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

Hi, sphereii!

 


I'm trying to install my mods to H:\Program Files\Gaming\7 Days to Die - Modded\, but for some reason the launcher doesn't seem to like that I have spaces there, so it creates its own directory at H:\Program_Files\Gaming\7_Days_to_Die_-_Modded\. Is there any way I can circumvent this or fix it?


 


Thank you!


Edit: Never mind. I found a reply earlier in this thread that answered my question. My apologies.

 
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Hi. I was wondering if something changed in how SDX integrates localization files. I have several modlets where their localization files integrated just fine with SDX in the mod launcher. Now none of them do with the exception of localization files from Xyth's wandering traders and your take and replace modlets. Only changes I've made was to updated the mod launcher and update my game to 17.3 stable. I also noticed it will integrate the two modlets I mentioned even without your localization modlet installed. I discovered this when I tried to just manually add the localizations only to have that overwritten by the mod launcher.

 
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Hi. I was wondering if something changed in how SDX integrates localization files. I have several modlets where their localization files integrated just fine with SDX in the mod launcher. Now none of them do with the exception of localization files from Xyth's wandering traders and your take and replace modlets. Only changes I've made was to updated the mod launcher and update my game to 17.3 stable. I also noticed it will integrate the two modlets I mentioned even without your localization modlet installed. I discovered this when I tried to just manually add the localizations only to have that overwritten by the mod launcher.
I haven't pushed a new update for the mod launcher in a few weeks.

When using the Mod Launcher, and the Localization Mod, its actually doing twice the work.

1) When SDX is ran, it looks and merges localization in your main Localization file.

2) When the Localization mod loads, it tries to re-merge all the localization files.

There's no way currently of turning off SDX's hook to run localization itself.

If you are just using you own modlets, and SDX is running, then you don't need the Localization mod.

If you are adding modlets to an existing SDX mod (Darkness Falls, Ravenhearst, etc), and they include the Localization Mod, then new modlet's localization files will be added as expected.

 
Ok, thanks. I'll remember that I don't need the Localization mod then. It had been a few weeks since I'd last played as I got distracted by another game so the latest update to the mod launcher was new to me lol.

That does bring me back to my original problem though. Localization files that were being added properly when I had last played are now no longer being added. I've checked the formatting of the partial localization files several times just to be sure even though they had always worked before. I've pretty much gone over my entire file structure several times just to be sure things are as they should be. I'm at a total loss as to why they are no longer added. The only partial localization files being added are from your mod and Xyth's, as I'd mentioned previously. I've kind of run out of ideas on what to check to get things working proper again, other than the "bashing my head on my desk" technique lol.

 
Ok, thanks. I'll remember that I don't need the Localization mod then. It had been a few weeks since I'd last played as I got distracted by another game so the latest update to the mod launcher was new to me lol.
That does bring me back to my original problem though. Localization files that were being added properly when I had last played are now no longer being added. I've checked the formatting of the partial localization files several times just to be sure even though they had always worked before. I've pretty much gone over my entire file structure several times just to be sure things are as they should be. I'm at a total loss as to why they are no longer added. The only partial localization files being added are from your mod and Xyth's, as I'd mentioned previously. I've kind of run out of ideas on what to check to get things working proper again, other than the "bashing my head on my desk" technique lol.
Sounds like you have the important localization files :)

But in the interest of saving the desk from damage, which modlet isn't working for localization?

 
Sounds like you have the important localization files :)
But in the interest of saving the desk from damage, which modlet isn't working for localization?
The More Dyes mod by Genosis, RussianDood's Katana mod, the old ACP fishing mod that I'd updated to Xpath, and Action Skills by Deceptive Pastry. And yes, the important ones did work :) lol

---Edit--- I have found a workaround for the moment. I manually added the ones that weren't being included and then replaced the localization file in the SDX Repository backup folder with my edited version. So no head bashing will occur for now lol.

 
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Good morning Sphereii

Hoping it is anyway. Question .. With A 17.3 Stable out .."cough" hoping it is.

Anyway .. There are going to mods that are Updating to A 17.3 and there will be some that will not right away still needing A 17.2 ..

Will the Mod Launcher keep the 2 separate as needed or is this going to cause an issue?? Right now I have A 17.2 running .. have any helpful advise for this Old guy ..

The main one I'm thinking will be ( BorderlandZ ) his Stable needs A 17.2 .. But Rucky is updating his Experimental version to A 17.3 and I'm playing both at the moment.

Thank you ahead and Hope you have a good weekend … the Old Gamer .. :02.47-tranquillity:

 
Good morning Sphereii
Hoping it is anyway. Question .. With A 17.3 Stable out .."cough" hoping it is.

Anyway .. There are going to mods that are Updating to A 17.3 and there will be some that will not right away still needing A 17.2 ..

Will the Mod Launcher keep the 2 separate as needed or is this going to cause an issue?? Right now I have A 17.2 running .. have any helpful advise for this Old guy ..

The main one I'm thinking will be ( BorderlandZ ) his Stable needs A 17.2 .. But Rucky is updating his Experimental version to A 17.3 and I'm playing both at the moment.

Thank you ahead and Hope you have a good weekend … the Old Gamer .. :02.47-tranquillity:
Good morning

It depends on how they have their listing configured in the Mod Launcher. If it's two entries, it'll be separate. Otherwise, it'll just be a single entry. You'd have to make a copy of the existing version and not update it.

I leave this sort of thing to the modder, as it may become confusing if they move on to 17.3, and want to get rid of their 17.2 version for whatever reason. Keeping the 17.2 option opens them up possible support challenges that they may not be interested in.

 
Ok, thanks. I'll remember that I don't need the Localization mod then. It had been a few weeks since I'd last played as I got distracted by another game so the latest update to the mod launcher was new to me lol.
That does bring me back to my original problem though. Localization files that were being added properly when I had last played are now no longer being added. I've checked the formatting of the partial localization files several times just to be sure even though they had always worked before. I've pretty much gone over my entire file structure several times just to be sure things are as they should be. I'm at a total loss as to why they are no longer added. The only partial localization files being added are from your mod and Xyth's, as I'd mentioned previously. I've kind of run out of ideas on what to check to get things working proper again, other than the "bashing my head on my desk" technique lol.
I had issues with localizations too, so I created a script that should help. Try it, maybe it will help you.

The thing is that Mod Launcher (or perhaps SDX itself) keeps rewriting the localization files when it runs, so no matter what you add there, it will be reverted, BUT not when you run the game without Mod Launcher, then you can use your modded localizations just fine.

 
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I had issues with localizations too, so I created a script that should help. Try it, maybe it will help you.
The thing is that Mod Launcher (or perhaps SDX itself) keeps rewriting the localization files when it runs, so no matter what you add there, it will be reverted, BUT not when you run the game without Mod Launcher, then you can use your modded localizations just fine.
Thanks. I'll check that out. So far my workaround has been working fine though. The backup copy in the SDK Repository is what the mod launcher uses to merge the localization files.

 
Thanks. I'll check that out. So far my workaround has been working fine though. The backup copy in the SDK Repository is what the mod launcher uses to merge the localization files.
I think DMT has the option to disable the localization merging. When I integrate that into the mod launcher, it'll just be my SDX Localization mod in play then.

 
Running into an issue getting started with this. Trying to install the 0xp pack, but after successfully installing the vanilla client (either by copy or downloading a fresh copy from steam), the launcher errors with 2-3 dialogue boxes that just say "The system cannot find the file specified". Looking at the log (https://pastebin.com/5qtLqePz), I'm just seeing the same message and some background process failures. Trying to pre-sync the mods doesn't error out, but only the anti nerd pole modlet shows up in Manage Modlets. Other mods are showing up in the folder, but when I run the game they don't appear to be active or working properly outside of the anti nerd pole one, at least as far as i can tell. I also tried another pack, but also got the same error messages when trying to install. I made sure that it's getting through the my firewall, reinstalled the mod launcher (only config change is changing the install directory to another drive), and have tried a few attempts to install, so I'm starting to be at a bit of a loss on what could be causing this, or if this is even unexpected behavior. Any idea what I'm missing?

 
Running into an issue getting started with this. Trying to install the 0xp pack, but after successfully installing the vanilla client (either by copy or downloading a fresh copy from steam), the launcher errors with 2-3 dialogue boxes that just say "The system cannot find the file specified". Looking at the log (https://pastebin.com/5qtLqePz), I'm just seeing the same message and some background process failures. Trying to pre-sync the mods doesn't error out, but only the anti nerd pole modlet shows up in Manage Modlets. Other mods are showing up in the folder, but when I run the game they don't appear to be active or working properly outside of the anti nerd pole one, at least as far as i can tell. I also tried another pack, but also got the same error messages when trying to install. I made sure that it's getting through the my firewall, reinstalled the mod launcher (only config change is changing the install directory to another drive), and have tried a few attempts to install, so I'm starting to be at a bit of a loss on what could be causing this, or if this is even unexpected behavior. Any idea what I'm missing?
Hmm Looks like the syntax is correct. I wonder if its the spaces in the path for the launcher itself that is causing an issue. Otherwise, it could be something in steam itself that is causing problems.

 
Hmm Looks like the syntax is correct. I wonder if its the spaces in the path for the launcher itself that is causing an issue. Otherwise, it could be something in steam itself that is causing problems.
I tried removing the spaces in the launcher path with the same issue. I had completely disabled firewall, so that shouldn't be causing an issue. I think that the actual 7d2d install is finishing correctly given the game itself is launching/running fine, so i'm not sure where to look for an issue with steam. It seems like its just the mods themselves. Could it be something having issues connecting to github maybe?

 
I tried removing the spaces in the launcher path with the same issue. I had completely disabled firewall, so that shouldn't be causing an issue. I think that the actual 7d2d install is finishing correctly given the game itself is launching/running fine, so i'm not sure where to look for an issue with steam. It seems like its just the mods themselves. Could it be something having issues connecting to github maybe?
Try to install a mod, and load it up. If it fails, go to the View menu, then Log files, and click on Upload Log file. Then pass me the pastebin.com link it gives you, and I'll take alook

 
Try to install a mod, and load it up. If it fails, go to the View menu, then Log files, and click on Upload Log file. Then pass me the pastebin.com link it gives you, and I'll take alook
I did a presync and then went to manage modlets, and got an error: "Error Reading modlet Data. Modlets unavailable". Here's the log. (https://pastebin.com/1mxBze9m) I noticed a reference to a windows user filepath for a user that isn't on my PC, and I'm not seeing anything about SDX files getting compiled, which are standing out to me.

 
Hiya, sphereii. I think I figured out my issue with some modlet's localization files not being integrated. As I was checking their format once again, I finally noticed that none of the mods in question had a mod.xml file. As soon as I added one for each of the mods, their localization files started being integrated by the launcher.

 
I did a presync and then went to manage modlets, and got an error: "Error Reading modlet Data. Modlets unavailable". Here's the log. (https://pastebin.com/1mxBze9m) I noticed a reference to a windows user filepath for a user that isn't on my PC, and I'm not seeing anything about SDX files getting compiled, which are standing out to me.
Looks like its failing before starting the SDX. Do you have two instances of the mod launcher open? The modlet database looks like it's locked from another process. Could also be an anti-virus?

 
New Update: 2.0.83

- Bug fix for Manage Modlets throwing an error

- Experimental DMT Support

- Available Modlets will be displayed by default, if no modlets are installed.

 
Anyway I can roll back to the previous version of the mod launcher? With the update the game is now totally unplayable. Can't load a previous save or start a new game. When I finally got tired of waiting for the game to start and shut it down, the output log was already almost 1 gig of errors and warnings. Only way I can start a game is to remove all SDX mods.

 
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