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STALLIONSDENS & VALMARS A21/V1.0 Modlets

Hi Stallion

There is a bug with One book to rule them all

When you learn it the book one, all the books show as learned, but some  remain locked. Despite the book tab showing you have learned 7/7, if you hover over some of them you will see some are locked.

Batter up 7
Bar Brawling doesnt complete
Spear Hunter doesnt complete
Urban Combat 2
Tech Junkie doesnt complete

Tested on a MP Server.

 

 
Hi Stallion

There is a bug with One book to rule them all

When you learn it the book one, all the books show as learned, but some  remain locked. Despite the book tab showing you have learned 7/7, if you hover over some of them you will see some are locked.

Batter up 7
Bar Brawling doesnt complete
Spear Hunter doesnt complete
Urban Combat 2
Tech Junkie doesnt complete

Tested on a MP Server.

 
Have you got this server and client side. 

If not try putting it client side as well 

 
Hi @stallionsden,

Nice to see your Moddlets back in A20!

Now, I'm a bit lost regarding which Moddlet to use for Door Syndromes + Lock Picking Additions.

I don't need Respawn, I play solo with no loot respawn but yet still unsure which Moddlet to download from your GitHub .

Additionally, there seem to be two versions of the same Moddlet ("OPEN DOOR SYNDROMES" & "OPEN DOOR SYNDROME 1") referring to the main page but the link goes to the same post.

Any clarification will be much appreciated.

Thanks.

 
This is a great mod but there's one thing about it i simply just don't understand. Why does it prevent you from scrapping things like cans? Is it some sort of "balance" that he had in mind when creating it? 

 
Hi @stallionsden,

Nice to see your Moddlets back in A20!

Now, I'm a bit lost regarding which Moddlet to use for Door Syndromes + Lock Picking Additions.

I don't need Respawn, I play solo with no loot respawn but yet still unsure which Moddlet to download from your GitHub .

Additionally, there seem to be two versions of the same Moddlet ("OPEN DOOR SYNDROMES" & "OPEN DOOR SYNDROME 1") referring to the main page but the link goes to the same post.

Any clarification will be much appreciated.

Thanks.
Hi  madness thank you should be looking for opendoorsyndromewithlocpicking additions. 

The open door and open door 1 hasn't been bought forward as yet has a few errors I didn't get time to fix just yet.

The github only has the ones that are working at this moment. 

I will try to get the open door syndromes no respawn with lockpicking out as soon as i can tho as it needs a bit of a rewrite. 

Stallionsden

This is a great mod but there's one thing about it i simply just don't understand. Why does it prevent you from scrapping things like cans? Is it some sort of "balance" that he had in mind when creating it? 
Which mod are you referring to can tae a look

 
Last edited by a moderator:
Hey Stallionsden, I discovered an interesting? mod conflict with the A20 version of Home Brewery and a couple mods made by DarkAoRaidenX over on Nexusmods. Specifically Super Nerdy Glasses [https://www.nexusmods.com/7daystodie/mods/1754] and Lucky Rabbit's Foot [https://www.nexusmods.com/7daystodie/mods/1755]

It's interesting because if I have Home Brewery installed, I can have one or the other of these mods installed, but not both, otherwise I get infinite null reference errors immediately on startup.

I'm new to modding 7d2d, so I'm not sure how useful it is to report mod conflicts, but I figured it would be useful if anyone else had issues with it.

 
Hey Stallionsden, I discovered an interesting? mod conflict with the A20 version of Home Brewery and a couple mods made by DarkAoRaidenX over on Nexusmods. Specifically Super Nerdy Glasses [https://www.nexusmods.com/7daystodie/mods/1754] and Lucky Rabbit's Foot [https://www.nexusmods.com/7daystodie/mods/1755]

It's interesting because if I have Home Brewery installed, I can have one or the other of these mods installed, but not both, otherwise I get infinite null reference errors immediately on startup.

I'm new to modding 7d2d, so I'm not sure how useful it is to report mod conflicts, but I figured it would be useful if anyone else had issues with it.
Hi timrohan

Welcome and thank you for reporting. 

First thing be to look at the log found appdata/locallow/thefunpimps (may also be output.log . It maybe in your game folder if not in appdata in your 7DaysToDie_Data. 

Then open up notepad++ and find the error caused. 

 
Last edited by a moderator:
Mono path[0] = 'C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Managed'
Mono config path = 'C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/MonoBleedingEdge/etc'
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/lib/usr/lib/libSystem.dylib
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/lib/usr/lib/libSystem.dylib.dll
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/lib/usr/lib/libSystem.dylib
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libc.so.6
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libc.so.6.dll
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libc.so.6
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/data-000002476FDAA080.dll
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/data-0000024775886040.dll
Initialize engine version: 2020.3.14f1 (d0d1bb862f9d)
[Subsystems] Discovering subsystems at path C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/UnitySubsystems
Forcing GfxDevice: Direct3D 11
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: NVIDIA GeForce GTX 1050 Ti (ID=0x1c82)
    Vendor:   
    VRAM:     4018 MB
    Driver:   30.0.14.9649
Begin MonoManager ReloadAssembly
- Completed reload, in  0.178 seconds
D3D11 device created for Microsoft Media Foundation video decoding.
<RI> Initializing input.
<RI> Input initialized.
<RI> Initialized touch support.
UnloadTime: 0.768100 ms
[Message:   BepInEx] BepInEx 5.4.4.0 - 7DaysToDie
[Info   :   BepInEx] Running under Unity v2020.3.14.13685179
[Info   :   BepInEx] CLR runtime version: 4.0.30319.42000
[Info   :   BepInEx] Supports SRE: True
[Info   :   BepInEx] System platform: Bits64, Windows
[Message:   BepInEx] Preloader started
[Info   :   BepInEx] Loaded 1 patcher method from [BepInEx.MultiFolderLoader 1.0.0.0]
[Info   :   BepInEx] 2 patcher plugins loaded
[Info   :MultiFolderLoader] Loading preloader patchers from mod
[Info   :MultiFolderLoader] Loading 0 preloader patchers from mods...
[Info   :   BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message:   BepInEx] Preloader finished
[Message:   BepInEx] Chainloader ready
[Message:   BepInEx] Chainloader started
[Info   :MultiFolderLoader] Finding plugins from mods...
[Info   :   BepInEx] 0 plugins to load
[Message:   BepInEx] Chainloader startup complete
2021-12-27T04:25:31 0.001 INF [Platform] Init
2021-12-27T04:25:31 0.044 INF [Platform] Using native platform: Steam
2021-12-27T04:25:31 0.045 INF [Platform] Using cross platform: EOS
2021-12-27T04:25:31 0.045 INF [Platform] Using server platform: Steam
2021-12-27T04:25:31 0.046 INF [Platform] Initializing Steam
2021-12-27T04:25:31 0.049 INF Starting PlayerInputManager...
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/XInputInterface32
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/XInputInterface32.dll
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/XInputInterface32
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libXInputInterface32
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libXInputInterface32.dll
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libXInputInterface32
2021-12-27T04:25:32 0.266 INF InControl (version 1.8.2 build 9357, native module = False, XInput = True)
2021-12-27T04:25:32 0.462 INF [Steamworks.NET] SteamAPI_Init() ok
2021-12-27T04:25:32 0.475 INF Not running in Big Picture Mode, no on-screen keyboard available
2021-12-27T04:25:32 0.475 INF [Platform] Initializing EOS
2021-12-27T04:25:32 0.503 INF [EOS] Initialize: Success
2021-12-27T04:25:32 0.766 INF Localization language: english
2021-12-27T04:25:32 0.799 INF Texture quality is set to 1
2021-12-27T04:25:32 0.800 INF Precaching...
2021-12-27T04:25:32 0.802 INF Precaching file: 7DaysToDie_Data/resources.assets
2021-12-27T04:25:32 0.862 INF [EAC] Not loading, not started from launcher
2021-12-27T04:25:33 1.517 INF Precaching file: 7DaysToDie_Data/sharedassets1.assets
2021-12-27T04:25:33 1.518 INF Precaching file: Data/Bundles/blocktextureatlases
2021-12-27T04:25:33 2.213 INF Precaching file: Data/Bundles/terraintextures
2021-12-27T04:25:34 3.005 INF Precaching done
2021-12-27T04:25:38 6.548 INF Loading main scene
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 2.252800 ms
2021-12-27T04:25:38 6.645 INF [GSM] Disabled...
2021-12-27T04:25:38 6.663 INF Awake IsFocused: True
2021-12-27T04:25:38 6.663 INF Awake
2021-12-27T04:25:38 6.671 INF Version: Alpha 20 (b238) Compatibility Version: Alpha 20, Build: Windows 64 Bit
2021-12-27T04:25:38 6.671 INF System information:
2021-12-27T04:25:38 6.672 INF    OS: Windows 10  (10.0.19042) 64bit
2021-12-27T04:25:38 6.672 INF    CPU: Intel(R) Core(TM) i7-3770K CPU @ 3.50GHz (cores: 8)
2021-12-27T04:25:38 6.672 INF    RAM: 16326 MB
2021-12-27T04:25:38 6.672 INF    GPU: NVIDIA GeForce GTX 1050 Ti (4018 MB)
2021-12-27T04:25:38 6.672 INF    Graphics API: Direct3D 11.0 [level 11.1] (shader level 5.0)
2021-12-27T04:25:38 6.673 INF Last played version: Alpha 20
2021-12-27T04:25:38 6.673 INF Local UTC offset: -6 hours
2021-12-27T04:25:38 6.677 INF Command line arguments: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\7DaysToDie.exe -force-d3d11 -nogs -logfile C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\7DaysToDie_Data\output_log__2021-12-27__04-25-28.txt
2021-12-27T04:25:38 6.735 INF Occlusion: Awake
2021-12-27T04:25:38 6.750 INF ApplyAllOptions streaming budget 3616.2 MB
2021-12-27T04:25:38 6.751 INF ApplyAllOptions current screen 1920 x 1080, 60hz, window 1920 x 1080, mode FullScreenWindow
2021-12-27T04:25:38 6.753 INF Texture quality is set to 1
2021-12-27T04:25:38 6.753 INF ApplyTextureFilter 1, AF Enable
2021-12-27T04:25:38 6.755 INF ApplyTerrainOptions 2
2021-12-27T04:25:38 7.015 INF [MODS] Start loading
2021-12-27T04:25:38 7.017 INF [MODS] Trying to load from folder: LuckyRabbitsFootV2.02
2021-12-27T04:25:38 7.050 INF [MODS] Loaded Mod: Lucky Rabbit's Foot Mod (2)
2021-12-27T04:25:38 7.051 INF [MODS] Trying to load from folder: Stallionsdens Home Brewery
2021-12-27T04:25:38 7.053 INF [MODS] Loaded Mod: Stallionsdens Home Brewery (A20)
2021-12-27T04:25:38 7.053 INF [MODS] Trying to load from folder: SuperNerdyGlasses
2021-12-27T04:25:38 7.055 INF [MODS] Loaded Mod: Super Nerdy Glasses (1.0.0)
2021-12-27T04:25:38 7.055 INF [MODS] Initializing mod code
2021-12-27T04:25:38 7.055 INF [MODS] Loading done
2021-12-27T04:25:38 7.080 INF Pack 8629 us
2021-12-27T04:25:38 7.094 INF Pack 3914 us
2021-12-27T04:25:38 7.102 INF Pack 1139 us
2021-12-27T04:25:38 7.104 INF [MODS] Loading localization from mod: Lucky Rabbit's Foot Mod
2021-12-27T04:25:38 7.106 INF [MODS] Loading localization from mod: Stallionsdens Home Brewery
2021-12-27T04:25:38 7.107 INF [MODS] Loading localization from mod: Super Nerdy Glasses
IndexOutOfRangeException: Index was outside the bounds of the array.
  at Localization.WriteCsv () [0x000c7] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
  at ModManager+<LoadLocalizations>d__12.MoveNext () [0x000a1] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
  at ThreadManager.RunCoroutineSync (System.Collections.IEnumerator _func) [0x00023] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
  at ThreadManager.RunCoroutineSync (System.Collections.IEnumerator _func) [0x0001d] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
  at GameManager.Awake () [0x0046e] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 

Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libc
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libc.dll
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libc

Unloading 33 unused Assets to reduce memory usage. Loaded Objects now: 5421.
Total: 38.229900 ms (FindLiveObjects: 0.462800 ms CreateObjectMapping: 0.655900 ms MarkObjects: 37.022400 ms  DeleteObjects: 0.088200 ms)

ArgumentException: The Object you want to instantiate is null.
  at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) [0x00045] in <544fca0986d54eca88fc7c56e2a8b4b4>:0 
  at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00001] in <544fca0986d54eca88fc7c56e2a8b4b4>:0 
  at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent) [0x00001] in <544fca0986d54eca88fc7c56e2a8b4b4>:0 
  at NGUITools.AddChild (UnityEngine.GameObject parent, UnityEngine.GameObject prefab, System.Int32 layer) [0x00007] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
  at NGUITools.AddChild (UnityEngine.GameObject parent, UnityEngine.GameObject prefab) [0x00000] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
  at CursorControllerAbs.AddSoftCursor (UICamera _camera, PlayerActionsGUI _guiActions, GUIWindowManager _windowManager) [0x00006] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
  at LocalPlayerUI.SetupMenuSoftCursor () [0x00020] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
  at LocalPlayerUI.Start () [0x00149] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 

NullReferenceException: Object reference not set to an instance of an object
  at XUi_FallThrough.Update () [0x00121] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 
The log keeps repeating the bottom most "NullReferenceException: Object reference not set to an instance of an object
  at XUi_FallThrough.Update () [0x00121] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 " line over and over after that.

Hope it helps?

 
The log keeps repeating the bottom most "NullReferenceException: Object reference not set to an instance of an object
  at XUi_FallThrough.Update () [0x00121] in <2ba1bc1bbbe64fe49f53fe5235fb7038>:0 " line over and over after that.

Hope it helps?
Is there anything before it starts doing that and no that isn't enough info to go on . I don't use either of those mods tbh . Do you get the same error using one and my Brewery as the other or is the error different. 

 
i hope you are well and appreciate the time and effort you've done in these creations. curious question. after my testing, i do love the anti block bullet mods. but i do notice it isn't true anti block just a nerf in damage to the block which is fantastic because i hate telling my friends no shotguns during horde night for fear of damaging the base but i figured due to the weapon having specifications to add block damage that therefore is the reason for it not being true A.B. my question is would making a sub clone weapon  like an anti tactical assault rifle with no block damage achieve true anti block damage. it is purely for topic discussion and not request just curious on your thoughts. again thank you for your time, effort that you've put into these mods

 
i hope you are well and appreciate the time and effort you've done in these creations. curious question. after my testing, i do love the anti block bullet mods. but i do notice it isn't true anti block just a nerf in damage to the block which is fantastic because i hate telling my friends no shotguns during horde night for fear of damaging the base but i figured due to the weapon having specifications to add block damage that therefore is the reason for it not being true A.B. my question is would making a sub clone weapon  like an anti tactical assault rifle with no block damage achieve true anti block damage. it is purely for topic discussion and not request just curious on your thoughts. again thank you for your time, effort that you've put into these mods
As far as I am aware the damage to blocks comes from the bullet itself. I can take a look at the weapon shortly tho to see if it changed.. the only things the anti block destroys is glass and sheets but not as fast as normal the rest is waynsower as you mentioned butnno one can make a truly 0 as far as I am aware the game always does damage regardless eventually  

 
As far as I am aware the damage to blocks comes from the bullet itself. I can take a look at the weapon shortly tho to see if it changed.. the only things the anti block destroys is glass and sheets but not as fast as normal the rest is waynsower as you mentioned butnno one can make a truly 0 as far as I am aware the game always does damage regardless eventually  
thank you for elaborating. with this update i kind of had to try to understand some of the coding due to most change with update 20. i can understand some, but not enough to create and love to learn. looking through the item xml and noticing the weapons had a perc block damage so i wondered if even though the ammo added a 0 block damage  it still took consideration for the weapon calculating block damage like a hidden stat that just isn't shown on the description.  thanks for the insight

 
First off thanks so much for all your hard work with all these mods. They are  xmas gifts that keep on giving!

On a side note just spent a wee while finding out that the 'Open Door Syndrome with Respawn'

is throwing "ERR LootContainer 'trash' unknown". It make piles of trash etc unlootable.

Loaded fresh world with just this mod to find out for sure.

Cheers

 
First off thanks so much for all your hard work with all these mods. They are  xmas gifts that keep on giving!

On a side note just spent a wee while finding out that the 'Open Door Syndrome with Respawn'

is throwing "ERR LootContainer 'trash' unknown". It make piles of trash etc unlootable.

Loaded fresh world with just this mod to find out for sure.

Cheers
Hi and thank you forninforming me. I will take a look and get a fix up for you all.

 
Last edited by a moderator:
First off thanks so much for all your hard work with all these mods. They are  xmas gifts that keep on giving!

On a side note just spent a wee while finding out that the 'Open Door Syndrome with Respawn'

is throwing "ERR LootContainer 'trash' unknown". It make piles of trash etc unlootable.

Loaded fresh world with just this mod to find out for sure.

Cheers
I have made a few fixes to the mod in question but trash is def there and hasn't errored for me. Can you try new dl and send me your players.log  please if you encounter it again

 
Stallions, 

I downloaded your update with the supply crates and i found that i could not interact with the object. When i broke the crate open could not loot. Had no errors loading the mod, i will try investigating more but i wanted to let you be aware early if i do find out something is wrong with the mod. 

Thank you for these mods and happy holidays.

 
Stallions, 

I downloaded your update with the supply crates and i found that i could not interact with the object. When i broke the crate open could not loot. Had no errors loading the mod, i will try investigating more but i wanted to let you be aware early if i do find out something is wrong with the mod. 

Thank you for these mods and happy holidays.
You try lock picking it. If there are ones on roads and gravel paths let me know as you can't interact with those and I thought I had removed em. 

 
Hi again, issues with 'open door syndrome+repsawn' still persists.

Thought it might be on my end so did a fresh install of the game but something janky is occurring. Here's the log.

Some tests have had trash piles etc work around spawn but not in new chunks- weird.

Cheers  

 
Last edited by a moderator:
You try lock picking it. If there are ones on roads and gravel paths let me know as you can't interact with those and I thought I had removed em. 
I did try to lockpick the ones on the road. It just shows nothing to do. I did not have a chance to find any in the wilderness to try. If you take them off the road or get an update on it let me know!

 
I did try to lockpick the ones on the road. It just shows nothing to do. I did not have a chance to find any in the wilderness to try. If you take them off the road or get an update on it let me know!
Argh yeh the ones on the road never worked.. will update and double check this time I remove them from spawning there my apologies. 

 
Last edited by a moderator:
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