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Romero Mod - A game mode/suite of zombie tweaks


KhaineGB

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I get following error when right-clicking with stone axe/claw hammer/nail gun :

EXC MissingMethodException: Method not found: int .Inventory.GetItemCount(ItemValue,bool,int,int)

Makes upgrading/repairing blocks impossible.

I played with some of your mods , mod creating dense fog during night(almost one liner :)) and Improved Hordes.

But I reproduced it in new game started with only Romero Mod, ach .. I almost forgot I took out Wandering Hordes.

Mod was downloaded recently .. I see that files in install have date 23.07

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4 hours ago, urbanMoth said:

Ok, The issue was with S-Core not liking A21.1

 

This has been updated on Spherell's Mods page and i've installed and tested and all seems to be working again.

 

https://7daystodiemods.com/sphereiis-mods/

 

Does the rest of the mod run normal for you? I did update the S-Core aswell, but the Z´s take normal damage instead of only via headshots and the trader protection is still there. Also for a 5x spawn there is not a lot of Z´s, more than normal but it doesn´t feel like 5x at all.

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On 8/13/2023 at 12:55 PM, pApA^LeGBa said:

 

Does the rest of the mod run normal for you? I did update the S-Core aswell, but the Z´s take normal damage instead of only via headshots and the trader protection is still there. Also for a 5x spawn there is not a lot of Z´s, more than normal but it doesn´t feel like 5x at all.

 

Not at first. Khaine uses a customised version he made for Romero Mod.

I ended up updating Khaine's S-core by copy/pasting only the updated files from the latest version of the original.

 

This seems to have worked but at least will do till when (if) Khaine officially updates for A21.1

 

 

here is a link for the new S-core i made so you can try it.  https://drive.google.com/file/d/16rpooLlxp_fza8PYvBU8LRisyS77lzC7/view?usp=sharing

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13 hours ago, gpcstargate said:

Good day KhaineGB

 

I was just wondering if the new Update is working with A21.1 b6 as it should be ... I know a couple of mods that got broken by the update. Just wanted to check. 

Thank You and Have a Great week. The OldGamer 😌


Yep. The one I did yesterday seems to work.

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  • 2 weeks later...

Another attempt to use mod (I like it's idea) and another bug 😛

When i try to spawn any kind of cop (or game tries to spawn like in hordes or POI). I see such error in log:

 

 

2023-08-29T21:08:58 209.942 INF Executing command 'cm'
2023-08-29T21:09:00 212.057 INF Executing command 'dm'
2023-08-29T21:09:03 215.595 INF Saving 170 of chunks took 120ms
2023-08-29T21:09:04 215.804 INF [DECO] written 310985, in 208ms
2023-08-29T21:09:04 215.815 INF [DECO] write thread 10ms
2023-08-29T21:09:17 229.111 INF Saving 59 of chunks took 80ms
2023-08-29T21:09:25 237.607 INF Time: 3.21m FPS: 34.85 Heap: 2419.6MB Max: 2419.6MB Chunks: 289 CGO: 144 Ply: 1 Zom: 0 Ent: 3 (3) Items: 0 CO: 1 RSS: 6084.1MB
ArgumentException: Type cannot be null.
  at (wrapper managed-to-native) UnityEngine.GameObject.GetComponent(UnityEngine.GameObject,System.Type)
  at EModelBase.createAvatarController (EntityClass _ec) [0x000e0] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at (wrapper dynamic-method) EModelBase.DMD<EModelBase::Init>(EModelBase,World,Entity)
  at Entity.InitEModel () [0x00061] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at Entity.Init (System.Int32 _entityClass) [0x0000d] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at EntityAlive.Init (System.Int32 _entityClass) [0x00000] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at EntityEnemy.Init (System.Int32 _entityClass) [0x00000] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at EntityZombieCop.Init (System.Int32 _entityClass) [0x00000] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at EntityFactory.CreateEntity (EntityCreationData _ecd) [0x004c2] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at EntityFactory.CreateEntity (System.Int32 _et, System.Int32 _id, ItemValue _itemValue, System.Int32 _count, UnityEngine.Vector3 _transformPos, UnityEngine.Vector3 _transformRot, System.Single _lifetime, System.Int32 _playerId, System.String _skinName, System.Int32 _spawnById, System.String _spawnByName) [0x0001b] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at EntityFactory.CreateEntity (System.Int32 _et, System.Int32 _id, UnityEngine.Vector3 _transformPos, UnityEngine.Vector3 _rotation) [0x0000c] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at EntityFactory.CreateEntity (System.Int32 _et, UnityEngine.Vector3 _transformPos, UnityEngine.Vector3 _rotation) [0x00000] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at XUiC_SpawnMenu.BtnSpawns_OnPress (System.Int32 _key) [0x001d5] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at XUiC_SpawnMenu.EntitiesList_SelectionChanged (XUiC_ListEntry`1[T] _previousEntry, XUiC_ListEntry`1[T] _newEntry) [0x0001d] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at XUiC_List`1[T].OnSelectionChanged (XUiC_ListEntry`1[T] _previousEntry, XUiC_ListEntry`1[T] _newEntry) [0x00010] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at XUiC_List`1[T].set_SelectedEntry (XUiC_ListEntry`1[T] value) [0x0009d] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at XUiC_ListEntry`1[T].set_Selected (System.Boolean value) [0x0007f] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at XUiC_ListEntry`1[T].XUiC_ListEntry_OnPress (XUiController _sender, System.Int32 _mouseButton) [0x00016] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at XUiController.OnPressed (System.Int32 _mouseButton) [0x0000e] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at XUiController.Pressed (System.Int32 _mouseButton) [0x00000] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at XUiView.OnClick (UnityEngine.GameObject _go) [0x0003f] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
  at UIEventListener.OnClick () [0x0001c] in <f62c1f5c97c445c2a14e9b2f5e8c30ee>:0
UnityEngine.GameObject:SendMessage(GameObject, String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object)
UICamera:ProcessRelease(Boolean, Single)
UICamera:ProcessTouch(Boolean, Boolean)
UICamera:ProcessMouse()
UICamera:ProcessEvents()
UICamera:Update()

 

As I checked it happens only with cops .. when I removed cop entry in file:  7 Days To Die/Mods/0-RomeroModCore/Config/entityclasses.xml

Problem vanishes

 

 

 

Edited by Ludek (see edit history)
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You definitely didn't, because that bug is related to the model loading of the cop.

And I checked before posting that, it has the correct model, and I would assume it's working fine for other folks since they were asking about getting the no cop spit thing as a potential modlet.

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Love the concept for this mod, I really hate the 'running' zombie trend in games/movies.

 

Question on the wandering hordes, are they affected by the gamestage? Without horde night it seems like the difficulty would fall off pretty hard after early game.

 

EDIT: Also getting same null = cop bug as guy above, using A21 version from first page here.

Edited by Agame (see edit history)
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Ok weird, just to confirm I only need the A21 zip right? In the instructions it mentions a 7DaysToDie_Data but I do not see that in the A21 zip.

 

I assume I have installed correctly as everything else in the mod seems to be functioning as it should. Though there is also an odd glitch with the music where the combat track keeps cutting in and out continuously.

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Running a hosted server  of this and it seems to be mostly fine, but getting one issue with traders.  It seems like protection is only partially off.  Walls etc. are destructible (and the zombies love crashing through the gates), but are not repairable, and I can't put down blocks to fix holes either.  Can't even put down a campfire in the trader area.

Trader is open 24x7, but won't trade during off hours.....has the "press E" dialog, but nothing happens until the opening bell.

Is this just a glitch with my install, running on a server, or is this a current bug in  21.1?

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50 minutes ago, fclen said:

Is this available through 7D2D Mod Launcher? I see it listed for Alpha 20 but not Alpha 21. Using V5 of the launcher btw.

 

Khaine updated it for A21, manual download link on page 1 of this thread and you can manually install it.  He recommends installing it manually vs Mod Launcher and has been working on DF a lot so probably not a high priority for him right now  to make it Mod Launcher installable.

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On 9/10/2023 at 10:47 AM, mpking said:

Running a hosted server  of this and it seems to be mostly fine, but getting one issue with traders.  It seems like protection is only partially off.  Walls etc. are destructible (and the zombies love crashing through the gates), but are not repairable, and I can't put down blocks to fix holes either.  Can't even put down a campfire in the trader area.

Trader is open 24x7, but won't trade during off hours.....has the "press E" dialog, but nothing happens until the opening bell.

Is this just a glitch with my install, running on a server, or is this a current bug in  21.1?

A a workaround, I did find that "Cloud's Trader Protection Removal" from Nexus Mods did fix most of the Trader issues.  It does make it so that the Trader only offers buried treasure quests.  In the comments there is reference to another mod that replaces all basic quests, and this does fix the buried treasure issue.  

Not optimal, but it all works now.

 

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  • 2 weeks later...

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