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Michael Logue

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MichaelPLogue

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  1. MichaelPLogue
    MichaelPLogue
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    So, I've got everything working with the Pack to get it updated to 2.0.  Just need to run tests on everything to make sure everything is up to snuff.  Should have this, Better Biomes, and Urban Decay out this weekend.
  2. SuperSpanj
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    Running this mod on a dedicated server but getting reports from players doing quests makes the POI just despawn.

    I assume its something to do with the way the quests refreshed the POI when you activate it. but the POI just despawns and all the boxes, trash and props just hang there in the air, its the strangest thing. Vanilla POIs continue to work fine, its just the ones from the mod that despawn. 

    Any idea how we might fix this?
  3. Nubasik90
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    There was a problem with the trader Rect.
    Screenshot
  4. JohnnyAtom
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    Probably a silly question, but if I go into Mplogue/Prefabs/POIs and simply remove the ones that I don't like, will that break the mod or cause issues?
  5. dastardly
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    Okay, MPL is working on updating his mods, but if you just can't live without MPL in your 7DTD, here's a heads up!
    v2.0 changed the way assets inside resource files must be referenced by xml. The reference format for model, sound, and audiosource xml entries (and possibly others) has changed slightly. It's a PITA, but for now, you can get the mod working again by fixing all those entries to conform to the new v2.0 xml path requirements.
    1. Razale
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      Heya! Is there any particular sites/vidoes you can reccommend for this process? 
      I completley appreciate the time it takes to get this sorted, I just love these pre-fabs so much lol xD
    2. dastardly
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      MPL announced he should have the updates ready soon. So you might just want to wait a bit longer. But if you can't wait a few more days and you have a basic understanding of xml, then the fixes for most of his custom blocks are pretty straightforward. The reason most of the custom blocks are bombing out is because v2.0 changed the path format for the Model entry. The Model value used to be simply "modelname", for example. But with v2.0, Model entries have to include their full path.

      So, for example, look at the custom block "MPL_PlateTrim_Offset". The old v1.3 Model entry was simply  <property name="Model" value="plate" /> . In v2.0, the correct entry would be <property name="Model" value="@:Shapes/plate.fbx" /> .

      So as you can see, the full and proper path is now required for assets. In the above example, MPL uses a vanilla model for that particular custom block (so "@:Shapes" points to 7DTD vanilla assets). But he also uses a bunch of his own custom-made models, and those have to point directly to the .unity3d files in the MPL mod folder. So for example, in v2.0, his "MPL_VolumeFog_5x5" block must have the following Model entry: <property name="Model" value="#@modfolder:Assets/VolumeFog04.unity3d?VolumeFog04"/> .

      It's a pain in the rear, and if you have no experience with xml, then I'd suggest waiting for MPL's official update. Otherwise I hope this  helps!
  6. Gothpunk4Christ
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    Really appreciate the mod and all the work you put into it.  I love the AirBnB POIs (especially bridge) but the elevated ones require extra securing from foundation to ground to keep them from collapsing after placing just a few items.  The Bridge one would be a great POI home/horde base but all the zombies love to just jump into the water and undermine the ground foundations.  I tried putting fencing all the way around it, and way too much time flattening the inner walls of the terrain and it didn't help.  Even tried using a mod that prevents spawns in land claimed areas, but that didn't help either, things spawned inside the fences, primarily on horde night.  

    Wish I could figure out a way to make it work.  Probably 60% ran to the bridge and funneled in.  The other 40% went swimming. 
  7. ElGlobito
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    Hi,
    Your package crashes game in RWG beta 2.0 Here's the log :

    2025-06-16T21:14:26 56.962 INF POISmoother SmoothStreetTiles in 1.076
    ArgumentOutOfRangeException: ArgumentOutOfRange_MustBePositive
    Parameter name: maxValue
      at GameRandom.Next (System.Int32 maxValue) [0x00004] in <f178f105e046413fb968c6794a8df7e7>:0 
      at GameRandom.RandomRange (System.Int32 _min, System.Int32 _maxExclusive) [0x00000] in <f178f105e046413fb968c6794a8df7e7>:0 
      at WorldGenerationEngineFinal.StreetTile.spawnWildernessPrefab (PrefabData prefab, GameRandom rndm) [0x0007f] in <f178f105e046413fb968c6794a8df7e7>:0 
      at WorldGenerationEngineFinal.StreetTile.spawnWildernessPrefab () [0x00098] in <f178f105e046413fb968c6794a8df7e7>:0 
      at WorldGenerationEngineFinal.StreetTile.SpawnPrefabs () [0x0003c] in <f178f105e046413fb968c6794a8df7e7>:0 
      at WorldGenerationEngineFinal.WildernessPlanner+<Plan>d__4.MoveNext () [0x0020d] in <f178f105e046413fb968c6794a8df7e7>:0 
      at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <be2cce08ca774b9684099a81093ecac0>:0 
    1. MichaelPLogue
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      Of course it crashes... 😀  2.0 experimental has only been out less than a day.....   I have several thousand lines of code to go through to fix all the changes they've made....   It's going to take a good amount of time.   PATIENCE!  ;)
    2. dbcooper360
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      Appreciate your efforts.
    3. ElGlobito
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      It wasn't a crude inquiry, I do it as a reminder for all prefabs mods I have. Of course most of active modders know that versions kill prefabs, and that is it better to wait for stable release. I know how much work it is. Seeing your avatar reminds me "les sales blagues de Vuillemin" comics. Are you french ?
    4. MichaelPLogue
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      Sorry if I came across wrong.   It's always a frustrating time for modders when updates come out and it breaks a lot of things.   Usually the updates are somewhat easy to fix, but in this one they made changes to the verbiage in the xml code that's not a straightforward fix, and the error logs aren't pointing to the right things when something is wrong like they usually do....  

      My apologies for being a bit testy....   
  8. Miyagiusz
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    Work on 1.4?
    1. epicwumaogamer
      epicwumaogamer
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      curious too
    2. MichaelPLogue
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      Yes
  9. dbld007
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    Have had a problem with the keys that are set up not opening the doors. do you know why or how to fix?
  10. Darkcopse
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    How does one remove the glowing stain decals in the Bridge POI's garage?
  11. AshKai12
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    I had a problem, figured it out. but cant seem to find a delete button for my comment so, good work, just me being unable to read instructions properly