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How do you safely use one item in two different mods?

mr.devolver

Refugee
Hello everyone,

I've been trying to use two different mods, but both mods have one item in common. Apparently this is a big NO NO in this game and it gives errors when you try that. I'm trying to avoid this problem while keeping both mods installed. Is there any safe way how to achieve that?

I thought I could just remove all the xml parts related to that item from one mod and just keep one reference to it which is just a quest reward. I thought this would be safe, because that item is added to the game by a different mod with unity3d file and all the xmls it needs, but this resulted in errors too. :(

I guess I could try to do it the other way around and remove it from the other mod, because that one has no direct reference to that item and only provides a recipe to craft it. Would it work that way?

Still, even if this worked, this solution most likely wouldn't work if both mods had some references to that item such as quest reward.

Am I missing something here or is it really impossible to have two mods using one item? :(

 
Mod: Base Constructor (quest mod made by Drconfused), it gives you this item as a quest reward: Manux Quad. This item was borrowed from Manux Custom Vehicles A17 modlet which I have installed as well, so the conflict occured.

EDIT: I tried the solution I mentioned earlier and it didn't fix the problem.

 
Last edited by a moderator:
Do this for ♥♥♥♥s and giggles. In the DrConfused version, entityclasses.xml, edit:

<property name="Prefab" value="#@modfolder:Resources/manux_Quad.unity3d?QuadPrefab_A17.prefab"/>

to

<property name="Prefab" value="#@modfolder:Resources/DRmanux_Quad.unity3d?QuadPrefab_A17.prefab"/>

...and rename the .unity3d file in that mod to DRmanux_Quad

- - - Updated - - -

Also, what are you using to launch the game?

 
Do this for ♥♥♥♥s and giggles. In the DrConfused version, entityclasses.xml, edit:
<property name="Prefab" value="#@modfolder:Resources/manux_Quad.unity3d?QuadPrefab_A17.prefab"/>

to

<property name="Prefab" value="#@modfolder:Resources/DRmanux_Quad.unity3d?QuadPrefab_A17.prefab"/>

...and rename the .unity3d file in that mod to DRmanux_Quad

- - - Updated - - -

Also, what are you using to launch the game?
Thanks, I will try to do that and let you know the results.

I'm launching the game with a custom batch script which runs the game with the same parameters like Mod Launcher except one extra parameter which sets the game to run in exclusive full screen mode. The reason why I don't use Mod Launcher to launch the game is that Mod Launcher keeps replacing my localization files so it clears all my custom changes every time I run the game with it.

If you're interested, here's the batch script that I use:

Start.bat:

Code:
@echo off
setlocal enabledelayedexpansion
set "gamepath=%~dp0"
call set "gamepath=!gamepath:~0,-1!"
start "" !gamepath!\7DaysToDie.exe -window-mode exclusive -logfile .\7DaysToDie_Data\output_log.txt -configfile=.\SaveConfig.xml
endlocal
This script simply launches the game and once it's running, the script ends.

EDIT:

I'm still getting error when I load the world with your solution. I was able to get rid of this particular error by trying my previous solution, but when I was supposed to receive that Quad as a reward, I only saw empty trader window with no texts, even button title was not there and clicking the button didn't do anything. When I pressed O to open the quests, I got errors in console, when I clicked at the last quest, my game even froze and I had to close it. I don't know what's even wrong at this point. Is it a broken quest or conflicting item?

Anyway, in the meantime frustration hit me hard and I decided to remove the save and start a new world. Right now, trying your solution. It does give me that error when I load the world telling me that the item already exists, but maybe it won't be an issue when the reward comes.

Still it's pretty weird that you can't just call a reward item from a different mod that is installed.

 
Last edited by a moderator:
Hello everyone,
I've been trying to use two different mods, but both mods have one item in common. Apparently this is a big NO NO in this game and it gives errors when you try that. I'm trying to avoid this problem while keeping both mods installed. Is there any safe way how to achieve that?

I thought I could just remove all the xml parts related to that item from one mod and just keep one reference to it which is just a quest reward. I thought this would be safe, because that item is added to the game by a different mod with unity3d file and all the xmls it needs, but this resulted in errors too. :(

I guess I could try to do it the other way around and remove it from the other mod, because that one has no direct reference to that item and only provides a recipe to craft it. Would it work that way?

Still, even if this worked, this solution most likely wouldn't work if both mods had some references to that item such as quest reward.

Am I missing something here or is it really impossible to have two mods using one item? :(


Hey!

Remove these files from base constructor (if using Golden Realm mod you may want to look in each xml to make sure nothing else is added but in Base Constructor these 3 xml files are only for Manux Quad.

vehicles.xml

progression.xml

entityclasses.xml

from the Resources folder remove or move manux_Quad.unity3d

and from the ItemIcons folder remove or move manux_Quad.png

Comment out or remove Manux Quad entries from the bottom of these 2 files.

recipes.xml

items.xml

The only other mention the quad has in the files is in BaseConstructor3 as a reward in the quest.xml but in theory it should be fine and will reward you the quad when completing the quest line.

------Edit because I read more thoroughly what you ran into.----

I will work on adding my changes that I put into Golden Realm into the Base Constructor.

One of the issues I think that is happening with console errors is that there are more than 8 rewards which can result in a Argument out of range error when opening the quest log (wasn't always happening and I have since changed the way that rewards happen in Golden Realm but haven't yet updated Base Constructor as a stand alone).

The freezing error happens from the Zombie Kill quest and only when clicking on it or having it as the active quest and opening up the quest window. Which I have been racking my brain to figure out why but have not tracked it down.

 
Last edited by a moderator:
Thanks for reply, I don't have Golden Realm installed, but I'm open to installing more mods actually, especially if they are fun and adding something new and cool. I checked what's actually included in this pack and it seems like it's basically a pack of all your mods on that page, is that true? Well, it looks like I already have most of your mods installed anyway, so I may as well just install Golden Realm instead, but would it help to solve the aforementioned problem?

 
Well, it looks like I already have most of your mods installed anyway, so I may as well just install Golden Realm instead, but would it help to solve the aforementioned problem?
It would still conflict with Manux mod in it's current form.

The hard part is that I assumed that removing the quad info from the mod but leaving the recipe in would resolve the conflict, which if it doesn't means that somehow the item ID is being tied specific to the mod in some way rather than the appended files? My hope is that I can get permission from Manux to merge the CustomVehicles into the GoldenRealm mod in whole. The license agreement from that mod makes me slightly hesitant of doing it without permission, especially that I distribute my mod on Nexus as well as git.

 
Can't you reference things from other mods? Like, its resource files and stuff?

Couldn't you just reference Manux's mod in your files and just require his mod to also be installed?

 
Can't you reference things from other mods? Like, its resource files and stuff?
Couldn't you just reference Manux's mod in your files and just require his mod to also be installed?
Right now I'm testing it with his Golden Realm mod which includes Base constructor mod and is probably a more polished version of the mod, but I had to start a new world for that because it was incompatible with my last save. I had to change more than just one thing, because Golden Realm also changes some other things that were already modified by different mods I installed, so I had to come up with some compromise to make it all work together, but I removed Manux Quad from Golden Realm mod and only left its reference in quest reward. Again, I have full Manux vehicles pack installed which includes the Quad, so this shouldn't be an issue - IF the game actually allows mods to call items from different mods. When I get to the point at which Manux Quad should be rewarded by Golden Realm mod, I will let you all know if it worked correctly. Basically I will do the same test that I did before when I got that broken Trader quest reward window. Hopefully in previous case it was an issue with the unpolished mod itself rather than (in)ability of two mods to use items from each other, we will se...

 
Right now I'm testing it with his Golden Realm mod which includes Base constructor mod and is probably a more polished version of the mod, but I had to start a new world for that because it was incompatible with my last save. I had to change more than just one thing, because Golden Realm also changes some other things that were already modified by different mods I installed, so I had to come up with some compromise to make it all work together, but I removed Manux Quad from Golden Realm mod and only left its reference in quest reward. Again, I have full Manux vehicles pack installed which includes the Quad, so this shouldn't be an issue - IF the game actually allows mods to call items from different mods. When I get to the point at which Manux Quad should be rewarded by Golden Realm mod, I will let you all know if it worked correctly. Basically I will do the same test that I did before when I got that broken Trader quest reward window. Hopefully in previous case it was an issue with the unpolished mod itself rather than (in)ability of two mods to use items from each other, we will se...
Before I made Golden Realm I had rewards from my Power Tools and the Oil Extractor mod, so definitely having rewards from another mod will work. Order of operations may come into play but I am uncertain. It should work with a new save game with how you removed the references from my mod for the quad (I stopped using Manux vehicles when I started on the base constructor line but always loved using the mono-hog before that, but specifically targetted getting the right to use the quad cause it felt more in line with construction and as a possible reward).

 
Before I made Golden Realm I had rewards from my Power Tools and the Oil Extractor mod, so definitely having rewards from another mod will work. Order of operations may come into play but I am uncertain. It should work with a new save game with how you removed the references from my mod for the quad (I stopped using Manux vehicles when I started on the base constructor line but always loved using the mono-hog before that, but specifically targetted getting the right to use the quad cause it felt more in line with construction and as a possible reward).
I wanted to update everyone on this issue. So what I ended up doing is that I installed Golden Realm mod which includes Base Constructor mod. The quest line seems different than the stand alone Base constructor mod, however it seems like a bigger and more polished version and Golden Realm also includes other cool mods so that was a nice bonus. As for the Quad issue I had before, I removed Manux Quad from Golden Realm mod except for the quest reward reference. Again, I did this because I already had Manux Quad as a part of all the Manux Vehicles pack and the conclusion is that it finally worked, so I can confirm that two mods are allowed to use items from each other as long as the mods are properly installed and working correctly, so the issue that I had originally was most likely caused by the original standalone Base constructor mod itself.

 
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