Open Pickysaurus opened 2 years ago
The UserDataFolder setting can be found in AppData\Roaming\7DaysToDie\launchersettings.json. { "ShowLauncher" : false, ... "UseNativeInput" : false, "AdditionalParameters" : "-UserDataFolder=C:\MyUserData" } }
@Baradar67 thanks for providing the launcher settings file path.
Regarding item 2 from @Pickysaurus's post - as far as I can see we never actually supported prefab mods, at least not intentionally. Could you please help us identify a unique pattern to differentiate prefab mods from our other mod types.
Currently:
Looking at prefab mods on the website, it looks like I could ensure that any mod that contains a .blocks.nim
or .ins
file could potentially be identified as a prefab, and Vortex could then deploy it as necessary. Can you please confirm that I can reliably identify prefab mods in this way?
I'm not going to add prefab support unless someone confirms that I can uniquely identify those files as a prefab mod (i.e. regular mods do not contain any of those files)
I know this is 2 years late but I can confirm that mods where the .nim or .mesh files etc, need to be placed in the local prefabs folder as mentioned earlier. '\AppData\Roaming\7DaysToDie\LocalPrefabs' for example - https://www.nexusmods.com/7daystodie/mods/1440?tab=files
Just one point to mention. Other mods can include these file types but are usually another level deep and come with other files included. for example - https://www.nexusmods.com/7daystodie/mods/6253?tab=files
The ones we want in the local prefabs folder are nearly always within the first folder and do not come with 'ModInfo.xml'.
Describe the bug Following an update to the game in April, the paths we deploy mods to need changing. https://store.steampowered.com/news/app/251570/view/3190245530492775143
In the latest update, prefabs have also changed location: https://store.steampowered.com/news/app/251570/view/3371525557397399609