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

Probably a basic question but I read through many pages and didn't see an easy answer. I use 7d2d mod launcher for many mods and it is awesome. I want to use it for playing a game with a friend on a19 experimental.  It doesn't seem to autoupdate when experimental updates.  What do I need to do to update to latest experimental? (I am also hosting the game) I thought about redownloading but I don't want to wipe save games. 

Thanks

 
I am mainly just want to be able to run alpha 19 mods but it doesn't show up.
I am not familiar with all that is installed on your PC, but the error message indicates something is still blocking the mod launcher.

Probably a basic question but I read through many pages and didn't see an easy answer. I use 7d2d mod launcher for many mods and it is awesome. I want to use it for playing a game with a friend on a19 experimental.  It doesn't seem to autoupdate when experimental updates.  What do I need to do to update to latest experimental? (I am also hosting the game) I thought about redownloading but I don't want to wipe save games. 

Thanks
You would need to re-install and re-download the latest experimental. Part of the feature of the mod launcher is that it preserves the state of your game + mod version, without getting auto-updates from the base game. Unfortunately, that works against playing latest_experimental, where we actually want to see the updates.

 
I am not familiar with all that is installed on your PC, but the error message indicates something is still blocking the mod launcher.

You would need to re-install and re-download the latest experimental. Part of the feature of the mod launcher is that it preserves the state of your game + mod version, without getting auto-updates from the base game. Unfortunately, that works against playing latest_experimental, where we actually want to see the updates.
So that would entail a delete downloads and then a reinstall?  I assume since I have SAVE ALL GAMES LOCAL TO MOD I don't want to do a delete complete.  So if I just delete downloads and then reinstall the latest experimental I just be updated and my save game should still be there?

Thanks for the help and a great tool.

 
@sphereii, after installing Ravenhearst from the Launcher, I'm having the following issue after clicking on "manage modlets":

System.NullReferenceException: Referência de objeto não definida para uma instância de um objeto.
   em _7D2DLauncher.frmModDownloader.ReadLocalModInfo(String strReadFile, String Filter) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 849
   em _7D2DLauncher.frmModDownloader.FindLocalUnlistedMods(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 269
   em _7D2DLauncher.frmModDownloader.SetDataTableToGrid(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 204
   em _7D2DLauncher.frmModDownloader.RefreshGrid() na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 190
   em _7D2DLauncher.frmModDownloader.frmModDownloader_Shown(Object sender, EventArgs e) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 104
   em System.Windows.Forms.Form.OnShown(EventArgs e)
   em System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
   em System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   em System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
   em System.Windows.Forms.Control.InvokeMarshaledCallbacks()

image.png

Where you read "linha" means "line"

Can you help me to fix it ?

obs: I've already tried to run as admin

tks

 
So that would entail a delete downloads and then a reinstall?  I assume since I have SAVE ALL GAMES LOCAL TO MOD I don't want to do a delete complete.  So if I just delete downloads and then reinstall the latest experimental I just be updated and my save game should still be there?

Thanks for the help and a great tool.
Sorry for the delay. Save games are in the game folder, but outside of it, so you should be safe.

@sphereii, after installing Ravenhearst from the Launcher, I'm having the following issue after clicking on "manage modlets":

System.NullReferenceException: Referência de objeto não definida para uma instância de um objeto.
   em _7D2DLauncher.frmModDownloader.ReadLocalModInfo(String strReadFile, String Filter) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 849
   em _7D2DLauncher.frmModDownloader.FindLocalUnlistedMods(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 269
   em _7D2DLauncher.frmModDownloader.SetDataTableToGrid(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 204
   em _7D2DLauncher.frmModDownloader.RefreshGrid() na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 190
   em _7D2DLauncher.frmModDownloader.frmModDownloader_Shown(Object sender, EventArgs e) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 104
   em System.Windows.Forms.Form.OnShown(EventArgs e)
   em System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
   em System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   em System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
   em System.Windows.Forms.Control.InvokeMarshaledCallbacks()

View attachment 15817

Where you read "linha" means "line"

Can you help me to fix it ?

obs: I've already tried to run as admin

tks
There's a non-standard modlet in Ravenhearst with upper nodes. Take a look in the Mods/0-Ravenhearst_BookRemoval's ModInfo.xml, and change the <Robobear> to <xml>, with a matching </xml>

 
Sorry for the delay. Save games are in the game folder, but outside of it, so you should be safe.

There's a non-standard modlet in Ravenhearst with upper nodes. Take a look in the Mods/0-Ravenhearst_BookRemoval's ModInfo.xml, and change the <Robobear> to <xml>, with a matching </xml>


Not sure if I did something wrong, but the error persists:

************** Texto de Exceção **************
System.NullReferenceException: Referência de objeto não definida para uma instância de um objeto.
   em _7D2DLauncher.frmModDownloader.ReadLocalModInfo(String strReadFile, String Filter) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 849
   em _7D2DLauncher.frmModDownloader.FindLocalUnlistedMods(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 269
   em _7D2DLauncher.frmModDownloader.SetDataTableToGrid(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 204
   em _7D2DLauncher.frmModDownloader.RefreshGrid() na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 190
   em _7D2DLauncher.frmModDownloader.frmModDownloader_Shown(Object sender, EventArgs e) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 104
   em System.Windows.Forms.Form.OnShown(EventArgs e)
   em System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
   em System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   em System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
   em System.Windows.Forms.Control.InvokeMarshaledCallbacks()

Also, made the change as said:

image.png

 
Not sure if I did something wrong, but the error persists:

************** Texto de Exceção **************
System.NullReferenceException: Referência de objeto não definida para uma instância de um objeto.
   em _7D2DLauncher.frmModDownloader.ReadLocalModInfo(String strReadFile, String Filter) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 849
   em _7D2DLauncher.frmModDownloader.FindLocalUnlistedMods(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 269
   em _7D2DLauncher.frmModDownloader.SetDataTableToGrid(DataTable dt) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 204
   em _7D2DLauncher.frmModDownloader.RefreshGrid() na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 190
   em _7D2DLauncher.frmModDownloader.frmModDownloader_Shown(Object sender, EventArgs e) na C:\Users\Jeff\Documents\GitHub\7D2DModLauncher\7D2DLauncher\7D2DLauncher\ModDownloader.cs:linha 104
   em System.Windows.Forms.Form.OnShown(EventArgs e)
   em System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
   em System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   em System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   em System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
   em System.Windows.Forms.Control.InvokeMarshaledCallbacks()

Also, made the change as said:

View attachment 15819
YOu change looks fine. There's probably another modlet in there with a similar problem

 
YOu change looks fine. There's probably another modlet in there with a similar problem
Well, I deleted both Removal's book and ZPallets modlets and seemed to work.
 

spacer.png
spacer.png


 
Question: Is there a link/docs that describe what files needs to exist to get a modlet in a "launcher compatible format"? I'm thinking of requesting some be listed in the launcher.

Details:

I've looked around and I've found several different formats/explanations for launcher compatible mods and I'm not sure what's "current". There's this link How to make a Mod Launcher Configuration File but I've also seen references to people making a "mod.xml" file inside their modlet that has a different format than "ModInfo.xml" (they use both files?) and they don't have a mod launcher configuration file in their repo, and some people seem to be just using "ModInfo.xml"?

Note: I have all my modlets in different Github repos, if that changes anything. I make a github "release" for every version that is compatible with the game, so if someone wants to play game version, say, a18.2 they can (in theory) manually clone a specific modlet release for a18.2 if I have one.  I feel this setup means I should probably make a repository for just the single mod launcher Configuration File that points to all the modlets I want to list (and in each listing for the modlet, I can put the last supported game version of each modlet?). Do I have to do anything special inside each modlet's folder, like make changes to ModInfo.xml, or have another xml file just for the launcher in each modlet?

I feel like I'm making things too complicated, but I also don't want to break anything if people start using my modlets in the launcher and I start making updates to my modlets

 
Question: Is there a link/docs that describe what files needs to exist to get a modlet in a "launcher compatible format"? I'm thinking of requesting some be listed in the launcher.

Details:

I've looked around and I've found several different formats/explanations for launcher compatible mods and I'm not sure what's "current". There's this link How to make a Mod Launcher Configuration File but I've also seen references to people making a "mod.xml" file inside their modlet that has a different format than "ModInfo.xml" (they use both files?) and they don't have a mod launcher configuration file in their repo, and some people seem to be just using "ModInfo.xml"?

Note: I have all my modlets in different Github repos, if that changes anything. I make a github "release" for every version that is compatible with the game, so if someone wants to play game version, say, a18.2 they can (in theory) manually clone a specific modlet release for a18.2 if I have one.  I feel this setup means I should probably make a repository for just the single mod launcher Configuration File that points to all the modlets I want to list (and in each listing for the modlet, I can put the last supported game version of each modlet?). Do I have to do anything special inside each modlet's folder, like make changes to ModInfo.xml, or have another xml file just for the launcher in each modlet?

I feel like I'm making things too complicated, but I also don't want to break anything if people start using my modlets in the launcher and I start making updates to my modlets
The mod launcher isn't that fancy.  What it does for modlet is index github or gitlab repos. It doesn't look for releases, but you could have a different repo for each Alpha18, Alpha 19, etc. 

For example, here's one of my smaller ones: https://github.com/7D2DMods/Mods

The mod launcher has that path, and finds all the ModInfo.xmls for that. 

 
The mod launcher isn't that fancy.  What it does for modlet is index github or gitlab repos. It doesn't look for releases, but you could have a different repo for each Alpha18, Alpha 19, etc. 

For example, here's one of my smaller ones: https://github.com/7D2DMods/Mods

The mod launcher has that path, and finds all the ModInfo.xmls for that. 
Ahh. So all I need to do is create a Mod Launcher Configuration File (pointing to all my repos, descriptions, etc) and then I contact you to add the URL to that file to the launcher...database?   It seems this would make it easier on you to maintain a URL to 1 thing vs all the URLs to all my mods, and any future ones as mine are all broken up into individual repos....  You mention just pointing the launcher to a single repo and it can "index" all the mods there and I believe that's the "recommended" way of storing mods (many in 1 repo) but is that basically the currently only supported way other than requesting each repo get added to the launcher. I'm not trying to be dense :)   just don't want to create a lot of extra work for anyone, but I also kinda don't want to condense all my repo's into 1 unless its the only option.

I wasn't sure of the Mod Launcher Configuration file was something I could make and maintain myself for this (like as a file in a github repo), or if it was something the mod launcher created itself, or if people using the mod launcher generated this file when they used the launcher for other people to load into the launcher so they could all sync up their mods.

I'm only on Ubuntu, so I don't (can't) use the launcher today, but I have enough mods out there figured I'd give it a whirl.  I'm also considering setting up Windows on my system just for gaming purposes (like trying out some DMT mods, etc) so I could use it eventually ;)

 
Last edited:
How do i add my modlets, so they appear under the manage modlets button on the right of the launcher. I want my collection of modlets for my server searchable in the launcher? !

 
How do i add my modlets, so they appear under the manage modlets button on the right of the launcher. I want my collection of modlets for my server searchable in the launcher? !
Send me your github/gitlab link to where the modlets are, and I'll start indexing them.

 
Update time! It's been 4 long months....  But 2.1.23 is here.

- Upload Log Files works again (oops)

- Installed Mods should show up now (oops)

- Overhaul Mods are read dynamically, rather than database backed. ( to work around the disappearing gitlab mods )

 
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