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SMX - SMXhud, SMXmenu, SMXui (Alpha21)


Sirillion

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On 9/24/2022 at 6:04 AM, CocaineMan said:

Soo uh i have a massive issue for me that is a game breaking onee soo. the thing is when i launch the game with the HUD it launches a @%$# ton of errors saying "Could not load texture" and other @%$# i have it downloaded in /Steam/steamapps/common/7daystodie/mods/(Another)mods/(And all the smx stuff, core,hud,menu,xui,hudCP,huiCP,xuiCPBBMxxl and xuiCPTFS. maybei downloaded it wrong i spent alot of time reading and installing maybe im just THAT @%$#ed to download it but idk whats the reason, help me please with this issue.

Well, there shouldn’t be two Mods folders, only one. It must be /Mods/modname/ModInfo.xml as is described in the instructions.


Are you playing locally or on a server?

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On 9/25/2022 at 4:17 PM, Sirillion said:

Well, there shouldn’t be two Mods folders, only one. It must be /Mods/modname/ModInfo.xml as is described in the instructions.


Are you playing locally or on a server?

on my own singleplayer server and ye i just got it already its aint 20.6 ty anyways (Edit: im stupid it is i just have skill issue

Edited by CocaineMan (see edit history)
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  • 2 weeks later...

Pushed updates for: SMXhud, SMXcore, SMXmenu and SMXui.

ChangeLog - SMXhud - r20.rc7:

  • ADDED: Block damage display for tools.
  • ADDED: Entity damage display for melee weapons.
  • CHANGE: Moved elevation to active tools display. (Shows when tools are held)
  • CHANGE: Moved back end code to SMXcore.
  • ADDED: Bloodmoon indicator under compass. Gradually shows when bloodmoon is near.

 

ChangeLog - SMXcore - r20.rc10:

  • CHANGE: Back end code has migrated from all other modlets to SMXcore.
  • UPDATE: Quartz has been updated to 1.4.1. (Can be updated independently if needed)

 

ChangeLog - SMXui - r20.rc6:

  • CHANGE: Moved back end code to SMXcore.
  • ADDED: Quartz lockable slots system. (Use ALT + Click to lock) (Old system still works too)
  • (Quartz lockable slots system allows for locking of individual container/vehicle/backpack slots and saves between sessions.)

 

ChangeLog - SMXmenu - r20.rc5:

  • ADDED: Video Options Window.
  • ADDED: Audio Options Window.
  • ADDED: Control Options Window.
  • ADDED: News Window.
  • ADDED: Animated Background (By Mumpfy).

 

 

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Pushed an update for: SMXcore

ChangeLog - SMXcore - r20.rc11:

  • FIXED: Fixed a bug with the collection list when entering a vehicle.

 

Released a new compatibility patch for SCore

 

ChangeLog - ZMXuiCPSCBC - r20.rc1:

  • ADDED: New compatibility patch to enable broadcast crafting in SCore.
  • DEPENDENCY: Requires SCore 20.6.285.831 to be installed (Not Included).

 

22-1665729719-1674952787.jpeg

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  • 4 weeks later...

Hey, dudes, how is it going! I'm loving this mod, but i have an inssue - the items on a inventory and storage grids are too small!

 

I can't play for too long, because inventory becomes a hard to read mess when there is a lot of stuff - items are small and hard to recognize - you have to take closer looks all the time.

 

I have tried to change that myself by changing modlets, but it's pretty hard to figure out many of ui's elemets.

 

I managed to enlarge items on the inventory grid and the inventory itself, and it looks great on inventory screen - but other things "break".

 

For example - storages are too wide so combined with widened inventory results in them getting out of screen. 

 

Besides that - i am unable to figure out how to increase size of storage items - in the windows.xml i only managed to find how to increase grid itself, but not items that are in the grids.

 

There is a lot of unused space on the screen that could support increased inventory items, but i fail to implement such change. Also the middle container (item descriptions) between storage/trading/crafting and inventory can be shortened - it doesn't need to be this wide, so inventory could use that space.

 

Personally i found that perfect size is: 98x98 pixels.

 

Either way - i want to ask - can i requiest the mod to be adapted to such change? I don't know if that is purely my problem, but playing on large resolution (1920x1080) is very uncomfortable for the eyes and having a version with increased inventory items would be very much appreciated!

 

Edited by t1slam (see edit history)
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On 11/7/2022 at 4:42 PM, t1slam said:

Hey, dudes, how is it going! I'm loving this mod, but i have an inssue - the items on a inventory and storage grids are too small!

 

I can't play for too long, because inventory becomes a hard to read mess when there is a lot of stuff - items are small and hard to recognize - you have to take closer looks all the time.

 

I have tried to change that myself by changing modlets, but it's pretty hard to figure out many of ui's elemets.

 

I managed to enlarge items on the inventory grid and the inventory itself, and it looks great on inventory screen - but other things "break".

 

For example - storages are too wide so combined with widened inventory results in them getting out of screen. 

 

Besides that - i am unable to figure out how to increase size of storage items - in the windows.xml i only managed to find how to increase grid itself, but not items that are in the grids.

 

There is a lot of unused space on the screen that could support increased inventory items, but i fail to implement such change. Also the middle container (item descriptions) between storage/trading/crafting and inventory can be shortened - it doesn't need to be this wide, so inventory could use that space.

 

Personally i found that perfect size is: 98x98 pixels.

 

Either way - i want to ask - can i requiest the mod to be adapted to such change? I don't know if that is purely my problem, but playing on large resolution (1920x1080) is very uncomfortable for the eyes and having a version with increased inventory items would be very much appreciated!

 

We have no plans to make any such changes. But I do have some new designs on the drawing board for the crafting/info/inventory windows but that is a long way out and there might not be changes to this extent.

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22 hours ago, Sirillion said:

We have no plans to make any such changes. But I do have some new designs on the drawing board for the crafting/info/inventory windows but that is a long way out and there might not be changes to this extent.

I understand! 

 

So i have another question: if i want to make changes myself, where can i ask for advice? I have managed to achieve a pretty nice look for myself, but still have things to change that in haven't figured out how to.

 

For example:

- How do i make looting and storage windows scrollable like 100 slot inventory (SBBM)?

- How to properly increase looting window items? Right now they only increase in border size, not actual size, so it looks like i just add padding to the grid instead of making items larger.

- How do i regulate height of 100 slot inventory? When i change it's size (changed it to 7 columns and 14 rows and made slots 88x88 pixels) it starts overlapping the bottom.

 

Is this forum a right place for questions like that or is there a better choice? (like discord group, etc.)

Edited by t1slam
fix - switched "rows" and "columns" places (see edit history)
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  • 3 weeks later...

Hi guys.  Im hoping someone here can help me.  I have periodically been trying to get SMX working in A20 since its release with no success.  All previous builds of SMX have worked flawlessly.  Here's what's happening:

 

I run my own server in house.  I have a Dell VRTX with 3 blades installed being used as a VM Cluster.  I built a VM for the server, installed Ubuntu 20.04 LTS, and installed 7 Days to Die via LGSM.  I then copy over the mods I want to use (in this case, the base SMX mods (core, hud, menu, ui) and a couple of the ZMX compatibility mods.  When I load into the game and connect to the server, an absolute ton of errors will run in the console.  Im then prompted to connect (My server welcome message) and I load into the game.  Loading just about anything in the UI is broken.  Inventory, Skills, Map, etc.  Additionally, if I attempt to interact with any object, I receive an error in the console that says theres nothing associated to the instance of the object.  I then cannot interact with ANYTHING else in the game.  I made a short 3m video showing this:

 

Here is a list of the mods installed on the server (server is right column)

spacer.png

 

Anyone that can help, I would appreciate it.  Ive been using SMX since A16 or A17 (I forget) and I absolutely love this mod.

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On 11/30/2022 at 9:48 PM, TripodGG said:

Hi guys.  Im hoping someone here can help me.  I have periodically been trying to get SMX working in A20 since its release with no success.  All previous builds of SMX have worked flawlessly.  Here's what's happening:

 

I run my own server in house.  I have a Dell VRTX with 3 blades installed being used as a VM Cluster.  I built a VM for the server, installed Ubuntu 20.04 LTS, and installed 7 Days to Die via LGSM.  I then copy over the mods I want to use (in this case, the base SMX mods (core, hud, menu, ui) and a couple of the ZMX compatibility mods.  When I load into the game and connect to the server, an absolute ton of errors will run in the console.  Im then prompted to connect (My server welcome message) and I load into the game.  Loading just about anything in the UI is broken.  Inventory, Skills, Map, etc.  Additionally, if I attempt to interact with any object, I receive an error in the console that says theres nothing associated to the instance of the object.  I then cannot interact with ANYTHING else in the game.  I made a short 3m video showing this:

 

Here is a list of the mods installed on the server (server is right column)

spacer.png

 

Anyone that can help, I would appreciate it.  Ive been using SMX since A16 or A17 (I forget) and I absolutely love this mod.

We will need to see your log file.

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  • 1 month later...

sorry but my last hope is to write here

 

First; With this Code:

Spoiler
	<insertBefore xpath="/quests/quest[@id='quest_BasicSurvival1']">
		<quest id="quest_Test">
			<property name="group_name_key" value="quest_Test"/>
			<property name="name_key" value="quest_Test"/>
			<property name="subtitle_key" value="quest_Test_subtitle"/>
			<property name="description_key" value="quest_Test_description"/>
			<property name="icon" value="ui_game_symbol_map_bed"/>
			<property name="category_key" value="Challenge"/>
			<property name="difficulty" value="veryeasy"/>
			<property name="offer_key" value="quest_Test_offer"/>
			<property name="shareable" value="false"/>
			<action type="ShowTip" value="tutorialTipQuest02"/>
			<!-- Phase 1 -->
			<objective type="FetchKeep" id="resourceYuccaFibers" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceRockSmall" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceWood" value="1" phase="1"/>				
			<objective type="FetchKeep" id="resourceBrokenGlass" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceBone" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceLeather" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceFishingWeight" value="1" phase="1"/>					
			<objective type="FetchKeep" id="resourceFeather" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceScrapIron" value="1" phase="1"/>			
			<objective type="FetchKeep" id="drinkJarEmpty" value="1" phase="1"/>		
			<objective type="FetchKeep" id="drinkCanEmpty" value="1" phase="1"/>	
			<objective type="FetchKeep" id="drinkJarRiverWater" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceTrophy1" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceTrophy2" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceCloth" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourcePaper" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceAnimalFat" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceCobblestones" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceMetalPipe" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceScrapPolymers" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceGlue" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceNail" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceScrapBrass" value="1" phase="1"/>	
			<objective type="FetchKeep" id="foodRottingFlesh" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceCandleStick" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceRadiator" value="1" phase="1"/>			
			<objective type="FetchKeep" id="foodEgg" value="1" phase="1"/>	
			<objective type="FetchKeep" id="foodShamSandwich" value="1" phase="1"/>	
			<objective type="FetchKeep" id="foodCropBlueberries" value="1" phase="1"/>	
			<objective type="FetchKeep" id="foodCropCorn" value="1" phase="1"/>			
			<objective type="FetchKeep" id="foodCropGraceCorn" value="1" phase="1"/>	
			<objective type="FetchKeep" id="foodCropPotato" value="1" phase="1"/>	
			<objective type="FetchKeep" id="foodCropMushrooms" value="1" phase="1"/>	
			<objective type="FetchKeep" id="foodCropYuccaFruit" value="1" phase="1"/>			
			<objective type="FetchKeep" id="foodCropPumpkin" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceCropHopsFlower" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceCropAloeLeaf" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceCropChrysanthemumPlant" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceCropCottonPlant" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceCropGoldenrodPlant" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceCropCoffeeBeans" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceScrapLead" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceForgedIron" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceForgedSteel" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceSnowBall" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceDoorKnob" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceAcid" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceSewingKit" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceTestosteroneExtract" value="1" phase="1"/>			
			<objective type="FetchKeep" id="resourceMilitaryFiber" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceElectricParts" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceMechanicalParts" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceArrowHeadIron" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceArrowHeadSteelAP" value="1" phase="1"/>		
			<objective type="FetchKeep" id="resourceCoal" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourcePotassiumNitratePowder" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceGunPowder" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceOil" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourcePaint" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceRepairKit" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceBuckshot" value="1" phase="1"/>		
			<objective type="FetchKeep" id="resourceBulletCasing" value="1" phase="1"/>		
			<objective type="FetchKeep" id="resourceBulletTip" value="1" phase="1"/>		
			<objective type="FetchKeep" id="resourceRocketTip" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceRocketCasing" value="1" phase="1"/>		
			<objective type="FetchKeep" id="resourceHubcap" value="1" phase="1"/>		
			<objective type="FetchKeep" id="resourceAirFilter" value="1" phase="1"/>		
			<objective type="FetchKeep" id="resourceCandyTin" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceHeadlight" value="1" phase="1"/>		
			<objective type="FetchKeep" id="resourceLockPick" value="1" phase="1"/>		
			<objective type="FetchKeep" id="resourceSpring" value="1" phase="1"/>	
<!-- last food id,Weapon,Ammo,Etc -->			
			<reward type="Exp" value="0"/>
		</quest>
	</insertBefore>

 

 

HUD looks like:

https://ibb.co/PWkJGrz

 

Thats What i wanted at the end, because i was trying to make a quest from begin the game, the reward here i would change but thats actually not necessary actually.

 

But the HUD looks like Crap

 

Can anyone help me here?

Edited by M1cromanagement (see edit history)
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1 hour ago, M1cromanagement said:

sorry but my last hope is to write here

 

First; With this Code:

  Reveal hidden contents
	<insertBefore xpath="/quests/quest[@id='quest_BasicSurvival1']">
		<quest id="quest_Test">
			<property name="group_name_key" value="quest_Test"/>
			<property name="name_key" value="quest_Test"/>
			<property name="subtitle_key" value="quest_Test_subtitle"/>
			<property name="description_key" value="quest_Test_description"/>
			<property name="icon" value="ui_game_symbol_map_bed"/>
			<property name="category_key" value="Challenge"/>
			<property name="difficulty" value="veryeasy"/>
			<property name="offer_key" value="quest_Test_offer"/>
			<property name="shareable" value="false"/>
			<action type="ShowTip" value="tutorialTipQuest02"/>
			<!-- Phase 1 -->
			<objective type="FetchKeep" id="resourceYuccaFibers" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceRockSmall" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceWood" value="1" phase="1"/>				
			<objective type="FetchKeep" id="resourceBrokenGlass" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceBone" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceLeather" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceFishingWeight" value="1" phase="1"/>					
			<objective type="FetchKeep" id="resourceFeather" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceScrapIron" value="1" phase="1"/>			
			<objective type="FetchKeep" id="drinkJarEmpty" value="1" phase="1"/>		
			<objective type="FetchKeep" id="drinkCanEmpty" value="1" phase="1"/>	
			<objective type="FetchKeep" id="drinkJarRiverWater" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceTrophy1" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceTrophy2" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceCloth" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourcePaper" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceAnimalFat" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceCobblestones" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceMetalPipe" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceScrapPolymers" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceGlue" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceNail" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceScrapBrass" value="1" phase="1"/>	
			<objective type="FetchKeep" id="foodRottingFlesh" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceCandleStick" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceRadiator" value="1" phase="1"/>			
			<objective type="FetchKeep" id="foodEgg" value="1" phase="1"/>	
			<objective type="FetchKeep" id="foodShamSandwich" value="1" phase="1"/>	
			<objective type="FetchKeep" id="foodCropBlueberries" value="1" phase="1"/>	
			<objective type="FetchKeep" id="foodCropCorn" value="1" phase="1"/>			
			<objective type="FetchKeep" id="foodCropGraceCorn" value="1" phase="1"/>	
			<objective type="FetchKeep" id="foodCropPotato" value="1" phase="1"/>	
			<objective type="FetchKeep" id="foodCropMushrooms" value="1" phase="1"/>	
			<objective type="FetchKeep" id="foodCropYuccaFruit" value="1" phase="1"/>			
			<objective type="FetchKeep" id="foodCropPumpkin" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceCropHopsFlower" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceCropAloeLeaf" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceCropChrysanthemumPlant" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceCropCottonPlant" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceCropGoldenrodPlant" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceCropCoffeeBeans" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceScrapLead" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceForgedIron" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceForgedSteel" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceSnowBall" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceDoorKnob" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceAcid" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceSewingKit" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceTestosteroneExtract" value="1" phase="1"/>			
			<objective type="FetchKeep" id="resourceMilitaryFiber" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceElectricParts" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceMechanicalParts" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceArrowHeadIron" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceArrowHeadSteelAP" value="1" phase="1"/>		
			<objective type="FetchKeep" id="resourceCoal" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourcePotassiumNitratePowder" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceGunPowder" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceOil" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourcePaint" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceRepairKit" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceBuckshot" value="1" phase="1"/>		
			<objective type="FetchKeep" id="resourceBulletCasing" value="1" phase="1"/>		
			<objective type="FetchKeep" id="resourceBulletTip" value="1" phase="1"/>		
			<objective type="FetchKeep" id="resourceRocketTip" value="1" phase="1"/>
			<objective type="FetchKeep" id="resourceRocketCasing" value="1" phase="1"/>		
			<objective type="FetchKeep" id="resourceHubcap" value="1" phase="1"/>		
			<objective type="FetchKeep" id="resourceAirFilter" value="1" phase="1"/>		
			<objective type="FetchKeep" id="resourceCandyTin" value="1" phase="1"/>	
			<objective type="FetchKeep" id="resourceHeadlight" value="1" phase="1"/>		
			<objective type="FetchKeep" id="resourceLockPick" value="1" phase="1"/>		
			<objective type="FetchKeep" id="resourceSpring" value="1" phase="1"/>	
<!-- last food id,Weapon,Ammo,Etc -->			
			<reward type="Exp" value="0"/>
		</quest>
	</insertBefore>

 

 

HUD looks like:

https://ibb.co/PWkJGrz

 

Thats What i wanted at the end, because i was trying to make a quest from begin the game, the reward here i would change but thats actually not necessary actually.

 

But the HUD looks like Crap

 

Can anyone help me here?

This is not related to SMX and as such it is not on topic for this thread. Make a thread of your own and ask the question there or visit the modding discord.

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  • 2 weeks later...

Pushed updates for: SMXcore and SMXui.

 

ChangeLog - SMXcore - r20.rc12:

  • CHANGE: Added back end code for the new skills window.
  • UPDATE: Quartz has been updated to 1.5.0. (Can be updated independently if needed)

 

ChangeLog - SMXui - r20.rc7:

  • ADDED: The new design for the skills window.

A20.6_2023-02-03_14-40-26.thumb.jpg.1b1a46d693236aa4f67544a0cef22e8f.jpg

 

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I'm putting together a group of mods to use on a server for my friends.

This is more a question about Harmony conflicts. Harmony mods are new to me. They come with a few extra files. The config folder is one layer deeper, meaning 0-Quartz and other files are also placed in the Mods folder. In trying to install SMX Core, my immediate conflict was the 0-Quartz folder had a few duplicate files that were not identical to the current files. The two Harmony mods already installed are both vehicles by the same author and all files had identical sizes, so I overwrote the first. Seems okay, so far.

Is it safe to overwrite or does that disable the existing mods? Are they merged somehow? Do I change the number on the Quartz folder to 1-Quartz instead of 0-Quartz?

I gotta be doing something wrong. Surely Harmony mods aren't limited to last one loaded.

 

Edited by scm1893
changed are to aren't (see edit history)
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1 hour ago, scm1893 said:

I'm putting together a group of mods to use on a server for my friends.

This is more a question about Harmony conflicts. Harmony mods are new to me. They come with a few extra files. The config folder is one layer deeper, meaning 0-Quartz and other files are also placed in the Mods folder. In trying to install SMX Core, my immediate conflict was the 0-Quartz folder had a few duplicate files that were not identical to the current files. The two Harmony mods already installed are both vehicles by the same author and all files had identical sizes, so I overwrote the first. Seems okay, so far.

Is it safe to overwrite or does that disable the existing mods? Are they merged somehow? Do I change the number on the Quartz folder to 1-Quartz instead of 0-Quartz?

I gotta be doing something wrong. Surely Harmony mods aren't limited to last one loaded.

 

Quartz is a framework and it updates as anything else by removing the old and installing the new. Quartz added by one mod and updated by another can be tricky if the one you add last is older but just check the ModInfo.xml file and install the one with the highest version number. The one added by todays SMXcore is the latest version of Quartz.

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TY, kind sir. And thank you for SMX. It really sets a mood for the game.

 

On a different topic:

What you have on permitted use is pretty clear but I want to be sure I understood it correctly. I have an overhaul/scenario I'd like to do. I started it in A16 and set it aside in A18 until Beta. (which should be near) It would be available to the public. I'd like to include SMX in the project. Vanilla is functional and load free but SMX is superior and seems tailored to my project. I've no intention to mod it in any way nor distribute it other than as a part of the entire package.  It won't be monetized in any way; just a free DL of, what I hope, is a challenging and rewarding experience.

We still need to discuss the content of the project before you give permission. At this point, I'm only asking if that would be an acceptable use of SMX, so I can leave it in my list.

 

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23 hours ago, scm1893 said:

TY, kind sir. And thank you for SMX. It really sets a mood for the game.

 

On a different topic:

What you have on permitted use is pretty clear but I want to be sure I understood it correctly. I have an overhaul/scenario I'd like to do. I started it in A16 and set it aside in A18 until Beta. (which should be near) It would be available to the public. I'd like to include SMX in the project. Vanilla is functional and load free but SMX is superior and seems tailored to my project. I've no intention to mod it in any way nor distribute it other than as a part of the entire package.  It won't be monetized in any way; just a free DL of, what I hope, is a challenging and rewarding experience.

We still need to discuss the content of the project before you give permission. At this point, I'm only asking if that would be an acceptable use of SMX, so I can leave it in my list.

 

As described that would be within acceptable use as long as the Terms of Use are followed. And before we give permission we need to know more about the project so hit us up on Discord and we can discuss it further when you get back into the project.

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Pushed updates for: SMXcore and SMXui.

 

ChangeLog - SMXcore - r20.rc13:

  • CHANGE: Updated back end code for the new skills window to allow for better compatibility. Should now allow the use of mods that adds attributes, perks and books with no need for extra patches.

 

ChangeLog - SMXui - r20.rc8:

  • FIXED: Several small bugs with the skills window.
  • FIXED: A bug with the map window.
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I have ran into a weird bug with the SMX menu to where when I go into the options for the game or the skills menu the fields for changing the various options or selecting the skills to upgrade are overlapped with the other options for said screen, IE if I wanted to change any of my settings under the Video settings such as Display there are multiple copies of the options layered over one another and if I scroll the options on the bottom layer will scroll up and down while the top layer stays static, or if I go into the skills menu and want to look at the different upgrades say for Strength the first 5 levels are available but I am unable to scroll down to the other levels and have to use the W key to purchase the skill upgrade. I am on Alpha 20.6 and using versions r20.rc5 for the SMXmenu, r20.rc13 for SMXcore ,  A20-v1.5.0 for Quartz, r20.rc8 for both SMXui and ZMXuiCP

20230210205137_1.jpg

Edited by kinsem
Updated SMX Core and UI mod to the most recent versions but still have the issue. (see edit history)
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5 hours ago, kinsem said:

I have ran into a weird bug with the SMX menu to where when I go into the options for the game or the skills menu the fields for changing the various options or selecting the skills to upgrade are overlapped with the other options for said screen, IE if I wanted to change any of my settings under the Video settings such as Display there are multiple copies of the options layered over one another and if I scroll the options on the bottom layer will scroll up and down while the top layer stays static, or if I go into the skills menu and want to look at the different upgrades say for Strength the first 5 levels are available but I am unable to scroll down to the other levels and have to use the W key to purchase the skill upgrade. I am on Alpha 20.6 and using versions r20.rc5 for the SMXmenu, r20.rc13 for SMXcore ,  A20-v1.5.0 for Quartz, r20.rc8 for both SMXui and ZMXuiCP

20230210205137_1.jpg

Hi, sorry to hear you’re experiencing issues. We will try to reproduce the issue from your description but first we need to know which mods you run, and not only SMX mods, all of the mods you have.

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1 hour ago, Sirillion said:

Hi, sorry to hear you’re experiencing issues. We will try to reproduce the issue from your description but first we need to know which mods you run, and not only SMX mods, all of the mods you have.

I have "Always Open Traders", Donovan's "Mega Lootbags", & "More Perks", Stallionsden's "Stack Size Increaser", JaxTeller718's "Increased Mod Slots" that I have modified for my own use along with Ivan's "Tactical Action" with the Main menu stripped out. 

I have the following Oakraven Mods installed: Bee Hives, Chicken Coops, Cooking Stations, Drawbridges, Fish Farm, Hydroponic Underground Farming, Torches & Lights, Water Wells, Work Stations, Rock Drills, Power Things, On/Off Lights, and Sign Cupboards

I al;so have Donovan's "Better Spears", JaxTeller718's "Eggs In Fridges", "Charcoal", "Jars of Honey", & "Zombie Reach", Bladestorm Game's "BSG Rings", Magedaddy's "Improved RWG", Ragsy's "Find Bicycles", "Find Bicycle Parts", & "Vehicle Parts in Airdrops", Relxix's "Eagle Eye Shades and Night Vision", Éric Beaudon's "More Containers" Saminal's "Sam's Car and Truck Respawner" Stallionsden's "Supply Crates", Arramus's "Egg Hunt", Valmar's "Buffed Supply Crate Drops", and your 100 slot scrollable backpack addon for SMXui.

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1 hour ago, kinsem said:

I have "Always Open Traders", Donovan's "Mega Lootbags", & "More Perks", Stallionsden's "Stack Size Increaser", JaxTeller718's "Increased Mod Slots" that I have modified for my own use along with Ivan's "Tactical Action" with the Main menu stripped out. 

I have the following Oakraven Mods installed: Bee Hives, Chicken Coops, Cooking Stations, Drawbridges, Fish Farm, Hydroponic Underground Farming, Torches & Lights, Water Wells, Work Stations, Rock Drills, Power Things, On/Off Lights, and Sign Cupboards

I al;so have Donovan's "Better Spears", JaxTeller718's "Eggs In Fridges", "Charcoal", "Jars of Honey", & "Zombie Reach", Bladestorm Game's "BSG Rings", Magedaddy's "Improved RWG", Ragsy's "Find Bicycles", "Find Bicycle Parts", & "Vehicle Parts in Airdrops", Relxix's "Eagle Eye Shades and Night Vision", Éric Beaudon's "More Containers" Saminal's "Sam's Car and Truck Respawner" Stallionsden's "Supply Crates", Arramus's "Egg Hunt", Valmar's "Buffed Supply Crate Drops", and your 100 slot scrollable backpack addon for SMXui.

Ok, that’s a lot of mods. Can you disable all but the SMX mods and then try and see if the issue still persists?

 

You can disable mods without deleting them by just renaming the ModInfo.xml file, that way it won’t load into the game. And use a new save when testing so you don’t wreck your save.

 

If the issue is gone when you do that then it is not an SMX bug but a compatibility issue.

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12 minutes ago, Sirillion said:

Ok, that’s a lot of mods. Can you disable all but the SMX mods and then try and see if the issue still persists?

 

You can disable mods without deleting them by just renaming the ModInfo.xml file, that way it won’t load into the game. And use a new save when testing so you don’t wreck your save.

 

If the issue is gone when you do that then it is not an SMX bug but a compatibility issue.

The issue is still persisting after I removed everything but the SMX/ZMX mods, attached is a quick and dirty screen shot of my mods folder.

SMX-ZMX mods.jpg

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1 hour ago, kinsem said:

The issue is still persisting after I removed everything but the SMX/ZMX mods, attached is a quick and dirty screen shot of my mods folder.

SMX-ZMX mods.jpg

Thank you for the screenshot, I notice you have SMXlib, that’s likely the conflict. SMXlib was turned into SMXcore a good while ago.

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