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

I think it does.. I need to check to see if this is installed on this system. Its easy to work on this one because it has a normal monitor and desk.. my other game system is on a 82" tv, and sitting on the couch working on this is slower going.

EDIT: I thought you were talking about net framework, which has the latest installed. I really like this tool for combining several mods for launching organised and quickly.

 
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I was. When I find computers have the same software, one of them not working, not having the correct version of .net framework was usually the issue. Anecdotally.

 
I'll check to see which version each are running. This is probably why we couldn't do the lan game the other day.

 
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I believe if you run the OneClick Installer, it will check for the correct version of the .NET framework, and install it automatically, if not found.

It requires .NET Framework 4.5 or higher, however.

Gareee, I just got back to my desk, and the link you posted has expired. Did you want me to still review the log file?

 
I'll try that, but I do have the latest net framework on this system.

If it errors again, I'll link that log

- - - Updated - - -

I had cleared everything off, and redownloaded the oneclick, and that seems to have done the trick! Thanks!

I didn't save the error log so you can look it over though... sorry. If I get another error on either system, I'll give you the log and a head's up.

 
I've been trying to use this to modify an existing mod, but I think there;s something either wrong or that I don't understand.

Here's wat I'm doing.. please LMK if its not how its supposed to be done.

I create a new my mod, and add the compo mod.

I then add bad company, and test. It works fine.

I then make some changes to bad company, remove it, and then replace it with the new version and save.

I test, go in amd make another updated version of bad company, delete the first update, replace it with the new version, and save.

I repeat the test and process.

After 6 or 7 versions, I'm not seeing the proper bahavior in the game.

I delete the my mod completely, create a new one, and then ad the latest version of Bad Company, and its completely broken and has no effect in game at all.

Am I missing a step somewhere, or doing something wrong?

My impression is that this creates a new game folder, and adds the mods contents to that folder, and directs the game to use it when you hit play.

Could this be leaving behind some files when you switch mods for testing? Or maybe you need to save after deleting a mod, and then re edit again to add another new mod?

I haven't been sure if I've done something wrong, or if the workflow I'm using is a incorrect.

 
When you hit the Play button in the Launcher, it will download the links, and extract the contents in a folder called TempMods, under your new game folder. You can view the files in that folder and see if that's what you'd expect.

When you say you made changes to Bad Company, and replace it... how exactly are you doing this? Are you modifying the files in TempMods? They would get over-written when you click on the Play button again, if the "Refresh Mods Automatically" is enabled.

 
When you hit the Play button in the Launcher, it will download the links, and extract the contents in a folder called TempMods, under your new game folder. You can view the files in that folder and see if that's what you'd expect.
When you say you made changes to Bad Company, and replace it... how exactly are you doing this? Are you modifying the files in TempMods? They would get over-written when you click on the Play button again, if the "Refresh Mods Automatically" is enabled.
What I'm doing if creating a work bad company folder, and editing the xml files. I zip that up, uploading it to one drive, and then replace the previous version in the my mod with the new link from one drive.

I had everything working, and had a few my mod versions so I decided to clean everything up. I deleted the myh mods, created a frexh one, added compo and then my onedrive link of the latest version, and when I ran it, the bad company zombies were no longer added at all. They had been working though with the previous mymod using that onedrive link.

This seemed like a good way to develop a mod and test it out, but its proving now to probabl;y be more work than manually creating a work game folder.

 
You may be right. The Mod Launcher was more designed to handle finished mods, rather than assist in developing them. That being said, there does not appear to be anything amiss about your method on going about doing it.

If you want, you can PM me your links or My Mods XML, and I can give it a try.

 
I'm not sure if I even have a working one now. I'll have to do a normal folder install and test to see if its doing what it should. I suspect that its not emptying the contents of its temporary my mod folder, and new files might or might not be getting dumped into it. I kept think "I'd already made that change!" when seeing issues, and repeatedly fixing it.

It might also be that you really need to save a my mod after every addition OR subtraction from it as well. As it is now, you can make multiple changes before saving, which might have confused it.

 
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It could be. The Launcher does not pretend to be smart when its trying to over-write files. This design was chosen to be simpler, and less fault tolerant when you have different mods, coming with different packaging formats.

 
No I have the combo pack included in the mod. Thanks for setting it up.
Spider, the downloads I'm seeing are compo mod, and then the bad company mod. If I'm ready by things right, the bad company mod install will over write the compo rwgmixer.

If it does, then the only poi's that will show up are the ones included in and listed in the bad company rwgmixer.

If that's the case, then you really don't need the compo mod, since many of its buildings are included in bad company.

Or do you have a custom new rwgmixer for random gen that is based off bad company and includes the additions from compo?

I stripped out the animal zombies and bandits from bad co, and wanted to add in the additional compo buildings, but that's a lot of adding to the mixer, and I still havent really modded it at all yet

 
Spider, the downloads I'm seeing are compo mod, and then the bad company mod. If I'm ready by things right, the bad company mod install will over write the compo rwgmixer.
If it does, then the only poi's that will show up are the ones included in and listed in the bad company rwgmixer.

If that's the case, then you really don't need the compo mod, since many of its buildings are included in bad company.

Or do you have a custom new rwgmixer for random gen that is based off bad company and includes the additions from compo?

I stripped out the animal zombies and bandits from bad co, and wanted to add in the additional compo buildings, but that's a lot of adding to the mixer, and I still havent really modded it at all yet
Some mods play well with CompoPack and MegaCity packs, while others do not, which is why I usually ask the modders if they want that support or not. True Survival does have its own prefabs and mixer, and so mixing it with CompoPack is unnecessary.

Some modders, such as Valmar, only modify the other XML files, leaving the prefabs either vanilla or compopack, at the discretion of the player.

Other modders include their own prefabs to customize the experience for their players, like Bad Company and True Survival do. They typically remove prefabs that don't really match the vision of their mod (like a perfect mansion, which includes a bunker and 5+ forges). If you find that prefab, then you are well ahead of the game, and make it a lot easier.

 
I might have actually found a perfect mansion.. does it have a pool on one side, and a outdoor fenced pavilion on the left with three campfires?

 
I might have actually found a perfect mansion.. does it have a pool on one side, and a outdoor fenced pavilion on the left with three campfires?
I think there's a few of them. The one I was thinking of has a home theatre.

 
Nope, no home theater in this one... But it has a basement spa, and a hidden basement concrete safe room...

...which we never use because we like to defend at night and grab that sweet, sweet loot!

 
Hi Ive been using the launcher for a while to play Valmod Overhaul.. but for some reason tonight it wont let me play the mod.

Im pressing play on the launcher as I have always done, as the game starts up it shows on the taskbar for a few seconds then closes.

Ive deleted the mod and re-downloaded but cant seem to get it to run..

I tried bypassing the launcher and clicking on the 7dtd application in the folder that the launcher installed the mod too but same result, the game shows for a few seconds then closes..

Any ideas ?

EDIT: Ive just seen the update for Valmod, for some reason the mod wont load for me as 7dtd starts for a few secs then closes..

 
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