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

sphereii's DMT Mods

edit: downloading the experimental version to test. Just now I tested the dedi build but A18

 
Last edited by a moderator:
compiled using a dedi server build of a19. No errors. Copied to my server (rented server) the mod and the managed dlls, started it, a lot of exceptions.
verified files on the server and restarted it, fine. But joining the game gives me this
can u confirm which files I need to copy to the server?

sdxerror.png

EDIT: its giving the same error in any local game I try to play. Something with the local mod then

 
Last edited by a moderator:
compiled using a dedi server build of a19. No errors. Copied to my server (rented server) the mod and the managed dlls, started it, a lot of exceptions.
verified files on the server and restarted it, fine. But joining the game gives me this
can u confirm which files I need to copy to the server?

View attachment 12474

EDIT: its giving the same error in any local game I try to play. Something with the local mod then
You need the 0-SphereIICore on client as well as dedi. It needs both sides to work.

 
I can't compile with the client version of the assembly. I tried copying the dedi version of the mod to my client and this error pops up in any world I try to play (including a local navezgane)

I have to be doing something wrong, else I wouldn't be the only lost with issues 😛

edit: Oh, and about the server files, I can copy the result mod but I can't copy the managed dlls, when I do the server throws a bunch of exceptions

 
Last edited by a moderator:
I can't compile with the client version of the assembly. I tried copying the dedi version of the mod to my client and this error pops up in any world I try to play (including a local navezgane)

I have to be doing something wrong, else I wouldn't be the only lost with issues 😛

edit: Oh, and about the server files, I can copy the result mod but I can't copy the managed dlls, when I do the server throws a bunch of exceptions
For the Client side, you can go into DMT's settings and add a new Game Locations to point to the client. You can build multiple targets, dedi and clients, at the same time.

The Dedi's Assembly-CSharp.dll is different than the client, so you can't just re-use the same DLL on both.

If you want to copy your pre-build client unto another PC, you'll need the follow files copied over:

7DaysToDie_Data\Managed\Assembly-CSharp.dll

7DaysToDie_Data\Managed\Mods.dll

7DaysToDie_Data\Managed\0-Harmony.dll

Mods\*

Always try to match the same mods on the client and server. It's not always needed, but it can help sort out confusion.

 
thats where Im getting the error unfortunately :(

when I add the client location it fails that one, it still looks for a server assembly in the client location too.

"Nope: Não foi possível localizar uma parte do caminho 'F:\Jogos\steamapps\common\7 Days To Die\7DaysToDieServer_Data\Managed\Assembly-CSharp.dll'.

process exited with error code -11234"

It couldn't find the file. If I try both locations it compiles the server and then fails the client


EDIT: the client has that DLL in 7DaysToDie_Data. The other (server) data folder is empty

 
Last edited by a moderator:
thats where Im getting the error unfortunately :(

when I add the client location it fails that one, it still looks for a server assembly in the client location too.

"Nope: Não foi possível localizar uma parte do caminho 'F:\Jogos\steamapps\common\7 Days To Die\7DaysToDieServer_Data\Managed\Assembly-CSharp.dll'.

process exited with error code -11234"

It couldn't find the file. If I try both locations it compiles the server and then fails the client


EDIT: the client has that DLL in 7DaysToDie_Data. The other (server) data folder is empty
In my steam folder, the client is called "7 Days To Die" and the ded is called "7 Days To Die Dedicated Server"

mEAnd5h.png


 
exactly, thats what I tried. It doesn't compile the normal one.

Im thinking about making a quick video of the process here so you can see where I messed up. I legit feel bad Im taking a lot of ur time and trying to solve this over multiple messages

this is following the client->server order. If I put the server first it compiles, then fails at the client (it seems to compile separately)

dmterror3.png

 
Last edited by a moderator:
exactly, thats what I tried. It doesn't compile the normal one.

Im thinking about making a quick video of the process here so you can see where I messed up. I legit feel bad Im taking a lot of ur time and trying to solve this over multiple messages

this is following the client->server order. If I put the server first it compiles, then fails at the client (it seems to compile separately)

View attachment 12479
It looks like DMT is getting confused about which files are the dedicated files. 

DMT looks for either startdedicated.bat or 7DaysToDieServer.exe to determine if its a client. Does your "7 Days To Die" folder have either of those? 

 
It looks like DMT is getting confused about which files are the dedicated files. 

DMT looks for either startdedicated.bat or 7DaysToDieServer.exe to determine if its a client. Does your "7 Days To Die" folder have either of those? 
ok, deleted it and then deleted the serverdata folder (was empty anyway). Now it detects as client and works.

so I have ur mod in both versions, do I need to copy the DLLs to the server with the mod?
because Im trying it right now

 
ok, deleted it and then deleted the serverdata folder (was empty anyway). Now it detects as client and works.

so I have ur mod in both versions, do I need to copy the DLLs to the server with the mod?
because Im trying it right now
Yes. In my original post, I forgot that you need to copy the DMT.dll from the Managed folder.

 
Yes. In my original post, I forgot that you need to copy the DMT.dll from the Managed folder.
ok. Copied the DLLs from the Dedi build:

7DaysToDie_Data\Managed\Assembly-CSharp.dll

7DaysToDie_Data\Managed\Mods.dll

7DaysToDie_Data\Managed\0-Harmony.dll

7DaysToDie_Data\Managed\DMT.dll

copied the mod from the dedi build.

but first I tried a local navezgane game in my client, zero issues once I created a new world! :D

on dedi its throwing exceptions, I have no idea if its on the mod or on the DMT compilation. I feel like its almost there, so close yet so far 😧

Harmony appears on the log right at the initilization of the server. It loads some stuff and then throws erros for multiple xml files from the config.
(most of the log is issues with compopack, ignore that :P)

Should I just post on the DMT thread? probable an issue with how I compile stuff?

 

View attachment output_log.txt

 
ok. Copied the DLLs from the Dedi build:

7DaysToDie_Data\Managed\Assembly-CSharp.dll

7DaysToDie_Data\Managed\Mods.dll

7DaysToDie_Data\Managed\0-Harmony.dll

7DaysToDie_Data\Managed\DMT.dll

copied the mod from the dedi build.

but first I tried a local navezgane game in my client, zero issues once I created a new world! :D

on dedi its throwing exceptions, I have no idea if its on the mod or on the DMT compilation. I feel like its almost there, so close yet so far 😧

Harmony appears on the log right at the initilization of the server. It loads some stuff and then throws erros for multiple xml files from the config.
(most of the log is issues with compopack, ignore that :P)

Should I just post on the DMT thread? probable an issue with how I compile stuff?

 

View attachment 12480
It looks like you uploaded the Client Assembly-CSharp.dll to the server. The server has its own unique DLL.

 
It looks like you uploaded the Client Assembly-CSharp.dll to the server. The server has its own unique DLL.
from here F:\Jogos\steamapps\common\7 Days to Die Dedicated Server\7DaysToDieServer_Data\Managed

I copied ur message from before, thats why its written with the normal path. I just meant the four dlls there :)
 

dmt03.png

 
@sphereii Its working :DDDD
This final problem was DMT using the backup assembly instead of the clean one (for the server dll) to mod it, and this backup was an old one from when it wasn't working. Cleaned the backup and got a clean dedi again. Everything work now, already tested on the rented server too.

I have no words to thank you for all the help, and there were at leasts 3 issues with my setup (outdated DMT, client being detected as server, and this backup dll).
If u know how to delete all these previous posts please tell me, would prefer to have it clean for you.

Again, thank you! and thank you for the mod itself, ofc :D

 
@sphereii Its working :DDDD
This final problem was DMT using the backup assembly instead of the clean one (for the server dll) to mod it, and this backup was an old one from when it wasn't working. Cleaned the backup and got a clean dedi again. Everything work now, already tested on the rented server too.

I have no words to thank you for all the help, and there were at leasts 3 issues with my setup (outdated DMT, client being detected as server, and this backup dll).
If u know how to delete all these previous posts please tell me, would prefer to have it clean for you.

Again, thank you! and thank you for the mod itself, ofc :D
So glad you got it working, and sorry for the trouble you were having.

 
Added a new set of features for the hired NPCs for modders.  A new buff template exists now in the 0-SphereIICore that allows you to simulate looting missions for NPCs. Meant to be fired via a buff delivered by a NPC conversation, you can send the NPC out to gather resources for you.  The mission is a buff, with the duration of the buff the duration of the mission, and will return when the buff expires. The NPC is not accessible during this time. When the NPC reappears, it'll have some random loot, defined by the specified lootgroup.  I added a new cvar which will allow the NPC to gain loot experience, meaning it can find more loot the more times you use it.

Code:
    <!-- Template Buff for an NPC to go gather random loot items for you -->
    <buff name="buffGatherResources" hidden="true">
      <stack_type value="ignore" />
      <duration value="600 "/>

      <!-- Make the NPC disappear for the duration of the buff -->
      <effect_group name="Start">
        <triggered_effect trigger="onSelfBuffStart" action="HideNPCSDX, Mods" hide="true" />
      </effect_group>
      
      <!-- Put items in its containers, make it appear, and give a boost to its loot experience-->
      <effect_group name="End">
        <!-- Grab items from the brassResource group -->
        <triggered_effect trigger="onSelfBuffRemove" action="RandomLootSDX, Mods" lootgroup="brassResource" />

        <!-- This cvar is used to determine both the amount of items to retrieve from the lootgroup, plus the quality tier, if applicable.-->
        <!-- This gets reounded, so once it hits 2, it'll start pulling in two items from the brassResource group, up to a max of 5.-->
        <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="spLootExperience" operation="add" value="0.1" />

        <!-- Make the NPC visible! -->
        <triggered_effect trigger="onSelfBuffRemove" action="HideNPCSDX, Mods" hide="false" />
      </effect_group>

    </buff>
 
Trying to build a new version for 18.4 with distant terrain fix on my dedicated server, but after compiling it and running the server I get this error as soon as the Core mod is loaded.

checked the core and the distant terrain fix and attempt harmony update option

ArgumentException: An item with the same key has already been added. Key: -174, 49, 2689

 
Trying to build a new version for 18.4 with distant terrain fix on my dedicated server, but after compiling it and running the server I get this error as soon as the Core mod is loaded.

checked the core and the distant terrain fix and attempt harmony update option

ArgumentException: An item with the same key has already been added. Key: -174, 49, 2689
Which version of the Core are you running? The Legacy Distant Terrain is a client-side only mod; it does not need to be on the server.

 
Back
Top