Yeah, well it works, but doesn't really make me happy, if you understand what I mean. I wanted both, turns out I can't have them both. Tough decision, but I did remove WalkerSim back in A19 for different problems that I ran into and it looks like none of it was fixed and now this... I think I will go back to vanilla zombie spawning system.
So what are you trying to achieve with your game? No zombies but having quests to do for fun here and there? Like what? The fetch and bury quests only or something?
So what are you trying to achieve with your game? No zombies but having quests to do for fun here and there? Like what? The fetch and bury quests only or something?
There are zombies in my game, but they are handled by WalkerSim mod instead of the vanilla game code and for that to work, you have to set Enemy spawnings to OFF in your game which simply means turning the vanilla zombie spawning system OFF, so that the zombie spawning logic can be replaced by the one from WalkerSim mod. Apparently that has some negative side effects on the game - no zombies spawned during quests such as buried treasure and quests from mods such as yours cannot be activated.
What I was trying to achieve in my game? More zombies with less predictable behavior (handled by WalkerSim mod) and your quests mod (among other things). Unfortunately they don't seem to like each other.
There are zombies in my game, but they are handled by WalkerSim mod instead of the vanilla game code and for that to work, you have to set Enemy spawnings to OFF in your game which simply means turning the vanilla zombie spawning system OFF, so that the zombie spawning logic can be replaced by the one from WalkerSim mod. Apparently that has some negative side effects on the game - no zombies spawned during quests such as buried treasure and quests from mods such as yours cannot be activated.
What I was trying to achieve in my game? More zombies with less predictable behavior (handled by WalkerSim mod) and your quests mod (among other things). Unfortunately they don't seem to like each other.
I didn't know this mod was released. I wanted to try it for ages and was pining for its concept across all games. Does it work fine with your A20 game? Anything I should know before I try it?
I didn't know this mod was released. I wanted to try it for ages and was pining for its concept across all games. Does it work fine with your A20 game? Anything I should know before I try it?
Yeah, the original version that was released ages ago for A19 worked only on dedicated servers at first, but ZehMatt later released a non-server version, so that you could easily play it on your local computer. It worked pretty much out of the box, but you should keep in mind that default settings may be a little bit too harsh for one person to handle (that is if you don't plan to play with friends), but either way it's best to check out the settings in the xml file and set your own values there if you find the default values inappropriate. There's now a new unofficial version for A20 made by Ragnar which is pretty much the same with some minor improvements, so I tried that and it looks like I will give up on it once again. Incompatibility with mods you wanted to try is no fun. If it was a matter of xml, I could try to come up with a fix myself, but WalkerSim is a compiled C# code which requires a lot of insight to the game internal systems, that's a whole new level.
Im a little confused on the tokens, it says we can't craft anything with them, theres options but when you try to make something with them theres nothing you can do.
Im a little confused on the tokens, it says we can't craft anything with them, theres options but when you try to make something with them theres nothing you can do.
It was a bit of a guesswork for me too, but eventually I figured out that to use them in crafting, you need to put that empty bag down on the floor and then use it as a workbench where these tokens can be turned into items.
So, many of us noticed silencers\suppressors sound problem since A19 with Tactical Action. You put suppressor on, but the sound is previous and loud, of bare barrel. Moreover, this affects zombie trigger by sound. Native loud sound travels about twice as much.
Here is the fix. You should find sections of <item_modifier name="PistolSuppressorMod" and <item_modifier name="RifleSuppressorMod" in "item_modifiers.xml" of mod, and replace those whole blocks of XML with following:
The essense of this fix is correct sound names containing "sil", not "sup". sup - is original, bare barrel loud sound.
Yeah, I know, that IRL one can't get rid of sound of bullet snapping sonic barrier with any muzzle device on rifles. It's not 100% muting on standard rounds. You must use subsonic rounds + closed type muzzle device (silencer) to be trully silent. But any suppressor should hide the flash and mess with the sound at least to disperse and deform it, so other people would have hard time finding you by sound, at least harder than with stock barrel or open type muzzle devices (which are mostly used for recoil control and gas flow direction).
If this won't be included in mod over time, I'll post it as XML mod, in order not to edit original mod files each time.
So, many of us noticed silencers\suppressors sound problem since A19 with Tactical Action. You put suppressor on, but the sound is previous and loud, of bare barrel. Moreover, this affects zombie trigger by sound. Native loud sound travels about twice as much.
Here is the fix. You should find sections of <item_modifier name="PistolSuppressorMod" and <item_modifier name="RifleSuppressorMod" in "item_modifiers.xml" of mod, and replace those whole blocks of XML with following...
Excellent! I knew something was going on for a while with the silencers. TA was always a great mod but its been in need of some TLC for a while now. Nice to see the community doing just that now. Thanks for the scope fixes above as well. I managed to figure out how to put that into the xml so I may as well try to put the silencer changes into my game now too.
I love the mods but I am having issues crafting ammo for the new guns. The ammo shows up in my crafting menu, it shows that I need to have a workbench (which I have) and I have all the materials but the workbench doesn't give me a 'craft' option. It is not shaded like I am blocked or I need a perk or skill so I don't know what I can do?
I love the mods but I am having issues crafting ammo for the new guns. The ammo shows up in my crafting menu, it shows that I need to have a workbench (which I have) and I have all the materials but the workbench doesn't give me a 'craft' option. It is not shaded like I am blocked or I need a perk or skill so I don't know what I can do?
love TA so far but would it be possible to remove the reminder of which gun I'm using every time i switch to it? if not it's fine just breaks muh immersion a little bit
love TA so far but would it be possible to remove the reminder of which gun I'm using every time i switch to it? if not it's fine just breaks muh immersion a little bit
Idk how to do that. Last I checked, IvanDX was going to with the original mod, but nothing came of that att. Here's hoping he has an update for us one day.
Idk how to do that. Last I checked, IvanDX was going to with the original mod, but nothing came of that att. Here's hoping he has an update for us one day.
ill ask around, from my limited knowledge of modding it looks like an attached prefab (similar to how you do overhead health bars) so if it's not baked into the mod too hard it should be easy enough to remove.
EDIT: oof it's not an attached prefab it's a texture baked into resources (checked it with AssetStudioGUI). the good news is it's not attached to the gun textures/meshes so they can be removed tediously. the bad news is you'll probably have to extract all of the gun textures and repack them using Unity Assets Bundle Extractor, problem is UABE is broken atm so i dunno how you'd go about doing it. neway hope this helps m8 great work keeping TA alive and well
There's another workstation that uses the same workstation icon as the vanilla workbench that is called the Ammo Workbench i believe and that's where you craft tactical ammo.
I using TA and ReQuest and found that ReQuest throwing some warnings in console:
"WRN XML patch for "blocks.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\blocks.xml']" (line 4 at pos 3)
WRN XML patch for "items.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\items.xml']" (line 4 at pos 3)
XML patch for "recipes.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\recipes.xml']" (line 4 at pos 3)
WRN XML patch for "quests.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\quests.xml']" (line 4 at pos 3)
WRN XML patch for "traders.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\traders.xml']" (line 4 at pos 3)"
I using TA and ReQuest and found that ReQuest throwing some warnings in console:
"WRN XML patch for "blocks.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\blocks.xml']" (line 4 at pos 3)
WRN XML patch for "items.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\items.xml']" (line 4 at pos 3)
XML patch for "recipes.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\recipes.xml']" (line 4 at pos 3)
WRN XML patch for "quests.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\quests.xml']" (line 4 at pos 3)
WRN XML patch for "traders.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\traders.xml']" (line 4 at pos 3)"
WRN ≠ ERR. Also please note how it says "Successfully_Loaded", that's a hint. Closer look at the files mentioned in those warnings reveals this note regarding those lines:
<!-- This will log as a WRN for not able to remove -->
<!-- This is done on purpose to have a log entry showing this file was read -->
Personally I don't understand why the author did something like this in the first place, because the game tries to load all the mods automatically, granted they are installed correctly and when people who aren't aware of what's going on see warnings in the console, they get all worried, but hey it's what it is. Not a big deal in this case.
I using TA and ReQuest and found that ReQuest throwing some warnings in console:
"WRN XML patch for "blocks.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\blocks.xml']" (line 4 at pos 3)
WRN XML patch for "items.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\items.xml']" (line 4 at pos 3)
XML patch for "recipes.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\recipes.xml']" (line 4 at pos 3)
WRN XML patch for "quests.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\quests.xml']" (line 4 at pos 3)
WRN XML patch for "traders.xml" from mod "ReQuests" did not apply: <remove xpath="/Successfully_Loaded[@modname='ReQuests'][@version='1.0.3'][@filename='\Config\traders.xml']" (line 4 at pos 3)"
Yeah, IvanDx wanted it known that the mods were working just fine. It was a personal preference I chose to respect. Those yellow errors won't hurt anything.