POI files are considered "Client side" mods, meaning every computer connecting to the game needs those files.
Each Community Made POI (prefab) will typically come with 6 different file types with the same name.
Example:
FNS_The_Winchester.blocks.nim
FNS_The_Winchester.ins
FNS_The_Winchester.jpg
FNS_The_Winchester.mesh
FNS_The_Winchester.tts
FNS_The_Winchester.xml
There are three options for where to place the POI (Prefab) files depending on your preferences, but most people should only consider using the third (best) option!
1. Adding Community Made POIs to the base game folder (Not Recommended!)
The standard location is: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Prefabs\POIs
If you installed the game in your D-drive, it will be there instead.
This method allows you to perform Random World Generation (RWG), and the POIs will insert into a new Game World so long as the Mod Author made them correctly, and the player does RWG correctly.
Pros:
- Straightforward process, unzip the POI mods, and dump the 6-files for each POI into this folder.
Cons:
- It becomes difficult to track POIs. "Is this a vanilla POI? Who's POI is this?". Not every Mod Author uses a uniform prefix like I do for file names.
- It's a chore to delete. Let's say you didn't like a particular POI, but can't remember the name, and the Mod Author didn't use an easy prefix like "FNS...".
- It becomes a hassle to update POIs. "FNS updated his POIs, AGAIN! Which version am I on?!"
2. Adding Community Made POIs to the LocalPrefabs Folder manually (Not Recommended!)
Folder Location:C:\Users\YourUserName\AppData\Roaming\7DaysToDie\LocalPrefabs
This method might not include the POIs into RWG depending on how it was made.
This method is primarily for people who want to manually import a POI into an existing world, or manually make a custom map.
3. The Best Method is the Modlet Method: POIs loading in from the Mods folder during RWG.
If the folder structure for the POI Mods are made correctly, this is the preferred way to do things.
Just dump the unzipped Mod into your Mods folder.
Folder Location:C:\Users\YourUserName\AppData\Roaming\7DaysToDie\Mods
Pros:
- The POIs will be self-contained in the Mods folder. If you want to delete/update the POI Mod, it's easy to do.
- If the Mod Author included a Localization file, it will add the common name for the POI pop-up when players walk into the POI boundary. Example "FNS_The_Winchester" becomes "The Winchester by FNS".
- If the Mod Author made their modlet with supporting Vortex in mind, it becomes even easier for players using Vortex to manage/update the mod.
Cons:
- If the Mod Author didn't make their POI Mod to use the modlet method, their POIs will not load correctly from the Mod folder... most (but not all) Mod Authors are now doing this.
Notice: If a POI Pack comes in modlet form, users should leave it in modlet form as that is how it is required to work.
The original 6 POI files might rely on other included requirement files .
For example, if a user takes my POIs individually from one of my POI Pack modlets, then they are gonna run into trouble in trying to get them to run correctly without the supporting requirement files.
If you are a Mod Author and want to learn how to use the Modlet Method, the simplest way to understand how to do this is to reverse engineer a known good example.
You can use mine as a reference: FNS POI Pack
Download the pack, and pay attention to the file and folder structure.
Additional resource:
How Mod Authors can make their Mods available for use with the Nexus Vortex Mod Manager
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