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The 7D2D Mod Launcher - A Mod Launcher for 7 Days to Die


sphereii

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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?

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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.

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Github introduces some kind of "two-@%$# authentication".... is that the case with you too? :classic_huh:
...now i have to install some program that i don't need....
it would seem that everything was fine...

 

i?id=cb139fb913e32f396e44b8150f5b901b1aa
Modern man spends his life doing nonsense, instead of solving real tasks :classic_laugh:.

Edited by n2n1 (see edit history)
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20 minutes ago, n2n1 said:

Github introduces some kind of "two-@%$# authentication".... is that the case with you too? :classic_huh:
...now i have to install some program that i don't need....
it would seem that everything was fine...

 

i?id=cb139fb913e32f396e44b8150f5b901b1aa
Modern man spends his life doing nonsense, instead of solving real problems :classic_laugh:.

 

Haha. Yes, I think I have had that for a while now. I allowed my computer though, so I do not get prompted anymore.

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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 :classic_huh:

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  • 1 month later...
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.

 

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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". 

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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 by n2n1 (see edit history)
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  • 3 months later...

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? 

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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.

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  • 2 months later...
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?

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  • 2 weeks later...
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

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  • 1 month later...

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.

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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.

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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). 

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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

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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.

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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.  

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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 by Bodoxic
didnt need to qoute my self (see edit history)
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  • 2 weeks later...

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?

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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.

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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:

image.thumb.png.3abb1c2843ec88717935aa82fffccdb7.png

 

This is what I see:

image.thumb.png.44bb3395e7aac69f9d42bf49f0c6ea03.png

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