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

Hey, love the mod. I've been playing it in 1.2 and was wondering if you plan to add a T4 knife/machete/katana and also T4 for the other melee weapons like knuckles and club. I had to respec once I found a T4 pole axe because it is way more powerful than any other melee weapon I found so I wanted to take advantage of it. But it'd be better if there were equally powerful weapons for the other melees.
a T4 melee will come at every major update like 3.0 >>> 4.0  >>> 5.0 

 
my game is ignoring the mod because it wants a Modinfo.xml nothing is breaking or being red highlighted just the weapons are not there. I've turned of the EAC so i don't understand why its not showing up and what this ModInfo.xml is

 
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my game is ignoring the mod because it wants a Modinfo.xml nothing is breaking or being red highlighted just the weapons are not there. I've turned of the EAC so i don't understand why its not showing up and what this ModInfo.xml is


make sure your "Mods" look like this not putting the whole "IZY_GUNPACK_AIO_1.2_V4 28-12-2024"  inside Mods folder

and the "Modinfo.xml" should be inside of each "X" pack folders, 

qwdqwdq.png

 
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my game is ignoring the mod because it wants a Modinfo.xml nothing is breaking or being red highlighted just the weapons are not there. I've turned of the EAC so i don't understand why its not showing up and what this ModInfo.xml is
every mod needs a modinfo.xml file to work, if it's missing, locate which folder it is and then fix it by replacing it with the updated folder.

 
I think that counts as a sledgehammer according to the description of it. Although it would make more sense for it to count as a club but if it did the club book series would count towards it and I think it'd be a little overpowered at that point lol
Yes, it's a sledgehammer.  It has the speed of one, along with the increased damage of one.  I think it would be better as a club, with club stats (speed/damage) because it's really a morning star, which is essentially a club.  There could be a different weapon for use as a sledgehammer that looks more appropriate, imo.  Two handed great hammer, for example.  This one is really a nice weapon, but I just don't use it because I don't like sledgehammer weapon speeds.  If it was the speed of a club, it would be great.

 
i have an idea for the 25 mm grenades tree and thats the xm 109 which is a 25mm payload rifle that i believe uses the same programable ammunition as the xm25 punisher, tbh im a antimatierial rifle fiend maybe you could do a amr tree? definately wish i could help in the production of this mod.

 
Hi I attempted to upload this to my rented dedicated server and I got an access denied because of the script.  Could you explain what I'm doing wrong for installing on a dedicated server?

 
Hi I attempted to upload this to my rented dedicated server and I got an access denied because of the script.  Could you explain what I'm doing wrong for installing on a dedicated server?
I'm having a similar issue with GPortal.  I think it might be related to 2 files in 0-CustomParticleLoader - there are 2 .exe files that I cannot transfer over - server prevents those from uploading (editbin.exe and link.exe).  I'm gonna play around with this today and see if I can get something to work, but that seems to be where I'm running into issues.

 
Someone explain to me what I have to do to make the mod work, because the zombies don't move and I don't know how to fix it, I tried to read what you commented but I don't understand English and it's very difficult for me to understand, I would like you to tell me what I have to do to make the mod work, I've been waiting for months for this mod to be updated and I would really like to be able to use it, do I have to create a folder called TFP harmory or what is the thing?

 
Apparently, my screenshots didn't load, so let's try again.

View attachment 33362

View attachment 33363
I have the same problem as the user above, but in my case, the same maneuver didn’t work. To fix this issue, i cleared the game data, reinstalled the game three times, reinstalled the mods dozens of times, and even downloaded the mod from multiple sources where you uploaded it, hoping it would work – unfortunately, none of this brought significant results.

The only solution i managed to find during this struggle was to remove "CustomParticleLoader", "Alter OverrideSounds", and weapons 7.62 folder, as they were also causing the issue. However, removing these modifications takes away a large part of the enjoyment i once had when playing with your mods.

So, my last resort is your help. What else could i do to eliminate this problem?

 
Someone explain to me what I have to do to make the mod work, because the zombies don't move and I don't know how to fix it, I tried to read what you commented but I don't understand English and it's very difficult for me to understand, I would like you to tell me what I have to do to make the mod work, I've been waiting for months for this mod to be updated and I would really like to be able to use it, do I have to create a folder called TFP harmory or what is the thing?
That is a TFP "mod".  If you don't have it, you accidentally deleted it at some point.  Or something else deleted it (mod launcher, antivirus, etc).  In any case, verifying files through the game launcher should restore it.  Not having that will cause zombies to not move.

I have the same problem as the user above, but in my case, the same maneuver didn’t work. To fix this issue, i cleared the game data, reinstalled the game three times, reinstalled the mods dozens of times, and even downloaded the mod from multiple sources where you uploaded it, hoping it would work – unfortunately, none of this brought significant results.

The only solution i managed to find during this struggle was to remove "CustomParticleLoader", "Alter OverrideSounds", and weapons 7.62 folder, as they were also causing the issue. However, removing these modifications takes away a large part of the enjoyment i once had when playing with your mods.

So, my last resort is your help. What else could i do to eliminate this problem?
You will also need to reinstall that folder if you are having the same problem.  Check to see if you have the folder first.  It is possible you have some conflict in mods as well, though zombies not moving have always been fixed when people restored that harmony folder.  Worst case, ask someone to send you a copy of the folder and just put it into the mods folder.

 
That is a TFP "mod".  If you don't have it, you accidentally deleted it at some point.  Or something else deleted it (mod launcher, antivirus, etc).  In any case, verifying files through the game launcher should restore it.  Not having that will cause zombies to not move.

You will also need to reinstall that folder if you are having the same problem.  Check to see if you have the folder first.  It is possible you have some conflict in mods as well, though zombies not moving have always been fixed when people restored that harmony folder.  Worst case, ask someone to send you a copy of the folder and just put it into the mods folder.


I created the mods folder and there I put the mods folders that I downloaded, I never had that folder called TFP harmory, how do I get that folder, by reinstalling the game or what do I have to do?

image: https://ibb.co/mpW1wZW

 
I created the mods folder and there I put the mods folders that I downloaded, I never had that folder called TFP harmory, how do I get that folder, by reinstalling the game or what do I have to do?

image: https://ibb.co/mpW1wZW
The Harmony mod is located in your game's EXE folder's Mods folder, not in %appdata%.  That Mods folder is there by default and doesn't have to be created.

 
I already showed the process for restoring it:


nah, you can just verify the files thru steam and it will download.


The Harmony mod is located in your game's EXE folder's Mods folder, not in %appdata%.  That Mods folder is there by default and doesn't have to be created.


I already checked the files and the folder already appeared, and even so it only throws error at me when entering a world, I can't move because the console begins to thicken many errors that the object does not appear or something like that, now the one that can't move it's me XD

the console when I step forward I spam all the time this command:

NullReferenceException: Object reference not set to an instance of an object
  at pfeetybuvjiyxiiygoixsugyntavvqfjdvgyvqveeppcnxiaga.pfeetybuvjiyxiiygoixsugntavvqfjdvgyvquveeppcnxiaga.Prefix (vp_FPWeapon __instance) [0x001ab] in <0a684abc2cb743ed974fd9a57f8fec98>:0 
  at (wrapper dynamic-method) vp_FPWeapon.DMD<System.Void vp_FPWeapon:UpdateSwaying()>(vp_FPWeapon)
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Void vp_FPWeapon:UpdateSwaying()>(vp_FPWeapon)
  at vp_FPWeapon.FixedUpdate () [0x00012] in <cf106f0fabce4b568ad6c0e783024e88>:0

EDIT: I did what they recommended, which was to check if all the files were installed and what I needed was installed, and now every time I want to walk I get that error I mentioned and I don't know why it is, I will have to reinstall the game from scratch.

 
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Hi Izayo.  Was there any gun that was removed or changed in some way such as mods that can no longer be attached to it between 3.0 and 4.0 versions?  I just tried loading up a game with your updated 4.0 mod and had no problems with it myself, but someone I play the game with who has also updated to 4.0 can't get into the game.  They get a ton of red errors about the toolbelt.  My best guess is that there's something on his toolbelt that isn't available anymore or has a mod attached that can't be attached anymore.  He can load into his own new game just fine with the mod, so it's something in our game.  But our game worked fine with 3.0.  But the last time we played was also on 1.2 and not 1.3, so it could be related to that somehow as well.  I'm considering reinstalling 3.0 for both of us and see if we can get him into the game and then empty his toolbelt and then switch back to 4.0 and see if he can get in.  But he's not great and installing mods and doesn't really want to go back and forth, so I wanted to see if you might have any thoughts before we try that.

 
Hi Izayo.  Was there any gun that was removed or changed in some way such as mods that can no longer be attached to it between 3.0 and 4.0 versions?  I just tried loading up a game with your updated 4.0 mod and had no problems with it myself, but someone I play the game with who has also updated to 4.0 can't get into the game.  They get a ton of red errors about the toolbelt.  My best guess is that there's something on his toolbelt that isn't available anymore or has a mod attached that can't be attached anymore.  He can load into his own new game just fine with the mod, so it's something in our game.  But our game worked fine with 3.0.  But the last time we played was also on 1.2 and not 1.3, so it could be related to that somehow as well.  I'm considering reinstalling 3.0 for both of us and see if we can get him into the game and then empty his toolbelt and then switch back to 4.0 and see if he can get in.  But he's not great and installing mods and doesn't really want to go back and forth, so I wanted to see if you might have any thoughts before we try that.
nothing changed for weapon's mod.
but some weapon's name has changed I can't remember.

 
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