n2n1 Posted November 25, 2023 Share Posted November 25, 2023 24 minutes ago, sphereii said: I think the changes will show up for new users in the Install New Mod screen. It is the only screen that reads that file. Hmm... but then i don't understand.... but when i change the mod version, how to understand that the mod has changed the version if the display of this is possible only under certain conditions? Link to comment Share on other sites More sharing options...
sphereii Posted November 25, 2023 Author Share Posted November 25, 2023 Just now, n2n1 said: Hmm... but then i don't understand.... but when i change the mod version, how to understand that the mod has changed the version if the display of this is possible only under certain conditions? If you are changing the mod, you will need to Create a New Release and upload the new zip file. It must be a new release, otherwise the mod launcher does not know it changed. 1 Link to comment Share on other sites More sharing options...
n2n1 Posted November 25, 2023 Share Posted November 25, 2023 (edited) Github introduces some kind of "two-@%$# authentication".... is that the case with you too? ...now i have to install some program that i don't need.... it would seem that everything was fine... Modern man spends his life doing nonsense, instead of solving real tasks . Edited November 25, 2023 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
sphereii Posted November 25, 2023 Author Share Posted November 25, 2023 20 minutes ago, n2n1 said: Github introduces some kind of "two-@%$# authentication".... is that the case with you too? ...now i have to install some program that i don't need.... it would seem that everything was fine... Modern man spends his life doing nonsense, instead of solving real problems . Haha. Yes, I think I have had that for a while now. I allowed my computer though, so I do not get prompted anymore. Link to comment Share on other sites More sharing options...
n2n1 Posted November 25, 2023 Share Posted November 25, 2023 I know from my own experience that if something like this starts, it will not end. It won't stop there and will continue anyway. After that, there will be something else . GitHub/GitLab is designed for other tasks and mods is out of place there.... I'll try to look for other file sharing sites Link to comment Share on other sites More sharing options...
n2n1 Posted January 12 Share Posted January 12 Please see when there is time, is this format acceptable for hosting mod files for a MoLauncher: https://gitlab.com/n2n1/classic-style-hardcore/-/tree/main Link to comment Share on other sites More sharing options...
sphereii Posted January 12 Author Share Posted January 12 38 minutes ago, n2n1 said: Please see when there is time, is this format acceptable for hosting mod files for a MoLauncher: https://gitlab.com/n2n1/classic-style-hardcore/-/tree/main No, unfortunately not. You can create a Release on Gitlab, like we did on Github.com. On the side, click on Deploy -> Releases, then Create New Release. Add the full .zip file to the release. 1 Link to comment Share on other sites More sharing options...
n2n1 Posted January 13 Share Posted January 13 (edited) When i tried to upload a file, i was given a limit of 100mib. I think i did it in the release... i know that in order to use large files, you need to use LFS, but does this also apply to releases? https://imgur.com/fYlFynK Edited January 13 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
sphereii Posted January 13 Author Share Posted January 13 2 hours ago, n2n1 said: When i tried to upload a file, i was given a limit of 100mib. I think i did it in the release... i know that in order to use large files, you need to use LFS, but does this also apply to releases? https://imgur.com/fYlFynK That is the "release notes", meant for text. Look for "Add assets to release". Link to comment Share on other sites More sharing options...
n2n1 Posted January 14 Share Posted January 14 (edited) 11 hours ago, sphereii said: Look for "Add assets to release". That link only goes to the documentation. ( https://imgur.com/SXzOjqN ) I tried to use the URL field to redirect to a file that is located on my Yandex-disk, but as a result, when downloading a gitlab release, it does not contain the file from the Yandex-disk... (but it contains files that i have already deleted :D) Do you use both github and githlab? ( i have doubts that this is possible on gitLab...) Edited January 14 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
sowy Posted May 3 Share Posted May 3 Hi! When i tap on play button, 7dtd need a steam connection, but my internet is good, have a open steam and buy the game, what i need to do? Link to comment Share on other sites More sharing options...
sphereii Posted May 3 Author Share Posted May 3 10 hours ago, sowy said: Hi! When i tap on play button, 7dtd need a steam connection, but my internet is good, have a open steam and buy the game, what i need to do? Usually this is a permission issues. Try running the Mod Launcher as Administrator, or adding the mod launcher to steam as a non-steam game. Link to comment Share on other sites More sharing options...
maxdrift Posted July 19 Share Posted July 19 (edited) Hello, i cant get Perk Plus v1.3 to appear in the mod list after putting it in the modlet folder. can you please help me? Edited July 19 by maxdrift (see edit history) Link to comment Share on other sites More sharing options...
sphereii Posted July 19 Author Share Posted July 19 7 hours ago, maxdrift said: Hello, i cant get Perk Plus v1.3 to appear in the mod list after putting it in the modlet folder. can you please help me? Can you provide me to a link of the mod where you are getting it from for me to test? Link to comment Share on other sites More sharing options...
TheYellingMute Posted July 28 Share Posted July 28 On 7/19/2024 at 4:10 AM, sphereii said: Can you provide me to a link of the mod where you are getting it from for me to test? it was https://www.nexusmods.com/7daystodie/mods/5124?tab=description and i also found the issue. in the modinfo.xml they put <Config> and </Config> at the start and end instead of xml. changing them in notepad seems to have had it show up but it looks like it may not load properly while ingame Link to comment Share on other sites More sharing options...
TIQ Posted September 16 Share Posted September 16 I wonder where to report bugs inside the Mod Launcher. Discord invitation is expired and does not work anymore. So I'm playing the Afterlife mod, installed via the Mod Launcher and now wanted to add two external Modlets (zip files). I did as described in the youtube video. 1st issue: the zip files are extracted using the mods "DisplayName" instead of the "Name", which makes the load order break as it needs to be alphabetical and loaded after the overhaul to work as I understood. 2nd issue: The mods did extract to "\7D2DModLauncherV5\Mods\v1\Afterlife\Afterlife\Mods" but for some reason they are not loaded with the game. All other mods inside the folder are loaded, despite nothing is copied to my actual game mod folder. I do not understand how the Mod Launcher is supposed to work, since as described it should copy all mods to the game copy mods folder, but it doesn't. The folder stays emtpy but all Mods from Afterlife are loaded, not the external ones. Within the .ModAgent Folder they are not listed in the Mods.txt, so maybe there lies the dog buried. If you want me to report these bugs in another place, please send me the correct location and maybe update the discord invitation link with one not expiring. Link to comment Share on other sites More sharing options...
sphereii Posted September 16 Author Share Posted September 16 7 minutes ago, TIQ said: I wonder where to report bugs inside the Mod Launcher. Discord invitation is expired and does not work anymore. So I'm playing the Afterlife mod, installed via the Mod Launcher and now wanted to add two external Modlets (zip files). I did as described in the youtube video. 1st issue: the zip files are extracted using the mods "DisplayName" instead of the "Name", which makes the load order break as it needs to be alphabetical and loaded after the overhaul to work as I understood. 2nd issue: The mods did extract to "\7D2DModLauncherV5\Mods\v1\Afterlife\Afterlife\Mods" but for some reason they are not loaded with the game. All other mods inside the folder are loaded, despite nothing is copied to my actual game mod folder. I do not understand how the Mod Launcher is supposed to work, since as described it should copy all mods to the game copy mods folder, but it doesn't. The folder stays emtpy but all Mods from Afterlife are loaded, not the external ones. Within the .ModAgent Folder they are not listed in the Mods.txt, so maybe there lies the dog buried. If you want me to report these bugs in another place, please send me the correct location and maybe update the discord invitation link with one not expiring. I don't think it's an issue with the mod launcher, but rather something new that AfterLife is doing with modlets. Link to comment Share on other sites More sharing options...
TIQ Posted September 16 Share Posted September 16 10 minutes ago, sphereii said: I don't think it's an issue with the mod launcher, but rather something new that AfterLife is doing with modlets. Fastest answer ever. I was able to fix the second issue by adding both modlets to the end of the \7D2DModLauncherV5\Mods\v1\Afterlife\Afterlife\Mods\.ModAgent\Mods.txt file. With this list also mods folder name is not important, but still I think the external mods should be extraced with the Name and not DisplayName as the Folder (1st issue). Link to comment Share on other sites More sharing options...
sphereii Posted September 16 Author Share Posted September 16 1 minute ago, TIQ said: Fastest answer ever. I was able to fix the second issue by adding both modlets to the end of the \7D2DModLauncherV5\Mods\v1\Afterlife\Afterlife\Mods\.ModAgent\Mods.txt file. With this list also mods folder name is not important, but still I think the external mods should be extraced with the Name and not DisplayName as the Folder (1st issue). I don't think the mod launcher uses the DisplayName at all Link to comment Share on other sites More sharing options...
TIQ Posted September 16 Share Posted September 16 2 minutes ago, sphereii said: I don't think the mod launcher uses the DisplayName at all Have you checked out the External Modlets form? You open the modlet folder, add your zip files named whatever you like (I named mine "name this file as you like.zip"), press "Refresh", then "Process Modlets", check the Modlets folder again, they are extracted with the mods DisplayName (from ModInfo.xml inside the zip) as folder. Link to comment Share on other sites More sharing options...
sphereii Posted September 16 Author Share Posted September 16 5 minutes ago, TIQ said: Have you checked out the External Modlets form? You open the modlet folder, add your zip files named whatever you like (I named mine "name this file as you like.zip"), press "Refresh", then "Process Modlets", check the Modlets folder again, they are extracted with the mods DisplayName (from ModInfo.xml inside the zip) as folder. I'll take a look this evening. It always uses the Name, but maybe some wires are being crossed when it reads the ModInfo.xml. Link to comment Share on other sites More sharing options...
Bodoxic Posted September 20 Share Posted September 20 (edited) wondering if anyone can point me in the right direction, ive had to move all of my folder to a new drive, is there a way to change the file path from my E drive to my G drive, ive changed the default folder, but they all still say the old path EDIT: All good i worked it out, just need to change all the file paths in each folder in the modlauncher.cfg file Edited September 20 by Bodoxic didnt need to qoute my self (see edit history) Link to comment Share on other sites More sharing options...
keenkrozzy Posted October 4 Share Posted October 4 Sorry if this has already been answered, I tried looking for it. Can I host a config file that other players link in mod launcher to configure all the modlets used on our server without them needing to search and add each modlet? If so, can you provide an example? Link to comment Share on other sites More sharing options...
keenkrozzy Posted October 7 Share Posted October 7 On 10/4/2024 at 1:40 AM, keenkrozzy said: Sorry if this has already been answered, I tried looking for it. Can I host a config file that other players link in mod launcher to configure all the modlets used on our server without them needing to search and add each modlet? If so, can you provide an example? I figured it out sort of. It's not exactly what I wanted, but close enough. See my github repository here: https://github.com/keenkrozzy/7d2d-Cringe-Factory The only downside is that if there is updates made to the modlets, I have to first update the modlets myself and commit them to the repository. However, there is an upside to doing it this way: I can make custom changes to the modlet configs. For example; If I want to disable some vehicles from Bdub's vehicles on the server-side, I could also remove them from the client-side and reduce the download size. 1. Make the XML file, you can copy paste mine (ModLauncherConfig.xml) 2. Get the RAW link to it (there is a little button for the raw link in github) 3. Put the modlets in a Mods folder and upload to the repository. I am using github and github desktop to push commits, but there is other websites that will work as well for this. 4. Have your friends use 7D2D Mod Launcher and navigate to "Install New Mod" > "Add Custom URL" > paste your raw XML link. Link to comment Share on other sites More sharing options...
keenkrozzy Posted October 7 Share Posted October 7 2 hours ago, keenkrozzy said: I figured it out sort of. It's not exactly what I wanted, but close enough. See my github repository here: https://github.com/keenkrozzy/7d2d-Cringe-Factory The only downside is that if there is updates made to the modlets, I have to first update the modlets myself and commit them to the repository. However, there is an upside to doing it this way: I can make custom changes to the modlet configs. For example; If I want to disable some vehicles from Bdub's vehicles on the server-side, I could also remove them from the client-side and reduce the download size. 1. Make the XML file, you can copy paste mine (ModLauncherConfig.xml) 2. Get the RAW link to it (there is a little button for the raw link in github) 3. Put the modlets in a Mods folder and upload to the repository. I am using github and github desktop to push commits, but there is other websites that will work as well for this. 4. Have your friends use 7D2D Mod Launcher and navigate to "Install New Mod" > "Add Custom URL" > paste your raw XML link. I might have spoke too soon. Looks like the first person to try is having an issue where it won't let her download a version: This is what I see: Link to comment Share on other sites More sharing options...
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