Another great link for troubleshooting basic problems with 7D2D

I get asked for help in troubleshooting mods a lot, so instead of writing this out a thousand times, I will kick this link to new people in need. 



  • "Where are my [Error] Logs?"

If you are seeking help, whether in a Nexus Forum/Comment-Section or on Discord, the first thing expected of you will be for you to upload your recent log file.  In Discord, drag the file into the chat.  

Caution, for your own safety: If you are playing on a multiplayer/dedicated server, remove/blackout your IP Addresses from your Error Logs before sharing them with the whole Internet.  

PC - Output Log Location 

YourDrive:\Users\YourUserName\AppData\Roaming\7DaysToDie\logs

From Game Launcher:

%AppData%\7DaysToDie\logs


From Mod Launcher:

<gamefolder>\7DaysToDie_Data\output.log

From .exe:

%AppData%\..\LocalLow\The Fun Pimps\7 Days To Die\player.log

From dedicated through startdedicated.bat:


<gamefolder>/7DaysToDie_Data/output_log_<DATETIME>.txt


How to share your Mod List:
from the Windows Command Line (CLI), type:

dir YourDriveLetter:\Users\YourUserName\AppData\Roaming\7DaysToDie\Mods

Copy the contents of the CLI session, paste it into Notepad, and save it as a txt file.  Now you can easily share it with others for troubleshooting which mods could be causing problems.  

Config Dump Location:
The default location is:\AppData\Roaming\7DaysToDie\Saves\[MAP NAME]\[GAME NAME]\ConfigsDump
Type exportcurrentconfigs into your game console to locate your specific path to your Config Dump if not using the default location.


  • Understanding what mod might be causing the ERR?

This section is not exhaustive, just a sample to make you start thinking. 

Simple mods effect the vanilla files of the game. 

Simple XML mods are usually "appends" to vanilla XML files, to add in new content, alter existing content, or remove certain functionality of the base game.

Example: My "FNS Loot All the Things" mod effects the following vanilla files: blocks.xml, and loot.xml
Recently a user DM-ed me and said "I added your LAtT mod, my game has an ERR, [screenshot attached], it says something about 'Entity'."
I explained that my mod does not alter any of the "entit*" files, and that one of his other mods is causing the error.  

To reiterate this another way: If your ERR says "...vehicle", you need to see what mods you are using that changes something in vehicles.xml, and not blaming a mod that only effects Arrows in the item_modifiers.xml file.  

If you add one mod at a time, it's easier to see exactly what mod is causing problems.  If that is too slow, at least consider only adding a small handful of mods at a time.  If you download 100 mods without any consideration of how they work together, you are 100% going to have errors, and too many to easily troubleshoot.  


How to troubleshoot most simple Mod errors

This method is best when you have a "wall of red" list of errors.  

These Troubleshooting procedures were made to enable players to help themselves. 
This information is useful for any troubleshooting of mods and mod lists. 
In life, you can also apply it to many mechanical or technical issues.


The basic premise is this: Cut your "circuit" (mod list) in half. 

Test both sides.  The side with the error will help you further whittle down where the bad component (mod) is.


So you apply it like this with your mod list:

1. Disable/remove half of your mod list. 

2. Test the remaining enabled half of your mod list.
 
3. If your game worked without errors, the mod with the error is in the half you disabled/removed.  Now test the other half of the mod list with the error.

4. If the game throws the same error, the mod with the error is in the half you left in/enabled.  

5. Keep halving your erroring mod list until you figure out the offending mod(s).  

6. This usually works for simple mod errors.  Usually it's just one mod causing the problems most of the time. 
Although if you use three problem children mods, all three could be throwing errors simultaneously.  

7. For advanced problems, it could be Mod "A" is modifying the same files as Mod "B". Sometimes you can rearrange their load order, and that will work.  More often than not in this situation, you need to pick one mod to give up.  

Once you find the offending mod:

Easy mode: you can simply remove it and move on with your life.  Just play without that mod if you can live without it.

Moderate challenge: you could try playing with it's load order.  Maybe this mod needs to load earlier, or later in your load order.

Hard: Learning how mods work.  Go into the code to figure out why it's not working, and fix it.  If you fix it, send the mod author a note.

Harder: Make a better version of their work, and send it to the author, or post your own version crediting their original work.  



More useful information for 7D2D mod authors and users of mods.

  • Read Mod descriptions carefully! 

Good mod authors will tell you if there are load order considerations, like:
"This mod needs to load last."  
"This mod needs to load before any other vehicle mod." 
etc.

Additionally, the mod author might share known mod compatibility issues with other mods.
Example: the FNS Arrow mod works with the PGz Arrow mod, but the PGz Whats-It mod does not work with FPS's Widget mod.  
The Comments and Forum sections are great places to read to see if other users noted mod interactions.  


Mod authors are only human, they do this work for free, and many don't have the time to extensively test mods beyond the basic "is it working by itself" test.  

Sometimes Mod authors sneak a side-benefit into a mod unrelated to it's main stated purpose, and it's causing a problem with one of your other mods.  Usually they will note this in the mod description, but only for those who read carefully.  

  • Turn off EAC

EAC can stay on for most mods.  When mods start adding in dll files. Then EAC generally has to be off.  Yes, there are exceptions to this rule, but generally if you see a mod folder with a dll file in it, you usually need to disable EAC.  If you play solo, or with honorable people in small multiplayer groups, you can just keep EAC disabled.  If you play on a dedicated server, EAC must remain on.  Disabling EAC will prevent you from connecting to most dedicated servers.  
How to turn off EAC for visual learners:
https://www.youtube.com/watch?v=naeG_pG7ET0


  • Server side and client side mods

A general rule of thumb I learned is this; simple xml mods are usually server side.  This means the server (the computer hosting the world) is the only one that needs the mods. 

Anything that adds textures, dll, meshes, localizations, animations, new sprites, POI, etc., will need to be on both server and client. This means all computers will need the same mods.

"Help, I don't know what server side and client side mean?"  When people say a mod is Server side only, they mean only the server (host computer) running the game in multiplayer needs to have the mod installed.  When they say Client-side mod, that means every computer connected needs the mod installed.  If you are playing single player, only you need it, so it doesn't matter.  If you are playing multiplayer, or on a dedicated server, everyone needs the Client side mods installed.    


  • Where you should be loading your mods/mod list

Though you could load mods here, it is not best practice, and eventually TFP will probably be eliminating this location: 
C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods

Best practice is to load your mods here: YourDriveLetter:\Users\YourUserName\AppData\Roaming\7DaysToDie\Mods
If you are using Nexus's Vortex Mod Manager, it will put them in that folder, but sometimes double nest the folder Mods.  It still works, this is just an observation.  


  • "I screwed up, started deleting things, and now my game isn't working?!  Help!"

A. Reinstall the missing vanilla files from the game.  First, Copy/Move/Delete your mod folder to another location, then go to:
Steam > Library > 7 Days to Die > press the gearwheel icon to Manage the game > in the gearwheel, click Properties > in Properties click Installed Files > click the "Verify integrity of game files" button.  This will reinstall the game to it's original files.  This usually works, like when people accidentally delete the "0_TFP_Harmony" folder.

B. The Nuclear Option: If that didn't work, delete your game entirely from all folder locations, and perform a full reinstall. 
Often users will try to install an Overhaul mod with complicated directions, not read the directions carefully, and then have errors. 
Overhaul mods can install dirty, and sometimes a full reinstall is needed to run an Overhaul mod, or to go back to the vanilla game. 
When installing an overhaul modpack, reading is FUNdamental.  This is true for all Overhauls/Collections/Mod-packs, not just for 7d2d, but all heavily modded games.  With any Overhaul mod pack/collection, it's generally considered best practice to perform a fresh install of the base game.  When in doubt, go with the Nuclear option, because "... it's the only way to be sure."


  • Understanding Mod Load Order

By default, 7D2D will load mods in your Mod folder alphabetically. 

How you see the mods listed in your Mod folder, when it is sorted alphabetically by Name, is the order your mods will load in one at a time. 

Manually: 

If you want a mod to load first, change that mod's folder name to "AAA_ThatModsName". 

If you want a mod to load last, change that mod's folder name to "ZZZ_ThisModsName".  

It's even easier with Vortex, you can drag folders in your Load Order section within the app. 
No need to rename folders. 
Add Mods, go to Load Order, Refresh, drag your mods up/down, Purge mods, Deploy, and you are ready to play.   


  • Understanding Mod Conflicts

You need to be careful when two or more different mods are effecting the same files and resources.  

Example: I can't run two mods that effect tree growth because they're in conflict.  I have to choose which one I want to keep and discard the other.    

  • Some Mods/Mod-packs/Collections/Revisions/Game-Updates need you to start a new save/world

My "FNS Loot All the Things" mod is like this.  It must be loaded into a brand new save/world or it won't work.  

  • Some Mods/Mod-packs/Collections/Revisions/Game-Updates will break your save if you remove major component mods from that save.  

All Overhaul mod-packs and most Vortex Collections require a new save/world.  Sometimes major revisions/updates also need a new world/save.    


Advanced Troubleshooting of Mods (WORK IN PROGRESS!)

Example 1:
A user contacted me to let me know there was a problem with my Collection.  They were able to craft tier 7-11 weapons and tools.  The vanilla game only allows you to craft up to tier 6.  I knew for sure I didn't have any mods that effected crafting above tier 6.  

I was using a dozen crafting mods, so I thought to look there first.  None of the crafting mods were causing this. 

I checked the logs.  There were no mod ERRs.  Just because you don't see red errors, that doesn't mean everything is working correctly.  

I asked around some 7D2D Modding Discords, and they said to check the mods I was using for their progression.xml files. 

I searched my Mods folder for progression.xml, and had four files.

So I cut that list of four in half, tested them, than half again to narrow it down to the culprit.

One seemingly random mod had code in progression.xml that was effecting crafting. 

I couldn't explain it, but pulling that mod fixed the issue.   

I then let the mod author know, he fixed it immediately, and he updated the mod.  

Example 2:
My game was crashing, but it wasn't directly caused by Mods.  I looked at the Logs, no Mod Errors, but there were warnings at the end:
d3d11: failed to create staging 2D texture w=128 h=2 d3dfmt=10 [887a0005]
d3d11: failed to create staging 2D texture w=128 h=2 d3dfmt=10 [887a0005]
d3d11: failed to create buffer (target 0x5 mode 1 size 864) [0x887A0005]
d3d11: failed to create buffer (target 0x2 mode 1 size 72) [0x887A0005]

To fix this:
  • Update your GPU Drivers, and or play at lower settings.  
  • Update your monitors firmware.
  • Don't go monkeying around with video settings if you don't know what you are doing, or you will cause these errors.  
  • Stick with a major graphic level setting (like High), and don't use custom settings unless you know what you are doing.  
  • If you are playing 7D2D with a Super Ultrawidescreen resolution, try playing with a more modest resolution... I don't care how beefy your rig is, the game is not optimized for Ultra/High graphics at 5120x1440!  

Example 3:
Two different symptoms with the same possible causes and solutions:

A. Red wall of error text when you try to load into a game world.NullReferenceException: Object reference not set to an instance of an object
B. Stuck on the in-game loading screen where it says:
"Building environment..."Press F1 on your keyboard, you probably have an endless wall of Red Error text dropping down like a waterfall.

This is preventing the game from loading/working.

Ctrl+Alt+Del, Task Manager, end the 7D2D game task.


Possible causes and solutions: 

  • If you added new mods, disable the new mods you added and try loading into your game world again.  It could be a poorly made mod, an old mod that is not compatible with the current game version, or a mod that is not compatible with other mods on your Mod List.  It's possible your existing game save/world will load in, but it's possible that world/save is ruined.  Always test mods on a new test world!  Always make backups of games you want to keep playing.   
  • You removed mods mid-play through on an existing world/save. That world/save is probably ruined. Start a new world without enabling/disabling mods mid-play... If you remove SCore, Quartz, IDC Core, or other support/framework mods, it will destabilize your game.
  • Are you sure the Load Order is correct? Sometimes just moving a mod early or late in the Load Order will fix everything.  

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