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The 7D2D Mod Launcher - A Mod Launcher for 7 Days to Die

Hi! When i tap on play button, 7dtd need a steam connection, but my internet is good, have a open steam and buy the game, what i need to do? 

 
Hi! When i tap on play button, 7dtd need a steam connection, but my internet is good, have a open steam and buy the game, what i need to do? 
Usually this is a permission issues.  Try running the Mod Launcher as Administrator, or adding the mod launcher to steam as a non-steam game.

 
Hello, i cant get Perk Plus v1.3 to appear in the mod list after putting it in the modlet folder. can you please help me?

 
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I wonder where to report bugs inside the Mod Launcher. Discord invitation is expired and does not work anymore.

So I'm playing the Afterlife mod, installed via the Mod Launcher and now wanted to add two external Modlets (zip files). I did as described in the youtube video.

1st issue: the zip files are extracted using the mods "DisplayName" instead of the "Name", which makes the load order break as it needs to be alphabetical and loaded after the overhaul to work as I understood.

2nd issue: The mods did extract to "\7D2DModLauncherV5\Mods\v1\Afterlife\Afterlife\Mods" but for some reason they are not loaded with the game. All other mods inside the folder are loaded, despite nothing is copied to my actual game mod folder. I do not understand how the Mod Launcher is supposed to work, since as described it should copy all mods to the game copy mods folder, but it doesn't. The folder stays emtpy but all Mods from Afterlife are loaded, not the external ones. Within the .ModAgent Folder they are not listed in the Mods.txt, so maybe there lies the dog buried.

If you want me to report these bugs in another place, please send me the correct location and maybe update the discord invitation link with one not expiring.

 
I wonder where to report bugs inside the Mod Launcher. Discord invitation is expired and does not work anymore.

So I'm playing the Afterlife mod, installed via the Mod Launcher and now wanted to add two external Modlets (zip files). I did as described in the youtube video.

1st issue: the zip files are extracted using the mods "DisplayName" instead of the "Name", which makes the load order break as it needs to be alphabetical and loaded after the overhaul to work as I understood.

2nd issue: The mods did extract to "\7D2DModLauncherV5\Mods\v1\Afterlife\Afterlife\Mods" but for some reason they are not loaded with the game. All other mods inside the folder are loaded, despite nothing is copied to my actual game mod folder. I do not understand how the Mod Launcher is supposed to work, since as described it should copy all mods to the game copy mods folder, but it doesn't. The folder stays emtpy but all Mods from Afterlife are loaded, not the external ones. Within the .ModAgent Folder they are not listed in the Mods.txt, so maybe there lies the dog buried.

If you want me to report these bugs in another place, please send me the correct location and maybe update the discord invitation link with one not expiring.


I don't think it's an issue with the mod launcher, but rather something new that AfterLife is doing with modlets.

 
I don't think it's an issue with the mod launcher, but rather something new that AfterLife is doing with modlets.
Fastest answer ever.

I was able to fix the second issue by adding both modlets to the end of the \7D2DModLauncherV5\Mods\v1\Afterlife\Afterlife\Mods\.ModAgent\Mods.txt file.

With this list also mods folder name is not important, but still I think the external mods should be extraced with the Name and not DisplayName as the Folder (1st issue). 

 
Fastest answer ever.

I was able to fix the second issue by adding both modlets to the end of the \7D2DModLauncherV5\Mods\v1\Afterlife\Afterlife\Mods\.ModAgent\Mods.txt file.

With this list also mods folder name is not important, but still I think the external mods should be extraced with the Name and not DisplayName as the Folder (1st issue). 


I don't think the mod launcher uses the DisplayName at all

 
I don't think the mod launcher uses the DisplayName at all
Have you checked out the External Modlets form?

You open the modlet folder, add your zip files named whatever you like (I named mine "name this file as you like.zip"), press "Refresh", then "Process Modlets", check the Modlets folder again, they are extracted with the mods DisplayName (from ModInfo.xml inside the zip) as folder.

 
Have you checked out the External Modlets form?

You open the modlet folder, add your zip files named whatever you like (I named mine "name this file as you like.zip"), press "Refresh", then "Process Modlets", check the Modlets folder again, they are extracted with the mods DisplayName (from ModInfo.xml inside the zip) as folder.


I'll take a look this evening. It always uses the Name, but maybe some wires are being crossed when it reads the ModInfo.xml.  

 
wondering if anyone can point me in the right direction, ive had to move all of my folder to a new drive, is there a way to change the file path from my E drive to my G drive, ive changed the default folder, but they all still say the old path

EDIT: All good i worked it out, just need to change all the file paths in each folder in the modlauncher.cfg file

 
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Sorry if this has already been answered, I tried looking for it.

Can I host a config file that other players link in mod launcher to configure all the modlets used on our server without them needing to search and add each modlet?

If so, can you provide an example?

 
Sorry if this has already been answered, I tried looking for it.

Can I host a config file that other players link in mod launcher to configure all the modlets used on our server without them needing to search and add each modlet?

If so, can you provide an example?


I figured it out sort of. It's not exactly what I wanted, but close enough. See my github repository here: https://github.com/keenkrozzy/7d2d-Cringe-Factory

The only downside is that if there is updates made to the modlets, I have to first update the modlets myself and commit them to the repository.

However, there is an upside to doing it this way: I can make custom changes to the modlet configs. For example; If I want to disable some vehicles from Bdub's vehicles on the server-side, I could also remove them from the client-side and reduce the download size.

1. Make the XML file, you can copy paste mine (ModLauncherConfig.xml)
2. Get the RAW link to it (there is a little button for the raw link in github)

3. Put the modlets in a Mods folder and upload to the repository. I am using github and github desktop to push commits, but there is other websites that will work as well for this.

4. Have your friends use 7D2D Mod Launcher and navigate to "Install New Mod" > "Add Custom URL" > paste your raw XML link.

 
I figured it out sort of. It's not exactly what I wanted, but close enough. See my github repository here: https://github.com/keenkrozzy/7d2d-Cringe-Factory

The only downside is that if there is updates made to the modlets, I have to first update the modlets myself and commit them to the repository.

However, there is an upside to doing it this way: I can make custom changes to the modlet configs. For example; If I want to disable some vehicles from Bdub's vehicles on the server-side, I could also remove them from the client-side and reduce the download size.

1. Make the XML file, you can copy paste mine (ModLauncherConfig.xml)
2. Get the RAW link to it (there is a little button for the raw link in github)

3. Put the modlets in a Mods folder and upload to the repository. I am using github and github desktop to push commits, but there is other websites that will work as well for this.

4. Have your friends use 7D2D Mod Launcher and navigate to "Install New Mod" > "Add Custom URL" > paste your raw XML link.
I might have spoke too soon.

Looks like the first person to try is having an issue where it won't let her download a version:

image.png

This is what I see:

image.png

 
This thing wrecks savegames ten times faster than the vanilla game.  No thank you!  Until you can make it so it does not update the mods or the launcher unless i tell it to, then no.

 
This thing wrecks savegames ten times faster than the vanilla game.  No thank you!  Until you can make it so it does not update the mods or the launcher unless i tell it to, then no.
It will download the latest update for mods, but does not apply them until you change the version.

Same as for the mod launcher itself; it'll prompt you to download and install, if you want, a newer update. 

Let me know which mod and versions you were having trouble with, and maybe some log files to review.

 
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