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🧙 Sorcery Mod - A21.2 Stable LIVE! (v1.94)

I just downloaded and tried to run this mod earlier (through the launcher), and it gave me Error: SDX build failed. Please see the log file. POP: Build error at stage 2: Object reference not set to an instance of an object.

SDX Exit Code: -100

Error Compiling SDX:

Can anyone tell me what's going on...and hopefully what I can do to fix it?
Hey there, ensure you're using Mod Launcher v2.0.89 (latest) Check For Updates.Once you do that, it is extremely important to follow step #1 of the Mod Launcher install steps:




Steam Sync: Open Steam, right-click 7 Days to Die, select Properties, select Local Files, select Verify Integrity of Game Files. This will ensure you're using a clean version of the game, which is required for use with the Mod Launcher.

Following those steps carefully should resolve the issue :)

 
Hey there, ensure you're using Mod Launcher v2.0.89 (latest) Check For Updates.Once you do that, it is extremely important to follow step #1 of the Mod Launcher install steps: 


Following those steps carefully should resolve the issue :)
Just checked, my launcher is up to date (I just updated it earlier today), and I just Verified the integrity of my game files...still getting the same error...odd

 

sorcery-logo-v08-splash.png




v0.8x Unique Runes, LIVE (
Early Access)


NEW: Altin's Blessing


NEW: Kormai's Pick


NEW: Neko's Rage


NEW: Fists of Ivanos


NEW: Otto's Enlightenment


NEW: Aviose's Egress


NEW: Kcoolz Haste


NEW: Fire Essence Transmute


NEW: Ice Essence Transmute


NEW: Lightning Essence Transmute

 

 


sorcery-supporterrunes1.png


sorcery-supporterrunes2.png


sorcery-supporterrunes3.png


 


v0.806 Alchemy, LIVE (
Public)


POLL VOTE: Crafting Times Reduced and Standardized

CHANGE: Prevent Duplicate Quest Acceptance

FIX: Perk UI Arrows usable again

FIX: Lock Shatter II & III prematurely... "unlocked"

 


v0.805 Alchemy (previous)


HOTFIX: Intro Elixir Unusable (retroactive)

NEW: Spell Light Rune

IMPROVED: Planted Tree Essence Harvesting

IMPROVED: Wild Tree Essence Harvesting

IMPROVED: T3-5 Essence Harvesting

NEW: Sorcery Credits

 


v0.8 Alchemy Release (previous)


NEW: Alchemy Station

NEW: Spinning Wheel

NEW: Enchanted Mortar

NEW: Alchemy Potions

NEW: Alchemy Elixirs

NEW: Alchemy Bombs

NEW: Mastery Quests

NEW: Intro Element Choice

NEW: Intro Spellcasting

NEW: Fire, Ice, Lightning, Omni Arrows

NEW: Fire, Ice, Lightning, Omni Bolts

NEW: Sexier Crafting

NEW: Many additional goodies!

COMPATIBILITY: Ravenhearst 5.5+

COMPATIBILITY: Darkness Falls 2.2+

 

 

 







 
Did you completely remove Sorcery from the Mod Launcher and Install Game Copy again after verifying integrity through Steam? 


If that doesn't work, I recommend visiting the Mod Launcher thread:



https://7daystodie.com/forums/showthread.php?48537-The-7D2D-Mod-Launcher-A-Mod-Launcher-for-7-Days-to-Die
Thank you for all your help....I ended up wiping everything clean and reinstalling, it still gave me an error, so I deleted sorcery again, and now it works....must be magic lol excited to try it out!

 
Does this mod add Running Burning Zombies?

If not.. I cant figure out why zombies are running while they are toned down to walking speed in the main game menu options

 
Does this mod add Running Burning Zombies?
If not.. I cant figure out why zombies are running while they are toned down to walking speed in the main game menu options
Yes it does (at least for its quest system).

 
Does this mod add Running Burning Zombies?If not.. I cant figure out why zombies are running while they are toned down to walking speed in the main game menu options
Yes, just for the Intro Mastery Quests... their attack speed and damage is capped so they can't kill you. Primarily meant to scare the ♥♥♥♥ outta ya... did it work? :p

 
Amazing mod, as always.

I love the one supporter mod I've played with. (I wonder which one that would be? :p Had to test the one named after me.)

 
imho early access period > 3/7 days suckz donkey ballz

:(

awesome mod! but ill just wait for 1.0 than. cu in 6 month :)

 
Installed it myself as well just to test it out a bit. Thinking I'll start a run of it when A18 is out. Then once A18 is settled I'll do other things. Lol.

Ever considered making more of an overhaul version that mostly does away with vanilla stuff like guns and other items? I guess it'd be a lot more work to set up, but just seemed like a cool idea. Could leave most of misc items and resources in and just have ways to make them useful for Sorcery stuff.

Either way, what I saw looked cool as hell. Gonna have some fun with this, I can tell. :)

 
sorcery-the-awakening-lightning.png




"You must stop the Fallen before they Awaken their masters and achieve total ascendancy! Only by extracting the Blood of The Fallen during combat can you perform the summoning ritual to defeat The Awakened!" -- Sorcerer Ivanos

 
sorcery-the-awakening-lightning.png


THE AWAKENING, LIGHTNING (v0.823) is now Lord, Royal and High Council Early Access LIVE!




- Lightning Fallen Sorcerer Priests now spawn in the world (Forest, Wasteland, Caves, Blood Moons)

- Ritual Item: Blood of The Fallen

- Ritual Item: Blood of The Awakened

- Ritual Item: Ritual Shard

- Ritual Item: Ritual Stone

- Ritual Item: Summon Fallen Sorcerer

- Ritual Item: Summon Awakened Incarnate

- Alchemy Station: Contains Resource and Quest Recipes!




Hunt down Fallen Lightning Sorcerer Priests throughout The Forest, Wastelands, Caves and Blood Moons then extract their Blood during combat (BEFORE killing them)... hope for some Ritual Shards OR craft them with a healthy amount of T1 Resources. THEN visit The Alchemy Station > Place a Lightning Core Augment (Conjure) into The Alchemy Station > Transmute all Ritual Items into a Summoning Ritual for The Fallen OR Awakened (more expensive)




If using The Mod Launcher, simply Pre-Sync Mod.

Otherwise, see the Pinned Messages for the manual download link! :)




Thank you, HAVE FUN and remember your trainings! wink

 
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