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(1.1+) IZY-All in One Gun Pack v.4 + Vanilla Gun Replacer Pack v1.2 bugs fixed (updated)

I can't help with these zombie spawning errors thingy.  maybe it's related to game save continuing. people need to learn that everytime they install or update something big

they should create a new-game with gamemode-on to test if that new mod will breake the game or not.

most people can play with this lastest update with no problem (singleplayer / multiplayers ).

those who have random red errors or zombies doesn't move were mostly :

- didn't disable EAC (easy anti cheat)

- refused to have closer_ex's customparticle script (RPG / grenade not explode)

- accidently removed "0_TFP_Harmony"

- refused to replace all files in the new update. everything you see in the pack are changed. you must replace "EVERYTHING" in there.

for the light blub buff thing name "IZYbelt something something"   will not affect your gameplay  I made it to support the realtime visible ammo in belt in LMG type weapon.

I just forgot to hide the symbol. 

 
I can't help with these zombie spawning errors thingy.  maybe it's related to game save continuing. people need to learn that everytime they install or update something big

they should create a new-game with gamemode-on to test if that new mod will breake the game or not.

most people can play with this lastest update with no problem (singleplayer / multiplayers ).

those who have random red errors or zombies doesn't move were mostly :

- didn't disable EAC (easy anti cheat)

- refused to have closer_ex's customparticle script (RPG / grenade not explode)

- accidently removed "0_TFP_Harmony"

- refused to replace all files in the new update. everything you see in the pack are changed. you must replace "EVERYTHING" in there.

for the light blub buff thing name "IZYbelt something something"   will not affect your gameplay  I made it to support the realtime visible ammo in belt in LMG type weapon.

I just forgot to hide the symbol. 
I know you can't help, just reporting an issue, the strange thing is that if i remove your mod the zombie errors are gone, and also, as i mentioned, the exact same Mod folder on my notebook wife run the game completely fine with your mod installed. (everything exactly the same, game version, mods, new save.. etc)..
For the record, all the common problems that you mentioned doesnt applie in my case, im creating a new save game and everything else i made it right. Also played a long time on a21 and never got a issue like that.

 
I was wondering if you had plans to add a glock 19 into the mod as i really enjoyed playing with the glock in 7d2d alpha version with your other mod.

If you didnt have any plans to add it soon, I was wondering if I could pay to have it done asap, as I really enjoyed it in my game, you do amazing work. 

If this is possible could you let me know how much you would charge thank you.

Teggie

 
I know you can't help, just reporting an issue, the strange thing is that if i remove your mod the zombie errors are gone, and also, as i mentioned, the exact same Mod folder on my notebook wife run the game completely fine with your mod installed. (everything exactly the same, game version, mods, new save.. etc)..
For the record, all the common problems that you mentioned doesnt applie in my case, im creating a new save game and everything else i made it right. Also played a long time on a21 and never got a issue like that.


I will poke under the hood tonight to see if I notice anything, but I haven't gotten those errors whenever I install the mods on my computer (SP only).  Are their specific zombies where you are seeing the issue?  That would help to narrow down the search (I will also look at the previous posted logfile as I can't do it here at work).

 
No issues noted at all.  I did it two different ways:

First load, original mod only (no optionals)

Second load, all optionals installed

logfile from both loads, no errors in loading entityclasses which is the error you guys are getting.

https://pastebin.com/5ZWZXeTv

 
No issues noted at all.  I did it two different ways:

First load, original mod only (no optionals)

Second load, all optionals installed

logfile from both loads, no errors in loading entityclasses which is the error you guys are getting.

https://pastebin.com/5ZWZXeTv
I just found out that the problem seens to be with the particle loader, not sure why. If i delete the folder, i get no errors from the game, but every time i click "Exit" the game crashes.

 
Awesome work, Izayo!

I seem to be missing the PistolHoldStyle and the Advanced Repair Kit in-game despite having the files in the mod folder. I'm not sure if I'm missing something. Everything else that I have tested seems to be in working order.

Version: 2.2

Thank you

 
Awesome work, Izayo!

I seem to be missing the PistolHoldStyle and the Advanced Repair Kit in-game despite having the files in the mod folder. I'm not sure if I'm missing something. Everything else that I have tested seems to be in working order.

Version: 2.2

Thank you
you can craft pistol holdstyle mod  and put it in the cosmetic slot in any pistol type it will change the way you hold pistol in first person view

advanced repair kit are for the T4 gun

 
Awesome mod love the addition with the extra weapons, this was a must for me last alpha. 

I have come across and issue with demos. When I use a xml edit in entityclass to disable the ability to detonate them via C4 Button it appears the edit conflicts with something in the folder named "0-CustomParticleLoader". When the demo reaches 0 health it will immediately detonate without triggering its C4 Button. When I delete this folder the issue stops and they have no detonation ability.

This is the xml modlet i add to remove the explosive ability from the demos. 

<configs>

    <remove xpath="/entity_classes/entity_class[@name='zombieDemolition']/property[@name='Class']"/>

</configs>
 

Any thoughts on what may cause this issue? The mod seems to work fine without the "0-CustomParticleLoader" folder. was just curios.

 
Awesome mod love the addition with the extra weapons, this was a must for me last alpha. 

I have come across and issue with demos. When I use a xml edit in entityclass to disable the ability to detonate them via C4 Button it appears the edit conflicts with something in the folder named "0-CustomParticleLoader". When the demo reaches 0 health it will immediately detonate without triggering its C4 Button. When I delete this folder the issue stops and they have no detonation ability.

This is the xml modlet i add to remove the explosive ability from the demos. 

<configs>

    <remove xpath="/entity_classes/entity_class[@name='zombieDemolition']/property[@name='Class']"/>

</configs>
 

Any thoughts on what may cause this issue? The mod seems to work fine without the "0-CustomParticleLoader" folder. was just curios.
Customparticleloader existed to allow me to put random explosion effects into the game like 25mm grenade / RPG explosion. 

you can remove it but RPG and 25mm grenade will not explode. but you can change their explosion effects to use vanilla effect.

 
Customparticleloader existed to allow me to put random explosion effects into the game like 25mm grenade / RPG explosion. 

you can remove it but RPG and 25mm grenade will not explode. but you can change their explosion effects to use vanilla effect.
Any thoughts on why it causes demos to explode at 0 health when disabling their explosives ability? 

 
I just found out that the problem seens to be with the particle loader, not sure why. If i delete the folder, i get no errors from the game, but every time i click "Exit" the game crashes.
That's interesting. I'll try that. The problem with our issue is it seems like it's rare. I've tried new save and loading only these mods as well. Not sure why the particle loader would affect the zombie spawning or interfering with the entityclasses.xml.

No issues noted at all.  I did it two different ways:

First load, original mod only (no optionals)

Second load, all optionals installed

logfile from both loads, no errors in loading entityclasses which is the error you guys are getting.

https://pastebin.com/5ZWZXeTv
Try looking at my original post. It'll tell you which ones get errors.

 
Thanks for the 2.2 update! I've found no bugs so far the and problem with the explosives dealing block damage was fixed so I really really thank you for that :)

I can't wait for the next update! Take as much time as you need, we will love it no matter how long it takes. Make sure you take care of yourself too!

 
hey mate! i play with the walkersim mod, but i do notice alot of your guns dont produce sound. or enough sound, to lure enemies. is that something with the config settings? (or perhaps heat generation too) 

 
Picklefart said:
Any thoughts on why it causes demos to explode at 0 health when disabling their explosives ability? 
I think it's not related to my mod. I have test with and without the customparticleloader. its normal for me

hey mate! i play with the walkersim mod, but i do notice alot of your guns dont produce sound. or enough sound, to lure enemies. is that something with the config settings? (or perhaps heat generation too) 
I have no idea friend. sorry

 
I think it's not related to my mod. I have test with and without the customparticleloader. its normal for me
It when used in conjunction with a mod that disables the demo explosion. Basically the mods disables the ability to push the detonation button on the demos chest. When used with your weapons mod the Customparticleloader files cause the demo zombie to explode at 0 health. Was just curious to see if you would have an idea why they would have that effect. No worries, deleted the other mod from the server. 

 
It when used in conjunction with a mod that disables the demo explosion. Basically the mods disables the ability to push the detonation button on the demos chest. When used with your weapons mod the Customparticleloader files cause the demo zombie to explode at 0 health. Was just curious to see if you would have an idea why they would have that effect. No worries, deleted the other mod from the server. 


One thing you can do if you still want to nerf the demos is reduce the damage effect when they explode.  They still explode but cause less damage to blocks.

You can also change them to do damage to entities but next to nothing to blocks.

 
One thing you can do if you still want to nerf the demos is reduce the damage effect when they explode.  They still explode but cause less damage to blocks.

You can also change them to do damage to entities but next to nothing to blocks.
Thanks, may give that a try. Never been a big fan of special zombies. I prefer regular zombies and massive amounts of them. 60-80 zombies per wandering horde and massive amounts of zombies in the cities. Thanks for the message. 

 
Anyone else know if you are still able to loot guns with this mod installed?

I can loot melee weapons, but I havent seen many guns yet after lots of testing. Between loot stages of 50 all the way up to 800, i've tested t3-t5 POIs and all the locked chests, gun safes, weapons bags etc. Only thing I've ever manged to find was a chinalake pump grenade launcher.

To add on- I just have loot abundance cranked to 200% before I see rarely just one gun in high tier POIs in the weapon bag or locked chest. But still, the end chests often still do not contain any guns, either mod pack nor vanilla. Also, I've tested a lot of loot bags as well; loot abundance around 200, yellow blue and red. About 50+ of each, and I haven't seen a single gun get dropped from any bags.

Is this intended?

 
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