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0XP RolMod A18

I also spent all day trying different ways to make it so the trader will take damage but nothing worked.

I tried changing the class, the archetype, the prefab. I tried adding lines of code that other entities use that had to do with damage and health. I even commented out the god buff just in case that was being used—all to no avail. I’m happy to get some help killing the dang trader.

 
Change: Starter quest redesign
In response to a recent conversation in the A18 dev diary I have redesigned the starter quest so that you can craft all the different items in whatever order you wish. It is super fast to get done now. :)
Ok I've had it! I'm taking my ball and going home! :mad-new:

 
Did you do the same thing? My solution was to drop the quest chain design and simply list all the items to be crafted in a single quest. I started out trying to keep it as a chain but finally realized there was no reason to keep the chain.

 
I also spent all day trying different ways to make it so the trader will take damage but nothing worked.
I tried changing the class, the archetype, the prefab. I tried adding lines of code that other entities use that had to do with damage and health. I even commented out the god buff just in case that was being used—all to no avail. I’m happy to get some help killing the dang trader.
I know that the traders in Darkness Falls take damage, and can be killed. Maybe you can ask there.

 
Did you do the same thing? My solution was to drop the quest chain design and simply list all the items to be crafted in a single quest. I started out trying to keep it as a chain but finally realized there was no reason to keep the chain.
No that was a callback to the events that transpired in the DD. ;) You did well my friend, I like it.

 
Roland - Any chance that you will move the trader POI protection removal into a modlet so that it can be enabled/disabled like the Anti-NerdPole? My group is really digging what you are doing with this mod - but removing Trader protection is a step we're not quite ready to take yet.

 
Roland - Any chance that you will move the trader POI protection removal into a modlet so that it can be enabled/disabled like the Anti-NerdPole? My group is really digging what you are doing with this mod - but removing Trader protection is a step we're not quite ready to take yet.
For sure. Trader protection is completely handled by the prefabs folder. Just remove that and the trader POIs will remain vanilla. If that still poses a problem I will look to see what I can do to make it completely separate.

 
Hmmmm the problem is that the mod launcher automatically takes the altered files in my prefabs folder and overwrites those same vanilla files in the game prefabs folder. To remove the mod you would need to go to your vanilla file on steam and copy that prefabs folder to your modded copy of the game created by the mod launcher. I think that instead of making it completely separate I will make a tutorial video that will step by step show how to revert the trader POIs back to vanilla.

 
Is there anything to take care of if i want to install this mod on a dedicated server?

Or is there a specail version for dedicated servers?

 
Is there anything to take care of if i want to install this mod on a dedicated server?Or is there a specail version for dedicated servers?
Ideally for the server, you'd download the client version of the mod, and download the SDX / DMT tool and build it against a dedicated.

You may be able to just upload the mod as-is to the dedicated, but the clients would still need to run through the Mod Launcher. I don't think this is tested though.

 
Hmmmm the problem is that the mod launcher automatically takes the altered files in my prefabs folder and overwrites those same vanilla files in the game prefabs folder. To remove the mod you would need to go to your vanilla file on steam and copy that prefabs folder to your modded copy of the game created by the mod launcher. I think that instead of making it completely separate I will make a tutorial video that will step by step show how to revert the trader POIs back to vanilla.
Yeah, that Mod Launcher can be a little TOO helpful eh? ;)

I had tried what you originally mentioned (removing the prefabs folder) but discovered that they had already been overwritten. My only concern is that if the launcher pre-syncs the mods, it's going to want to revert to the no-protection version.

Though that does bring to mind an interesting question - I've figured out how to get this running on a dedicated (Linux) server. If the server copy does not include the prefabs, does it matter if the client side does? Something to experiment with this weekend...

 
Ideally for the server, you'd download the client version of the mod, and download the SDX / DMT tool and build it against a dedicated.
You may be able to just upload the mod as-is to the dedicated, but the clients would still need to run through the Mod Launcher. I don't think this is tested though.
On a related note, I was able to get this working on a dedicated Linux server but I just used your Mod Launcher and the resulting files to get it working. I can post the details tonight if people are interested.

 
Hmmmm the problem is that the mod launcher automatically takes the altered files in my prefabs folder and overwrites those same vanilla files in the game prefabs folder. To remove the mod you would need to go to your vanilla file on steam and copy that prefabs folder to your modded copy of the game created by the mod launcher. I think that instead of making it completely separate I will make a tutorial video that will step by step show how to revert the trader POIs back to vanilla.
Yeah - I had that same thought earlier and tried it only to find the files already overwritten. Darned Mod Launcher is a little TOO efficient eh? ;)

My only concern is that with the Mod Launcher's ability to pre-sync mods, it will keep trying to revert the pre-fabs and so it will be a bit too easy to mess things up.

Though that brings up a thought - since I've figured out how to get this running on a dedicated (Linux) server, if I don't upload the pre-fabs to it, does it matter fir the clients have the modified files? Something to test this weekend.

 
On a related note, I was able to get this working on a dedicated Linux server but I just used your Mod Launcher and the resulting files to get it working. I can post the details tonight if people are interested.
I've heard people using the client's version of the DLL on the server, and having success. This wasn't always the case, and must be related to their unified approach to the game.

It is different though, so while it may be working now, it may not work in the future, or even with different mods. I do not believe any server API mods will work with it, for example.

 
Ideally for the server, you'd download the client version of the mod, and download the SDX / DMT tool and build it against a dedicated.
You may be able to just upload the mod as-is to the dedicated, but the clients would still need to run through the Mod Launcher. I don't think this is tested though.
I can confirm that using the libraries the client generates in 7DaysToDie_Data/Managed/ won't work if you copy them over to 7DaysToDieServer_Data/Managed/ on the (linux) server.

EDIT: @DaimyoOgata, would like to hear how you did it. I got errors on the server because the way the textureatlases were accessed on server and client seemed to be different.

You are bringing up the question whether the server really needs the SDX-modified libraries at all, do you suspect for Rolands mod they are not needed, or are you even suggesting this could be for the general case with all SDX mods ? That would be really astonishing.

EDIT: @ sphereii: Ok, the question for the general case seems to be answered by the post before mine.

 
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I can confirm that using the libraries the client generates in 7DaysToDie_Data/Managed/ won't work if you copy them over to 7DaysToDieServer_Data/Managed/ on the server.
You are bringing up the question whether the server really needs the SDX-modified libraries at all, do you suspect for Rolands mod they are not needed, or are you even suggesting this could be for the general case with all SDX mods ? That would be really astonishing.
It depends.

I'd say that most SDX mods only need to be on the client. But it's not really understood which needs to be on the server and which has to be local only.

 
Any details that anyone can post about how they get the mod to run on a server would be greatly appreciated. I will quote you and put your instructions at the top of the thread for others to benefit. I have zero knowledge about server troubleshooting or how to set them up with mods.

 
Any details that anyone can post about how they get the mod to run on a server would be greatly appreciated. I will quote you and put your instructions at the top of the thread for others to benefit. I have zero knowledge about server troubleshooting or how to set them up with mods.
Since I have to update to A17.4+mod on my server, I can write down the steps while doing it. Not sure it helps much as on windows a picture says more than words, but I'll try. Hopefully DaimjoOgata can post info about an even easier way.

 
It depends.
I'd say that most SDX mods only need to be on the client. But it's not really understood which needs to be on the server and which has to be local only.
Since I needed to update the server to the latest 0XP mod as well as 17.4, I decided to test Sphereii's theory. I pulled the files I uploaded to the server with the exception of the mod itself and gave it a run through. And sure enough, just having the 0XP stuff in the mod folder on the server was enough to get it to run - even made sure I got a skill point for lasting a whole hour!

So just so long as the client is configured with SDX properly - works just fine.

As an aside, by NOT uploading the pre-fabs, I was able to keep trader protection in place even though the client is running them.

 
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