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

SDX 0.7.3 - Alpha 17

View attachment 26936 this is what i get after i launch 7d2d
You can't run the game with EAC enabled. Use the other .exe in the game folder

I'm getting a .NET Framework error on running 0.7.3:

Code:
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.
  at System.Reflection.RuntimeAssembly.nLoadFile(String path, Evidence evidence)
  at System.Reflection.Assembly.LoadFile(String path)
  at SDX.Core.AppTargetInfo.LoadPlugin()
  at SDX.Core.AppTargetInfo.Load(String path, XmlElement elConfig)
  at SDX.Core.AppTargetInfo.LoadFromDir(String dir)
  at SDX7DTD.frmMain.LoadTargetList()
  at SDX7DTD.frmMain.frmMain_Load(Object sender, EventArgs e)
  at System.Windows.Forms.Form.OnLoad(EventArgs e)
  at System.Windows.Forms.Form.OnCreateControl()
  at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
  at System.Windows.Forms.Control.CreateControl()
  at System.Windows.Forms.Control.WmShowWindow(Message& m)
  at System.Windows.Forms.Control.WndProc(Message& m)
  at System.Windows.Forms.Form.WmShowWindow(Message& m)
  at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
   Assembly Version: 4.0.0.0
   Win32 Version: 4.7.2563.0 built by: NET471REL1
   CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
SDX7DTD
   Assembly Version: 1.1.0.0
   Win32 Version: 1.0.0.0
   CodeBase: file:///F:/SDXModding/SDX7DTD.exe
----------------------------------------
System.Windows.Forms
   Assembly Version: 4.0.0.0
   Win32 Version: 4.7.2558.0 built by: NET471REL1
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
   Assembly Version: 4.0.0.0
   Win32 Version: 4.7.2558.0 built by: NET471REL1
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
   Assembly Version: 4.0.0.0
   Win32 Version: 4.7.2558.0 built by: NET471REL1
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Core
   Assembly Version: 4.0.0.0
   Win32 Version: 4.7.2563.0 built by: NET471REL1
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
SDX.Core
   Assembly Version: 1.0.0.0
   Win32 Version: 1.0.0.0
   CodeBase: file:///F:/SDXModding/SDX.Core.DLL
----------------------------------------
System.Configuration
   Assembly Version: 4.0.0.0
   Win32 Version: 4.7.2558.0 built by: NET471REL1
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
   Assembly Version: 4.0.0.0
   Win32 Version: 4.7.2612.0 built by: NET471REL1LAST_B
   CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Plugin
   Assembly Version: 1.1.0.0
   Win32 Version: 1.0.0.0
   CodeBase: file:///F:/SDXModding/Plugin.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
   <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
I've tried just about everything I can think of, and I've gotten nowhere. I've uninstalled and reinstalled the game (three times now total), I've made sure that .NET framework is up to date on my puter. I've tried running it from both of my drives.

Same error every time. Any help or thoughts of things to try would be appreciated

Win 8.1 Pro

AMD A6-5200

16GB DDR3

Radeon RX 460 2GB
Try this: https://stackoverflow.com/questions/18016315/an-attempt-was-made-to-load-an-assembly-from-a-network-location-which-would-have

 
Hi - installed the SDX 0.7.3 tool. I used this previously on A16. Great tool, and thank you so much for creating it!

I installed it on A17, and have checked the folders are all correct - mods and game folder all ok (though not entirely sure what "second build directory" means?), but when i try to BUILD the mods into the game and run, no mods are implemented at all...

I've clicked the MODS button to ensure my mods are all in the right place... They worked perfectly in A16, but I've gone into the GAME > WORKING folder to check that the code has been added to the .xml files, and not a single mod has been added to the GAME > WORKING data .xml files. I'm obviously doing something wrong but can't for the life of me figure out what...

Am thinking maybe my code in the mods is old, so just did a simple test .xml called "___test":

<configs>

<config name="items">

<set xpath="/items/item[@name=meleeHandMaster]/property[@class=Action0]/property[@name=DamageEntity]/@value">2</set>

</config>

</configs>

Below is the OUTPUT data from the SDX tool...

EVENT: Begin task: Backup game files

EVENT: Begin task: Import UnityEngine.dll

EVENT: Begin task: Deobfuscate Assembly Strings

INFO: Skipping string deobfuscation as it already exists

EVENT: Begin task: Patch game code

INFO: Inject: System.Void GameManager::Awake() into type(SDX.Payload.Entry, SDX.Payload).Setup at start

INFO: Inject: System.Void GameManager::StartGame() into type(SDX.Payload.ModEngine, SDX.Payload).StartupModScripts at start

Saving...

Done.

EVENT: Begin task: Deobfuscate game code

EVENT: Begin task: Compile mod patcher scripts

Dir not found: D:\SDX0.7.3/Targets\7DaysToDie\Mods\___test\PatchScripts

No PatchScripts.

EVENT: Begin task: Copy payload dlls

Copy file: D:\SDX0.7.3\SDX.Core.dll to D:\SDXModding\Working/7DaysToDie_Data/Managed\SDX.Core.dll

Copy file: D:\SDX0.7.3\SDX.Payload.dll to D:\SDXModding\Working/7DaysToDie_Data/Managed\SDX.Payload.dll

EVENT: Begin task: Compile mod scripts

Compiling Mods.dll...

INFO: Built in 213ms

Mods.dll compile successful

EVENT: Begin task: Link modules

Saving to D:\SDXModding\Working/7DaysToDie_Data/Managed/Assembly-CSharp.dll

Done.

EVENT: Begin task: Apply mod config patches

EVENT: Run sub task: Run Xml Patcher mod scripts

Save config files to: D:\SDXModding\Working/Data/Config

EVENT: Begin task: Patch localization

Save text file: D:\SDXModding\Working/Data/Config/Localization.txt

Save text file: D:\SDXModding\Working/Data/Config/Localization - Quest.txt

EVENT: Begin task: Create native mods

Copy from D:\SDX0.7.3/Targets\7DaysToDie\Mods\___test

EVENT: Begin task: Copy Assets to game directory

EVENT: Action completed at: 16/01/2019 20:06:25 and took 3.34 seconds

This doesn't get added to the ITEMS .xml, so i'm obviously doing something wrong... Can anyone assist?

 
Hi - installed the SDX 0.7.3 tool. I used this previously on A16. Great tool, and thank you so much for creating it!
I installed it on A17, and have checked the folders are all correct - mods and game folder all ok (though not entirely sure what "second build directory" means?), but when i try to BUILD the mods into the game and run, no mods are implemented at all...

I've clicked the MODS button to ensure my mods are all in the right place... They worked perfectly in A16, but I've gone into the GAME > WORKING folder to check that the code has been added to the .xml files, and not a single mod has been added to the GAME > WORKING data .xml files. I'm obviously doing something wrong but can't for the life of me figure out what...

Am thinking maybe my code in the mods is old, so just did a simple test .xml called "___test":

<configs>

<config name="items">

<set xpath="/items/item[@name=meleeHandMaster]/property[@class=Action0]/property[@name=DamageEntity]/@value">2</set>

</config>

</configs>

Below is the OUTPUT data from the SDX tool...

EVENT: Begin task: Backup game files

EVENT: Begin task: Import UnityEngine.dll

EVENT: Begin task: Deobfuscate Assembly Strings

INFO: Skipping string deobfuscation as it already exists

EVENT: Begin task: Patch game code

INFO: Inject: System.Void GameManager::Awake() into type(SDX.Payload.Entry, SDX.Payload).Setup at start

INFO: Inject: System.Void GameManager::StartGame() into type(SDX.Payload.ModEngine, SDX.Payload).StartupModScripts at start

Saving...

Done.

EVENT: Begin task: Deobfuscate game code

EVENT: Begin task: Compile mod patcher scripts

Dir not found: D:\SDX0.7.3/Targets\7DaysToDie\Mods\___test\PatchScripts

No PatchScripts.

EVENT: Begin task: Copy payload dlls

Copy file: D:\SDX0.7.3\SDX.Core.dll to D:\SDXModding\Working/7DaysToDie_Data/Managed\SDX.Core.dll

Copy file: D:\SDX0.7.3\SDX.Payload.dll to D:\SDXModding\Working/7DaysToDie_Data/Managed\SDX.Payload.dll

EVENT: Begin task: Compile mod scripts

Compiling Mods.dll...

INFO: Built in 213ms

Mods.dll compile successful

EVENT: Begin task: Link modules

Saving to D:\SDXModding\Working/7DaysToDie_Data/Managed/Assembly-CSharp.dll

Done.

EVENT: Begin task: Apply mod config patches

EVENT: Run sub task: Run Xml Patcher mod scripts

Save config files to: D:\SDXModding\Working/Data/Config

EVENT: Begin task: Patch localization

Save text file: D:\SDXModding\Working/Data/Config/Localization.txt

Save text file: D:\SDXModding\Working/Data/Config/Localization - Quest.txt

EVENT: Begin task: Create native mods

Copy from D:\SDX0.7.3/Targets\7DaysToDie\Mods\___test

EVENT: Begin task: Copy Assets to game directory

EVENT: Action completed at: 16/01/2019 20:06:25 and took 3.34 seconds

This doesn't get added to the ITEMS .xml, so i'm obviously doing something wrong... Can anyone assist?
SDX does not merge the XML like it used to. Now, it copies it over into your Game's Mods folder.

Your SDX XML mods should be under Config/ and follow the same rules as the vanilla's modlets: Config/items.xml would contain all your XML for items.xml.

You'll also need to drop <config name="items"> </config> from your XML as they won't do what you expect them to do.

 
Thanks. I *think* I understand this! hehe

1) Do we now get rid of the file structure of a16 SDX and instead have a single .xml file for each file? ie Config folder contains items.xml, blocks.xml, all with the relevant mods? I'm sorry to ask you to explain this, but maybe you could send a screenshot of the file structure and a screenshot of a working mod so I know exactly what i'm supposed to be doing? Thank you very much.

1b) So if they don't MERGE any more, am i right in thinking that it uses the "vanilla" xml, but then adds/makes changes based on the mod xml files, without physically changing the vanilla files? A little confused, i gotta say...

2) Remove "<config name="items"> </config> from all mods. Gotcha.

If you could attach an example mod with exact instruction how to implement it into SDX i would be your best friend ever. ;)

 
Last edited by a moderator:
Thanks. I *think* I understand this! hehe
1) Do we now get rid of the file structure of a16 SDX and instead have a single .xml file for each file? ie Config folder contains items.xml, blocks.xml, all with the relevant mods? I'm sorry to ask you to explain this, but maybe you could send a screenshot of the file structure and a screenshot of a working mod so I know exactly what i'm supposed to be doing? Thank you very much.

1b) So if they don't MERGE any more, am i right in thinking that it uses the "vanilla" xml, but then adds/makes changes based on the mod xml files, without physically changing the vanilla files? A little confused, i gotta say...

2) Remove "<config name="items"> </config> from all mods. Gotcha.

If you could attach an example mod with exact instruction how to implement it into SDX i would be your best friend ever. ;)
Well, I could always use a new best friend :)

Take a look at my SDX Repo for some ideas: https://github.com/7D2DMods/SDXMods

The folder structure of an SDX mod for A17 is very similar to A16. There's a few notable rules:

1) The XML folder must be called Config. This is so the vanilla game will find the folder.

2) The XML files must match their vaniila file names. Item changes need to be in items.xml. windows.xml changes must be in XUi/windows.xml, etc

3) PatchScripts and Scripts remain the same

4) Localization.txt and Localization - Quests.txt, if found, will be merged into the vanilla files.

You are correct that SDX does not merge the XML anymore. This is left for the base game to deal with, using its modlet logic.

SDX copies your Config, Resources, ItemIcons, etc folders over into your vanilla game under the Mods folder.

 
The assemly load failure is caused by a missing parameter in the exe config. For any reason newer Windows 10 Versions will not load all assemblys by default.

In order to fix this, you need to add the following parameter to the SDX7DTD.exe.config:

<runtime>

...

<loadFromRemoteSources enabled="true"/>

Then it will load normal again :)

 
Last edited by a moderator:
By the way, if someone has an error like 'Compiler executable file csc.exe cannot be found' you have to activate .NET Framework 3.5 (incl. .NET 2.0 and 3.0) at your Windows features instead of only having .NET 4.7

I'm not good with this stuff and it took me over an hour to find out on my own. Maybe it helps somebody.

 
By the way, if someone has an error like 'Compiler executable file csc.exe cannot be found' you have to activate .NET Framework 3.5 (incl. .NET 2.0 and 3.0) at your Windows features instead of only having .NET 4.7
I'm not good with this stuff and it took me over an hour to find out on my own. Maybe it helps somebody.
I just came here to post this as I just had this problem myself. Heres the link for the 3.5 framework. https://www.microsoft.com/en-au/download/confirmation.aspx?id=22

 
i am getting this error"

EVENT: Begin task: Backup game files

ERROR: The Assembly-CSharp.dll file is missing from the game directory. Can't do much without that!

ERROR: Task Backup game files failed

EVENT: Action completed at: 2/2/2019 2:03:32 PM and took 0.63 seconds

 
Probably you didnt make a copy of the game and in sdx setup point sdx at that new game folder

 
Hi all,

I've been going down a pretty deep rabbit hole lately and trying to make a few mods of my own.

Thank you all for the great tutorials, xyth in particular has some great unity tutorials that have helped me immensely!

When I try to run the exe for the SDX I get the following error:

.net framework error.jpg

I've made sure my framework is up to date and also enabled 3.5 2/3 in windows features.

Any ideas?

 
Hi all,
I've been going down a pretty deep rabbit hole lately and trying to make a few mods of my own.

Thank you all for the great tutorials, xyth in particular has some great unity tutorials that have helped me immensely!

When I try to run the exe for the SDX I get the following error:

View attachment 27499

I've made sure my framework is up to date and also enabled 3.5 2/3 in windows features.

Any ideas?
Right click on the SDX7DTD.exe and go to Properties, see if it's "Blocked"

 
I read that in the windows link it provides...but i do not see the option?
View attachment 27501
Probably means it's unlocked.

Edit the SDX7DTD.exe.config file and add in <loadFromRemoteSources enabled="true" /> as below:

Code:
<configuration>
   <startup> 

   <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.6.1" /></startup>
 <runtime>
[size=5]  <loadFromRemoteSources enabled="true"/>
[/size]    <assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">
     <dependentAssembly>
       <assemblyIdentity name="System.IO.FileSystem" publicKeyToken="b03f5f7f11d50a3a" culture="neutral" />
       <bindingRedirect oldVersion="0.0.0.0-4.0.2.0" newVersion="4.0.2.0" />
     </dependentAssembly>
 
a legend

Probably means it's unlocked.
Edit the SDX7DTD.exe.config file and add in <loadFromRemoteSources enabled="true" /> as below:

Code:
<configuration>
   <startup> 

   <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.6.1" /></startup>
 <runtime>
[size=5]  <loadFromRemoteSources enabled="true"/>
[/size]    <assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">
     <dependentAssembly>
       <assemblyIdentity name="System.IO.FileSystem" publicKeyToken="b03f5f7f11d50a3a" culture="neutral" />
       <bindingRedirect oldVersion="0.0.0.0-4.0.2.0" newVersion="4.0.2.0" />
     </dependentAssembly>
worked perfectly, thank you !!!

 
Back
Top