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Skyrim Style Lockpicking


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4 hours ago, khzmusik said:

 

From the output, it looks like you're not including PatchScripts\FoodSpoilagePatch.cs in the build.

 

But, I don't know what you mean by this: "it appears that all 0-sphereiicore mods are needed for the build."

 

0-SphereIICore is one mod. You need to install and build all of it. If you're trying to just pick and choose which files or folders you include, then of course you're going to get errors.

I am trying to install only a lock picking mod. But apparently, in order to install a mod for hacking with a lock, you need to add other mods, including a mod for spoiling food (

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Can someone just tell me which folders and files I must to copy from the SphereIICore archive to the DMT Mods folder?

 

This is what is in the archive
image.png.712a118cd9eb5ba51ea671a9069716cc.png

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Posted (edited)

For the lockpicking mod to build with DMT you ONLY need the 0-SphereIICore for it to build and load properly.  Maybe you have an old version of his core.   But you DO NOT need any other mods.   Your doing something wrong, but I'm not sure what.  Video proof below:

 

https://youtu.be/Z8Gn6cHsFps

 

 

 

Edited by xyth (see edit history)
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51 minutes ago, xyth said:

For the lockpicking mod to build with DMT you ONLY need the 0-SphereIICore for it to build and load properly.  Maybe you have an old version of his core.   But you DO NOT need any other mods.   Your doing something wrong, but I'm not sure what.  Video proof below:

 

https://youtu.be/Z8Gn6cHsFps

 

 

 

I watched your video before reading this message) I am allready subscribed to your channel)
I download the 0-SphereIICore archive from the link provided in the first post of this thread.
Show me what your DMT mod folder looks like, please. Perhaps, in addition to the 0-SphereIICore folder and the Lockpick mod folder, you need to copy other files from the archive to the DMT folder?

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No other files are needed.  You likely did not setup DMT properly.  You might want to ask for DMT help in that forum.  There is nothing wrong with this mod, or SphereII's Core.  Make sure your using version 19.3.1.14 of the core.

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14 hours ago, Survager said:

Can someone just tell me which folders and files I must to copy from the SphereIICore archive to the DMT Mods folder?

 

This is what is in the archive
image.png.712a118cd9eb5ba51ea671a9069716cc.png

 

I don't know where you got that archive, but it is not a "SphereIICore archive." It looks like an archive of the entire SphereII repository - including all his mods and modlets.

 

The files inside the "0-SphereIICore" folder - and only those files - are part of the SphereIICore mod.

 

If building C# code using DMT is too complicated for you (as it is for many people), then I recommend using the Mod Launcher instead: http://7d2dmodlauncher.org/

 

You should be able to get both SphereII's Core mod and Xyth's lockpicking modlet directly through the Mod Launcher, and it will build any DMT or SDX mods/modlets automatically:

http://7d2dmodlauncher.org/HowToInstallMods.html

http://7d2dmodlauncher.org/ManagingModlets.html

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5 hours ago, khzmusik said:

 

I don't know where you got that archive, but it is not a "SphereIICore archive." It looks like an archive of the entire SphereII repository - including all his mods and modlets.

 

The files inside the "0-SphereIICore" folder - and only those files - are part of the SphereIICore mod.

 

If building C# code using DMT is too complicated for you (as it is for many people), then I recommend using the Mod Launcher instead: http://7d2dmodlauncher.org/

 

You should be able to get both SphereII's Core mod and Xyth's lockpicking modlet directly through the Mod Launcher, and it will build any DMT or SDX mods/modlets automatically:

http://7d2dmodlauncher.org/HowToInstallMods.html

http://7d2dmodlauncher.org/ManagingModlets.html

What does C# code coding have to do with installing a pre-made mod using DMT?
Mods are created so that people who do not know how to program can easily change their game.

I am interested in figuring out why this does not work for me in the case of DMT.

Moreover, the lock picking mod works only with DMT, as far as I know.

 

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Posted (edited)
On 5/13/2021 at 4:30 AM, Survager said:

What does C# code coding have to do with installing a pre-made mod using DMT?

[...]

Moreover, the lock picking mod works only with DMT, as far as I know.

 

 

I'm going to assume that you don't know what DMT does.

 

The DMT mods that you download (like, say, SphereIICore) contain C# code that is structured in a way that the DMT tool can recognize. DMT then compiles that C# code, creates binary .dll files, and modifies the game's own .dll files to load them.

 

I am leaving out a lot of details, but that's the general idea. If you want to learn more, here's a good overview of DMT (including SDX and Harmony patching), written by SphereII:

https://7d2dmods.github.io/HarmonyDocs/

 

And here is the thread that you want if you are having trouble installing mods with DMT:

https://community.7daystodie.com/topic/13037-dmt-modding-tool/

 

Also: the lockpicking mod does not depend upon DMT. It depends upon SphereIICore. It is SphereIICore that must be compiled with DMT.

 

And, yes, you should compile all of the C# code inside the SphereIICore mod, even the code that is not directly relevant to lockpicking. That's how it is designed. It might be possible to isolate just the C# code that deals with lockpicking, but it wouldn't be easy. I am a C# programmer by trade, and I wouldn't want to do it.

Edited by khzmusik (see edit history)
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It turned out that, in general, DMT does not want to compile the SphereIICore mod for me, and it is not clear for what reason. Either my antivirus is blocking something, or something else ((( I had to stop using DMT (

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  • 4 weeks later...
On 5/14/2021 at 2:06 PM, khzmusik said:

 

I'm going to assume that you don't know what DMT does.

 

The DMT mods that you download (like, say, SphereIICore) contain C# code that is structured in a way that the DMT tool can recognize. DMT then compiles that C# code, creates binary .dll files, and modifies the game's own .dll files to load them.

 

I am leaving out a lot of details, but that's the general idea. If you want to learn more, here's a good overview of DMT (including SDX and Harmony patching), written by SphereII:

https://7d2dmods.github.io/HarmonyDocs/

 

And here is the thread that you want if you are having trouble installing mods with DMT:

https://community.7daystodie.com/topic/13037-dmt-modding-tool/

 

Also: the lockpicking mod does not depend upon DMT. It depends upon SphereIICore. It is SphereIICore that must be compiled with DMT.

 

And, yes, you should compile all of the C# code inside the SphereIICore mod, even the code that is not directly relevant to lockpicking. That's how it is designed. It might be possible to isolate just the C# code that deals with lockpicking, but it wouldn't be easy. I am a C# programmer by trade, and I wouldn't want to do it.

 

Someone earlier in this thread said they had this mod working for a dedicated server. Does this mod actually work for dedicated servers? It appears to be a mod, not a modlet, and reading through your explanation (compiling and modifying game files) it's still a bit unclear if it would work on a dedicated server. I would test it myself, but I can't. So I'm just going to ask you. Thank you.

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8 minutes ago, DeadBrains said:

 

Someone earlier in this thread said they had this mod working for a dedicated server. Does this mod actually work for dedicated servers? It appears to be a mod, not a modlet, and reading through your explanation (compiling and modifying game files) it's still a bit unclear if it would work on a dedicated server. I would test it myself, but I can't. So I'm just going to ask you. Thank you.

 

DMT mods will work on dedicated servers, but you will need to compile the mod on both the server and any clients that connect to it.

 

I'm not a MP guy so I don't really have the details about how to mod a server. It also depends upon how you are able to access the server, e.g. if it's your personal machine, a hosted machine that you can RDP into, or a hosted machine where you can only upload files via FTP or similar.

 

Anyone who has done a server install of a mod with extra code (like Darkness Falls) should be able to help you out a bit more.

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1 minute ago, khzmusik said:

 

DMT mods will work on dedicated servers, but you will need to compile the mod on both the server and any clients that connect to it.

 

I'm not a MP guy so I don't really have the details about how to mod a server. It also depends upon how you are able to access the server, e.g. if it's your personal machine, a hosted machine that you can RDP into, or a hosted machine where you can only upload files via FTP or similar.

 

Anyone who has done a server install of a mod with extra code (like Darkness Falls) should be able to help you out a bit more.

 

I was wondering if both the clients and server would need the mod -- that makes sense to me. Thank you.

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6 minutes ago, DeadBrains said:

 

I was wondering if both the clients and server would need the mod -- that makes sense to me. Thank you.

 

Just an FYI, that is also true of anything with custom assets, like new item icons. Servers only push the contents of the Configs directory (since that's all plain text and doesn't consume a lot of bandwidth).

 

But it's a lot easier to install modlets that don't have custom C# code - you just put the modlet into the Mods directory, no compiling or messing around with the game files.

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