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

Sorry for the trouble. Let's see if we can get you sorted with the first problem, then we can move unto the next problem.
What kind of Anti-virus software are you running? Sometimes that interferes with the launcher as it falsely flags it.

The Mod Launcher is distributed through a One-Click packaging system. This is a microsoft-based solution, but sometimes it misbehaves.

Let's try to fix that by doing Option A, and if that doesnt work, try option B.

A) Go into Program Files and Remove the 7D2D Mod Launcher, and then re-install it

B) Copy and paste this in an Explorer window: %APPDATA%\..\Local\Apps\2.0 And delete everything in there. This is the OneClick cache that windows maintains for these types of apps. The information will be re-generated when you use a program listed in here

Here's the reference I'm using for the Options: https://support.microsoft.com/en-us/help/2713442/clickonce-application-fails-to-update
Thanks Sphereii. You are the greatest. Worked like a charm. I did not find the other 7dtd launcher in Program Files, so I did the Option B and that seems to have worked. Downloaded the launcher and now its works perfect.

 
Thanks Sphereii. You are the greatest. Worked like a charm. I did not find the other 7dtd launcher in Program Files, so I did the Option B and that seems to have worked. Downloaded the launcher and now its works perfect.
That's great news. It'd be really nice if Microsoft would have fixed things with that OneClick installer, but alas. Good luck, and enjoy the mods!

 
Already downloaded and installed. I was hoping i was missing an option somewhere
Unfortunately, the mod's main file is remotely stored, allowing me to roll out new mods.

Which mod were you looking for in particular to show up off line?

 
Unfortunately, the mod's main file is remotely stored, allowing me to roll out new mods.
Which mod were you looking for in particular to show up off line?
Starvation with the big backpack. After looking at the big backpack mod i think i might be able to just install it differently and run straight from the exe. Its in the temp mod folder now so it doesnt work

 
Starvation with the big backpack. After looking at the big backpack mod i think i might be able to just install it differently and run straight from the exe. Its in the temp mod folder now so it doesnt work
If you are looking for Starvation, you can download copy the contents of this into an XML file, and go to the Mod Launcher and click on Open File. This will add a new entry in the mod launcher when you are offline:

<?xml version="1.0" encoding="UTF-8"?>

<Servers>

<ServerGroup Name="StarvationMod" Logo="">

<Server Name="StarvationMod16" Logo=""/>

</ServerGroup>

</Servers>

It won't do much, but will show you an entry

 
Awesome, thank you for this and for the launcher itself. It has made modding much easier for inept people such as myself
You are quite welcome. I'm glad it's working for you (mostly.. anyway)

 
Good day Sphereii

Have a question .. Will you or can you put WOW 5.2 and Tin "Dying Lands" together in the launcher OR is there a way that I can combine the 2 of them as One using the launcher.

Or would you not recommend doing that because of updates and fixes. Just wondering and it is no big deal if you feel it should not be done.

Have a great weekend and hope you are doing well .. Thank you

 
Last edited by a moderator:
Good day Sphereii
Have a question .. Will you or can you put WOW 5.2 and Tin "Dying Lands" together in the launcher OR is there a way that I can combine the 2 of them as One using the launcher.

Or would you not recommend doing that because of updates and fixes. Just wondering and it is no big deal if you feel it should not be done.

Have a great weekend and hope you are doing well .. Thank you
They are both full mods, so it probably wouldn't work well. You may be able to grab Tin's mixer files and merge them into WoW, but then it'll break the special prefab spawnings, and possibly throw off loot balances.

 
They are both full mods, so it probably wouldn't work well. You may be able to grab Tin's mixer files and merge them into WoW, but then it'll break the special prefab spawnings, and possibly throw off loot balances.
That's what I thought .. thank you .. just wanted to confirm it.

 
@sphereii

Since mods that use the same xml's conflict with one another, then it's safe to say that mods that don't touch the same xml's don't conflict. Since your launcher seems to know what it's grabbing anyway (yes, this is the big presumption, I know), maybe you could add a feature that does, say, if you click on valmod, the other mods that would be compatible in the list turn blue or something?

Click on valmod, and Compo and Dying Lands goes blue indicating it's compatible, and of course when you click Dying Lands then Compo goes back to regular because it's not compatible with Dying Lands.

 
@sphereii
Since mods that use the same xml's conflict with one another, then it's safe to say that mods that don't touch the same xml's don't conflict. Since your launcher seems to know what it's grabbing anyway (yes, this is the big presumption, I know), maybe you could add a feature that does, say, if you click on valmod, the other mods that would be compatible in the list turn blue or something?

Click on valmod, and Compo and Dying Lands goes blue indicating it's compatible, and of course when you click Dying Lands then Compo goes back to regular because it's not compatible with Dying Lands.
It's an interesting idea. For the UI overhaul, I was going to be looking at providing options to selecting optional modlets to a play. Rather than having CompoPack backed into a valmod config, it'd be able to detect there was no rwgmixer file in valmod, and show Compopack as being optional. Same as the zombie retexturing.

It's challenging with other files, since things like blocks, items, and recipes are closely linked.

 
You'll have to educate people on the differences between mods and modlets.

...if you applied the same method * does in the sdx launcher, you could read say, valmods blocks.xml, pull the non vanilla ones into a #temp1, then do the same for WotW, pull HIS non vanilla ones into #temp2, then create a new blocks.xml out of the free blocks from the temp tables.

The neat part would be making sure the block id's are the same for that configuration. Well, since it pushes from the server, you might could not care about that... Hm.

 
You'll have to educate people on the differences between mods and modlets.
...if you applied the same method * does in the sdx launcher, you could read say, valmods blocks.xml, pull the non vanilla ones into a #temp1, then do the same for WotW, pull HIS non vanilla ones into #temp2, then create a new blocks.xml out of the free blocks from the temp tables.

The neat part would be making sure the block id's are the same for that configuration. Well, since it pushes from the server, you might could not care about that... Hm.
using one of my first mods I did, I could allow the XMLs to be read as actual XML, allowing us to use the XML import functionality. I wouldn't need to modify the XMLs themselves, but just link them together :)

Sounds like a lot could go wrong too.

 
using one of my first mods I did, I could allow the XMLs to be read as actual XML, allowing us to use the XML import functionality. I wouldn't need to modify the XMLs themselves, but just link them together :)
Sounds like a lot could go wrong too.
OH Boy .. I have a headache ...... Good day Sphereii

Sound like a lot of work ... but a Great ideal .. if you could make it work

Click on simple tab called "Combining Mods" .. shows up Green if they should work together with no issue ... Yellow for a maybe minimum issue .. AND .. RED for "Don't even Try"

But we already know modding a game in any form can cause issues and not taken lightly.

OH mi .. my head hurts and it is Brain storming time .. Hoping you can do it .. But Enjoy the weekend now and Have Fun.

 
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