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Romero Mod - A game mode/suite of zombie tweaks

Good day KhaineGB

There might be an issue with the way the launcher is unpacking the mod ... if I put a couple mods in your folder they will not work and if I add another mod folder, then your game doesn't load correctly ... well for me anyway.

Just thought I would let you know, Take Care ... the Old Gamer .. 😌

Desktop Screenshot 2022.02.01 - 08.40.50.19 (2).png

Desktop Screenshot 2022.02.01 - 08.41.31.48 (2).png

 
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Launcher isn't my baby. You would need to talk to sphereii.

This is why I tell people to manually install 😛

 
@KhaineGB  I love this mod but this time wanted to play without the HP bars and have traders still invulnerable.  However even though I removed the modlet folders for those, I'm still getting HP bars and the traders are still destructible.  Is there something else I need to change?

Thanks

 
Thanks but what is "sphereii-core"?


It's one of the mods that are used in Romero. Go to your Mods folder and you'll see a 0-Spherii-Core folder. Inside find Config/blocks.xml and that has the values you need to edit, UnlockEnemyHealthBar and MakeTraderVulnerable.

 
Ah.  I don't have that folder in the A20 version but I found a folder "2SCore"  and found lines in the blocks xml that you referenced and changed them to false.  Now to see if that worked.

Thanks

 
Is there a splash screen for the mod load up? I cant tell if it downloaded correctly because the game sure looks normal at start. Course I can always go smack the trader base and find out....

 
@bigrowdy yes there is a new splash screen for this mod.

As for my efforts to remove the HP bars that has worked but the trader compound is still destructible even with everything I can find related to the trader in the 2SCore folder, blocks.xml file set to false.  I looked in the other files but don't see anything trader related that would make the trader compound invulnerable again.

 
@bigrowdy yes there is a new splash screen for this mod.

As for my efforts to remove the HP bars that has worked but the trader compound is still destructible even with everything I can find related to the trader in the 2SCore folder, blocks.xml file set to false.  I looked in the other files but don't see anything trader related that would make the trader compound invulnerable again.
Yeah ok. It's not installing with the launcher. Undead Legacy installs perfectly so I dont know what the issue is. Shame. I LIVE for Darkness Falls but I sure hope I dont have these issues with it like this one is giving me. Although I could easily install it manually, that is the purpose of the launcher...

Imma try one more time and then give up,

Well looking in the mod launcher location there is a 'backup' folder with romero mod and inside that the files are still zipped and not unpacked...dont know if it supposed to be like that...I dont think so.

 
Well I think I found the problem. The mod is zipped in the following structure on the launcher 

C:\7D2D\Saves\Backups\Romero Mod\Romero Mod

Backup is unattached to the 7 days folder with the game. It may still work but i am too much of a noob to know about such things....

 
As for my efforts to remove the HP bars that has worked but the trader compound is still destructible even with everything I can find related to the trader in the 2SCore folder, blocks.xml file set to false.  I looked in the other files but don't see anything trader related that would make the trader compound invulnerable again.


Sorry about the wrong folder name. I haven't played the A20 version yet but figured it would be the same folder structure. For the trader invulnerability, I'm thinking you might have to regenerate the trader locations that you've been to, but I'm not sure. Maybe wait for Khaine to get back on.

 
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Sorry about the wrong folder name. I haven't played the A20 version yet but figured it would be the same folder structure. For the trader invulnerability, I'm thinking you might have to regenerate the trader locations that you've been to, but I'm not sure. Maybe wait for Khaine to get back on.
No problem.  Tried starting a new game and trader still destructible, so I'm at a loss.  Guess I'll just deal with it.  Wouldn't be so bad if trader compounds weren't trash bases that are instantly breached.  Played it as Khaine intended on the A19 version and go tired of getting beat like a piñata every time I went to the trader and got into a trade menu.  Especially in the winter and wasteland, died so many times to dogs and bears.

 
Just install it manually. It's not hard


Lol quite, as easy as copying and pasting a directory!  I have never used a mod launcher myself personally though I probably would find the mod update aspects of one useful, sometimes it's a little hard to keep track of who has updated what when loads of mods are used.  For an overhaul mod though it makes more sense imo to just do it manually.

 
Just install it manually. It's not hard
I know its not hard. but I play several different mods at once. The mod launcher makes everything simple. And both romero and DF worked before in the A19.6 version on mod launcher. And yes I could just make my own copies of the different mods and create shortcuts to them on my desktop. But The ML also provides automatic updates and news. Cant get that with desktop shortcuts. Plus IMO the Mod Launcher is absolutely the greatest tool created for 7 Days to die. Not greater than the mods themselves mind you, mod creators are champions of the industry. Especially because I HATE vanilla 7. All the great mods end up there eventually so please consider a restructer. I LIVE for DARKNESS FALLS. of my 4000 hours in 7 at least half are in your stellar mod. I so hope you will make that one compatible with the mod launcher. And I like romero as well. So I am throwing myself on your mercy.

 
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Counterpoint.

No offense to sphereii, but the mod launcher has been a literal thorn in my side, because people just let mods update and ASSUME the game also updates (it doesn't) and then complain when it doesn't work.

 
Counterpoint.

No offense to sphereii, but the mod launcher has been a literal thorn in my side, because people just let mods update and ASSUME the game also updates (it doesn't) and then complain when it doesn't work.
So a manual install would fix this problem?

 
Yes because then you only update the mod and game when YOU are ready (assuming you make a copy of your 7DTD folder, which is what I do)

 
Counterpoint.

No offense to sphereii, but the mod launcher has been a literal thorn in my side, because people just let mods update and ASSUME the game also updates (it doesn't) and then complain when it doesn't work.


I would also add that having a basic understanding of the mods you are installing helps in the long run.  Dealing with multiple errors because you just throw every mod into the folder not determining if they been tested to work with the current version or conflicts with other mods out there can become a long drawn out activity of frustration and asking why your game is not working correctly.

I use the launcher to create copies of the main 7D2D game, but I do the manual install of the mods.

 
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