Xaliber
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Posts posted by Xaliber
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If you have Refresh Mods Automatically off, then it won't update any modlets you've downloaded from the mod launcher.
If you manually copied mods, it won't update them regardless of the Refresh Mods Automatically.
Got it. Thanks SphereII!
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Okay, I've found the issue. I was adding a note to ModInfo.xml that I combined Guppycur's with Xajar's. Turns out it doesn't like the "&" symbol! I erased it and the launcher works fine.
Sorry for the trouble, sphereii.
Just one question: the modlets don't auto-update, right? So I won't lose the change I made in the modified modlets?
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It should be able too. If you copied a mod in manually, the mod launcher doesn't really need to see it for the game to load it. There is a bug in the mod launcher that if the folder doesn't match then name="" attribute in the ModInfo.xml, the mod launcher won't display it correctly. However, the game will find it.
What errors are you seeing? It seems like it may be unrelated.
The errors are this one:
Here is the full log:
I also edited several lines of the already downloaded mod, if that makes any difference.
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EDIT: Sorry my connection was bad, mistakenly double posted.
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Hello people,
I just tried using mod launcher for the first time. Any idea how do you add modlets that are not available to download from the list?
I want to add Guppycur's modlets to the game, but it's not on the available list. So I've been downloading it manually and extracted it to 7 Days to Die /Mods/ folder. However when I launched the mod launcher it shows error, apparently because it can't detect mods added manually?
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Ragsy' s A20 Modlets
in Mods
Posted
Hi Ragsy,
In your Classic Zombies modlet, will adding this line also affect zombies sight and noise range?
I'm looking at the XML files and a bit confused since there are several attributes that seem to do the same thing.
I don't know how to see zombies line of sight or noise range in game, so not sure how to test this too.