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War3zuk/Tallon Alpha 18.1 Stable Modlets GitHub

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I figured but weirdly enough there's no such file in my game folder :distrust:

 

Look for player.log located appdata/locallow/thefunpimps/

 

Or appdata/roaming/7daystodie

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Ok Gonna Repeat this at the TOP of the 1st Page so Here goes, For all those struggling with the split dependant Mod..

 

Deleted the following Modlets

War3zuk Ammo Supplys

HD Desert eagle

HD M4A1

HD Shotgun

HD Tactical AR

 

Replaced with the following Modlet

 

War3zuk HD Guns & Ammo (Each Gun requires you find its Schematic now) So your stuff will probably RESET

 

Kept all the Original Ammo, Crafted Ammo & ADDED the following

 

From my Original 16.4 Alpha the Incendiary Ammo (Thanks Stallion for your modified Code) Saved me pissing around remodding code :)

From my Original 16.4 Alpha The Shock Ammo

 

9mm Shock Ammo

.44 Shock Ammo

.50 Shock Ammo

500 Auto max Shock Ammo

7.62 Shock Ammo

 

ADDED Chemical Compound (HD Electrolyte)

Recipe = 1 Battery converts to 50 HD Electrolyte x2 per bullet

 

Edited by Tallon (see edit history)

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Ok Gonna Repeat this at the TOP of the 1st Page so Here goes, For all those struggling with the split dependant Mod..

 

Deleted the following Modlets

War3zuk Ammo Supplys

HD Desert eagle

HD M4A1

HD Shotgun

HD Tactical AR

 

Replaced with the following Modlet

 

War3zuk HD Guns & Ammo (Each Gun requires you find its Schematic now) So your stuff will probably RESET

 

Kept all the Original Ammo, Crafted Ammo & ADDED the following

 

From my Original 16.4 Alpha the Incendiary Ammo (Thanks Stallion for your modified Code) Saved me pissing around remodding code :)

From my Original 16.4 Alpha The Shock Ammo

 

9mm Shock Ammo

.44 Shock Ammo

.50 Shock Ammo

500 Auto max Shock Ammo

7.62 Shock Ammo

 

ADDED Chemical Compound (HD Electrolyte)

Recipe = 1 Battery converts to 50 HD Electrolyte x2 per bullet

 

 

No worries lol. Oh shock ammo sounds cool will give it a burl for sure. What's the chemical compound do tho lol.

 

Great work

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I had the Inc ammo in 16.4 but back then along with the shock it was directly edited & when installing & checking against Alpha 17 I couldnt quite get it to work & then seen & read up on what you were doing & how the Cvar works in the Buffs so was able to add it back....

 

Ahh the compound is just to add a new use for the Battery.... Ive added the recipe for scrapping the battery into the chem compound so its a bit more fitting when making the bullets...

 

Kinda like you adding an item to make your Inc bullets.... just splits things up & makes it a bit more interesting plus gives people another reason to grab batts rather than just dropping or dumping in a forge

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ADDED Self Upgrading Blocks... War3zuk Noob Block

 

Wood frame To Wood Block To RWood Block to Scrap Block @ 1k Health. Breaks Down to Scrap Iron

 

Fixed Upgrade Paths on the HD Forge (Modlet) Upgrade is correct now & doesnt make everything a Block once upgraded to Titanium..

Edited by Tallon (see edit history)

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I am trying to add HD Forge to a world with a few mods I've already had installed but keep getting a few errors I can't seem to figure out. I'm not much of a programmer if at all, I just enjoy messing with this games XML files for my custom world(s). List of mods @ bottom.

 

First error is "WRN XML patch for "XUI/xui.xml" from mod "War3zuk HD Forge" did not apply: <set xpath="/xui/ruleset[@name=default]/window_group[@name=workstation_workstationOven]/window[@name=windowCraftingQueue]/@name" SS will be at bottom.

 

I have tried a few different things the last few days to see if it would help, but so far nothing works or has helped. Hopefully, this helps narrow down what I'm missing.

 

Attempt 1: I tried to edit the last section of "<set>" coding with 'workstation_workstationOven' portion in the Config\XUi\xui.xml to having it have "forge" instead of "Oven"( @name='workstation_workstationforge'] ). That did not work, so I thought maybe commenting it out would work, worth a shot, again didn't work out. I tried to look for something throughout the game's XML files to see if "Oven" was linked to something and maybe link it back in my own "learn as I go" way, with backup files of course, couldn't find anything noticeable.

 

Attempt 2: I started to look through all of the mods I have installed and the only thing I could find that might be a possible issue is the Donovan_BigBackpack mod that gives you 60 slots as well as a 5 slot crafting queue. I decided to try and comment out the portion that adds the x5 Crafting queue, it would be in Donovan_BigBackpack\Config\XUi\windows.xml. That didn't work either, I figured if I comment that out, it would maybe disable it and allow your mod crafting queue to work completely. It did show x10 queue but I still got the error after starting the game up. Removing the Donovan_BigBackpack mod completely, IIRC I don't think your mod worked, I'd have to try it again.

 

 

Error 2. This error happens when I try to look at the recipe of the HD Forge when inside the workbench. "NullReferenceException: Object reference not set to an instance of an object" This basically forces me to close out of the entire game. Honestly not even sure where to start with figuring this one out.

 

Untitledret55ter.thumb.jpg.66f5dc720c1a1642c4233a67ca4fa76f.jpg

PIC OF ERROR 1

 

Untitledret55tererwqeew.thumb.jpg.7d135c03aa6242e8f9158e0ae3502e2d.jpg

ERROR 2 PIC

 

Mod List:

CompoPack40(with TheVillage POI)

Donovan_BetterVehicles

Donovan_BigBackpack

donovan-moreperks

JaxTeller718_CarRespawner

Large Storage Containers

War3zuk Find The Trader

War3zuk Advanced Junk Turret

War3zuk HD Forge

War3zuk HD Guns & Ammo

War3zuk Move Speeds

 

Im using 7D2D Launcher for this, ill see if i can find the log file somewhere.

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Yellow Warnings can be Ignored & are mostly for the Modder.... The workstation warning your getting is a patch so that if anyone adds Valmars working sinks & oven the XUI editing doesnt spaz out & the oven still gets to use all 10 slots for crafting...

 

Ive updated the Modlets a fair bit in the past few days so may wanna check them out.... Guns & Ammo has had a big update.....

 

Only RED warnings need to be carefully looked at..... Yellow not so much....

 

The XUI error your getting will be from ANYTHING that changes the crafting slots or Size cos im pretty sure the HD forge includes the 105 backpack with the x10 crafting slots neatly placed at the side... with 1 slot missing from the original left side menu,,,

 

Direct link the Modlets Github

https://github.com/War3zuk/ModLets-Alpha-18.1-Stable

 

Direct link to my AIO ( All In One ) You cant run any modlets with this as it includes all of them & the code is slightly different to compensate for this....

https://github.com/War3zuk/War3zuk-Alpha-18-AIO

 

Both have had big updates this last few days..... overhauled the Deagle m4a1 & added a pistol plus a load of ammo types & so on..... you can check my Nexus mod page as this has a more upto date on the info changed

 

https://www.nexusmods.com/7daystodie/mods/568

Edited by Tallon (see edit history)

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ok, I will try to update to the latest version of the mods and see if that changes anything. I'm pretty sure I have the latest versions, but using the launcher doesn't exactly help with the compatibility of game version and mod version. Ill remove the BigBackpack mod as well and see if 105 backpack shows up instead of the default size.

Edited by reyrey2k8 (see edit history)

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Updating My modlets wont fix any errors cos my modlets have no errors that I know of, Only conflicts between modlets will cause issues.. & with mine you have the Basic info need & that is they wont work 100% if any other modlet tries to change backpack size or crafting slots... if you run them on there own you wont get errors which im gonna assume youve tried...

 

ADDED to HD Guns & Ammo AR Model with laser,scope & so on in the correct place, Sounds a bit bugged which im not to sure on..

Edited by Tallon (see edit history)

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Yes I have tried that, but I will still use the lastest updated upload from your GitHub and try a new world adding the other mods one by one. I use to do this for Minecraft mods that had problems only never went into the coding to figure stuff out since that was a language I wasn't familiar with.

Edited by reyrey2k8 (see edit history)

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Ok, I just tried a fresh install of the game by uninstalling 7d2d from steam and Launcher and then redownloading a new copy from steam with the launcher with no mods linked to it. The only thing mod wise is HD Forge(11-23 last updated) from your GitHub, redownloaded the ZIP file. I also tried installing mod through the Launcher after the first initial game launch to get cached files. Opened an old world that's barely started and I get the same red error when trying to look at the recipe. I tried a new world A18 B8, the same error. I have to be missing something obvious. No 105 bag enabled either, just default size and 10x crafting queue.

Edited by reyrey2k8 (see edit history)

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I dont get any errors, The HD Forge comes with the 45 backpack so I may consider updating that to work with the 105 version... As for errors I get Non.... New world just the HD forge, Nada works fine & gives no issues in console...

 

Find your output log inside your games folder & paste the error part in here so I can have a look at whats happening...

 

Checked the code on Github & it seems part of the Blocks.XML has corrupted so issue wasnt it being broke which is why I couldnt figure it out lol... Download the files again from Github & try again if you can be arsed look at the old blocks file & then load up the full version which should of been there, Theres quite a lot of code missing....

 

Should work now.... Ill look into adding the full backpack too

Edited by Tallon (see edit history)

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TY, everything works fine on the new fresh world. Now to re-add my original modded world back to the launcher, everything back to normal. Sorry for being a pain with trying to figure this out.

Edited by reyrey2k8 (see edit history)

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Is it all working 105 backpack too... no worries as we make these for people to enjoy

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Tallon-Thanks for keeping some of the individual files updated as some of us can't use the all-in-one because of other mods, I play darkness falls for example. It's much appreciated.

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Yeah its a Pain keeping them updated also as I need to mess with duplicating code & ive made a few mistakes doing it lol... Ill keep them upto date as much as possible... & if anyone requests it ill take a look & Update..

 

ADDED Re-Wrote the Starter Kits completely using the Bundles Code.. Same as the scrapping of Ammo back to its ingredients...

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Is it all working 105 backpack too... no worries as we make these for people to enjoy

 

yes, everything is working good. There is an error that pops up every now and then but not sure if its the mod with 105 BP or just a problem that didn't want to show up until now.

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I need the log of the error as thats important.. 99.999% there are no errors as i check the mod itself that tiny bit left will be an error caused by doin something in game that takes hou4s to find.. chances are it isnt the mod as that like all others are tested but im not perfect by any means

 

ADDED HD M134 MiniGun to the Modlets HD Guns & Ammo

Edited by Tallon (see edit history)

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I need the log of the error as thats important.. 99.999% there are no errors as i chat the mod itself that tiny bit left will be an error caused by doin something in game that takes hou4s to find.. chances are it isnt the mod as that like all others are tested but im not perfect by any means

 

ADDED HD M135 MiniGun to the Modlets HD Guns & Ammo

 

 

I will try to catch the error sometime tomorrow after work. I finally found the location of the 7D2D launcher world output log after looking for about 2 hours:/. It probably is caused by doing something in game, sounded like maybe a "out of space error" couldbe completely wrong won't know until it decides to pop up.

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ALL GUNS INCLUDING VANILLA NOW REQUIRES SPECIFIC REPAIR KITS (HD Guns & Ammo Modlet)

 

Updated HD Guns & Ammo Modlet

 

Updated all HD Guns (Except were Laser points)

Updated Desert Eagle

Added HD M134 MiniGun ( No anims )

Added Tactical Model & fixed all its placements

Added Mossberg 500 Shotty (Fixed all its Attachments)

 

Tweaked a few bits of code

 

Also Added Specific Repair Kits depending on Gun (Example)

 

You now need Gun Oil as an Ingredient to make the repair kit so for the Handguns in game Handgun parts along with the Gun oil & the normal stuff like Metal, Rag & springs

 

4 Classes of Repair Kit

HandGuns (Includes all of my own)

Rifles (Hunting & sniper)

Shotguns (includes my own Mossberg 500)

Automatic weapons which also includes my own like the Minigun....

 

AIO Modlet will be updated Tomoz once I have a spare couple of hours....

 

======================================================================

 

AIO Update

 

Updated v2.20 to 2.21 (Tested & Verified to run on Alpha 18.2 B5)

 

( ALL GUNS INCLUDING VANILLA NOW REQUIRES SPECIFIC REPAIR KITS )

 

Updated all HD Guns (Includes All Attachments)

Updated Desert Eagle

Moved its Sight slightly

Updated its Code

 

Updated M1911 Pistol

Updated Skin

Updated Attachments

Added Small Scope

 

Added HD M134 MiniGun ( No anims Yet & uses M60 Reload )

Added all its Attachments

Matt Black skin for now

Split the Gun into 3 Parts, Each part requires its own Schematic

 

Added Tactical AR Model & fixed all its placements

Adjusted its Skin in game & set it to Single Fast Fire

 

Added Mossberg 500 Shotty (Fixed all its Attachments)

Added a new skin

Adjusted all its Attachments

Adjusted its in game code

 

You now need HDGun Oil as an Ingredient to make the repair kit so for the Handguns in game Handgun parts along with the Gun oil & the normal

stuff like Metal, Rag & springs

 

4 Classes of Repair Kit

HD RepairKit Hand Guns (Includes all of my own)

HD RepairKit Rifles (Hunting & sniper)

HD RepairKit Shot guns (includes my own Mossberg 500)

HD RepairKit Automatic Rifles which also includes my own like the Minigun.

 

Updated ALL Localizations & Code for all new Items

 

Updated My Re-Write of the Class System to Remove Leather Armor I was Testing & to include a better selection of Items per Class.

 

Placed a mention to Sheil for the Idea of Splitting Repair Kits into a Class (Thanks for the Idea) Hope you like how ive done it.

 

Lots of small code changes to ALL HD Guns..

Edited by Tallon (see edit history)

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Is there a way to remove an indestructible block.....like if someone misplaced it :p

 

Destroy the blocks under it and around it if it is attached to a wall or something

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