• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

REV6:7-8's REALITY CHECK

1. These modlets are fully compatible with and have been tested for Alpha 17.1 Stable B9.

2. I currently have nineteen (19) different modlets published in these forums and available for download. That's a large number of "moving parts" to test, debug, re-publish, and provide end-user support for every time TFP releases an update to 7DTD.

3. With that in mind, from this point forward, I'm only planning to officially support the latest stable release of 7DTD with my modlets.

4. That's not to say they will cease to function properly with older or experimental versions of 7DTD. They may very well work just fine for you. In all likelihood, they will, unless TFP radically changes the structure of the game's XML files.

5. THAT SAID... If you choose to "color outside the lines," you may be on your own as far as troubleshooting any issues that arise from using my modlets in unsupported scenarios.

6. Updated original post to reflect the current system requirements.

Hope this helps, and cheers!

REV6:7-8

 
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just leaving a "thank you" here.

I always modded out the dogs , can't stand them. With modlet its even easier.

and my second PC is sooo bad, that wolfs/vulture/bear have to go also, as meele on them is impossible due to slow pc.

So, thanks again for the modlets.

 
just leaving a "thank you" here.
I always modded out the dogs , can't stand them. With modlet its even easier.

and my second PC is sooo bad, that wolfs/vulture/bear have to go also, as meele on them is impossible due to slow pc.

So, thanks again for the modlets.
You bet. Glad you found these modlets useful.

 
Fans of these modlets, fear not.

I'm currently working on testing these modlets with and debugging them for the latest stable release, Alpha 17.2 Stable B27.

More to follow,

REV6:7-8

 
The 16JAN2019 versions of these modlets are fully compatible with and have successfully passed testing for the latest STABLE version, Alpha 17.2 Stable B27.

Updated Systems Requirements/Fine Print section of original post.

Hope this helps, and cheers!

REV6:7-8

 
As a reminder...

I strongly advise you to start a NEW game/save AFTER installing but BEFORE running these modlets. Failure to do so will likely result in an "Invalid Cast Exception" error. If you don't start a NEW game/save AFTER installing but BEFORE running these modlets, and get that error, I'm going to tell you to start a NEW game/save.

... every single time you install or update any of these modlets.

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 17.3 Stable B18.

1. Added 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 files in the original post, corresponding to the version of 7DTD these modlets require.

Hope this helps, and cheers!

REV6:7-8

 
Last edited by a moderator:
The latest versions of these modlets are fully compatible with and have successfully passed testing for the latest STABLE version of 7DTD, Alpha 17.3 Stable B18.
1. Added 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 files in the original post, corresponding to the version of 7DTD these modlets require.

Hope this helps, and cheers!

REV6:7-8
1. What a simple and effective idea :)

Very clear and precise as usual and I hope that things are OK with you REV6:7-8.

Ragsy !!

 
1. What a simple and effective idea :)

those-are-the-only-kind-i-have.jpg



Just kidding, of course 😎

Lately, I've been playing Guild Wars 2.

In an attempt to preempt any questions other GW2 players might have...

1. I did not play GW1.
 
2. I only started playing GW2 very recently, in February of this calendar year to be more specific.
 
3. I'm currently playing on the Gates of Madness world.
 
4. I'm currently only playing the free-to-play content. I don't have any of the expansion content as of yet, but plan on acquiring one or both of the expansions soon(ish).
 
5. I'm currently playing primarily open world PvE, mainly map completion (hearts, waypoints, POI's, hero challenges, vistas), events, and world bosses.
 
6. I've only recently started dipping my toes into WvW.
 
7. I'm not playing sPVP, nor am I interested in doing so. I don't always play well with other kids on the playground, so being expected to "do something" by others irritates me when I'm simply wanting to play a game my way.
 
8. I'm not interested in joining anyone's guild. Please see item number seven.
 
9. My ranger is level 80 and has 100% F2P map completion. No, she's not interested in joining anyone's guild. No, she's not interested in being anyone's in-game friend, nor joining anyone's party, group, nor raid. Please see item number seven.
 
10. My necromancer is level 34 and has 23% F2P map completion. No, she's not interested in joining anyone's guild. No, she's not interested in being anyone's in-game friend, nor joining anyone's party, group, nor raid. Please see item number seven.
 
11. My in-game friends are people I know and actually like "in real life." Seven and a half billion people on this big ball of mud, and I just barely tolerate most of them. So I won't subject myself to ignorant or obnoxious people more than I have to, especially not while trying to enjoy myself. Please see item number seven.
 
12. Yes, I play female characters. I'm an adult heterosexual male, playing a third-person point of view game. I'd prefer not to stare at male posteriors for extended game sessions. To each their own, but that's my personal choice.
 

BACK ON TOPIC... I'd sort of "back burnered" 7DTD until my Steam client recently downloaded the update. Then I dusted off TextWrangler to make a few minor changes to my modlets, and spent some time re-testing them.

Honestly, the "old" modlet versions worked just fine when I ran them under 17.3, but I've been wanting to add better versioning for some time and just finally crossed it off my list.

Tonight, I'm thinking about doing brats on the grill, then maybe binge watching the latest season of Lucifer on Netflix over the rest of the weekend.

Cheers!

REV6:7-8

 
Running this on a save game/singleplayer, and inviting friends to my game; do they require the mods, or not? These feel like they more or less use vanilla assets and just change spawning routines for the "server" (player). I'm no 7Days expert, this is just me assuming stuff. I feel like since it's mostly vanilla assets, multiplayer joining wouldn't need others to have them?

If my question is weird (lol); If I'm inviting friends to my game (not hosting a dedicated server), do my friends require these modlets?

 
Running this on a save game/singleplayer, and inviting friends to my game; do they require the mods, or not? These feel like they more or less use vanilla assets and just change spawning routines for the "server" (player). I'm no 7Days expert, this is just me assuming stuff. I feel like since it's mostly vanilla assets, multiplayer joining wouldn't need others to have them?
If my question is weird (lol); If I'm inviting friends to my game (not hosting a dedicated server), do my friends require these modlets?
MageBlade,

If you're wanting to use any or all of these modlets in "server mode"...

- running a dedicated server, or...

- sharing your own game with friends, and they connect into your computer which is essentially acting as a server...

... you're correct in that you only need to install the modlet(s) on whichever device is acting as the server.

Hope this clarifies, and cheers!

REV6:7-8

 
Hey rev678, love the mod as I am more about building than trying to kill anything that the devs decided would make a better zombie. Ran into a problem though on my first horde night. I have all the modlets installed, fresh game, and get my wandering hordes etc with no problems. But now on hore night I keep getting the console popping up randomly when it tries to spawn in one of the removed zombies. This is from my log... next to taking every mod out and trying to add each one at a time, thought you might have an idea before I do that.

2019-05-24T11:56:15 14372.280 INF BloodMoonParty: SpawnZombie grp 1 feralHordeStageGS49 (count 0, numToSpawn 29, maxAlive 19), cnt 4 zombieSteve, at player 171, day/time 7 22:282019-05-24T11:56:15 14373.242 INF Entity 2635 killed by 171.

2019-05-24T11:56:16 14373.328 INF BloodMoonParty: SpawnZombie grp 1 feralHordeStageGS49 (count 1, numToSpawn 29, maxAlive 19), cnt 4 zombieSkateboarder, at player 171, day/time 7 22:28

InvalidCastException: Cannot cast from source type to destination type.

at AIDirectorBloodMoonParty.SpawnZombie (.World _world, .EntityPlayer _target, Vector3 _focus, Vector3 _radius) [0x00000] in <filename unknown>:0

at AIDirectorBloodMoonParty.Tick (.World _world, Double _dt, Boolean _canSpawn) [0x00000] in <filename unknown>:0

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

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

at GameManager.Update () [0x00000] in <filename unknown>:0
 
Hey rev678, love the mod as I am more about building than trying to kill anything that the devs decided would make a better zombie. Ran into a problem though on my first horde night. I have all the modlets installed, fresh game, and get my wandering hordes etc with no problems. But now on hore night I keep getting the console popping up randomly when it tries to spawn in one of the removed zombies. This is from my log... next to taking every mod out and trying to add each one at a time, thought you might have an idea before I do that.
Wacko,

I've seen that particular error (Cannot cast from source type to destination type) in a few situations:

1. Someone tries launching an old/previous save game after updating their 7DTD game to a newer version. Starting a new game usually solves that particular issue.

2. Someone updates their 7DTD game to a newer version, but some files don't successfully/fully update for whatever reason. Selecting VERIFY INTEGRITY OF GAME FILES on the LOCAL FILES tab of the 7 Days to Die - Properties window in the Steam client usually solves that particular issue.

3. Someone has a "corrupted" (as far as the 7DTD game program is concerned) player profile. Sometimes an "Invalid Cast Exception" error can be corrected by "cleaning" your player profile (either using the cleaning tool in the 7DTD Launcher, or changing and/or deleting your player profile from the in-game menus).

If you start a new game/save, and verifying the integrity of game files doesn't report any errors, then I'm guessing the third scenario is the one you're dealing with.

Please try "cleaning" your player profile, followed immediately by then re-starting a new game/save, and see if that corrects the issue.

Thanks much,

REV6:7-8

 
... in ALL THREE (3) of the scenarios listed above, it's imperative to start a new game/save after performing the specified corrective measures.

Especially once a game/save starts throwing "InvalidCastException" errors, that particular game/save should be considered suspect/pooched, and beyond repair (by most people).

Hope this clarifies,

REV6:7-8

 
... in ALL THREE (3) of the scenarios listed above, it's imperative to start a new game/save after performing the specified corrective measures.
Especially once a game/save starts throwing "InvalidCastException" errors, that particular game/save should be considered suspect/pooched, and beyond repair (by most people).

Hope this clarifies,

REV6:7-8
Will try the player clean. I installed your mod then continued with an old save, got the "InvalidCastException" which actually froze my game. I then read your FAQ bits. This is the process I took....

1/ Fresh install of 7DTD A17.3 - played and tested, no errors in debug menu on load and save and load again.

2/ Added all your modlets, played right up to day 7 including several POI clearings and wandering hordes with nothing showing in the debug menu (except the 3 warnings that show in yellow due to having all your modlets installed)

3/ Got to day 7 and horde started, about 3 min real time in, I got the debug menu pop open with the first of the errors in red. Was able to close it and continue with horde night, then it progressively got more and more throughout the night. Finished horde night and cleaned out a heap of deer standing around.

4/ Killed the deer but they made a sound every time I carved them up AND after harvesting the corpse remained. Eventually the corpses despawned but much longer than after a zombie is killed and despawns.

5/ Continued playing through the rest of day 8 and day 9 with 2 wandering hordes and no debug errors.

As I said, I will try the player clean, but won't be able to tell until day 14 horde as all other days everything seems to be working fine.

 
I installed your mod then continued with an old save
At this point, I would recommend doing BOTH of these TWO (2) things, in this SPECIFIC order...

1. "Clean" your player profile, using the tool from the 7DTD launcher.

Clean game data.jpg

2. After fixing your player profile, start a new game/save.

The first two Best Practices/Troubleshooting/Errors items under the first post in this thread are specifically related to "Invalid Cast Exception" errors. I too have personally seen those errors when I've failed to follow my own advice.

Yes, it's a PITA having to start a new game/save. But it's more of a pain trying to troubleshoot errors every horde night if you don't. And once a game/save starts throwing "Invalid Cast Exception" errors, you're only going to have continued issues with it.

I've occasionally been able to temporarily repair a game/save using only the player profile fix above, only to have further problems with that game/save during the very next horde night. Kludges are only as good as your patience troubleshooting the next failure.

ON A RELATED NOTE... It's probably wise to start a new game/save ANY time you install ANY mod or modlet or overhaul from ANY author.

Hope this helps,

REV6:7-8

 
IMPORTANT REMINDER (copied from the Best Practices/Troubleshooting/Errors section of the original post in this thread):

1. I strongly advise you to start a NEW game/save AFTER installing but BEFORE running these modlets. Failure to do so will likely result in an "Invalid Cast Exception" error. If you don't start a NEW game/save AFTER installing but BEFORE running these modlets, and get that error, I'm going to tell you to start a NEW game/save.

Hope this helps,

REV6:7-8

 
After conducting extensive testing involving (among other things) advancing and regressing the in-game time using the SETTIME command from the console...

... I'm FINALLY able to CONSISTENTLY reproduce conditions that generate the "InvalidCastException: Cannot cast from source type to destination type" errors that SOME people have seen during SOME horde nights.

While I think I may have figured out WHAT exactly is "breaking," I don't have an ETA on the fix as of yet, as I'm still experimenting with a few different work-arounds for this particular problem.

It's kind of like knowing when I'll find my lost or misplaced car keys. I'll find them when I find them.

In the meantime, I have TEMPORARILY removed the modlet package download link from the original post.

When I have a fix ready for release, I'll re-add a corrected download link to the original post, and then post again here so everyone knows we're back in business.

Hope this clarifies,

REV6:7-8

 
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