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Ravenhearst Mod

Does electric spiked club depend on primitive weapons again or is it blunt weapons? I didnt like that it was based on primitive weapons because it takes the class out of the class, "blunt weapons".

 
Hello! I am a big fan of your work and especially of sons of anarchy haha. One question, can I continue a game of the old version? And if this is how it is done?

 
First thing, yay! :smile-new:
Saying that cause the rest are a few things that caught my attention, and unfortunately my attention has long been trained to spot errors, etc., so I -don't- want this to seem negative!

Opening dialogue box has "ready" when I think "read" was intended.

Skills:

Advanced Blunt Weapons: has 4 lvls but no text for lvl 4

Advanced Blade Weapons: 'Requirements' (Blade Weapons) goes, lvl 10, 20, 30, 60, 30

Personal opinion; even on nomad z's are still quite 'bullet spongy'. To the point where it's not very fun. The 150Q Wooden Club only lasted maybe 6-7 z's? Took Bows for starting Class so got the 300Q Crossbow. Even using that with the Iron Bolts was seeming to take 3+ headshots on regular z's.

Wish I had a great suggestion on how to keep it tough but reduce spongieness, but I don't.

Sorry if this comes across as negative; really looking forward to playing more later today, and thanks to all the folks who put in so much of their time and effort, it is appreciated!
i have to agree that even on nomad difficulty zombies and to more extent boars and other animals are total arrow sponges ie a boar shouldnt need to take 20 arrows at the head to take down

 
Hello! I am a big fan of your work and especially of sons of anarchy haha. One question, can I continue a game of the old version? And if this is how it is done?
On first page of this thread, post #2 Jax wrote;

"Patch: 3.0 Wipe and Fresh Install Needed Required File Updates - EVERYTHING"

 
Hello! I am a big fan of your work and especially of sons of anarchy haha. One question, can I continue a game of the old version? And if this is how it is done?
it states on the first page that 3.0 requires a wipe/ fresh game but you can still play 2.2 as a separate game if you want to keep going with your old save game

 
Does electric spiked club depend on primitive weapons again or is it blunt weapons? I didnt like that it was based on primitive weapons because it takes the class out of the class, "blunt weapons".
Couldn't tell you. But can offer up that if you select/highlight an item when in your inventory, so it shows in the upper area it will detail what skill it's Quality is dependent on.

And if you don't have the item then the Creative Menu _may_ be your only way to tell for sure.

 
i have to agree that even on nomad difficulty zombies and to more extent boars and other animals are total arrow sponges ie a boar shouldnt need to take 20 arrows at the head to take down
I don't disagree. Maybe headshot damage could be upped a bit across the board?

The current game does set up a fun challenge for Average Joe on higher difficulty settings though. I'm actually using torches again for the DoT effect to wear down tougher zombies.

 
don't know if this has already been addressed, but I'll let you know anyways. The trader protection is still on, it was my understanding that it was going to be off. I'm playing on the 7 day horde streamer edition. So far I've found 2 towns with one trader each and they both had protection turned on.

Thanks for all the hard work, keep it up.

 
it states on the first page that 3.0 requires a wipe/ fresh game but you can still play 2.2 as a separate game if you want to keep going with your old save game
IF he is using the Mod Launcher 2.2 is still usable .. THE : RH 30 is the newest version the old are under it still.

 
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Hello! I am a big fan of your work and especially of sons of anarchy haha. One question, can I continue a game of the old version? And if this is how it is done?
IF You are using the Mod Launcher 2.2 is still usable .. THE : RH 30 is the newest version the old are under it still.

 
ArgumentNullException: Argument cannot be null. Parameter Name: s

Started ~day 4. (SP. Use Launcher. Completely 'fresh' install. RG = 'Woody'.) Was thinking it might be chunk related - I don't think it is. Have also emptied backpack and bar - still happens. Happens every few seconds. (ESC cancels...) Also cannot exit game (easily) after it. Esc brings up Exit and Options - but cannot select either -and game continues in 'background'. (The Exit menu is mostly transparent and does not stop the game from running.) Would be glad to provide any info or files, or check anything. Just let me know if you want me to do anything and what that might be.

 
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Spawn Error in 2.2

I'm using the latest version of ModLauncher to load up Ravenhearst 2.2 (we're not yet ready to give up this save and start 3.0 yet) - however, we're getting this error almost constantly. I even did a fresh load of the mod to make sure the files didn't somehow get corrupted, but still the same issue. Here's the error code from the output_log

Code:
2018-03-27T17:14:03 403.294 INF Spawning screamer horde zombie from WolfGroup
NullReferenceException: Object reference not set to an instance of an object
 at EntityGroups.GetRandomFromGroup (System.String _sEntityGroupName) [0x00000] in <filename unknown>:0 
 at AIWanderingHordeSpawner.YZ (.World , Single ) [0x00000] in <filename unknown>:0 
 at AIWanderingHordeSpawner.Update (.World world, Single dt) [0x00000] in <filename unknown>:0 
 at AIDirectorWanderingHordeComponent.BW (Single ) [0x00000] in <filename unknown>:0 
 at AIDirectorWanderingHordeComponent.Tick (Double _dt) [0x00000] in <filename unknown>:0 
 at AIDirector.UZ (Double ) [0x00000] in <filename unknown>:0 
 at AIDirector.Tick (Double dt) [0x00000] in <filename unknown>:0 
 at World.OnUpdateTick (Single _partialTicks, ArraySegment`1 _activeChunks) [0x00000] in <filename unknown>:0 
 at GameManager.JQ () [0x00000] in <filename unknown>:0 
 at GameManager.Update () [0x00000] in <filename unknown>:0
I'm just posting one single instance here as an example, however in-game, there's a HUGE line of red "INF Spawning screamer horde zombie from WolfGroup Null ReferenceException..." error messages popping up just about any time I walk next to a building. The output_log seems like it's a mile long with all the errors that popped up.

Obviously, someplace is calling to an unknown or undefined filename and that's the issue. However, I don't know which command it is, where this command is located, nor which file it needs to call. Can anyone help please?

This has only happened since 3.0 came out - everything was working perfectly on Sunday.

EDIT TO ADD: I just read the previous threads about the GitHub desync, and while I think that may have been part of the problem that I originally had when I first loaded the game, I DID do the correction suggested, and deleting the mod entirely and re-installing it clean. That completely solved my initial "can't load the game" issue (that I didn't even mention above because it was solved), but even re-installing the mod clean and a full reboot of my entire system, I'm getting that sleeper spawning error issue.

EDIT #2: Here's the pastebin of my output log https://pastebin.com/9Rb0RqqF

 
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I'm using the latest version of ModLauncher to load up Ravenhearst 2.2 (we're not yet ready to give up this save and start 3.0 yet) - however, we're getting this error almost constantly. I even did a fresh load of the mod to make sure the files didn't somehow get corrupted, but still the same issue. Here's the error code from the output_log

Code:
2018-03-27T17:14:03 403.294 INF Spawning screamer horde zombie from WolfGroup
NullReferenceException: Object reference not set to an instance of an object
 at EntityGroups.GetRandomFromGroup (System.String _sEntityGroupName) [0x00000] in <filename unknown>:0 
 at AIWanderingHordeSpawner.YZ (.World , Single ) [0x00000] in <filename unknown>:0 
 at AIWanderingHordeSpawner.Update (.World world, Single dt) [0x00000] in <filename unknown>:0 
 at AIDirectorWanderingHordeComponent.BW (Single ) [0x00000] in <filename unknown>:0 
 at AIDirectorWanderingHordeComponent.Tick (Double _dt) [0x00000] in <filename unknown>:0 
 at AIDirector.UZ (Double ) [0x00000] in <filename unknown>:0 
 at AIDirector.Tick (Double dt) [0x00000] in <filename unknown>:0 
 at World.OnUpdateTick (Single _partialTicks, ArraySegment`1 _activeChunks) [0x00000] in <filename unknown>:0 
 at GameManager.JQ () [0x00000] in <filename unknown>:0 
 at GameManager.Update () [0x00000] in <filename unknown>:0
I'm just posting one single instance here as an example, however in-game, there's a HUGE line of red "INF Spawning screamer horde zombie from WolfGroup Null ReferenceException..." error messages popping up just about any time I walk next to a building. The output_log seems like it's a mile long with all the errors that popped up.

Obviously, someplace is calling to an unknown or undefined filename and that's the issue. However, I don't know which command it is, where this command is located, nor which file it needs to call. Can anyone help please?

This has only happened since 3.0 came out - everything was working perfectly on Sunday.

EDIT TO ADD: I just read the previous threads about the GitHub desync, and while I think that may have been part of the problem that I originally had when I first loaded the game, I DID do the correction suggested, and deleting the mod entirely and re-installing it clean. That completely solved my initial "can't load the game" issue (that I didn't even mention above because it was solved), but even re-installing the mod clean and a full reboot of my entire system, I'm getting that sleeper spawning error issue.

EDIT #2: Here's the pastebin of my output log https://pastebin.com/9Rb0RqqF
2018-03-27T17:13:27 367.749 INF Party with 1 player(s) has a computed game stage of 12

2018-03-27T17:13:27 367.749 INF Party members:

2018-03-27T17:13:27 367.749 INF Player id 17245 gameStage: 112

2018-03-27T17:13:27 367.794 INF Spawning screamer horde zombie from WolfGroup

NullReferenceException: Object reference not set to an instance of an object

at EntityGroups.GetRandomFromGroup (System.String _sEntityGroupName) [0x00000] in <filename unknown>:0

at AIWanderingHordeSpawner.YZ (.World , Single ) [0x00000] in <filename unknown>:0

at AIWanderingHordeSpawner.Update (.World world, Single dt) [0x00000] in <filename unknown>:0

at AIDirectorWanderingHordeComponent.BW (Single ) [0x00000] in <filename unknown>:0

at AIDirectorWanderingHordeComponent.Tick (Double _dt) [0x00000] in <filename unknown>:0

at AIDirector.UZ (Double ) [0x00000] in <filename unknown>:0

at AIDirector.Tick (Double dt) [0x00000] in <filename unknown>:0

at World.OnUpdateTick (Single _partialTicks, ArraySegment`1 _activeChunks) [0x00000] in <filename unknown>:0

at GameManager.JQ () [0x00000] in <filename unknown>:0

at GameManager.Update () [0x00000] in <filename unknown>:0

Looks like something is amis in the Wolf Group

 
Looks like something is amis in the Wolf Group
Yup... any idea what that is or where I might find it? I've been digging through files all over the place looking for the WolfGroup and am coming up blank.

 
Yup... any idea what that is or where I might find it? I've been digging through files all over the place looking for the WolfGroup and am coming up blank.
Look in entitygroups.xml and gamestages.xml

 
Help please!

Hopefully somebody can help me out here. This is the first time I am using the 7d2d mod launcher. I am using the .exe of the launcher. I clicked on ravenhearst dropdown then clicked on "RH 30 7 day horde edition" and then pressed "install game copy". I did make sure that the path file to my actual 7d2d was correct by the way. it installed and then i followed the caveat at the top that states "for big mods, be sure to press pre-sync mod for playing!" once I did that, i noticed down below that I was getting errors. "Error Downloading... Clearning corrupted data.

Re-attempting..."

Sure enough i hit play and it gives me the same error messages. I create a mp game and sure enough, everything is vanilla. Standard quests, no twine in creative menu, i get the default greeting message from noah instead of jax. and i get the standard toolbar. So unless I'm mistaken it loads me into a vanilla game. Doesn't seem like anybody else is having this issue, so I am hoping that this is a simple fix. Thanks in advance.

 
just a little thing, but would some one tell me how to remove the overly large, brightly colored, extremely agitated, npc types? i have encountered 2 of these and they just wildly sprint from place to place within the town. the magenta one seemed to follow me for a bit. the other seems to distinctly run away from me.

 
Look in entitygroups.xml and gamestages.xml
It looks fine in the xml... then again, I'm not exactly sure what I'm looking for that's out of place.

Deleted game mod from ModLauncher (I even uninstalled all of modlauncher and then reinstalled it just in case). Load everything back up, and then load up my saved game.

Once I load in, I'm in an empty biome. Walk around a little bit just fine, but once the game tries to spawn some zombies, I get all kinds of errors. This makes me think it's a general spawning issue and not necessarily a WolfGroup specific issue. I don't know what's going on at this point - I have exceeded my programming and debugging skillset, unfortunately.

More snippets of my output file mainly to show that it's not just WolfGroup

Code:
2018-03-27T18:35:47 198.952 INF Spawning sleeper zombie from sleeperHordeStageGS110
NullReferenceException: Object reference not set to an instance of an object
 at EntityGroups.GetRandomFromGroup (System.String _sEntityGroupName) [0x00000] in <filename unknown>:0 
 at SleeperVolume.WW (.World ) [0x00000] in <filename unknown>:0 
 at SleeperVolume.Tick (.World _world) [0x00000] in <filename unknown>:0 
 at World.OMQ () [0x00000] in <filename unknown>:0 
 at World.OnUpdateTick (Single _partialTicks, ArraySegment`1 _activeChunks) [0x00000] in <filename unknown>:0 
 at GameManager.JQ () [0x00000] in <filename unknown>:0 
 at GameManager.Update () [0x00000] in <filename unknown>:0 

(Filename:  Line: -1)

2018-03-27T18:35:48 200.303 INF No valid sleeper spawn locations were found, they are either all visible or are in solid space. Marking volume as cleared.
2018-03-27T18:36:08 219.902 INF Time: 1.87m FPS: 60.00 Heap: 1111.7MB Max: 1111.7MB Chunks: 756 CGO: 666 Ply: 1 Zom: 0 Ent: 3 (3) Items: 0 CO: 1 RSS: 11457.2MB
2018-03-27T18:36:16 227.869 INF Disconnect
2018-03-27T18:36:16 227.877 INF NET: Stopping server protocols
2018-03-27T18:36:16 227.884 INF NET: UNET server stopped
2018-03-27T18:36:16 227.942 INF NET: Untiy NW server stopped
2018-03-27T18:36:16 227.942 INF [steamworks.NET] NET: Server stopped
2018-03-27T18:36:16 227.943 INF [NET] ServerShutdown
2018-03-27T18:36:16 227.944 INF SaveAndCleanupWorld
2018-03-27T18:36:17 228.546 INF Saving 386 of chunks took 383ms
2018-03-27T18:36:17 228.552 INF [steamworks.NET] Stopping server
2018-03-27T18:36:17 228.575 INF [steamworks.NET] Exiting Lobby
2018-03-27T18:36:17 228.595 INF World.Unload
2018-03-27T18:36:17 228.701 INF Exited thread thread_GenerateChunks
2018-03-27T18:36:18 229.595 INF Exited thread thread_Pathfinder
2018-03-27T18:36:18 229.596 INF World.Cleanup
2018-03-27T18:36:18 229.609 INF Exited thread thread_Regenerating
2018-03-27T18:36:18 229.609 INF Exited thread HQ
2018-03-27T18:36:20 231.504 INF Persistent GamePrefs saved
2018-03-27T18:36:20 231.504 INF Cleanup
2018-03-27T18:36:20 231.505 WRN Missing cleanup for XML: sounds
2018-03-27T18:36:20 231.518 INF AchievementManager.Cleanup
2018-03-27T18:36:20 232.134 INF OnApplicationQuit
 
just a little thing, but would some one tell me how to remove the overly large, brightly colored, extremely agitated, npc types? i have encountered 2 of these and they just wildly sprint from place to place within the town. the magenta one seemed to follow me for a bit. the other seems to distinctly run away from me.
You'll need to remove every instance of the two corresponding two zombies ("zombieScared" and "zombieCuriousGeorge") from the spawn lists.

You could also simply change the probabilities to 0.

(e.g. in entitygroups.xml, change

<entity name="zombieScared" prob="0.05"/>


<entity name="zombieCuriousGeorge" prob="0.01"/>





to

<entity name="zombieScared" prob="0"/>


<entity name="zombieCuriousGeorge" prob="0"/>





You'll want to use an editor and search function, and there are multiple occurrences.

- - - Updated - - -

Also, if I'm haven't said as much earlier, I'm already enjoying 3.0 more than 2.2. Thanks for your work, Jax.

 
Hopefully somebody can help me out here. This is the first time I am using the 7d2d mod launcher. I am using the .exe of the launcher. I clicked on ravenhearst dropdown then clicked on "RH 30 7 day horde edition" and then pressed "install game copy". I did make sure that the path file to my actual 7d2d was correct by the way. it installed and then i followed the caveat at the top that states "for big mods, be sure to press pre-sync mod for playing!" once I did that, i noticed down below that I was getting errors. "Error Downloading... Clearning corrupted data.Re-attempting..."

Sure enough i hit play and it gives me the same error messages. I create a mp game and sure enough, everything is vanilla. Standard quests, no twine in creative menu, i get the default greeting message from noah instead of jax. and i get the standard toolbar. So unless I'm mistaken it loads me into a vanilla game. Doesn't seem like anybody else is having this issue, so I am hoping that this is a simple fix. Thanks in advance.
Are you running Windows 7? https://7daystodie.com/forums/showthread.php?48537-The-7D2D-Mod-Launcher-A-Mod-Launcher-for-7-Days-to-Die&p=792405&viewfull=1#post792405

 
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