Ah, so this just makes them available for storing, does not allow items to respawn in them. I don't mind that they open now, but I would expect them to return to close when loot respawn day hits. Don't know what the point of having loot respawn enabled is, if the good containers won't respawn. Well, the boxes, lock boxes & leather cases still respawn. Whatever. So long to the days of joy after finding a house with half a dozen safes in it & being like, "Gotta come back here on day 10!"
Anybody knows of a mod that does this, please let me know. Thanks for your time!
Yeah, this mod is specifically for those people that just want to take over a house as their base and use the dressers/appliances as permanent player storage after fully looting them.
I have been playing with loot respawn disabled the last few alphas so it's probably not a mod I would make anytime soon. Unfortunately, I don't recall having ever seen a mod that provides the functionality you are looking for.
Appreciate your reply. I didn't realize your description was that literal. Took it as an example. Muh bad For me, I find fun in the chance in finding a safe behind a safe picture, not sure if it's linked to, say, Lucky Looter skill, or what, but it's only a chance when breaking a safe picture that you actually get a safe. So to find several in a house is sweet. Hate the idea that it can only be looted once after all that. Oh well, life goes on, ha ha. Take care!
I do recall seeing that the day it was first posted, but was too busy to check it out myself. It's nice when things work out this way. Just a week later someone makes pretty much exactly what you were looking for.
Hey, I ended up updating your merged dew collector mod for you if you want the folder structure. This is implying you haven't done it yourself already. Has updated translated languages too for murky water bundles.
I'm not sure what you mean. Once you upgrade a block to a player storage it will stay that way forever, unless you reset the POI in some way, like with a quest or chunk reset. This is the intended function of the mod.
You may need to describe the issue you are facing in greater detail, so I have a better understanding of it.
hello , nothing spawn in container , after 6 days of waiting, things become lootable but when I search them they are empty like when we repair them the first time, thanks for helpafter 6 days of waiting, things afterbecome lootable but when I search them they are empty like when we repair them the first time
Hey, great mod this is exactly what I was needing, question I noticed a conflict where half the time when I return to the trader after a mission the rewards don't show up they were before and this is the only mod I added from the time everything was working great to now when the problem exists could this mod be causing the issue or is this a vanilla game issue I don't have any mods that effect traders quest rewards? also noticed that cabinets don't upgrade not a huge issue because cabinets are super easy to make just letting you know in case that was in the plan or something other than that I love this mod!!!
I'm still playing a20 because my potato of a computer can't handle a21. I've looked around but haven't found a mod like this for a20. Does anyone know if one exists?
Currently we're using the "Working Ovens" mod, which allows repairing ovens AND to dismantle them afterward to get the whole oven as a block instead of just scraped metal. Wondering if you could do the same for this mod, because I really would like to use some of the blocks for my own house :)
Sorry I missed this before. If you load Working Ovens after my mod, it will overwrite my settings for ovens and stoves with it's own settings. Then the blocks in Working Ovens will upgrade to 'campfire' versions while the remaining blocks from my mod will still upgrade to player storage blocks.
Would it be possible to make a version available that does not include the stoves? I believe this mods is preventing the working stove mods from working. Alternatively could you integrate the working stove into this mod? Id like to be able to upgrade stoves to be workable as if they were a campfire. there are at least two other mods doing this but I cant keep the storage from your mod at the same time.
I took a look at how the Working Ovens mod is written and all you have to do is load that mod after mine. Change the folder name to add a z or something at the beginning so it drops below my mod in the mods folder.
When it loads after my mod, all of it's changes to the blocks overwrite the changes to those particular blocks in my mod. You can seamlessly run both mods together without issue that way.
I'm guessing since they aren't listed, this doesn't count towards those industrial store coolers and freezers? If not, no problem, I can always Creative those in, but I think they'd be a nice touch as well.
Yep, they do. I've been circumventing it by keeping at least 1 item inside most of them. If you check in Creative, there's like... 10 different of each Freezer and Cooler though.
That shouldn't be an issue. There are multiple versions (colors) of some of the other storage blocks I did as well. I'll take a look at adding some more of these tomorrow.
Just fired up with 1.4.1 and the console produced the following; 2023-07-12T08:08:24 10.356 WRN [MODS] Restore Loot Containers/ModInfo.xml in legacy format. Please consider upgrading to V2 for future compatibility. 2023-07-12T08:08:24 10.357 ERR [MODS] Restore Loot Containers/ModInfo.xml could not be parsed: 2023-07-12T08:08:24 10.361 EXC Unknown element "DisplayName" found while parsing ModInfo (line 6) at ModInfo.ModInfo+Parser.Parse (System.Xml.Linq.XElement _elem, System.Collections.Generic.Dictionary`2[TKey,TValue] _updateLater) [0x000f1] in <0266d593c0f442fa83ca9e728741ee90>:0 at ModInfo.ModInfoLoader.ParseXml (System.String _filename, XmlFile _xml) [0x0005d] in <0266d593c0f442fa83ca9e728741ee90>:0 at Mod.parseModInfoV1 (System.String _modPath, System.String _folderName, System.String _modInfoFilename, XmlFile _xml) [0x00015] in <0266d593c0f442fa83ca9e728741ee90>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) Mod:parseModInfoV1(String, String, String, XmlFile) Mod:LoadFromFolder(String) ModManager:loadModsFromFolder(String) ModManager:LoadMods() GameManager:Awake()
2023-07-12T08:08:24 10.367 ERR [MODS] Could not parse Restore Loot Containers/ModInfo.xml, ignoring 2023-07-12T08:08:24 10.367 WRN [MODS] Failed loading mod from folder: 'Restore Loot Containers'
I'm not sure why you are having an issue. It loads without any errors for me. The ModInfo.xml in the current update is V2 format, so you shouldn't be getting that message at all. You may have installed the new version over an older version incorrectly or something.
Delete the old mod folder and replace it with the new one. Also make sure you don't accidentally nest the mod inside an extra folder. The Config folder and the ModInfo.xml should have the following paths.
I did fix a minor issue in the ModInfo.xml. But it won't help resolve your issue because I think you installed the mod using Vortex anyway, which won't work with the properly fixed V2 ModInfo xml. (Vortex won't let you install mods using the new V2 format of the ModInfo.xml) You need to install the mod manually.
Manual install, drag and drop from the archive with overwrite. After the first instance, I deleted the folder and installed a new copy from the archive. The same errors each time. I'm not using Vortex for 7d2d as the widget hasn't been updated yet.
Error resolved. Downloaded 1.4.2, unpacked the archive rather than simply opening it, dragged and dropped into mods folder with overwrite. Either the issue was the .xml or it needed to be fully extracted from the archive.
Not sure what is causing the issue for you then, all versions of the mod have worked fine on both my solo setup and server. Have you tried the newer version (1.4.2) that I updated a short while ago?
Edit: Okay. I went afk for a few minutes while writing this and got your updated reply afterward. I'm not sure, I drag and drop out of the archives usually, but different zip utilities may handle that differently. It's still also possible the ModInfo.xml was the issue, but being unable to reproduce the issue, I think the unpacking first may have been the real fix for you. What Zip program do you use?
It was definitely the ModInfo.xml that was the issue. I confirmed that the mixed V1 formatting that crept into the V2 ModInfo is what was causing the issue, though I'm not sure how that happened. Anyway, it's all fixed now.
55 comments
I don't mind that they open now, but I would expect them to return to close when loot respawn day hits. Don't know what the point of having loot respawn enabled is, if the good containers won't respawn.
Well, the boxes, lock boxes & leather cases still respawn.
Whatever. So long to the days of joy after finding a house with half a dozen safes in it & being like, "Gotta come back here on day 10!"
Anybody knows of a mod that does this, please let me know.
Thanks for your time!
I have been playing with loot respawn disabled the last few alphas so it's probably not a mod I would make anytime soon. Unfortunately, I don't recall having ever seen a mod that provides the functionality you are looking for.
I didn't realize your description was that literal. Took it as an example.
Muh bad
For me, I find fun in the chance in finding a safe behind a safe picture, not sure if it's linked to, say, Lucky Looter skill, or what, but it's only a chance when breaking a safe picture that you actually get a safe. So to find several in a house is sweet. Hate the idea that it can only be looted once after all that.
Oh well, life goes on, ha ha.
Take care!
This one does.
https://www.nexusmods.com/7daystodie/mods/5454
@Espio69 I also updated my Merged Dew Collectors today as well. Thanks for the offer though.
You may need to describe the issue you are facing in greater detail, so I have a better understanding of it.
get the whole oven as a block instead of just scraped metal.
Wondering if you could do the same for this mod, because I really would like to use some of the blocks for my own house :)
When it loads after my mod, all of it's changes to the blocks overwrite the changes to those particular blocks in my mod. You can seamlessly run both mods together without issue that way.
I've been circumventing it by keeping at least 1 item inside most of them. If you check in Creative, there's like... 10 different of each Freezer and Cooler though.
2023-07-12T08:08:24 10.356 WRN [MODS] Restore Loot Containers/ModInfo.xml in legacy format. Please consider upgrading to V2 for future compatibility.
2023-07-12T08:08:24 10.357 ERR [MODS] Restore Loot Containers/ModInfo.xml could not be parsed:
2023-07-12T08:08:24 10.361 EXC Unknown element "DisplayName" found while parsing ModInfo (line 6)
at ModInfo.ModInfo+Parser.Parse (System.Xml.Linq.XElement _elem, System.Collections.Generic.Dictionary`2[TKey,TValue] _updateLater) [0x000f1] in <0266d593c0f442fa83ca9e728741ee90>:0
at ModInfo.ModInfoLoader.ParseXml (System.String _filename, XmlFile _xml) [0x0005d] in <0266d593c0f442fa83ca9e728741ee90>:0
at Mod.parseModInfoV1 (System.String _modPath, System.String _folderName, System.String _modInfoFilename, XmlFile _xml) [0x00015] in <0266d593c0f442fa83ca9e728741ee90>:0
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
Mod:parseModInfoV1(String, String, String, XmlFile)
Mod:LoadFromFolder(String)
ModManager:loadModsFromFolder(String)
ModManager:LoadMods()
GameManager:Awake()
2023-07-12T08:08:24 10.367 ERR [MODS] Could not parse Restore Loot Containers/ModInfo.xml, ignoring
2023-07-12T08:08:24 10.367 WRN [MODS] Failed loading mod from folder: 'Restore Loot Containers'
Delete the old mod folder and replace it with the new one. Also make sure you don't accidentally nest the mod inside an extra folder. The Config folder and the ModInfo.xml should have the following paths.
mods/Restore Loot Containers/Config
mods/Restore Loot Containers/ModInfo.xml
I did fix a minor issue in the ModInfo.xml. But it won't help resolve your issue because I think you installed the mod using Vortex anyway, which won't work with the properly fixed V2 ModInfo xml. (Vortex won't let you install mods using the new V2 format of the ModInfo.xml) You need to install the mod manually.
I'm not using Vortex for 7d2d as the widget hasn't been updated yet.
Downloaded 1.4.2, unpacked the archive rather than simply opening it, dragged and dropped into mods folder with overwrite.
Either the issue was the .xml or it needed to be fully extracted from the archive.
Edit: Okay. I went afk for a few minutes while writing this and got your updated reply afterward. I'm not sure, I drag and drop out of the archives usually, but different zip utilities may handle that differently. It's still also possible the ModInfo.xml was the issue, but being unable to reproduce the issue, I think the unpacking first may have been the real fix for you. What Zip program do you use?