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Gnamod

What Gnamod do you use?

  • Gnamod Core

    Votes: 23 62.2%
  • Gnamod Core (Classic Toolbar)

    Votes: 1 2.7%
  • Gnamod UI

    Votes: 0 0.0%
  • Gnamod UI (Classic Toolbar)

    Votes: 0 0.0%
  • Gnamod Horde Mode Only

    Votes: 10 27.0%
  • Gnamod Horde Mode Only (Classic Toolbar)

    Votes: 0 0.0%
  • Gnamod Core and Horde Mode

    Votes: 3 8.1%
  • Gnamod Core and Horde Mode (Classic Toolbar)

    Votes: 0 0.0%

  • Total voters
    37
Good work buddy, if you do manage to get it complete let me know cos we are looking for a new MOD to play and I remember Horde mode from A17 it was excellent
Yeah when it is stable I will post here and update the post for it as well. It's getting real close, just ironing out some bugs and inconsistencies.

 
Just a small update.

Gnamod 0.8 Alpha 3 including Horde Mode as a modlet is out on the Mod Launcher for testing and tuning. If people want to give it a spin to try out I appreciate feedback on the new balance for both the Core mod and Horde Mode. My plan is to push it all out to stable before the end of this week, most likely sooner if I do not encounter any breaking issues.

Once that happens I will post a proper update here with release notes on all that has been changed and altered and also restructure the download on the Mod Launcher. I noticed that having seperate downloads for CoreUI on there is only confusing and thus I will be removing them. Instead there will only be two or three downloads there: Stable, Latest and possibly an experimental or temp download version for testing/releasing.

The Mod Launcher and modlets in general allow relative ease of finetuning for the user and I will further use this in the future. This means a Gnamod download will include all the modlets associated with it (Currently: Core, CoreUI, CoreUI Classic Toolbelt and Horde Mode). Classic Toolbelt and Horde Mode will both start off disabled and be optional for users that want to play these modes. There is no real need to require multiple installs for what is essentially only a couple of simple tweak files (As 99% of the mod is still in the files of Core). This also means people that just seek the UI can either just turn off the Core mod or use the modlet version that is hosted by my friend Ragsy and available through the Mod Launcher manage modlets. 

In the future I want to expand the modlet selection for Gnamod Core further by adding back modes such as Nomadic, Last Stand and Necropolis and perhaps other tuning mods for difficulty such as a more Survival oriented or Romero style gameplay. But this all will happen somewhere after the full release of A19, possibly around 19.4 most likely. I will of course start porting over the mod as soon as experimental is out but I estimate it will take some time like it did when A18 was released. 

 
Alright everyone, the waiting is finally over as I have just released Gnamod 0.8.0 to the Mod Launcher stable and will very soon also update the manual download packages.

Here are some Highlights:

- Horde Mode is back. It is part of the download from the launcher and can be enabled with the 'Manage Modlets' button. It comes with 3 maps to play on with difficultly based on the biome you start in.
- Full economy and trader overhaul: All prices redone from the ground up, calculated prices based on raw materials. Traders have specialized stocks, lost their compound damage immunity and have more different vending machines available.

- Fixed a load of exploits that existed in the previous version while balancing.

- Improvements done to loot balance, progression balance and zombie spawning. A lot of the strong zombies do no longer spawn in the lowest gamestage group(s) and the daytime biome spawn also had them removed. This means a new player should see less Boss zombies, exploding ones and demolishers. 
- Added some tuning for the difficulty settings to offset the spongyness of zombies on higher settings with a damage bonus. This does not negate it but reduce it's effect. Other factors like increased food and water consumption compensate in the higher difficulties.

Full Changelog Gnamod 0.8

Game Modes

Added: Horde Mode is back. Horde Mode is a modlet that comes with Gnamod and needs to be enabled first before playing. It comes with 3 maps currently (Easy, Normal and Tough) that start you off in the center of the world next to a Beacon. This Beacon attracts zombies and you need to defend it for as long as you can against ever increasing hordes of zombies. The Beacon sells items you need, and zombies drop cash in the bags they leave behind.

Biomes

Added: New biome pond deco prefab added to all but the wasteland to offer some additional water sources.

Changed: Redone ore distribution in all 5 biomes. Each biome is now having a primary and secondary type of ore. (Forest: Iron/Silver, Fields: Lead/Iron, Snow: Coal/Zinc, Desert: Shale/Copper, Waste: Niter/Gold). Ore clusters can be identified by their color on the map, clusters could be bigger than shown there. Going deeper means the clusters are denser. Ore clusters manifest as stone terrain on the surface but may be hidden until hit.

Changed: Limestone layers separate stone layers. Granite is now always on the deepest layers of the map; in mountain areas this means more stone layers.

Changed: Roads now spawn with dirt spots again. May take a bit to appear in new games or when exploring at higher speeds.

Changed: Rebalanced mine counts on roads.

Changed: Conifer stumps are now higher and more varied in length, same goes for the vanilla stump.

Loot

Added: Plundered variant of lockers.

Changed: Loot sources like crates that are used to stack items on never produce nothing, instead they will produce cardboard boxes to prevent floating items.

Changed: Cardboard boxes have better loot than the small brown boxes now.

Changed: New placeholders for all existing loot crates to further randomize pre-placed loot in prefabs.

Changed: Construction loot now drops individual parts rather than complete construction materials.

Quests

Changed: All rewards from trader quests are redone, you will get more choices, but it is also more random. Only a small bit of money is offered but they will often offer cash as reward choice as well.

Changed: Challenge quests are now a lot harder and spawn a lot of zombies, need to kill a lot more to complete. They reward a skill point now so should be worth it if you dare them.

Changed: Removed Animal challenge quests because they were nearly impossible to complete.

Blocks

Added: New helpers for containers: Bags, Lockers, Small Safes and Large Safes.

Fixed: Player craftable blocks can be repaired and upgraded using Gnamod building materials.

Changed: POI structural blocks now all use new master blocks for strength and harvesting.

Changed: Palisade Spikebed and Porcupine traps temporary removed from crafting due to issues with them.

Changed: Condensed the block shape helpers into Wood, Iron and Steel. These contain doors, hatches, bars and most of the furniture shapes.

Changed: Updated all Horde Mode Beacon blocks to work again as intended.

Economics

Fixed: Closed several loopholes that existed with scrapping materials, opening bundles and traders.

Changed: Completely rebalanced economics from the ground up. This means all raw resource prices were evaluated and altered, then cascaded down into everything crafted from them. This resulted in most prices now more accurately reflecting the actual worth based on their raw materials.

Changed: Gnamod now has its own item categories and most items have been altered to fit one or more of these. Each workstation currently still shows all categories. In the future, these may only show relevant categories. Category order is still a work in progress.

Changed: Trader stocks have been completely rebuilt from the group up. All traders have their own specialization in secret stash and the number of items they have change daily. General stock contains more raw resources.

Recipes

Added: Low tier weapons and tools now have an always unlocked recipe at increased cost.

Changed: Reevaluated a lot of recipes during the economics rebalance. A lot of items now have a bulk recipe, especially those that would output more items.

Changed: Weapons, tools and armor now use fewer special parts when you become more proficient in crafting them, other raw materials used in them use fixed amounts.

Items

Fixed: The special arrows and bolts should now work more as expected and deal damage on their explosions that is meaningful.

Added: Multi-use items, currently only 2 exist: Rations and First Aid Kit (replaces the vanilla one). These items can be used from the belt only but have multiple uses depending on their quality. More quality means more uses. Note that the First Aid Kit does not heal as much per use, but can be used multiple times to stop a bleeding.

Added: New set of canned food, with opened and spoiled variants. Most of these new canned foods need a can opener to be opened, the spoiled ones can be consumed directly at a risk. These replace the vanilla canned foods.

Added: New resource items to use in crafting.

Added: The Hoe returns as craftable item. It can be used to till the earth and upgrade tilled dirt with Nitrate so that plants can be farmed on normal soil once again. Crafting is unlocked with Living of the Land.

Added: Arrows and bolts can now be unpacked into their core components.

Added: Bulk items that are using for the bulk crafting recipes. These unpack in 25, 50, 100 or 1000 items depending on the type.

Added: New workstation tools for certain crafting activities: Chisel for stone hewing, Can Opener for opening canned foods, Sewing Kit for making clothing items, Table Saw for advanced sawing.

Added: Quest for resetting Horde Mode.

Changed: Welder is now used in many advanced crafting and thus gates crafting the higher tier tools and weapons.

Changed: Weapon Flashlight and Single Storage Pocket mods are now always unlocked to craft.

Changed: Brick is now Brick (Clay) and granite for building is replaced with Brick (Granite). These granite bricks need a Chisel to be made from raw granite.

Changed: Upgrade tools now progress rather than upgrade all. Stone axe upgrades Wood, Platedwood and Flagstone. Hammer also upgrades Scrapmetal, Brick, Iron, Granite, Steel and Concrete. Nailgun is required for the Stainless and Hardcrete materials.

Changed: Redone stack sizes for all items and blocks according to function and need. Most consumable items will have a stack size of 10 and raw foods 50, while most resources will go 100 or higher.

Changed: Meats now fill up more so should be a viable meal source.

Progression

Added: Balance based on set difficulty. XP gains are lower in higher difficulties. Higher difficulties get a damage boost to offset the reduced damage from the setting but get increases to food and water consumption.

Changed: Rebalanced XP gains and required XP for leveling to slow progression down and reduce excessive XP gains from certain activities (selling, looting and building).

Buffs

Changed: Reworked the Lucky buff, it can now happen at any moment an action is completed and has randomly rolled values that apply for its duration. They affect dismember, damage, treasure radius and loot gamestage. Effect last 1 minute and cooldown lasts 9 minutes.

Traders

Added: Traders now show up on your HUD if you are within their influence and you get a message if you enter or leave it. Traders do not like it if you stay in their influence for to long.

Changed: Redone all 5 trader settlement POIs. They are no longer immune to damage, except for the block the trader stands on. They have been fortified with traps and have more vending machines added.

Changed: Traders are now specialized in what they sell in their secret stashes. They have 1 primary and 2 secondary specializations, which can be discerned from the vending machines at their settlements.

Zombies

Changed: Zombies are no longer ragdolled on spawn, instead they show as if shocked. This is to randomize their walktype.

Player
Added: Journal tips for Geology, Blueprints, Building Materials and Workstations.

Changed: You now start with 1 torch, 1 bedroll and 1 trader advertisement on your belt and you are gifted Rations and a First Aid kit.

Changed: Player backpack now uses the yellow bag and is 1.5 times bigger. This should make it easier to find and recover gear.

Spawning

Changed: Rebalanced spawning to give the very early game a bit more of a break. Removed Arnold (demolisher) and radiated zombies from lowest spawn groups and daytime biome spawns. Reduced counts of special zombies in these groups as well and removed the exploding zombies from them.

Changed: Wandering Hordes now come with an initial spread out horde and repeat a set of spawns every 2 hours to repopulate the wilderness.

Changed: Bloodmoon hordes have been redone and now repeat a couple of waves and include more animals and stronger zombies at the start of each wave. Each stage has a very high-count group at the end so the horde will not stop early, these are limited to lower alive at once and weaker zombies.

Random Gen

Changed: Worlds now contain a higher level of water so there will be lakes and ponds in the world naturally.

 
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Might wanna double check your crossbow bolts and arrows, to verify working as intended. Getting some weird stuff with them acting as containers. Stone bolts appear to be missing from the hold-R selection wheel and the following line should be updated in Localization.txt:

junkLeadScubaweightDesc,Gnamod,"A lead scubaweight previously used by scuba divers to weigh themselves down. Can be scrapped for the raw material or sold."




replaced with:

junkLeadScubaweightDesc,Gnamod,"A lead scubaweight previously used by scuba divers to weigh themselves down. Can be scrapped for the raw material or sold."
junkLeadTrophy,Gnamod,Lead Trophy
junkLeadTrophyDesc,Gnamod,"A trophy made from lead. Can be scrapped for the raw material or sold."


Thank you Haidrgna - keep up the great work on this fantastic mod! Looking forward to A19 and your next big update.

 
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Cernwn said:
Might wanna double check your crossbow bolts and arrows, to verify working as intended. Getting some weird stuff with them acting as containers. Stone bolts appear to be missing from the hold-R selection wheel and the following line should be updated in Localization.txt:

junkLeadScubaweightDesc,Gnamod,"A lead scubaweight previously used by scuba divers to weigh themselves down. Can be scrapped for the raw material or sold."




replaced with:

junkLeadScubaweightDesc,Gnamod,"A lead scubaweight previously used by scuba divers to weigh themselves down. Can be scrapped for the raw material or sold."
junkLeadTrophy,Gnamod,Lead Trophy
junkLeadTrophyDesc,Gnamod,"A trophy made from lead. Can be scrapped for the raw material or sold."


Thank you Haidrgna - keep up the great work on this fantastic mod! Looking forward to A19 and your next big update.


Thanks, I will add the missing localization for the upcoming 0.8.1 update I am working on to release later today.

I am not sure what weird stuff you are seeing, the arrows/bolts are supposed to be 'opened' to get raw materials back, is this not working properly you are saying?

The stone bolts missing is an interesting side effect of a recent change it seems. I wanted to have more of the special ammo available on the T1 bows, but the crossbow has no T0 so the same change to the crossbow kind of rendered the stone bolts useless. The game only allows up to 10 different items in a radial menu before erroring out, so that hard limit is what caused the issue. I guess the T1 bows will have to lose another type of ammo than the stone ones then, will have to see what is the best choice.

Correction, seems I made a change to the UI to allow more than 10 radial menu items, so I guess I could easily make all ammo available to each of the bows and crossbows. There will be some minor overlaps on the circles but it seems to work just fine.

 
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Realized that stone ammo only works with the primitive weapons, which makes some sense - my bad. Opening ammo to obtain components is pretty awesome. It is too bad you didn't do that across the board, to include opening gun ammo to obtain components - bullets, gunpowder and cartridge/casing. May also want to check the localization.txt for the Hunting Rifle description, since you updated it to use .44 magnum instead of 7.62.

Is there some sort of newbie buff/debuff effect that causes player to consume food+water MUCH faster when at a trader outpost? Kept repeatedly starving to death at Trader Hugh's, even when chain-gorging MREs. On the thought of outposts, if you are going to make trader outposts destructible and build heatmap so quickly, may want to redo the trader POIs and add active defenses, such as traps/turrets/guards. Replace all those wood walls and spikes with (at minimum) T2 cobble/scrap, but preferably concrete or steel.

Love the mob randomization, bigger hordes, customized zombie loot by type, and variety of reskins. However, zombie detection range/FOV (hello stealth), heatmap and respawn rate felt like they were overtuned. These could be dialed down and still maintain increased challenge from vanilla. Clearing an area of zeds SHOULD mean it stays clear for at least a day or two.

Anyways, you are doing a fantastic job and I look forward to revisiting your work after A19 hits. Currently playing around with True Survival by SpiderJZMOD. The above is just my personal two cents, take it or leave it. Have a good one!

 
Realized that stone ammo only works with the primitive weapons, which makes some sense - my bad. Opening ammo to obtain components is pretty awesome. It is too bad you didn't do that across the board, to include opening gun ammo to obtain components - bullets, gunpowder and cartridge/casing. May also want to check the localization.txt for the Hunting Rifle description, since you updated it to use .44 magnum instead of 7.62.

Is there some sort of newbie buff/debuff effect that causes player to consume food+water MUCH faster when at a trader outpost? Kept repeatedly starving to death at Trader Hugh's, even when chain-gorging MREs. On the thought of outposts, if you are going to make trader outposts destructible and build heatmap so quickly, may want to redo the trader POIs and add active defenses, such as traps/turrets/guards. Replace all those wood walls and spikes with (at minimum) T2 cobble/scrap, but preferably concrete or steel.

Love the mob randomization, bigger hordes, customized zombie loot by type, and variety of reskins. However, zombie detection range/FOV (hello stealth), heatmap and respawn rate felt like they were overtuned. These could be dialed down and still maintain increased challenge from vanilla. Clearing an area of zeds SHOULD mean it stays clear for at least a day or two.

Anyways, you are doing a fantastic job and I look forward to revisiting your work after A19 hits. Currently playing around with True Survival by SpiderJZMOD. The above is just my personal two cents, take it or leave it. Have a good one!
Thanks for your feedback, it is always good to hear how people playing the mod think about features.

The traders are designed in such a way you cannot really camp out there, if you do you will be punished for it severely. The camps are destructible and cause additional heat if you camp out there to prevent exploits. The game would be to easy if you could live in the same box as the trader that is not killable or needs some other form of maintenance, or has the ability to kick you out (removing the protection breaks the default teleport). The protection causes people to just camp near traders and go inside, shoot of wack zombies from its invincible walls.

As for redoing the trader outpost, I did that already, I added extra defenses. Active defenses do not work in POIs, player would need to set those up and repair the walls or clear the area around the trader first before shopping.

The trader is there to get a mission, buy some goods and then you leave again. If you do that there is no problem. Once trader name appears in your HUD you are in their influence.

As for the zombie detection, noted, it is not for everyone that they can see almost as far as the player can during the day. Daytime zombies can be cleared, they do not return for a week or longer, but staying in one place for long will draw them to that location by heat, wandering hordes etc. If you settle in a place you either defend it or spend as little time there as you can during the day. Zombies initially spawn staggered when they start spawning after 14:00 or if you leave the safe zone, this means it will take a while before all of them are spawn and making sounds like shooting a gun draws them in from far. So clearing an area by force is harder than using more quiet tactics.

The Core mod is meant as a survival experience in a zombie apocalypse, there is always going to be more zombies and different tactics are required. Stealth works in the mod, but you may need to perk into it more for it to work on more of the zombies. Unless of course you loaded Horde Mode, this mode hardly has stealth, since it is you defending a stationairy object.

 
Alright I pushed the final update for A18 to the stable branch. Mainly focuses on Horde Mode balance but there were also some bug fixes and localization fixes. Once experimental hits development will begin to porting over to A19 and once a running version is ready an Experimental download may appear on the mod launcher, but this will depend on how easy the porting will be and how much time I will be spending on it. My aim is to keep working on it until A19.0 is the new stable version, the A18 version of Gnamod will then move to Legacy and the A19 version will take it's place. I will then also take down the A17 version from the Mod Launcher. Older versions will still be available for manual download of course. I will be updating the manual download shortly to include the 0.8.1 versions for manual install.

===0.8.1===

This update mainly focused on Horde Mode balance, which was not there yet in the 0.8.0 version.

Fixed: Blocks in Horde Mode are properly see-through for zombies so no block will ever block line of sight to the Beacon for them.

Fixed: PetrolBomb Arrow/Bolt bundles now properly unpack.

Fixed: Multi-Use items (Rations and Aid Kits) now break on expending the final charge. An extra charge added to all quality levels since this large charge will not doing anything.

Added: Horde Mode now has access to unique groups for Animal spawns and scout/daytime spawns. These groups are specifically tuned for the new spawning.

Changed: Horde Mode has no heat build up from player actions besides workstations and other blocks that generate heat normally. This means the hordes can be tuned more predictably. Before very industrious players were punished a lot more with additional hordes being build up.

Changed: Added a Buff to control the spawning of Horde Mode waves. The buff will tell when the next wave will start to appear and during the day will tell the next one is coming at 22:00. This means each player in the team gets their own hordes added rather than it being fixed. Difficulty and player level factors in as well, higher difficulties have more frequent waves and higher player levels add more time to the spawning process (so more zombies per wave).

Changed: Waves are always 3 ‘Scouts’ and they will each call the actual wave, if these die quicker a wave will be less intense, but they are moving slower than their summoned friends. As days progress the ‘Scouts’ are called from tougher lists. What they summon is gamestaged.

Changed: Adjusted zombie AI and vision, World Zombies are now scouts and always favor the player over the Beacon and can see very far. Other zombies have limited vision when it comes to finding the player, they favor the Beacon over the player unless damaged by the player.

Changed: Arnold (Demolition zombies) has been removed for real now from the lowest stage groups and thus will not appear as often as he did before (which was a lot more than intended). They now always focus on the Beacon and will not follow them player around even if damaged.

Changed: Trader prices have gone up by 50%. The prices were to low and dropped to zero when using only a few items reducing prices. It is still possible at max skill + Cigar + Awesome Sauce, but that will take a while to get.

Changed: Availability of certain items has been rebalanced. Certain items such as full blocks, special arrows/bolts were to easy to obtain in large quantities. These items are very powerful and getting to much easily made certain things to easy.

Changed: Removed Secret Stash progression from the BB skill for Horde Mode and moved it to the player based on level. There are 6 stashes, 1 is default unlocked and the other 5 unlock as you gain levels (25/50/75/100/150). This means Horde Mode progresses more naturally and there is no need to put points in BB if you do not want to.  

Changed: Vultures always puke in Horde Mode to make them more annoying and dangerous.

Changed: First Aid Kits of higher quality will heal slightly more per charge used making the higher quality kits even more desirable, this means that a q6 kit will now heal double the amount compared to before.

Changed: Biome spawns in Horde Mode were adjusted to be in line with the new way of wave spawning. Most biomes have had their numbers during the night cut.

 
Hey, I am looking for a hi rise...  I 'think' it was this mod.  It was like a business tower, square, fencing all around.  One side had a collapse, heavily secured building...  looked like a government location.  Does anyone know what I am referring too?  

 
Hey, I am looking for a hi rise...  I 'think' it was this mod.  It was like a business tower, square, fencing all around.  One side had a collapse, heavily secured building...  looked like a government location.  Does anyone know what I am referring too?  
I do not know what you are referring to, Gnamod does not come with any such POIs. All POIs the mod adds so far are small decorative ones to spice up the worlds and updated Traders. Maybe it was part of CompoPack or something?

 
Will NitroGen world generation tool work with this mod?
As far as I know there should be no issue using a NitroGen map with Gnamod, or any other map designed to work with the vanilla game. Gnamod does a lot of alterations that happen post generation so to say, so POIs and the world are transformed but it does not really matter where the original world was generated. If it includes custom biomes or mod specific POIs then it will likely not work well. It should also not really have an issue with CompoPack or similar POI packs or worlds using those. The mod is designed to work over anything build with vanilla building blocks. I cannot say it will be balanced but it will work.

Gnamod does do some alterations of the RWGMixer if that is used, so its world output is different than the vanilla game, but it is by no means the only way to play the mod. Before A17 changed how worlds where made the Mixer played a much more important role for the mod, but when A18 took the ability to easily add custom biomes the mod focus had to change.

 
As far as I know there should be no issue using a NitroGen map with Gnamod, or any other map designed to work with the vanilla game. Gnamod does a lot of alterations that happen post generation so to say, so POIs and the world are transformed but it does not really matter where the original world was generated. If it includes custom biomes or mod specific POIs then it will likely not work well. It should also not really have an issue with CompoPack or similar POI packs or worlds using those. The mod is designed to work over anything build with vanilla building blocks. I cannot say it will be balanced but it will work.

Gnamod does do some alterations of the RWGMixer if that is used, so its world output is different than the vanilla game, but it is by no means the only way to play the mod. Before A17 changed how worlds where made the Mixer played a much more important role for the mod, but when A18 took the ability to easily add custom biomes the mod focus had to change.
thanks

 
Alright a small update from me while the A19 Experimental rages on.

I am proud to announce that Gnamod is fully ported to A19 and ready to be played via the Mod Launcher. Please note that while I say it can be played, does not mean it is ready nor that it will stay working when a next update to the EXP branch is released by TFP. 

You can find it under the A19 tab of the launcher and only has an Experimental version. This comes with all modlets, so it also includes an updated Horde Mode (with slightly changed maps), the UI and the Classic Toolbar.

I am still actively working on the 0.8.2 version that will be the next stable soon after A19.0 becomes stable. This is only a minor patch because it does not fundamentally alter gameplay. It might add new things but mainly does make sure all new elements from A19 are incorporated into Gnamod and all changes to core systems taken care of. My focus is mainly on the UI which had some changes under the hood since A18.3 that made things come out weird or a bit off. I want to use the remaining EXP time to finish this up, update or alter some more windows and clean up the XML code a bit. Once this is done the UI thread on the forums will get some updating as well with A19 screenshots to replace the no longer valid A17 screenshots there.

I have been enjoying the A19 experimental so far and I just played a bit of Gnamod A19 and it played very solid.

 
Love the modpack man.  Running the latest GNA mod for a19 off the launcher and the first object I attempt to loot throws error:
 

warning GUIWindowManager.remove: window "looting" unknown!
NulReferenceException. Object reference not set to an instance of an object

Any help would be appreciated. 

 
Love the modpack man.  Running the latest GNA mod for a19 off the launcher and the first object I attempt to loot throws error:
 

warning GUIWindowManager.remove: window "looting" unknown!
NulReferenceException. Object reference not set to an instance of an object

Any help would be appreciated. 


This error seems like its likely related to the changes done in B177 to the UI (for the addition of the stash buttons they made some changes to looting, backpack and vehicle storage windows. 

I updated the experimental version to that yesterday so you may have been running an older version when you started your game. I suggest allowing the Mod Launcher to re-download or pre-sync so it has the latest. I will also test myself to see if there are any issues in the Mod Launcher version to be sure.

This also means you need to delete the install of the game and update it to B177, since that could also be the issue that the mod is ahead of the game's version as the Mod Launcher does not update the game unless you reinstall.

 
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I have uploaded a zip file to the A18 download link (currently the link you follow in the first post to Download) to contain a zip for the A19 Experimental version of Gnamod.

Since it's mostly ready to go and I am expecting A19 to go stable soon its time for more people (and people not using or having issue with the Mod Launcher) to have access to it.

Note that this is the exact same package you would be getting for the Mod Launcher, it comes with Horde Mode and Classic Toolbar disabled and you will need to manually enable them if you want to use them. Installing should be as simple as unzipping into the game's main folder (making a copy of the game to add mods to is preferred and the method used by the Mod Launcher).

If you run into any issues or bugs feel free to report them here or on the Gnamod Discord, I will add them to my list to look into for the stable version once A19 is stable. I will currently only patch mod-breaking issues from updates or changes I did not realize they negatively affected the mod.

 
Seems like the chemistry station does not work. Clicking it causes null errors

 
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Seems like the chemistry station does not work. Clicking it causes null errors
I have tested it both on B178 with Gnamod Core and only with Gnamod CoreUI and on either the chemistry station opened just fine without errors, showing recipes like it should.

You may need to provide with more information and make sure your game is at the latest build and the mod is the latest version uploaded (when in doubt let the Mod Launcher delete it all and reinstall).

If that does not fix the issue, please post your log files and other info like reproduction steps to the problem you are experiencing so I can track it down. Just stating something does not work is sadly not very helpful :D

 
I did a delete complete about 8 hours ago when i seen the b178 update. I get a NullReferenceException when i try to select the chem station or oil from my personal crafting menu or the work bench(not clicking on chem station since I dont have it yet). Should i try another delete complete? I had to restore from a save, maybe the save files are old? Im only using the core and core Ui

 
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