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(V1) Preppocalypse


arramus

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Here is a small update for Preppocalypse:

 

- A Mini Dire Wolf and Dire Fire Wolf variant will expand the Dire Wolf types.

The Mini Dire Wolf will appear in less hostile areas by day while the Dire Fire Wolf has its special place in the Wasteland and Horde Nights.

To keep with default features, the Mini Dire Wolf drops a strong loot bag, while the Dire Fire Wolf strong a boss loot bag and can be harvested for a silver nugget on top of proportional harvesting parts. Make the most of your Silver Rounds as the Dire Fire Wolf will treat those 'regular' rounds like being hit with a pea shooter.

 

- The Burnt Forest spawning has been re-calibrated in the day time to reflect the low number of default zombies spawning at a low probability. The Dire Wolves may also pay a visit as well....

 

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Just downloaded this for v1 and when i start i just get a black screen, though my ui is there and such. I recall i needed to spend some specific skill points for it to fade but i have no points to spend.

Edited by Ghiv (see edit history)
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The overhaul when we start with a black screen is the Wasteland Mod, with a requirement to spend 21 points for SPIFSAL. That isn't a requirement for Preppocalypse as it uses the default starting challenges method that takes you to a first Trader Rekt. If you are starting with a black screen in Preppocalypse, it will help to share your log to understand what exactly is loading and how any Mods are being processed.

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I have uninstalled and started with a fresh install of 7d2d and only have Preppocalypse and SCore installed. I think I found the logs, just need to find the right one.

 

I think this is the right portion:

2024-08-03T15:49:49 8.249 INF ApplyAllOptions streaming budget 18374.4 MB
2024-08-03T15:49:49 8.250 INF ApplyAllOptions current screen 3840 x 2160, 30hz, window 3840 x 2160, mode FullScreenWindow
2024-08-03T15:49:49 8.262 INF Texture quality is set to 0
2024-08-03T15:49:49 8.263 INF ApplyTextureFilter 2, AF Enable
2024-08-03T15:49:49 8.263 INF ApplyTerrainOptions 3
2024-08-03T15:49:49 8.655 INF [MODS] Start loading from: 'E:/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/../Mods'
2024-08-03T15:49:49 8.657 INF [MODS]   Trying to load from folder: '0_TFP_Harmony'
2024-08-03T15:49:49 8.675 INF [MODS]     Loaded Mod: TFP_Harmony (1.1.0.4)
2024-08-03T15:49:49 8.676 INF [MODS]   Trying to load from folder: '0-SCore-1.0.38.1615'
2024-08-03T15:49:49 8.691 INF [MODS]     Loaded Mod: 0-SCore_sphereii (1.0.38.1615)
2024-08-03T15:49:49 8.692 INF [MODS]   Trying to load from folder: 'V1-Preppocalypse'
2024-08-03T15:49:49 8.695 INF [MODS]     Loaded Mod: V1_Preppocalypse (1.1.0.0)
2024-08-03T15:49:49 8.696 INF [MODS] Initializing mod code
2024-08-03T15:49:49 8.696 INF [MODS]   Initializing mod TFP_Harmony
2024-08-03T15:49:49 8.705 INF [MODS]     Found ModAPI in TfpHarmony.dll, creating instance
2024-08-03T15:49:49 8.705 INF [MODS]       [Harmony] Init done
Fallback handler could not load library E:/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/MonoBleedingEdge/data-000002CD9B97C120.dll
2024-08-03T15:49:50 8.891 INF [MODS]     Initialized code in mod 'TFP_Harmony' from DLL 'TfpHarmony.dll'
2024-08-03T15:49:50 8.891 INF [MODS]   Initializing mod 0-SCore_sphereii
2024-08-03T15:49:50 8.893 INF [MODS]     Found ModAPI in SCore.dll, creating instance
2024-08-03T15:49:50 8.894 INF  Loading Patch: Harmony.SphereIICoreInit
2024-08-03T15:49:50 9.689 INF SCore:: Checking Installed Modlets...
2024-08-03T15:49:50 9.689 INF Loaded Mods From E:/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/../Mods
2024-08-03T15:49:50 9.690 INF Modlet List Hash: 1167258206
2024-08-03T15:49:50 9.690 INF SCore:: Done Checking Installed Modlets
2024-08-03T15:49:50 9.690 INF [MODS]     Initialized code in mod '0-SCore_sphereii' from DLL 'SCore.dll'
2024-08-03T15:49:50 9.691 INF [MODS] Loading done
2024-08-03T15:49:50 9.699 INF Pack 1809 us
2024-08-03T15:49:50 9.732 INF Pack 20900 us
2024-08-03T15:49:51 10.181 INF Pack 66220 us
2024-08-03T15:49:51 10.225 INF Pack 3340 us
2024-08-03T15:49:51 10.226 INF [MODS] Loading localization from mod: 0-SCore_sphereii
2024-08-03T15:49:51 10.230 INF [MODS] Loading localization from mod: V1_Preppocalypse
2024-08-03T15:49:51 10.244 INF Loading permissions file at 'C:\Users\*\AppData\Roaming/7DaysToDie\Saves/serveradmin.xml'
2024-08-03T15:49:51 10.255 INF Loading permissions file done.
2024-08-03T15:49:51 10.283 INF GameSense server not found (no props file), disabling
2024-08-03T15:49:51 10.284 INF [PartyQuests] Initialized
2024-08-03T15:49:51 10.287 INF Awake done in 2230 ms
2024-08-03T15:49:51 10.364 INF [XUi] Instantiating XUi from default prefab.
2024-08-03T15:49:51 10.368 INF [XUi] XUi instantiation completed in 3 ms
2024-08-03T15:49:51 10.420 INF [XUi] Loading XUi asynchronously
2024-08-03T15:49:51 10.429 INF Updated culture for display texts
2024-08-03T15:49:52 10.994 INF Reloading serveradmin.xml
2024-08-03T15:49:52 10.995 INF Loading permissions file at 'C:\Users\*\AppData\Roaming/7DaysToDie\Saves/serveradmin.xml'
 

Edited by Ghiv
found log files (see edit history)
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I found the issue, I used an uninstaller to remove the modlauncher and 7d2d, and found that 7d2d was still installed via steam, there was conflicting data from different sources it seems. I ran it from steam and it now works as it should. Thank you for the help.

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I am looking forward to making a playthrough for the new 1.0 B333 Preppocalypse. However, I have a few questions before I start. Since 1.0 changed the traders and where they show up will Preppo still have it's own trader setup and is there still a chance to find the multi trader compound? Also is there a way to get a bigger tool belt if I wanted too or is that not changeable? And will other NPC mod packs work with this overhaul like the pets pack please? Thank you for any help and information you can provide!! :)

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V1.0 requires players to start at Trader Rekt's. If this does not occur, it will not direct players to Trader Jen's once the tier has been completed. To avoid any progression compatibility issues, the Trio-Tech multi trader and Old West Trader Bob have been removed. This ensures they remain compliant with how V1.0 places them all in their own specific biomes. It is too early to reconsider this option as things were changing a lot in experimental, and there is still the need for an additional experimental, or stable update for pending bugs.

 

The bigger toolbelt mod (15 slot) worked in A21 with minimal interface issues. There is no reason it won't work with V1.0, but that is not something I test.

The NPC Mod and its Add On Packs works well with Preppocalypse. In fact, the 0-Score part of the NPC Mod allows the Craft from Containers feature to work automatically once installed. Darkstardragon also released a Prepperz Add On Pack which adds two small POIs to an RWG and places an NPC in each for hire as helpers. That is all documented on the NPC Mod thread though.

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20 minutes ago, arramus said:

V1.0 requires players to start at Trader Rekt's. If this does not occur, it will not direct players to Trader Jen's once the tier has been completed. To avoid any progression compatibility issues, the Trio-Tech multi trader and Old West Trader Bob have been removed. This ensures they remain compliant with how V1.0 places them all in their own specific biomes. It is too early to reconsider this option as things were changing a lot in experimental, and there is still the need for an additional experimental, or stable update for pending bugs.

 

The bigger toolbelt mod (15 slot) worked in A21 with minimal interface issues. There is no reason it won't work with V1.0, but that is not something I test.

The NPC Mod and its Add On Packs works well with Preppocalypse. In fact, the 0-Score part of the NPC Mod allows the Craft from Containers feature to work automatically once installed. Darkstardragon also released a Prepperz Add On Pack which adds two small POIs to an RWG and places an NPC in each for hire as helpers. That is all documented on the NPC Mod thread though.

Thanks for the information. This was really helpful! I will try the toolbelt myself to see if that works. However, it is a bit of a bummer than we are still stuck with Rekt since he is the trader I really hate. Does this mean we can't go into another biome and find another trader? 

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This is how the Traders are working out for V1.0 as an example. This is not just for Preppocalypse, but also in default.

 

1. We start in the Pine Forest and since only Trader Rekt is in that Biome, he is the first Trader we visit. The game ensures only the Pine Forest trader is selected.

2. After completing those 10 Tier 1 quests with Rekt, we get given the Next Trader quest to visit Jen in the Burnt Forest.

3. If we were to visit Jen just to complete that Next Trader quest, but then move back to the Rekt area, since we may have a base there, it would not initiate a Next Trader quest for Trader Bob after we complete another 10 quests. We would have to physically return to Jen and she would then give us the location of Bob.

 

The Trader Progression features seem to require that we move with each Tier completion, but there is no explanation or instruction about what will happen if we don't. As such, a player may stick with 1 trader without realising they are unlocking other Next Traders, since they aren't being presented it until they visit the next Trader in the sequence. Until that is ironed out, adding custom Traders will just make things more complicated.

As soon as Rekt is complete, it may be best to just up and leave that area and be close to Jen. I'll probably do that until I get to Bob as I like the desert biome. I have also been visiting traders in all biomes even though they aren't unlocked through Next Trader Routes and it all works out just fine. It's the Next Trader progression which seems to require a revisit as it's not very user friendly.

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21 minutes ago, arramus said:

This is how the Traders are working out for V1.0 as an example. This is not just for Preppocalypse, but also in default.

 

1. We start in the Pine Forest and since only Trader Rekt is in that Biome, he is the first Trader we visit. The game ensures only the Pine Forest trader is selected.

2. After completing those 10 Tier 1 quests with Rekt, we get given the Next Trader quest to visit Jen in the Burnt Forest.

3. If we were to visit Jen just to complete that Next Trader quest, but then move back to the Rekt area, since we may have a base there, it would not initiate a Next Trader quest for Trader Bob after we complete another 10 quests. We would have to physically return to Jen and she would then give us the location of Bob.

 

The Trader Progression features seem to require that we move with each Tier completion, but there is no explanation or instruction about what will happen if we don't. As such, a player may stick with 1 trader without realising they are unlocking other Next Traders, since they aren't being presented it until they visit the next Trader in the sequence. Until that is ironed out, adding custom Traders will just make things more complicated.

As soon as Rekt is complete, it may be best to just up and leave that area and be close to Jen. I'll probably do that until I get to Bob as I like the desert biome. I have also been visiting traders in all biomes even though they aren't unlocked through Next Trader Routes and it all works out just fine. It's the Next Trader progression which seems to require a revisit as it's not very user friendly.

Does that mean that I can just go to the desert and do all of the quest with Bob instead? I don't mind visiting Jen either as well. I just don't like dealing with Rekt, because he is extremely rude and too nasty for my taste. I'd just as well as let the zombies have him if I could lol. 

Edited by CajunBeauty (see edit history)
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Here are the steps for mostly bypassing Rekt.

 

1. Complete the initial starter quest and be directed to Rekt at least once since it triggers the other challenges to activate.

2. Complete or avoid that first digging quest.

3. Go to another trader to complete Tier 1.

4. Once you have completed the 10, they will not direct you to Jen. You have to visit Rekt again just to pick up that Next Trader Quest.

After that, Rekt is done.

 

The last updates added a new feature in the game menus where we can disable Rekt's profanities. He will still be rude though.

The 0-Score mod also has a feature when we go to the Escape menu that can filter him as well.

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On 8/7/2024 at 12:49 AM, arramus said:

Here are the steps for mostly bypassing Rekt.

 

1. Complete the initial starter quest and be directed to Rekt at least once since it triggers the other challenges to activate.

2. Complete or avoid that first digging quest.

3. Go to another trader to complete Tier 1.

4. Once you have completed the 10, they will not direct you to Jen. You have to visit Rekt again just to pick up that Next Trader Quest.

After that, Rekt is done.

 

The last updates added a new feature in the game menus where we can disable Rekt's profanities. He will still be rude though.

The 0-Score mod also has a feature when we go to the Escape menu that can filter him as well.

Thank you! And I hope someone comes up with a way to make him nicer too, because he should not be talking to a lady like that no matter what the circumstances are. That just makes me want to beat him up instead of helping him pay the Duke lol. I also tested out the 15 slot toolbelt, but it doesn't play nice with the Preppo UI. It adds another row on top of the other toolbelt and it overlaps the inventory window as well as some of the slots on the top row will make things disappear if they are placed in those slots. Atleast I tried. This just means needing to keep more in my inventory and going in and out of inventory more often for the tools I need. But I rather do that then lose needed items.

Edited by CajunBeauty (see edit history)
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I rarely check compatibility with other mods because there are just so many out there. They are also prone to change, and any feedback may not be valid at a later date. This is very much up to the end user to check.

 

However, this mod came to my attention a week ago as part of a bug issue that was reported. These lootable zombie mods typically change the amount of time zombies stay on the ground from a default 30 seconds to over 10 minutes. This will cause performance issues during a Horde Night as the bodies pile up. FPS can drop significantly.

As such, they are compatible, but bring their own issues.

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39 minutes ago, arramus said:

I rarely check compatibility with other mods because there are just so many out there. They are also prone to change, and any feedback may not be valid at a later date. This is very much up to the end user to check.

 

However, this mod came to my attention a week ago as part of a bug issue that was reported. These lootable zombie mods typically change the amount of time zombies stay on the ground from a default 30 seconds to over 10 minutes. This will cause performance issues during a Horde Night as the bodies pile up. FPS can drop significantly.

As such, they are compatible, but bring their own issues.

I was just asking, because most of the zombies would just show up as empty without loot and I was confused and wondering why since another lootable zombies mod I had used with A21 had loot in almost every zombie. This was merely to help me troubleshoot the mod to rule out compatibility issues with the Preppocalypse overhaul mod. Thank you for all of the information. I either need to figure out if I can fix this or hope that the other lootable zombies mod gets updated for 1.0 soon so I can make my loot goblin happy. 

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There are two YouTube links in the very opening post. The first is for Hirnsturz and is primarily in German, but he plays in English and sometimes talks in English. He plays very thoughtfully and shows everything very well. The second is a New Zealand streamer who players with her sister. They are casual streamers who have some impulsive moments, but are experienced in Preppo and 7 Days in general.

They have streamed quite a few already for this series and it'll show how it's working out.

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I'm hoping you can help me. I'm receiving the following errors & I'm not sure why. I have done fresh installs of all 3 mods but not the game itself. I'm hoping it's something simple that I'm overlooking.  I don't use the Nexus installer. I place them directly in the mods folder via the Program Files (x86) path.  

 

I really like what I've played so far (even with whatever I may be missing due to the errors). Thanks for making it!

 

Spoiler

2024-08-12T16:33:36 8.386 INF ApplyAllOptions streaming budget 10799.1 MB
2024-08-12T16:33:36 8.388 INF ApplyAllOptions current screen 3440 x 1440, 164.999hz, window 3440 x 1440, mode FullScreenWindow
2024-08-12T16:33:36 8.392 INF Texture quality is set to 0
2024-08-12T16:33:36 8.392 INF ApplyTextureFilter 3, AF Enable
2024-08-12T16:33:36 8.393 INF ApplyTerrainOptions 4
2024-08-12T16:33:36 8.825 INF [MODS] Start loading from: 'C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/../Mods'
2024-08-12T16:33:36 8.828 INF [MODS]   Trying to load from folder: '0-SCore-1.0.46.1010'
2024-08-12T16:33:36 8.845 INF [MODS]     Loaded Mod: 0-SCore_sphereii (1.0.46.1010)
2024-08-12T16:33:36 8.846 INF [MODS]   Trying to load from folder: 'BdubsVehicles'
2024-08-12T16:33:36 8.847 INF [MODS]     Loaded Mod: Bdubs_Vehicles (1.0.0.4)
2024-08-12T16:33:36 8.847 INF [MODS]   Trying to load from folder: 'V1-Preppocalypse'
2024-08-12T16:33:36 8.849 INF [MODS]     Loaded Mod: V1_Preppocalypse (1.1.0.0)
2024-08-12T16:33:36 8.849 INF [MODS] Initializing mod code
2024-08-12T16:33:36 8.850 INF [MODS]   Initializing mod 0-SCore_sphereii
2024-08-12T16:33:36 8.852 INF [MODS]     Found ModAPI in SCore.dll, creating instance
2024-08-12T16:33:36 8.855 ERR [MODS]     Failed initializing ModAPI instance on mod '0-SCore_sphereii' from DLL 'SCore.dll'
2024-08-12T16:33:36 8.858 EXC Could not load file or assembly '0Harmony, Version=2.13.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
  at Mod.InitModCode () [0x0009d] in <40e9b6e9762f43cf836123d0f549ad32>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
Mod:InitModCode()
ModManager:LoadMods()
GameManager:Awake()

2024-08-12T16:33:36 8.863 INF [MODS]   Initializing mod Bdubs_Vehicles
2024-08-12T16:33:36 8.863 INF [MODS]     Found ModAPI in IDCSellingFix.dll, creating instance
2024-08-12T16:33:36 8.864 ERR [MODS]     Failed initializing ModAPI instance on mod 'Bdubs_Vehicles' from DLL 'IDCSellingFix.dll'
2024-08-12T16:33:36 8.864 EXC Could not load file or assembly '0Harmony, Version=2.13.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
  at Mod.InitModCode () [0x0009d] in <40e9b6e9762f43cf836123d0f549ad32>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
Mod:InitModCode()
ModManager:LoadMods()
GameManager:Awake()

2024-08-12T16:33:36 8.864 INF [MODS] Loading done
2024-08-12T16:33:37 8.871 INF Pack 2290 us
2024-08-12T16:33:37 8.894 INF Pack 10779 us
2024-08-12T16:33:37 8.990 INF Pack 39800 us
2024-08-12T16:33:37 9.015 INF Pack 9777 us
2024-08-12T16:33:37 9.156 INF Pack 58432 us
2024-08-12T16:33:37 9.170 INF Pack 4117 us
2024-08-12T16:33:37 9.171 INF [MODS] Loading localization from mod: 0-SCore_sphereii
2024-08-12T16:33:37 9.172 INF [MODS] Loading localization from mod: Bdubs_Vehicles
2024-08-12T16:33:37 9.173 INF [MODS] Loading localization from mod: V1_Preppocalypse
2024-08-12T16:33:37 9.189 INF Loading permissions file at 'C:\Users\tracy\AppData\Roaming/7DaysToDie\Saves/serveradmin.xml'
2024-08-12T16:33:37 9.203 INF Loading permissions file done.
2024-08-12T16:33:37 9.238 INF GameSense server not found (no props file), disabling
2024-08-12T16:33:37 9.240 INF [PartyQuests] Initialized
2024-08-12T16:33:37 9.244 INF Awake done in 1082 ms
2024-08-12T16:33:37 9.277 ERR Error loading types from assembly C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\0-SCore-1.0.46.1010\SCore.dll
2024-08-12T16:33:37 9.278 EXC Could not load file or assembly '0Harmony, Version=2.13.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
  at (wrapper managed-to-native) System.MonoCustomAttrs.GetCustomAttributesDataInternal(System.Reflection.ICustomAttributeProvider)
  at System.MonoCustomAttrs.GetCustomAttributesDataBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) [0x00010] in <467a840a914a47078e4ae9b0b1e8779e>:0 
  at System.MonoCustomAttrs.GetCustomAttributesData (System.Reflection.ICustomAttributeProvider obj, System.Boolean inherit) [0x00011] in <467a840a914a47078e4ae9b0b1e8779e>:0 
  at System.Reflection.CustomAttributeData.GetCustomAttributesInternal (System.RuntimeType target) [0x00000] in <467a840a914a47078e4ae9b0b1e8779e>:0 
  at System.RuntimeType.GetCustomAttributesData () [0x00000] in <467a840a914a47078e4ae9b0b1e8779e>:0 
  at System.Reflection.MemberInfo.get_CustomAttributes () [0x00000] in <467a840a914a47078e4ae9b0b1e8779e>:0 
  at ReflectionHelpers.MemberHasAttribute (System.Reflection.MemberInfo _memberInfo, System.Type _attributeType) [0x00000] in <40e9b6e9762f43cf836123d0f549ad32>:0 
  at ReflectionHelpers.FindTypesWithAttribute[T] (System.Action`1[T] _typeFoundCallback, System.Boolean _allowAbstract) [0x00058] in <40e9b6e9762f43cf836123d0f549ad32>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
ReflectionHelpers:FindTypesWithAttribute(Action`1, Boolean)
XmlPatcher:.cctor()
<PatchAndLoadXuiXml>d__100:MoveNext()
ThreadManager:RunCoroutineSync(IEnumerator)
LocalPlayerUI:Start()

2024-08-12T16:33:37 9.278 ERR Error loading types from assembly C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\BdubsVehicles\IDCSellingFix.dll
2024-08-12T16:33:37 9.278 EXC Could not load file or assembly '0Harmony, Version=2.13.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
  at (wrapper managed-to-native) System.MonoCustomAttrs.GetCustomAttributesDataInternal(System.Reflection.ICustomAttributeProvider)
  at System.MonoCustomAttrs.GetCustomAttributesDataBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) [0x00010] in <467a840a914a47078e4ae9b0b1e8779e>:0 
  at System.MonoCustomAttrs.GetCustomAttributesData (System.Reflection.ICustomAttributeProvider obj, System.Boolean inherit) [0x00011] in <467a840a914a47078e4ae9b0b1e8779e>:0 
  at System.Reflection.CustomAttributeData.GetCustomAttributesInternal (System.RuntimeType target) [0x00000] in <467a840a914a47078e4ae9b0b1e8779e>:0 
  at System.RuntimeType.GetCustomAttributesData () [0x00000] in <467a840a914a47078e4ae9b0b1e8779e>:0 
  at System.Reflection.MemberInfo.get_CustomAttributes () [0x00000] in <467a840a914a47078e4ae9b0b1e8779e>:0 
  at ReflectionHelpers.MemberHasAttribute (System.Reflection.MemberInfo _memberInfo, System.Type _attributeType) [0x00000] in <40e9b6e9762f43cf836123d0f549ad32>:0 
  at ReflectionHelpers.FindTypesWithAttribute[T] (System.Action`1[T] _typeFoundCallback, System.Boolean _allowAbstract) [0x00058] in <40e9b6e9762f43cf836123d0f549ad32>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
ReflectionHelpers:FindTypesWithAttribute(Action`1, Boolean)
XmlPatcher:.cctor()
<PatchAndLoadXuiXml>d__100:MoveNext()
ThreadManager:RunCoroutineSync(IEnumerator)
LocalPlayerUI:Start()

 

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Ah yes. Not a big issue, but something to be careful about for the future.

V1.0 adds a new mod to the Mods folders. It is called:

 

0_TFP_Harmony

 

This mod allows other mods to load that are using a Harmony Patch approach to change or add new code directly into the game, beyond 'simple' xml modding.

 

Without this mod, 0-Score is unable to load and that is the error message being shown in the log.

 

Validating your game files will reinstall that missing default game mod, and loading should be a better experience after that.

 

 

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Greetings,

My friend and I are loving your V1.0 mod.  We've also enjoyed the A21 as well.  The question I have at the moment is about the prepper miner.  We are wondering for the resources it gathers, is it dependent on the region it is placed?  For example, if we place it in the Pine Forest, will it get oil shale and if so, would be get more of it if is placed in the desert instead?  Also do the skills or perks affect the amount of items in the miners with someone who has for example lucky looter 5?  Because in the group I play in, my friend has the skills to make the miners, but I'm usually the looter, so would it be better for me to check the miners, fish traps, bee hives, and chicken coops or it doesn't matter about what skills or perks one has when emptying out those particular units.  Thank you.

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