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Arsenal26

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  1. Like
    Arsenal26 reacted to Axezombie in Turning while walking is herky jerky if you are smoking   
    same thing while you eat
  2. Like
    Arsenal26 reacted to Mork in Moving character on stoping his own alarm   
    When I clic to stop the alarm of my character's watch, the character first moves for few steps, then stops the alarm. He shouldn't have to move.
  3. Like
    Arsenal26 reacted to SonnyJim in Moving character on stoping his own alarm   
    There's a beta 41 mod that's just been added to the Steam Workshop - it is specifically for this issue and I am testing it out now.
  4. Like
    Arsenal26 reacted to ZombiesLoveBrainiacs in [41.19] Inventory Sanity Mod (Auto-Walk & Container Switch)   
    I disabled eris minimap & started a new game, now it works just fine!
  5. Like
    Arsenal26 reacted to Bourbon in Gun parts and more realistic way to repair guns   
    I really like guns, but i think that system goes to deep. Most people would just be confused. Sometimes less is more.
     
    But i agree that the current repair system is just dumb.
  6. Like
    Arsenal26 reacted to MrTrololo in Gun parts and more realistic way to repair guns   
    character would be able to find gun parts in some places,and even assemble complete one if he have proper knowledge
    optionally parts can be used to repair weapons by using proper parts(replacing degraded ones with parts with better condition)
    also he would be able to dismantle guns for parts(screwdriver required)
    repairing gun by that way wouldn't increase repair counter,because we only replacing parts
    example parts:
    -barrel
    -receiver
    -firing pin
    -spring
    -trigger system
    -bolt(for rifles)
    character would be also able to create wooden stock for shotgun or rifle if he have materials and tools
  7. Like
    Arsenal26 reacted to MrTrololo in Hip fire   
    character would be able to perform hip firing(shoot without RMB holding),that would allow character to move with regular speed and shoot at the same time,but fire would be less accurate,would be practically useless with pistols and rifles,but at least in theory would be useful with shotguns(especially sawed-off ones).
    rather something for people who would like to play in crowd control with entire horde
  8. Like
    Arsenal26 reacted to Lord_of_Cats in Let us finally use the crowbar to open doors   
    I think that would be great, but it should lower the durability of the window/door you use the crowbar on, maybe even break them if you don't use it well. (Perhaps based on the carpentry skill for knowledge on where to pry?)
  9. Like
    Arsenal26 reacted to Stormc12 in Let us finally use the crowbar to open doors   
    Absolutely. Allowing it to open windows and doors will make it not just another weapon, but a potentially viable tool that just has an added bonus of being able to bash in the brains of those who happen to take notice of you opening anything.
  10. Like
    Arsenal26 reacted to ZombiesLoveBrainiacs in Let us finally use the crowbar to open doors   
    I was sure that would be a thing in 41 - but it's still not possible. Please? :[
  11. Spiffo
    Arsenal26 got a reaction from ZombiesLoveBrainiacs in [41.19] Inventory Sanity Mod (Auto-Walk & Container Switch)   
    [UPDATE] This mod now fixes Auto-Walking to EVERYTHING ELSE.... and still adjusts Inventory Column category Width.... 
    [UPDATE] Uploaded a separate column width mod just in case, to ensure everyone can play how they want...
     
     
     
     
    [41.20] VANILLA FIX IS IN
     
    Im sure there is a good reason for the way looting and interacting with containers is the way it is for animation purposes. But I just prefer that container windows not switch automatically away from the one you are transferring items to/from, and that the character not try to automatically walk closer to containers which are already in range to where you can see the contents. I guess depending on what the majority of players want, this may or may not be adjusted in due time as there are other things higher on the priority que, and understandably so with an update this big.
     
    In the mean time... here is a temporary fix for anyone who also prefers not to have inventory windows automatically switch away from the one you are trying to transfer items to and from while looting or managing your inventory.
     
    AUTO-WALKING fix - To prevent your character from auto-walking to containers that are within range and contents already visible...
    Change the value from 2 to 3 in line #135 of "...media/lua/shared/luautils.lua" so it reads :
    **** NOTE : 2.5 seemed to work well also.... but I'm using 3 just to be sure. This does not seem to affect the range at which contents become visible... I think...

    CONTAINER SWITCHING fix - To prevent your character from auto-selecting the wrong container and switching away from the one you are transferring to/from...
    Comment out lines #67, 68, 69 of "...media/lua/client/TimedActions/ISInventoryTransferAction.lua" so it reads :
     
    Preliminary testing seems to behave as I intended, in that the container view will not change as you are transferring items to/from adjacent containers of which the contents are visible and in range. And your character will not try to get closer to containers that are already in range, simplifying the task of inventory management and looting.
     
    Not responsible for any short sightedness or breakages these changes may cause. Use at your own risk... Posting the changes like this for Gog users, assuming you know how to make a simple mod in your "...user/Zomboid/mods" directory,  And it's on Steam as well...
     
    Edit... Also adjusts "Category" column width making it narrow and all the way to the right or the inventory pane.
     
     
    Updated for [41.19]
     

    Workshop ID: 1907803085
    Mod ID: InventorySanity
  12. Like
    Arsenal26 reacted to Loskene in Wrong auto-move when interacting with objects   
    Yeah, all this unwanted movement -after- you've gotten the container menu displaying what you want makes it really annoying to transfer loot or do multi-step actions without constantly readjusting the char or the menu. Particularly on controller since you have less options for moving many items at once to begin with.
  13. Like
    Arsenal26 reacted to SonnyJim in Wrong auto-move when interacting with objects   
    Yes I made a few posts about this across Steam and Indie forums over a week ago I think.
    Yesterday I decided to install a new mod
     
    "Inventory Sanity mod" by Arsenal26 on the Workshop - who has also posted in this thread - thank you mate for your mod!
     
    Whilst I would prefer a vanilla update for it, I'm happy to report the mod has made looting and item transfers fun again.
    One can only hope with something that simple, TIS will fix this very soon in a beta update.
  14. Like
    Arsenal26 got a reaction from SonnyJim in Wrong auto-move when interacting with objects   
    same for looting corner counters.
  15. Like
    Arsenal26 reacted to Loskene in [41.19] Inventory Sanity Mod (Auto-Walk & Container Switch)   
    I just added my comments to the gripe thread about this very problem and I see this here now, holy hell thank you. Moving lots of loot has been the least enjoyable part of B41 for myself and my splitscreen partner the entire time we've been playing it, entirely because of these unpredictable movement and menu switching issues, so this is a welcome fix. The annoying column width fix is a real nice cherry on the top too, both of us agree the interface is in dire need of a fresh coat of paint after all the animation changes, but we understand it's early days yet. Still having fun, but this makes it a lot easier to enjoy.
  16. Like
    Arsenal26 got a reaction from Loskene in [41.19] Inventory Sanity Mod (Auto-Walk & Container Switch)   
    [UPDATE] This mod now fixes Auto-Walking to EVERYTHING ELSE.... and still adjusts Inventory Column category Width.... 
    [UPDATE] Uploaded a separate column width mod just in case, to ensure everyone can play how they want...
     
     
     
     
    [41.20] VANILLA FIX IS IN
     
    Im sure there is a good reason for the way looting and interacting with containers is the way it is for animation purposes. But I just prefer that container windows not switch automatically away from the one you are transferring items to/from, and that the character not try to automatically walk closer to containers which are already in range to where you can see the contents. I guess depending on what the majority of players want, this may or may not be adjusted in due time as there are other things higher on the priority que, and understandably so with an update this big.
     
    In the mean time... here is a temporary fix for anyone who also prefers not to have inventory windows automatically switch away from the one you are trying to transfer items to and from while looting or managing your inventory.
     
    AUTO-WALKING fix - To prevent your character from auto-walking to containers that are within range and contents already visible...
    Change the value from 2 to 3 in line #135 of "...media/lua/shared/luautils.lua" so it reads :
    **** NOTE : 2.5 seemed to work well also.... but I'm using 3 just to be sure. This does not seem to affect the range at which contents become visible... I think...

    CONTAINER SWITCHING fix - To prevent your character from auto-selecting the wrong container and switching away from the one you are transferring to/from...
    Comment out lines #67, 68, 69 of "...media/lua/client/TimedActions/ISInventoryTransferAction.lua" so it reads :
     
    Preliminary testing seems to behave as I intended, in that the container view will not change as you are transferring items to/from adjacent containers of which the contents are visible and in range. And your character will not try to get closer to containers that are already in range, simplifying the task of inventory management and looting.
     
    Not responsible for any short sightedness or breakages these changes may cause. Use at your own risk... Posting the changes like this for Gog users, assuming you know how to make a simple mod in your "...user/Zomboid/mods" directory,  And it's on Steam as well...
     
    Edit... Also adjusts "Category" column width making it narrow and all the way to the right or the inventory pane.
     
     
    Updated for [41.19]
     

    Workshop ID: 1907803085
    Mod ID: InventorySanity
  17. Like
    Arsenal26 reacted to elislavkat in [B41] Zombies React Apathetically to Players on the Opposite Side of Transparent Tall Fences   
    i thinks they must trying to catch me even through transparent fence. but if it grid fence i should be unable to attack them with heavy weapon, maybe only spears and stubs.
  18. Like
    Arsenal26 reacted to Milkdromeda in [B41] Zombies React Apathetically to Players on the Opposite Side of Transparent Tall Fences   
    https://imgur.com/a/I2uPMXc (From the ‘Are zombies omnipotent,’ thread)
    In my experience some will plan a path around, a quite elaborate one I might add, and others will just keep on banging. 
     
    I’d suggest you check out the aforementioned thread, as people bring up some good points regarding this zombie pathfinding situation.
  19. Like
    Arsenal26 reacted to Okamikurainya in [B41] Zombies React Apathetically to Players on the Opposite Side of Transparent Tall Fences   
    As the title suggests, they'll growl and moan and hiss in reaction to the player, but they'll remain rooted to the spot.
    IIRC, in previous versions they'd follow the player along the fence or path around it if easily available... Now they register that they've detected the player but make no move towards them.
  20. Like
    Arsenal26 reacted to elislavkat in Wrong auto-move when interacting with objects   
    Same things with all actions - character always going somethere.  I'm using "take all" btn. As I remember,  with drag and drop items to inv - character stayed on place, maybe it was just a random
  21. Like
    Arsenal26 reacted to Mork in Wrong auto-move when interacting with objects   
    Ok, this one bug is more of an issue for me than any other bug.

    When interacting with an object (furniture), the character will automatically move to a "better" position to interract with it. The problem is it generally positions the character on the wrong spot when it was already in the good position. For instance:
    - Character moving into another furniture.
    - Character moving few steps away from the object (still able to perform the planed action, like taking objects, but will be too far away to, for instance, to access the furniture inventory after that)
    - Character turning to face away from the object
    - And the last but not the least: while building a shelf inside a house, character decide to exit the house, and get around it in order to be on the exterior of the wall I wanted to build the shelf on. From there, it then proceed to build the shelf. Good thing, it still built the shelf on the "inside face" of the wall, while working from the outside of the house.

    This moving bug can be pretty annoying when you're trying to loot a house without being seen by the Zs (character moving unpredictably when you want loot cupboard and such).
    Thank you in advance for this much needed fix.
  22. Like
    Arsenal26 reacted to kheinex in Supressors & More Attachments   
    It would be dope if you could add supressors both handguns & rifles and more attachemnts such as red dot  and more scopes.
  23. Like
    Arsenal26 reacted to Ciber Ninja in Utility Vehicles   
    Things like scissorlifts, tractors, and bulldozers. 
    I was thinking forklifts too, but not sure those would work out.
    Scissorlifts would be really interesting though, like an elevator that is propane powered. 
    Tractors would add a ton of immersion to the whole rural Kentucky feel of the game.
    Bulldozers or any other type of construction equipment would also look great in the many construction sites.
    You don't even have to make them driveable immediately, just let you enter the cab and be like "I don't know how to operate this vehicle". 
  24. Like
    Arsenal26 reacted to Fritz in Younger & Older Characters   
    With the animations update coming, the models of characters are being overhauled and with this comes many more possibilities for modding. For people who play RP servers for example some of us play older characters or teenage characters and yet the models of the default characters generally don't seem to be able to reflect this, rather being more suited toward the default 27 year old character the info button denotes. So will it be possible to mod such types of characters into the game, and have them be selectable?
     
    It would probably be a lot of work as they would need their own animations, and maybe their own accompanying traits .(e.g - old people get weakness/lower strength, reduced stamina, unfit etc. as a tradeoff, and maybe the benefit being something like an 'experienced,' multiplier that adds up onto all your skills, or maybe only the occupational ones)
     
    Perhaps the menu would look something like this? 

     
    I'm no modder so I don't know what the inner workings of how to do this stuff is like, but it'd be awesome to have.
  25. Like
    Arsenal26 got a reaction from Zorak in Long gun req sling for Hotbar   
    I noticed that you can place any long gun on your back... Maybe a prerequisite for this should be a sling ?
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