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Wysh

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    This profile was created to post about the console split screen fog bug*1.18 this is destroying the amazing game. Apparently i haven't permission to post threads so confused as to why I created an account but I digress, I doubt this will be read by anyone in a position to help anyway..

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  1. Edit: I have since joined the unofficial modding discord and found new information which may lead to more success debugging ! Hi guys, I am currently working on gaining some pre-requisite knowledge before beginning a mod project of my own. I have followed the 7D2D wiki tutorial on C# modding. I have compiled and loaded the mod I have produced successfully into the game. I am now trying to setup visual studio so that I can debug my mod during run time. I have set the target executable and the working directory, ensured 'Enable just my code' is unchecked. The game loads into the main menu without issue, however, when loading a world to try and trigger my breakpoint, the game crashes at the same point during initalisation of the world. The two final lines in the log are always: 2024-01-19T08:34:39 97.884 INF [EOS] Registering server 2024-01-19T08:34:39 98.093 INF OpenSpawnWindow ---- I tried attaching dnspy de@%$# at run time, however, the process does not show for dnspy. I am able to attach cheat engine and debug that way, but need higher level than assembly code for the purpose of development of my mods and getting comfortable with the mod api and so on. Is what I am trying to do possible to achieve? Are there other options available to me? Any help will be greatly appreciated. Thanks!
  2. My suggestion is realistic, and while its save editing it still provides us with enough tools to enjoy another side to the games potential.. ps4 only ofcourse.
  3. PS4 players should send in their saves to savewizard and get it supported so we can mod it, it will keep it alive until we see 7dtd2 on ps5 or whatever happens.
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