Beard_One Posted February 22, 2018 Share Posted February 22, 2018 The 7d2d Launcher is a great idea! I have a few questions, however... (Please keep in mind that i only ever play 7dtd with friends so all mods need to work on MP. Thanks) 1) How is it decided which mods packs are included? Not questioning the selections; just wanting to understand them... How and when is the list updated? 2) Are they all always 100% up to date and expected to work? I tried the latest Valmod and got an error message on killing a walker... I was also really interested in the TRUE SURVIVAL mod but it was 16.2 and crashed out while loading...? 3) Is the 7d2d Launcher the "standard" way that modders and fans play modded versions of 7dtd? 4) Am i right in assuming that other than making and uploading a whole new mod pack, it is not really possible to combine either more than one mod? 5) When cool individual mods are released on the 7dtd forums (for example, rotating bridges) - how are these "normally" implemented? They cant be done via SDX because they are more than xml changes, and you cant combine them easily with other mods via the 7d2d Launcher - so how do people implement and use them? 6) Thank you! Link to comment Share on other sites More sharing options...
Guppycur Posted February 22, 2018 Share Posted February 22, 2018 1 - The mod author contacts Sphereii to have it added. Alternatively, you can set up a mod manually to include. 2 - As long as the mod author updates the zip file that they told sphereii to point to, then yes. 3 - It's becoming that way; more and more modders are using it as a one-shop-stop to distribute their mod. 4 - It depends on the mod. If say, valmod edits the blocks.xml (and it does) and then say, Ravenherst does as well (and it does), then those two mods are not compatible. However, Valmod IS compatible with the Compo Pack because they don't edit the same xml's. Sphereii is working on separating what works with what, so be on the lookout for what he calls "modlets". 5 - SDX is how you implement them. SDX isn't really a launcher, although it can be used as one. 6 - No problem. I'll be surprised if sphereii hasn't answered this by the time I hit "Post". - - - Updated - - - color me surprised. Link to comment Share on other sites More sharing options...
Gamida Posted February 23, 2018 Share Posted February 23, 2018 6 - No problem. I'll be surprised if sphereii hasn't answered this by the time I hit "Post". - - - Updated - - - color me surprised. I think he was busy feeding and clothing some homeless orphans and then helping rebuild some church or something similar. Link to comment Share on other sites More sharing options...
sphereii Posted February 23, 2018 Share Posted February 23, 2018 Not sure how I missed that =D Let me know if you have any questions. Guppycur has answered most of them I believe Link to comment Share on other sites More sharing options...
Beard_One Posted February 23, 2018 Author Share Posted February 23, 2018 I think I understand... A few more questions, if I may (and thank you very much for your help)... 5) When cool individual mods are released on the 7dtd forums (for example, rotating bridges) - how are these "normally" implemented? They cant be done via SDX because they are more than xml changes, and you cant combine them easily with other mods via the 7d2d Launcher - so how do people implement and use them? 5 - SDX is how you implement them. SDX isn't really a launcher, although it can be used as one. I'm sorry, but I don't fully understand this... Just to clarify, does that mean I would use SDX to "build" the mods and combine mods, but then upload the whole modded copy of the game and use 7d2d Launcher to distribute/launch them as one "mod"? Next question - when i have a mod i want to upload, must it be done a certain way? Does it need to be zipped/compressed? How must it be saved (in this instance, i'd be using a dropbox link)? Again, huge thanks! Always learning! And as a separate note - to sphereii - excellent work! This kind of thing is bringing enjoyment to a lot of people; you should be very proud of yourself! So a personal thank you to you! Link to comment Share on other sites More sharing options...
sphereii Posted February 23, 2018 Share Posted February 23, 2018 I think I understand... A few more questions, if I may (and thank you very much for your help)... I'm sorry, but I don't fully understand this... Just to clarify, does that mean I would use SDX to "build" the mods and combine mods, but then upload the whole modded copy of the game and use 7d2d Launcher to distribute/launch them as one "mod"? Next question - when i have a mod i want to upload, must it be done a certain way? Does it need to be zipped/compressed? How must it be saved (in this instance, i'd be using a dropbox link)? Again, huge thanks! Always learning! And as a separate note - to sphereii - excellent work! This kind of thing is bringing enjoyment to a lot of people; you should be very proud of yourself! So a personal thank you to you! Thank you for your kind words. Yes, this allows you to pre build an sdx, and distribute it. I usually suggest GitHub for hosting, and create a folder structure that let's people copy and paste it into their folder. I am on mobile now, but I can link you a few repos to look over. Link to comment Share on other sites More sharing options...
matt1990 Posted February 24, 2018 Share Posted February 24, 2018 Figuring out the launcher Im in the same boat but i have errors pre snycing starvation mod what can i do to fix this Link to comment Share on other sites More sharing options...
sphereii Posted February 24, 2018 Share Posted February 24, 2018 Im in the same boat but i have errors pre snycing starvation mod what can i do to fix this As mentioned in other threads, GitHub changed their authentication methods. I haven't been home to fix and push an update for it yet. That's why some people are having issues with the .mod Launcher Link to comment Share on other sites More sharing options...
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