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In almost all cases, it boils down to downloading mod, unzipping mod, putting the mod's folder in the mods directory for 7DTD. So, for example, the path for the UI mod I use is C:\7DTD overhaul\mods\Jakmeister999's Enhanced HUD (V1.0). The files for the mod are in the mod's folder. Your path will probably be different, since I'm not modding the standard installation under Steam. The default path for the 7DTD mods folder would be
C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die on Steam under Windows.
If you're at all familiar with the file manager for your OS, it's trivial. The mods folder location may change in the future (I vaguely recall a patch note saying it would) but at the moment that folder works fine.
Some mods might require different steps. If so, it'll be in the mod's description.
Some mods unzip with a directory structure including a mods directory, so watch out for that or you might end up with the mod installed in a mods directory beneath the 7DTD mods directory. That won't work - the mod has to be in the 7DTD mods directory. Probably a hangover from earlier versions of 7DTD, which didn't install with the mods directory already in place.
There's also a mod manager for 7DTD - 7DTD modlauncher. Some people prefer that. I prefer to do it manually.
Personally, I don't mod the main installation. I leave that be to autoupdate and I make a 2nd (or 3rd, or 4th) installation and mod that. 2nd (etc) installations don't autoupdate, so you won't have a modded game broken by the base game autoupdating in a way that the mod isn't compatible with. You can make additional installations of 7DTD by simply copy-pasting the entire 7DTD folder and all subfolders to somewhere else, anywhere else, then creating a shortcut to the exe in the copy. It'll hook into Steam and work just fine. You can also do it within Steam, which is probably even simpler but I've never done it and forgotten how.
EDIT: I've noticed that I'm using both "folder" and "directory". Same meaning. I'm old enough to be used to calling them directories, not folders.
...\7 Days To Die\Mods\
& you have to respect the architecture:
...\7 Days To Die\Mods\ModName (name without space & any special/strange symbol)
Inside ModName, you must have:
ModInfo.xml & maybe a file .dll in depend about the mod
& you must have in general folders as Config, Resources, UIAtlases
Note that you should of course install the good version mod for the good version of the game but some mods can continue to work with the last version of the game, example some mod for a21 & v1.0 can work with v1.1, all depend about what the mod do... & so, you need to install & test mod one per one & no install all in the same time & of course test mod in a new party & not in your current savegame...
The last thing, you should do a copy of the game & install mod in it, that will avoid with next new update you will may not to can continue your savegame cause of no compatible mod with the update.
I can think of 3 possibilities;
1) You've deleted the TFP Harmony mod that's preinstalled in the mods folder. It's needed for quite a few mods.
2) One or more of the mods you have installed has some other mod requirement(s). It's common for larger mods to require other mods. Some mods are essentially tools/libraries for other mods to use. For example, Sphereii's SCore mod. You'd have to check the descriptions for each of the mods you're using to check for dependencies.
3) One or more of the mods you've installed isn't compatible with the version of the base game that you're using. Quite a few people had that problem with OCBStopFuelWaste. For some reason, the required version of that mod seems less clear than it is with most mods.
It could be a combo of 2 and 3, i.e. that a mod other mod(s) are dependent on isn't compatible with the version of the base game you're using. I did that once - installed new versions of mods for a new version of the base game, but forgot to get a new version of SCore and re-used the one I already had. Which wasn't compatible with the new version of the base game.
You could try narrowing down the problem by removing mods one at a time until the game works - the last mod you removed was the problem. Then restore the others one at a time, to verify that none of those was also a problem. Or remove them all and add them one at a time. Testing each mod individually, however you do it.
Too many of them just don't work because they're not maintained or updated. Extremely frustrating.
I did get a few of the minor ones to work, but none of the vehicles will.
https://www.nexusmods.com/7daystodie/mods/342
https://7daystodiemods.com/bdubs-vehicles/
I think they're the same version.
One of the main things I'm seeing is this
This means you are trying to make major changes to an existing save file instead of starting a new game/save between each change.
I've used dozens of mods for 7DTD, most of them overhaul mods (the largest, most complex mods and thus most likely to cause problems). The only times I've had any problems it's been my fault for doing something wrong.
The mods are neither unreliable nor dangerous.
Wait...you weren't installing mods onto an existing savegame, were you? That's never a supported course of action. It might work. Or not.
I only mod before starting a new game, preferably on a fresh installation. It's part of the reason I don't mod my primary installation, only a copy of it as a secondary installation. Part of the advantage of doing that is that I can just delete the modded secondary installation and create a new one by copying the primary installation, thus ensuring a fresh install for my next modded playthrough.
7DTD is a breeze to mod easily. A fact I was reminded of when installing the Fallout: London mod for Fallout 4 plus another mod or two on top of it.
OK...since you added mods one at a time (you said you'd done that) you know which mod is the one that's causing the problems. Which one is it?
Unfortunately, it's abandoned and doesn't work in 1.0 onwards. It causes errors with containers, which could match your description of the problems you're having.
There is an unofficial update of it by a different modder. That version does work in 1.0 and later. I'm using it in my current playthrough.
IIRC the craft from containers functionality is also an option in the SCore mod library.
Another possibility that comes to mind is an outdated version of OCBStopFuelWaste, another widely used QoL mod. That causes an endless string of red errors in the console when a fuel-burning workstation either runs out of fuel or finishes a job (smelting ore, cooking, whatever).