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REV6:7-8's REALITY CHECK

I now have an EXPERIMENTAL release of the REALITY CHECK modlets package available, if anyone wants to give it a try. Download link in the original post has been updated.

This release replaces all of the specified animals and/or zombies with zombieMoe, instead of animalStag.

The previous stag replacements for those animals and/or zombies seemed to be contributing to the "InvalidCastException: Cannot cast from source type to destination type" errors that SOME people were experiencing on SOME horde nights... IF they were in SPECIFIC biome types at the time. THAT was the missing piece of the puzzle.

Since changing the mob replacements from animalStag to zombieMoe, I have NOT been able to reproduce conditions that generate that particular error any more, regardless of how many times I advance or regress the in-game time, nor which biome I am currently located in.

Hope this helps, and cheers!

REV6:7-8

 
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The latest versions of these modlets are fully compatible with and have successfully passed testing for the latest STABLE version of 7DTD, Alpha 17.4 Stable B4.

1. I cleaned my profile (7dLauncher/Tools/Clean game data/Player profiles), started a BRAND NEW game save, and have been using ALL of these modlets without any errors for the past two weeks.

2. My game save has been using the default 60 minutes for the 24 hour game cycle, the default daylight length of 18 hours, but the blood moon frequency set to every 1 game day, to allow me to test these modlets over a large number of sequential blood moon hordes.

3. I'm also running ALL of the following modlets, at the same time...

Red Eagle LXIX's DropOnDeathNothing
 


https://7daystodie.com/forums/showt...XIX-s-A17-Modlet-Collection-(UI-Blocks-Questshttps://7daystodie.com/forums/showthread.php?94219-Red-Eagle-LXIX-s-A17-Modlet-Collection-(UI-Blocks-Quests
https://7daystodie.com/forums/showt...XIX-s-A17-Modlet-Collection-(UI-Blocks-Quests)
 

stedman420's SimpleUI 4DigitCraft


stedman420's SimpleUI BiggerBackpack120-PlayerBuiltStorage


stedman420's SimpleUI Compass


stedman420's SimpleUI CraftingQueue


stedman420's SimpleUI ForgeInput


stedman420's SimpleUI LeftHUD-BuffTimers


stedman420's SimpleUI Toolbelt


stedman420's SimpleUI VehicleStorage

 


https://7daystodie.com/forums/showthread.php?94502-A17-Simple-UI-Modletshttps://7daystodie.com/forums/showthread.php?94502-A17-Simple-UI-Modlets
https://7daystodie.com/forums/showthread.php?94502-A17-Simple-UI-Modlets

... without any conflicts or errors.

4. If you try any or all of these modlets and get errors about casting from source type to destination type, please see item #1 above.

5. Renamed the attached zip file in the original post, corresponding to the version of 7DTD these modlets require.

Hope this helps, and cheers!

REV6:7-8

 
Good news to hear REV6:7-8 :) glad that you have tracked the cause of the random cast issue :)

This may explain why I had no problems at all with horde nights because I adapted the modlet and I took out animalStag as I wanted less meat available for my personal tastes, never occurred to me that I avoided the problem from day one :(

Great Mods

Cheers

Ragsy !!

 
glad that you have tracked the cause of the random cast issue
Me too. LOL

This may explain why I had no problems at all with horde nights because I adapted the modlet and I took out animalStag as I wanted less meat available for my personal tastes, never occurred to me that I avoided the problem from day one
ZombieMoe (think Vincent D'Onofrio's Edgar character from Men in Black) ended up being a "safe" replacement, as he's able to spawn in any biome type, while deer aren't always.

Considered it a bonus that his height and size add to his in-game visibility.

Great Mods
Thanks! Yours are looking good these days too!

Cheers,

REV6:7-8

 
I am using it in A18 at present as part of my Classic Zombies modlet and appears to be ok , the only New Zombie added is the 'Demolisher' so that wont be covered as of yet.

 
The REALITY CHECK modlets package (and also my ADMIN SKILL POINTS modlet) will be updated for Alpha 18 STABLE. "Real Life" puts constraints on the amount of time I can dedicate to 7DTD, so my modlet focus is limited to stable/non-experimental releases.

I'll be including additional modlet options for the new animals (coyotes and mountain lions) and zombie (the demolition zombie, as Ragsy 2145 mentioned).

In the meantime, I too have been playing around with Alpha 18 EXPERIMENTAL... using my existing modlet packages... and have not run into any issues with any of the modlets themselves.

As mentioned though in the original post of this thread, your mileage may vary, as these modlets are not officially supported with non-stable game releases.

Hope this clarifies, and cheers!

REV6:7-8

 
The latest versions of these modlets are fully compatible with and have successfully passed testing for the latest STABLE version of 7DTD, Alpha 18 b155 Stable.

1. Added a new modlet:

NO COYOTES - Replace coyotes with zombieMoe
2. Added a new modlet:

NO DEMOLITIONS - Replace demolitions with zombieMoe
3. Added a new modlet:

NO MOUNTAIN LIONS - Replace mountain lions with zombieMoe
4. Updated the extended version numbers within the modlets (which are visible in the console output as the modlets load), to help users know at a glance which version(s) they have installed.

5. Updated the System Requirements/Fine Print section of the original post.

6. Renamed the attached zip file in the original post, corresponding to the version of 7DTD these modlets require.

Hope this helps, and cheers!

REV6:7-8

 
Nice Job REV6:7-8 :)

More zombieMoe's to kill is a good thing ..... so all is good in the reality feel.

Regards

Ragsy !!

 
Nice Job REV6:7-8 :)
Thanks again for your continued support!

More zombieMoe's to kill is a good thing ..... so all is good in the reality feel.
While I was still troubleshooting the sporadic invalid cast exception errors some players were getting on some horde nights in some biomes, that's when I noticed that many animal and/or zombie types are limited to only auto-spawning in certain biomes and/or on certain horde nights and/or certain game stages.

[ SIDEBAR: Even with these modlets installed, people can still MANUALLY spawn in any of the animals or zombies in the game, using F6 once DM is activated ]

zombieMoe ended up being a "safe" pick, in that he didn't seem to be "banned" from any times or places. And who doesn't like killin' a few extra Edgars (from Men in Black)?

RegardsRagsy !!
Cheers,

REV6:7-8

 
The latest versions of these modlets are fully compatible with and have successfully passed testing for the latest STABLE version of 7DTD, Alpha 18.1 b7 Stable.

1. Updated the extended version numbers within the modlets (which are visible in the console output as the modlets load), to help users know at a glance which version(s) they have installed.

2. Updated the System Requirements/Fine Print section of the original post.

3. Renamed the attached zip file in the original post, corresponding to the version of 7DTD these modlets require.

Hope this helps, and cheers!

REV6:7-8

 
The latest versions of these modlets are fully compatible with and have successfully passed testing for the latest STABLE version of 7DTD, Alpha 18 b155 Stable.

1. Added a new modlet:

NO FOOTBALL PLAYERS - Replace football players with zombieMoe

The zombie football player will still run at players, even if zombie speed is set to walk. Bench this guy permanently, if you want.

2. Consolidated two modlets (NO VULTURES STANDARD and NO VULTURES RADIATED) into one new modlet that covers them all (NO VULTURES).

If you want standard vultures but not radiated vultures, use the NO RADIATED modlet. I can't think of a reasonable situation where someone might want radiated vultures but not standard vultures.

3. Consolidated two modlets (NO WIGHTS FERAL and NO WIGHTS RADIATED) into one new modlet that covers them all (NO WIGHTS).

If you want feral wights but not radiated wights, use the NO RADIATED modlet. I can't think of a reasonable situation where someone might want radiated wights but not standard wights.

4. Replaced the attached zip file in the original post with the new version that has these changes.

Hope this helps, and cheers!

REV6:7-8

 
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I want to use this with another mod called Stallionsdens Invisible animal fix.

But I get this error message ingame

U2PhOUN.png


Is there a way to make them work together.

I want to have a lot of animals roaming the land but only remove the vultures.

 
I want to use this with another mod called Stallionsdens Invisible animal fix.But I get this error message ingame

U2PhOUN.png


Is there a way to make them work together.

I want to have a lot of animals roaming the land but only remove the vultures.
ok on the pc is easier lol.

You would have to either remove the changes made by rev678 in regards to theanimalZombieVulture and the animalZombieVultureRadiated

OR

Remove any mention of those 2 mentioned from my mod

 
@Melkor,

1. From the Known INcompatibilities section of my original post:

"These modlets
DO NOT
work properly with any other mods, modlets, or customizations that add, change, remove, or replace NPCs from the 7DTD game."

2. What you posted is not an ERROR, but is actually a WARNING.

It's basically saying that the modlet named Stallionsdens Invisible animal fix did not apply 2 specific changes to the entitygroups.xml file... likely because my modlet that ran before it (modlets load in sequence alphabetically, and mine start with rev678_) had already removed vultures from the entitygroups.xml file.

3. FORTUNATELY, @stallionsden threw you a bone and gave you a couple of work-arounds.

4. The EASIEST "fix" is to simply remove that modlet of mine (NO VULTURES), and utilitze the functionality of Stallionsdens Invisible animal fix.

5. An ALTERNATIVE is to simply remove Stallionsdens Invisible animal fix, and utilize the functionality of mine.

6. If you are willing and able to use a TEXT EDITOR (I use TextWrangler on Mac, or Notepad++ on Wintel PCs), NOT a WORD PROCESSOR (things like Microsoft Word), then you can quite simply look for the "vultures" code lines in the entitygroups.xml file of the Stallionsdens Invisible animal fix modlet. Removing those "offending" lines maybe will work.

7. I'm guessing that @stallionsden may agree with me on this one, but options 4 and 5 should probably be considered the "supported" remedies for your situation.

8. I can't speak to YOUR SPECIFIC text editing and/or code troubleshooting KSAEEs (Knowledge, Skills, Abilities, Education, and/or Experience), so can't really tell you how easy option 6 might be for you.

Hope this clarifies and helps,

REV6:7-8

 
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@Melkor,
1. From the Known INcompatibilities section of my original post:

"These modlets
DO NOT
work properly with any other mods, modlets, or customizations that add, change, remove, or replace NPCs from the 7DTD game."

2. What you posted is not an ERROR, but is actually a WARNING.

It's basically saying that the modlet named Stallionsdens Invisible animal fix did not apply 2 specific changes to the entitygroups.xml file... likely because my modlet that ran before it (modlets load in sequence alphabetically, and mine start with rev678_) had already removed vultures from the entitygroups.xml file.

3. FORTUNATELY, @stallionsden threw you a bone and gave you a couple of work-arounds.

4. The EASIEST "fix" is to simply remove that modlet of mine (NO VULTURES), and utilitze the functionality of Stallionsdens Invisible animal fix.

5. An ALTERNATIVE is to simply remove Stallionsdens Invisible animal fix, and utilize the functionality of mine.

6. If you are willing and able to use a TEXT EDITOR (I use TextWrangler on Mac, or Notepad++ on Wintel PCs), NOT a WORD PROCESSOR (things like Microsoft Word), then you can quite simply look for the "vultures" code lines in the entitygroups.xml file of the Stallionsdens Invisible animal fix modlet. Removing those "offending" lines maybe will work.

7. I'm guessing that @stallionsden may agree with me on this one, but options 4 and 5 should probably be considered the "supported" remedies for your situation.

8. I can't speak to YOUR SPECIFIC text editing and/or code troubleshooting KSAEEs (Knowledge, Skills, Abilities, Education, and/or Experience), so can't really tell you how easy option 6 might be for you.

Hope this clarifies and helps,

REV6:7-8
Great explanation...

If your modlet was put after mine it would work as intended as your modlet is meant. So it would remove the vultures that mine edits. Is another option and probably save time to more a easy fix.

Simply rename revs modlet folder then go into modinfo.xml and change it to what you changed the folder to.

 
Simply rename revs modlet folder then go into modinfo.xml and change it to what you changed the folder to.
@stallionsden,

1. For starters, thanks for your input. I really do appreciate the chance to interact with my "customers." Along those lines though, I just want to make a couple of minor clarifications.

2. This line in my NO VULTURES modlet's Modinfo.xml file...

Code:
  <Name value="REV6:7-8's Modlet ... REALITY CHECK ... NO VULTURES" />
... should be considered "cosmetic" for the purposes of this sub-thread, as it has nothing to do with the load sequence of modlets.

3. What you're describing as a possible work-around for @Melkor (changing the modlet load order by renaming my NO VULTURES modlet) can be accomplished entirely by renaming the rev678_realitycheck_no_vultures sub-folder to something like zzz_rev678_realitycheck_no_vultures...

... as long as zzz_ would be further down the list, alphabetically, than the sub-folder name of whatever modlet you're trying to have my modlet load after.

4. Someone could theoretically accomplish the same thing by renaming any or even all of the sub-folders in their own Mods folder to a through z, and then the modlets installed on their system would load sequentially in alphabetical order a through z.

5. In either scenario, nothing must be edited or changed in any of the Modinfo.xml files, unless the end-user is really OCD about having the Name values as displayed in the console output perfectly match the corresponding sub-folder names... in which case, they really need more "help" than I'm prepared to give them.

6. I tested and verified this by renaming the rev678_realitycheck_no_vultures sub-folder in my own Mods folder to zzz_rev678_realitycheck_no_vultures, without modifying anything in the Modinfo.xml file, and everything loaded as expected... with the NO VULTURES modlet loading at the end of the modlet loading sequence as I don't have any other z-named modlet sub-folders installed.

7. As my published modlets are right now, they all have sub-folder names starting with rev678_ while the Name values in their corresponding Modinfo.xml files all begin with REV6:7-8's Modlet followed by a human-readable descriptor.

8. All of the above is current as of 7DTD Alpha 18.1 b8 Stable. Future releases of 7DTD could change any or all of this.

Hope this clarifies and helps,

REV6:7-8

 
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