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Wandering Traders DMT Mod

yes, pretty much all that would be possible to modders with the new code. NPCs should be able to give quests and complete quests. They can loot pois for you, but that function needs more work as they NPCs have very long arms, lol. Events like rescues, flash mobs, etc should all be possible. The goal of this mod isn't to make a finished product, but rather provide the tools and examples for the modders to use and include in their mods.
Ok, fair enough. I guess I can't expect to get the whole cake in one piece. :smile-new: But most modders will probably do it as a part of their overhauls. Not that it would be a bad thing, I was just hoping to get some set of quests involving these NPCs that would be playable in vanilla game. Maybe someone will make quest packs as separate mods?

 
Hope so. Every modder just has so much time to donate to the cause. Sphereii and I would rather make reusable components and let others run with them creatively than making our own complex mod. Any mods we made, like WinterProject, CNS etc were just small proof of concept mods, not major overhaul mods like Starvation or RavensField.

 
Hope so. Every modder just has so much time to donate to the cause. Sphereii and I would rather make reusable components and let others run with them creatively than making our own complex mod. Any mods we made, like WinterProject, CNS etc were just small proof of concept mods, not major overhaul mods like Starvation or RavensField.
I think Starvation is dead. Not sure if there is any big game changer of that size for Alpha 17. Maybe it would be best to make mods like mods for Skyrim or Fallout games where players pick smaller mods and build their custom game they want to play by combining them.

 
Starvation is likely dead, at least for A17. If Morte comes back for A18 or gold, then we will start up Starvation again.

 
Wandering Traders SDX Mod


View attachment 27406

Demo YouTube Video:


Being new to all this mod compiling it's making me a little jumpy. God knows, i've had to do it in the past (with other games) but i've got people i host a server for and i need to be able to tell them all that it's solid and i can send it to them and it will just "work".

I set SDX, pointed it toward my 7D2D path and put the mods in the mod area and refreshed and got these errors:

(Should i be concerned? Are these ignorable?)

Also? Could i zip up this all (as is) and send it to them and let them point it to their 7D2D and, when cleared of errors, would it run just the same?

EVENT: Begin task: Backup game files

EVENT: Begin task: Import UnityEngine.dll

EVENT: Begin task: Deobfuscate Assembly Strings

INFO: Skipping string deobfuscation as it already exists

EVENT: Begin task: Patch game code

INFO: Inject: System.Void GameManager::Awake() into type(SDX.Payload.Entry, SDX.Payload).Setup at start

INFO: Inject: System.Void GameManager::StartGame() into type(SDX.Payload.ModEngine, SDX.Payload).StartupModScripts at start

Saving...

Done.

EVENT: Begin task: Deobfuscate game code

EVENT: Begin task: Compile mod patcher scripts

Dir not found: D:\(Downloads)\SDX0.7.3/Targets\7DaysToDie\Mods\SphereII_WanderingTraders\PatchScripts

Dir not found: D:\(Downloads)\SDX0.7.3/Targets\7DaysToDie\Mods\Xyth_Bandits\PatchScripts

Dir not found: D:\(Downloads)\SDX0.7.3/Targets\7DaysToDie\Mods\Xyth_WanderingTraders\PatchScripts

Compiling PatchScripts assembly...

Dir not found: D:\(Downloads)\SDX0.7.3/Targets\7DaysToDie\Mods\SphereII_WanderingTraders\PatchScripts

Dir not found: D:\(Downloads)\SDX0.7.3/Targets\7DaysToDie\Mods\Xyth_Bandits\PatchScripts

Dir not found: D:\(Downloads)\SDX0.7.3/Targets\7DaysToDie\Mods\Xyth_WanderingTraders\PatchScripts

Loading References...

INFO: Built in 145ms

Reference: SDX.Compiler.dll

Reference: Mono.Cecil.dll

Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\Assembly-CSharp.dll

Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\SDX.Core.dll

Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\SDX.Payload.dll

WARN: d:\(Downloads)\SDX0.7.3\Targets\7DaysToDie\Mods\AnimationSDX\PatchScripts\Animations.cs(5,14): error CS0234: The type or namespace name 'Linq' does not exist in the namespace 'System' (are you missing an assembly reference?)

WARN: d:\(Downloads)\SDX0.7.3\Targets\7DaysToDie\Mods\HalDllUpdates\PatchScripts\PatcherHalDll.cs(4,14): error CS0234: The type or namespace name 'Xml' does not exist in the namespace 'System' (are you missing an assembly reference?)

WARN: d:\(Downloads)\SDX0.7.3\Targets\7DaysToDie\Mods\HalDllUpdates\PatchScripts\PatcherHalDll.cs(10,14): error CS0234: The type or namespace name 'Linq' does not exist in the namespace 'System' (are you missing an assembly reference?)

ERROR: Failed to compile PatchMods

ERROR: Task Compile mod patcher scripts failed

EVENT: Action completed at: 4/4/2019 12:07:53 PM and took 1.35 seconds

 
Those are not errors that you can ignore. Looks like sdx either isnt setup properly or your missing some files, or both. There is a tutorial video on setting up SDX in the tutorial section. Hopefully that will help you.

The players can just use the 7D2D modlauncher to install this and other sdx mods now on the client side (That's a new feature) , or you can build a custom mod package and have the launcher send that to the clients. I think the launcher will also do dedi builds now too, but I never tried that.

 
Being new to all this mod compiling it's making me a little jumpy. God knows, i've had to do it in the past (with other games) but i've got people i host a server for and i need to be able to tell them all that it's solid and i can send it to them and it will just "work".
I set SDX, pointed it toward my 7D2D path and put the mods in the mod area and refreshed and got these errors:

(Should i be concerned? Are these ignorable?)

Also? Could i zip up this all (as is) and send it to them and let them point it to their 7D2D and, when cleared of errors, would it run just the same?

EVENT: Begin task: Backup game files

EVENT: Begin task: Import UnityEngine.dll

EVENT: Begin task: Deobfuscate Assembly Strings

INFO: Skipping string deobfuscation as it already exists

EVENT: Begin task: Patch game code

INFO: Inject: System.Void GameManager::Awake() into type(SDX.Payload.Entry, SDX.Payload).Setup at start

INFO: Inject: System.Void GameManager::StartGame() into type(SDX.Payload.ModEngine, SDX.Payload).StartupModScripts at start

Saving...

Done.

EVENT: Begin task: Deobfuscate game code

EVENT: Begin task: Compile mod patcher scripts

Dir not found: D:\(Downloads)\SDX0.7.3/Targets\7DaysToDie\Mods\SphereII_WanderingTraders\PatchScripts

Dir not found: D:\(Downloads)\SDX0.7.3/Targets\7DaysToDie\Mods\Xyth_Bandits\PatchScripts

Dir not found: D:\(Downloads)\SDX0.7.3/Targets\7DaysToDie\Mods\Xyth_WanderingTraders\PatchScripts

Compiling PatchScripts assembly...

Dir not found: D:\(Downloads)\SDX0.7.3/Targets\7DaysToDie\Mods\SphereII_WanderingTraders\PatchScripts

Dir not found: D:\(Downloads)\SDX0.7.3/Targets\7DaysToDie\Mods\Xyth_Bandits\PatchScripts

Dir not found: D:\(Downloads)\SDX0.7.3/Targets\7DaysToDie\Mods\Xyth_WanderingTraders\PatchScripts

Loading References...

INFO: Built in 145ms

Reference: SDX.Compiler.dll

Reference: Mono.Cecil.dll

Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\Assembly-CSharp.dll

Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\SDX.Core.dll

Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\SDX.Payload.dll

WARN: d:\(Downloads)\SDX0.7.3\Targets\7DaysToDie\Mods\AnimationSDX\PatchScripts\Animations.cs(5,14): error CS0234: The type or namespace name 'Linq' does not exist in the namespace 'System' (are you missing an assembly reference?)

WARN: d:\(Downloads)\SDX0.7.3\Targets\7DaysToDie\Mods\HalDllUpdates\PatchScripts\PatcherHalDll.cs(4,14): error CS0234: The type or namespace name 'Xml' does not exist in the namespace 'System' (are you missing an assembly reference?)

WARN: d:\(Downloads)\SDX0.7.3\Targets\7DaysToDie\Mods\HalDllUpdates\PatchScripts\PatcherHalDll.cs(10,14): error CS0234: The type or namespace name 'Linq' does not exist in the namespace 'System' (are you missing an assembly reference?)

ERROR: Failed to compile PatchMods

ERROR: Task Compile mod patcher scripts failed

EVENT: Action completed at: 4/4/2019 12:07:53 PM and took 1.35 seconds
What does your file structure look like?... Directory to where the individual mod folders are stored.

 
Version 1.3 pushed, did a polish pass on some of the animation to reduce sliding on transitions.

 
What does your file structure look like?... Directory to where the individual mod folders are stored.
I use custom directories, i'll admit that but i pointed SDX to everything it asked me to point to. Does it HAVE ("it" being 7D2D) to be in the default location (defaulted by Steam) to work? It kinda defeats the purpose of SDX asking where things are to not be able to use where you point it to.

 
I use custom directories, i'll admit that but i pointed SDX to everything it asked me to point to. Does it HAVE ("it" being 7D2D) to be in the default location (defaulted by Steam) to work? It kinda defeats the purpose of SDX asking where things are to not be able to use where you point it to.
It should be fine with custom directories, as I do the same thing. I make a full copy of the game install directory and point sdx to that fresh copy.

 
Really cool mod, thanks a lot for sharing this?

I'm a little afraid to use SDK mods. Any chance this could be made into a modlet?

 
I use custom directories, i'll admit that but i pointed SDX to everything it asked me to point to. Does it HAVE ("it" being 7D2D) to be in the default location (defaulted by Steam) to work? It kinda defeats the purpose of SDX asking where things are to not be able to use where you point it to.
The System.Xml.linq is your error message. It's a .NET library that may be missing. Do you have .NET 3.5 and .NET 4.x installed?

 
The System.Xml.linq is your error message. It's a .NET library that may be missing. Do you have .NET 3.5 and .NET 4.x installed?
Went back to 3.5 and all the way to 4.7

All gave the same message, they won't install because i have the newest version (4.7) so i'm hoping i'm covered there.

Any special visual library things i might need to install?

And, really, the video on how to install SDX....kinda ignores mention of things you guys are bringing up like for Net Framework. The install video seems more like a "in a perfect world" situation than what the average joe user just drops in and it works magically. That video seems more like for someone who's pre-prepped their system with certain things (his directory was already pointed to even after unzipping).

Or is SDX supposed to be dumped right into 7d2d's main directory? Again, my first time at using this thing and it's very confusing. I have it in it's own SDX directory now but i had to ask to be sure, that's how you learn.

Also, the Second Build Directory.....what's that about? Do i need to point it to anything?

It's also kinda weird that SDX has it's very own "mods" dir instead of it pointing to mine but, i digress.

I've got a dedicated server i'm probably going to have to put these mods on as well so i gotta learn this.

 
Last edited by a moderator:
Went back to 3.5 and all the way to 4.7
All gave the same message, they won't install because i have the newest version (4.7) so i'm hoping i'm covered there.

Any special visual library things i might need to install?

And, really, the video on how to install SDX....kinda ignores mention of things you guys are bringing up like for Net Framework. The install video seems more like a "in a perfect world" situation than what the average joe user just drops in and it works magically. That video seems more like for someone who's pre-prepped their system with certain things (his directory was already pointed to even after unzipping).

Or is SDX supposed to be dumped right into 7d2d's main directory? Again, my first time at using this thing and it's very confusing. I have it in it's own SDX directory now but i had to ask to be sure, that's how you learn.

Also, the Second Build Directory.....what's that about? Do i need to point it to anything?

It's also kinda weird that SDX has it's very own "mods" dir instead of it pointing to mine but, i digress.

I've got a dedicated server i'm probably going to have to put these mods on as well so i gotta learn this.
I understand it is frustrating when things don't work as expected.

I work with a lot of clean installs; SDX has worked right out of the box for me each time. It uses standard libraries. However, it seems some installs are missing something, and we aren't quite sure what exactly. It could range from anti-virus to different default folders, etc. This is why we ask these questions, to try to solve the issue.

SDX extracts to its own folder. It maintains its own Mods folder as Scripts and Patch Scripts do not need to be distributed to the clients and dedicated servers, and acts as a filtering system. SDX also maintains a back up of your XML files and your DLL files, allowing you to rebuild easily.

The Linq is inside System.XML.dll. This is distributed as part of the game, in the 7DaysToDie_Data/Managed folder. You could try copying that file to your base SDX folder, where the executable is.

As Guppycur said, it's available to point to your local dedicated install. This allows you to keep your Client and Dedi builds in sync.

 
I understand it is frustrating when things don't work as expected.
I work with a lot of clean installs; SDX has worked right out of the box for me each time. It uses standard libraries. However, it seems some installs are missing something, and we aren't quite sure what exactly. It could range from anti-virus to different default folders, etc. This is why we ask these questions, to try to solve the issue.

SDX extracts to its own folder. It maintains its own Mods folder as Scripts and Patch Scripts do not need to be distributed to the clients and dedicated servers, and acts as a filtering system. SDX also maintains a back up of your XML files and your DLL files, allowing you to rebuild easily.

The Linq is inside System.XML.dll. This is distributed as part of the game, in the 7DaysToDie_Data/Managed folder. You could try copying that file to your base SDX folder, where the executable is.

As Guppycur said, it's available to point to your local dedicated install. This allows you to keep your Client and Dedi builds in sync.

No antivirus, the computer runs in a controlled environment where it's used for nothing but loading and playing games, no browsing.

I copied the file and it had no effect at all, SDX didn't recognize it was there.

Here's the compile.

EVENT: Begin task: Backup game files

EVENT: Begin task: Import UnityEngine.dll

EVENT: Begin task: Deobfuscate Assembly Strings

INFO: Skipping string deobfuscation as it already exists

EVENT: Begin task: Patch game code

INFO: Inject: System.Void GameManager::Awake() into type(SDX.Payload.Entry, SDX.Payload).Setup at start

INFO: Inject: System.Void GameManager::StartGame() into type(SDX.Payload.ModEngine, SDX.Payload).StartupModScripts at start

Saving...

Done.

EVENT: Begin task: Deobfuscate game code

EVENT: Begin task: Compile mod patcher scripts

Compiling PatchScripts assembly...

Loading References...

INFO: Built in 91ms

Reference: SDX.Compiler.dll

Reference: Mono.Cecil.dll

Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\Assembly-CSharp.dll

Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\SDX.Core.dll

Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\SDX.Payload.dll

WARN: e:\(Games - Steam)\steamapps\common\7 Days To Die\SDX0.7.3\Targets\7DaysToDie\Mods\AnimationSDX\PatchScripts\Animations.cs(5,14): error CS0234: The type or namespace name 'Linq' does not exist in the namespace 'System' (are you missing an assembly reference?)

ERROR: Failed to compile PatchMods

ERROR: Task Compile mod patcher scripts failed

EVENT: Action completed at: 4/15/2019 10:18:44 AM and took 0.96 seconds

 
No antivirus, the computer runs in a controlled environment where it's used for nothing but loading and playing games, no browsing.
I copied the file and it had no effect at all, SDX didn't recognize it was there.

Here's the compile.

EVENT: Begin task: Backup game files

EVENT: Begin task: Import UnityEngine.dll

EVENT: Begin task: Deobfuscate Assembly Strings

INFO: Skipping string deobfuscation as it already exists

EVENT: Begin task: Patch game code

INFO: Inject: System.Void GameManager::Awake() into type(SDX.Payload.Entry, SDX.Payload).Setup at start

INFO: Inject: System.Void GameManager::StartGame() into type(SDX.Payload.ModEngine, SDX.Payload).StartupModScripts at start

Saving...

Done.

EVENT: Begin task: Deobfuscate game code

EVENT: Begin task: Compile mod patcher scripts

Compiling PatchScripts assembly...

Loading References...

INFO: Built in 91ms

Reference: SDX.Compiler.dll

Reference: Mono.Cecil.dll

Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\Assembly-CSharp.dll

Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\SDX.Core.dll

Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\SDX.Payload.dll

WARN: e:\(Games - Steam)\steamapps\common\7 Days To Die\SDX0.7.3\Targets\7DaysToDie\Mods\AnimationSDX\PatchScripts\Animations.cs(5,14): error CS0234: The type or namespace name 'Linq' does not exist in the namespace 'System' (are you missing an assembly reference?)

ERROR: Failed to compile PatchMods

ERROR: Task Compile mod patcher scripts failed

EVENT: Action completed at: 4/15/2019 10:18:44 AM and took 0.96 seconds
Would you mind trying this beta? http://7d.l9000.co.uk/SDX0.7.4Test.zip

 

Thought of that last night. I got the 074 version and got the same results...

Fresh off 074

Found target: 7 Days To Die

EVENT: Begin task: Backup game files

EVENT: Begin task: Import UnityEngine.dll

EVENT: Begin task: Deobfuscate Assembly Strings

Deobfuscate Assembly Strings has been disabled

EVENT: Begin task: Patch game code

INFO: Inject: System.Void GameManager::Awake() into type(SDX.Payload.Entry, SDX.Payload).Setup at start

INFO: Inject: System.Void GameManager::StartGame() into type(SDX.Payload.ModEngine, SDX.Payload).StartupModScripts at start

Saving...

Done.

EVENT: Begin task: Deobfuscate game code

De-obfuscator has been disabled

EVENT: Begin task: Compile mod patcher scripts

Compiling PatchScripts assembly...

Loading References...

INFO: Built in 96ms

Reference: SDX.Compiler.dll

Reference: Mono.Cecil.dll

Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\Assembly-CSharp.dll

Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\SDX.Core.dll

Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\SDX.Payload.dll

WARN: e:\(Games - Steam)\steamapps\common\7 Days To Die\SDX0.7.4Test\Targets\7DaysToDie\Mods\AnimationSDX\PatchScripts\Animations.cs(5,14): error CS0234: The type or namespace name 'Linq' does not exist in the namespace 'System' (are you missing an assembly reference?)

ERROR: Failed to compile PatchMods

ERROR: Task Compile mod patcher scripts failed

EVENT: Action completed at: 4/15/2019 11:06:15 AM and took 1.11 seconds

Remote build failed

I mean, it's bugging me too. This is a clean install of Windows 10, only a month or so old so it's not had time enough to get any corruptions because i only have installed 7D2d on it as far as games go.

But i keep thinking that there's something you guys may have installed on your own systems, previously, that might make a difference in your system than mine. Sphereii, you're a coder so you've got to have more stuff on your system than me.

I know it's going to end up being something dumb because it always is in the end but i followed the directions to the letter from the video and, like i said, i've done similar things like this before and i followed it all to the letter.

I would do screen clips but they make them so small (here) it would be hard for you guys to see them.

I even re-downloaded the HAL files and the wandering traders mod, fresh from github to make sure there were no corruptions.

You know, i did a Google dive, and someone mentioned redirecting target framework to 4.0.....does that ring any bells with anyone?

 
Last edited by a moderator:
Thought of that last night. I got the 074 version and got the same results...

Fresh off 074

Found target: 7 Days To Die

EVENT: Begin task: Backup game files

EVENT: Begin task: Import UnityEngine.dll

EVENT: Begin task: Deobfuscate Assembly Strings

Deobfuscate Assembly Strings has been disabled

EVENT: Begin task: Patch game code

INFO: Inject: System.Void GameManager::Awake() into type(SDX.Payload.Entry, SDX.Payload).Setup at start

INFO: Inject: System.Void GameManager::StartGame() into type(SDX.Payload.ModEngine, SDX.Payload).StartupModScripts at start

Saving...

Done.

EVENT: Begin task: Deobfuscate game code

De-obfuscator has been disabled

EVENT: Begin task: Compile mod patcher scripts

Compiling PatchScripts assembly...

Loading References...

INFO: Built in 96ms

Reference: SDX.Compiler.dll

Reference: Mono.Cecil.dll

Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\Assembly-CSharp.dll

Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\SDX.Core.dll

Reference: E:\(Games - Steam)\steamapps\common\7 Days To Die/7DaysToDieServer_Data/Managed\SDX.Payload.dll

WARN: e:\(Games - Steam)\steamapps\common\7 Days To Die\SDX0.7.4Test\Targets\7DaysToDie\Mods\AnimationSDX\PatchScripts\Animations.cs(5,14): error CS0234: The type or namespace name 'Linq' does not exist in the namespace 'System' (are you missing an assembly reference?)

ERROR: Failed to compile PatchMods

ERROR: Task Compile mod patcher scripts failed

EVENT: Action completed at: 4/15/2019 11:06:15 AM and took 1.11 seconds

Remote build failed

I mean, it's bugging me too. This is a clean install of Windows 10, only a month or so old so it's not had time enough to get any corruptions because i only have installed 7D2d on it as far as games go.

But i keep thinking that there's something you guys may have installed on your own systems, previously, that might make a difference in your system than mine. Sphereii, you're a coder so you've got to have more stuff on your system than me.

I know it's going to end up being something dumb because it always is in the end but i followed the directions to the letter from the video and, like i said, i've done similar things like this before and i followed it all to the letter.

I would do screen clips but they make them so small (here) it would be hard for you guys to see them.

I even re-downloaded the HAL files and the wandering traders mod, fresh from github to make sure there were no corruptions.
I am a coder, but not all my PCs are used to code. The Mod Launcher can also trigger SDX compiles, and sometimes this issue comes up for end-users too, but by far, it works out of the box. Why is it failing for some, I'm not sure. Is it a difference between incremental patches vs clean fresh install, etc.

Code:
The type or namespace name 'Linq' does not exist in the namespace 'System' (are you missing an assembly reference?)
Linq exists in System.Core.dll, which is available in your game folder, as well as in other places.

Do you have .NET Core installed? https://dotnet.microsoft.com/download and install .NET Core2.2 ".NET Core RunTime".

 
I am a coder, but not all my PCs are used to code. The Mod Launcher can also trigger SDX compiles, and sometimes this issue comes up for end-users too, but by far, it works out of the box. Why is it failing for some, I'm not sure. Is it a difference between incremental patches vs clean fresh install, etc.

Code:
The type or namespace name 'Linq' does not exist in the namespace 'System' (are you missing an assembly reference?)
Linq exists in System.Core.dll, which is available in your game folder, as well as in other places.

Do you have .NET Core installed? https://dotnet.microsoft.com/download and install .NET Core2.2 ".NET Core RunTime".


Installed it immediately and did a reboot and tried....same issue.

Your github says that the dependency files are 3 months old. Did you submit any patches (here, from another storage source) to the animation dependency since then that may have fix this error previously and possibly it wasn't uploaded to github (where the first page's links are)?

I'm just throwing possibilities into the air since we've gone over the most obvious things. I did notice you've got a couple of different github accounts and i thought maybe one of them (linked here) might be more updated than the original post's links.

To be honest, the search mode here isn't the most accurate i've used and i could have missed some patch you put out that could have corrected the issue in a previous post somewhere along the way.

(and please, no offense is intended by this statement) I've put in manux vehicles and the A17 elevator sdx mod and got no errors with them. They probably don't call on the same libraries but some of the mods do compile....

I'm just trying to find some conclusion to this issue.

 
Last edited by a moderator:
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