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(1.0/A21) bdubyah's modlets


bdubyah

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Posted (edited)
14 hours ago, BFT2020 said:

And GNS likes to even make changes to the mods he installs for content / gameplay reasons.  Not saying that is a bad thing (I do it myself), but like bdubyah stated, not a good reference point for his mods.

 

Best thing to do (IMHO) is to do an overhaul mod first with just that mod, to get a sense of the mod itself and what the creator is trying to do.  After that, you can try customizing it to suit your preferences and desires.

 

Damnit - I was hoping this post would push it to the next page and get rid of the wall of text on page 75  😏

Yeah, and I understand it from his side. But when he is introducing my mod to tons of new people a disclaimer or something clear would be nice. I know he had links to all of them, but people still look at it as his "Wasteland series" so they think my mod has everything they see in his vids. Just lead to several confused/frustrated people that didn't know the difference.

 

EDIT: Yay, got a new page finally! 😂

Edited by bdubyah (see edit history)
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Why am I having this urge to pull a Bart Simpson???

"I will not fill up the blackboard with writing.  I will not fill up the blackboard with writing.  I will not fill up the blackboard with writing.  I will not fill up the blackboard with writing.  I will not fill up the blackboard with writing.  I will not fill up the blackboard with writing.  I will not fill up the blackboard with writing.  I will not fill up the blackboard with writing.  I will not fill up the blackboard with writing...."

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  • 2 weeks later...

Just pushed an update for Wasteland. Save safe, as far as I can tell. Enjoy! :)

 

!!!EAC MUST BE OFF!!!

Game Version: 21.2
Wasteland Version: 21.2.2.6

-Mod Dependencies: 
SCore v.21.2.101.931+
NPCmod v.21.1.0.20+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2

-----WL FIXED/CHANGED-----

-Added: Powered versions of shutters and cellar doors(unlocked with craftingElectrician)(can upgrade them from wood->iron->steel like the normal ones)
-Added: Mk.2 versions of the auto turret, electric fence post, and blade trap(unlocked with craftingTraps)(can be used to upgrade already placed regular versions to Mk.2s)
-Added: Mk.2 tripwire posts and relays(unlocked with craftingElectrician)(can be used to upgrade already placed regular versions to Mk.2s)
-Added: Steel darts for the dart trap
-Added: Scout scream now gives temp debuff
-Added: Several new rock/boulder and stump deco assets
-Changed: Dew Collectors now produce murky water
-Changed: Added particles to Industrial Generator when running
-Changed: Swapped mutant hounds to use Mutant faction so they don't aggro on normal mutants
-Changed: Gave both Chainlink Gates 2500 HP
-Changed: Slightly reduced chance of working vehicles spawning
-Fixed: Fixed low HP on Atom Coupe
-Fixed: Industrial Generator recipe called for wrong tool
-Fixed: Industrial Generator missing its sound
-Fixed: Some missing icons in Crafting Skills
-Fixed: questFindCemetery pointed to wrong POI
-Fixed: Journal tip when picking up generic vehicle parts was incorrect
-Fixed: Chainlink double door repaired with wood
-Fixed: Regular Drowned zombies had incorrect materials making them look like radiateds

 

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Am I missing some documentation somewhere or is this kind of the best place to get it? I can't figure out where I got Nuclear Material, but I need more for anti-radiation meds, so trying to figure out how I go about getting more 😕 

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On 4/17/2024 at 1:06 AM, Grurim said:

Am I missing some documentation somewhere or is this kind of the best place to get it? I can't figure out where I got Nuclear Material, but I need more for anti-radiation meds, so trying to figure out how I go about getting more 😕 

You can harvest it from most radiated creatures, like scorpions and deathclaws. You also harvest it from radiated blocks found in POIs. It's also a rare drop from most entites, like radiated zombies and mutants. Traders also have a chance to sell a few.

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Pushed a small update to Wasteland, just a few fixes.

 

!!!EAC MUST BE OFF!!!

Game Version: 21.2
Wasteland Version: 21.2.2.61

-Mod Dependencies: 
SCore v.21.2.101.931+
NPCmod v.21.1.0.20+
FullautoLauncher v.1.2.2
RandomMainmenuBackground v1.0.2

-----WL FIXED/CHANGED-----

-Fixed: Wasteland pipe shotguns were missing reloadPenalty tag
-Fixed: Legendary melee weapons were missing tags for Flurry perks
-Fixed: Katana wasn't able to be crafted higher than Q1

 

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Hello! So I've encountered a bug it seems. Been taking a bit of a break from 7Days and now when I loaded up my save again I can't place any of the Power Armor NPCS. I've also got a Fox Companion that I can place but none of the Power Armor guys. Has something changed with how many of them you can have "active"? Cause I believe I've got close to 15 people hired and have been able to have all of them out before! :p

8 minutes ago, Eluinees said:

Hello! So I've encountered a bug it seems. Been taking a bit of a break from 7Days and now when I loaded up my save again I can't place any of the Power Armor NPCS. I've also got a Fox Companion that I can place but none of the Power Armor guys. Has something changed with how many of them you can have "active"? Cause I believe I've got close to 15 people hired and have been able to have all of them out before! :p

Now found out that the ones I can't place down has been renamed to "Stored NPC" Instead of Brotherhood Member or Rad Cat.. Hoping for a way to fix this cause I were using them to transport almost all my materials to my new base 😧

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1 hour ago, Eluinees said:

Hello! So I've encountered a bug it seems. Been taking a bit of a break from 7Days and now when I loaded up my save again I can't place any of the Power Armor NPCS. I've also got a Fox Companion that I can place but none of the Power Armor guys. Has something changed with how many of them you can have "active"? Cause I believe I've got close to 15 people hired and have been able to have all of them out before! :p

Now found out that the ones I can't place down has been renamed to "Stored NPC" Instead of Brotherhood Member or Rad Cat.. Hoping for a way to fix this cause I were using them to transport almost all my materials to my new base 😧

Did you ever happen to store them inside another NPC's inventory? That seems to bug them out. And I capped total hires at 2 a while back. So that may be an issue, but not sure if it would apply to ones already hired. What version of the mod were you on before coming back?

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5 minutes ago, bdubyah said:

Did you ever happen to store them inside another NPC's inventory? That seems to bug them out. And I capped total hires at 2 a while back. So that may be an issue, but not sure if it would apply to ones already hired. What version of the mod were you on before coming back?

Ah yeah.. I filled ones inventory out completely and then stored him in the next NPC.. Not sure what version of the mod I were on, but I had downloaded it on the 9:th of March, so I doubt that much has changed! Might be the darn storing inside another NPC.. Is there any way to fix this? 😧

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Not really. I mentioned it to sphereii, but doubt anything with it changes before A22/1.0. I don't think there is a way to fix it. Either just call it a loss, or use creative mode to give yourself stuff to hire more and spawn them in.

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2 minutes ago, bdubyah said:

Not really. I mentioned it to sphereii, but doubt anything with it changes before A22/1.0. I don't think there is a way to fix it. Either just call it a loss, or use creative mode to give yourself stuff to hire more and spawn them in.

Ah crap, losing the NPC's isn't what hurts. It is all the items they were carrying.. As I just filled them out randomly by taking stuff from storage boxes and since nothing was really sorted I can't remember what was where.. Welp, will have to take a look at it then and decide 😕

Thanks a lot for the help though!

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I am receiving the “EXC NullReferenceException: object reference not set to an instance of an object” error when loading up a new world save.  the mod seems to boot up fine before this error happens. 

Did download the most recent files off of 7daystodiemods and have them in the mods folder but not sure what else is missing. 

any help would be greatly appreciated! and i can share links to the log files

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5 hours ago, tripodactual said:

I am receiving the “EXC NullReferenceException: object reference not set to an instance of an object” error when loading up a new world save.  the mod seems to boot up fine before this error happens. 

Did download the most recent files off of 7daystodiemods and have them in the mods folder but not sure what else is missing. 

any help would be greatly appreciated! and i can share links to the log files

If you have links always just share them with your first post. Saves me from making this ultimately useless post asking for them... :)

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Maybe someone can help me here. When I click on the launcher, it goes to the correct title screen for the Wasteland. However when I start the game, it loads but then shows a dropdown box from the top of the screen and shows a bunch of lines colored in red. Here is the loading info I was able to save.

 

Mono path[0] = 'E:/PC Games/7D2D-Wasteland/7DaysToDie_Data/Managed'
Mono config path = 'E:/PC Games/7D2D-Wasteland/MonoBleedingEdge/etc'
Loading player data from E:/PC Games/7D2D-Wasteland/7DaysToDie_Data/data.unity3d
Initialize engine version: 2021.3.19f1 (c9714fde33b6)
[Subsystems] Discovering subsystems at path E:/PC Games/7D2D-Wasteland/7DaysToDie_Data/UnitySubsystems
Forcing GfxDevice: Direct3D 11
GfxDevice: creating device client; threaded=1; jobified=0
Direct3D:
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: NVIDIA GeForce RTX 3050 (ID=0x2582)
    Vendor:   NVIDIA
    VRAM:     8042 MB
    Driver:   31.0.15.5244
Begin MonoManager ReloadAssembly
- Completed reload, in  0.191 seconds
<RI> Initializing input.
<RI> Input initialized.
<RI> Initialized touch support.
UnloadTime: 1.257200 ms
2024-05-23T13:23:04 0.044 INF Version: Alpha 21.2 (b37) Compatibility Version: Alpha 21.2, Build: WindowsPlayer 64 Bit
2024-05-23T13:23:04 0.045 INF System information:
2024-05-23T13:23:04 0.046 INF    OS: Windows 11  (10.0.22000) 64bit
2024-05-23T13:23:04 0.046 INF    CPU: AMD Ryzen 5 1400 Quad-Core Processor  (cores: 😎
2024-05-23T13:23:04 0.046 INF    RAM: 65485 MB
2024-05-23T13:23:04 0.046 INF    GPU: NVIDIA GeForce RTX 3050 (8042 MB)
2024-05-23T13:23:04 0.054 INF    Graphics API: Direct3D 11.0 [level 11.1] (shader level 5.0)
2024-05-23T13:23:04 0.090 INF Last played version: Alpha 21.2
2024-05-23T13:23:04 0.092 INF Local UTC offset: -5 hours
2024-05-23T13:23:04 0.119 INF Command line arguments: E:\PC Games\7D2D-Wasteland\7DaysToDie.exe -force-d3d11 -disablenativeinput -nogs -noeac -logfile C:\Users\Rodney\AppData\Roaming\7DaysToDie\logs\output_log_client__2024-05-23__13-23-02.txt
2024-05-23T13:23:04 0.134 INF [Platform] Init
2024-05-23T13:23:04 0.211 INF [Platform] Using native platform: Steam
2024-05-23T13:23:04 0.213 INF [Platform] Using cross platform: EOS
2024-05-23T13:23:04 0.213 INF [Platform] Using server platform: Steam
2024-05-23T13:23:04 0.213 INF [Platform] Using server platform: XBL
2024-05-23T13:23:04 0.224 INF Starting PlayerInputManager...
2024-05-23T13:23:04 0.444 INF InControl (version 1.8.2 build 9357, native module = False, XInput = True)
2024-05-23T13:23:04 0.463 INF [Platform] Initializing Steam
2024-05-23T13:23:04 0.621 INF [Steamworks.NET] SteamAPI_Init() ok
2024-05-23T13:23:04 0.623 INF [Steamworks.NET] Registering auth callbacks
2024-05-23T13:23:04 0.626 INF Not running in Big Picture Mode, no on-screen keyboard available
2024-05-23T13:23:04 0.626 INF [Platform] Initializing EOS
2024-05-23T13:23:04 0.661 INF [EOS] Initialize: Success
2024-05-23T13:23:04 0.691 INF [EOS-ACC] Not started with EAC, anticheat disabled
2024-05-23T13:23:04 0.694 INF [Platform] Initializing XBL
2024-05-23T13:23:04 0.928 INF Localization language from platform: english
2024-05-23T13:23:04 0.930 INF Texture quality is set to 0
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 3.696100 ms
Fallback handler could not load library E:/PC Games/7D2D-Wasteland/7DaysToDie_Data/MonoBleedingEdge/data-00000252C87F50B0.dll
2024-05-23T13:23:12 8.773 INF Awake IsFocused: True
2024-05-23T13:23:12 8.773 INF Awake
2024-05-23T13:23:13 9.031 INF Occlusion: Awake
2024-05-23T13:23:13 9.039 WRN Device name for flag StandaloneWindows is unknown
2024-05-23T13:23:13 9.041 INF ApplyAllOptions streaming budget 7237.8 MB
2024-05-23T13:23:13 9.042 INF ApplyAllOptions current screen 1920 x 1080, 60hz, window 1920 x 1080, mode Windowed
2024-05-23T13:23:13 9.043 INF Texture quality is set to 0
2024-05-23T13:23:13 9.044 INF ApplyTextureFilter 4, AF ForceEnable
2024-05-23T13:23:13 9.045 INF ApplyTerrainOptions 4
Unloading 7 unused Assets to reduce memory usage. Loaded Objects now: 6581.
Total: 17.177000 ms (FindLiveObjects: 0.410200 ms CreateObjectMapping: 0.203700 ms MarkObjects: 16.514700 ms  DeleteObjects: 0.047600 ms)

2024-05-23T13:23:13 9.782 INF [MODS] Start loading from: 'E:/PC Games/7D2D-Wasteland/7DaysToDie_Data/../Mods'
2024-05-23T13:23:13 9.799 INF [MODS]   Trying to load from folder: 'Full Auto Launcher'
2024-05-23T13:23:13 9.800 WRN [MODS]     Folder Full Auto Launcher does not contain a ModInfo.xml, ignoring
2024-05-23T13:23:13 9.800 WRN [MODS]     Failed loading mod from folder: 'Full Auto Launcher'
2024-05-23T13:23:13 9.800 INF [MODS]   Trying to load from folder: 'Q-XNPC Core'
2024-05-23T13:23:13 9.800 WRN [MODS]     Folder Q-XNPC Core does not contain a ModInfo.xml, ignoring
2024-05-23T13:23:13 9.800 WRN [MODS]     Failed loading mod from folder: 'Q-XNPC Core'
2024-05-23T13:23:13 9.800 INF [MODS]   Trying to load from folder: 'Random Main Menu'
2024-05-23T13:23:13 9.800 WRN [MODS]     Folder Random Main Menu does not contain a ModInfo.xml, ignoring
2024-05-23T13:23:13 9.800 WRN [MODS]     Failed loading mod from folder: 'Random Main Menu'
2024-05-23T13:23:13 9.800 INF [MODS]   Trying to load from folder: 'Spherell-Mods'
2024-05-23T13:23:13 9.800 WRN [MODS]     Folder Spherell-Mods does not contain a ModInfo.xml, ignoring
2024-05-23T13:23:13 9.800 WRN [MODS]     Failed loading mod from folder: 'Spherell-Mods'
2024-05-23T13:23:13 9.800 INF [MODS]   Trying to load from folder: 'The Wasteland'
2024-05-23T13:23:13 9.800 WRN [MODS]     Folder The Wasteland does not contain a ModInfo.xml, ignoring
2024-05-23T13:23:13 9.800 WRN [MODS]     Failed loading mod from folder: 'The Wasteland'
2024-05-23T13:23:13 9.800 INF [MODS]   Trying to load from folder: 'Wasteland Maps'
2024-05-23T13:23:13 9.800 WRN [MODS]     Folder Wasteland Maps does not contain a ModInfo.xml, ignoring
2024-05-23T13:23:13 9.800 WRN [MODS]     Failed loading mod from folder: 'Wasteland Maps'
2024-05-23T13:23:13 9.800 INF [MODS] Initializing mod code
2024-05-23T13:23:13 9.800 INF [MODS] Loading done
2024-05-23T13:23:13 9.819 INF Loading permissions file at 'C:\Users\Rodney\AppData\Roaming/7DaysToDie/Saves/serveradmin.xml'
2024-05-23T13:23:13 9.867 INF Loading permissions file done.
2024-05-23T13:23:13 9.959 INF GameSense server not found (no props file), disabling
2024-05-23T13:23:13 9.962 INF [PartyQuests] Initialized
2024-05-23T13:23:13 9.962 INF Awake done in 1189 ms
2024-05-23T13:23:14 10.046 INF [XUi] Instantiating XUi from default prefab.
2024-05-23T13:23:14 10.055 INF [XUi] XUi instantiation completed in 8 ms
2024-05-23T13:23:14 10.154 INF [XUi] Loading XUi asynchronously
2024-05-23T13:23:14 10.178 INF Updated culture for display texts
2024-05-23T13:23:14 10.568 INF Reloading serveradmin.xml
2024-05-23T13:23:14 10.569 INF Loading permissions file at 'C:\Users\Rodney\AppData\Roaming/7DaysToDie/Saves/serveradmin.xml'
2024-05-23T13:23:14 10.569 INF Permissions file unchanged, skipping reloading
2024-05-23T13:23:15 11.039 INF [XUi] Parsing all window groups completed in 826 ms total.
Couldn't create a Convex Mesh from source mesh "Head" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
2024-05-23T13:23:16 12.713 INF [XUi] Initialized all window groups completed in 869 ms total.
2024-05-23T13:23:17 13.742 INF LoadTextureArraysForQuality quality -1 to 0, reload False
2024-05-23T13:23:24 20.202 INF LoadTextureArraysForQuality took 6.460001
2024-05-23T13:23:24 20.236 INF Loaded (local): rwgmixer in 0.03
2024-05-23T13:23:24 20.309 INF Loaded (local): archetypes in 0.07
2024-05-23T13:23:24 20.335 INF Loaded (local): loadingscreen in 0.03
2024-05-23T13:23:24 20.336 INF WorldStaticData.Init() needed 8.000s
2024-05-23T13:23:24 20.356 INF [Steamworks.NET] Login ok.
2024-05-23T13:23:24 20.356 INF [EOS] Login
2024-05-23T13:23:24 20.586 INF AchievementManager: Received stats and achievements from Steam
2024-05-23T13:23:24 20.611 WRN [Steam] Tick took exceptionally long: 26 ms
2024-05-23T13:23:25 21.439 INF [EOS] Login succeeded, PUID: 0002f9b061434c7c91e141262e3ceceb
2024-05-23T13:23:25 21.440 INF [EOS] Getting native user for 0002f9b061434c7c91e141262e3ceceb
2024-05-23T13:23:25 21.442 INF [EOS] CopyIdToken result: Success
2024-05-23T13:23:26 22.487 INF [EOS] TransferProgress: News.xml, 4717 / 4717
2024-05-23T13:23:26 22.723 INF [EOS] Read (News.xml) completed: Success, received 4659 bytes
2024-05-23T13:23:28 24.203 INF Preparing quit
2024-05-23T13:23:28 24.212 INF Persistent GamePrefs saved
2024-05-23T13:23:28 24.213 INF Cleanup
2024-05-23T13:23:28 24.841 INF AchievementManager.Cleanup
2024-05-23T13:23:28 24.935 INF Terminating threads
2024-05-23T13:23:28 24.935 INF OnApplicationQuit
2024-05-23T13:23:28 24.937 INF Terminating threads
2024-05-23T13:23:28 24.937 INF OnApplicationQuit
Setting up 4 worker threads for Enlighten.
Memory Statistics:
[ALLOC_TEMP_TLS] TLS Allocator
  StackAllocators : 
    [ALLOC_TEMP_MAIN]
      Peak usage frame count: [2.0 KB-4.0 KB]: 5142 frames, [4.0 KB-8.0 KB]: 2 frames, [8.0 KB-16.0 KB]: 927 frames, [16.0 KB-32.0 KB]: 1 frames, [32.0 KB-64.0 KB]: 1 frames, [64.0 KB-128.0 KB]: 3 frames, [128.0 KB-256.0 KB]: 7 frames, [256.0 KB-0.5 MB]: 1 frames, [0.5 MB-1.0 MB]: 1 frames, [2.0 MB-4.0 MB]: 1 frames, [4.0 MB-8.0 MB]: 2 frames
      Initial Block Size 4.0 MB
      Current Block Size 7.4 MB
      Peak Allocated Bytes 6.9 MB
      Overflow Count 3
    [ALLOC_TEMP_Loading.AsyncRead]
      Initial Block Size 64.0 KB
      Current Block Size 128.0 KB
      Peak Allocated Bytes 128.0 KB
      Overflow Count 0
    [ALLOC_TEMP_Loading.PreloadManager]
      Initial Block Size 256.0 KB
      Current Block Size 0.5 MB
      Peak Allocated Bytes 511.6 KB
      Overflow Count 16042
    [ALLOC_TEMP_Background Job.Worker 8]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Job.Worker 6]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 151.3 KB
      Overflow Count 0
    [ALLOC_TEMP_Job.Worker 0]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 14.5 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 10]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 9]
      Initial Block Size 32.0 KB
      Current Block Size 36.0 KB
      Peak Allocated Bytes 32.0 KB
      Overflow Count 0
    [ALLOC_TEMP_Job.Worker 5]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 14.3 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 14]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 6]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 320 B
      Overflow Count 0
    [ALLOC_TEMP_Job.Worker 4]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 176 B
      Overflow Count 0
    [ALLOC_TEMP_Job.Worker 3]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 17.3 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 12]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_EnlightenWorker] x 4
      Initial Block Size 64.0 KB
      Current Block Size 64.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 15]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 1]
      Initial Block Size 32.0 KB
      Current Block Size 36.0 KB
      Peak Allocated Bytes 32.0 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 2]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 7]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_UnityGfxDeviceWorker]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 66.4 KB
      Overflow Count 6
    [ALLOC_TEMP_AssetGarbageCollectorHelper] x 7
      Initial Block Size 64.0 KB
      Current Block Size 64.0 KB
      Peak Allocated Bytes 0 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 5]
      Initial Block Size 32.0 KB
      Current Block Size 36.0 KB
      Peak Allocated Bytes 32.0 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 13]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Job.Worker 1]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 49.8 KB
      Overflow Count 0
    [ALLOC_TEMP_Job.Worker 2]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 0.8 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 3]
      Initial Block Size 32.0 KB
      Current Block Size 52.0 KB
      Peak Allocated Bytes 50.8 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 11]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 0]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 4]
      Initial Block Size 32.0 KB
      Current Block Size 36.0 KB
      Peak Allocated Bytes 32.0 KB
      Overflow Count 1
    [ALLOC_TEMP_BatchDeleteObjects]
      Initial Block Size 64.0 KB
      Current Block Size 64.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
[ALLOC_DEFAULT] Dual Thread Allocator
  Peak main deferred allocation count 49366
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 4.0 MB
      Failed Allocations. Bucket layout:
        16B: 1 Subsections = 1024 buckets. Failed count: 226794
        32B: 15 Subsections = 7680 buckets. Failed count: 137413
        48B: 54 Subsections = 18432 buckets. Failed count: 60163
        64B: 29 Subsections = 7424 buckets. Failed count: 32775
        80B: 152 Subsections = 31129 buckets. Failed count: 37750
        96B: 2 Subsections = 341 buckets. Failed count: 21198
        112B: 2 Subsections = 292 buckets. Failed count: 12032
        128B: 1 Subsections = 128 buckets. Failed count: 16140
    [ALLOC_DEFAULT_MAIN]
      Peak usage frame count: [16.0 MB-32.0 MB]: 5481 frames, [32.0 MB-64.0 MB]: 607 frames
      Requested Block Size 16.0 MB
      Peak Block count 4
      Peak Allocated memory 55.0 MB
      Peak Large allocation bytes 32.0 MB
    [ALLOC_DEFAULT_THREAD]
      Peak usage frame count: [8.0 MB-16.0 MB]: 581 frames, [64.0 MB-128.0 MB]: 3 frames, [128.0 MB-256.0 MB]: 5504 frames
      Requested Block Size 16.0 MB
      Peak Block count 16
      Peak Allocated memory 226.6 MB
      Peak Large allocation bytes 141.7 MB
[ALLOC_TEMP_JOB_1_FRAME]
  Initial Block Size 2.0 MB
  Used Block Count 1
  Overflow Count (too large) 0
  Overflow Count (full) 0
[ALLOC_TEMP_JOB_2_FRAMES]
  Initial Block Size 2.0 MB
  Used Block Count 1
  Overflow Count (too large) 0
  Overflow Count (full) 0
[ALLOC_TEMP_JOB_4_FRAMES (JobTemp)]
  Initial Block Size 2.0 MB
  Used Block Count 3
  Overflow Count (too large) 1
  Overflow Count (full) 0
[ALLOC_TEMP_JOB_ASYNC (Background)]
  Initial Block Size 1.0 MB
  Used Block Count 9
  Overflow Count (too large) 6
  Overflow Count (full) 0
[ALLOC_GFX] Dual Thread Allocator
  Peak main deferred allocation count 6
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 4.0 MB
      Failed Allocations. Bucket layout:
        16B: 1 Subsections = 1024 buckets. Failed count: 226794
        32B: 15 Subsections = 7680 buckets. Failed count: 137413
        48B: 54 Subsections = 18432 buckets. Failed count: 60163
        64B: 29 Subsections = 7424 buckets. Failed count: 32775
        80B: 152 Subsections = 31129 buckets. Failed count: 37750
        96B: 2 Subsections = 341 buckets. Failed count: 21198
        112B: 2 Subsections = 292 buckets. Failed count: 12032
        128B: 1 Subsections = 128 buckets. Failed count: 16140
    [ALLOC_GFX_MAIN]
      Peak usage frame count: [64.0 KB-128.0 KB]: 5478 frames, [0.5 MB-1.0 MB]: 6 frames, [2.0 MB-4.0 MB]: 604 frames
      Requested Block Size 16.0 MB
      Peak Block count 1
      Peak Allocated memory 3.6 MB
      Peak Large allocation bytes 0 B
    [ALLOC_GFX_THREAD]
      Peak usage frame count: [2.0 KB-4.0 KB]: 5465 frames, [64.0 KB-128.0 KB]: 604 frames, [128.0 KB-256.0 KB]: 5 frames, [64.0 MB-128.0 MB]: 8 frames, [128.0 MB-256.0 MB]: 6 frames
      Requested Block Size 16.0 MB
      Peak Block count 1
      Peak Allocated memory 141.8 MB
      Peak Large allocation bytes 141.7 MB
[ALLOC_CACHEOBJECTS] Dual Thread Allocator
  Peak main deferred allocation count 1309
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 4.0 MB
      Failed Allocations. Bucket layout:
        16B: 1 Subsections = 1024 buckets. Failed count: 226794
        32B: 15 Subsections = 7680 buckets. Failed count: 137413
        48B: 54 Subsections = 18432 buckets. Failed count: 60163
        64B: 29 Subsections = 7424 buckets. Failed count: 32775
        80B: 152 Subsections = 31129 buckets. Failed count: 37750
        96B: 2 Subsections = 341 buckets. Failed count: 21198
        112B: 2 Subsections = 292 buckets. Failed count: 12032
        128B: 1 Subsections = 128 buckets. Failed count: 16140
    [ALLOC_CACHEOBJECTS_MAIN]
      Peak usage frame count: [32.0 MB-64.0 MB]: 5470 frames, [64.0 MB-128.0 MB]: 573 frames, [128.0 MB-256.0 MB]: 45 frames
      Requested Block Size 4.0 MB
      Peak Block count 38
      Peak Allocated memory 166.7 MB
      Peak Large allocation bytes 43.2 MB
    [ALLOC_CACHEOBJECTS_THREAD]
      Peak usage frame count: [16.0 MB-32.0 MB]: 5466 frames, [32.0 MB-64.0 MB]: 1 frames, [64.0 MB-128.0 MB]: 621 frames
      Requested Block Size 4.0 MB
      Peak Block count 20
      Peak Allocated memory 94.5 MB
      Peak Large allocation bytes 15.7 MB
[ALLOC_TYPETREE] Dual Thread Allocator
  Peak main deferred allocation count 0
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 4.0 MB
      Failed Allocations. Bucket layout:
        16B: 1 Subsections = 1024 buckets. Failed count: 226794
        32B: 15 Subsections = 7680 buckets. Failed count: 137413
        48B: 54 Subsections = 18432 buckets. Failed count: 60163
        64B: 29 Subsections = 7424 buckets. Failed count: 32775
        80B: 152 Subsections = 31129 buckets. Failed count: 37750
        96B: 2 Subsections = 341 buckets. Failed count: 21198
        112B: 2 Subsections = 292 buckets. Failed count: 12032
        128B: 1 Subsections = 128 buckets. Failed count: 16140
    [ALLOC_TYPETREE_MAIN]
      Peak usage frame count: [0-1.0 KB]: 5465 frames, [4.0 KB-8.0 KB]: 1 frames, [64.0 KB-128.0 KB]: 622 frames
      Requested Block Size 2.0 MB
      Peak Block count 1
      Peak Allocated memory 117.3 KB
      Peak Large allocation bytes 0 B
    [ALLOC_TYPETREE_THREAD]
      Peak usage frame count: [2.0 KB-4.0 KB]: 5465 frames, [256.0 KB-0.5 MB]: 345 frames, [0.5 MB-1.0 MB]: 278 frames
      Requested Block Size 2.0 MB
      Peak Block count 1
      Peak Allocated memory 0.6 MB
      Peak Large allocation bytes 0 B
 

1 minute ago, PapaG said:

Maybe someone can help me here. When I click on the launcher, it goes to the correct title screen for the Wasteland. However when I start the game, it loads but then shows a dropdown box from the top of the screen and shows a bunch of lines colored in red. Here is the loading info I was able to save.

 

Mono path[0] = 'E:/PC Games/7D2D-Wasteland/7DaysToDie_Data/Managed'
Mono config path = 'E:/PC Games/7D2D-Wasteland/MonoBleedingEdge/etc'
Loading player data from E:/PC Games/7D2D-Wasteland/7DaysToDie_Data/data.unity3d
Initialize engine version: 2021.3.19f1 (c9714fde33b6)
[Subsystems] Discovering subsystems at path E:/PC Games/7D2D-Wasteland/7DaysToDie_Data/UnitySubsystems
Forcing GfxDevice: Direct3D 11
GfxDevice: creating device client; threaded=1; jobified=0
Direct3D:
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: NVIDIA GeForce RTX 3050 (ID=0x2582)
    Vendor:   NVIDIA
    VRAM:     8042 MB
    Driver:   31.0.15.5244
Begin MonoManager ReloadAssembly
- Completed reload, in  0.191 seconds
<RI> Initializing input.
<RI> Input initialized.
<RI> Initialized touch support.
UnloadTime: 1.257200 ms
2024-05-23T13:23:04 0.044 INF Version: Alpha 21.2 (b37) Compatibility Version: Alpha 21.2, Build: WindowsPlayer 64 Bit
2024-05-23T13:23:04 0.045 INF System information:
2024-05-23T13:23:04 0.046 INF    OS: Windows 11  (10.0.22000) 64bit
2024-05-23T13:23:04 0.046 INF    CPU: AMD Ryzen 5 1400 Quad-Core Processor  (cores: 😎
2024-05-23T13:23:04 0.046 INF    RAM: 65485 MB
2024-05-23T13:23:04 0.046 INF    GPU: NVIDIA GeForce RTX 3050 (8042 MB)
2024-05-23T13:23:04 0.054 INF    Graphics API: Direct3D 11.0 [level 11.1] (shader level 5.0)
2024-05-23T13:23:04 0.090 INF Last played version: Alpha 21.2
2024-05-23T13:23:04 0.092 INF Local UTC offset: -5 hours
2024-05-23T13:23:04 0.119 INF Command line arguments: E:\PC Games\7D2D-Wasteland\7DaysToDie.exe -force-d3d11 -disablenativeinput -nogs -noeac -logfile C:\Users\Rodney\AppData\Roaming\7DaysToDie\logs\output_log_client__2024-05-23__13-23-02.txt
2024-05-23T13:23:04 0.134 INF [Platform] Init
2024-05-23T13:23:04 0.211 INF [Platform] Using native platform: Steam
2024-05-23T13:23:04 0.213 INF [Platform] Using cross platform: EOS
2024-05-23T13:23:04 0.213 INF [Platform] Using server platform: Steam
2024-05-23T13:23:04 0.213 INF [Platform] Using server platform: XBL
2024-05-23T13:23:04 0.224 INF Starting PlayerInputManager...
2024-05-23T13:23:04 0.444 INF InControl (version 1.8.2 build 9357, native module = False, XInput = True)
2024-05-23T13:23:04 0.463 INF [Platform] Initializing Steam
2024-05-23T13:23:04 0.621 INF [Steamworks.NET] SteamAPI_Init() ok
2024-05-23T13:23:04 0.623 INF [Steamworks.NET] Registering auth callbacks
2024-05-23T13:23:04 0.626 INF Not running in Big Picture Mode, no on-screen keyboard available
2024-05-23T13:23:04 0.626 INF [Platform] Initializing EOS
2024-05-23T13:23:04 0.661 INF [EOS] Initialize: Success
2024-05-23T13:23:04 0.691 INF [EOS-ACC] Not started with EAC, anticheat disabled
2024-05-23T13:23:04 0.694 INF [Platform] Initializing XBL
2024-05-23T13:23:04 0.928 INF Localization language from platform: english
2024-05-23T13:23:04 0.930 INF Texture quality is set to 0
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 3.696100 ms
Fallback handler could not load library E:/PC Games/7D2D-Wasteland/7DaysToDie_Data/MonoBleedingEdge/data-00000252C87F50B0.dll
2024-05-23T13:23:12 8.773 INF Awake IsFocused: True
2024-05-23T13:23:12 8.773 INF Awake
2024-05-23T13:23:13 9.031 INF Occlusion: Awake
2024-05-23T13:23:13 9.039 WRN Device name for flag StandaloneWindows is unknown
2024-05-23T13:23:13 9.041 INF ApplyAllOptions streaming budget 7237.8 MB
2024-05-23T13:23:13 9.042 INF ApplyAllOptions current screen 1920 x 1080, 60hz, window 1920 x 1080, mode Windowed
2024-05-23T13:23:13 9.043 INF Texture quality is set to 0
2024-05-23T13:23:13 9.044 INF ApplyTextureFilter 4, AF ForceEnable
2024-05-23T13:23:13 9.045 INF ApplyTerrainOptions 4
Unloading 7 unused Assets to reduce memory usage. Loaded Objects now: 6581.
Total: 17.177000 ms (FindLiveObjects: 0.410200 ms CreateObjectMapping: 0.203700 ms MarkObjects: 16.514700 ms  DeleteObjects: 0.047600 ms)

2024-05-23T13:23:13 9.782 INF [MODS] Start loading from: 'E:/PC Games/7D2D-Wasteland/7DaysToDie_Data/../Mods'
2024-05-23T13:23:13 9.799 INF [MODS]   Trying to load from folder: 'Full Auto Launcher'
2024-05-23T13:23:13 9.800 WRN [MODS]     Folder Full Auto Launcher does not contain a ModInfo.xml, ignoring
2024-05-23T13:23:13 9.800 WRN [MODS]     Failed loading mod from folder: 'Full Auto Launcher'
2024-05-23T13:23:13 9.800 INF [MODS]   Trying to load from folder: 'Q-XNPC Core'
2024-05-23T13:23:13 9.800 WRN [MODS]     Folder Q-XNPC Core does not contain a ModInfo.xml, ignoring
2024-05-23T13:23:13 9.800 WRN [MODS]     Failed loading mod from folder: 'Q-XNPC Core'
2024-05-23T13:23:13 9.800 INF [MODS]   Trying to load from folder: 'Random Main Menu'
2024-05-23T13:23:13 9.800 WRN [MODS]     Folder Random Main Menu does not contain a ModInfo.xml, ignoring
2024-05-23T13:23:13 9.800 WRN [MODS]     Failed loading mod from folder: 'Random Main Menu'
2024-05-23T13:23:13 9.800 INF [MODS]   Trying to load from folder: 'Spherell-Mods'
2024-05-23T13:23:13 9.800 WRN [MODS]     Folder Spherell-Mods does not contain a ModInfo.xml, ignoring
2024-05-23T13:23:13 9.800 WRN [MODS]     Failed loading mod from folder: 'Spherell-Mods'
2024-05-23T13:23:13 9.800 INF [MODS]   Trying to load from folder: 'The Wasteland'
2024-05-23T13:23:13 9.800 WRN [MODS]     Folder The Wasteland does not contain a ModInfo.xml, ignoring
2024-05-23T13:23:13 9.800 WRN [MODS]     Failed loading mod from folder: 'The Wasteland'
2024-05-23T13:23:13 9.800 INF [MODS]   Trying to load from folder: 'Wasteland Maps'
2024-05-23T13:23:13 9.800 WRN [MODS]     Folder Wasteland Maps does not contain a ModInfo.xml, ignoring
2024-05-23T13:23:13 9.800 WRN [MODS]     Failed loading mod from folder: 'Wasteland Maps'
2024-05-23T13:23:13 9.800 INF [MODS] Initializing mod code
2024-05-23T13:23:13 9.800 INF [MODS] Loading done
2024-05-23T13:23:13 9.819 INF Loading permissions file at 'C:\Users\Rodney\AppData\Roaming/7DaysToDie/Saves/serveradmin.xml'
2024-05-23T13:23:13 9.867 INF Loading permissions file done.
2024-05-23T13:23:13 9.959 INF GameSense server not found (no props file), disabling
2024-05-23T13:23:13 9.962 INF [PartyQuests] Initialized
2024-05-23T13:23:13 9.962 INF Awake done in 1189 ms
2024-05-23T13:23:14 10.046 INF [XUi] Instantiating XUi from default prefab.
2024-05-23T13:23:14 10.055 INF [XUi] XUi instantiation completed in 8 ms
2024-05-23T13:23:14 10.154 INF [XUi] Loading XUi asynchronously
2024-05-23T13:23:14 10.178 INF Updated culture for display texts
2024-05-23T13:23:14 10.568 INF Reloading serveradmin.xml
2024-05-23T13:23:14 10.569 INF Loading permissions file at 'C:\Users\Rodney\AppData\Roaming/7DaysToDie/Saves/serveradmin.xml'
2024-05-23T13:23:14 10.569 INF Permissions file unchanged, skipping reloading
2024-05-23T13:23:15 11.039 INF [XUi] Parsing all window groups completed in 826 ms total.
Couldn't create a Convex Mesh from source mesh "Head" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
2024-05-23T13:23:16 12.713 INF [XUi] Initialized all window groups completed in 869 ms total.
2024-05-23T13:23:17 13.742 INF LoadTextureArraysForQuality quality -1 to 0, reload False
2024-05-23T13:23:24 20.202 INF LoadTextureArraysForQuality took 6.460001
2024-05-23T13:23:24 20.236 INF Loaded (local): rwgmixer in 0.03
2024-05-23T13:23:24 20.309 INF Loaded (local): archetypes in 0.07
2024-05-23T13:23:24 20.335 INF Loaded (local): loadingscreen in 0.03
2024-05-23T13:23:24 20.336 INF WorldStaticData.Init() needed 8.000s
2024-05-23T13:23:24 20.356 INF [Steamworks.NET] Login ok.
2024-05-23T13:23:24 20.356 INF [EOS] Login
2024-05-23T13:23:24 20.586 INF AchievementManager: Received stats and achievements from Steam
2024-05-23T13:23:24 20.611 WRN [Steam] Tick took exceptionally long: 26 ms
2024-05-23T13:23:25 21.439 INF [EOS] Login succeeded, PUID: 0002f9b061434c7c91e141262e3ceceb
2024-05-23T13:23:25 21.440 INF [EOS] Getting native user for 0002f9b061434c7c91e141262e3ceceb
2024-05-23T13:23:25 21.442 INF [EOS] CopyIdToken result: Success
2024-05-23T13:23:26 22.487 INF [EOS] TransferProgress: News.xml, 4717 / 4717
2024-05-23T13:23:26 22.723 INF [EOS] Read (News.xml) completed: Success, received 4659 bytes
2024-05-23T13:23:28 24.203 INF Preparing quit
2024-05-23T13:23:28 24.212 INF Persistent GamePrefs saved
2024-05-23T13:23:28 24.213 INF Cleanup
2024-05-23T13:23:28 24.841 INF AchievementManager.Cleanup
2024-05-23T13:23:28 24.935 INF Terminating threads
2024-05-23T13:23:28 24.935 INF OnApplicationQuit
2024-05-23T13:23:28 24.937 INF Terminating threads
2024-05-23T13:23:28 24.937 INF OnApplicationQuit
Setting up 4 worker threads for Enlighten.
Memory Statistics:
[ALLOC_TEMP_TLS] TLS Allocator
  StackAllocators : 
    [ALLOC_TEMP_MAIN]
      Peak usage frame count: [2.0 KB-4.0 KB]: 5142 frames, [4.0 KB-8.0 KB]: 2 frames, [8.0 KB-16.0 KB]: 927 frames, [16.0 KB-32.0 KB]: 1 frames, [32.0 KB-64.0 KB]: 1 frames, [64.0 KB-128.0 KB]: 3 frames, [128.0 KB-256.0 KB]: 7 frames, [256.0 KB-0.5 MB]: 1 frames, [0.5 MB-1.0 MB]: 1 frames, [2.0 MB-4.0 MB]: 1 frames, [4.0 MB-8.0 MB]: 2 frames
      Initial Block Size 4.0 MB
      Current Block Size 7.4 MB
      Peak Allocated Bytes 6.9 MB
      Overflow Count 3
    [ALLOC_TEMP_Loading.AsyncRead]
      Initial Block Size 64.0 KB
      Current Block Size 128.0 KB
      Peak Allocated Bytes 128.0 KB
      Overflow Count 0
    [ALLOC_TEMP_Loading.PreloadManager]
      Initial Block Size 256.0 KB
      Current Block Size 0.5 MB
      Peak Allocated Bytes 511.6 KB
      Overflow Count 16042
    [ALLOC_TEMP_Background Job.Worker 8]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Job.Worker 6]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 151.3 KB
      Overflow Count 0
    [ALLOC_TEMP_Job.Worker 0]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 14.5 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 10]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 9]
      Initial Block Size 32.0 KB
      Current Block Size 36.0 KB
      Peak Allocated Bytes 32.0 KB
      Overflow Count 0
    [ALLOC_TEMP_Job.Worker 5]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 14.3 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 14]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 6]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 320 B
      Overflow Count 0
    [ALLOC_TEMP_Job.Worker 4]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 176 B
      Overflow Count 0
    [ALLOC_TEMP_Job.Worker 3]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 17.3 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 12]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_EnlightenWorker] x 4
      Initial Block Size 64.0 KB
      Current Block Size 64.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 15]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 1]
      Initial Block Size 32.0 KB
      Current Block Size 36.0 KB
      Peak Allocated Bytes 32.0 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 2]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 7]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_UnityGfxDeviceWorker]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 66.4 KB
      Overflow Count 6
    [ALLOC_TEMP_AssetGarbageCollectorHelper] x 7
      Initial Block Size 64.0 KB
      Current Block Size 64.0 KB
      Peak Allocated Bytes 0 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 5]
      Initial Block Size 32.0 KB
      Current Block Size 36.0 KB
      Peak Allocated Bytes 32.0 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 13]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Job.Worker 1]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 49.8 KB
      Overflow Count 0
    [ALLOC_TEMP_Job.Worker 2]
      Initial Block Size 256.0 KB
      Current Block Size 256.0 KB
      Peak Allocated Bytes 0.8 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 3]
      Initial Block Size 32.0 KB
      Current Block Size 52.0 KB
      Peak Allocated Bytes 50.8 KB
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 11]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 0]
      Initial Block Size 32.0 KB
      Current Block Size 32.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
    [ALLOC_TEMP_Background Job.Worker 4]
      Initial Block Size 32.0 KB
      Current Block Size 36.0 KB
      Peak Allocated Bytes 32.0 KB
      Overflow Count 1
    [ALLOC_TEMP_BatchDeleteObjects]
      Initial Block Size 64.0 KB
      Current Block Size 64.0 KB
      Peak Allocated Bytes 54 B
      Overflow Count 0
[ALLOC_DEFAULT] Dual Thread Allocator
  Peak main deferred allocation count 49366
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 4.0 MB
      Failed Allocations. Bucket layout:
        16B: 1 Subsections = 1024 buckets. Failed count: 226794
        32B: 15 Subsections = 7680 buckets. Failed count: 137413
        48B: 54 Subsections = 18432 buckets. Failed count: 60163
        64B: 29 Subsections = 7424 buckets. Failed count: 32775
        80B: 152 Subsections = 31129 buckets. Failed count: 37750
        96B: 2 Subsections = 341 buckets. Failed count: 21198
        112B: 2 Subsections = 292 buckets. Failed count: 12032
        128B: 1 Subsections = 128 buckets. Failed count: 16140
    [ALLOC_DEFAULT_MAIN]
      Peak usage frame count: [16.0 MB-32.0 MB]: 5481 frames, [32.0 MB-64.0 MB]: 607 frames
      Requested Block Size 16.0 MB
      Peak Block count 4
      Peak Allocated memory 55.0 MB
      Peak Large allocation bytes 32.0 MB
    [ALLOC_DEFAULT_THREAD]
      Peak usage frame count: [8.0 MB-16.0 MB]: 581 frames, [64.0 MB-128.0 MB]: 3 frames, [128.0 MB-256.0 MB]: 5504 frames
      Requested Block Size 16.0 MB
      Peak Block count 16
      Peak Allocated memory 226.6 MB
      Peak Large allocation bytes 141.7 MB
[ALLOC_TEMP_JOB_1_FRAME]
  Initial Block Size 2.0 MB
  Used Block Count 1
  Overflow Count (too large) 0
  Overflow Count (full) 0
[ALLOC_TEMP_JOB_2_FRAMES]
  Initial Block Size 2.0 MB
  Used Block Count 1
  Overflow Count (too large) 0
  Overflow Count (full) 0
[ALLOC_TEMP_JOB_4_FRAMES (JobTemp)]
  Initial Block Size 2.0 MB
  Used Block Count 3
  Overflow Count (too large) 1
  Overflow Count (full) 0
[ALLOC_TEMP_JOB_ASYNC (Background)]
  Initial Block Size 1.0 MB
  Used Block Count 9
  Overflow Count (too large) 6
  Overflow Count (full) 0
[ALLOC_GFX] Dual Thread Allocator
  Peak main deferred allocation count 6
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 4.0 MB
      Failed Allocations. Bucket layout:
        16B: 1 Subsections = 1024 buckets. Failed count: 226794
        32B: 15 Subsections = 7680 buckets. Failed count: 137413
        48B: 54 Subsections = 18432 buckets. Failed count: 60163
        64B: 29 Subsections = 7424 buckets. Failed count: 32775
        80B: 152 Subsections = 31129 buckets. Failed count: 37750
        96B: 2 Subsections = 341 buckets. Failed count: 21198
        112B: 2 Subsections = 292 buckets. Failed count: 12032
        128B: 1 Subsections = 128 buckets. Failed count: 16140
    [ALLOC_GFX_MAIN]
      Peak usage frame count: [64.0 KB-128.0 KB]: 5478 frames, [0.5 MB-1.0 MB]: 6 frames, [2.0 MB-4.0 MB]: 604 frames
      Requested Block Size 16.0 MB
      Peak Block count 1
      Peak Allocated memory 3.6 MB
      Peak Large allocation bytes 0 B
    [ALLOC_GFX_THREAD]
      Peak usage frame count: [2.0 KB-4.0 KB]: 5465 frames, [64.0 KB-128.0 KB]: 604 frames, [128.0 KB-256.0 KB]: 5 frames, [64.0 MB-128.0 MB]: 8 frames, [128.0 MB-256.0 MB]: 6 frames
      Requested Block Size 16.0 MB
      Peak Block count 1
      Peak Allocated memory 141.8 MB
      Peak Large allocation bytes 141.7 MB
[ALLOC_CACHEOBJECTS] Dual Thread Allocator
  Peak main deferred allocation count 1309
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 4.0 MB
      Failed Allocations. Bucket layout:
        16B: 1 Subsections = 1024 buckets. Failed count: 226794
        32B: 15 Subsections = 7680 buckets. Failed count: 137413
        48B: 54 Subsections = 18432 buckets. Failed count: 60163
        64B: 29 Subsections = 7424 buckets. Failed count: 32775
        80B: 152 Subsections = 31129 buckets. Failed count: 37750
        96B: 2 Subsections = 341 buckets. Failed count: 21198
        112B: 2 Subsections = 292 buckets. Failed count: 12032
        128B: 1 Subsections = 128 buckets. Failed count: 16140
    [ALLOC_CACHEOBJECTS_MAIN]
      Peak usage frame count: [32.0 MB-64.0 MB]: 5470 frames, [64.0 MB-128.0 MB]: 573 frames, [128.0 MB-256.0 MB]: 45 frames
      Requested Block Size 4.0 MB
      Peak Block count 38
      Peak Allocated memory 166.7 MB
      Peak Large allocation bytes 43.2 MB
    [ALLOC_CACHEOBJECTS_THREAD]
      Peak usage frame count: [16.0 MB-32.0 MB]: 5466 frames, [32.0 MB-64.0 MB]: 1 frames, [64.0 MB-128.0 MB]: 621 frames
      Requested Block Size 4.0 MB
      Peak Block count 20
      Peak Allocated memory 94.5 MB
      Peak Large allocation bytes 15.7 MB
[ALLOC_TYPETREE] Dual Thread Allocator
  Peak main deferred allocation count 0
    [ALLOC_BUCKET]
      Large Block size 4.0 MB
      Used Block count 1
      Peak Allocated bytes 4.0 MB
      Failed Allocations. Bucket layout:
        16B: 1 Subsections = 1024 buckets. Failed count: 226794
        32B: 15 Subsections = 7680 buckets. Failed count: 137413
        48B: 54 Subsections = 18432 buckets. Failed count: 60163
        64B: 29 Subsections = 7424 buckets. Failed count: 32775
        80B: 152 Subsections = 31129 buckets. Failed count: 37750
        96B: 2 Subsections = 341 buckets. Failed count: 21198
        112B: 2 Subsections = 292 buckets. Failed count: 12032
        128B: 1 Subsections = 128 buckets. Failed count: 16140
    [ALLOC_TYPETREE_MAIN]
      Peak usage frame count: [0-1.0 KB]: 5465 frames, [4.0 KB-8.0 KB]: 1 frames, [64.0 KB-128.0 KB]: 622 frames
      Requested Block Size 2.0 MB
      Peak Block count 1
      Peak Allocated memory 117.3 KB
      Peak Large allocation bytes 0 B
    [ALLOC_TYPETREE_THREAD]
      Peak usage frame count: [2.0 KB-4.0 KB]: 5465 frames, [256.0 KB-0.5 MB]: 345 frames, [0.5 MB-1.0 MB]: 278 frames
      Requested Block Size 2.0 MB
      Peak Block count 1
      Peak Allocated memory 0.6 MB
      Peak Large allocation bytes 0 B
 

Needless to say, it freezes up and I am unable to play the game.

 

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There's a lot of this '### does not contain a ModInfo.xml, ignoring'.

 

Check the folder hierarchy is similar to:

 

Folder 1 in the main directory or AppData is called Mods / Folder 2 inside Mods folder is The_Wasteland / A file in The_Wasteland folder is called ModInfo.xml

 

Be careful that folders are not nested. The ModInfo.xml should be in the first folder in the Mods folder. For example 'Spherell-Mods' should have 0-Score inside it. 0-Score should be taken out and placed in the top Mods folder. Inside that should be the ModInfo.xml. Be careful if you are renaming things... Q-XNPC Core should be 0-XNPCCore as part of the NPCCore Mod.

Wasteland Maps are generally taken out of the main folder and placed in your AppData GeneratedWorlds folder or main directly Data/Worlds folder. They are not set up as Mods.

https://www.youtube.com/watch?v=Cs59sGWWd3M

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Posted (edited)

@bdubyah I'm really enjoying The Wasteland mod. I think you've really outdone yourself this time! One thing I'm not really loving though...the mipboy. It's a fantastic model, but I don't like how it pops up every time I want to manipulate a shape or when I reload a weapon or when I loot items. It gets annoying. In fact, it actually interferes with the reloading of the Firestarter shotgun. I have to click multiple times to get it to reload, so I can't rely on that to be a main weapon for me. Maybe consider mapping the mipboy to it's own key?

 

My question is: is there a console command to remove the mipboy?

 

Other than that, I think you've hit it out of the park!

Thanks for taking the time to read.

Edited by sandpaper600 (see edit history)
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On 5/24/2024 at 8:10 PM, arramus said:

There's a lot of this '### does not contain a ModInfo.xml, ignoring'.

 

Check the folder hierarchy is similar to:

 

Folder 1 in the main directory or AppData is called Mods / Folder 2 inside Mods folder is The_Wasteland / A file in The_Wasteland folder is called ModInfo.xml

 

Be careful that folders are not nested. The ModInfo.xml should be in the first folder in the Mods folder. For example 'Spherell-Mods' should have 0-Score inside it. 0-Score should be taken out and placed in the top Mods folder. Inside that should be the ModInfo.xml. Be careful if you are renaming things... Q-XNPC Core should be 0-XNPCCore as part of the NPCCore Mod.

Wasteland Maps are generally taken out of the main folder and placed in your AppData GeneratedWorlds folder or main directly Data/Worlds folder. They are not set up as Mods.

https://www.youtube.com/watch?v=Cs59sGWWd3M

 

On 5/24/2024 at 8:50 PM, bdubyah said:

What arramus said. Seems several mods aren't installed correctly. Your Mods folder should look like this:image.png.0f8f91be7e2fa15a83b88ba35129f2bd.png

I was following that same exact video on a fresh install of 7dtd and all files were downloaded today from the website that shows in the video and I am getting a ton of errors that ends in a null reference exception.
Here is my complete logfile: https://www.dropbox.com/scl/fi/cca475ysq7p4p1sdw06p8/Player.log?rlkey=k6fkcuxi2a18r1d9ogn2d69pe&st=b7mp6fea&dl=0
Here is just the first 8000 or so lines https://pastebin.com/d3gGqRLX

  here is a screenshot of each of my Mods folder files files https://imgur.com/a/FUoADNN

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Notice how the screenshot shared by Bdubyah shows:

 

0-Score

 

Notice how the screenshot shared from your Mods folder files shows:

 

'Sphereii-Mod-master-0-Score' instead of '0-Score'.

 

0-Score is a dependency for 0-XNPCCore and in turn The_Wasteland. They will be looking for things in the 0-Score folder.

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15 hours ago, arramus said:

Notice how the screenshot shared by Bdubyah shows:

 

0-Score

 

Notice how the screenshot shared from your Mods folder files shows:

 

'Sphereii-Mod-master-0-Score' instead of '0-Score'.

 

0-Score is a dependency for 0-XNPCCore and in turn The_Wasteland. They will be looking for things in the 0-Score folder.

yup that was the exact issue thanks

 

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On 5/26/2024 at 2:08 PM, sandpaper600 said:

@bdubyah I'm really enjoying The Wasteland mod. I think you've really outdone yourself this time! One thing I'm not really loving though...the mipboy. It's a fantastic model, but I don't like how it pops up every time I want to manipulate a shape or when I reload a weapon or when I loot items. It gets annoying. In fact, it actually interferes with the reloading of the Firestarter shotgun. I have to click multiple times to get it to reload, so I can't rely on that to be a main weapon for me. Maybe consider mapping the mipboy to it's own key?

 

My question is: is there a console command to remove the mipboy?

 

Other than that, I think you've hit it out of the park!

Thanks for taking the time to read.

This should remove the watch:

I believe it uses Tab or MMB at the moment. If you aren't using default binds it likely can be a problem. I will get with Alter and see about using a different key. I believe the issue here is it is pretty easy to set the button it uses in code, but to make it able to be remapped is a whole other issue. Hopefully I can get something better working for the 1.0 update.

 

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5 hours ago, sandpaper600 said:

So, no joy on that command. Console replied that it executed the command. But was that to remove the mipboy or the watch? I'm looking to remove the mipboy.

If I remember right, you need to reload the save after doing this. Then the Mip Boy should be removed.

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