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True Survival

@Erik Louden-

Sorry not sure what that is. I have never gotten that. Do you have the mod installed and working? Is this a game crash? Did an error in red pop up in game? What where you doing? Where where you? I need more info if you want me to figure it out.

 
That TraderCaitlin_0_d.png NRE is not a problem with this mod.

The reason for this NRE is that the missing files are automatically generated when the game is launched if the appropriate folder exists. On a fresh install of 7DTD after the alpha 16 release, this folder will not be created and thus you'll get the error.

To fix this error, simply create the folder UMATextures in your 7DTD folder and it should fix you up.

 
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Spider there is a bug where if you put grain in the food prep table and then take it out again you get an order of magnitude more grain. So if you put 10 in you get 100+ out.

 
So I reverted vanilla back to 16.0 then upgraded to 16.2 and I still get the error.
Just copy those files from Steam 7 Days to Die folder to where it asks them to be.

You just updates files in Steam vanilla folder.

You game is in Launchers created folder and Steam can't update them there.

Copy files from here:

Z:\SteamLibrary\steamapps\common\7 Days To Die\Data\UMATextures\

To here:

Z:\SteamLibrary\steamapps\common\7_Days_To_Die\True_Survival\True_Survival_A16.2\Data\UMATextures\

 
Are those files then where game wants them to be regarding log file?

I have three files in that UMATextures folder: TraderCaitlin_0_d.png, TraderCaitlin_0_n.png, TraderCaitlin_0_s.png

Tho it might be something else, maybe bug in vanilla or something, I haven't got that error yet.

 
@Deven-

Well never herd of that, if true then there is nothing I can do. There is nothing wrong with the Mod or Files. The problem would be from improperly installing the game/mod. Operator Error!

@Erik Louden-

You haven't answered any of my questions

 
Are those files then where game wants them to be regarding log file?I have three files in that UMATextures folder: TraderCaitlin_0_d.png, TraderCaitlin_0_n.png, TraderCaitlin_0_s.png

Tho it might be something else, maybe bug in vanilla or something, I haven't got that error yet.
No there is no such folder and file in the data folder after installing 16.0, 16.1, 16.2 or 16.3.

The issue was not there till I installed true survival.

@Spider

The game is installed and I can play (there are no crashes).

The only issue I've run across so far is I got null reference spamming in the console when I entered a trader's compound.

It is not just me, someone else's had the same null ref error (a few pages back when I first brought it up).

 
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Edit and answer:

The vanilla game generates those files itself on the fly when launched first time IF there is UMATextures named folder under Data folder - this applies to 16.2, didn't test 16.3...

If that folder is missing then there is console error when starting game and it won't generate them.

But if I create that folder manually then in next game start it generates those 3 png files there on the fly.

So just create folder named UMATextures under Data folder manually and start game.

Original post:

You are absolutely right, my 16.2 and 16.3 vanilla archive folders are missing that too, 16.2 has the folder but no files and 16.3 don't have even that UMATextures folder.

I used Launcher to download True Survival from Steam so it loaded whole game + mod and that game folder has them.

PS. I send private message with link to those 3 png files so you can put them in place manually.

 
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A few things I noticed so far:

- NPCs/bandits only seem to stand there when attacked by zombies, and don't attack back

- female bandits also use the male voice

- the goreblocks (and NPC corpses) have one redundant downgrade that looks the same (before downgrading to the bones stage), so you basically have to destroy the same block twice.

- there's no recipe for the firemanaxe (which is supposed to unlock for the fireman profession)

- the 3 firearms basic survival quests can't complete cause the requirement ("holding" the weapon) applies to all objectives, here's a fix for anyone who wants to apply it manually, just replace basic survival quests 21 to 23.

Code:
   <!-- Basic Survival 21 - Craft and use craftedRevolver /> -->
   <quest id="quest_BasicSurvival21" group_name_key="quest_BasicSurvival" name_key="Surviving with a crafted Revolver" subtitle_key="Crafted Revolver" description_key="In True Survival Firearms are hard to come by, especially in early game. To help you survive you can hand craft your first set of firearms. Get started by crafting a crafted Revolver and killing some zombies." icon="ui_game_symbol_CraftedRevolver" category_key="quest">
       <objective type="FetchKeep" id="craftedRevolverStock" value="1" />
       <objective type="FetchKeep" id="craftedRevolverBarrel" value="1" />
       <objective type="FetchKeep" id="revolver_cylinder" value="1" />
       <objective type="FetchKeep" id="revolver_parts" value="1" />
       <objective type="FetchKeep" id="craftedRevolver" value="1" />
       <reward type="Quest" id="quest_BasicSurvival21b" stage="aftercomplete" />
   </quest>    
   <quest id="quest_BasicSurvival21b" group_name_key="quest_BasicSurvival" name_key="Surviving with a crafted Revolver" subtitle_key="Crafted Revolver" description_key="In True Survival Firearms are hard to come by, especially in early game. To help you survive you can hand craft your first set of firearms. Get started by crafting a crafted Revolver and killing some zombies." icon="ui_game_symbol_CraftedRevolver" category_key="quest">        
       <objective type="ZombieKill" value="3" />
       <requirement type="Holding" id="craftedRevolver" />
       <reward type="Exp" value="400" />
       <reward type="SkillPoints" value="1" />
   </quest>
   <!-- Basic Survival 22 - Craft and use Blunderbuss /> -->
   <quest id="quest_BasicSurvival22" group_name_key="quest_BasicSurvival" name_key="Surviving with a blunderbuss" subtitle_key="blunderbuss" description_key="In True Survival Firearms are hard to come by, especially in early game. To help you survive you can hand craft your first set of firearms. Get started by crafting a blunderbuss and killing some zombies." icon="ui_game_symbol_blunderbuss" category_key="quest">
       <objective type="FetchKeep" id="blunderbuss" value="1" />
       <objective type="FetchKeep" id="blunderbussAmmo" value="5" />
       <reward type="Quest" id="quest_BasicSurvival22b" stage="aftercomplete" />
   </quest>
   <quest id="quest_BasicSurvival22b" group_name_key="quest_BasicSurvival" name_key="Surviving with a blunderbuss" subtitle_key="blunderbuss" description_key="In True Survival Firearms are hard to come by, especially in early game. To help you survive you can hand craft your first set of firearms. Get started by crafting a blunderbuss and killing some zombies." icon="ui_game_symbol_blunderbuss" category_key="quest">
       <objective type="ZombieKill" value="3" />
       <requirement type="Holding" id="blunderbuss" />
       <reward type="Exp" value="400" />
       <reward type="SkillPoints" value="1" />
   </quest>    
   <!-- Basic Survival 23 - Craft and use craftedRifle /> -->
   <quest id="quest_BasicSurvival23" group_name_key="quest_BasicSurvival" name_key="Surviving with a craftedRifle" subtitle_key="Surviving with a crafted Rifle" description_key="In True Survival Firearms are hard to come by, especially in early game. To help you survive you can hand craft your first set of firearms. Get started by crafting a crafted Rifle and killing some zombies." icon="ui_game_symbol_craftedRifle" category_key="quest">
       <objective type="FetchKeep" id="craftedRifle_stock" value="1" />
       <objective type="FetchKeep" id="craftedRifle_receiver" value="1" />
       <objective type="FetchKeep" id="craftedRifleBarrel" value="1" />
       <objective type="FetchKeep" id="revolver_parts" value="1" />
       <objective type="FetchKeep" id="craftedRifle" value="1" />
       <reward type="Quest" id="quest_BasicSurvival23b" stage="aftercomplete" />
   </quest>
   <quest id="quest_BasicSurvival23b" group_name_key="quest_BasicSurvival" name_key="Surviving with a craftedRifle" subtitle_key="Surviving with a crafted Rifle" description_key="In True Survival Firearms are hard to come by, especially in early game. To help you survive you can hand craft your first set of firearms. Get started by crafting a crafted Rifle and killing some zombies." icon="ui_game_symbol_craftedRifle" category_key="quest">
       <objective type="ZombieKill" value="3" />
       <requirement type="Holding" id="craftedRifle" />
       <reward type="Exp" value="400" />
       <reward type="SkillPoints" value="1" />
   </quest>
 
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What do you mean when you say "The settings in red are required"? I have different settings but I'm curious if that messes the mod up somehow, for example I play 120 minutes days not 60.

Thanks.

 
@owl79-

HA! I have stared at those buffs trying to figure out why they weren't working for a long time. Never considered the requirement for holding would apply to the gathering and crafting part. Nice catch thanks this will fix a couple other quest problems too. Thanks I'll have all this fixed in the next patch.

 
Found some more:

- the floating waterPlant blocks can be fixed with this offset (taken from another block that uses the same model):

<property name="ModelOffset" value="0,-0.02,0" />

- I'm guessing plantedSunflower is supposed to grow into smallSunflower, not itself

- in the skills window, the katana skill is called machete and has the same description

- some crops are set to collide with movement/rockets etc, some aren't - oversight?

- woodLogPillar100 needs wood AND planks to repair, cause it extends from woodmaster (that also causes it to drop extra sticks on harvest). The narrowLog can't be repaired, I think they should also be repairable with wood now, since they're a legit building block too. Btw, how building with logs works is pretty ingenious, really immersive.

 
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