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.
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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...
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.
- 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!
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.
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...
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.
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One thing that bothers me a bit is that this mod overrides the files
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.