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SMX - SMXhud, SMXmenu, SMXui (Alpha21)

The hierarchy must be …\7 Days to Die\Mods\SMX(modletname)\ModInfo.xml

Any other hierarchy, for instance …\7 Days to Die\Mods\Mods\SMX(modletname)\ModInfo.xml, will be wrong.


@hron84

We have seen instances where mods were installed  that actually looked like this:

.....\7 Days to Die\Mods\SMX(modletname)\SMX(modletname)\ModInfo.xml

This might be the issue since you said you extracted the files which has a tendency to create another layer of file structure when installing the mods.

As Sirillion noted above, the game will be looking in Mods\ModName\ModInfo.xml for loading purposes.

Of course, posting the log files would also help in troubleshooting the issue as Siriliion would be able to confirm that the mods are loading in fine.  If not, that would show up quickly in the log files.

 
@hron84

We have seen instances where mods were installed  that actually looked like this:

.....\7 Days to Die\Mods\SMX(modletname)\SMX(modletname)\ModInfo.xml

This might be the issue since you said you extracted the files which has a tendency to create another layer of file structure when installing the mods.

As Sirillion noted above, the game will be looking in Mods\ModName\ModInfo.xml for loading purposes.

Of course, posting the log files would also help in troubleshooting the issue as Siriliion would be able to confirm that the mods are loading in fine.  If not, that would show up quickly in the log files.


As you can see, the structure is fine, all mods are in the required structure: https://pasteboard.co/v8XZNburaOIR.png

I just posted the SMXcore here on picture, but all the rest of the mods are extracted in exactly same way into same structure. On the top of the file panel on the left side, you can validate the path of the displayed folder, and it is S:\SteamLibrary\steamapps\common\7 Days To Die\Mods\SMXui\ (I did not installed Steam games to the C drive, because I do not have enough space for them, I rather installed them onto a separate drive where they have their own dedicates space. Could it cause this issue?)

I am not able to upload the log here since the forum does not allow it to me - it says it is a spam. Is there any proper support platform for this mod?

 
I am not able to upload the log here since the forum does not allow it to me - it says it is a spam. Is there any proper support platform for this mod?
You can post it via pastebin.com.  We try to get people to do it that way in the General Support area.

 
hey so I have been struggling with this mod a very long time, installing using Vortex mod manager simply doesn't work, when I manually downloaded and installed and individually tested which mods worked and which didn't, I got the mod to mainly work, however in the main menu the mod claims that SMXUi, SMXHud and SMXMenu isn't installed, not only that but when I go in-game it mainly works, however when I click on the skills tab in my inventory it takes me to the console and writes "InvalidCastException: Specified cast is not valid" 

 
hey so I have been struggling with this mod a very long time, installing using Vortex mod manager simply doesn't work, when I manually downloaded and installed and individually tested which mods worked and which didn't, I got the mod to mainly work, however in the main menu the mod claims that SMXUi, SMXHud and SMXMenu isn't installed, not only that but when I go in-game it mainly works, however when I click on the skills tab in my inventory it takes me to the console and writes "InvalidCastException: Specified cast is not valid" 
Well, the mod does work.

We've always stated that using Vortex does not work, so we advise against it.

You have followed the installation instructions to a T?

You should join the discord and talk to us there, it is a lot easier.

 
I don't usually ask for stuff but if you ever redesign the skill window could you please prioritize the bottom panel and the info in the right side? It's the only info that matter to me so I think it should be slightly bigger. As it is I can barely read it in my laptop unless i'm using 1080 resolution. Sorry for any error, my native language is not english, it's spanish.

 
Hello, I really like the aesthetic of your UI, but there is no button to edit mods on armor that is unequipped. Please add this so I do not have to equip each piece of armor to remove/prep their mod slots. I have a mod that adds more armor mods but some of them grant buffs, which to work correctly equipping multiple must be equipped to the item while itself is unequipped from the player. Thank you for your time reading this.

 
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Hello, I really like the aesthetic of your UI, but there is no button to edit mods on armor that is unequipped. Please add this so I do not have to equip each piece of armor to remove/prep their mod slots. I have a mod that adds more armor mods but some of them grant buffs, which to work correctly equipping multiple must be equipped to the item while itself is unequipped from the player. Thank you for your time reading this.
We do not change the action menus. If the button is not there in SMX it shouldn't be there in vanilla either. We only change the looks, not the function.

That said, we are only human and can make mistakes so please share a comparing screenshot if it exists in vanilla I will look at it again.

 
We do not change the action menus. If the button is not there in SMX it shouldn't be there in vanilla either. We only change the looks, not the function.

That said, we are only human and can make mistakes so please share a comparing screenshot if it exists in vanilla I will look at it again.
No, you are correct. I apologize, the modify mods button only appears on unequipped items that are fully repaired even in vanilla. I hadn't noticed that my armor was damaged (was 99% durability) and mistook it as a missing button.

 
HI, I love this mod much, however when I played a team game with friends, some of them perfer the original game UI. Currently the mod should be installed on every client and it is force enabled, and you will get massive error messages if you do not install it when the host uses it. Is it possible that the mod can be enabled client-only, or at least clients can disable the new UI manually?

 
HI, I love this mod much, however when I played a team game with friends, some of them perfer the original game UI. Currently the mod should be installed on every client and it is force enabled, and you will get massive error messages if you do not install it when the host uses it. Is it possible that the mod can be enabled client-only, or at least clients can disable the new UI manually?
No, mod configuration is governed by the host so what the host has all the clients also might need if the mods contain more than just xml changes.

 
Hey, back again with an actual question this time :)

Is there a chance to get a compatibility patch for "Mining Mod With Copper, Zinc & Excavators" by MeanCloud? It touches the forge by adding a 3rd forge slot and also smelted Copper and Zinc storages inside of it.

 
No, mod configuration is governed by the host so what the host has all the clients also might need if the mods contain more than just xml changes.
Hi thank you for your reply. As an alternative manner I've tried start the team game using a dedicated server without mods and then join it manually with a mod enabled client, while actually the core UI cannot be loaded. Is it possible that the client may load the mod UI individually, even with an incompleted version is also acceptable (cause some data cannot be loaded without server support)? I love the mod UI and hope it can be always enabled for my client.

 
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Hey, back again with an actual question this time :)

Is there a chance to get a compatibility patch for "Mining Mod With Copper, Zinc & Excavators" by MeanCloud? It touches the forge by adding a 3rd forge slot and also smelted Copper and Zinc storages inside of it.
No, we do not make compatibility patches for other mods anymore. It takes to much time, we have to create it then we have to maintain it which means keeping up with the other mods. Mods that we don’t even use ourselves.
 

If mod makers want their mod compatible with SMX they can make those patches themselves and we do even assist with that if needed.

It is better that 20 mod makers make one patch each than us having to maintain 20 patches if you understand what I mean.

Hi thank you for your reply. As an alternative manner I've tried start the team game using a dedicated server without mods and then join it manually with a mod enabled client, while actually the core UI cannot be loaded. Is it possible that the client may load the mod UI individually, even with an incompleted version is also acceptable (cause some data cannot be loaded without server support)? I love the mod UI and hope it can be always enabled for my client.
You can try using LocalUI, created by Laydor one of the SMX coders. It should allow you to do that.

https://www.nexusmods.com/7daystodie/mods/1863

 
No, we do not make compatibility patches for other mods anymore. It takes to much time, we have to create it then we have to maintain it which means keeping up with the other mods. Mods that we don’t even use ourselves.
 

If mod makers want their mod compatible with SMX they can make those patches themselves and we do even assist with that if needed.

It is better that 20 mod makers make one patch each than us having to maintain 20 patches if you understand what I mean.

You can try using LocalUI, created by Laydor one of the SMX coders. It should allow you to do that.

https://www.nexusmods.com/7daystodie/mods/1863
Darn, but I understand what you mean. It's a shame because the other mod developer seems to be MIA (last updated mid 2022) but the mod seemed fun. I'll try my luck with hopefully getting in contact with them. Have a nice day.

 
Hello! I recently returned to 7 Days To Die, and I've been loving all the mods you made! Most of the mods have been working just fine, and I'm especially enjoying the large backpack space mods you've made.

However, I'm having some issues with the Skill UI, since the upgrades for attributes seem to have been shifted down off-screen, to the point where I can't level up my attribute past lvl 7. I noticed you had a changelog for r20.rc8 that said "FIXED: several small bugs with the skills window" on the 7DaysToDieMods website, which is where I downloaded it from. But I'm still encountering this issue, and am not sure if I installed it wrong or something. Most of the mods seem to work fine, and I followed the same installation process for everything. 

Skill UI for upgrading perks: https://pasteboard.co/8XOh7M8AmY3Z.png

Skill UI for upgrading attributes: https://pasteboard.co/4nq5Q4hkXOcJ.png

 
Hello! I recently returned to 7 Days To Die, and I've been loving all the mods you made! Most of the mods have been working just fine, and I'm especially enjoying the large backpack space mods you've made.

However, I'm having some issues with the Skill UI, since the upgrades for attributes seem to have been shifted down off-screen, to the point where I can't level up my attribute past lvl 7. I noticed you had a changelog for r20.rc8 that said "FIXED: several small bugs with the skills window" on the 7DaysToDieMods website, which is where I downloaded it from. But I'm still encountering this issue, and am not sure if I installed it wrong or something. Most of the mods seem to work fine, and I followed the same installation process for everything. 

Skill UI for upgrading perks: https://pasteboard.co/8XOh7M8AmY3Z.png

Skill UI for upgrading attributes: https://pasteboard.co/4nq5Q4hkXOcJ.png
Well, it shouldn’t look like that. Are you running any other mods that might interfere?

 
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