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(1.0/A21) bdubyah's modlets

It was supposed to be Bdub's Vehicles, but the launcher kept adding a second ' for some reason. It technically shouldn't have any ' in it anymore. I don't use the launcher myself so I don't really keep up with it. 

 
I can't use 'launcher' to install your mod, as it dl's v3.91 and I am/was using 3.85, which I believe I dl'd from git as the file name is Mods---A19-master-Bdubs Vehicles.zip.
Which might be why 'launcher' was confused, but hey we know it worked for your stuff, just not mine right?

Once more;

Search "bdub" (28 hits in 1 file of 1 searched)
  C:\7D2D\A19.5b60+DF3.4+S0.944\Alpha19\Darkness_Falls\Darkness_Falls\7DaysToDie_Data\output_log.txt (28 hits)
    Line 170: 2021-08-11T01:11:19 9.292 INF [MODS] Trying to load from folder: Bdubs Vehicles
    Line 171: 2021-08-11T01:11:19 9.293 INF [MODS] Loaded Mod: Bdub's Vehicles (3.85)
    Line 172: 2021-08-11T01:11:19 9.293 INF [MODS] Trying to load from folder: Bdubs Vehicles DF patch
    Line 173: 2021-08-11T01:11:19 9.294 INF [MODS] Loaded Mod: Bdubs Vehicles DF patch (1.1)
    Line 192: 2021-08-11T01:11:19 9.303 INF [MODS] Trying to load from folder: my_Bdubs_Vehicles
    Line 193: 2021-08-11T01:11:19 9.304 INF [MODS] Loaded Mod: my_Bdubs_Vehicles (3.85)
    Line 240: 2021-08-11T01:11:24 13.620 INF [MODS] Loading localization from mod: Bdub's Vehicles
    Line 241: 2021-08-11T01:11:24 13.628 INF [MODS] Loading localization from mod: Bdubs Vehicles DF patch
    Line 243: 2021-08-11T01:11:24 13.631 INF [MODS] Loading localization from mod: my_Bdubs_Vehicles
    Line 570: 2021-08-11T01:13:01 110.754 WRN XML patch for "items.xml" from mod "Bdubs Vehicles DF patch" did not apply: <append xpath="//item[@name='BDUBS VEHICLES DF PATCH NOTE - Intended warnings from the original mod: 3x loot, 4x progression and 2x trader. If this patch has any please let me know.']"
    Line 570: 2021-08-11T01:13:01 110.754 WRN XML patch for "items.xml" from mod "Bdubs Vehicles DF patch" did not apply: <append xpath="//item[@name='BDUBS VEHICLES DF PATCH NOTE - Intended warnings from the original mod: 3x loot, 4x progression and 2x trader. If this patch has any please let me know.']"
    Line 577: 2021-08-11T01:14:27 196.735 WRN XML patch for "loot.xml" from mod "Bdub's Vehicles" did not apply: <append xpath="/lootcontainers/lootgroup[@name='vehiclePartsTiered']"
    Line 578: 2021-08-11T01:14:27 196.736 WRN XML patch for "loot.xml" from mod "Bdub's Vehicles" did not apply: <append xpath="/lootcontainers/lootgroup[@name='schematicsVehiclesT1']"
    Line 579: 2021-08-11T01:14:27 196.737 WRN XML patch for "loot.xml" from mod "Bdub's Vehicles" did not apply: <append xpath="/lootcontainers/lootgroup[@name='schematicsVehiclesT2']"
    Line 580: 2021-08-11T01:14:27 196.767 WRN XML patch for "loot.xml" from mod "my_Bdubs_Vehicles" did not apply: <append xpath="/lootcontainers/lootgroup[@name='schematicsVehiclesT1']"
    Line 594: 2021-08-11T01:14:28 198.399 WRN XML patch for "progression.xml" from mod "Bdub's Vehicles" did not apply: <append xpath="/progression/perks/perk[@name='perkGreaseMonkey']/effect_group/passive_effect[@level='2,5']/@tags"
    Line 595: 2021-08-11T01:14:28 198.399 WRN XML patch for "progression.xml" from mod "Bdub's Vehicles" did not apply: <append xpath="/progression/perks/perk[@name='perkGreaseMonkey']/effect_group/passive_effect[@level='3,5']/@tags"
    Line 596: 2021-08-11T01:14:28 198.399 WRN XML patch for "progression.xml" from mod "Bdub's Vehicles" did not apply: <append xpath="/progression/perks/perk[@name='perkGreaseMonkey']/effect_group/passive_effect[@level='4,5']/@tags"
    Line 597: 2021-08-11T01:14:28 198.400 WRN XML patch for "progression.xml" from mod "Bdub's Vehicles" did not apply: <append xpath="/progression/perks/perk[@name='perkGreaseMonkey']/effect_group/passive_effect[@level='5']/@tags"
    Line 598: 2021-08-11T01:14:29 199.032 WRN XML patch for "traders.xml" from mod "Bdub's Vehicles" did not apply: <append xpath="/traders/trader_item_groups/trader_item_group[@name='vehiclePartsT0']"
    Line 599: 2021-08-11T01:14:29 199.032 WRN XML patch for "traders.xml" from mod "Bdub's Vehicles" did not apply: <append xpath="/traders/trader_item_groups/trader_item_group[@name='vehiclePartsT1']"
    Line 698: 2021-08-11T01:19:06 476.428 WRN [MODS] Mod reference for a mod that is not loaded: Bdubs Vehicles
    Line 699: 2021-08-11T01:19:06 476.428 WRN [MODS] Trying to guess path from mod name: #C:/7D2D/A19.5b60+DF3.4+S0.944/Alpha19/Darkness_Falls/Darkness_Falls/7DaysToDie_Data/../Mods/Bdubs Vehicles/Resources/db1.unity3d?Dirt_Bike.prefab
    Line 704: 2021-08-11T01:19:07 476.779 ERR Loading AssetBundle "C:/7D2D/A19.5b60+DF3.4+S0.944/Alpha19/Darkness_Falls/Darkness_Falls/7DaysToDie_Data/../Mods/Bdubs Vehicles/Resources/db1.unity3d" failed!
    Line 705: 2021-08-11T01:19:07 476.779 ERR Could not load file '#@modfolder(Bdubs Vehicles):Resources/db1.unity3d?Dirt_Bike.prefab' for entity_class 'vehicleUberDirtBike'
    Line 734: 2021-08-11T01:19:24 493.510 INF [MODS] Loading localization from mod: Bdub's Vehicles
    Line 735: 2021-08-11T01:19:24 493.522 INF [MODS] Loading localization from mod: Bdubs Vehicles DF patch
    Line 737: 2021-08-11T01:19:24 493.595 INF [MODS] Loading localization from mod: my_Bdubs_Vehicles
 
And

2021-08-11T01:17:21 370.550 INF Executing command 'giveself vehicleDiryBikeplaceable'
2021-08-11T01:17:33 383.018 INF Executing command 'giveself vehicleDirtBikeplaceable'
2021-08-11T01:17:45 395.308 INF Time: 3.13m FPS: 37.65 Heap: 5457.4MB Max: 5457.4MB Chunks: 289 CGO: 225 Ply: 1 Zom: 11 Ent: 19 (24) Items: 7 CO: 1 RSS: 14545.3MB
2021-08-11T01:17:48 398.350 INF Entity animalRabbit 27457 killed
2021-08-11T01:18:08 418.426 INF VehicleManager saving 2 (2 / 0)
2021-08-11T01:18:15 425.309 INF Time: 3.63m FPS: 37.55 Heap: 5515.0MB Max: 5515.0MB Chunks: 289 CGO: 225 Ply: 1 Zom: 11 Ent: 20 (25) Items: 7 CO: 1 RSS: 14605.5MB
WARNING: Shader Unsupported: 'Standard' - Pass 'META' has no vertex shader
WARNING: Shader Unsupported: 'Standard' - Pass 'META' has no vertex shader
WARNING: Shader Unsupported: 'Standard' - Pass 'META' has no vertex shader
WARNING: Shader Unsupported: 'Standard' - Pass 'META' has no vertex shader
2021-08-11T01:18:31 441.349 INF VehicleManager saving 1 (1 / 0)
2021-08-11T01:18:45 455.330 INF Time: 4.13m FPS: 39.78 Heap: 5144.7MB Max: 5515.0MB Chunks: 289 CGO: 225 Ply: 1 Zom: 9 Ent: 18 (25) Items: 5 CO: 1 RSS: 14651.5MB
2021-08-11T01:18:47 456.693 INF Executing command 'giveself vehicleUberDirtBikeplaceable'
2021-08-11T01:19:06 476.428 WRN [MODS] Mod reference for a mod that is not loaded: Bdubs Vehicles
2021-08-11T01:19:06 476.428 WRN [MODS] Trying to guess path from mod name: #C:/7D2D/A19.5b60+DF3.4+S0.944/Alpha19/Darkness_Falls/Darkness_Falls/7DaysToDie_Data/../Mods/Bdubs Vehicles/Resources/db1.unity3d?Dirt_Bike.prefab
The AssetBundle 'db1.unity3d' can't be loaded because another AssetBundle with the same files is already loaded.
 
(Filename: C:\buildslave\unity\build\Modules/AssetBundle/Public/AssetBundleLoadFromAsyncOperation.cpp Line: 445)

2021-08-11T01:19:07 476.779 ERR Loading AssetBundle "C:/7D2D/A19.5b60+DF3.4+S0.944/Alpha19/Darkness_Falls/Darkness_Falls/7DaysToDie_Data/../Mods/Bdubs Vehicles/Resources/db1.unity3d" failed!
2021-08-11T01:19:07 476.779 ERR Could not load file '#@modfolder(Bdubs Vehicles):Resources/db1.unity3d?Dirt_Bike.prefab' for entity_class 'vehicleUberDirtBike'
ArgumentException: The Object you want to instantiate is null.
Just a touch more reading;

File location:
C:\7D2D\A19.5b60+DF3.4+S0.944\Alpha19\Darkness_Falls\Darkness_Falls\Mods\Bdubs Vehicles

Hmm
location says Bdubs Vehicles but outputlog says "Bdub's Vehicles"
ConfigDump says;
        <item name="vehicleDirtBikeChassis"><!--Element appended by: "Bdub's Vehicles"-->
That was with;
            <property name="Prefab" value="#@modfolder(Bdubs Vehicles):Resources/db1.unity3d?Dirt_Bike.prefab"/>
Lets try
            <property name="Prefab" value="#@modfolder(Bdub's Vehicles):Resources/db1.unity3d?Dirt_Bike.prefab"/>

It works.


Long story short, file location (folder) name is NOT the same as 'launcher' name. BOTH of those are irrelevant, but this is;

<Name value="Bdub's Vehicles"/>

Just what is that?, well thinking about if afterwards, blindingly obvious, its the mods own name which of course is found in ModInfo.xml.

Again, big thank you to those that looked, and especially the author, @bdubyah

 
Last edited by a moderator:
So...did it work? Lol. 

And I have no idea why the name is different. The line in the modinfo should match the folder. So Bdubs Vehicles should be correct now. Probably just some mixture of the old files from before I changed the name. 

 
Hello, would there be the possibility for your vehicle mod to provide a small respawn modlet? Since no one is interested in constantly starting over, that would be very interesting for a map that should run a little longer.

 
Quick couple of questions:

a) Has anyone tried the wasteland mod with any of the overhauls? I'm thinking of trying to somehow incorporate it into Day of the Dead... which seems rather wishful I know.

And/Or

b) Has anyone tried wasteland with snufkin server side zombies? I'm really interested into trying to mix those into the wasteland...

And/Or

Any overhauls that people are aware of that incorporate wasteland well already? :)

 
Last edited by a moderator:
Doubt it work out of the box with any overhauls. And as time passes it's going to become more of an overhaul itself.

Snufkin's mods should be fine with it though.

 
Can't do that as it will throw errors. Has to be a Zombie class entity to work in hordes and bloodmoons. That's part of why I made mutants zeds instead of bandits. 

 
Can't do that as it will throw errors. Has to be a Zombie class entity to work in hordes and bloodmoons. That's part of why I made mutants zeds instead of bandits. 
hrm what about a random event at night? like... not every 7 days, and can only happen after 21 days, but random nights will start with like, a yelling and whooping sound from the distance. and then a horde of bandits try to @%$# up your base. 

got no clue if you can actuly do anything like that wiht the current tools available but, just a thought! 

 
I don't know if I can in a19, but from what I've been seeing, the twitch integration stuff will be opened up so it might be a way to spawn other entity hordes in a20.

 
hrm what about a random event at night? like... not every 7 days, and can only happen after 21 days, but random nights will start with like, a yelling and whooping sound from the distance. and then a horde of bandits try to @%$# up your base. 

got no clue if you can actuly do anything like that wiht the current tools available but, just a thought! 
Give me temporary Admin rights on your server during a Horde Night, Bandit Raid event, or Mutant Mash and I'll gladly spawn a horde over a preset time period that need to be defended against. ^^

 
So...did it work? Lol. 

And I have no idea why the name is different. The line in the modinfo should match the folder. So Bdubs Vehicles should be correct now. Probably just some mixture of the old files from before I changed the name. 
I have my patch & mod working well thank you for your help. I now have a new vehicle, with all the trimmings, like books, recipes etc.

You would not believe the mad map I was handed by the generator. Sooo many hills and mountains.

Anyways...I have another question, oh great vehicle maker. What property would I be looking at to change, in order to get a bit more air?

I mean, going over a bump, or slight ramp, I leave the ground, but only spend a little time in the air.

What I am looking for is a bit more height, leading to longer in air, or just plain a little more in the air.

I have already messed with the steering to make changing direction a little more responsive.

Any thoughts?

 
I'm not sure that's something you could change with xml. I honestly don't know how much I could change it in Unity myself. I would assume it relies on the Mass of the vehicle, but I would have to test that. I seem to remember making the dirt bike pretty light in the beginning and I don't think it made much of a difference. But I could try it again.

 
Hey bdubyah,

Your listing with the POI's for kinggen needs to be updated for kinggen 13.

(has ,, at the end of each line) - signifies things like required etc.

Might be worth investigating so that the POI's for the Wastelands are always included in any world gen.

Here's the list which works in kinggen 13

army_barracks_1,51,40,97,-5,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/wilderness,industrial,,
Bombshelter_lg_02,27,22,37,-10,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/wilderness/town,residentialold,,
Bombshelter_md_02,29,22,34,-12,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/wilderness/town,residentialold,,
cemetery_03,40,36,46,-23,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/rural/industrial/city/town,residentialnew/downtown,,
garage_4,28,10,39,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,industrial/downtown,,
garage_5,26,11,40,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,industrial/downtown,,
gas_station_04,33,24,44,-10,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,industrial/downtown,,
House_Modern_5,45,20,72,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,residentialnew,,
House_Old_Pyramid_4,40,27,52,-5,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,residentialnew,,
House_old_spanish_1,31,25,49,-15,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,residentialnew,,
House_old_tudor_07,56,66,45,-30,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,residentialold/residentialnew,,
House_old_tudor_1,56,66,45,-30,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,residentialold/residentialnew,,
House_old_victorian_1,49,27,56,-10,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,residentialold,,
Installation_red_mesa1,72,43,83,-23,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/wilderness/town,industrial/downtown,,
junkyard_lg_1,74,19,89,-3,0,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,industrial,,
NukaFactory,120,36,86,-17,0,burnt_forest/snow/pine_forest/desert/wasteland,rural/wilderness/town,industrial,,
NukaFactory2,120,36,86,-17,0,burnt_forest/snow/pine_forest/desert/wasteland,rural/wilderness/town,industrial,,
Nuka_Factory,120,36,86,-17,0,burnt_forest/snow/pine_forest/desert/wasteland,rural/wilderness/town,industrial,,
Old_House01,34,23,29,-2,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,residentialnew,,
police_station1,42,17,38,-1,1,burnt_forest/snow/pine_forest/desert/wasteland,city/town,downtown,,
Prison_02,38,19,48,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/town,industrial/downtown,,
remnant_business_06,70,26,39,-5,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/wilderness/town,industrial,,
remnant_business_07,56,21,42,-7,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/rural/industrial/city/town,residentialnew/downtown,,
remnant_business_08,35,14,28,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/rural/industrial/city/town,residentialnew/downtown,,
remnant_business_09,56,14,34,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/rural/industrial/city/town,residentialnew/downtown,,
remnant_business_10,52,23,51,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/rural/industrial/city/town,residentialnew/downtown,,
remnant_wasteland_01,69,36,59,-1,3,burntforest/snow/wasteland,wilderness/rural/industrial/city/town,residentialnew/downtown,,
School_k6_02,49,18,79,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/town,residentialnew/downtown,,
settlement_1,38,19,38,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/town,commercial,,
skyscraper_05,54,59,40,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,city/town,downtown,,
store_arcade,32,11,50,-2,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/town,commercial,,
store_arcade2,32,11,50,-2,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/town,commercial,,
store_arcade3,32,11,50,-2,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/town,commercial,,
store_bank_1,41,17,47,-6,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/town,commercial,,
store_grocery_03,99,23,99,-8,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/town,commercial,,
store_gun_1,55,14,86,-3,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/town,commercial,,
store_pharmacy_2,45,20,72,-9,2,burnt_forest/snow/pine_forest/desert/wasteland,rural/city/town,commercial,,
survivor_site_7,25,16,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
survivor_site_8,25,23,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,nozone,,
UFO_Crash,50,13,107,-7,2,forest/snow/pine_forest/burnt_forest/plains/wasteland/wasteland_hub,wilderness,any,,
UFO_Crash_desert,50,13,107,-7,2,desert,wilderness,any,,
Vault_101,105,47,168,-32,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness,any,,




Here's the link with the additional instructions on the ,,




 
Already made my list, just haven't released it as I have some more POIs being added. The one included with the mod will be updated when the mod is. I can't keep up with all of his changes. Lol. 

 
Apaseall said:
I have my patch & mod working well thank you for your help. I now have a new vehicle, with all the trimmings, like books, recipes etc.

You would not believe the mad map I was handed by the generator. Sooo many hills and mountains.

Anyways...I have another question, oh great vehicle maker. What property would I be looking at to change, in order to get a bit more air?

I mean, going over a bump, or slight ramp, I leave the ground, but only spend a little time in the air.

What I am looking for is a bit more height, leading to longer in air, or just plain a little more in the air.

I have already messed with the steering to make changing direction a little more responsive.

Any thoughts?
I have an answer for this based on using the hop feature, since I've seen it used in another vehicle mod to great effect. It also works beautifully on the Dirt Bike which is my vehicle of choice when I am using the Wasteland Mod. It can get some very nice air time and lift even at full speed. In fact, you'll be able to jump over obstacles such a vehicles at will.

In the vehicles.xml with the Dirt Bike as a test, change:

<property name="hopForce" value="1, 1"/> to <property name="hopForce" value="8, .1"/>

It may give you the effect you are looking for even without a ramp, and with a ramp it should be all the more interesting.

20210902015041_1.jpg

 


Coming soon! Still gotta tweak the mesh and how it drives as it's currently a drifting machine. Haha.
...so with this jeep - beware the storage!!  I loaded this jeep up so I can go to the Traders and sell - logged out and when I came back all my items from the jeep disappeared...
FYI

 
I need help trying to install the vehicle mod I have tried placing it in different location and followed steps I have read online and I still can't figure out how to get this to work. I have it installed at the same location both client and server side.
jv4nkW1.png


 
...\7 Days To Die\Mods\Bdubs Vehicles is what it should look like. And when you open the Bdubs Vehicles folder there should be Config, Resources, and UIAtlases folders. So make sure it's in the right folder, and that it doesn't contain any extra layers of folders.

 
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