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EngineOfDarkness

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  2. Like
    EngineOfDarkness reacted to Guicsr02 in *-------------- Stacking same type items (3D item) -----------------*   
    You could have the option of stacking the same type of item, for example, tires, or cans and a bag of rice, as in the image below:
  3. Like
    EngineOfDarkness reacted to Pandorea in [41.65] Foraging zones near dixie.   
    Foraging zones are still a WIP thing. New areas are being added / adjusted and will continue for a while yet. 
  4. Like
    EngineOfDarkness reacted to razab in [41.65] [Singleplayer] Buggy behavior when saving/loading certain character builds in the customisation screen   
    When you create a fully undressed character in the "Customise Character" screen, save it and then reload, the clothing section displays random clothing items although your character doesn't wear any clothing. The problem occurs for me without any mods enabled.
     
    Here is the precise way how the bug occurs for me:
     
    1. Go to the Customise Character menu and completely undress your character so that every box in the clothing section shows "None".
     
    2. Save the character you created in step 1.
     
    3. Press the  Random button to create a new random character.
     
    4. Load the character you created in step 1. Your character appears fully undressed as intended. However, the clothing section displays various random clothing instead of "None" everywhere.
     
     
    -----
    Possible solution: I was able to enhance the described save/load behavior by inserting the command "self:updateSelectedClothingCombo();" after line 458 in the function "CharacterCreationMain:loadOutfit" in lua/client/OptionScreens/CharacterCreationMain.lua in the vanilla code. But just an idea...


  5. Like
    EngineOfDarkness reacted to Fuji in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    Self shouldn't go there, that's only for calling class fields. You're just trying to add attachments to a gun that doesn't exist yet.Also, in the finder... That 1 should be an i.
  6. Like
    EngineOfDarkness reacted to Hydromancerx in Hydrocraft Mod   
    Hydrocraft v1.7 has been released!
     
    Which includes ...
     
    - Extra Weapons Mod By tommysticks - For now some melee and objects. No guns or bows at this time.
    - A whole bunch of Mexican Food with art from ORMtnMan!
    - A TON of new melee weapons with art from Batura.
    - New types of Candy with art from Batura.
    - More bags and containers.
    - Many bug fixes thanks to the help of the PZ community.
    - And special for Easter .... Rabbits! You can breed them and keep them in cages. Enjoy!
     

  7. Like
    EngineOfDarkness reacted to Archadeas in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    Kentucky has quite a few guns so it is rather realistic and mags already spawn separately. The damaged ideas was already introduced and is in the works.
  8. Like
    EngineOfDarkness reacted to Archadeas in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    Nope, it was either rare or extremely rare weapon spawns, though I did scavenge the entire 4 cities(modded included). if you think that's bad, dont look next door, I call it the food pantry, but its kind of an entire trailer park walled off, floored, and filled with crates... I may have an addiction to picking things up, I fuel my fires with the corpses and clothing of the dead and dying...
  9. Like
    EngineOfDarkness got a reaction from Neetzow in Yet Another Weapon Mod   
    I don't see how Vitalsine's fix couldn't work.
     
    I literally fixed the mod myself yesterday (just for the heck of it) doing it differently than Vitalsine but in the end my private fix and his one do the same..
     
    Check your console.txt which is located in C:\Users\username\Zomboid
     
    "username" would be your windows username (the account you use to log into windows)
     
    The file might be in another place  - the above is for Windows 7
     
    Search for "Exception" in the console.txt - I found out yesterday that this "unlimited" ammo bug happens if you do not register the weapons/ ammo correctly with the script.
     
    I did an extensive test with my changes yesterday and it worked both singleplayer and multiplayer in all reload difficulties - so Vitalsines Fix should also work (mine is unneccessarily more complicated in fact).
     
    The only difference between his and mine would be that I split up the single file into different files: ammo, handguns, shotguns, rifles and submachineguns. And then I decided it would be fun to automate adding magazines via ReloadUtil:addMagazineType()
     and weapons via ReloadUtil:addWeaponType() - though I've gone a bit overkill on the latter function call in some aspects.
     
    ---
     
    One thing that bothers me a bit is that this mod overrides the files
     
    media/lua/client/BuildingObjects/ISUI/ISInventoryBuildMenu.lua
    media/lua/client/Farming/ISUI/ISFarmingMenu.lua
     
    This isn't much of a problem currently (it should work just fine - I compared the files of Project Zomboid and the files the Mod provides and except additions from the mod itself the file is the same) but it will become a Problem once Indiestone adds changes in a patch to those files - if you then use this mod and it's not updated it will cause bugs with the Game
     
    Haven't looked deep enough in the code, so it might be that this is a neccessary evil if NCrawler has had no other way of interacting with the Build/ Farming menu at the time he was writing the mod.
  10. Like
    EngineOfDarkness reacted to Vitalsine in Yet Another Weapon Mod   
    After several tests I've got it working. It was easier than I thought. If you'd like to make the changes yourself here is the info:
     
    1. Go to /username/Zomboid/mods/NCYawMod/lua/shared/Reloading/
    2. Rename ISReloadUtil.lua to NCYawModReload.lua
    3. Open the file with Notepad ++ or similar editor and replace the ENTIRE FILE with this code:
    --/** ==================================================**/----/** NCYawMod Reload Vitalsine Fix **/----/** ==================================================**/-- local RRugerPistol = { type = "RugerMarkIII", moduleName = 'NCYawMod', reloadClass = 'ISSemiAutoWeapon', ammoType = 'RugerMarkIIIMag', clipName = 'Ruger Mk III Magazine', clipIcon = 'Magazine_RugerMarkIII', shootSound = '22LR_Handgun', clickSound = 'DryFire_Pistol', ejectSound = 'stormy9mmClipEject', insertSound = 'LoadMagazine_Pistol', rackSound = 'PistolSlide', containsClip = 1, maxCapacity = 10, reloadTime = 10, rackTime = 10, clipData = RRugerPistolMag}; local RRugerPistolMag = { type = "RugerMarkIIIMag", moduleName = 'NCYawMod', reloadClass = 'ISReloadableMagazine', clipType = 'RugerMarkIIIMag', ammoType = 'Bullets22LR', shootSound = 'none', clickSound = nil, ejectSound = 'none', insertSound = 'LoadRoundExternalMag', rackSound = 'LoadRoundExternalMag', containsClip = 0, maxCapacity = 10, reloadTime = 10, rackTime = 10}; local RBeretta9mmPistol = { type = "Beretta92FS", moduleName = 'NCYawMod', reloadClass = 'ISSemiAutoWeapon', ammoType = 'Beretta92FSMag', clipName = 'Beretta 92FS Magazine', clipIcon = 'Magazine_Beretta92FS', shootSound = '9x19mmLuger_Handgun', clickSound = 'DryFire_Pistol', ejectSound = 'stormy9mmClipEject', insertSound = 'LoadMagazine_Pistol', rackSound = 'PistolSlide', containsClip = 1, maxCapacity = 15, reloadTime = 10, rackTime = 10, clipData = RBeretta9mmMag}; local RBeretta9mmMag = { type = "Beretta92FSMag", moduleName = 'NCYawMod', reloadClass = 'ISReloadableMagazine', clipType = 'Beretta92FSMag', ammoType = 'Bullets9x19mmLuger', shootSound = 'none', clickSound = nil, ejectSound = 'none', insertSound = 'LoadRoundExternalMag', rackSound = 'LoadRoundExternalMag', containsClip = 0, maxCapacity = 15, reloadTime = 15, rackTime = 10}; local RBeretta40Pistol = { type = "BerettaPx4Storm", moduleName = 'NCYawMod', reloadClass = 'ISSemiAutoWeapon', ammoType = 'BerettaPx4StormMag', clipName = 'Beretta Px4 Storm Magazine', clipIcon = 'Magazine_BerettaPx4Storm', shootSound = '40S&W', clickSound = 'DryFire_Pistol', ejectSound = 'stormy9mmClipEject', insertSound = 'LoadMagazine_Pistol', rackSound = 'PistolSlide', containsClip = 1, maxCapacity = 14, reloadTime = 10, rackTime = 10, clipData = RBeretta40Mag}; local RBeretta40Mag = { type = "BerettaPx4StormMag", moduleName = 'NCYawMod', reloadClass = 'ISReloadableMagazine', clipType = 'BerettaPx4StormMag', ammoType = 'Bullets40SW', shootSound = 'none', clickSound = nil, ejectSound = 'none', insertSound = 'LoadRoundExternalMag', rackSound = 'LoadRoundExternalMag', containsClip = 0, maxCapacity = 14, reloadTime = 14, rackTime = 10}; local RColtPistol = { type = "Colt1911", moduleName = 'NCYawMod', reloadClass = 'ISSemiAutoWeapon', ammoType = 'Colt1911Mag', clipName = 'Colt 1911 Magazine', clipIcon = 'Magazine_Colt1911', shootSound = '45ACP', clickSound = 'DryFire_Pistol', ejectSound = 'stormy9mmClipEject', insertSound = 'LoadMagazine_Pistol', rackSound = 'PistolSlide', containsClip = 1, maxCapacity = 7, reloadTime = 10, rackTime = 10, clipData = RColtMag}; local RColtMag = { type = "Colt1911Mag", moduleName = 'NCYawMod', reloadClass = 'ISReloadableMagazine', clipType = 'Colt1911Mag', ammoType = 'Bullets45ACP', shootSound = 'none', clickSound = nil, ejectSound = 'none', insertSound = 'LoadRoundExternalMag', rackSound = 'LoadRoundExternalMag', containsClip = 0, maxCapacity = 7, reloadTime = 7, rackTime = 10}; local RSwPistol = { type = "S&W686", moduleName = 'NCYawMod', reloadClass = 'ISShotgunWeapon', ammoType = 'Bullets357Magnum', rackSound = 'RevolverClose', shootSound = '357Magnum', clickSound = 'DryFire_Pistol', insertSound = 'LoadRevolver', maxCapacity = 6, reloadTime = 10, rackTime = 10}; local RRugerRifle = { type = "Ruger1022", moduleName = 'NCYawMod', reloadClass = 'ISSemiAutoWeapon', ammoType = 'Ruger1022Mag', rackSound = 'RifleSlide', clipName = 'Ruger 10-22 Magazine', clipIcon = 'Magazine_Ruger10-22', shootSound = '22LR_Rifle', shootSoundPartial = '22LR_Rifle', clickSound = 'DryFire_Rifle', ejectSound = 'stormy9mmClipEject', insertSound = 'LoadMagazine_Rifle', bulletOutSound = 'stormy9mmClipEject', containsClip = 1, maxCapacity = 10, reloadTime = 10, rackTime = 10, clipData = RRugerRifleMag}; local RRugerRifleMag = { type = "Ruger1022Mag", moduleName = 'NCYawMod', reloadClass = 'ISReloadableMagazine', clipType = 'Ruger1022Mag', ammoType = 'Bullets22LR', shootSound = 'none', clickSound = nil, ejectSound = 'none', insertSound = 'LoadRoundExternalMag', rackSound = 'LoadRoundExternalMag', containsClip = 0, maxCapacity = 10, reloadTime = 10, rackTime = 10}; local RWinchesterRifle = { type = "Winchester94", moduleName = 'NCYawMod', reloadClass = 'ISShotgunWeapon', ammoType = 'Bullets3030Win', rackSound = 'LeverAction', shootSound = '3030Win', shootSoundPartial = '3030Win', clickSound = 'DryFire_Rifle', insertSound = 'LoadRoundInternalMag', bulletOutSound = "bulletOutVarmint", maxCapacity = 6, reloadTime = 10, rackTime = 10}; local RColtRifle = { type = "ColtAR15A3", moduleName = 'NCYawMod', reloadClass = 'ISSemiAutoWeapon', ammoType = 'ColtAR15A3Mag', rackSound = 'RifleSlide', clipName = 'Colt AR15-A3 Magazine', clipIcon = 'Magazine_ColtAR15A3', shootSound = '223Rem', shootSoundPartial = '223Rem', clickSound = 'DryFire_Rifle', ejectSound = 'stormy9mmClipEject', insertSound = 'LoadMagazine_Rifle', bulletOutSound = "bulletOutVarmint", containsClip = 1, maxCapacity = 30, reloadTime = 10, rackTime = 10, clipData = RColtRifleMag}; local RColtRifleMag = { type = "ColtAR15A3Mag", moduleName = 'NCYawMod', reloadClass = 'ISReloadableMagazine', clipType = 'ColtAR15A3Mag', ammoType = 'Bullets223Rem', shootSound = 'none', clickSound = nil, ejectSound = 'none', insertSound = 'LoadRoundExternalMag', rackSound = 'LoadRoundExternalMag', containsClip = 0, maxCapacity = 30, reloadTime = 30, rackTime = 10}; local RRemingtonRifle = { type = "Remington700SPS", moduleName = 'NCYawMod', reloadClass = 'ISShotgunWeapon', ammoType = 'Bullets308Win', rackSound = 'BoltAction', shootSound = '308Win', shootSoundPartial = '308Win', clickSound = 'DryFire_Rifle', insertSound = 'LoadRoundInternalMag', bulletOutSound = "bulletOutVarmint", maxCapacity = 5, reloadTime = 10, rackTime = 10}; local RSKSRifle = { type = "SKS45", moduleName = 'NCYawMod', reloadClass = 'ISSemiAutoWeapon', ammoType = 'SKS45Mag', clipName = 'SKS-45 Stripper Clip', clipIcon = 'Magazine_SKS-45', rackSound = 'RifleSlide', shootSound = '762x39mmM43', shootSoundPartial = '762x39mmM43', clickSound = 'DryFire_Rifle', ejectSound = 'stormy9mmClipEject', insertSound = 'StripperClip', bulletOutSound = "bulletOutVarmint", containsClip = 1, maxCapacity = 10, reloadTime = 10, rackTime = 10, clipData = RSKSMag}; local RSKSMag = { type = "SKS45Mag", moduleName = 'NCYawMod', reloadClass = 'ISReloadableMagazine', clipType = 'SKS45Mag', ammoType = 'Bullets762x39mm', shootSound = 'none', clickSound = nil, ejectSound = 'none', insertSound = 'stormyRevolverInsertRound', rackSound = 'stormyRevolverInsertRound', containsClip = 0, maxCapacity = 10, reloadTime = 10, rackTime = 10}; local RMossbergShotgun = { type = "Mossberg500AT", moduleName = 'NCYawMod', reloadClass = 'ISShotgunWeapon', ammoType = 'Shells12Ga', rackSound = 'ShotgunPump', shootSound = '12ga', shootSoundPartial = '12ga', clickSound = 'DryFire_Rifle', insertSound = 'ShotgunLoad', bulletOutSound = 'ShotgunPump', maxCapacity = 6, reloadTime = 10, rackTime = 10}; local RSawedOffMossbergShotgun = { type = "SawedOffMossberg500AT", moduleName = 'NCYawMod', reloadClass = 'ISShotgunWeapon', ammoType = 'Shells12Ga', rackSound = 'ShotgunPump', shootSound = '12ga', shootSoundPartial = '12ga', clickSound = 'DryFire_Rifle', insertSound = 'ShotgunLoad', maxCapacity = 6, reloadTime = 10, rackTime = 10}; local RHkSMG = { type = "HKMP5A3", moduleName = 'NCYawMod', --reloadClass = 'ISAutomaticWeapon', --broken reloadClass = 'ISSemiAutoWeapon', ammoType = 'HKMP5A3Mag', rackSound = 'RifleSlide', clipName = 'HK MP5A3 Magazine', clipIcon = 'Magazine_HKMP5A3', shootSound = '9x19mmLuger_SMG', shootSoundPartial = '9x19mmLuger_SMG', clickSound = 'DryFire_Rifle', ejectSound = 'stormy9mmClipEject', insertSound = 'LoadMagazine_Rifle', bulletOutSound = "bulletOutVarmint", containsClip = 1, maxCapacity = 30, reloadTime = 10, rackTime = 10, clipData = RHkSmgMag}; local RHkSmgMag = { type = "HKMP5A3Mag", moduleName = 'NCYawMod', reloadClass = 'ISReloadableMagazine', clipType = 'HKMP5A3Mag', ammoType = 'Bullets9x19mmLuger', shootSound = 'none', clickSound = nil, ejectSound = 'none', insertSound = 'LoadRoundExternalMag', rackSound = 'LoadRoundExternalMag', containsClip = 0, maxCapacity = 30, reloadTime = 30, rackTime = 10}; --/** ==================================================**/----/** ReloadUtil **/----/** ==================================================**/-- ReloadUtil:addMagazineType(RRugerPistolMag)ReloadUtil:addMagazineType(RBeretta9mmMag)ReloadUtil:addMagazineType(RBeretta40Mag)ReloadUtil:addMagazineType(RColtMag)ReloadUtil:addMagazineType(RRugerRifleMag)ReloadUtil:addMagazineType(RColtRifleMag)ReloadUtil:addMagazineType(RSKSMag)ReloadUtil:addMagazineType(RHkSmgMag)ReloadUtil:addWeaponType(RRugerPistol)ReloadUtil:addWeaponType(RBeretta9mmPistol)ReloadUtil:addWeaponType(RBeretta40Pistol)ReloadUtil:addWeaponType(RColtPistol)ReloadUtil:addWeaponType(RSwPistol)ReloadUtil:addWeaponType(RRugerRifle)ReloadUtil:addWeaponType(RWinchesterRifle)ReloadUtil:addWeaponType(RColtRifle)ReloadUtil:addWeaponType(RRemingtonRifle)ReloadUtil:addWeaponType(RSKSRifle)ReloadUtil:addWeaponType(RMossbergShotgun)ReloadUtil:addWeaponType(RSawedOffMossbergShotgun)ReloadUtil:addWeaponType(RHkSMG)OR get the file on my dropbox, and simply delete ISReloadUtil and put NCYawModReload in its place. Can't wait to use these on my server! Woo! Hope I was able to help bro. After a bunch of tests it seems everything is working correctly.
     
    https://www.dropbox.com/s/rabzobf0pt8oxue/NCYawModReload%20Fix.zip?dl=0
     
    Vital
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