Jump to content

Mod Manager [A20.5]


FilUnderscore
 Share

Recommended Posts

Posted (edited)

bLquUKP.png

 

[v1.0.2]

 

Mod Manager

 

Features:

  • Mods List/Settings UI accessible from the main menu. Enable/Disable and customize mod settings from mods that support the Mod Manager Mod Settings API.
  • Game mod list compatibility checking. Ensures you don't load a save with the wrong set of mods.
  • Better error handling. Shows a user-friendly dialog box with the option to copy/ignore the message instead of spamming the in-game console with no way to close it.
  • Mod version checking. Get notified if any new mod updates are available, as well as get compatibility updates about old/new mod versions with the current version of the game installed.
  • Custom Mod Loader. Load mods from multiple directories (as well as the new default %AppData%\7DaysToDie\Mods and the old 7DaysToDie\Mods program folder).
  • Mod Dependency Management. Prevent mods that are missing other mods from being loaded, causing errors during startup without any way to figure out what mod is causing it.

 

Download/Source:

 

> Latest Release for Alpha 20.5 b2: https://github.com/FilUnderscore/ModManager/releases/latest/download/ModManager.zip

 

> Previous Releases & Changelog: https://github.com/FilUnderscore/ModManager/releases

 

> Source Code: https://github.com/FilUnderscore/ModManager

 

Installation:

 

For Clients:

Note: This mod is not client-side EAC-compatible and will not run with EAC enabled due to how mod DLL loading works in A20.

 

Download and extract the latest release into the Mods folder in your 7 Days to Die install folder (create one if it does not exist).

 

Settings can be modified in the Mod Manager Settings Tab in the Mods menu.

 

Mod Developers (API):

 

The Mod Manager includes its own APIs to integrate with mods (C# currently, XPath/XML support coming soon), currently including a Mod Manifest API that allows your users to check for new mod versions within the in-game Mods menu, and a Mod Manager API (currently including a Mod Settings API to allow users to customize settings without needing to restart their game (and the UI is handled all by the Mod Manager). The API is written as a wrapper that can be included in your project as a source file, which allows for optional Mod Manager support - meaning no errors will be thrown if the user chooses not to use the Mod Manager with your mod).

 

More information about the API can be found here: https://github.com/FilUnderscore/ModManager/wiki/Mod-Integration

(Note: At the time of writing, the documentation is still incomplete!)

 

Mod Support:

 

SMXmenu support: https://github.com/FilUnderscore/ModManager/releases/download/1.0.2/ModManagerSMXmenuSupport.zip

 

Screenshots:

 

Xo4LabI.png

 

KRLa8sf.png

 

Mod settings support with Improved Hordes: https://community.7daystodie.com/topic/26781-improved-hordes-a205/

 

gne9qWf.png

 

RyOQCFj.png

 

ldefUSU.png

 

uqQUnkV.png

Edited by FilUnderscore (see edit history)
  • Like 3
Link to comment
Share on other sites

This is really cool stuff, thank you. I was able to run Darkfall, no errors, everything is fine. The question arose, is it possible to install several global mods? (I didn't check). 7D2D Modlauncher creates a copy of the game, as a result, the volume of the disk is filled with 3/4 copies.

mods.jpg

Link to comment
Share on other sites

43 minutes ago, Winkiss said:

This is really cool stuff, thank you. I was able to run Darkfall, no errors, everything is fine. The question arose, is it possible to install several global mods? (I didn't check). 7D2D Modlauncher creates a copy of the game, as a result, the volume of the disk is filled with 3/4 copies.

mods.jpg

If you're referring to loading mods from multiple different folders, then yes it is possible. In the Mod Manager Settings Tab, you can edit the "Mod Directories" setting to add more folders (separated by a semicolon, " ; "). The mod will then load any mods it finds in the folders you provide at startup.

Link to comment
Share on other sites

An attempt to run some global mods failed. Mods that have a unique/changed menu have a conflict.

For managing small mods, this is a great tool. It's cool to make changes right from the menu.

And for large/global mods, another tool is needed without a GUI or the ability to configure before running 7DTD.

Thanks, great job.

Link to comment
Share on other sites

Posted (edited)

MOD MANAGER 1.0.2 UPDATE RELEASED FOR ALPHA 20.5 B2.

 

Changelog:

 

Fixed

  • Error when attempting to create a new world using RWG.
  • Fixed versioning notifying of a new update when using a newer version than published in the remote manifest.

Mod Support

Edited by FilUnderscore (see edit history)
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...