in NO SPIDERS and NO VULTURES tried to remove items that were already removed. This is expected behavior, and doesn't cause any issues in-game. Hope this clarifies, and cheers! REV6:7-8
  11. 1. Added a new modlet: NO SPIDERS - This modlet removes all spiders. 2. Updated OP to provide additional information about the specific modlets. Hope this helps, and cheers! REV6:7-8
  12. FYI/FWIW: In 7DTD Alpha 17 Stable B240, it currently takes... ... 315 skill points as a brand new player at level 1 to flesh out all attributes and perks as far as possible before level restrictions. OR ... 329 skill points as a brand new player if boosting level to 300 (giveselfxp 1000000000 from the command prompt works well) to fully flesh out all attributes and perks. I intentionally set the highest ADMIN SKILL POINTS quest item to give 500 skill points, to allow plenty of room for future growth if TFP modify the skill points required for various attributes or perks. Hope this helps, and cheers! REV6:7-8
  13. This modlet is fully compatible with and has been tested for Alpha 17 Stable B240, just officially released this evening. Hope this helps, and cheers! REV6:7-8
  14. The modlets in this package are fully compatible with and have been tested for Alpha 17 Stable B240, just officially released this evening. Hope this helps, and cheers! REV6:7-8
  15. Ozzland, I'm guessing you're using giveselfxp from the command line to give yourself XP (to simulate gaining levels), but then trying to remove those experience points afterwards? I wasn't aware that we could remove experience points from a player, not easily at least. And that's a bit different than the way this modlet works. I'm adding quests (into quests.xml) and quest items (into items.xml). Reading the quest item adds the corresponding number of skill points. But I'm not doing anything with adjusting the player's experience points and/or level. Hope this clarifies, REV6:7-8
  16. Added a modlet to the package for removing radiated animals and zombies. Updated the main post above with the new download links. IMPORTANT NOTE: I strongly encourage anyone wanting to install and use any of these modlets to first REMOVE the previous all-in-one REALITY CHECK modlet, by simply removing the rev678_reality_check folder from the Mods folder. Failure to do will likely result in errors. Hope this helps, and cheers! REV6:7-8
  17. After conversations with JerWA and Vedui42 in The Veddite Community's Discord channels (https://discord.gg/jRytRyE), decided to separate out each NPC handled by this modlet into their own distinct modlets. That way, the individual player installing any of these modlets on their own computer can decide for themselves which NPC('s) they want removed from the game. Updated the main post above with the new download links, and modified the installation and uninstall instructions accordingly. IMPORTANT NOTE: I strongly encourage anyone wanting to install and use any of these modlets to first REMOVE the previous all-in-one REALITY CHECK modlet, by simply removing the rev678_reality_check folder from the Mods folder. Failure to do will likely result in errors. Hope this helps, and cheers! REV6:7-8
  18. Description: This modlet makes the game less annoying by letting players fully flesh out their attributes and perks, as they see fit. It adds new quest items to the game that let the player decide how many additional skill points to instantly give themselves. By default, the items are only available in creative mode, which you can activate by entering CM from the command console (F1). System Requirements/Fine Print: The latest version of this modlet has been tested on the vanilla/base install of 7 Days To Die for PC/MAC, version(s): Alpha 19.6 B8 Stable WITHOUT OTHER MODS, MODLETS, OR CUSTOMIZATIONS It may or may not work with earlier versions of 7DTD, may or may not work with experimental versions of 7DTD, may or may not work with other mods or modlets or customizations, and may or may not work with your particular server configuration. Also, console players are out of luck with this one. Sorry! Your mileage may vary. Caveat emptor. Installation: 1. Download this zip file to your computer. 2. Extract the rev678_admin_skill_points folder from the zip file. 3. Open your 7 Days To Die game installation folder. The easiest way to do this is to find your 7 Days To Die game listed in your Steam LIBRARY, right-click on it to open the pop-up menu, select Properties, single-click on the LOCAL FILES tab, and then click on BROWSE LOCAL FILES. 4. Look in your 7 Days To Die game folder for a Mods folder. If there is NOT already a Mods folder, create one by right-clicking on any empty space in the folder window and selecting New Folder. 5. Open the Mods folder. 6. If you already HAVE an old/existing rev678_admin_skill_points folder, remove it from the 7 Days To Die game folder's Mods folder. FAILURE TO DO SO MAY CAUSE YOU UNEXPECTED ISSUES! 7. Copy or move the rev678_admin_skill_points folder into the Mods folder. Using this modlet: 1. After installing this modlet, either start a new game or continue an existing one. 2. Open the command console (F1). 3. Enter CM to turn creativemenu on. 4. Close the command console (ESC). 5. Enter the CREATIVE menu using whatever key binding you have it set to (often the U key). 6. Single click on the DEV BLOCKS icon. 7. In the search field to the right of the magnifying lens, type ADMIN (not case sensitive). You'll notice eight (8) new quest challenge notes... ADMIN POINTS 1, 10, 25, 50, 100, 250, and 279. 8. Give yourself any of these new items. 9. Read the item, like any other quest note. 10. Enjoy! Uninstall: To uninstall this modlet, simply remove the rev678_admin_skill_points folder from the Mods folder. Troubleshooting/Errors: If you are having problems with this modlet, please try the following self-troubleshooting steps: - Make sure 7DTD is not running. - Move all of your existing modlet folders out of your Mods folder, say to your Desktop (TEMPORARILY). - Restart the game, and see if you get the error you posted. - If so, your game/save may be pooched, and you'll want to delete it and start a new game/save. Restart the game, and see if you get the error you posted. - If so, your copy of 7DTD may be pooched, and you'll want to re-install. Restart the game, and see if you get the error you posted. - If not, try ONLY moving my modlet folder(s) back into your Mods folder. - Restart the game, and see if you get the error you posted. - If so, THEN my modlet(s) may be causing your error. If that's the case, please report back here with more details (which modlets you have installed, what game version you're running, PC/MAC/Linux/console, etc), and I'll try to help you. - If not, someone else's product(s) may be causing your error, and you'll want to pursue the issue further with them. Hope this helps, and cheers! REV6:7-8 _________________________ MY MODLETS: REV6:7-8's ADMIN SKILL POINTS https://7daystodie.com/forums/showth...N-SKILL-POINTS REV6:7-8's REALITY CHECK https://7daystodie.com/forums/showth...-REALITY-CHECK
  19. Description: This modlet package makes the game less annoying for zombie purists by removing bears, cops, coyotes, demolitions, dogs, ferals, football players, mountain lions, screamers, snakes, spiders, vultures, wights, wolves, and even radiated animals and zombies... giving the individual player FULL control to decide for themselves which of those critters they want removed from the game. You can still manually spawn any of the other animals or zombies from the base/vanilla game using the entity spawner (F6), but this should keep them from spawning in-game otherwise... ... unless you do some of the quests which may spawn specific animals or zombies other than the substitutions these modlets make otherwise. Included Modlets: You may safely install any combination of these modlets, or even all of them, without worrying about incompatibilities... NO BEARS STANDARD - Replace standard bears with zombie Moe NO BEARS ZOMBIE - Replace zombie bears with zombie Moe NO COPS - Replace cops with zombie Moe NO COYOTES - Replace coyotes with zombie Moe NO DEMOLITIONS - Replace demolitions with zombie Moe NO DOGS - Replace zombie dogs with zombie Moe NO FERALS - Replace feral zombies with zombie Moe NO FOOTBALL PLAYERS - Replace zombie football players with zombie Moe NO MOUNTAIN LIONS - Replace mountain lions with zombie Moe NO RADIATED - Replace radiated animals and zombies with zombie Moe NO SCREAMERS - Replace screamers with zombie Moe NO SNAKES - Replace snakes with zombie Moe NO SPIDERS - Replace spiders with zombie Moe NO VULTURES - Replace vultures with zombie Moe NO WIGHTS - Replace wights with zombie Moe NO WOLVES STANDARD - Replace standard wolves with zombie Moe NO WOLVES DIRE - Replace dire wolves with zombie Moe Why the substitutions I chose: Why zombie Moe? Because that particular entity doesn't have any restrictions on which biomes or biome types it can spawn into. System Requirements/Fine Print: The latest versions of these modlets have been tested on the vanilla/base install of 7 Days To Die for PC/MAC, version(s): Alpha 19.6 B8 Stable WITHOUT OTHER MODS, MODLETS, OR CUSTOMIZATIONS They may or may not work with earlier versions of 7DTD, may or may not work with experimental versions of 7DTD, may or may not work with other mods or modlets or customizations, and may or may not work with your particular server configuration. Also, console players are out of luck with this one. Sorry! Your mileage may vary. Caveat emptor. Known INcompatibilities: 1. These modlets DO NOT work properly with the (RETIRED) REV6:7-8's CRISPY CRITTERS modlet. Again, decide which you want more, and stick to that path only. https://7daystodie.com/forums/showth...RISPY-CRITTERS 2. These modlets DO NOT work properly with either of the (RETIRED) REV6:7-8's THE GREY modlets. Again, decide which you want more, and stick to that path only. https://7daystodie.com/forums/showth...7-8-s-THE-GREY 3. These modlets DO NOT work properly with any other mods, modlets, or customizations that add, change, remove, or replace NPCs from the 7DTD game. Consider yourself warned. Installation: 1. Download this zip file to your computer. 2. Extract the Mods folder from the zip file. 3. Open the extracted Mods folder. 4. Open your 7 Days To Die game installation folder. The easiest way to do this is to find your 7 Days To Die game listed in your Steam LIBRARY, right-click on it to open the pop-up menu, select Properties, single-click on the LOCAL FILES tab, and then click on BROWSE LOCAL FILES. 5. Look in your 7 Days To Die game folder for a Mods folder. If there is NOT already a Mods folder, create one by right-clicking on any empty space in the folder window and selecting New Folder. 6. Open the 7 Days To Die game folder's Mods folder. 7. If you already HAVE any old/existing rev678_realitycheck_ folders, remove them from the 7 Days To Die game folder's Mods folder. FAILURE TO DO SO MAY CAUSE YOU UNEXPECTED ISSUES! 8. Copy or move any or all of the rev678_realitycheck_ folders from the extracted Mods folder into the 7 Days To Die game folder's Mods folder. 9. Start a NEW GAME , or you're likely to have technical issues. Uninstall: To uninstall any or all of these modlets, simply remove the corresponding rev678_realitycheck_ folder or folders from the 7 Days To Die game folder's Mods folder. Best Practices/Troubleshooting/Errors: 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 errors, I'm going to tell you to start a NEW game/save. 2. Sometimes an "Invalid Cast Exception" error can be corrected by "cleaning" your player profile (either using the cleaning tool in the 7DTD Launcher, or change your player profile from the in-game menus). Again though, if you don't start a NEW game/save AFTER installing but BEFORE running these modlets, and get errors, I'm going to tell you to start a NEW game/save. 3. If you DID start a NEW game/save, and still are having problems with these modlets, please try the following self-troubleshooting steps: - Make sure 7DTD is not running. - Move all of your existing modlet folders out of your Mods folder, say to your Desktop (TEMPORARILY). - Restart the game, and see if you get the error you posted. - If so, your game/save may be pooched, and you'll want to delete it and start a new game/save. Restart the game, and see if you get the error you posted. - If so, your copy of 7DTD may be pooched, and you'll want to re-install. Restart the game, and see if you get the error you posted. - If not, try ONLY moving my modlet folder(s) back into your Mods folder. - Restart the game, and see if you get the error you posted. - If so, THEN my modlet(s) may be causing your error. If that's the case, please report back here with more details (which modlets you have installed, what game version you're running, PC/MAC/Linux/console, etc), and I'll try to help you. - If not, someone else's product(s) may be causing your error, and you'll want to pursue the issue further with them. Hope this helps, and cheers! REV6:7-8 _________________________ MY MODLETS: REV6:7-8's ADMIN SKILL POINTS https://7daystodie.com/forums/showth...N-SKILL-POINTS REV6:7-8's REALITY CHECK https://7daystodie.com/forums/showth...-REALITY-CHECK
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