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Red Eagle LXIX's A17 Modlet Collection (UI, Blocks, Quests)

Last Tested: A17-Experimental(b231) compatibility confirmed, no updates required, 1 recommended.

RELXIX_Quests_ShortBasicQuestChain v1.0.4 - 2018-12-18 - Changed values to match updated chain (4 Skillpoints, 700xp for Basic survival)

 
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Hi. First I'd like to say I love your mods. Sadly this latest update from TFP has caused a game breaking null reference with your Loot Abundance mod. Not sure what the plan is, but I hope you can fix it. I'll keep seeing to make sure it is that mod but so far after a while of playing with out it the null reference has stopped.

Edit: After a bit more playing I finally got the same game breaking null reference error. And since I have to alt + f4 to close 7d2d I have no log that I can see to see what the error is. Not sure how to get the log exported in console before I force close 7d2d.

 
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Hi. First I'd like to say I love your mods. Sadly this latest update from TFP has caused a game breaking null reference with your Loot Abundance mod. Not sure what the plan is, but I hope you can fix it. I'll keep seeing to make sure it is that mod but so far after a while of playing with out it the null reference has stopped.
Edit: After a bit more playing I finally got the same game breaking null reference error. And since I have to alt + f4 to close 7d2d I have no log that I can see to see what the error is. Not sure how to get the log exported in console before I force close 7d2d.
I am unable to replicate any issue.

Can you provide more details?

Logs are produced any time the game is started in your game folder.

Quickest way to get to the logs:

Steam Client > Games Library > Right-Click 7 Days To Die > Click Properties > Click Local Files Tab > Click Browse Local Files Button > Navigate to subfolder '7DaysToDie_Data' > output_log__<DATE>__<TIME>.txt

As can be seen here, the expected WRN messages showing the files for multiple mods were successfully loaded (as per the 1.0.3 release notes for my mods).

In the background one can see I've even selected a loot abundance of 500%.

https://steamuserimages-a.akamaihd.net/ugc/946217933038109560/DF6C37EBA2204EDC7125BD182FD4EB4C4C2E1E6F/

I see you also got the error after removing the mod.

Hopefully the instructions on obtaining the logs will help narrow the cause since it also occurred without the mod. It might be related to a random null ref I've seen mentioned in the bug report threads.

 
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I am unable to replicate any issue.Can you provide more details?

Logs are produced any time the game is started in your game folder.

Quickest way to get to the logs:

Steam Client > Games Library > Right-Click 7 Days To Die > Click Properties > Click Local Files Tab > Click Browse Local Files Button > Navigate to subfolder '7DaysToDie_Data' > output_log__<DATE>__<TIME>.txt

As can be seen here, the expected WRN messages showing the files for multiple mods were successfully loaded (as per the 1.0.3 release notes for my mods).

In the background one can see I've even selected a loot abundance of 500%.

https://steamuserimages-a.akamaihd.net/ugc/946217933038109560/DF6C37EBA2204EDC7125BD182FD4EB4C4C2E1E6F/

I see you also got the error after removing the mod.

Hopefully the instructions on obtaining the logs will help narrow the cause since it also occurred without the mod. It might be related to a random null ref I've seen mentioned in the bug report threads.
I "think" I figured out the issue, some how my save got corrupted I played for a good while after starting a new world and no null reference errors.

As for the log I could never find any for yesterday. I wonder if it is because instead of closing the game properly I had to Alt + f4. No clue.

 
  • New
    RELXIX_RWG_MoreTraders
    Ups the number of traders in the world by re-adding the traderGroup to the wilderness mix.



This change increases the default min/max of 5 possible traders on a RWG to 5-10 possible (based on current traderGroup percentages).

---

This can be tested this by generating a World without the mod installed, count number of traders (b240 only 5) found in prefabs.xml. Exit game, delete World, install mod, start game, use same seed and generate world. You should get between 5 and 10 traders.

As an example:

Stock b240:

  • Seed: Back from the dead
  • Size 8192
  • Generated Name: South Moduso County
  • Trader Count: 5


Mod b240:

  • Seed: Back from the dead
  • Size 8192
  • Generated Name: South Moduso County
  • Trader Count: 10

 
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Sorry if this has come up already. Is there any chance for a modlet that increases the number of allowable _active_ Land Claim Blocks?

I don't mind editing the xmls myself, but I can't find anything that looks like ~activeAllowed=X~ anywhere.

I found/know about this in blocks.xml; <block name="keystoneBlock"> <!-- landclaim -->

Would be really helpful to me in SP to not be limited to one active LCB

---

There's a request by another here;

https://7daystodie.com/forums/showthread.php?101158-LCB-modlet

 
Sorry if this has come up already. Is there any chance for a modlet that increases the number of allowable _active_ Land Claim Blocks?
I don't mind editing the xmls myself, but I can't find anything that looks like ~activeAllowed=X~ anywhere.

I found/know about this in blocks.xml; <block name="keystoneBlock"> <!-- landclaim -->

Would be really helpful to me in SP to not be limited to one active LCB

---

There's a request by another here;

https://7daystodie.com/forums/showthread.php?101158-LCB-modlet
That cannot be done via XML only. It would require and SDX Patch Script or full DLL replacement.

 
<remove xpath="/Expected_WRN_means_Successfully_Loaded[@modname=RELXIX_UIMENU_MoreRWGSizeOptions][@version=1.0][@filename=\Config\XUi_Menu\windows.xml]" />

May I ask what is the use of this? Your mod has this item, and it displays yellow characters in F1 console. Is this wrong?

 
WRN XML patch for "blocks.xml" from mod "RELXIX_Blocks_PickThisUp" did not apply: <remove xpath="/blocks/block[@name=miniblindTopSheet]/property[@name=CanPickup]"

WRN XML patch for "items.xml" from mod "RELXIX_Quests_TraderAdvertisements" did not apply: <remove xpath="/Successfully_Loaded[@modname=RELXIX_Quests_TraderAdvertisements][@version=1.0.3][@filename=\Config\items.xml]"

2018-12-23T22:39:54 16.772 INF Item IDs with mapping

WRN XML patch for "rwgmixer.xml" from mod "RELXIX_RWG_MoreTraders" did not apply: <remove xpath="/Successfully_Loaded[@modname=RELXIX_RWG_MoreTraders][@version=1.0][@filename=\Config\rwgmixer.xml]"

WRN XML patch for "XUi/windows.xml" from mod "RELXIX_UI_PlayerStats" did not apply: <remove xpath="/Successfully_Loaded[@modname=RELXIX_UI_PlayerStats][@version=1.0.3][@filename=\Config\XUi\windows.xml]"

WRN XML patch for "XUi/xui.xml" from mod "RELXIX_UI_PlayerStats" did not apply: <remove xpath="/Successfully_Loaded[@modname=RELXIX_UI_PlayerStats][@version=1.0.3][@filename=\Config\XUi\xui.xml]"

WRN XML patch for "XUi/xui.xml" from mod "RELXIX - UI - ZDP - Zombie Kills, Deaths, and Player Kills" did not apply: <remove xpath="/xui/ruleset[@name=default]/window_group[@name=toolbelt]/window[@name=window_RELXIXUI_ZKIcoChng]"

Got this bunch of errors, with actual files on my dedi linux server.

Most of your Mods work fine for me. But these ones won't work correct!

Any help would be fine :) Thank you a lot

 
<remove xpath="/Expected_WRN_means_Successfully_Loaded[@modname=RELXIX_UIMENU_MoreRWGSizeOptions][@version=1.0][@filename=\Config\XUi_Menu\windows.xml]" />
May I ask what is the use of this? Your mod has this item, and it displays yellow characters in F1 console. Is this wrong?

WRN XML patch for "blocks.xml" from mod "RELXIX_Blocks_PickThisUp" did not apply: <remove xpath="/blocks/block[@name=miniblindTopSheet]/property[@name=CanPickup]" WRN XML patch for "items.xml" from mod "RELXIX_Quests_TraderAdvertisements" did not apply: <remove xpath="/Successfully_Loaded[@modname=RELXIX_Quests_TraderAdvertisements][@version=1.0.3][@filename=\Config\items.xml]"

2018-12-23T22:39:54 16.772 INF Item IDs with mapping

WRN XML patch for "rwgmixer.xml" from mod "RELXIX_RWG_MoreTraders" did not apply: <remove xpath="/Successfully_Loaded[@modname=RELXIX_RWG_MoreTraders][@version=1.0][@filename=\Config\rwgmixer.xml]"

WRN XML patch for "XUi/windows.xml" from mod "RELXIX_UI_PlayerStats" did not apply: <remove xpath="/Successfully_Loaded[@modname=RELXIX_UI_PlayerStats][@version=1.0.3][@filename=\Config\XUi\windows.xml]"

WRN XML patch for "XUi/xui.xml" from mod "RELXIX_UI_PlayerStats" did not apply: <remove xpath="/Successfully_Loaded[@modname=RELXIX_UI_PlayerStats][@version=1.0.3][@filename=\Config\XUi\xui.xml]"

WRN XML patch for "XUi/xui.xml" from mod "RELXIX - UI - ZDP - Zombie Kills, Deaths, and Player Kills" did not apply: <remove xpath="/xui/ruleset[@name=default]/window_group[@name=toolbelt]/window[@name=window_RELXIXUI_ZKIcoChng]"

Got this bunch of errors, with actual files on my dedi linux server.

Most of your Mods work fine for me. But these ones won't work correct!

Any help would be fine :) Thank you a lot
Those with text 'Successfully_Loaded' are purpose WRN events that allow me to see in the logs that 7 Days To Die successfully read and attempted processing of that file.

They are expected.

There are even comments in the files mentioning those are expected and done on purpose.

In addition, as noted in RELXIX_Blocks_PickThisUp there are 3 additional WRN events as I attempt to remove the CanPickup property in case another mod has added it and set it. Since by default that property does not exist it correctly give a WRN. It was actually these precautionary removes that gave the idea on how to log and be able to view when mod files were loaded and processed.

I'm going to add a bit more to the first post to make such clear. Thanks.

EDIT:

I have added the following to the first post:

  • These modlets all contain additional debugging in the form of a purposefully generated WRN event that will show Yellow in the console similar to the below entry. This allows me to know the file was successfully read and process by 7D2D, what mod the file was from, and which particular file in that mod:
    WRN XML patch for "XUi_Menu/windows.xml" from mod "RELXIX_UIMENU_DropOnDeathNothing" did not apply: <remove xpath="/Successfully_Loaded[@modname=RELXIX_UIMENU_DropOnDeathNothing][@version=1.0.3][@filename=\Config\XUi_Menu\windows.xml]"


 
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https://7daystodie.com/forums/showthread.php?74084-Developer-Discussions-Alpha-17&p=914022&viewfull=1#post914022

Can you point me in the right direction on where to find this? And can this be installed into a server without having to use the mod launcher? If so, would I have to wipe the server to get it to work?
Yes, my modlets can be installed without restarting the server (except for the Short Basic Quests Chain modlet, and More RWG Traders).

Yes they can be installed to a server without mod launcher.

As to where: check my Latest Thread Starts. :)
--

https://7daystodie.com/forums/showthread.php?74084-Developer-Discussions-Alpha-17&p=914043&viewfull=1#post914043

Speaking of which..can the new trader quest advert thing be added after rolling a world? I think I asked on steam, but forget. Thats an issue right now.. if there are only 5 traders in a 8k world, its hard to find any other than the starting quest one.
Yes, this can be added at any time, but once added it is not recommended to remove it without a restart.

Maybe in the future higher tier quests can include a quest with the trader getting goods from another trader? That would allow the player to discover them naturally, and imply the traders actually working together.
I thought about making Trader Coupons as well. Same as Trader Advertisements but having Random Buffs to the trader related skills. If you also meant one trader directing to a different trader. I am not sure if that would be possible.

RED EAGLE: Would it be possible in the modlets to just display a 100% guesstimate line over about where 100% is, and anything to the right would be the overage? That way we could visually "see" where 100% should be, an be able to see the implied overage. The actual percent number wouldn't be corrected, but the visual indicator would at least help.
The same system that generates the % number generates the fill bar. As such not without a code change to the DLL.

-

Figured this would be the better place to reply to this.

 
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I am having some trouble getting the modlet:RELXIX_UI_MenuStats to work on my dedicated server. I have created the mod folder and then uploaded the folders and XML documents to it and it's not working. I have disabled EAC (not sure if was needed) and couldn't find anything to show me how to do it on a bluefang server. I have attached a pic to show you where I put it and was wondering if you could possibly help?

Thanks in advance if you have time to help and sorry for being a noob at modlets lol.

Capture1.jpg

Capture2.jpg

 
I am having some trouble getting the modlet:RELXIX_UI_MenuStats to work on my dedicated server. I have created the mod folder and then uploaded the folders and XML documents to it and it's not working. I have disabled EAC (not sure if was needed) and couldn't find anything to show me how to do it on a bluefang server. I have attached a pic to show you where I put it and was wondering if you could possibly help?
Thanks in advance if you have time to help and sorry for being a noob at modlets lol.

View attachment 26626

View attachment 26627
Big M on the Mods folder name.

 
Can you post your output_log?
Not certain where to get my output log from a dedicated server. I am going to open a ticket with BlueFang to see if they can assist. I have a feeling the Mods folder needs to be in a different location.

 
Poppatot, I don't suppose you accidentally unzipped the folder into a folder of the same name. I have done that before. Check to make sure the config folder and modinfo.xml are in that folder and that it is not a RELXIX_UI_MenuStats folder inside another RELXIX_UI_MenuStats folder.

 
Poppatot, I don't suppose you accidentally unzipped the folder into a folder of the same name. I have done that before. Check to make sure the config folder and modinfo.xml are in that folder and that it is not a RELXIX_UI_MenuStats folder inside another RELXIX_UI_MenuStats folder.
My path is going Mods>RELXIX_UI_MenuStats>then it has the ModInfo.xml and folder Config>XUi>then it has windows.xml and xui.xml

Does that look correct?

EDIT: doesn't work on dedicated server or my personal files.

And thank you guys for helping me on the Holidays, much appreciated!

 
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