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Roland

0XP RolMod A18

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I saw something, would there be a log somewhere? It's not there anymore after I closed it once. There was a warning that said something about the localization and how it had a bomb in it.

 

Got rid of the warning, and am trying it out. I hope that fixed it.

Edited by chikorina (see edit history)

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I saw something, would there be a log somewhere? It's not there anymore after I closed it once. There was a warning that said something about the localization and how it had a bomb in it.

 

Got rid of the warning, and am trying it out. I hope that fixed it.

 

Please let us know how you fixed it in case others get the same problem. Here's hoping it works for you.

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I'm sure that the BOM warning was just my thing. And it didn't fix not getting the daily skill point. There were no errors or warnings when I compiled it, so I have no idea how to make it work. Everything else seems to be working fine.

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When you first load into the world open the console and scroll up to the top and see if there is any red or yellow text. It should give a message saying trying to load the script and then successfully loading the script.

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When you first load into the world open the console and scroll up to the top and see if there is any red or yellow text. It should give a message saying trying to load the script and then successfully loading the script.

 

A17.2_2019-04-14_18-21-32.jpg.6ddef6fe8b2b3d113f4055daaf4e9014.jpg

Everything seems to have successfully loaded...

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I'm not seeing the script get compiled. Latest version of the mod Launcher?

 

Roland, does the mod also have a mod.xml?

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I have 0.7.4.1105682. Is that an old version?

None of these mods appear on the mods list on the launcher.

The ModInfo xml looks like this, if that's what you need.

219054636_2896138988.jpg.d0452118b4e732872a1d85da8b6830e0.jpg

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So you're compiling using the sdx launcher, not the mod launcher, ok. Does it also have a mod.xml file?

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I uploaded the mod.xml file to the skillpoint generator folder on github. I must have missed it. Hopefully that will do it. Here is what is inside the mod.xml if anyone wants to correct anything that is incorrect:

 

<mod>
<info>
	<author>Guppycur</author>
	<name>Skillpoint Generator</name>
	<description>Adds a skillpoint after a predetermined length of time</description>
	<mod_version>1.0</mod_version>
	<game_version>17.2</game_version>
	<launcher_version>0.0.0</launcher_version>
</info>
</mod>

Edited by Roland (see edit history)

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No clue if it's necessary, but it might be. Also, you're the author. :)

 

Guppycur and Roland is as far as I’m willing to go.

 

 

—maybe Roland and Guppycur....

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Still doesn't work. You only need the mod.xml in the skillpoint generator folder? This is what I get when I compile it.

1993003800_28961389882.jpg.fcd81dacc22f462d6018fd9a758925b0.jpg

803141937_28961389881.jpg.248dd0c53c9a846fe708c6102f2132ba.jpg

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I wonder if it is working for anyone? Has anyone else tried it? I never had to compile anything through sdx when I originally got it from Guppycur. I simply stuck those files in my regular mod folder and it worked. Can anyone confirm that they’ve tried it and they got their skillpoint when the timer ran out?

 

 

Wow, I’m coming to learn the dark evil secret of modding: troubleshooting...

Edited by Roland (see edit history)

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...which is why I want your name on the xml. :).

 

- - - Updated - - -

 

Log shows script is being compiled and ran, are you launching the game from that folder?

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Hmm... And Guppy didn't give you any other folders? Just those mod folders? I hope someone can confirm that it works by following the instructions.

 

- - - Updated - - -

 

...which is why I want your name on the xml. :).

 

- - - Updated - - -

 

Log shows script is being compiled and ran, are you launching the game from that folder?

 

Yes I am launching it from the right folder. I made sure to check the Mods folder to see that it had the compiled mod in it.

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Wow, I’m coming to learn the dark evil secret of modding: troubleshooting...

The Dark Inner Circle

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I changed the file structure as was suggested by uploading my whole mods folder to github. I then verified my files and then downloaded the mods folder from my repository and copied into my 7 Days to Die directory replacing the mods folder that was already there. That is all I did and it seems to be working for me. I was able to gain a skillpoint when the timer refreshed.

 

Changelog

 

Added: jrbarrio's zombiebiome_x4 modlet to increase the world zombie counts

Changed: skillpoint countdown timer is now 30 minutes (for the time being.)

 

If you want this mod but really prefer 60 minutes and don't know how to change it please PM me and I'll help you get it back to 60 minutes. Hopefully this change will help those who can't get the skillpoint generator to actually give them a skillpoint.

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It hurts saying... It still doesn't work for me:upset: I deleted my Mods folder, verified my files, downloaded the new version of the mod, put the whole Mods folder in the 7 Days To Die folder. And I still don't get the skill point after the XP bleeding buff flashes and restarts the 30 minute count.

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Chiko, can you verify that your 7daystodie_data/managed folder, sorted by date, has the mods.dll file?

 

Are you hitting "play" from the sdx compiler?

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Yes it does have the mods.dll file. I ran it by double clicking the application this time, I was playing it from the sdx compiler before. Roland said that I don't need to compile anything, just have to put the Mods folder in the 7 Days to Die folder, should I try compiling it again?

 

807164449_2896138988.jpg.196acaa44c69fc99986a8d47801de028.jpg

Edited by chikorina (see edit history)

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I have a perhaps solution.I have MinEventActionSkillPointSDX.cs from script folder put in HalDllUpdates(Halls Dll Fixes) folder in sdx launcher.Than build Halls Dll Fixes in sdx launcher.Now go with me :cocksure:

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Roland said....

 

It’s not false modesty when I tell you that if it’s not instructions for doing Algebra, Trig, or Plane Geometry don’t listen to that guy...

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