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Idiots guide to playing OVERHAULS please?

Beard_One

New member
Hi there. Me and my group are playing the vanilla version, with one or two of my own, simple mods, using DMT to impliment and install, but we are now looking to have a go at the Overhaul mods that are out there.

However - I have no clue how to download, install, and run them for a multiplayer environment. Can someone please either point me in the right direction with regards to how to do this, or give me a step-by-step, laymans term guide how to do this. Please remember, i know nothing about this, so a basic how-to would be hugely appreciated! Many thanks.

 
Server or peer to peer connection? It's different, which is why I ask.

The difference being the bigger overhauls will/should have server versions for the server, and client versions for the clients.

Since each overhaul has it's... unique properties, you'll find the "how to install" usually on the first page of their forum posts.

 
Thanks... well we have 5 people who play every week - could you let me know what the main difference is between server and peer-to-peer and how that works with 5 people who play regularly every week?

 
Well then good news: you can each use the mod launcher to install the client mods and get the latest updates automatically, so that'll help.

Really, it'll solve all of your install problems, once you educate your players on how to use the mod launcher.

 
I've also seen your "modlets" - are modlets more like simple XML mods that dont need to be shared to other players and I can use DMT to add them to the game?

Again, apologies for asking very simple questions!! Just trying to improve the experience...

And lastly, my group finds the amount of zombies to be really, really low. We crave for POIs to be packed full of zombies, making it much more dangerous to loot. WOuld you happen to know of any modlets that would allow for this?

 
Modlets are just an alternative method that allows modders an easier way to make their mods. End users don't know the difference.

The mod launcher is here, under modding / tools.

As a general rule any mod that has a folder other than config will require a client install. But the mod launcher handles all of that crap for you.

Not all mods, particularly overhauls, are compatible with one another. But most modlets are.

 
Great stuff. So, in a nutshell, if a mod has ANY other folders other than "config", every player needs a copy of the files and folders and they all need to be identical across all players.

To do this, every player downloads the ModLauncher, which downloads the files to their PCs and installs, and then can connect to the "host" game in the usual way through 7dtd.

Certain mods and overhauls are available through the ModLauncher, and simple modlets can also be added to the game through the ModLauncher as well... Is that correct?

For example - we want to play ValMod, but also the Elevator mod i've seen. In my group of 5, we all install the ModLauncher, all install the Valmod Expansions, and then we add the elevator mod as an additional mod "on top" of the Valmod mods, and that is handled by each play loading the elevator mod into their copy of the ModLauncher.

Is this correct please?

 
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If you can find a version of Valmod that works in a17.4, then sure?

As a general rule, mods that have .dll edits (Ravenhearst, Darkness Falls, Undead Legacy) *cannot* be mixed with other mods well, so watch out for the word "overhaul", they don't play well with others.

The rest is about right though. Mostly it's just trial and error to see what works together.

 
Thank you so much. I hate to be "that guy" who badgers you for what are no doubt beginners questions, but I've seen that you are a very high-up member of these forums so if I could pick your brains very quickly, I'd really appreciate it.

I downloaded ModLauncher and installed sphereii-mental: WinterProject A17. Downloaded and installed fine. I clicked PLAY MOD and it all loaded fine. Then I started a NEW GAME, and got the following error:

MissingFieldException: Field 'LiteNetLib.NetManager.MergeEnabled' not found

Could you help with that by any chance please?

 
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That would be a specific mod question for the author, in that case Sphereii. Sounds like a mod launcher problem though so you want to contact that developer, which is luckily Sphereii. :)

... probably something something dotnet something...

 
Thank you so much, mate. I have no idea how you guys do what you do, but my god it's great. Adds a whole new dimension to the games, and I'm sure I speak for more than myself when I say how appreciated it is by everyone. Well done, and thanks.

 
related to your post #12

look at your error --> LiteNetLib.NetManager.MergeEnabled

that looks like a .Net error

make sure you have all the required runtime files installed

repair/reinstall .Net and VC redist, you can repair some runtimes inside Windows Settings > Programs & Apps

or you can download all-in-one .Net and VC file from majorgeeks.com

or directly from Microsoft (not windows krap-date feature)

reboot after installing these as they are pretty important

reinstall the Launcher

try that, really just a guess but that definatly looks like an error related to .Net so I'd start there

 
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