Guys, in the next version I'll add "test" quests to the trader to bring something new to the table. They are not best but they are taking place in different POIs normally you don't get any other quest. If you don't want to wait just open ~Mods\special_things_09_trader\Config\npc.xml file and find that line;
trader_id="9" dialog_id="trader" quest_faction="5" /> Change it as; trader_id="9" dialog_id="trader" quest_list="test_quests" />I'll appreciate any feedback. (TFP devs will appreciate too since these are their tests quests, not mine.)
If you get no quest or only Buried Supplies quests and want all normal/regular quests, then use this instead; trader_id="9" dialog_id="trader" quest_list="trader_quests" /> Thanks to all for the downloads and endorsements!
Tbh I didn't play for a while. Last I played on start of December... and loaded my save, it was working on A20.6 at that time, however I didn't play for hours, just did some quick tests. I didn't start and test a new game as well... Hopefully I'll see it again today or tomorrow evening.
well i am having the same issue and yes i made the special forge and bench. no other items from any of the modletts are showing up. any ideas to troubleshoot?
Just tried this mod out with Alpha 21, i can make all the invuln stuff, but the invuln frames just appear as grey blocks regardless of which shape i select. Just wondering if I am doing something wrong or what. Dont have any other mods installed.
Just tried this mod out with Alpha 21, i can make all the invuln stuff, but the invuln frames just appear as grey blocks regardless of which shape i select. Just wondering if I am doing something wrong or what. Dont have any other mods installed.
Hello, Just sharing some Troubleshooting guide for us Users (Mainly about Compatibility) 1.---Compatibility with UI Altering modlets (ex: SMXUI) --Symptoms: a. Special Forge can't be opened, Red error in lgos --How to: 1. Rename special_things_00_basics folder, and put Z in front of it (ex: Zspecial_things_00_basics) so it will load after all other UI altering modlets. Special forge & Special Workbench will be fully functional but the interface will be a bit jumbled (tested with SMX)
2.---Compatibility with Traders Inventory Altering modlets (ex Firearms Expansion 4) This problem happens because an item listed in Special Trader inventory are removed by another modlets without deleting the reference in H's special things trader.xml, therefore you need to either delete the lines or patch them yourself
--Symptoms: a. Special Trader spawn error texts when opening shop inventory, shop's inventory appears empty b. 'trader'.xml can't be parsed error when loading saves c. '*item name*' can't be found error when loading saves --How to: (There are a lot of other methods better than this, if anyone can explain better, please do so) 1. Find which modlets has "<remove xpath" in their traders.xml
This is probably a really dumb question, but how on earth do I make the frame shapes with the invulnerable steel/glass? I tried setting regular wood shapes and upgrading and I also tried to find a crafting recipe for invulnerable steel/glass shapes but I can't find one. Sorry, I'm fairly new to 7DtD and the answer is probably super obvious since I didn't see anyone else ask it, but I just can't figure it out :(
Hi TamarynThorn. It is an alright question, don't worry.
First a general tip; normally easiest way is opening inventory and searching for the name. It gives the first hints on what you need, e.g. recipe, skill, item, forge, workbench etc.
Invulnerable Steel/Glass Shapes; it is possible to find by following above method but, to make it easier and more clear I'm writing it down step by step. 1* Find a working forge and craft enough Forged Intermediate to use it in step 2* and 4*,2* Craft a Special Forge to use it in step 3*,3* Craft Forged Invulnerable Steel/Glass as much as you need to use it in step 5*,4* Craft a Special Workbench to use it in step 5*,5* Craft Invulnerable Steel/Glass Shapes as much as you need,6* (Bonus) Craft a Special Stone Axe or a better special tool in order to being able to destroy Invulnerable Steel/Glass Shapes. Also, if you can craft Special Stone Axe first instead of last, you can gather resources way faster, choose your own way to balance the difficulty.Note that, you will need lots of resources.
So I noticed today that the Special Trader quests were all Buried Supplies without me using the test quests so I decided to change it and try the test quests. What I noticed is that the quest marker does not appear on the map until I get to the quest location. Hope that helps :)
Yes Jaheem666, I know that and I like it. It adds a different aspect to the quests; first you need to find where to go. Fortunately, it is not that hard to find them, e.g. I'm taking the distance shown as a guide and following a direct path when it starts to constantly decrease. Also, it is really easier to distinguish test quest areas from other POIs when you are close, so that helps too.
I believe devs just didn't bother fixing the quest marker since these quests are not meant to be played by us...
Hi Jaheem666. Appreciated the feedback but, to be honest I don't know what is DMS. I couldn't find reliable information on the web. I never got such error. Are you playing with another mod(let)s? Only thing I found was someone who using War of the Walkers mod getting same error when playing in MP server...
Yes, I am using a couple of other mods, so that may be the problem even though the merchant is working just fine. I am using this mod with your: https://www.nexusmods.com/7daystodie/mods/1084
OK, earlier Dynamic Music System did not make any sense to me, but after seeing this explanation now it makes sense Special Trader have a unique id which is specialtrader and of course is not known by a vanilla game function called DMS. So, at least we know the issue now. However, I don't have any fix. (I believe this DMS thing is hardcoded into some dll etc since there is nothing related to DMS in the Config folder (where xml files stand)).
Anyway, it is perfectly safe to continue ignoring yellow warning messages for now, and I'm glad they don't pop up themselves, you only see them when you open console... (Maybe you didn't notice yet but invulnerable blocks also causing a yellow warning message because they downgrade to themselves which is causing an endless loop, this is how invulnerability in my mod works.)
Hi. Thanks for letting us know. I don't use any mods other than mine, so I can't help much now. However, SMX looks nice, if I ever decide to try it, I'll look into compatibility situation.
Hey Jaheem666! Thanks for the nice comment. And sorry but you can't pick up trader after you placed her. Only way is crafting another. (If you want to remove the old one; delete special_things_09_trader modlet, run the game, put something else in place of old trader, exit and put special_things_09_trader back into Mods folder, run the game and craft/place new trader wherever you want.)
86 comments
trader_id="9" dialog_id="trader" quest_faction="5" />
Change it as;
trader_id="9" dialog_id="trader" quest_list="test_quests" />
I'll appreciate any feedback. (TFP devs will appreciate too since these are their tests quests, not mine.)If you get no quest or only Buried Supplies quests and want all normal/regular quests, then use this instead;
trader_id="9" dialog_id="trader" quest_list="trader_quests" />
Thanks to all for the downloads and endorsements!
Hopefully I'll see it again today or tomorrow evening.
1.---Compatibility with UI Altering modlets (ex: SMXUI)
--Symptoms:
a. Special Forge can't be opened, Red error in lgos
--How to:
1. Rename special_things_00_basics folder, and put Z in front of it (ex: Zspecial_things_00_basics) so it will load after all other UI altering modlets. Special forge & Special Workbench will be fully functional but the interface will be a bit jumbled (tested with SMX)
2.---Compatibility with Traders Inventory Altering modlets (ex Firearms Expansion 4)
This problem happens because an item listed in Special Trader inventory are removed by another modlets without deleting the reference in H's special things trader.xml, therefore you need to either delete the lines or patch them yourself
--Symptoms:
a. Special Trader spawn error texts when opening shop inventory, shop's inventory appears empty
b. 'trader'.xml can't be parsed error when loading saves
c. '*item name*' can't be found error when loading saves
--How to: (There are a lot of other methods better than this, if anyone can explain better, please do so)
1. Find which modlets has "<remove xpath" in their traders.xml
Ex: (Firearms Expansion 4)
<remove xpath="/traders/trader_item_groups/trader_item_group[@name='perkBooks']/item[@name='bookAutoWeaponsDrumMag']"/>
<remove xpath="/traders/trader_item_groups/trader_item_group[@name='perkBooks']/item[@name='bookAutoWeaponsMachineGuns']"/>
2. Copy Those Lines above, then paste right under them, then change the yellow letters to "specialtraderitemgroup", and save
Ex: (Firearms Expansion 4)
<remove xpath="/traders/trader_item_groups/trader_item_group[@name='perkBooks']/item[@name='bookAutoWeaponsDrumMag']"/>
<remove xpath="/traders/trader_item_groups/trader_item_group[@name='perkBooks']/item[@name='bookAutoWeaponsMachineGuns']"/>
<remove xpath="/traders/trader_item_groups/trader_item_group[@name='specialtraderitemgroup']/item[@name='bookAutoWeaponsDrumMag']"/>
<remove xpath="/traders/trader_item_groups/trader_item_group[@name='specialtraderitemgroup']/item[@name='bookAutoWeaponsMachineGuns']"/>
First a general tip; normally easiest way is opening inventory and searching for the name. It gives the first hints on what you need, e.g. recipe, skill, item, forge, workbench etc.
Invulnerable Steel/Glass Shapes; it is possible to find by following above method but, to make it easier and more clear I'm writing it down step by step.
1* Find a working forge and craft enough Forged Intermediate to use it in step 2* and 4*,
2* Craft a Special Forge to use it in step 3*,
3* Craft Forged Invulnerable Steel/Glass as much as you need to use it in step 5*,
4* Craft a Special Workbench to use it in step 5*,
5* Craft Invulnerable Steel/Glass Shapes as much as you need,
6* (Bonus) Craft a Special Stone Axe or a better special tool in order to being able to destroy Invulnerable Steel/Glass Shapes. Also, if you can craft Special Stone Axe first instead of last, you can gather resources way faster, choose your own way to balance the difficulty.
Note that, you will need lots of resources.Fortunately, it is not that hard to find them, e.g. I'm taking the distance shown as a guide and following a direct path when it starts to constantly decrease. Also, it is really easier to distinguish test quest areas from other POIs when you are close, so that helps too.
I believe devs just didn't bother fixing the quest marker since these quests are not meant to be played by us...
Wanted to let you know that sometimes when I open the console window, I see the following message scrolling over and over:
WRN specialtrader is not a known trader name to DMS
This does not happen all the time, just now and then and I have no idea what triggers it.
Special Trader have a unique id which is specialtrader and of course is not known by a vanilla game function called DMS.
So, at least we know the issue now. However, I don't have any fix. (I believe this DMS thing is hardcoded into some dll etc since there is nothing related to DMS in the Config folder (where xml files stand)).
Anyway, it is perfectly safe to continue ignoring yellow warning messages for now, and I'm glad they don't pop up themselves, you only see them when you open console... (Maybe you didn't notice yet but invulnerable blocks also causing a yellow warning message because they downgrade to themselves which is causing an endless loop, this is how invulnerability in my mod works.)
Thanks again for the great mods :)
(If you want to remove the old one; delete special_things_09_trader modlet, run the game, put something else in place of old trader, exit and put special_things_09_trader back into Mods folder, run the game and craft/place new trader wherever you want.)