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Thread: Sorcery

  1. #196
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    derp. thanks for the quick reply
    Last edited by dmurrayyy; 03-28-2019 at 09:59 PM.

  2. #197
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    Quote Originally Posted by dmurrayyy View Post
    derp. thanks for the quick reply
    Were we able to resolve your issue today with a 5 star satisfactory rating?


  3. #198
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    ...that thunder's getting louder...

  4. #199
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    SORCERY (v0.69) - STABLE IS NOW LIVE!

    Sorcery v0.69 - STABLE:

    • Stable: Playthrough Ready
    • Attaining Sorcery is much faster (Intro Quest)
    • Fire Essence Harvesting +300% (Intro Buff)
    • Conjure Crafting Time Reduced
    • Conjure Crafting Ingredients Reduced
    • Localization / Descriptions Greatly Clarified
    • Localization / Descriptions Color Coded



    Update Sorcery

    MANUAL
    Follow the Manual: Modlet, Pure XML Download steps found below (overwriting old files).

    MOD LAUNCHER
    Select Sorcery and Pre-Sync Mod within the Mod Launcher... done!


    Download Sorcery


    MANUAL: Modlet, Pure XML
    You install Sorcery just as you would any other pure XML Modlet. However, I cannot stress enough how horrible your experience will be (no text in-game) if you do not follow these steps of adding the (Localization Text):

    Spoiler: 

    1. Download: Sorcery-master.zip (latest version)
    2. Unzip: Sorcery-master.zip
    3. Drag-n-Drop: The Sorcery folder only, found within the unzipped Sorcery-master folder, directly into your Mods folder (\7 Days To Die\Mods). Create the Mods folder here if it doesn't already exist.
    4. Verify Mod Path: (\7 Days To Die\Mods\Sorcery)
    5. Open Localization: (\7 Days To Die\Mods\Sorcery\Localization.txt)
    6. Copy All Text: CTRL+A then CTRL+C (or right-click: Select All then Copy)
    7. Open Game Localization: (\7 Days To Die\Data\Config\Localization.txt)
    8. DELETE OLD SORCERY LOCALIZATION TEXT (if updating from older version): Found at the very bottom of the Localization file, you'll delete the OLD Sorcery Localization Text that you previously pasted in the last update. You can easily detect the start of the text as it is separated by many blank lines and starts with the following text: "SORCERY_START,,LOCALIZATION,,START,,,,,".
    9. Paste Localization: Scroll to the very bottom/end of the main game Localization.txt you just opened. Ensure there is no more text, just blank space. Now create one new blank line by pressing Enter. Then Paste the Sorcery Localization you Copied earlier: CTRL+V (or right-click blank space at the very bottom/end, then: Paste)
    10. Verify & Save: If everything looks good, Save the Localization.txt file: CTRL+S
    11. AWAKEN ESSENCE: You're ready to play as a post-apocalyptic harbinger of the elements... may your training commence!


    LAUNCHER: Mod, SDX
    Sorcery is fully integrated into the 7D2D Mod Launcher, as an SDX Mod, with automatic Localization handling... praise The Gods (and @sphereii)! If you already have the latest version of the Mod Launcher, simply run it and install Sorcery there. Otherwise, follow these steps to get started:
    Spoiler: 


    1. Steam Sync: Open Steam, right-click 7 Days to Die, select Properties, select Local Files, select Verify Integrity of Game Files. This will ensure you're using a clean version of the game, which is required for use with the Mod Launcher.
    2. Download Launcher: 7D2D Mod Launcher
    3. Install Launcher: Run the launcher installer SetupInstaller.msi
    4. Run Launcher: Locate and select Sorcery within the mods list.
    5. Install Sorcery: With Sorcery selected, click Install Game Copy.
    6. Delete Mods Folder: You may be prompted to delete a detected Mods Folder; I recommend selecting "Yes". You can install additional Mods with Sorcery later, if desired.
    7. Pre-Sync Mod: Finally, select Pre-Sync Mod, then "Yes" you would like to download it.
    8. AWAKEN ESSENCE: Play Mod and you're ready to play as a post-apocalyptic harbinger of the elements... may your training commence!


    ** Game Updates: You must Uninstall and Reinstall Sorcery through the launcher when new game updates are released. Don't worry, your saves are safe and will be retained. If you experience any errors, repeat step #1.

    ** Visit @sphereii's 7D2D Mod Launcher Thread for more info regarding it

    Last edited by Devrix; 03-29-2019 at 05:42 PM.

  5. #200
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    Mod Launcher Error Resolution

    Mod Launcher Error (Resolution)
    Most Mod Launcher errors come from not having a specific version of Microsoft .NET Framework installed, as determined by @sphereii (the developer). It's been discovered by various users that installing .NET Framework 3.5 SP1 resolves their issues.

    You can find the official versions of .NET at Microsoft:
    Microsoft .NET Frameworks

    Last edited by Devrix; 03-29-2019 at 06:35 PM. Reason: Added Wiki Link

  6. #201
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    Possible bug I've noticed or maybe it's intentional.

    Trees spawned into the world by the game, no matter if they are 300, 600, 900, or 1200 hp, if they are the correct type of tree, will end up giving essence of whichever type they are. (Granted you need the correct level of essence mastery.) If a player plants an oak, pine, or blue spruce seed, chopping down the tree while it's still growing (300, 600, or 900 hp), will result in no essence being harvested at all.

    I personally have no issue with you saying it is intentionally done this way. I mean, if I've already taking the game time to make tree farms and I haven't hit day 14 yet, I can take the time to wait for trees to be fully grown.

  7. #202
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    Quote Originally Posted by Slowpokie View Post
    Possible bug I've noticed or maybe it's intentional.
    If a player plants an oak, pine, or blue spruce seed, chopping down the tree while it's still growing (300, 600, or 900 hp), will result in no essence being harvested at all.

    I personally have no issue with you saying it is intentionally done this way. I mean, if I've already taking the game time to make tree farms and I haven't hit day 14 yet, I can take the time to wait for trees to be fully grown.
    Hey Slowpokie, it's intended that fully grown/mature planted trees only give Essence, while the growing stages don't. Additionally, they give less than wild trees.
    I can see where it can be confusing with no in-game references, though. It may be changed later if it becomes a concern or problem.

    EDIT: Essence Farming has been added to the Sorcery Wiki to help clarify!
    Last edited by Devrix; 03-29-2019 at 08:42 PM. Reason: Essence Farming added to the Sorcery Wiki

  8. #203
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    I've a question about this mod, as I just started playing it yesterday. Started on 0.68, and since this has been updated to now 0.69, should I restart? I've only got to the point in the mod's questline where I'm about to craft the Fire Conjure in which spells and such are made.

    Noticed above that some things, such as crafting time, and resource rates for gathering have been changed. Will updating from 0.68 bug this do you think? Have no issue about restarting, I'm used to the grind in 7 Days. Just want a less buggy experience going forward, and my instinct says to restart.

    Any word of advice would be appreciated, thanks in advance.

  9. #204
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    Quote Originally Posted by SeekerOS View Post
    I've a question about this mod, as I just started playing it yesterday. Started on 0.68, and since this has been updated to now 0.69, should I restart? I've only got to the point in the mod's questline where I'm about to craft the Fire Conjure in which spells and such are made.

    Noticed above that some things, such as crafting time, and resource rates for gathering have been changed. Will updating from 0.68 bug this do you think? Have no issue about restarting, I'm used to the grind in 7 Days. Just want a less buggy experience going forward, and my instinct says to restart.

    Any word of advice would be appreciated, thanks in advance.
    Greetings! v.68 is stable and there'll be no conflicts in updating with your current game.
    It's hard to say whether or not a restart is worth it if you are literally about to place your Conjure. Speeding that process up, temporarily through the intro quest, is the only major benefit of a restart.

  10. #205
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    Quote Originally Posted by Devrix View Post
    Greetings! v.68 is stable and there'll be no conflicts in updating with your current game.
    It's hard to say whether or not a restart is worth it if you are literally about to place your Conjure. Speeding that process up, temporarily through the intro quest, is the only major benefit of a restart.
    Think I'll go ahead and just keep playing then. I only need clay soil still in order to craft this 'station'. Thank you for the quick response, your mod looks interesting and unique.

  11. #206
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    Quote Originally Posted by Devrix View Post
    Hey Slowpokie, it's intended that fully grown/mature planted trees only give Essence, while the growing stages don't. Additionally, they give less than wild trees.
    I can see where it can be confusing with no in-game references, though. It may be changed later if it becomes a concern or problem.

    EDIT: Essence Farming has been added to the Sorcery Wiki to help clarify!
    Thanks Man. I'm enjoying this mod a lot. But then, I've said that about all the mods I've tried from Spherri's launcher. Your wiki also answered a few more of my questions. Yay for knowledge. As for your advice to "ease into Sorcery, playing as normal"... I've kinda done the exact opposite and think I'm doing pretty well. Fire and Ice are fun. Looking forward to what Lightning brings. Hopefully not Thor. I might be able to beat zombie bears, but I don't think I'd do too well against the god of Lightning and Thunder.

    Thanks for being smart enough to know how to make a mod like this and for being creative enough to think this up in the first place.

  12. #207
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    I just want to add that so far this mod has been compatible with the following mods on my server. I got them all from Nexus mods.

    Cheers

    CCTV
    Cornistry
    Drconfused_Power_Series1
    FarmLife2Mod
    Firearms
    GarageDoorRotation
    JRB_TraditionalZombies_Headshots_FirearmsED
    JRB_ZombieLootDrop_15
    JunctionBox
    Melee
    Reinforced DrawbridgeRotation

  13. #208
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    @Slowpokie happy to hear you're enjoying it! Lightning won't disappoint

    @dmurrayyy thanks for the compatibility report!

  14. #209
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    since Ravenhearst has updated to the current build can you see if can make it compatible with sorcery please?

  15. #210
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    Quote Originally Posted by Bluman View Post
    since Ravenhearst has updated to the current build can you see if can make it compatible with sorcery please?
    Working on this now... everything is looking and working good so far
    Last edited by Devrix; 04-01-2019 at 12:33 AM.

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