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[1.0] khzmusik's Mods (survival, NPCs, add-ons)

V1.0 B336 It looks like this update just came out a day or two ago, After I got the server up and running but before I had a rain collector going.


So, I switched to b336, then copied it over to a dev environment, installed the Rain Catcher, and started a game. I got far enough along to craft a dew collector.

I did not see any issues. Everything behaved as it should. So, it almost certainly does not have to do with the game update. (FWIW, I checked it out in 1.1 as well, and nothing changed in that version either.)

I think it must be one of your other mods. It's possible that they are doing something which interferes with mine, even if it doesn't seem like they're touching the same code.

Can you reproduce, then upload the output log to Pastebin and post it here? It will make things easier.

That's the same thing TFP request when reporting bugs. Instructions are here: 






 
So, I switched to b336, then copied it over to a dev environment, installed the Rain Catcher, and started a game. I got far enough along to craft a dew collector.

I did not see any issues. Everything behaved as it should. So, it almost certainly does not have to do with the game update. (FWIW, I checked it out in 1.1 as well, and nothing changed in that version either.)

I think it must be one of your other mods. It's possible that they are doing something which interferes with mine, even if it doesn't seem like they're touching the same code.

Can you reproduce, then upload the output log to Pastebin and post it here? It will make things easier.

That's the same thing TFP request when reporting bugs. Instructions are here: 
https://pastebin.com/1egeA5Y0
Here is the link to the paste bin, I specifically selected the errors I got right before my server crashed. On restart things were okay but I was not at my base, I believe that chunk may not have been loaded

The entire log file is ~250,000 lines If you need the entire thing I will get that posted for you as well.

 
https://pastebin.com/1egeA5Y0
Here is the link to the paste bin, I specifically selected the errors I got right before my server crashed. On restart things were okay but I was not at my base, I believe that chunk may not have been loaded

The entire log file is ~250,000 lines If you need the entire thing I will get that posted for you as well.


The most important part is the beginning of the log, so that I can see which mods you have, their versions, and if there were any issues loading them.

EDIT: For example, all mods that use Harmony must have the 0_TFP_Harmony mod in the mod folder. That is shipped with 7D2D. In previous alphas it was part of the game executable, but for whatever reason, they broke it out into its own mod. If you have Harmony/C# code without that mod, then "undefined behavior" occurs.

Posting just the stack traces of the errors doesn't really help, since those stack traces don't make sense - the method that it says it can't find, definitely exists in my version of the game.

Rather than cherry-pick, it's probably easier to just post the entire log. That's what pastebin is for.

 
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The most important part is the beginning of the log, so that I can see which mods you have, their versions, and if there were any issues loading them.

EDIT: For example, all mods that use Harmony must have the 0_TFP_Harmony mod in the mod folder. That is shipped with 7D2D. In previous alphas it was part of the game executable, but for whatever reason, they broke it out into its own mod. If you have Harmony/C# code without that mod, then "undefined behavior" occurs.

Posting just the stack traces of the errors doesn't really help, since those stack traces don't make sense - the method that it says it can't find, definitely exists in my version of the game.

Rather than cherry-pick, it's probably easier to just post the entire log. That's what pastebin is for.
Sorry about that, Here is a new link: https://pastebin.com/7iriHjPM

I still had to clean this one up (removing large chunks of the missing method exception since pastebin wouldn't allow the full paste.

 
Sorry about that, Here is a new link: https://pastebin.com/7iriHjPM

I still had to clean this one up (removing large chunks of the missing method exception since pastebin wouldn't allow the full paste.


Thanks. I will have to figure this out tomorrow. There are a ton of mods in there, many of them using C#/Harmony, and some (like Quartz) extensively so.

I'll need to hunt through the source code of all of them to see what they're doing.

The really weird part is that the errors are "Method Not Found" errors, where the method is supposedly "UnityEngine.Color". Except that's not a method, it's a struct defined by Unity, and it's not being invoked or in any way treated as a method. It just doesn't make sense at all.

If I figure it out I'll let you know. In the meantime, you can try removing all the mods except my Rain Catcher mod (and the TFP Harmony mod), then adding them back one at a time until it fails. It's a huge PITA but it might be the only way to discover which mod is interfering with the Rain Catcher mod.

 
How is the NPC civilian pack coming along?  It is an essential mod for me. I played 1.0 a bit to get a feel for how it plays but I'm waiting for your civilian pack to do a real playthrough.

Hopefully it is coming along without any major issues. I know how much work modding is and I really appreciate how many great mods you create and maintain.

 
To piggyback off of the prior comment, I remember back in A19 there was a modlet you made where there were multiple factions (White River, Casadores [Duke's Faction], Vault Dwellers, and Whisperers) and each one had their own tiered POI's with quests (e.g. help defend the outpost from several horde waves, raid an outpost, etc.). After a lengthy hiatus from 7 Days, I looked around to see if that modlet was updated for 1.0 but I don't see it listed on this thread, so I'm assuming the answer is no. Do the core NPC mods have that functionality now, or are the faction bases/quests coming back in your upcoming NPC modlets?

 
Thanks. I will have to figure this out tomorrow. There are a ton of mods in there, many of them using C#/Harmony, and some (like Quartz) extensively so.

I'll need to hunt through the source code of all of them to see what they're doing.

The really weird part is that the errors are "Method Not Found" errors, where the method is supposedly "UnityEngine.Color". Except that's not a method, it's a struct defined by Unity, and it's not being invoked or in any way treated as a method. It just doesn't make sense at all.

If I figure it out I'll let you know. In the meantime, you can try removing all the mods except my Rain Catcher mod (and the TFP Harmony mod), then adding them back one at a time until it fails. It's a huge PITA but it might be the only way to discover which mod is interfering with the Rain Catcher mod.
Hi KHZ,

Sorry for the delay in getting back to you. I started a new test server on my personal computer rather than the linux server I am using. I added just the rain collector mod and I am getting the same error: https://pastebin.com/rrvX6HfA

Here is the Pastebin for you, and some extra details that error only happens after I place the rain collector

I did make this change to the rain collector:
 

<set xpath="//window[@name='windowDewCollector']/rect/grid/@cols">4</set>
<set xpath="//window[@name='windowDewCollector']/rect/grid/@rows">3</set>




but I would not imagine changing the grid size would cause this?

 
Hi KHZ,

Sorry for the delay in getting back to you. I started a new test server on my personal computer rather than the linux server I am using. I added just the rain collector mod and I am getting the same error: https://pastebin.com/rrvX6HfA

Here is the Pastebin for you, and some extra details that error only happens after I place the rain collector

I did make this change to the rain collector:
 

<set xpath="//window[@name='windowDewCollector']/rect/grid/@cols">4</set>
<set xpath="//window[@name='windowDewCollector']/rect/grid/@rows">3</set>




but I would not imagine changing the grid size would cause this?


The grid size is changed independently of the dew collector collection size. This tries to be enforced by vanilla.

But this mod tries to change that. It takes its values from he `windowColllector` window  - presuming such a window exists.

EDIT: Just so folks know, I have been working hard on the  NPC Civilians spawns. They are still a WIP, but rest assured, we are working on spawn groups. These can be POI spawn groups, or custom biome spawning in able to enforce a probability number.

EDIT 2: Some of the A19 POIs were updated to A20, but not all. The quests were released separately in A20, but without friendly POIs, they were a bit useless. None of it made it into A21 because I did not have time.

I intend to update all of that to 1.0, but only after I have finished updating the A21 mods.

 
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Hi ! I have an issue with [1.0] khzmusik_Zombies mod.

I've played with this mod a bit and there seem to be problems.
I use several mods, but the problems always occur when a zombie from this mod is nearby... and this is the only mod that adds zombies that I have.

Besides, having played a bit, I haven't come across these zombies at all, not once:
- female lumberjack zombie
- zombieMaleScrubsKhz
- zombieFemaleSoldierKhz
- zombieFemzombieMaleSoldierKhzaleSoldierKhz

We have this error sometimes in game, but others too:
WRN Parameter 'IsMale' not found in animator.

-> Indicates that an entity or character in the game is trying to access an animation parameter called 'IsMale', but that this parameter does not exist in the animator (the system that manages animations for entities in the game).

We have bugs like :
- Quest startup: exclamation mark disappears and quest doesn't launch. The building is refilled, but it's impossible to finish the quest. Being the host of the quest, I had to cancel it. My friend killed a zombie and looted the objective bag on him. (we have a mod to loot zombies). -> At that point, a firefighter zombie from the mod was right next to him.
- Go under the map
- Dead zombie still standing and bug in front of a mod POI, which we then uninstalled... (<- Maybe this mod was really buggy too)
- Occasional slight freezes (<- maybe not from this mod)

The fact is : we are tired to restart our adventure again and again.. Is there a possibility to remove the mod from the save and not restart from the beginning ?

We have a dedicated server and they said for uninstall a mod, they can do nothing because the game itself reload the mod. Is that true ?

I really like your mod because it's refreshing from base game :(
 

 
Hi ! I have an issue with [1.0] khzmusik_Zombies mod.

I've played with this mod a bit and there seem to be problems.
I use several mods, but the problems always occur when a zombie from this mod is nearby... and this is the only mod that adds zombies that I have.

Besides, having played a bit, I haven't come across these zombies at all, not once:
- female lumberjack zombie
- zombieMaleScrubsKhz
- zombieFemaleSoldierKhz
- zombieFemzombieMaleSoldierKhzaleSoldierKhz

We have this error sometimes in game, but others too:
WRN Parameter 'IsMale' not found in animator.

-> Indicates that an entity or character in the game is trying to access an animation parameter called 'IsMale', but that this parameter does not exist in the animator (the system that manages animations for entities in the game).

We have bugs like :
- Quest startup: exclamation mark disappears and quest doesn't launch. The building is refilled, but it's impossible to finish the quest. Being the host of the quest, I had to cancel it. My friend killed a zombie and looted the objective bag on him. (we have a mod to loot zombies). -> At that point, a firefighter zombie from the mod was right next to him.
- Go under the map
- Dead zombie still standing and bug in front of a mod POI, which we then uninstalled... (<- Maybe this mod was really buggy too)
- Occasional slight freezes (<- maybe not from this mod)

The fact is : we are tired to restart our adventure again and again.. Is there a possibility to remove the mod from the save and not restart from the beginning ?

We have a dedicated server and they said for uninstall a mod, they can do nothing because the game itself reload the mod. Is that true ?

I really like your mod because it's refreshing from base game :(
 


I'm sorry to hear that you're having trouble. However, I don't know if any of that is connected with my Zombies mod. The mod should have no effect at all on quests, for example.

My zombies spawn by targeting similar vanilla zombies and spawning with them. The female lumberjack zombie spawns with the vanilla lumberjack, the male scrubs zombie spawns in POIs with the vanilla nurse and lab worker, and the soldiers spawn with the vanilla soldier zombie. If you haven't gone into any areas with those vanilla zombies, then you might not see any of mine.

Or, there is also the possibility that another mod loads after mine, and it wipes out the vanilla spawn groups and replaces them with its own. I have seen that happen with a couple of "better spawn" mods. If that's what is happening, you need to rename the mods so my mod loads after theirs.

It would help if you got the logs, posted them on Pastebin, then linked them here. That way I can take a look at the other mods you have installed, and I can get a stack trace on the "IsMale" animator issue (which I have not seen, and the controller that I am using definitely does have an "IsMale" parameter - I just double-checked in Unity).

 
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I'm sorry to hear that you're having trouble. However, I don't know if any of that is connected with my Zombies mod. The mod should have no effect at all on quests, for example.

My zombies spawn by targeting similar vanilla zombies and spawning with them. The female lumberjack zombie spawns with the vanilla lumberjack, the male scrubs zombie spawns in POIs with the vanilla nurse and lab worker, and the soldiers spawn with the vanilla soldier zombie. If you haven't gone into any areas with those vanilla zombies, then you might not see any of mine.

Or, there is also the possibility that another mod loads after mine, and it wipes out the vanilla spawn groups and replaces them with its own. I have seen that happen with a couple of "better spawn" mods. If that's what is happening, you need to rename the mods so my mod loads after theirs.

It would help if you got the logs, posted them on Pastebin, then linked them here. That way I can take a look at the other mods you have installed, and I can get a stack trace on the "IsMale" animator issue (which I have not seen, and the controller that I am using definitely does have an "IsMale" parameter - I just double-checked in Unity).


Hi!

Here are the logs from the moment a player starts bugging. He was riding his bike and started to bug : https://pastebin.com/8qapq3ru

Also, the only logs I can find with 'IsMale' is this:
2024-08-28T14:58:13 270.436 WRN Parameter 'IsMale' not found in animator
2024-08-28T14:58:13 270.445 INF Created player with id=171

Here's also a gallery of 3 screens with different bugs he send me (vehiclebicycle is when he falls through the map), image4 is when the quest bug and it's happening again with a zombie from your mod right next to me :

https://postimg.cc/gallery/k4Sc3pr

For zombies we have BR_ELITE_Zombies but the mod is after lvl150 player i think and we are not.

We also have ImprovedRWG-main (easy version), for more zombies .. it load just before your mod.

If you want the full list of mods anyway, tell me and i can give you the full list but normaly it's the only 2 others mods who touch zombies things.

Personaly, i only have 1 time the bug with the quest. My friend lags and produce this logs all the time idk why.

If you find out where these bugs are coming from, I'd really appreciate it ^^

 
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This maybe an issue in the SCore or NPCCore, but IsMale exists in both the zombie and NPC controllers.  So far I have not found a cause.

 
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Rain Collector Update

The Rain Collector mod has been updated to version 1.0.1.1. This version fixes an issue with the mod causing errors on dedicated servers. I highly recommend updating to this version.

Thank you to @AdalWulf for finding the bug, and to @Idontcare for helping me find the cause. (If anyone is curious, it's because the WeatherManager code is very different between the SP/hosted MP version, and the separate dedicated server version.)

Also:

Hi!

Here are the logs from the moment a player starts bugging. He was riding his bike and started to bug : https://pastebin.com/8qapq3ru

Also, the only logs I can find with 'IsMale' is this:
2024-08-28T14:58:13 270.436 WRN Parameter 'IsMale' not found in animator
2024-08-28T14:58:13 270.445 INF Created player with id=171

Here's also a gallery of 3 screens with different bugs he send me (vehiclebicycle is when he falls through the map), image4 is when the quest bug and it's happening again with a zombie from your mod right next to me :

https://postimg.cc/gallery/k4Sc3pr

For zombies we have BR_ELITE_Zombies but the mod is after lvl150 player i think and we are not.

We also have ImprovedRWG-main (easy version), for more zombies .. it load just before your mod.

If you want the full list of mods anyway, tell me and i can give you the full list but normaly it's the only 2 others mods who touch zombies things.

Personaly, i only have 1 time the bug with the quest. My friend lags and produce this logs all the time idk why.

If you find out where these bugs are coming from, I'd really appreciate it ^^


I believe the "IsMale" issue is a vanilla bug with player characters. You can see the warning in AdalWulf's logs as well, even when he's not using any zombie or NPC mods.

I did not encounter it at all when testing with just my zombie pack installed.

None of the logs you posted are all that helpful. The logs themselves don't show anything that I would think is an error, much less related to the zombie pack. The images show warnings that do not seem to have any relation to any of my zombie entities.

To be helpful, you will need to post the entire log file. The most important part is the beginning, so that I can see what other mods you have installed, what game version you're running, whether you have EAC on or off, etc. If this is multiplayer, then send both the server logs, and the client logs for whichever client is encountering the issue.

 
I am very happy to finally get these out:

Civilians Pack for NPC Core

Adds "Civilian" human NPCs to the game.

Repo: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/1-khzmusik_NPC_Civilians 

Download: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=1-khzmusik_NPC_Civilians 

NPC Probabilator

A mod for developers. It adds a console command to calculate probabilities for NPCs to spawn into biomes and POI groups, and writes them to XML files which you can include in your NPC Pack (or overhaul). Once it has generated the files, it can be uninstalled. See the README for detailed usage instructions.

Repo: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/2-khzmusik_NPC_Probabilator 

Download: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=2-khzmusik_NPC_Probabilator 

 
I really like the new zombies, I love to add more variety to the game in terms of zombies. 1.0 introduced some new color variants, so it is not as boring as in the previous alpha, but still new zombie models are always more than welcome  🥰.

Thank you for your work and for sharing it, khzmusik! 💜

 
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Will you be producing one for V1.0 without craft?


If you mean the No Crafting mod - yes, it's on my to-do list.

But it's not easy to update, because of all the challenges that specifically deal with crafting. I'll have to remove those challenges, which doesn't just involve removing a few lines of XML, but possibly also re-designing the challenge window UI, and the challenge lines themselves.

I still want to finish updating the NPC mods before looking at it, and that will take time.

 
I am very happy to finally get these out:

Civilians Pack for NPC Core

Adds "Civilian" human NPCs to the game.

Repo: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/1-khzmusik_NPC_Civilians 

Download: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=1-khzmusik_NPC_Civilians 

NPC Probabilator

A mod for developers. It adds a console command to calculate probabilities for NPCs to spawn into biomes and POI groups, and writes them to XML files which you can include in your NPC Pack (or overhaul). Once it has generated the files, it can be uninstalled. See the README for detailed usage instructions.

Repo: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/tree/main/2-khzmusik_NPC_Probabilator 

Download: https://gitlab.com/karlgiesing/7d2d-1.0-mods/-/archive/main/7d2d-1.0-mods-main.zip?path=2-khzmusik_NPC_Probabilator 
I am so happy this is out now. Thanks for getting this done.

 
Hey @khzmusik, I wanted to ask if I could steal the part of your "Trader Progression" mod that prevents traders from spawning next to each other?

Background: I wrote a mod that modifies world generation, one part of which unlocks trader biomes - some users don't like that traders can spawn next to each other.

 
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