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

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

I've tinkered with LathMod Revised to come up with a ModLauncher-compatible zip file, but I'm not sure I understand the process properly. I use Envul.com to host my mod, and the download mod button changes the link location each time I make an update. For example, LathMod 3.51 used https://envul.com/download/1/531, but 3.52 uses https://envul.com/download/1/536/. I guess what I'm asking is, does the mod launcher compensates for the difference in download link locations?
I like the way Envul handles the mods, so I'd rather not switch over to DropBox or something.
check out guthub, it is way better than envul for hosting your mods ;)

An intro vid I made about a week after I started using github.

https://7daystodie.com/forums/showthread.php?46576-Using-GitHub-for-version-history-and-collaboration-on-mods

The short version is:

Make an account at github.com

download the desktop client at http://desktop.github.com

create a repo in the client

add your mod files to the repo folder on your machine

Commit the changes

Click publish (or sync if already published)

done.

any time you want to update you mod, just update the local files, use the desktop client to commit and sync, done.

If you want your mod in the 7days2mod org then I can either fork it from your account (but that currently requires an update merge from my side when you make changes) or I can add you as a member to the org and you can create mods in the org yourself.

org can be found at: https://github.com/7days2mod

 
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I'd glanced over it a while back, but it sounds like I'd be better served by taking a closer look, and possibly switching to that. I'm all for cutting down on the amount of work needed to keep my mod up to date. :)

 
I'd glanced over it a while back, but it sounds like I'd be better served by taking a closer look, and possibly switching to that. I'm all for cutting down on the amount of work needed to keep my mod up to date. :)
Add me on steam if you need any help :)

Val has been finding it really handy to use and saves on a lot of effort of zipping and updating links etc :)

 
HELP>>>>

I looked into it, and seems to be mostly modded XML and .DLL files.
I followed the instructions and installed SDX, and tested the Double Barrel shotgun mod, as well as Hal's Turrent, Lawn Mower, and Michonne's Katana mod. I then created diff between the SDX installed folder, and my baseline, and generated a zip file ( using Beyond Compare 4).

The zip file in question is this: http://www.mediafire.com/download/q4q3ddnos2i2qax/SDXTest.zip

I created a sample 7D2D Launcher config, which can be found here: https://raw.githubusercontent.com/SphereII/7D2DConfig/master/SDX.xml

You can copy and paste that link, then, in the Launcher, click on "Open URL", and paste it in. You'll then have a new SDX mod available in the launcher.

Config Example:



Game Screen:



By providing pre-made zip files, and configs, we can create mods that contains groupings of SDX mods, without the user needing to use the FrontEnd or installing SDX itself. It does not appear as if you need to update Settings.ini either.

For instance, if Spider has all the mods installed, and working, he could create a zip file of just the changed files, and share them.

It may not be ideal, or as easy as adding custom icons or XML changes, but then again, the SDX process is slightly more complex.

End users may not be able to make their own combinations without using SDX and FrontEnd, but we could provide some pre-made SDX mod combinations to get a good feel for them, and give it some more exposure.

Server Administrators could create these packages, and allow their clients to easily connect to their servers.

-SphereII
I follows everything and got the SDX tab installed then hit the copy fuction but when i try to PLAY it doesnt load and crashes..i have to force shut it down. any ideas sorry for small pics the uploader killed them

Screenshot 2016-08-26 01.15.46.jpg

Screenshot 2016-08-26 01.14.28.jpg

 
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I follows everything and got the SDX tab installed then hit the copy fuction but when i try to PLAY it doesnt load and crashes..i have to force shut it down. any ideas sorry for small pics the uploader killed them
View attachment 15989View attachment 15990
Hey coastie222

I did some more testing last night with the DLC of HeadBangers, and I was getting a similar error. I removed it from the Configuration until I could figure it out.

Would you mind trying Head Bangers, without the PSG?

-SphereII

 
Thanks rsv777!

I added Pacco's SDX mod HeadBanger to the default. Click on File -> Load Defaults to get the new listing.

Reminder, it's a large download. After your initial play, remember to uncheck "Refresh Mods Automatically" to avoid re-downloading it on the second play.

-SphereII

 
Hi, I found this launcher by random forum lurking and actually I got one question.

Maybe I totally misunderstood, I get the fact this downloads mods automatically and let#s you play with them without the whole XML file overriding hassle but can I combine mods with this easily as well? Like let's say I would like to play with clockwork project, steel mod and valmods expansion?

Can I use the launcher to download them in a way which will save me hours of ID editing and XML reading so that nothing important gets overridden?

 
Hey Xireka

The 7D2D Mod Launcher allows you to download existing mods, which you can use along with prefab mods. However, you wouldn't be able to use Valmar's Overhaul and A Clockwork Project together in a combined mod.

The Launcher simply replaces completed files, and does not do any merges, unless it's a specific patch format. The Patch format should really only be used for binary files, and not XML files.

XML item ids would colide between different mods. Even if we could renumber them (which is technically possible), we would blow the id limits in the block.xml, as well as other XML files.

I hope this clarifies things a bit for you,

-SphereII

 
Hey all

Small update to the 7D2D Mod Launcher that you should receive on your next start up.

Changes include loading the Default list automatically (no more clicking on File -> Load Defaults, and also included two new copy hooks to make deploying mods fasting for SDX mods.

Enjoy,

-SphereII

 
Hey coastie222
I did some more testing last night with the DLC of HeadBangers, and I was getting a similar error. I removed it from the Configuration until I could figure it out.

Would you mind trying Head Bangers, without the PSG?

-SphereII
Could you send me your Output.log so I could check it's an error with the psg mod?

 
Hi Pacco.

I'm trying to reproduce, but seems to be a bit hit or miss. All my subsequent tests were successful. I've re-enabled it in the default list, so it should be available again.

If anyone gets a crash, would you mind letting us know? You can go to the View Menu, and click on Log Files. From there, you can select whether to view the Launcher log, or the 7 Days To Die Output log. Once you have selected it, click on Upload Log File. This will upload it to pastebin, and give you a link to share with us.

Thanks,

-SphereII

 
Ok Sphereii Im about ready to try and make my mod into a SDX mod and add some SDX toys with it. Now I read through and watched the tutorials on SDX but other than that I have never touched it. What would be the best way to convert my mod into a SDX mod for the solo purpose of pushing it out through your launcher. Do I need to make a Config File with all my changes or can i make my mod the base game SDX works off? Could you tell me what would be the best/easiest way to convert it?

 
Hey Spider

I would suggest using your original mod as the base XML files. SDX looks like it'll read the Config file for each SDX Mod, and attempt to merge it into your existing XML files. You'll need their SDX tool in order to do the Build, and all that jazz.

Once you have confirmed your mod works, then I'd recommend using Beyond Compare 4. This program can do a difference check between two folders. You'll want to have a vanilla version of 14.7 available on your hard drive; either through Steam, or using the Launcher to download the 14.7 version under The Fun Pimps heading.

Then, use the Beyond Compare 4 to select your new modded folder, and the vanilla version. You should see something like this:



Highlight the files that are shown to be different. In my above example, they are Purple.

Right click, and Copy To Folder.

This will copy only the files that are different, in the right folder structure. This is what you'll want to give to your players. You can either share it through a MediaFire link (zip, and upload), or create a free github directory, and commit all the files as they are.

The benefits of github is that you can go and make changes, without having to re-upload all the files.

Let me know if you have any questions. Once you have your zip file in place, or in github, I can help you make an official Launcher config.

To test, you can always click on Add new My Mods, and add your download link there. That'll create a local config for you to do testing on.

-SphereII

 
So I would need to have players download files and install manually and then use your launcher to do the rest?

 
No, all this work is just on your end initially. You are just creating the download package. It's fairly similar to how you are releasing your mod now; It's just more being included because of the different SDX folders. I find Beyond Compare 4 is a fairly easy way to find all the files that SDX has changed, so you don't accidentally miss any.

Once you are done with the download package, and confirmed everything is working, your players will just be able to use the Launcher to download and install everything, just as if you did it yourself. They don't have to worry about how you created it.

-SphereII

 
So to clarify the steps on porting an existing mod would be as follows:

1) Install SDX

a) Download the SDX file, and extract somewhere.

b) Copy the SDXMods to your 7 Days to Die with your existing mod

c) Edit the settings.ini and change the first path to your 7 Days to Die with your existing mod

d) Find and download the SDX mods you want, and place under the SDXMods folder. This cannot be nested; SDXMods/CoolMod/mod.xml

e) Use FrontEnd.exe in your SDX 0.6.0 install, Select Mods you want (including default 3), and click on Build.

f) Press Play in FrontEnd.exe and test the mod.

g) Repeat until you are satisfied.

2) Use Beyond Compare 6. Compare your 7 Days to Die Folder to a vanilla version. I use the Launcher to generate The Fun Pimp's Alpha 14.7 install.

3) You should see the purple folders highlighted in your modded folder; Select all the Purple folders, and right click, Copy To Folder. This will copy only the changed files.

4) Zip and upload. That's your new Mod zip file, which is likely larger than your existing mod zip file.

5) Once uploaded, click on "Add new My Mods" in the 7D2D Mod Launcher, and create a small personal config; Copy and paste the download link

6) Play that Mod and make sure everything still works.

7) Create a 7 Days to Die Config file. Here's a small example. It has two mods in it: http://textuploader.com/5bt3i/raw

8) Share the link, or ask StompyNZ or I to add it to the Defaults.

-SphereII

 
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