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(V1) Preppocalypse

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Thank you for checking and confirming. I shall report this to the Mod Launcher team as things are still a little experimental for V1.0 and this is an important thing to address.

 
The Fish Farm items can be found as follows:

Workbench
- Fish Trap

- Fish Trap Water Collector

- Rope (and also possible to craft in backpack)

- Bait (and also possible to craft in backpack)

Forge

- Hooks

 
Here is a small update for Preppocalypse:

- A Mini Dire Wolf and Dire Fire Wolf variant will expand the Dire Wolf types.

The Mini Dire Wolf will appear in less hostile areas by day while the Dire Fire Wolf has its special place in the Wasteland and Horde Nights.

To keep with default features, the Mini Dire Wolf drops a strong loot bag, while the Dire Fire Wolf strong a boss loot bag and can be harvested for a silver nugget on top of proportional harvesting parts. Make the most of your Silver Rounds as the Dire Fire Wolf will treat those 'regular' rounds like being hit with a pea shooter.

- The Burnt Forest spawning has been re-calibrated in the day time to reflect the low number of default zombies spawning at a low probability. The Dire Wolves may also pay a visit as well....

BRTsHmJ.png


 
Just downloaded this for v1 and when i start i just get a black screen, though my ui is there and such. I recall i needed to spend some specific skill points for it to fade but i have no points to spend.

 
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The overhaul when we start with a black screen is the Wasteland Mod, with a requirement to spend 21 points for SPIFSAL. That isn't a requirement for Preppocalypse as it uses the default starting challenges method that takes you to a first Trader Rekt. If you are starting with a black screen in Preppocalypse, it will help to share your log to understand what exactly is loading and how any Mods are being processed.

 
I have uninstalled and started with a fresh install of 7d2d and only have Preppocalypse and SCore installed. I think I found the logs, just need to find the right one.

I think this is the right portion:

2024-08-03T15:49:49 8.249 INF ApplyAllOptions streaming budget 18374.4 MB
2024-08-03T15:49:49 8.250 INF ApplyAllOptions current screen 3840 x 2160, 30hz, window 3840 x 2160, mode FullScreenWindow
2024-08-03T15:49:49 8.262 INF Texture quality is set to 0
2024-08-03T15:49:49 8.263 INF ApplyTextureFilter 2, AF Enable
2024-08-03T15:49:49 8.263 INF ApplyTerrainOptions 3
2024-08-03T15:49:49 8.655 INF [MODS] Start loading from: 'E:/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/../Mods'
2024-08-03T15:49:49 8.657 INF [MODS]   Trying to load from folder: '0_TFP_Harmony'
2024-08-03T15:49:49 8.675 INF [MODS]     Loaded Mod: TFP_Harmony (1.1.0.4)
2024-08-03T15:49:49 8.676 INF [MODS]   Trying to load from folder: '0-SCore-1.0.38.1615'
2024-08-03T15:49:49 8.691 INF [MODS]     Loaded Mod: 0-SCore_sphereii (1.0.38.1615)
2024-08-03T15:49:49 8.692 INF [MODS]   Trying to load from folder: 'V1-Preppocalypse'
2024-08-03T15:49:49 8.695 INF [MODS]     Loaded Mod: V1_Preppocalypse (1.1.0.0)
2024-08-03T15:49:49 8.696 INF [MODS] Initializing mod code
2024-08-03T15:49:49 8.696 INF [MODS]   Initializing mod TFP_Harmony
2024-08-03T15:49:49 8.705 INF [MODS]     Found ModAPI in TfpHarmony.dll, creating instance
2024-08-03T15:49:49 8.705 INF [MODS]       [Harmony] Init done
Fallback handler could not load library E:/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/MonoBleedingEdge/data-000002CD9B97C120.dll
2024-08-03T15:49:50 8.891 INF [MODS]     Initialized code in mod 'TFP_Harmony' from DLL 'TfpHarmony.dll'
2024-08-03T15:49:50 8.891 INF [MODS]   Initializing mod 0-SCore_sphereii
2024-08-03T15:49:50 8.893 INF [MODS]     Found ModAPI in SCore.dll, creating instance
2024-08-03T15:49:50 8.894 INF  Loading Patch: Harmony.SphereIICoreInit
2024-08-03T15:49:50 9.689 INF SCore:: Checking Installed Modlets...
2024-08-03T15:49:50 9.689 INF Loaded Mods From E:/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/../Mods
2024-08-03T15:49:50 9.690 INF Modlet List Hash: 1167258206
2024-08-03T15:49:50 9.690 INF SCore:: Done Checking Installed Modlets
2024-08-03T15:49:50 9.690 INF [MODS]     Initialized code in mod '0-SCore_sphereii' from DLL 'SCore.dll'
2024-08-03T15:49:50 9.691 INF [MODS] Loading done
2024-08-03T15:49:50 9.699 INF Pack 1809 us
2024-08-03T15:49:50 9.732 INF Pack 20900 us
2024-08-03T15:49:51 10.181 INF Pack 66220 us
2024-08-03T15:49:51 10.225 INF Pack 3340 us
2024-08-03T15:49:51 10.226 INF [MODS] Loading localization from mod: 0-SCore_sphereii
2024-08-03T15:49:51 10.230 INF [MODS] Loading localization from mod: V1_Preppocalypse
2024-08-03T15:49:51 10.244 INF Loading permissions file at 'C:\Users\*\AppData\Roaming/7DaysToDie\Saves/serveradmin.xml'
2024-08-03T15:49:51 10.255 INF Loading permissions file done.
2024-08-03T15:49:51 10.283 INF GameSense server not found (no props file), disabling
2024-08-03T15:49:51 10.284 INF [PartyQuests] Initialized
2024-08-03T15:49:51 10.287 INF Awake done in 2230 ms
2024-08-03T15:49:51 10.364 INF [XUi] Instantiating XUi from default prefab.
2024-08-03T15:49:51 10.368 INF [XUi] XUi instantiation completed in 3 ms
2024-08-03T15:49:51 10.420 INF [XUi] Loading XUi asynchronously
2024-08-03T15:49:51 10.429 INF Updated culture for display texts
2024-08-03T15:49:52 10.994 INF Reloading serveradmin.xml
2024-08-03T15:49:52 10.995 INF Loading permissions file at 'C:\Users\*\AppData\Roaming/7DaysToDie\Saves/serveradmin.xml'
 

 
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That section of the log shows a successful load out of the added 0-Score and V1-Preppocalypse Mods. There are no references to warnings or critical errors.

 
I found the issue, I used an uninstaller to remove the modlauncher and 7d2d, and found that 7d2d was still installed via steam, there was conflicting data from different sources it seems. I ran it from steam and it now works as it should. Thank you for the help.

 
Thank you for confirming the reason. It's very useful for occasions where another person may face exactly the same issue. All the best in there.

 
I am looking forward to making a playthrough for the new 1.0 B333 Preppocalypse. However, I have a few questions before I start. Since 1.0 changed the traders and where they show up will Preppo still have it's own trader setup and is there still a chance to find the multi trader compound? Also is there a way to get a bigger tool belt if I wanted too or is that not changeable? And will other NPC mod packs work with this overhaul like the pets pack please? Thank you for any help and information you can provide!! :)

 
V1.0 requires players to start at Trader Rekt's. If this does not occur, it will not direct players to Trader Jen's once the tier has been completed. To avoid any progression compatibility issues, the Trio-Tech multi trader and Old West Trader Bob have been removed. This ensures they remain compliant with how V1.0 places them all in their own specific biomes. It is too early to reconsider this option as things were changing a lot in experimental, and there is still the need for an additional experimental, or stable update for pending bugs.

The bigger toolbelt mod (15 slot) worked in A21 with minimal interface issues. There is no reason it won't work with V1.0, but that is not something I test.

The NPC Mod and its Add On Packs works well with Preppocalypse. In fact, the 0-Score part of the NPC Mod allows the Craft from Containers feature to work automatically once installed. Darkstardragon also released a Prepperz Add On Pack which adds two small POIs to an RWG and places an NPC in each for hire as helpers. That is all documented on the NPC Mod thread though.

 
V1.0 requires players to start at Trader Rekt's. If this does not occur, it will not direct players to Trader Jen's once the tier has been completed. To avoid any progression compatibility issues, the Trio-Tech multi trader and Old West Trader Bob have been removed. This ensures they remain compliant with how V1.0 places them all in their own specific biomes. It is too early to reconsider this option as things were changing a lot in experimental, and there is still the need for an additional experimental, or stable update for pending bugs.

The bigger toolbelt mod (15 slot) worked in A21 with minimal interface issues. There is no reason it won't work with V1.0, but that is not something I test.

The NPC Mod and its Add On Packs works well with Preppocalypse. In fact, the 0-Score part of the NPC Mod allows the Craft from Containers feature to work automatically once installed. Darkstardragon also released a Prepperz Add On Pack which adds two small POIs to an RWG and places an NPC in each for hire as helpers. That is all documented on the NPC Mod thread though.
Thanks for the information. This was really helpful! I will try the toolbelt myself to see if that works. However, it is a bit of a bummer than we are still stuck with Rekt since he is the trader I really hate. Does this mean we can't go into another biome and find another trader? 

 
This is how the Traders are working out for V1.0 as an example. This is not just for Preppocalypse, but also in default.

1. We start in the Pine Forest and since only Trader Rekt is in that Biome, he is the first Trader we visit. The game ensures only the Pine Forest trader is selected.

2. After completing those 10 Tier 1 quests with Rekt, we get given the Next Trader quest to visit Jen in the Burnt Forest.

3. If we were to visit Jen just to complete that Next Trader quest, but then move back to the Rekt area, since we may have a base there, it would not initiate a Next Trader quest for Trader Bob after we complete another 10 quests. We would have to physically return to Jen and she would then give us the location of Bob.

The Trader Progression features seem to require that we move with each Tier completion, but there is no explanation or instruction about what will happen if we don't. As such, a player may stick with 1 trader without realising they are unlocking other Next Traders, since they aren't being presented it until they visit the next Trader in the sequence. Until that is ironed out, adding custom Traders will just make things more complicated.

As soon as Rekt is complete, it may be best to just up and leave that area and be close to Jen. I'll probably do that until I get to Bob as I like the desert biome. I have also been visiting traders in all biomes even though they aren't unlocked through Next Trader Routes and it all works out just fine. It's the Next Trader progression which seems to require a revisit as it's not very user friendly.

 
This is how the Traders are working out for V1.0 as an example. This is not just for Preppocalypse, but also in default.

1. We start in the Pine Forest and since only Trader Rekt is in that Biome, he is the first Trader we visit. The game ensures only the Pine Forest trader is selected.

2. After completing those 10 Tier 1 quests with Rekt, we get given the Next Trader quest to visit Jen in the Burnt Forest.

3. If we were to visit Jen just to complete that Next Trader quest, but then move back to the Rekt area, since we may have a base there, it would not initiate a Next Trader quest for Trader Bob after we complete another 10 quests. We would have to physically return to Jen and she would then give us the location of Bob.

The Trader Progression features seem to require that we move with each Tier completion, but there is no explanation or instruction about what will happen if we don't. As such, a player may stick with 1 trader without realising they are unlocking other Next Traders, since they aren't being presented it until they visit the next Trader in the sequence. Until that is ironed out, adding custom Traders will just make things more complicated.

As soon as Rekt is complete, it may be best to just up and leave that area and be close to Jen. I'll probably do that until I get to Bob as I like the desert biome. I have also been visiting traders in all biomes even though they aren't unlocked through Next Trader Routes and it all works out just fine. It's the Next Trader progression which seems to require a revisit as it's not very user friendly.
Does that mean that I can just go to the desert and do all of the quest with Bob instead? I don't mind visiting Jen either as well. I just don't like dealing with Rekt, because he is extremely rude and too nasty for my taste. I'd just as well as let the zombies have him if I could lol. 

 
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